Gili Gili and the Japanese AI

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WussGawd
Posts: 8
Joined: Thu Aug 15, 2002 5:27 am
Location: Avondale, AZ

Gili Gili and the Japanese AI

Post by WussGawd »

Grr.

First off, UV is probably the best wargame I've bought since the TOAW series...Grigsby/Brors have done well again, and Matrix has done a good job with the production/support thus far...can't wait for WITP.

Now that the obligatory congrats are done, I'm really struggling with holding onto Gili Gili against the Nipponese AI in the early going, and I was wondering if anybody could make suggestions.

I quickly figured out that the quickest way to get at least some troops there is airlift via Catalina (since there is no airfield there at games beginning in the early war scenarios). I usually start by moving down the second Catalina squadron from Cookstown to Townsville, and start airlifting the 7th Aus. Bde. into Gili Gili from Townsville.

Also on turn 1, I put together a fast convoy (with whatever 16 knot Merchies are available at games beginning) from Brisbane to send part of a division to Gili Gili, and dispatch one or two destroyers to make Tokyo Express style supply runs from there as well.

Early on, it does well as a strategy. Later on, the Japanese start to reinforce the surface forces supporting their own landings there, and well, either my convoys get smashed, or if I set them for retirement allowed, they avoid contact (and unloading at Gili Gili, obviously). Since the 6/1 start scenario (Yamamoto's Prophecy) prevents the US from having carriers for some time, I have really struggled with driving off the usually CA, CL & DD surface forces the Japanese seem to send to Gili Gili early on.

I was wondering if anybody has any suggestions regarding holding on to Gili Gili or am I just destined to have to try to retake it later?

Thanks,
Stu
:D
thantis
Posts: 161
Joined: Mon Feb 25, 2002 10:00 am
Location: Cooksville, MD

Post by thantis »

There are advantages to letting the Japanese take it early. The further south you can suck their surface forces, the better opportunities you have to use your LBA to wittle away at them.

You can also use your subs to blockade the port while the AI continues to send supply convoys in - racking up a pretty good kill ratio.

If you keep at least a division at Brisbane, once PM is secure and you've inflicted enough damage on the Japanese Navy - you can launch a counter-invasion against a weakened opponent. I'd wait until you get some longer range fighters at PM or carrier support, because Bettys & Nells out of Rabaul will still be a problem for any invasion force at Gili Gili - plus you need the airbase there when you want to round the "Cape" and make your run at Lae.

Without proper air support, you can lose a good number of APs & AKs trying to pull that one off.
Never Underestimate the Power of a Small Tactical Nuclear Weapon.....
WussGawd
Posts: 8
Joined: Thu Aug 15, 2002 5:27 am
Location: Avondale, AZ

Post by WussGawd »

Originally posted by thantis
There are advantages to letting the Japanese take it early. The further south you can suck their surface forces, the better opportunities you have to use your LBA to wittle away at them.
OK, I wondered whether this might not be a better way to proceed. However, I assume this probably plays some hell with supplying PM

You can also use your subs to blockade the port while the AI continues to send supply convoys in - racking up a pretty good kill ratio.
That's a good trick. I'll have to set that one up. I assume you don't let the AI run sub patrols then...I haven't messed with the SS's much.

Thanks for the advice. I'll give it a shot. :D
EricLarsen
Posts: 450
Joined: Tue Jul 09, 2002 8:00 pm
Location: Salinas, CA Raider Nation

Other angles

Post by EricLarsen »

[QUOTE]Originally posted by WussGawd
OK, I wondered whether this might not be a better way to proceed. However, I assume this probably plays some hell with supplying PM

