Scn 17 or 19 - For New Allied Players

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a1981stingray
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Scn 17 or 19 - For New Allied Players

Post by a1981stingray »

As an experienced Allied Player, I thought I would share some helpful Land, Sea, and Air (LSA) modus operandi and strategy. This may be extremely helpful to new players needing a starting direction and may serve as a review for advanced players. In addition, this is a high level perspective and more advanced players may elaborate on a more detailed strategy. Everyone is welcome in expanding further upon operations and tactics. Some great reference materials are the books, Shattered Sword: The Untold Story of The Battle of Midway, and Fire in the Sky: The Air War in the South Pacific, which are still in print. There are several DVDs from the Discovery Channel and the History Channel on the subject as well. I like Battle 360: Enterprise, a historical recount of the Aircraft Carrier CV-6 Enterprise and her role during the Pacific War during World War II.

The Allied strategy will require overlapping tactics from the LSA modus operandi.
a1981stingray
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RE: Scn 17 or 19 - For New Allied Players

Post by a1981stingray »

[font=calibri]1) IN THE BEGINNING[/font]
[font=calibri]LAND[/font]
[font=calibri]When playing the Uncommon Valor scenario 17 or 19, the Allied Player has extremely limited resources at start. It will be several months before the Allied Player will receive Land Combat Units (LCU) of sufficient strength to pose a threat to any lightly garrisoned Imperial Japanese Army (IJA) Base Force south of Rabaul.[/font]
[font=calibri]SEA[/font]
[font=calibri]Not until August and September of 1942, will the Allied Player begin to have adequate Air Combat (CV) and Surface Combat (SC) ships to contest the Imperial Japanese Navy Kido Butai (IJN KB). [/font]
[font=calibri]Although, the Allied Player will have numerous submarine Task Forces (TF) available to build "wolf packs" around the Imperial Japanese Army (IJA) bases of Truk, Rabaul, and Shortland. [/font]
[font=calibri]AIR[/font]
[font=calibri]The Allied Player will have very few Land Based Air Fighter (LBA F) units available to intercept the Jap Heavy Bombers. All available LBA Fs should be transferred to strategic forward bases and set to Combat Air Patrol (CAP) over their airfield.[/font]
a1981stingray
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RE: Scn 17 or 19 - For New Allied Players

Post by a1981stingray »

