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Over Coming Coastal Artillery
Posted: Wed Sep 10, 2003 5:34 am
by ladner
I am in the process of planning my own version of Operation Watch Tower playing scenario 17 vs. the Japanese AI (yes I know for a real challenge play PBEM). Any how, I have done a through aerial recon of Lunga and I have coducted several bombardments by naval TF. Based upon the bombardment TF results (on several occasions CAs and DDs have been hit, nothing severe though) and the aerial recon there are at least three coastal defence units defending the base. Therefore, how much firepower needs to brought to bear to prevent the transport TFs from being slaughtered?
Posted: Wed Sep 10, 2003 9:17 am
by bilbow
When your bombarments ships stop getting hit, it's safe to go in.
Posted: Wed Sep 10, 2003 9:32 am
by Bushmaster
I think some air attacks to disrupt the batteries would be a great help. But I'm not sure how to target them specifically. Would you target "Ground Units" or "Port Attack?" Does anyone know?
Posted: Wed Sep 10, 2003 1:35 pm
by Mike_B20
Port atack, I've read before on these forums.
Makes sense to me.
Posted: Wed Sep 10, 2003 2:44 pm
by Bodhi
Just last night I made my first attack against a base with CD (x3)(Shortland). I gave the port a thorough working over with massed B-17s, Liberators and some Dauntless's thrown in for good measure over a period of a week. Sent in a heavy bombardment including BB (x3), prior to the attack. Still the coastal defence were damaging some of the transports. Luckily for me I went I with overwhelming force and captured the base the next turn. Think I may be a bit more careful next time.

Naval gunfire support
Posted: Wed Sep 10, 2003 3:03 pm
by mogami
Hi, Also adding a CL or CA to transport TF helps when TF returns fire.
The first time one of your TF's enters hex (usally a bombardment TF) you will discover size of CD guns. Make sure your transport TF has at least one ship with larger guns. Then when CD fire your counter fire will be more effective.
(Its a good idea to include at least one CA/CL and a few DD to transport TF's. CA/CL are better flagships then transport so you lose fewer commanders and just in case enemy surface force engaged you have a screen. In surface battles escorts will close while transports run. The DD come in handy if enemy sub encountered.
I build a TF for each ground unit. Once all TF's formed I set 1 to target hex and others to follow this TF. (I also form a surface TF and set it to follow)
Example: I am going to move Americal Div to invade Lunga.
Americal is 3x4k RCT 1x 1k eng 1x2k HQ
TF#1,2,3 (Assault) 3x1.5AP 1xMS 3xSC 1xCA/CL 3xDD load troops only 1 RCT
TF#4 (support) 3x1.5AP 1xMS 3xSC 1xCA/Cl 3xDD load troops (and supply) Eng and HQ
The assault TF's have spare room (in case AP sunk, TF can pick up survivors)
The 3 Assault TF's will unload quickly. Once support TF unloads Eng Unit you can make assault but your beachhead will be strong (sould not take more then 3 phases to unload Assault troops so AP only have to spend 1 day exposed)(arrive night begin unloading, day phase continue unloading, night phase finish and depart)
You can include more then 1 CA/CL it is just important that you place at least 1.
Posted: Thu Sep 11, 2003 2:26 am
by ladner
Mogami-
appreciate the primer on amphibous assualt tactics. I am glad that I read this thread before sending the transport TFs out

. I will need to do some serious reconfiguring of the tranport TFs that I have created.