ORIGINAL: Razz
1) Yes it is the same
2) it is based upon tactical and strategic bombers
3) it retreats, then goes back to the way it is programmed. That why the ships keep trying enter to control the sea zone
You do not have enough ships to supply the air unit. Ship cancel each other out. You need to have allot more ships than the enemy. Even with no enemy, you need a lot of ships.
Those islands are not defined as beaches.
Thanks for the response Razz, I understand the supply effect from bombers, not available in this case, I am running a series of test game turns to refine house rules for amphibious operations, to understand the workings of supply in sea operations.
However, when I noticed the effect in a running game, I had fleets in all adjacent sea zones and no indication of enemy fleets in those areas for several turns, all the action seems to be happening at the other end of the Med. I expected to get supply from ships onto the island, which at hex (176,151) has a beach. With an amphibious fleet in the adjacent sea zone I did not get a disembark option onto that hex, although the disembark option showed for hexes on Cyprus (enemy owned and controlled). So I tested the amphibious disembark feature and you cannot land on beaches which are owned by your faction, but you can land airborne on such hexes.
The Allied side has the same effect for the Channel Islands (with landing hex), you can land an airborne unit, but you don't get the disembark option for an amphibious fleet in the Channel sea zone. All this means that the Germans could have an amphibious landing on the Channel Islands, but the British cannot land ground units in their owned and controlled territory in defence.
I have to test further, but I suspect there will be no supply from ships to these islands, however many ships you have there, I should have got supply level 2 for each CA, but got nothing.
This is not necessarily a 1.04 issue as it has probably always be there, but another aspect worth noting is that if you have several amphibious landing groups in the same fleet. If the first landing group to attempt to land get a 'fail to land', then all the other groups in that fleet loose the disembark option, so the whole invasion is off for that turn. Better to sent multiple landing groups out, each in their own fleet, so a failure to land by one unit does not stop the others. Bombardment is the opposite, you only get one fleet bombardment per target hex, so you need to concentrate your bombardment into one fleet, to get the full effect.

