Amphibious HQ

Gary Grigsby’s War in the West 1943-45 is the most ambitious and detailed computer wargame on the Western Front of World War II ever made. Starting with the Summer 1943 invasions of Sicily and Italy and proceeding through the invasions of France and the drive into Germany, War in the West brings you all the Allied campaigns in Western Europe and the capability to re-fight the Western Front according to your plan.

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Chris21wen
Posts: 7677
Joined: Thu Jan 17, 2002 10:00 am
Location: Cottesmore, Rutland

Amphibious HQ

Post by Chris21wen »

I'm confused over how they work.

I played Husky and moved the Amph HQ to their target hex at sea and basically left them there.

I'm now playing Breakout and Pursuit and the Amph HQ are not at sea but on land.

In both scenarios they are functioning as normal but I don't understand why ones at sea the other on land?

Also what to do with them once you have decent port. Do you just leave them acting as temp ports etc. until such time as you need them again?
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loki100
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Joined: Sat Oct 20, 2012 12:38 pm
Location: Utlima Thule

RE: Amphibious HQ

Post by loki100 »

they do a lot of things:

a) loaded with invasion troops in a port, they build preperation and deliver those units to the planned invasion beach, they can move around during the turn but must be back in the port at the end of the turn;
b) next to a temporary port (a beachead), they keep that port in existence if they are in such a hex at the end of the turn;
c) next to (or in) a captured level 1/2 port they auto-repair it in the next logistics phase - they have to be in the hex at the end of the turn;
d) moved around during the turn they leave a pattern of naval interdiction behind them - very useful for isolating ports in the axis logistics phase (northern/eastern edge of Sicily as a hint), can be vital in holding open sealanes in a heavily contested invasion;
e) moved next to a ground combat they contribute naval gunfire to the attack, if they are adjacent to an attacked unit they contribute naval gunfire to the defense - note they only need to be there at the moment of combat - naval guns do a lot of serious damage
f) placed next to an enemy unit they deny it the chance for reserve re-action (can be very useful in Italy)
g) left next to an enemy unit at the turn end they inflict attrition (but also take attrition)

so for Husky a+b+c+d+e are probably the key missions

in Breakout e+f+c+b are

Note that the unit has to be in different places during the turn depending on the focus and can often combine a or b with d-f or d-f with c. g is fairly esoteric and not something I'd regularly do.
Chris21wen
Posts: 7677
Joined: Thu Jan 17, 2002 10:00 am
Location: Cottesmore, Rutland

RE: Amphibious HQ

Post by Chris21wen »

Thanks. Have to read all that and ingest it.
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