mind_messing
Posts: 3393
Joined: 10/28/2013 Status: offline
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From my experiance in defending atolls, you need: - CD guns. They're not very good at hitting amphibious ships if the Amphib TF has embedded capital ships, but they draw the fire of bombardment task forces extremely well. - Mines. Hitting a mine or two usually means a couple of months in the yard for capital ships - an excellent investment. - Midget submarines. The slow BB's in bombardment/amphib TF's are torpedo magnets. A plucky midget submarine putting a battleship in the yard for six months is a fantastic return. I can see you've already done this. - As many combat troops as you can realistically fit on the island. That means boots on the ground and not artillery tubes. In your case, my advice would be as follows: - Withdraw the armoured car unit and the artillery unit. I've no idea what guns that artillery unit uses, but I doubt they'll be of much value. Save them for the bigger islands (ie the Marianas) where they'll be engaged in longer battles rather than short, sharp shock attacks. - Move in another infantry unit - Naval Guard or SNLF, doesn't really matter which. The "South Seas Garrison" units are also good candidates. The point is to have two units, so the Allied bombardment divides its fire between two units. - If you want, return the Wake CD gun unit to Wake, but you may want to keep it for the Marianas. From my own experiance, defending atolls is basically "minimize disruption, maximize assault value". If the defenders survive the initial shock attack, then the defenders are a good way towards having won.
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