Newbie Guide to Naval Operations
Moderator: Vic
RE: Newbie Guide to Naval Operations
TURN 15
DECISION TIME
The invasion forces are still building up and at this stage I have finished construction of the artillery and anti tank guns. Now I just need to finish off the infantry which should only be a few turns.
At this stage I have 20 cargo ships which can carry 1000 troops. My current forces weigh around 600 but I want to bring extra supplies so I'll continue building.
I've been monitoring what the enemies have been doing (see below for current front lines) and it seems there have been some heavy battles. The worrying aspect is that my expectations have not panned out and Enemy 'D' looks likely to rapidly take control of the western island. Enemy 'D' has already taken the capital of Enemy 'E' so will be ramping up production and research.
Once 'D' has the island secure, he is likely to take to the water which will make life difficult for me.
Enemy 'B' has had a hard time but is now starting to push back Enemy 'C'. There have been heavy battles around Bushbane and so Plan D is out (not the forest backwater I hoped it would be).
If Enemy 'D' takes to the air or water then Plan B will not be secure.
This leaves Plan C as the most viable plan.
The key will be the rapid deployment of the artillery to pulverise the small city of Nighttownford and also to reduce the capital, Minor, to rubble.
I am going to try and move the defensive line south to the edge of the city in the first attack wave.
DECISION TIME
The invasion forces are still building up and at this stage I have finished construction of the artillery and anti tank guns. Now I just need to finish off the infantry which should only be a few turns.
At this stage I have 20 cargo ships which can carry 1000 troops. My current forces weigh around 600 but I want to bring extra supplies so I'll continue building.
I've been monitoring what the enemies have been doing (see below for current front lines) and it seems there have been some heavy battles. The worrying aspect is that my expectations have not panned out and Enemy 'D' looks likely to rapidly take control of the western island. Enemy 'D' has already taken the capital of Enemy 'E' so will be ramping up production and research.
Once 'D' has the island secure, he is likely to take to the water which will make life difficult for me.
Enemy 'B' has had a hard time but is now starting to push back Enemy 'C'. There have been heavy battles around Bushbane and so Plan D is out (not the forest backwater I hoped it would be).
If Enemy 'D' takes to the air or water then Plan B will not be secure.
This leaves Plan C as the most viable plan.
The key will be the rapid deployment of the artillery to pulverise the small city of Nighttownford and also to reduce the capital, Minor, to rubble.
I am going to try and move the defensive line south to the edge of the city in the first attack wave.
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RE: Newbie Guide to Naval Operations
ORIGINAL: MrMox
ORIGINAL: Das123
Right clicking the destination shows the supply path.
Now, there's one nice feature I didn't know about... Can't find anything in the manual - how did you learn about it?
I think I read it in the manual somewhere.[:)]
RE: Newbie Guide to Naval Operations
PLAN C (REVISED)
Below is a revised plan of attack. I've been building roughly the forces I'd need for the various plans but now I can get specific.
The divisions involved are:
DEF (Defensive divisions) x 4
- 40 SMG
- 5 Machine Guns
- 2 Anti Tank Guns
- 4 Trucks
DEF+ (Reinforced defensive division)
- 60 SMG
- 8 Machine Guns
- 2 Anti Tank Guns
- 5 Trucks
ATK (Storm Trooper attack divisions) x 4
- 30 SMG
- 5 Mortars
- 3 Bazookas
ENG (Engineer divisions) x 4
- 40 Engineers
- 2 Trucks
ART (Artillery) x 4
- 5 Artillery
- 10 SMG
- 2 Trucks
HQ
- 180 Staff
- Extra Supplies
- 5 Trucks
TOTALS:
- 380 SMG
- 28 Machine Guns
- 10 Anti Tank Guns
- 20 Mortars
- 12 Bazookas
- 160 Engineers
- 20 Artillery
- 180 Staff
- 42 Trucks
Below is a revised plan of attack. I've been building roughly the forces I'd need for the various plans but now I can get specific.
The divisions involved are:
DEF (Defensive divisions) x 4
- 40 SMG
- 5 Machine Guns
- 2 Anti Tank Guns
- 4 Trucks
DEF+ (Reinforced defensive division)
- 60 SMG
- 8 Machine Guns
- 2 Anti Tank Guns
- 5 Trucks
ATK (Storm Trooper attack divisions) x 4
- 30 SMG
- 5 Mortars
- 3 Bazookas
ENG (Engineer divisions) x 4
- 40 Engineers
- 2 Trucks
ART (Artillery) x 4
- 5 Artillery
- 10 SMG
- 2 Trucks
HQ
- 180 Staff
- Extra Supplies
- 5 Trucks
TOTALS:
- 380 SMG
- 28 Machine Guns
- 10 Anti Tank Guns
- 20 Mortars
- 12 Bazookas
- 160 Engineers
- 20 Artillery
- 180 Staff
- 42 Trucks
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RE: Newbie Guide to Naval Operations
I should point out that I decided to change the location of the port to gain easier access to the road system and so that the defensive divisions will have easy access to supplies. (The defenders are now one hex further south than in the original plan).