Wussgawd,
Thantis makes a good point of allowing the IJN AI have Gili Gili early on. It gives you a place for bombing practice for your LBA's from Cooktown. Use your B-17's, Hudson's, and other LBA's with a range of 16 or more, even if it's extended range. Use PM as a fighter base early on, and after you get a 2nd baseforce from Brisbane up to PM then bring in the other shorter-ranged bombers from Australia. Instead of trying to train them early on if you start in May try letting them rest and gain morale of 90 before you start tranferring and using them. Don't stick a bunch of brigades in PM early on, just baseforces, engineers, and AA units (Brisbane, Cairns & Townsville). Don't try to stick 250+ planes in PM early on either or you'll definitely have supply problems. If you're playing scenario 17 or 19 then you have plenty of time for playing patiently. Bomb the port right after the AI IJN lands at Gili Gili and keep bombing the port. This will keep the port damaged and the engineers the AI lands there will be busy repairing the port instead of expanding the airfield and port and fortifications and will damage ground troops well. As long as the AI doesn't stick CV's in Gili Gili you won't have to face CAP over Gili Gili. I've even seen the Allied AI transfer the baseforce unit at Cooktown with C-47's at the beginning of the game, although I wouldn't bother myself. I make up 2 good transport tf's at the beginning of May and send them from Brisbane to PM with supplies and important small units. I keep some transports and escorts around in Brisbane for the first engineer unit that hits Brisbane in 5 days so that convoy goes to PM as well. If you don't try to put too many troops and planes in PM early on you won't have supply problems. About 90 days out you'll get yet another baseforce for PM and by then you'll have air superiority and can transfer more bombers to PM. Once you've got lots of engineers in PM and get the airfield expanded to 8 or 9 you'll be ready to make sure you have over 250 aviation support and can have lots of planes there as well. Maintaining air superiority over PM with all your fighters is key early on as you can dock your supply convoys and keep them protected from IJN air attacks. Don't let the AI set the path to PM from Brisbane, but set it about 5 or 6 hexes south of PM on Patrol, Don't Retire and then bring them up from near there. That will keep them out of range of the Nell's and Betty's until they reach PM and then they'll be safe anyway with lots of CAP. If you can catch the AI IJN player heading his CV's back to Truk and have troops ready to go at Townsville with carrier support you could then take Gili Gili back easy. Otherwise just keep your invasion force back at Brisbane and go from there.
Eric Larsen
thantis
Posts: 161
Joined: Mon Feb 25, 2002 10:00 am
Location: Cooksville, MD

Post by thantis »

I've never had the AI hold Gili Gili long enough to develop it into an airbase & move aircraft (fighters or bombers) to it. This has meant little or nothing regarding supplying PM.

As always, your biggest problem will be Bettys & Nells flying out of Rabaul (reaching up to touch your transports as they unload at PM). Since the only real targets you should be after are APs & AKs, I would base your medium bombers (B-25s & 26s) out of PM with plenty of supply and let GG wither on the vine.

If you have carrier superiority (Coral Sea Battle went well for you) you can even base a carrier or two out of the Australian ports & use them to blast the convoys for experience (this may also be necessary if the AI starts running bombardment missions against PM).

Once you land at Lunga or start your Solomons campaign (maybe landing on San Cristobal or elsewhere), the AI will concentrate against you there and pretty much leave New Guinea alone. Once distracted, you can bomb Gili Gili at leisure, building up valuable experience before sending in the Australians to clean up - send at least a division, as the AI will drop of the 144th Regiment & a few more troops (at least 3000 Combat Infantry) at Gili Gili.
Never Underestimate the Power of a Small Tactical Nuclear Weapon.....
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eMonticello
Posts: 525
Joined: Fri Mar 15, 2002 7:35 am

Re: Gili Gili and the Japanese AI

Post by eMonticello »

Originally posted by WussGawd
Grr.

... I'm really struggling with holding onto Gili Gili against the Nipponese AI in the early going, and I was wondering if anybody could make suggestions.

I quickly figured out that the quickest way to get at least some troops there is airlift via Catalina (since there is no airfield there at games beginning in the early war scenarios). I usually start by moving down the second Catalina squadron from Cookstown to Townsville, and start airlifting the 7th Aus. Bde. into Gili Gili from Townsville.

[snipped the stuff about the "Brisbane Express" convoys and the IJN clearing out Gili Gili.]

I was wondering if anybody has any suggestions regarding holding on to Gili Gili or am I just destined to have to try to retake it later?
:D
Stu,

I believe you are talking about Operation Quicksilver, the quick occupation of Gili Gili by SWPAC (which will more than likely work only against the AI).
First, I send a blocking Surface Force composed of temporarily transferred Chester, Canberra, and Meredith (augmented by the five SWPAC DDs) to cover GG. I also send supplies and 7th Aussie Brigade to GG via PBY. Then I loaded Ack Ack and Engineers with vehicles from Brisbane in one small convoy to GG and send another convoy to Townsville to lift the remaining 7th Aussie Brigade. Before any of my troops has an opportunity to land at GG, the Battle of Milne Bay generally occurs. Win or lose, I will chase the IJN invaders back to Rabaul. You will be risking the transports if the bombers from Rabaul decide to strike the task force. I allocated two weeks to the operation (June 1 to 14) and limit the convoy stay at GG to 2-3 days ... even if I end up leaving supplies or troops on transports. Once the airfield is built, you can transfer a Base Force and other engineers along with supplies using C47s. Ultimately, you'll need to send a quick transport run to drop off any left over equipment, new equipment (the radar for the Base Force), and, of course, more supplies.

If you really want Gili Gili early and are willing to take the risk, I found this operation works reasonably well.

Few things are harder to put up with than the annoyance of a good example. -- Pudd'nhead Wilson
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