I have really enjoyed the topic regarding the allied playbook that already has a lot of great discussion. Because of the number of comments I thought I might start a new topic but also add what I would consider to be a cheat sheet or small playbook so to speak for any new or less experienced allied player. I have borrowed from my experience as a player as well as many of the contributions in the the thread I mentioned earlier. I would especially like to give credit to @crockett36 for the using the idea of strategic objectives. Any strategy for the allies will always be reactive but their moves still need to be purposeful and deliberate. The allies face a serious disadvantage with the 1940 set up. I have tried to keep this guide relevant to both Balance Mod and bid games but did not mention anything about specific bids.
Overview of unit value
- Due to turn order and map position identical units for different powers vary greatly on their in-game effectiveness.
- Personal experience shows that Russia’s ipc’s are best spent on Inf once they are able to field 10-15 art as well as match their number of fighters to the Germans bombers (depending on German strategy). Mech infantry are useful if it can keep the axis from blitzing past Moscow.
- Anzac’s money is best spent on fighters.
- UK’s London money is best spent on Mech inf and Tanks once a threshold of air power is met.
- USA’s can never have too many bombers and needs to land at the minimum of 3 full transports of units into Europe every turn ASAP. For this reason, it is critical for the US to build a navy in the Atlantic to serve the purpose of protecting the transports.
Maximizing unit value using force multipliers
It is imperative that the Allies utilize every unit to its fullest value, especially in the early rounds. This is best done by taking advantage of the force multipliers that exist due to strategic positions on the map. An example of a force multiplier is a fighter stationed in London. Due to its ability to intercept and scramble, fighters in London need to be accounted for each potential attack. If Germany wants to strategically bomb London while attacking ships in sz 110, the fighter must be accounted for in both battles. Any time you can force your opponent to account for a unit in multiple locations, the force of that unit has been multiplied.
- Air bases in Gibraltar and Egypt / Trans Jordan provide excellent force multipliers. I will assume the benefit of Gibraltar and Egypt are self-evident. An air base in Trans-Jordan allows for air cover in the crucial sea zone’s 98 and 81 while allowing for fighters and tactical bombers to move to Gibraltar, India, and Bryansk in 1 turn assuming both Iran and Iraq have been activated. A Trans-Jordan Air base also allows bombers to attack Burma.
- Another way to take advantage of force multipliers is to land an allied power’s fighters onto another allied power’s Carrier. Landing Anzac fighters on USA carrier’s provides extra range that can be difficult to deal with.
General Strategic goals
It is crucial that the Allies coordinate and assign their objectives to the countries that are in the best position to complete them. The priority of the objectives will change due to the axis strategy as well as game flow. Early game objectives will include in no specific order protecting London, securing the Atlantic, protecting Egypt, protecting India, avoiding the full wrath of Japanese air power as China, consolidating Russian units, protecting Gibraltar, controlling the Middle East and conservation of units. If the allies can accomplish all of these goals prior to the entry of USA they are in a good position.
When trying to meet these objectives consider how force multipliers can allow one unit to meet more than one objective at a time. As mentioned earlier, fighters in Gibraltar with an air base can be used to potentially accomplish three objectives within 1 turn. Within 1 turn a fighter can land in Egypt, London or used to secure Atlantic.
Russian early objectives
Once the Axis declare war on Russia, they should seriously consider attacking stray units. Some people would argue against this by pointing out that we are using the infantry to attack at a 1 instead of defending at a 2 during any major battle in the eastern front. Experience shows that Russia is best served by using air force on the offensive as often as possible. Trading units also potentially slows down the inevitable surrounding of Moscow.
UK and AZAC early objectives
By the time USA enters the war UK ideally still holds London, Egypt and India.
- Securing India depends largely on when Japan declares war but requires a large number of ground units regardless.
