Allied landing issues

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KPAX
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Location: Where the heart is; Home of the Fighting Irish

Allied landing issues

Post by KPAX »

Allied landing issues

.Playing as the allies in a full campaign against the computer. Stock game. September 1942. Two day turns.

I have loaded a division and two transports with adequate supplies. The transports are the faster transports.

I was sail loaded in a separate task force a BF engineer group, AAA unit, reserve infantry unit, and supplies and fuel.

I did bombard for a week prior to that and it had no aircraft or ships in the area. The enemy force was very small.

Invasion base is a small sized base ( i.e. porch size one airfield 2 ).

The task force unloaded only one day in my two days turn and then retreated although it was on… Remain on station….

Why will it not stay on station and completely unload.

Can someone give me some general directions or point me in the right direction for how to optimize our light amphibious landings?
"War makes Heros on both sides." Hero (the movie)

Image

Thanks !!

KPAX
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Q-Ball
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RE: Allied landing issues

Post by Q-Ball »

Post screenshots always helps answer those questions. Some possibilities:

--The TF retreated from surface or air threat; you can counter by setting to "Absolute" if you want
--The TF had unloaded all but heavy equipment that could not be unloaded due to lack of port (though Amphib TF should unload)

Maybe others
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btd64
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RE: Allied landing issues

Post by btd64 »

I always try to land a unit with naval support in it. That would take care of the large equipment.

As Qball said post a screenshot of the tf for the ship withdrawal issues....GP
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KPAX
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RE: Allied landing issues

Post by KPAX »

thank you, that worked![&o]
"War makes Heros on both sides." Hero (the movie)

Image

Thanks !!

KPAX
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