First off, UV is probably the best wargame I've bought since the TOAW series...Grigsby/Brors have done well again, and Matrix has done a good job with the production/support thus far...can't wait for WITP.
Now that the obligatory congrats are done, I'm really struggling with holding onto Gili Gili against the Nipponese AI in the early going, and I was wondering if anybody could make suggestions.
I quickly figured out that the quickest way to get at least some troops there is airlift via Catalina (since there is no airfield there at games beginning in the early war scenarios). I usually start by moving down the second Catalina squadron from Cookstown to Townsville, and start airlifting the 7th Aus. Bde. into Gili Gili from Townsville.
Also on turn 1, I put together a fast convoy (with whatever 16 knot Merchies are available at games beginning) from Brisbane to send part of a division to Gili Gili, and dispatch one or two destroyers to make Tokyo Express style supply runs from there as well.
Early on, it does well as a strategy. Later on, the Japanese start to reinforce the surface forces supporting their own landings there, and well, either my convoys get smashed, or if I set them for retirement allowed, they avoid contact (and unloading at Gili Gili, obviously). Since the 6/1 start scenario (Yamamoto's Prophecy) prevents the US from having carriers for some time, I have really struggled with driving off the usually CA, CL & DD surface forces the Japanese seem to send to Gili Gili early on.
I was wondering if anybody has any suggestions regarding holding on to Gili Gili or am I just destined to have to try to retake it later?
Thanks,
Stu