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Planning an Invasion

 
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Planning an Invasion - 9/11/2006 6:40:52 AM   
Count dTen


Posts: 14
Joined: 8/31/2006
Status: offline
Wish there was a tutorial on carrying out an invasion. It would begin with organizing the transporting fleet. To attack a moderately defended atoll, what would you take? Assume that you want to build-up the airbase as quickly as you could. What would you take? Is there a percentage of supplies to aim for? How do you get your new base on the books for the AI to continually supply it? (A subject I really don't understand....)

Ah well, will have to start experimenting. I innocently let the invasion fleets already loaded in the Clash of Titans scenario unload back in Manila. Now I have to start from scratch to retake Batan Island. ] Heaven knows what Formosa will be like.



< Message edited by Count dTen -- 9/11/2006 6:43:46 AM >
Post #: 1
RE: Planning an Invasion - 9/23/2006 4:17:36 AM   
blastpop


Posts: 395
Joined: 11/27/2005
From: Connecticut
Status: offline
There is a section in War in the Pacific forums that has some invasion planning hints. While the era is different, some useful info may be gleaned there.

(in reply to Count dTen)
Post #: 2
RE: Planning an Invasion - 11/20/2006 10:44:00 PM   
engineer

 

Posts: 590
Joined: 9/8/2006
Status: offline
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.   

(in reply to blastpop)
Post #: 3
RE: Planning an Invasion - 6/8/2007 6:06:14 PM   
Anthropoid


Posts: 3107
Joined: 2/22/2005
From: Secret Underground Lair
Status: offline
ADDIT: just read Enginneers two cents on invasion planning . . . Wow! that is awesome man! Thanks for that!

I really try to avoid using the Auto-Convoy system. It only seems to cause problems.

The controls on this game are a bit difficult to learn. That combined with all the other stuff makes for a bit of a "learning cliff." But rest assured, if you perservere, ask very specific questions that are easy for guys to answer, and keep reading the info on these forums you WILL get adept with operating your stuff! I did! It is a very micro-manage intensive game, and I still make mistakes like you mention where I inadvertently let a convoy return home and unload, or leave it on "Do Not Retreat" causing it to NOT return home after unloading, etc. But it seems that as you get more familiar with all the factors (the bases, the units, etc.) this all becomes easier.

< Message edited by Anthropoid -- 6/8/2007 6:08:16 PM >

(in reply to engineer)
Post #: 4
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