loki100 -> RE: Oone more NOob question (3/28/2018 9:26:30 PM)
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There are four roles for the Task Forces (TF) post the landings; a) if you keep a TF offshore it will keep the temporary port that was created by the invasion in existence. Note the TFs can move in the turn, and you can swap them around but at the end of turn you need one TF at sea off any hex that has a temp port (note the same TF can maintain more than one). Till you have some normal ports and these repaired you need this to keep your supply lines b) if you capture a level 1 or 2 port then placing a TF in or adjacent to the port will repair it in one turn - the more you do this, the more you can release your TF from protecting the landing ports c) any TF adjacent to an attacked hex will add their gunfire. This can be really devastating in causing disruptions (and the good thing is that disrupted elements can't fight that turn). Again as above, the TF can move to position do this, and then move to carry out another function d) if you place a TF off an enemy held port it will block the flow of supply - very useful say at Palermo. In this case the TF must be in position at the end of your turn - so it can still do (c) in turn. Moving beyond the Sicily scenario to the Italian or the Grand Campaign. e) send any spare (see a+b+e) TF back to Africa to start preparing for secondary invasions - Sardinia and the Italian mainland. You'll most likely need the latter to trigger Italian surrender and to cross from Sicily to the mainland.
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