jmalter -> RE: N00b question about Amphib operations (9/15/2011 4:31:23 AM)
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ORIGINAL: richlove Thanks all. Worked like a charm. Follow up question: - I spent 2 days unloading (and suffering under bombardment attacks) before staging my own attack. Each day the amphib TF had to run the CD guns and I lost a ship because of that. Standard behavior? I could have probably attacked on the 1st turn but wasn't sure what I was facing. Next stop: Attu. Standard behavior? Yes! after all, the enemy's allowed to shoot at you. Some of his shots are gonna hit! i hope you monitored the combat reports during the 1st day, & carefully checked the AmphTF before the 2nd day began. Doubtless, some of your gun-type ships used up all their gun ammo - the thing to do is, create a new EscortTF, consisting of ammo-expended escorts, empty phib-types, and any badly-damaged ships (should you want to try & save them). those escorts should still have plenty of AA ammo. if you don't have air & sea superiority, you'll want to keep this EscortTF in its present hex. then, transfer full-ammo cruiser/DD types from your follow-up SCTF into the original AmphTF - during the next day, their gun power will fire to suppress the enemy trying to shoot your transports & de-barking troopers. it was probably prudent that you didn't set attack orders after the day 1 unload. you look at the contents of your transports, and if significant fighting elements still haven't unloaded, it's often better to wait for them. in some special cases, your troops will auto-attack immediately. this happens at Atoll targets, or if you've achieved a mongo AssaultValue advantage over the defenders. every Amph assault is different, it's a fascinating part of the game. here's an idea: set the destination (do not retire) of your amph/support TFs to 1 hex away from their target. once they've arrived there, set them to fullspeed/unload in the targeted hex for the following turn. it's my belief that, having to move only 1/3 or 1/4 of their 3 or 4 hex movement allowance in the ensuing night turn, the AmphTF will be able to unload a proportionally larger percentage of its cargo during its 1st unload phase than it would if it'd had to move 2 or more hexes into the target hex before unloading. all these suggestions aren't hard & fast rules, though. you've got to balance them against the threat you're up against, and that threat won't be confined to enemy assets based in the target hex! if you strip DD's from your covering TFs to provide add'l gunfire support to the AmphTF, those TFs will lose capability against enemy air/surf/sub reaction. hope to hear more about how you're doing & what you've learned. Onwards to Attu!
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