- It is my experience that UK London should purchase at least one factory for the Middle East, preferably in Iran. Purchasing an additional factory for Egypt or Iraq can be very useful, however the priority needs to be the production of units. The UK can not afford to spend money on factories that do not produce maximum output every turn.
- Experience has EMPHATICALLY shown that the most efficient use of units for UK turn 1 involves purchasing an air base for Gibraltar and moving any navy that can reach to sea zone 92 while leaving at least 2 fighters in Gibraltar. This still leave UK with enough money to purchase 4 infantries for London. I find it best to also consolidate all land units in Africa save 1 infantry in Alexandria in Egypt.
- Experience has shown that in the early game Egypt is more important than India. For that reason, it can be very useful to fly the tac bomber from India to Tanganyika. Including the fighter is helpful but leaves India especially vulnerable.
- Activating Persia round 1 with the transport from India and infantry from West India has proven to be useful if conservation of units is a concern.
- ANZAC is best used to fill US carriers with fighters and strategically retake money islands. When in doubt as ANZAC buy fighters.
US early objectives
Once the US enters the war their first objective should secure the Atlantic and retake Gibraltar if needed. This provides pressure on the Italians as well as relief for London.
- It can be very helpful to land fast moving units in French West Africa as early as possible. These units can reach Egypt within 2 turns and will provide can opener opportunities should Egypt fall.
- 4 transports are needed on the east coast waiting to embark as soon as the US enters the war. 5 is more useful but the marginal utility sharply drops off after that. It is crucial to keep sending units from US into Northern Africa and Gibraltar every turn until they are secured. For this reason, the first purchase after war has been declared needs to include transports for the East Coast.
- US should reinforce both Hawaii and Australia in the Pacific until the objectives in the Atlantic are met.
Mid to late game objectives
Mid to late game objectives include (in no specific order) establishing a beach head as US/UK in Western Europe, pushing the Italians out of the Mediterranean and back into Europe, maintaining the Chinese front drawing money from India, forcing Japan to retake money islands, opening a Northern front in both Europe and Pacific, not losing Moscow decisively and protecting the Middle east. If the allies can accomplish these results, the game is not lost once Moscow or India has fallen. If enough units have been preserved both can fall and the Allies still have a chance.
- The US and UK need to establish a beach head in Western Europe unless the Japanese navy and air force are no longer strategic threats. This is unlikely to happen which makes this objective critical.
- Pushing the Italians out of The Mediterranean can be accomplished most efficiently by either the US or UK with the use of overwhelming air power.
- If Japan has taken Soviet Far East, it can be good strategic value to retake these territories as US. This becomes even more important with Balance Mod games due to Amur’s increased value. This will draw Japanese forces out of position as well as increase Russia’s income.
- Establishing a stronghold in Norway as the Allies is a deceptively strong move. The territories are valuable and needed for a German national objective. Priority should be placed on maintaining the western front, however do not hesitate to capture these territories if you are certain you can hold them for at least 1 turn and keep your navy alive.
- Protecting the Middle east from German blitz of tanks and mechanized infantry is crucial. For this reason, if an allied player finds themselves in a position where they must choose between India or the Middle East, experience has shown it is critical to choose the Middle East. Depending on Russian income, protecting the Middle East can be more important than holding Moscow if it saves the bulk of your Russian forces.
- As the Allies it is always important to remember that if both Spain and Turkey can be attacked during the same round with enough force left to hold the territory, declaring war on the true neutrals is a net win for the allies. It can be the easiest way to open up the critical beach head in the west and also provide an opportunity for a critical blitz to the underbelly of Europe with enough UK mechanized infantry and tanks.
The allies have a long road ahead of them if they want to achieve victory. I have always felt it is easiest to achieve outright victory in Europe but easier to break the will of the Axis opponent in the Pacific. A land locked Japan can be very difficult to capture but does not pose any real threat to the game. I hope newer players can use this as guide. I am happy to add screenshots to this playbook / guide of how the first round could play out similar to the other playbooks if that is something people will find useful.