jmalter
Posts: 1673
Joined: 10/12/2010 Status: offline
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'gainst a hvy target, you need month(s) of hvy prep. aerial bombing against the port target will knock out CD guns, but you need to target the airfield as well. the object is to cause damage to both port & airfield facilities, 'cos the defending engineers must work to repair that damage before they can get back to increasing their fortification build. you'll read about 'guns destroyed/disabled' in the combat reports, but you won't know if you've knocked out hvy CD guns, or light AA. continuous attacks will gradually reduce the guns, while slowing the fort-increase build. then you got to add naval bombardment from BBs & CAs, beginning from long range, to duel w/ the CD guns. gradually decrease the range of successive raids, until you can also bring 5" stuff from your escorts into play. always assign your embarked float-planes to night-recon of the base you're bombarding, to get the spotter-plane advantage. if a spotter msg shows in your combat report, he's served for the entire TF, not just his own ship. continuous long-range recon of the target hex will help as well, to track the target's gun numbers. when hitting the beach, include bulk combat ships for gunfire support in the amphTF. use slow BBs, or DDs, or anything w/ better than 5" MA. don't forget to use all the support landing craft such as LCI(G) & LSM(R). these ships engage the shore guns, preventing them from ruining your landing ships. plan those landing-assaults carefully - different ship types unload more quickly. high-capability amph ships (LST, LSI, APA, AKA) can get in & out fast. lower-quality ships will take more than one turn to unload, they'll be under the gun for longer - in which case you need to be prepared w/ a 2nd wave of gunfire-support ships to merge into your amphTF for the 2nd turn of unload (most of your NGS ships will expend all their ammo, you must replace them). best regards
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