Early war Dutch primer
Posted: Wed Aug 04, 2004 1:02 am
If your anything like me playing as the early war Allies if fairly simply except when it comes to how to handle the Dutch. I was answering a question in another forum so I decided to expand it a little bit and provide some tips that I have picked up in my playing.
Alot of this is probably common sense but I will provide it anyways since im bored and helping just one person is worthwhile.
If I get enough of a response then I will clean it up bit and expand it and maybe Spooky and put it on his website.
If everyone thinks I actualy give out some good advice I may keep adding to this as part of a series and eventualy put it together and make a complete Allied stratadgy guide.
Anyways...for now I will present you with my guide on how to manage your early war Dutch assets.
Here is my ordered list of what to save in order of most imporatance.
What to save:
1. Dutch LCU units like base units and Engineer units. Dutch combat units arnt worth a damn so its best to save things that provide aircraft support and can build up your bases.
2. Any airgroups. There are only a few airgroups worth saving but any you want to save will have to be put aboard AK's if you want to haul them to India. I save alot of my Dutch Patrol craft and a few select bomber and fighter units.
3. Fuel. I would rather save finished fuel than oil any day. With oil it has to be shipped back to Japan to be turned into fuel, so its better to save the finished product.
4. Oil. Haul it out of there as much as you can besides whats above.
5. Supplies. Same as above. I would rather save the finished goods than resources.
6. Resources. If you have any room left pick these up and haul them away.
How to save it:
Now here is where it gets complicated. I send most of my Dutch LCU's and airgroups up to India to help out there and in Burma. But India has a steady stream of supply flowing in from Karachi and doesnt need the Fuel, Supply, Oil and Resources.
This is where it takes a little bit of management to pull it off smoothly. You will have transports steaming up to India and cargo ships hauling the rest of the cargo down to Austrailia.
Once you unload in OZ you can go back north and try and pick up more cargo or just send your transports to India.
However once CV's or LBA enter the DEI moving a ship through the area is suicide. So if planes get between your ships and the rest of the Dutch force in India then its best to let them fight the rest of the war aiding Australia.
NEVER send an empty dutch cargo ships anywhere. Thats just a waste of the room. Load it up and then send it. If it gets sunk then of course you lose the points but the Japanese lose whatever was in the ship.
Leaving goods around for them to capture just aids their effort.
Use my list above and stuff your ships to the gills and then send it off to India or Australia.
Tips for surface ships:
Here you can use two different styles. You can use your Dutch surface vessels to activly attack the Japenese.
You will lose alot of ships in this manner so I dont really like doing it.
The second is my style and thats to play turtle. Put all your surface vessels as escorts to your cargo ships and once they are loaded get them the hell out of dodge.
Your surface fleet can be tied in with other vessels later in the war which will give them a fighting chance.
Dutch subs are some of the best in the game, all those islands proivide for lots and lots of ambush spots and choke zones.
Unfortunatly there isnt a port where your subs can reload torpedos so you must go somewhere else for that. But you can dock your subs and suck up a little fuel and supply every turn if you want.
Save your surface fleet to fight another day instead of battering them against the IJN early in the game. Let them provide ASW and AA support to your cargo fleets.
A few last tips: These are things I thought of while I was writing the above.
On turn 1 expand ALL of your Dutch bases. At first this sounds stupid but here in my reasoning.
Your bases wont actualy have time to ever expand so you wont be helping out the Japanese.
The main reason for doing this is it sucks up supply!
Every unit of supply consumed before the Japanese get their hands on it is a tiny little victory in the early war.
Later when the Japanese are on your doorstep you can turn expansion off and save the supply for any sieges that might occur.
I mentioned this above but I will go back into it in a little more depth. Dont EVER send a cargo ship away without its full load. Even if you know its going to get pasted by aircraft the next turn do not send it away. I would much rather it suck up 1000 more supply and then go down the gloomy deep then sail away and leave 1000 supply for the Japanese to use. The whole point of the take over of the DEI is for resources. Your job as the Dutch is to deny them as much of this resource as you can. You are not going to be able to hold on to your bases so the next best option is to haul away as much of the usefull items as you can while perserving your combat surface fleet. A 100% full ship at the bottom of the ocean is better than a 50% full ship steaming away.
There are lots of scattered AK's in Australia at the beginiging of the war. Since it will be a while until you can secure a supply line to America its best to gather these up in 1's and 2's and sail them up to the DEI and start gathering what you can and sailing it back. Do this as many times as you can until Japanese airpower makes the runs no longer possible.
There are LOTS of bases in the DEI. Alot of them have no troops in them but have 1-3 k of supply or fuel. Send out AK's in ones and twos and collect from these bases and haul it back to Australia. Use your AP's too since it will be a while until you need them to haul troops around.
With a bit of good management and a bit of luck you can make one of the greatest planned withdrawls in military history. You will have left your LCU's in key areas to delay the Japanese invading units. Key airgroups will have been left to provide CAP and score the occasional lucky hit on a Japanese surface vessel. And most importantly you will have hauled away key supplies to bolster other areas and denied its use to the Japanese.
There is no worse feeling as the Japanese than taking a base with a large amount of oil and resources and finding out not only is it damaged but there isnt near enough supplies on hand to repair the damage. They will have to send back to Japan for the supplies and you will have really fouled up their entire time table.
