counter battery vs CD denfense units.

Uncommon Valor: Campaign for the South Pacific covers the campaigns for New Guinea, New Britain, New Ireland and the Solomon chain.

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crsutton
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counter battery vs CD denfense units.

Post by crsutton »

I am invading the canal with two marine divisions. My opponent has three CD units there. I am pretty sure he is short of supply. I included CAs and Cls in my two invasions TFs. There was a lot of battery and counter battery fire. Yet his CDs mauled my transports. I thought the crusiers would do the job. Apparently not. Also, why the heck can't I put old BBs such as Maryland into invasion TF for counter battery? Arrrrg...! This is exactly what they are needed for.

Tell me how to do a better job next time.
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DoomedMantis
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RE: counter battery vs CD denfense units.

Post by DoomedMantis »

The cruisers do help, but what I find more effective is to send in some bombardment TFs (usually 3) before hand to soften up the beach

If the cruisers werent there, your transports would have suffered more than they did
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pasternakski
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RE: counter battery vs CD denfense units.

Post by pasternakski »

You've got to play "isolate, reduce, invade." The most important step is the first: stop the flow of enemy supplies and reinforcements. Second, as Mantis correctly points out, blast the place. Bombardment TFs (particularly those with BBs) are best, but put LBA to work, as well. Hit it, hit it, and hit it again. Eventually, when there's not much in the way of enemy activity in the place, your transport TFs can go in. The CD units will still be shooting, but, without supply and with major disruption levels, will not do catastrophic damage. Keep blasting away even while your invasion is underway. Even if your first shock attack doesn't succeed, try, try again. You are landing supplies and reinforcements. The enemy is not. Eventually, if you have committed enough force, you will win (don't forget to send along a lot of combat engineers to reduce fortification levels).

Amphibious invasions are tough. They should be. But you will win in the long run if you can impose these conditions on the enemy.
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DJAndrews
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RE: counter battery vs CD denfense units.

Post by DJAndrews »

It can take a very long time to wear down a bunch of CD units. If you notice the messages a heavy bombing raid or major bombardment usually results in the loss of just 1 gun and these may be AA or Art, as well. Many of the CDs have ten big guns each. Supply reduction by bombing weeks and advance is important but it telegraphs your intent. IMO the most important tactic is getting the troops ashore as quickly as possible. Send in as many LSTs (troops only, with organic supply), LCD for tanks, and fast transports in the first wave as possible. Next in priority are the small (1000 or 1500) AP, then AKs. I usually send CAs, CLs, DDs and a DMS with the first wave, but I also station a BB TF there to bombard as many turns as I can (to attempt to reduce the guns). One or two CD units have 6" guns though and these can chew up even larger ships in a hurry.

The key is to minimize time time you spend under the enemy's guns. The Japanese must repulse one invasion if they are to have any chance of winning on points. It really doesn't matter how much shipping is damaged as long as the troops get ashore and cannot be dislodged
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crsutton
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RE: counter battery vs CD denfense units.

Post by crsutton »

Well, I am sending in a second wave-extra division and a half. The original wave of marines are going to need some help, but I should prevail. Course, I lost ten good transport and another ten are in need of refit. Seems like CDs are a bit too strong in the game. Bombardment and air attacks really only seems to kill off supply and some disruption. Rarely do they knock out guns. Half a dozen cruisers should be able to support an invasion.

Still it is annoying that I can not put old BBs into an invasion TF for counterbattery fire. That should really be their job.

Then again, I have two games going as the Japanese. I won't be bitching about my CDs there.[8D]
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DoomedMantis
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RE: counter battery vs CD denfense units.

Post by DoomedMantis »

That might be to destroy them outright, but it doesnt take to long to disable them, it all depends on how many CD units he has there. Also the more at one point the less somewhere else as there is only a finite amount of them
ORIGINAL: DJAndrews

It can take a very long time to wear down a bunch of CD units. If you notice the messages a heavy bombing raid or major bombardment usually results in the loss of just 1 gun and these may be AA or Art, as well. Many of the CDs have ten big guns each. Supply reduction by bombing weeks and advance is important but it telegraphs your intent. IMO the most important tactic is getting the troops ashore as quickly as possible. Send in as many LSTs (troops only, with organic supply), LCD for tanks, and fast transports in the first wave as possible. Next in priority are the small (1000 or 1500) AP, then AKs. I usually send CAs, CLs, DDs and a DMS with the first wave, but I also station a BB TF there to bombard as many turns as I can (to attempt to reduce the guns). One or two CD units have 6" guns though and these can chew up even larger ships in a hurry.

The key is to minimize time time you spend under the enemy's guns. The Japanese must repulse one invasion if they are to have any chance of winning on points. It really doesn't matter how much shipping is damaged as long as the troops get ashore and cannot be dislodged
I shall make it a felony to drink small beer.

- Shakespeare
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