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Nav Sup in non-base hexes
Posted: Tue Oct 25, 2016 1:09 pm
by bush
I have an opponent who insists on Amphing into non-base hexes. My question is, if he brings in Nav Sup units will they still help in unloading? If yes, at the same or reduced rate?
Thanks,
Mike
RE: Nav Sup in non-base hexes
Posted: Tue Oct 25, 2016 1:20 pm
by btd64
Yes, at the same rate as the ships being used on an island assault....GP
RE: Nav Sup in non-base hexes
Posted: Tue Oct 25, 2016 1:29 pm
by geofflambert
Some people have house rules against that but I don't agree. Especially if your opponent invades an island that has no base hex. Tease and taunt him into it if you can. [8D]
RE: Nav Sup in non-base hexes
Posted: Tue Oct 25, 2016 3:21 pm
by Lokasenna
ORIGINAL: geofflambert
Some people have house rules against that but I don't agree. Especially if your opponent invades an island that has no base hex. Tease and taunt him into it if you can. [8D]
The sheer number of disablements...
RE: Nav Sup in non-base hexes
Posted: Tue Oct 25, 2016 6:03 pm
by Admiral DadMan
ORIGINAL: Lokasenna
ORIGINAL: geofflambert
Some people have house rules against that but I don't agree. Especially if your opponent invades an island that has no base hex. Tease and taunt him into it if you can. [8D]
The sheer number of disablements...
That's funny, because I landed on Wake as USN and 3/4 of my stuff is disabled... I'm thinking that I forgot to land something with them...
RE: Nav Sup in non-base hexes
Posted: Tue Oct 25, 2016 6:32 pm
by BBfanboy
ORIGINAL: Admiral DadMan
ORIGINAL: Lokasenna
ORIGINAL: geofflambert
Some people have house rules against that but I don't agree. Especially if your opponent invades an island that has no base hex. Tease and taunt him into it if you can. [8D]
The sheer number of disablements...
That's funny, because I landed on Wake as USN and 3/4 of my stuff is disabled... I'm thinking that I forgot to land something with them...
Maybe you should try landing with the USMC or USArmy instead of the USN?
Seriously - Wake is an atoll and likely has high forts. You need tanks and combat engineers to support the infantry. Tank Destroyers are also excellent when you get them. But even with a good mix of troops, if you get bad weather and a bad die roll it can still disable a lot of troops.
RE: Nav Sup in non-base hexes
Posted: Tue Oct 25, 2016 7:06 pm
by Admiral DadMan
ORIGINAL: BBfanboy
ORIGINAL: Admiral DadMan
ORIGINAL: Lokasenna
The sheer number of disablements...
That's funny, because I landed on Wake as USN and 3/4 of my stuff is disabled... I'm thinking that I forgot to land something with them...
Maybe you should try landing with the USMC or USArmy instead of the USN?
Seriously - Wake is an atoll and likely has high forts. You need tanks and combat engineers to support the infantry. Tank Destroyers are also excellent when you get them. But even with a good mix of troops, if you get bad weather and a bad die roll it can still disable a lot of troops.
lol actually I did, a USA Div, some tanks, combat ENG. Only problem was that they didn't all land the same day...
RE: Nav Sup in non-base hexes
Posted: Tue Oct 25, 2016 7:27 pm
by HansBolter
ORIGINAL: Admiral DadMan
ORIGINAL: BBfanboy
ORIGINAL: Admiral DadMan
That's funny, because I landed on Wake as USN and 3/4 of my stuff is disabled... I'm thinking that I forgot to land something with them...
Maybe you should try landing with the USMC or USArmy instead of the USN?
Seriously - Wake is an atoll and likely has high forts. You need tanks and combat engineers to support the infantry. Tank Destroyers are also excellent when you get them. But even with a good mix of troops, if you get bad weather and a bad die roll it can still disable a lot of troops.
lol actually I did, a USA Div, some tanks, combat ENG. Only problem was that they didn't all land the same day...
Moral to that story is beaching craft. You need them to assault atolls and ensure everything unloads IMMEDIATELY.
RE: Nav Sup in non-base hexes
Posted: Tue Oct 25, 2016 7:31 pm
by Admiral DadMan
ORIGINAL: HansBolter
ORIGINAL: Admiral DadMan
ORIGINAL: BBfanboy
Maybe you should try landing with the USMC or USArmy instead of the USN?
Seriously - Wake is an atoll and likely has high forts. You need tanks and combat engineers to support the infantry. Tank Destroyers are also excellent when you get them. But even with a good mix of troops, if you get bad weather and a bad die roll it can still disable a lot of troops.
lol actually I did, a USA Div, some tanks, combat ENG. Only problem was that they didn't all land the same day...
Moral to that story is beaching craft. You need them to assault atolls and ensure everything unloads IMMEDIATELY.
and bring 3x what you think you need.
RE: Nav Sup in non-base hexes
Posted: Wed Oct 26, 2016 9:27 am
by bush
And have them prepped for that location.
RE: Nav Sup in non-base hexes
Posted: Wed Oct 26, 2016 3:23 pm
by geofflambert
As the Japanese player, after the first week or two I sometimes sacrifice prepping for location because of Allied intelligence capabilities. Like Trump, I want to be unpredictable. [:'(]
RE: Nav Sup in non-base hexes
Posted: Thu Oct 27, 2016 12:36 am
by bush
I felt that way also, but noticed the disabled squads and disruption went up considerably when Amphing without prepping for that base.
RE: Nav Sup in non-base hexes
Posted: Thu Oct 27, 2016 4:01 am
by BBfanboy
ORIGINAL: geofflambert
As the Japanese player, after the first week or two I sometimes sacrifice prepping for location because of Allied intelligence capabilities. Like Trump, I want to be unpredictable. [:'(]
The Japanese have the landing bonus until April 01,1942, so lack of prep should not result in much loss during the landing. That bonus does not help with the battle though, whereas actual prep does.
RE: Nav Sup in non-base hexes
Posted: Fri Oct 28, 2016 2:47 am
by Tony4245
ORIGINAL: Admiral DadMan
lol actually I did, a USA Div, some tanks, combat ENG. Only problem was that they didn't all land the same day...
Yah... that could mess up an otherwise perfectly good "PLN". [:'(]
I assume this was an Army division?