[font=calibri]2) STARTING OPERATIONS[/font]
[font=calibri]LAND[/font]
[font=calibri]The Allied Player should focus on strategic forward bases and consolidate Engineering Units, Base Force Units, and transporting all available Anti-Aircraft (AA) and Coastal Defense (CD) units to those sites. The Allied Player should reinforce Port Moresby, and prevent Gili-Gili from falling into IJA control. [/font]
[font=calibri]Apply the same doctrine to reinforce Espiritu Santo, using Luganville as a forward base while Efate Port Vila stations the LBA Bombers in reserve. This fortification strategy will reduce the chances that a Jap Player will score an Auto Victory condition, if Luganville or Efate Port Vila were able to be captured.[/font]
[font=calibri]SEA[/font]
[font=calibri]The Allied Player should focus on creating several Transport TFs to ensure a steady flow of Supply and Fuel resources, so their strategic forward Bases can expand Airfields, Port Facilities, and support aircraft operations. [/font]
[font=calibri]Any attempt to Fast Transport (FT) the very weak Allied starting LCUs to Guadalcanal or Eastern New Guinea will result in the JAP Player's Betty Bombers and Nell Torpedo Bombers, from Rabaul, earning easy Victory Points (VP), and the Allied Player losing valuable Surface Combat (SC) ships and ground troops. [/font]
[font=calibri]It should be noted that the Jap Player can achieve an Auto Victory on January 2, 1943 if the Jap Player can control any of the following +5 Airfield base locations with 2x required base supplies: Luganville, Efate Port Vila, or any one of the New Caledonia or Australian bases.[/font]
[font=calibri]The Allied Player must not risk their naval resources against the IJN KB in the beginning, and must wait until August of 1942 when the additional aircraft carriers (CV TF), battleships (BB TF), and anti-aircraft cruisers arrive (CLAA TF).[/font]
[font=calibri]The Allied Player's Combat Aircraft Carrier (CV) aircraft (Fighters (F), Dive Bombers (DB), Torpedo Bombers (TB)) have a shorter range than the IJN CV TF aircraft. The JAP CV aircraft have a range of about 9 or 10 hexes and the Allied CV aircraft have a range of 7 or 8 hexes. The maximum range to use a TB squadron is about 4 or 5 hexes. The Allied CV TFs should never move north of the Gili-Gili or Lunga bases and into range of Rabaul's deadly Airfield, without superior CAP protection.[/font]
[font=calibri]Starting Operations for Scenario 17 or 19, the Allied Player should focus their attention on organizing their Continual Supply Convoy (CSC) routes and providing fighter aircraft units on a rotational Long Range Combat Air Patrol (LRCAP) over their limited Transport TFs. If the Allied Player loses too many transport ships early in the game, then there will not be enough lift capacity to move the necessary Land Combat Units (LCU) to the front lines.[/font]
[font=calibri]AIR[/font]
[font=calibri]During the first months, the Allied Player will receive several squadrons of Land Based Air Fighters (LBA Fs). Use the LBA Fs to provide Long Range Combat Air Patrols (LRCAP) over the Continual Supply Convoy Task Forces (CSC TFs) that are keeping the strategic front line bases operational. There will also be plenty of reconnaissance aircraft units available for searching and locating the IJN. [/font]
[font=calibri]The limited availability of Allied LBA Fighter aircraft will need to be micromanaged on a daily basis to protect the CSC TFs, reduce Pilot Fatigue, increase Pilot Morale and Pilot Experience. If the Allied Player has 3 fighter aircraft units available at Port Moresby, then 1 unit can be set to LRCAP, while 2 units are standing down with zero training. On the next day turn, set the active LRCAP unit to stand down and set the next minimum fatigued Fighter unit to LRCAP. On the third day turn, set the active LRCAP unit to stand down and select the next minimum fatigued Fighter unit to LRCAP. It is important to watch the Fighter Pilot's Fatigue level, because a high fatigue level will result in huge operational and combat losses. By rotating the 3 LBA F squadrons, this will reduce Pilot Fatigue, boost Pilot Morale, and most importantly increase Pilot Experience.[/font]
[font=calibri]With Port Moresby's airfield well supplied, stocked with LBA Fighters (F), LBA Fighter-Bombers (FB), and garrisoned with Anti-Aircraft (AA) and Coastal Defense guns (CD), the Allied LBA 2Engine and 4Engine Bombers from Australia can suppress some IJA bases and IJN invasions on New Guinea. In addition, to ensure that a strike will launch against the target, a 2:1 air superiority of LBA F Escorts against a defending target's CAP, should be assigned to the LBA 2Engine Medium and 4Engine Heavy Bombers.[/font]
a1981stingray
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RE: Scn 17 or 19 - For New Allied Players

Post by a1981stingray »

[font=calibri]3) LAUNCH OFFENSIVE OPPORTUNITIES[/font]
[font=calibri]LAND[/font]
[font=calibri]Planning any invasion route to Shortland, Rabaul, Kavieng, and Truk this early in the game is imperative. Since the Jap Player has a superior starting advantage, it would be to the Allied Player's advantage to use reconnaissance units to identify the bases that have the best airfield expansion points and within a minimum range of Fighter LRCAP of previously established bases.[/font]
[font=calibri]Every Jap Player knows the only route to Rabaul is to island hop the Solomon Island chain. Knowing which islands have the best airfield expansion points are vital to any Allied thrust north. If the Allied Player were able to get a foothold on San Cristobal with a level 2 airfield, then LBA LRCAP could provide protection for a planned invasion of Guadalcanal. Once that foothold is established, the rate of supplying the base(s) will be costly in terms of lost Allied LBA Fighter units and Transport ships, without proper support.[/font]
[font=calibri]SEA AND AIR[/font]
[font=calibri]It is very important that the Allied Player locate the IJN KB and IJN SC TFs before any invasion operation(s) commence. Once the Jap Player realizes that their front line Base Force is under siege, it will only take 3 or 4 day turns for the IJN KB to sail from Truk to Lunga or Buna and ruin the Allied plans for off loading all the necessary units and supplies to capture that location.[/font]
[font=calibri]It is possible to define a strategy in phases, starting with the arrival of the Americal Division and 1st Marine Division LCUs. The Allied Player should have formed Transport TFs with enough lift capacity to load the entire unit to prevent LCU fragments from being left behind. This may require having multiple ship TFs for an individual LCU so that the more powerful LCUs with a high Assault Value (AV) will be invading first, then the Headquarter (HQ) support units, and finally the non-combat Engineering Support Units. The Allied Player should have extra Transport ships in reserve TFs to provide a couple of months worth of supplies after the last LCUs have been off loaded.[/font]
[font=calibri]The Allied transport ships come in several sizes and the larger the capacity ships will require longer unloading times. If the Allied Player is planning on a small invasion, then using the 1K capacity transports will offload the fastest, while the larger 2K and 3K capacity ships may take several day turns.[/font]
[font=calibri]The Allied CV TFs and SC TFs should be on station for at least 2 days and no more than 4 days to protect the Invasion TFs as they enter and leave the Combat Zone. To capture San Cristobal will be easier than Guadalcanal. It is important that the Allied CV TFs be positioned within normal Fighter range to provide LRCAP for invading San Cristobal. [/font]
[font=calibri]Once Irau is a level 2 airfield and fully operational with tons of base supplies, the LBA LRCAP Fighters can cover the Guadalcanal Invasion TFs during the next assault. The Allied Player should wait until Lunga and Tulagi airfields are expanded to level 2, and stocked with LBA LRCAP before thrusting forward to establish the New Georgia Island bases.[/font]
[font=calibri]The Allied Player can position their CV TFs South of San Cristobal and use Irau LBA LRCAP and Bombers as a deterrent to the IJN KB sailing within range of the Allied CV TFs, to launch naval strikes, while the Allied CV TFs LRCAP are covering the Invasion TFs.[/font]
[font=calibri]Should the Jap Player decide to run SC TFs, Bombardment TFs, or an all out assault with the IJN KB covering a counterstrike invasion, the Allied Player should commit their entire CV and SC TFs to protect the Invasion TFs until the new base is fully operational. The Allied Player should also commit all CV TFs and SC TFs to prevent a Jap Player from capturing Luganville and Efate Port Vila.[/font]
a1981stingray
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RE: Scn 17 or 19 - For New Allied Players

