Consider the location: On the eastern tip of New Guinea, control of the base determines who can sail "around the horn" in relative security.
Consider the savings: It's already a level three port. Why build what is already available to you?
Now then...
Consider the cost: Can the Allies successfully defend GG in the face of a determined IJN effort to take it? I'd like to try and answer the question with some thoughts of my own, especially in light of the v2.30 patch changes to "non-combatant defenders".
The commitment to save the port must be made before turn 1. The first task is to prevent the FT blitz by the IJN. This can be done with a two step process.
First - gather all of your PBYs to Townsville: and I do mean all of them. Strip SOPAC of the VP squadrons. Fatigue and operaitonal losses are of no consequence here - you need transports, and you need them now. Load supplies and part of the 7th INF Bde onto the transports and ship them to GG. Keep this up for at least two turns.
Second - (Also done on turn 1) Set the 5 ship navy at Brisbane (2xCA, 1xCL, 2xDD) to a FT TF with GG as the target. Load a combat engineer unit onto the TF and head north. You will probably be able to get the entire unit onto the TF. The ships should reach GG on the third day and unload. You should be able to get the troops ashore before the ground unit from the IJN can attack. You won't beat the IJN to GG with a TF, but he must unload and attack in two separate turns, while you can unload and defend on the same turn. By turn 3, you should have 2000+ troops at the base.
2. If you can secure the base from the initial blitz, the next task is to pound your FT TF into the ground with a second ENG unit to GG ASAP. Use the PBYs for supplying GG. It'll be a trickle, but it will help keep the builders in nails and bullets.
Your PBYs will take murderous losses, but it can't be helped. You need to buy time while your main supply effort is underway.
3. Also on the first turn, you should have every AK load supplies out of Brisbane and sail north. Also have one or two load supplies for one night only, then sail before they're full. Brissy is a level 9 port and can load a heck of a lot in one night.
4. Now the tricky part - sail your supply ships north but not all the way to GG - stop about 150 miles south and start to split your AKs into single ship TFs. Send them in one at a time. A one ship TF isn't easy to spot, and if disaster strikes you lose only the one ship. If you can get the ship in without being seen, great. I did lose one AK this way, but the second got in and offloaded almost everything before scampering away clean as a whistle.
To help defend against the inevitible bombardments, pull your subs dispersed north of GG back to cover GG and three contiguous hexes. With luck, a torpedo in the right place can cause the TF to abort the mission.
Meanwhile get the airfield built up to level two to commence offensive missions against the IJN. Use the aircraft from the CVs to base at GG. Wirraways can help hold the fort until the SBDs get there.
This is a gamble - to be sure. But if you can pull it off, it will make life so much easier for the defenders at PM. Be sure you are aware of the supply needs of your base.
Read my AAR with Quark for a more detailed description and events.
And have fun


