Sardinia and Corsica

Gary Grigsby’s War in the West 1943-45 is the most ambitious and detailed computer wargame on the Western Front of World War II ever made. Starting with the Summer 1943 invasions of Sicily and Italy and proceeding through the invasions of France and the drive into Germany, War in the West brings you all the Allied campaigns in Western Europe and the capability to re-fight the Western Front according to your plan.

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Carterjon
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Sardinia and Corsica

Post by Carterjon »

I've been playing with the Battleground Italy scenario and I can't for the life of me work out how to take the islands on anything like the historical schedule and with the actual forces used. By the time you pull back a couple of Amph HQs from Sicily, in addition to those you need for invading the mainland, it takes 6-7 weeks to prep for the invasions. Then it took me 6 weeks attacking the understrength German PzGr division that took refuge in the level 3 fort in Cagliari with 3 British divisions supported by literally every long range bomber I could lay my hands on to take the city.

What am I missing? Is it supposed to be that hard?
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Joel Billings
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RE: Sardinia and Corsica

Post by Joel Billings »

You probably need to pull out all but 2 amphib HQs on turn 2 and start them prepping in the size 6 ports (I think you have 3 of them, and then a level 4 port). Within a few turns you can probably withdraw one more HQ and then the final HQ. You might need to use one or two for ferry crossings and/or blockading ports, but if you don't, you can rotate these into the level 6 ports and move the others to the smaller ports to allow these to catch up a little. Doing this you can put in some good landings in September. However, it is true that the AI tries to defend Corsica and Sardinia more than the Germans did historically. This can be dangerous, but it does mean you will have to commit more forces than historically committed to take these islands.

Historically Salerno involved 3 amphib HQs each landing 1 division, while 1 HQ was tied up crossing to the toe of Italy, and another 2 were tied up landing in Corsica (1 division and a regiment IIRC).
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cmunson
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RE: Sardinia and Corsica

Post by cmunson »

Historically I think the Germans abandoned Sardinia once Italy surrendered so Allies didn't have to fight for it. Yes, a PzG division in a level three fort can be a tough nut. Try parking an amphibious HQ offshore to keep the port from getting supply and/or try bombing the port to keep it from resupply (1 raid should smash the port). Also, not sure if you used your bombers for ground support and unit attack versus interdiction. Interdiction to a level of 7+ would considerably ease your task.

In the next game you might consider invading Italy first. Once Italy capitulates you get a large number of Sardinia Italian Allied units for 5 turns. You can land at the ports rather than tasking an invasion and if any Germans left deal with them. Sardinia and Corsica not vital to initial Italian campaign but they do make great bases for a S. France invasion and to harass Germans as you push them north in Italy.

Hope this helps.
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marion61
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RE: Sardinia and Corsica

Post by marion61 »

You always have the choice of changing your invasion strategy in the campaign since you can retain 49 prep points after re-targeting your TF's on turn 1. If your playing a human and he left those units on Sardinia and Corsica, I would call that a point in your favor, because it's one less Mech Division in Italy to worry about. In my opinion, taking those two islands is critical if you want to invade around Rome (or above Rome), and later support any landings you make in Southern France. When you do take them, turn them into aircraft carriers and expand your airfields on Corsica (not so much on Sardinia). I will add that it helps immensely taking Italian units out of the war, because the turn that they do they will flip sides and you will have allied forces on Sardinia and Corsica until Aug. 21, 1944 I believe.
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