Post by a1981stingray »

[font=calibri]4) ADDITIONAL DELIBERATION[/font]
[font=calibri]LAND[/font]
[font=calibri]Moving troops along roads, paths, and trails is pointless. Malaria and loss of supplies will reduce the combat effectiveness of the LCUs when they arrive at their destination. Also it will take months for troops to move from Port Moresby to Buna or Lae.[/font]
[font=calibri]The Allied Player should divert all Base Force and Engineering Units from those bases that have expanded to maximum to strategic forward bases or recently captured bases. Although, it is important to keep enough Base Force support for servicing LBA Fighter and Bomber operations. For example, if Charter Towers Base Force Unit is not servicing any aircraft operations, do not let a valuable resource sit idle and go unused.[/font]
[font=calibri]SEA[/font]
[font=calibri]The Allied Player should plan to have a submarine wolf pack isolate the enemy base for several months prior to an invasion.[/font]
[font=calibri]The Allied Player should also plan Primary, Secondary, Tertiary Invasion TFs, with the two of them as diversionary. The diversionary TFs should have an adequate amount of Transport and SC ships to at least entertain the possibility of a forward thrust into that location and draw enemy forces away from the Primary Objective. Then retreat as soon as possible. For example, The Allied Player will station several Transport TFs and SC TFs a couple of hexes South of Gili-Gili to make an attempt towards Buna and Lae, while the Primary Invasion TFs are moving into The Solomon Islands.[/font]
[font=calibri] The Allied Player should soften up the enemy base before the Invasion Transports arrive. The initial SC TF should have maximum Minesweeper Destroyers to clear away enemy minefields. [/font]
[font=calibri]Using Bombardment TFs with Battleships and Heavy Cruisers, long range LBA Bombers, and several CV TF Dive Bombers will cause mass LCU disruption, fatigue, and loss of enemy base supplies. A base without supply will be unable to repair fortifications, airfields, or supply combat troops. Enemy troops with high fatigue and disruption will experience higher casualties.[/font]
[font=calibri]AIR[/font]
[font=calibri]The Allied Player should use reconnaissance aircraft on multiple base locations to confuse the Jap Player. In addition to diversionary tactics, the LBA Bombers should concentrate on the opposite side of the map from the Primary target. The Allied Player should divert most LBA assets to make the Jap Player believe that Buna and Lae are the Primary and Secondary targets for invasion, including have several TFs holding a couple of hexes South of Gili-Gili.[/font]
[font=calibri]NOTE: JAP PLAYER STRATEGY[/font]
[font=calibri]It is possible that the Jap Player in the first month will transport every LCU to Rabaul. Within the month of June, there will be several TFs moving towards Santa Cruz. The Allied Player will be surprised, in the month of July, to find that Luganville and Efate Port Vila will be captured, supplied, and reinforced. Then on January 2, 1943 the game will end with a Jap Victory condition. There is almost nothing the Allied Player can do to regain both bases before that date.[/font]
fuelli
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RE: Scn 17 or 19 - For New Allied Players

Post by fuelli »

ORIGINAL: stingray

[font=calibri]4) ADDITIONAL DELIBERATION[/font]
[font=calibri]LAND[/font]
[font=calibri]Moving troops along roads, paths, and trails is pointless. Malaria and loss of supplies will reduce the combat effectiveness of the LCUs when they arrive at their destination. Also it will take months for troops to move from Port Moresby to Buna or Lae.[/font]

