Snigbert -> (6/19/2003 12:39:50 AM)
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[B]The very same invasion force required to take PM could turn for Townsville instead if you have shuttled your troops up to PM, and that is a place you NEVER want to loose as kicking Japan out of a non-malaria base is nearly impossible.[/B] I disagree, malaria or absence of malaria effects both sides equally. Why is Townsville harder to recapture than Port Moresby? You have land access via major roads, you have it surrounded by friendly bases with LBA, it's much more difficult for the Japanese to resupply. So what if the Japanese troops aren't suffering from Malaria, the Aussies aren't either. [B]Bah, let PM fall, it gives you the perfect training target for getting your hopeless B-25/26 aircrews some skills making them lethal weapons later in the game when you need them.[/B] They can get just as good training launching from PM to attack Lae, GG, Buna, Dobadura, etc. I'm not giving up PM, uh-uh, no way. :) [B]PM is a handicap for the Allies, with it's malaria and exposure to constant harrassment. Much simpler to take it back afterwards, when you have more then enough troops.[/B] If it is possible to hold the base (which it is), then every Japanese attack on PM is wearing down the Japanese player just as fast as it is wearing down the Allies. But the Japanese player gets nothing from it, the Allies keep a major base in a critical area. [B]Troops not protecting one of the key Japan targets of which PM is not one are not being used well.[/B] I cant agree with that assessment, I'd say that after Brisbane and Noumea, PM is the base the Allies want to hold onto the most. [B]Strangely, the odds in the game favour the attacker, not the defender, as all the attacker has to do is bring 2:1 worth of stuff and you are always going to loose no matter what you do. [/B] There are many other factors affecting the outcome of a land battle. Supplies, armor, number of guns, fortification, combat stance, disruption level, fatigue level, command infrastructure bonuses, unit cohesiveness, etc.
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