engineer
Posts: 590
Joined: 9/8/2006 Status: offline
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My 2 cents: - TF1: Bombardment TF (4-6 BB's + DD) - TF2: Bombardment TF (4-6 BB's + DD) - TF3: Assault TF (Many AK/AP + DD) - TF4: Supply TF (at least 20k of supply and 12k of fuel) - TF5: MSW TF - TF6: ASW TF 1) Move the combat TF's adjacent to the objective with a do-not-retreat set. You should have enough floatplanes to scout. If there are surface action groups waiting, you'll need to convert the bombard TF's to surface combat and clear out the opposition. Defeat aborts the invasion. 2) If the island is not defended, I would send in the MSW and ASW first to make sure there are no nasty suprises for the battleships and the assault TF. 3) Make sure the bombardment TF's have the escort bombardment turned OFF. Coast defense guns can chew up your destroyers very easily but most capital ships will see only a few percent of damage even after dozens of hits from medium caliber guns. Put them into the hex a day ahead of your assault TF. Make sure they stay around. 4) On D-day, the bombardment forces will revert to surface combat. Order them back into bombardment mode for another round of attacks. The assault TF should have plenty of escorting destroyers (8-10) to soak up shore fire. The assault TF should have the LCU's spread across many ships. Expect 5-10% casualities going over the beach. You don't have to have every transport topped off with supplies. A few hundred or thousand points to get the unit started is fine. 5) On atolls, use tank and infantry units. You are locked in an automatic series of shock attacks back and forth until one side or the other wins. On high islands, include some artillery units. Shock attack to seize the base (this will remove repeated shore fire on your landing forces). Once the base is taken, then you can use deliberate and artillery attacks to wear down defenders until you apply a coup d'grace with a shock attack. 6) Once you have the base secured, then you move in the Supply TF. This is also the place to put a base force, some engineers, or an aviation support outfit. They'll repair the shore bombardment damage and support the combat units. The amount of supplies should be proportional to your difficulty in resupply. That is, if the target is close to a forward base, then you can use a smaller supply TF than if you're projecting force a long way from your bases. 7) Overall numbers: The number of "spotted" troops is usually 10% to 30% of the actual total. An invasion should have 3:1 numerical advantage over the actual total. Lower odds can be successful with assault troops against rear echelon forces. 8) Auto-convoy system: You've got me on that question. A carrier force for ground attacks or bombers from nearby islands don't hurt, but I haven't seem them do much good in WPO.
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