ORIGINAL: JocMeister
ORIGINAL: Lokasenna
ORIGINAL: witpqs
Thanks guys! [&o]
So its reasonable to expect the 1st wave to come ashore on the 1st day which would be followed up by the rest in about 3 days (if no hiccups occur)? Add naval detection and movement of about 6 hexes/day and I could possibly have as much as 4-5 days from detection to the first IDs are landed. In 6-8 days he could have landed everything he needs.
Should give me plenty of time to react accordingly.
Since I´m home from work I´ll look into the WC defense tomorrow. Going to read up on Japanese shipping too. Can´t find any AKVs in the starting OOB. Assume Japan can convert some shipping into AKVs? How about Navsupport? Does Japan get any "boat and shore" units like the allies do in DBB?
Thanks guys! So its reasonable to expect the 1st wave to come ashore on the 1st day which would be followed up by the rest in about 3 days (if no hiccups occur)? Add naval detection and movement of about 6 hexes/day and I could possibly have as much as 4-5 days from detection to the first IDs are landed. In 6-8 days he could have landed everything he needs. Should give me plenty of time to react accordingly. Since I´m home from work I´ll look into the WC defense tomorrow. Going to read up on Japanese shipping too. Can´t find any AKVs in the starting OOB. Assume Japan can convert some shipping into AKVs? How about Navsupport? Does Japan get any "boat and shore" units like the allies do in DBB?
I know I'm a little late to this party, and this may have been answered already... but naval support squads can drastically increase the unloading rate. If he puts them on an amphib (I always do), he can unload the bulk of the xAKs / xAPs the next day. Also (for my invasion at least), the support squads unload last, so all the combat power is on the ground first.
I wouldn't plan on a long exposure time. Another thing to add to the calculation is that it will take you a minimum of 4 days to respond to an attack - and 6 if he takes the base. 1 day to move there (minimum), 3 days to unpack, 2 days to march over good roads to the adjacent base if you don't want to risk unpacking in a hot hex.
As to shipping, he can boost his effective shipping by only packing up the combat elements of units for the first wave and leaving support squads back (Pearl, Coal Harbor, Kodiak, whatever). He can always bring them in the second wave (or even fly them in). I'm not sure of the Japanese OOB, but for the American one, using this method, you can effectively double the combat power you can land on D Day.
Overall, I like the idea of keeping powerful units in a strat mode reserve to quickly deploy where they are needed. But there are limitations to CONOPs. If he goes in fast and reckless (and I don't mean that in a bad way) he can upset your timetables.
Alfred has always said the game is about strategic movement (and least I think that is what he says). I would argue it is about time. Time from detection to destination, time to unload, time to move, time to unpack, time to set up the next layer of defense. Fall behind anywhere, and the next one is incrementally harder.