The defensive divisions and three of the engineer divisions will be unloaded on the hex below the port hex. All others will be landed on the port hex.
The defensive divisions and three of the engineer divisions will be unloaded on the hex below the port hex. All others will be landed on the port hex.
RE: Newbie Guide to Naval Operations
Dunno about the production of your game, but with that much units, plus their needed transport, plus some naval escort, plus likely need of air assets, I fear your plan will take some time to be realized !
PDF
RE: Newbie Guide to Naval Operations
Nice invasion plan.
I just noticed that you only use SMG and no rifles, even in your defensive divisions.
But as I see it they are only better at attacking, not in defending heavy forest.
And since SMG cost more a bit more and have less initiative, I would prefer rifle in the defense.
I just noticed that you only use SMG and no rifles, even in your defensive divisions.
But as I see it they are only better at attacking, not in defending heavy forest.
And since SMG cost more a bit more and have less initiative, I would prefer rifle in the defense.
RE: Newbie Guide to Naval Operations
@Das123,
I think you are overestimating the oppositionand will be able to easily stab the AI, not Ai+ or Ai++, in the back since it will be mainly occupied with its southern enemy.
But realy nice AAR with the all the beautifull photoshopped overlays
I think you are overestimating the oppositionand will be able to easily stab the AI, not Ai+ or Ai++, in the back since it will be mainly occupied with its southern enemy.
But realy nice AAR with the all the beautifull photoshopped overlays
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RE: Newbie Guide to Naval Operations
ORIGINAL: PDiFolco
...I fear your plan will take some time to be realized !
It did. It took another 9 turns. I'll go into details below.
ORIGINAL: Xenomath
I just noticed that you only use SMG and no rifles, even in your defensive divisions.
But as I see it they are only better at attacking, not in defending heavy forest.
And since SMG cost more a bit more and have less initiative, I would prefer rifle in the defense.
I didn't know that. Thanks for the heads-up. [:)]
ORIGINAL: Vic
I think you are overestimating the opposition and will be able to easily stab the AI, not Ai+ or Ai++, in the back since it will be mainly occupied with its southern enemy.
I want to be very sure this will work. I guess I'm cautious by nature. [;)]
RE: Newbie Guide to Naval Operations
TURN 24
BUILD-UP COMPLETED
As PDiFolco mentioned above, it took a bit longer than a few turns.
Each division should be produced without drip-feeding units into them later. As the divisions are assigned they will take a couple of turns to come up to combat readiness.
So the priorities with the construction were:
1. HQ with full compliment of staff (so they can train divisions as they are constructed)
2. Defensive divisions because I want these fully trained before embarking.
3. Artillery.
4. Attacking formations (These will most likely be used in mopping up after the artillery has done its work).
5. Engineers
The last of the engineer divisions has just been constructed.
BUILD-UP COMPLETED
As PDiFolco mentioned above, it took a bit longer than a few turns.
Each division should be produced without drip-feeding units into them later. As the divisions are assigned they will take a couple of turns to come up to combat readiness.
So the priorities with the construction were:
1. HQ with full compliment of staff (so they can train divisions as they are constructed)
2. Defensive divisions because I want these fully trained before embarking.
3. Artillery.
4. Attacking formations (These will most likely be used in mopping up after the artillery has done its work).
5. Engineers
The last of the engineer divisions has just been constructed.
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RE: Newbie Guide to Naval Operations
SUPPLIES
For the last turn or so I have been focusing on getting supplies produced.
I also specified a supply reserve of 600 for the Task Force HQ a couple of turns ago. This is important because it will need to supply the units without receiving much supply from Supreme HQ until the port has been built.
Before embarking, click on a few units and check their supply levels. They should be completely full. Also look at the readiness of the troops (the fist graphic). The experience of the troops should be reasonable if the HQ was setup early.
I have split the cargo ship fleet into 4 different groups ready for the troops to embark.
RECONNAISSANCE
My only reconnaissance has been the subs sitting outside the ports (and they don't see much). I have no real idea of what tech the enemy has but I'm assuming I will face primarily armor but no air support at this early stage.
