I have divided the areas in mainland Italy into zones to discuss invasion planning. The invasion of Italy is
the most important decision for the Allies in the MTO in WitW. A bad invasion will get kicked back out to sea
and the VP losses will be huge for the Allies - potentially deciding the game. A cautious invasion will see
the Allies get bottled up easily by the Axis and another invasion or a lot of casualties will be required to
get beyond it.
The terrain of southern Italy favors the defense. There are many great defensive lines with both rivers and
rough/mountain terrain. The thing to remember for the Allies is that the war will not be won in Italy - but
it can definitely be lost there. Northern Italy is a great source of city VPs but you can't get there without
a solid presence in southern Italy. The prime locations in southern Italy are Rome, Tarranto, and Naples. The
capture of these cities will go far in setting up nice city VPs for the Allies as well as great airbases for
the strategic bombing of Ploesti and Vienna.
Area I is just too far into the Adriatic Sea. It is too far for Allied air support to reach and too easy for
the Axis to get naval control. This area should not even be a consideration for the first invasion. The trick
for the MTO is to need only a single invasion of the mainland, more than that and you are putting your ETO
invasion timetable into jeopardy.
Area H has some good points. It is a peninsula - easily cut off and some nice ports that are hard for the
Axis to defend. But the Axis are able to cut off the peninsula and force the Allies to lay siege to Tarranto
if they spend any time at all in preparing for defending the area. Once the Allies breakthrough that defense
they are into the plains and the Axis will have to retreat quite a ways. The Italian heel is a good location
for the strategic bombing of the Ploesti oil fields and will cause the Axis problems but it will not endanger
either Naples or Rome easily.
Area G is great for cutting the supplies off from Sicily. A good early turn (i.e. before turn 8) invasion
area to cut off Axis defending in Sicily. Other than that, this area has nothing going for it. It is easily
cut off and defended with only two or three good stacks and the Axis can hold out for a long time.
Area F is a bit better than G but also suffers from being easily cut off and defended. It requires a few more
hexes of good defense but it is still too far away for the strategic air campaign or to threaten either
Naples or Rome easily.
Area E (the historical choice) has some good and bad points. First you have the good defensive terrain around
the beach heads. This can work both for and against both sides. If the Allies are able to advance inland at
all they will make it harder to be tossed back into the sea. The Axis, on the other hand, will have an easier
time preventing break outs. Once the Allies do break out the Axis still have some excellent defensive lines
before either Naples or Rome are endangered.
Area D threatens Naples directly and that will usually also clear the toe and heel of Italy as the Axis
defend against this threat. It is also the farthest landing sites from any possible Allied airfields for air
support. Sicily, Sardinia, and Corsica are all just a bit too far from these beaches for good solid air
support and the terrain gives both sides the same factors as Area E.
Area C (the historical second invasion choice) definitely threatens Rome which makes Naples and Taranto
harder to defend. It is on the southern portion of the western Italian plains so a breakout can be expanded
quickly. It is close enough to Sardinia for good air support and a tight enough area that good railyard and
interdiction attacks can be successful. There are two ports in the zone and the two northern ports in area D
are also easily within reach. The problem is none of the beaches or ports are on rail lines so the long term
supply situation could be trouble.
Area B threatens Rome well. It does not have any ports in the area I drew but it does have ports on either
side. It is well within air support range from both Sardinia and Corsica with beach heads on the rail line.
While it solves some of the problems for Area C it also has the problem of setting up an Axis defense
position on the Tevere River to defend Rome and any further eastern expansion.
Area A seems to just suck people into it. It looks great. Nice beaches along the rail line. Threatens the
entire supply line on the western side of Italy. Great terrain to break out into. Just look at how many
Allied players invade this area in the AARs (including me against Pelton). But it is a lousy area to invade.
The only port is on the southern edge of the area and it is a small port at that. The nice terrain to break
out through is also great terrain for Axis panzers to drive you back into the sea (and they can definitely do
that!). It is close enough to Corsica for good air support but it is also close enough to northern Italy for
good Axis air support which means the battle for naval countrol is going to be a grind. Yes it will be a
great place to grind the LW down but the Allies don't need another grinding place for that - Germany is the
better place to grind down the LW without endangering the Allied chances for victory as much as invading this
area will.
Remember that any human Axis player will garrison every port with at least one decent regiment if not better.
The AI will also do that. The plains around Rome are a great place to keep a mobile Axis reserve - all the
better for tossing the Allies back into the sea. Some good Axis players are beginning to build a fort line
behind the beaches to stop or slow any expansion.