Basically a very nice quide. But the above I think is not true. As long as the Japanese can rule the sky it is a valid stategy to take Buna (takes 32 days) or LAE (And all other bases in between) via trail. Sending an invasion force to these spots is only possible with an already destroyed Japanese fleet and airforce. Also using roads for example between Brisbane and Rockhampton is as fast as using transports and there is no malaria in this zones. Especially in Sc 17 and 19 it is dangerous to send transport even along the australian coastline. Marching is much saver.
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Ike99
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RE: Scn 17 or 19 - For New Allied Players

Post by Ike99 »

Also it will take months for troops to move from Port Moresby to Buna or Lae.

Three weeks.
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fuelli
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RE: Scn 17 or 19 - For New Allied Players

Post by fuelli »

ORIGINAL: Ike99
Also it will take months for troops to move from Port Moresby to Buna or Lae.

Three weeks.

This is new for me. What kind of troops need only three weeks from PM to Lea?
fuelli
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RE: Scn 17 or 19 - For New Allied Players

Post by fuelli »

Just have to correct me. from PM to Buna its 24 days not 32.
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Ike99
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RE: Scn 17 or 19 - For New Allied Players

Post by Ike99 »

Also it will take months for troops to move from Port Moresby to Buna or Lae.

This is new for me. What kind of troops need only three weeks from PM to Lea?


I´m speaking of PM to Buna. That´s just 3 hexes. 90 miles. 90/4, 22 days.

PM to Lae is 7 hexes, 210 miles. 52 days.
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Ike99
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RE: Scn 17 or 19 - For New Allied Players

Post by Ike99 »

One thing the Allied player can do is forward deploy in New Guinea and give the Japanese a headache.

Using C-47 they can drop a Australian NG Regiment with engineer at Wau to reinforce the people already there at game start rather than pullout. This can be done in a week.

I´ve looked at this strategy several times and it seems sound.
¨If you tremble with indignation at every injustice, then you are a comrade of mine.¨ Che Guevara

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HansBolter
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RE: Scn 17 or 19 - For New Allied Players

Post by HansBolter »

ORIGINAL: Ike99

One thing the Allied player can do is forward deploy in New Guinea and give the Japanese a headache.

Using C-47 they can drop a Australian NG Regiment with engineer at Wau to reinforce the people already there at game start rather than pullout. This can be done in a week.

I´ve looked at this strategy several times and it seems sound.

In some games I have forward deployed on the first couple of days of the game to Buna and Gili Gili by airlift. Against the AI it can really through the game out of kilter right from the start. Obviously, against a thinking opponent anything deployed forward in this way will be little more than road bumps that become losses pretty quickly. Anything deployed to GG would be lost outright, while the Buna force sometimes escapes to retreat accross the mountains to PM.

The only real advantage I can see in doing something this bold with the Allies early would be that it can throw off the Japanese timetable a little if their early landing forces consist only of battalion sized units such as the naval garrisons and SNLFs. What it can lead to is forcing the Japanes player to commit more of them in one place than he originally intended to overcome the Allied garrison, or force an early committment of one of their regimental sized units.

In the long run, however, it is probably not a very good strategy as the Japanese enjoy such a huge advantage for so long that having to spend a bit more time clearing the initial objectives has no great impact on the course of events. It can give the nearly impotent Allied player a morale boost to be putting up at least some kind of fight somewhere, but will not likely alter the strategic outcome.


I agree with those pointing out that the trails and especially the roads in Australia can be valuable transportation routes. Usually units relocating up the coast of OZ will have plenty of time at their new destinations to recover the disorganiztion they incur from the move. Using transport ships for relocations up the coast incur the risk of submarine and even occasionaly carrier air intervention and accumulates system damage from simple wear and tear on the ships.
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Kingfisher
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RE: Scn 17 or 19 - For New Allied Players

Post by Kingfisher »

I found the motorized brigade of Aussies (don't remember the official designation) to be a very valuable asset.
It can deploy from Brisbane to Townsville (maybe further north, I never tried) faster than by ships, and with minimal disruption or fatigue.
This gives the allied player a very mobile reserve to free up other units for deployment elsewhere, or to quickly reinforce an Aussie base if the Japanese player is feeling aggressive.
It also frees up an additional 4000 pts of sealift to use for supply or troop transport.
 
Come to think of it, I wonder why the Aussie rail net wasn't included in UV.
"splendid was their tactic of diving upon our force from the direction of the sun, taking advantage of intermittent clouds"

-Captain Takahisa Amagai, KAGA, June 4th 1942
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