The smart thing would be to spend another few turns to research fighters, then do a fly-over prior to the troops embarking.
In this instance I've decided to go in 'blind' because I am confident that my forces will be overwhelming.
The ships leave port and the land zone appears to be clear of enemy troops.
For the last turn or so I have been focusing on getting supplies produced.
I also specified a supply reserve of 600 for the Task Force HQ a couple of turns ago. This is important because it will need to supply the units without receiving much supply from Supreme HQ until the port has been built.
Before embarking, click on a few units and check their supply levels. They should be completely full. Also look at the readiness of the troops (the fist graphic). The experience of the troops should be reasonable if the HQ was setup early.
I have split the cargo ship fleet into 4 different groups ready for the troops to embark.
RECONNAISSANCE
My only reconnaissance has been the subs sitting outside the ports (and they don't see much). I have no real idea of what tech the enemy has but I'm assuming I will face primarily armor but no air support at this early stage.
The smart thing would be to spend another few turns to research fighters, then do a fly-over prior to the troops embarking.
In this instance I've decided to go in 'blind' because I am confident that my forces will be overwhelming.
The ships leave port and the land zone appears to be clear of enemy troops.
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RE: Newbie Guide to Naval Operations
TURN 25
D-DAY
The day starts quietly with the fleet just off the enemy coast.
I've been checking the Turn History regularly specifically to see if the subs pickup enemy fleet movement, or if on the off chance they see troop movement on land. There has been no movement reported.
D-DAY
The day starts quietly with the fleet just off the enemy coast.
I've been checking the Turn History regularly specifically to see if the subs pickup enemy fleet movement, or if on the off chance they see troop movement on land. There has been no movement reported.
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RE: Newbie Guide to Naval Operations
The fleet carrying some of the defensive divisions moves into position and the troops hit the beaches without any opposition.
I am going to drop the defensive troops first to make sure everything is safe.
There are enemy troops to the west which I wasn't expecting. I thought that these troops would be further south fighting his southern enemy.
There is also a small garrison in in the city to the east.
So far, only armored cars and infantry.
I am going to drop the defensive troops first to make sure everything is safe.
There are enemy troops to the west which I wasn't expecting. I thought that these troops would be further south fighting his southern enemy.
There is also a small garrison in in the city to the east.
So far, only armored cars and infantry.
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RE: Newbie Guide to Naval Operations
Once all the troops have been deployed, it becomes apparent that there are many more enemy troops surrounding our position than was initially anticipated.
This is where better reconnaissance would have been worth the delay.
As such, the plan may need some amendments. I am going to reduce my defensive perimeter until the port has been built. Of course, the enemy may have different ideas and bottle me in on the beaches.
I really don't want to fight my way out because my troops are going to be mauled. It is much more important with naval operations that you setup strong defenses and conserve your forces until you are ready to go on the attack.
Engineers have been dropped in the central and southern beaches to build the port and to build fortifications in the forests.
This is where better reconnaissance would have been worth the delay.
As such, the plan may need some amendments. I am going to reduce my defensive perimeter until the port has been built. Of course, the enemy may have different ideas and bottle me in on the beaches.
I really don't want to fight my way out because my troops are going to be mauled. It is much more important with naval operations that you setup strong defenses and conserve your forces until you are ready to go on the attack.
Engineers have been dropped in the central and southern beaches to build the port and to build fortifications in the forests.
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RE: Newbie Guide to Naval Operations
A quick look at the supply situation (click on Supreme HQ then click on Supply icon) shows that only 25% of supplies are landing on the beaches. Just as well the Task Force HQ brought along the reserve supplies!
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RE: Newbie Guide to Naval Operations
TURN 26
D+1
A lot has happened between turns which should now ensure the success of the naval operation. This is a little disappointing from the perspective of this 'how-to' because now the foot-hold won't require a landing port. I'll still describe what should be done to establish the beachhead. Actually, I miscalculated with the engineers I brought and would have had to wait an extra turn to build the port. I'll explain in detail...
(A) The southern enemy (Enemy C) has driven a spearhead northward and taken the other enemy's (Enemy B) capital (I'll call these players 'Enemy B' and 'Enemy C' as per the planning screens).
(B) This has split Enemy B's troops forcing supplies to enter the water. My wolf packs are waiting and create havoc.
(C) Enemy B has moved his strongest armored car division into the forest which keeps some of my troops on the beaches.
