Allies: Operation Husky: HQ unit unable to reach destination

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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VonWulfen
Posts: 198
Joined: Fri May 19, 2017 3:46 pm

Allies: Operation Husky: HQ unit unable to reach destination

Post by VonWulfen »

Hello all.
After giving all but 1 invasion unit their move and "naval transport" orders, I have one HQ unit that can't quite reach its staging post (see image).
I see if I choose the "Amphibious transport mode" it is able to move further and join the landing queue.
Does it matter if the unit is just a hex or so away from the main force?
Can I just move it into position once my initial force has started landing?
Or do I need to use the "Amphibious transport mode"?
Cheers.
Edit: (solved) It seems this unit could move a second time and get into position.



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‘Be so good as to call me an elephant,’
Stephen Maturin
cfulbright
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Joined: Tue May 06, 2003 11:12 pm

RE: Allies: Operation Husky: HQ unit unable to reach destination

Post by cfulbright »

Here is my personal advice for you. I know the tutorial says that you should naval move the corps HQ's and follow-up divisions off the invasion beaches, but I believe this is bad advice. If you park them off the invasion beaches, they're subject to naval interdiction and attrition. It's better to naval load them but move them to Pantelleria, Valletta, Tunis, and Bizerte, then move them to the invasion beaches in turn 2. That means you incur the movement costs of naval loading and most of the sailing, but avoid the exposure.

I ran five tests of the second wave units safe in those ports, and five where they were off the invasion beaches. The average Allied losses after the German turn were as follows:

In-Port
Men 29,975
Guns 73
AFV 9

At-Sea
Men 32,429
Guns 109
AFV 19

This was without loading the 2nd US Armored Division or the two army HQ's with their assigned support units, which would have led to even higher losses at-sea. As you can see, the Guns and AFV are most vulnerable.

Cary
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VonWulfen
Posts: 198
Joined: Fri May 19, 2017 3:46 pm

RE: Allies: Operation Husky: HQ unit unable to reach destination

Post by VonWulfen »

ORIGINAL: cfulbright

Here is my personal advice for you. I know the tutorial says that you should naval move the corps HQ's and follow-up divisions off the invasion beaches, but I believe this is bad advice. If you park them off the invasion beaches, they're subject to naval interdiction and attrition. It's better to naval load them but move them to Pantelleria, Valletta, Tunis, and Bizerte, then move them to the invasion beaches in turn 2. That means you incur the movement costs of naval loading and most of the sailing, but avoid the exposure.

I ran five tests of the second wave units safe in those ports, and five where they were off the invasion beaches. The average Allied losses after the German turn were as follows:

In-Port
Men 29,975
Guns 73
AFV 9

At-Sea
Men 32,429
Guns 109
AFV 19

This was without loading the 2nd US Armored Division or the two army HQ's with their assigned support units, which would have led to even higher losses at-sea. As you can see, the Guns and AFV are most vulnerable.

Cary
Many thanks for the feedback.
I will implement it next time I run this scenario.
‘Be so good as to call me an elephant,’
Stephen Maturin
kaliyama
Posts: 60
Joined: Wed Jul 21, 2004 10:23 pm

RE: Allies: Operation Husky: HQ unit unable to reach destination

Post by kaliyama »

I believe that means that you are about to enter higher naval interdiction territory - view in interdiction mode to see if that's the case
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