If you can do this you will be well on your way victory.
Hope this helps some.
Alot of this is probably common sense but I will provide it anyways since im bored and helping just one person is worthwhile.
If I get enough of a response then I will clean it up bit and expand it and maybe Spooky and put it on his website.
If everyone thinks I actualy give out some good advice I may keep adding to this as part of a series and eventualy put it together and make a complete Allied stratadgy guide.
Anyways...for now I will present you with my guide on how to manage your early war Dutch assets.
Here is my ordered list of what to save in order of most imporatance.
What to save:
1. Dutch LCU units like base units and Engineer units. Dutch combat units arnt worth a damn so its best to save things that provide aircraft support and can build up your bases.
2. Any airgroups. There are only a few airgroups worth saving but any you want to save will have to be put aboard AK's if you want to haul them to India. I save alot of my Dutch Patrol craft and a few select bomber and fighter units.
3. Fuel. I would rather save finished fuel than oil any day. With oil it has to be shipped back to Japan to be turned into fuel, so its better to save the finished product.
4. Oil. Haul it out of there as much as you can besides whats above.
5. Supplies. Same as above. I would rather save the finished goods than resources.
6. Resources. If you have any room left pick these up and haul them away.
How to save it:
Now here is where it gets complicated. I send most of my Dutch LCU's and airgroups up to India to help out there and in Burma. But India has a steady stream of supply flowing in from Karachi and doesnt need the Fuel, Supply, Oil and Resources.
This is where it takes a little bit of management to pull it off smoothly. You will have transports steaming up to India and cargo ships hauling the rest of the cargo down to Austrailia.
Once you unload in OZ you can go back north and try and pick up more cargo or just send your transports to India.
However once CV's or LBA enter the DEI moving a ship through the area is suicide. So if planes get between your ships and the rest of the Dutch force in India then its best to let them fight the rest of the war aiding Australia.
NEVER send an empty dutch cargo ships anywhere. Thats just a waste of the room. Load it up and then send it. If it gets sunk then of course you lose the points but the Japanese lose whatever was in the ship.
Leaving goods around for them to capture just aids their effort.
Use my list above and stuff your ships to the gills and then send it off to India or Australia.
Tips for surface ships:
Here you can use two different styles. You can use your Dutch surface vessels to activly attack the Japenese.
You will lose alot of ships in this manner so I dont really like doing it.
The second is my style and thats to play turtle. Put all your surface vessels as escorts to your cargo ships and once they are loaded get them the hell out of dodge.
Your surface fleet can be tied in with other vessels later in the war which will give them a fighting chance.
Dutch subs are some of the best in the game, all those islands proivide for lots and lots of ambush spots and choke zones.
Unfortunatly there isnt a port where your subs can reload torpedos so you must go somewhere else for that. But you can dock your subs and suck up a little fuel and supply every turn if you want.
Save your surface fleet to fight another day instead of battering them against the IJN early in the game. Let them provide ASW and AA support to your cargo fleets.
A few last tips: These are things I thought of while I was writing the above.
On turn 1 expand ALL of your Dutch bases. At first this sounds stupid but here in my reasoning.
Your bases wont actualy have time to ever expand so you wont be helping out the Japanese.
The main reason for doing this is it sucks up supply!
Every unit of supply consumed before the Japanese get their hands on it is a tiny little victory in the early war.
Later when the Japanese are on your doorstep you can turn expansion off and save the supply for any sieges that might occur.
I mentioned this above but I will go back into it in a little more depth. Dont EVER send a cargo ship away without its full load. Even if you know its going to get pasted by aircraft the next turn do not send it away. I would much rather it suck up 1000 more supply and then go down the gloomy deep then sail away and leave 1000 supply for the Japanese to use. The whole point of the take over of the DEI is for resources. Your job as the Dutch is to deny them as much of this resource as you can. You are not going to be able to hold on to your bases so the next best option is to haul away as much of the usefull items as you can while perserving your combat surface fleet. A 100% full ship at the bottom of the ocean is better than a 50% full ship steaming away.
There are lots of scattered AK's in Australia at the beginiging of the war. Since it will be a while until you can secure a supply line to America its best to gather these up in 1's and 2's and sail them up to the DEI and start gathering what you can and sailing it back. Do this as many times as you can until Japanese airpower makes the runs no longer possible.
There are LOTS of bases in the DEI. Alot of them have no troops in them but have 1-3 k of supply or fuel. Send out AK's in ones and twos and collect from these bases and haul it back to Australia. Use your AP's too since it will be a while until you need them to haul troops around.
With a bit of good management and a bit of luck you can make one of the greatest planned withdrawls in military history. You will have left your LCU's in key areas to delay the Japanese invading units. Key airgroups will have been left to provide CAP and score the occasional lucky hit on a Japanese surface vessel. And most importantly you will have hauled away key supplies to bolster other areas and denied its use to the Japanese.
There is no worse feeling as the Japanese than taking a base with a large amount of oil and resources and finding out not only is it damaged but there isnt near enough supplies on hand to repair the damage. They will have to send back to Japan for the supplies and you will have really fouled up their entire time table.
If you can do this you will be well on your way victory.
Hope this helps some.