(D) Enemy B's eastern front is now cut off so these troops appear to have been withdrawn because they aren't receiving supplies. This leaves the small city open and can be taken this turn. The small city will then become the invasion port rather than building a makeshift port.
D+1
A lot has happened between turns which should now ensure the success of the naval operation. This is a little disappointing from the perspective of this 'how-to' because now the foot-hold won't require a landing port. I'll still describe what should be done to establish the beachhead. Actually, I miscalculated with the engineers I brought and would have had to wait an extra turn to build the port. I'll explain in detail...
(A) The southern enemy (Enemy C) has driven a spearhead northward and taken the other enemy's (Enemy B) capital (I'll call these players 'Enemy B' and 'Enemy C' as per the planning screens).
(B) This has split Enemy B's troops forcing supplies to enter the water. My wolf packs are waiting and create havoc.
(C) Enemy B has moved his strongest armored car division into the forest which keeps some of my troops on the beaches.
(D) Enemy B's eastern front is now cut off so these troops appear to have been withdrawn because they aren't receiving supplies. This leaves the small city open and can be taken this turn. The small city will then become the invasion port rather than building a makeshift port.
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RE: Newbie Guide to Naval Operations
Interesting read.. Any chance on another big picture shot? whats going on in the western continent?
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RE: Newbie Guide to Naval Operations
SUPPLY
It is vitally important that supply be maintained as much as possible. I have checked the details of most of the divisions and they are all fully stocked, are operating at 100% readiness, and are getting the full headquarters bonus. They are also digging in have the added defensive bonus of the heavy forest
Below is the details for the Task Force HQ. It is worth going through what is happening on this screen because the ultimate success of the operation is reliant on how this HQ performs supporting the troops.
(A) As mentioned earlier, the HQ was setup with extra reserves of supplies before it embarked.
(B) These extra supplies meant that the troops were fully supplied for this important round of the invasion.
(C) But reserve stocks are dwindling.
(D) Supplies are getting across the beach-head, but not enough.
(E) The division is at 100% readiness so can put up a good defense.
(F) It has started to dig-in.
(G) It is giving full headquarter benefit (this was checked on the individual divisions.
It is vitally important that supply be maintained as much as possible. I have checked the details of most of the divisions and they are all fully stocked, are operating at 100% readiness, and are getting the full headquarters bonus. They are also digging in have the added defensive bonus of the heavy forest
Below is the details for the Task Force HQ. It is worth going through what is happening on this screen because the ultimate success of the operation is reliant on how this HQ performs supporting the troops.
(A) As mentioned earlier, the HQ was setup with extra reserves of supplies before it embarked.
(B) These extra supplies meant that the troops were fully supplied for this important round of the invasion.
(C) But reserve stocks are dwindling.
(D) Supplies are getting across the beach-head, but not enough.
(E) The division is at 100% readiness so can put up a good defense.
(F) It has started to dig-in.
(G) It is giving full headquarter benefit (this was checked on the individual divisions.
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RE: Newbie Guide to Naval Operations
Looks like we have another fine gameplay example of all the awesome strategies you can use in this game [:)] This is some excellent planning das123! Proper planning for an invasion operation like this can be very effective instead of just landing troops trying to quickly grab a city. If you really want a successful assault and plan it out as you have done, your chances of succeeding greatly increases especially if you are playing some AI+. Could be part of the reason alot of my overseas invasions have been failing, not planning them properly.
-Warspite3-
RE: Newbie Guide to Naval Operations
ORIGINAL: Vic
Interesting read.. Any chance on another big picture shot? whats going on in the western continent?
(Love your work, btw, Vic [:D])
Enemy D is at the gates of the last capital on the Western Island. It won't be long now before a navy hits the water. Might be time for me to start researching dive-bombers to protect the relatively short supply lines. These will also help dealing with the armor from Enemies B and C.
This screen also shows the spear-head from Enemy C. Of interest is that the spear-head should be cut-off by pincer movements from Enemy B. Hopefully this will keep them both occupied while I consolidate my position.
Oh, I should point out that the submarine fleets masking the Western Island have been pulled back for re-supply. They will hit the waves again soon.
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RE: Newbie Guide to Naval Operations
With Enemy B in trouble and his troops leaving the small city open, we are going to go back to the original (revised) plan and try and set our defensive perimeter up against the capital.
Stage 1 for this turn will be the capture of the small city.
Stage 2 will be to smooth out the bump caused by his armored car division and get our defensive divisions into position.
Stage 1 for this turn will be the capture of the small city.
Stage 2 will be to smooth out the bump caused by his armored car division and get our defensive divisions into position.
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