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Atoll Defense and Supplies

 
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Atoll Defense and Supplies - 3/25/2011 9:43:44 PM   
aphrochine


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I'm curious what everyone does for supplies in atoll defense.


It seems to me that any level of bombardment or air strike on the atoll destroys supplies in large quantities leaving any defenders without supplies after a few days. Whenever a force lands the defenders are put into bombardment combat stance, and more often than not simply waste a units internal supplies bombarding to no effect.

Does stacking up a massive amount of supplies help or provide any extra longevity??


Besides that I'm a skeptical about the current levels of supply that are destroyed from airfield strikes...especially when no air are stationed there. Bombardments are not so bad, but covering CV's with airstrikes just seem to make supplies evaporate.

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RE: Atoll Defense and Supplies - 3/26/2011 7:17:28 AM   
Alfred

 

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The number one rule which supersedes all others for atolls is;

Do not overstack

If you have more than 6k troops on a size 1 atoll, you will always be struggling to maintain adequate supply levels. Stay within your troop limits and even the most barren pice of coral outcrop can have its facilities built up to allow the stockpiling of 113k supply points. A 6k garrison is going to take an awfully long time to consume that much supply.

Besides enemy air/sea bombardment really only destroys a small percentage of the supply depot. It takes many months of continuous enemy bombardment and no resupply convoys to starve an atoll.

Alfred

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RE: Atoll Defense and Supplies - 3/26/2011 7:54:38 AM   
aphrochine


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I have Tracker data showing ~1k Supplies a day loss to bombardment/airfield strikes.    Not overstacked.


However, 113k can last a long time if the loss rate is not relative to the amount stocked.


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RE: Atoll Defense and Supplies - 3/26/2011 9:15:32 AM   
herwin

 

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quote:

ORIGINAL: aphrochine

I have Tracker data showing ~1k Supplies a day loss to bombardment/airfield strikes.    Not overstacked.


However, 113k can last a long time if the loss rate is not relative to the amount stocked.



It should be, but that doesn't mean it is.

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RE: Atoll Defense and Supplies - 3/26/2011 3:40:13 PM   
Bullwinkle58


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quote:

ORIGINAL: aphrochine

I have Tracker data showing ~1k Supplies a day loss to bombardment/airfield strikes.    Not overstacked.


However, 113k can last a long time if the loss rate is not relative to the amount stocked.



And a secondary question is, how much supply plus ship/aircraft damage is he incurring in causing a 1000/day loss? There's no free lunch, but you can make the exchange equation go far in the defender's favor if you don't overstack and get in a supply pile before the door closes. You can't hold an atoll if the other side really, really wants it, but you can make him pay. Which is how it really was.

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RE: Atoll Defense and Supplies - 3/26/2011 7:23:42 PM   
aphrochine


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quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: aphrochine

I have Tracker data showing ~1k Supplies a day loss to bombardment/airfield strikes.    Not overstacked.


However, 113k can last a long time if the loss rate is not relative to the amount stocked.



And a secondary question is, how much supply plus ship/aircraft damage is he incurring in causing a 1000/day loss? There's no free lunch, but you can make the exchange equation go far in the defender's favor if you don't overstack and get in a supply pile before the door closes. You can't hold an atoll if the other side really, really wants it, but you can make him pay. Which is how it really was.



My concern is not the overall defendability of the Atoll, it's the death by nearly immediate supplies attrition. For sure, I'll be stacking MUCH more supplies in my other atoll's, but defenders do not even get a fighting chance if they are completely out of supply after a week of combat. Not even the defender's organic supply is safe, as they've burned through that with constant bombardment orders and aerial bombardments.


As far as the cost of taking the island, I've done significant damage. My CD guns never were silenced and have torn up several xAK and xAP's. His air forces have taken nominal damage with at most, heightened operational losses you'd expect from several days of combat on single engine air frames.


What I'm taking away from this experience is...

1) Stack up WAY more supply.
2) Forts help, but at the end of the day wont save you.
3) Atoll's need AA, as much as you can fit without giving up too much Arty/AV.
4) Life sucks in general without a Navy to defend your Atoll's.


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RE: Atoll Defense and Supplies - 3/26/2011 8:00:43 PM   
Alfred

 

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On what basis have you come to the conclusion that "forts help, but at the end of the day wont save you".

Show me your calculations and then I'll show you how difficult it can be to capture an atoll.

Ultimately an attacker who can land on an atoll can overwhelm the defenders but it will cost the attacker a lot. It can be a phryic victory. That is the real world.

By far the best way to defeat an invasion anywhere is to sink it with your navy before it can land. That is what a navy is for.

Alfred

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RE: Atoll Defense and Supplies - 3/27/2011 5:50:56 PM   
aphrochine


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On the basis that I have an atoll going down with level 4 fort remaining.


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RE: Atoll Defense and Supplies - 3/27/2011 6:37:39 PM   
witpqs


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There are a number of factors that can be talked about, but there is one overriding issue. If the attacking side controls the sea, then they have all the time they need to bring enough troops and supplies to win. The supplies on the island will be subject to attrition both in combat and by bombing/bombardment. The higher the forts the more resistant the island/atoll will be.

The destruction of supplies might not be totally realistic in places where they had massive underground forts that housed supplies, but the model does a pretty fair job of it overall. If you are looking for a way to be certain that your islands and atolls can not be captured, there isn't any and there wasn't any in real life. You must have air and naval forces sufficient to prevent the attacker from bringing in enough stuff and having enough time to use it.

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