Sqz stands down. The AAR is now concluded. Sqz (A) vs. obvert (J)

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Bif1961
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by Bif1961 »

Yes it was a tough pill to swallow to take his jab beyond your ability to counter strike but if his loses were 350, he will miss those planes/pilots more than you will miss the Wasp. It is actually an excellent time to increase the pressure and pace because his KB has lost about half of its planes and pilots.
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by SqzMyLemon »

ORIGINAL: Bif1961

Yes it was a tough pill to swallow to take his jab beyond your ability to counter strike but if his loses were 350, he will miss those planes/pilots more than you will miss the Wasp. It is actually an excellent time to increase the pressure and pace because his KB has lost about half of its planes and pilots.

I'd say only about 120-150 were lost from his carriers. The rest appeared to be LBA. KB's air power isn't gutted by a long shot.

I have to be careful. With four CV's damaged, I can hardly go toe to toe against KB. I'll go about my amphibious operations and look to hit KB if the opportunity presents itself. In the meantime, I feel avoiding KB is in order.
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by Bif1961 »

You will know what is best if you asses that the KB only lost 120-150 air-frames and you have four CVs out of commission. if his loses were 3 times that then it would be a good time to push him into a mistake.
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by BBfanboy »

Better amend the word after "best if you" , Bif1961!
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by SqzMyLemon »

I don't know, ass could apply to my play style in some form or another.
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by crsutton »

I would call it a draw with a slight strategic edge to you. I don't think the eight strike carrier attack will work for the Japanese at this stage of the game. For one thing it is out of normal range for his Judy's making them less than spectacular. Also more chance of an un coordinated attack. Usually, it ends with minor damage to the Allied fleet and a general slaughter of Japanese carrier aircraft. You lost Wasp which is a shame but otherwise, "meh." Japan has to accomplish more at this stage of the game.
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by ny59giants »

Wasp has always been the most brittle of the American CVs. Her damage control seems to be more Japanese than American when she gets hit. [:D]

The big question is where to be repaired and how long will your damaged CVs be out of action?
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by SqzMyLemon »

Despite the loss of CV Wasp and the damage to the other capital ships, I feel pretty good overall.

Manus gives me a good search base to monitor naval movement around Truk.

Madang will become a forward fighter base within range of Hollandia. Hansa Bay is now untenable for Japan.

I just have to be patient. I'll get a crack at KB another time. At least I know Erik wants to pull the trigger and can't help being aggressive. I just have to set up a scenario where if he does commit KB again, it gets whacked hard.
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by SqzMyLemon »

ORIGINAL: ny59giants

The big question is where to be repaired and how long will your damaged CVs be out of action?

That is a big question. I'm not sure where and when I'll send them for repair. If I can repair them to the point where I get flight ops out of them, I may not send them to a yard until more CV's come online.
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by SqzMyLemon »

Feb. 20/44:

Quiet turn.

Damaged Allied ships make it to Milne Bay. Hornet takes Hellcat replacements, so the flight deck is operational. The Massachusetts has repaired 5 flotation damage, bringing her down to 70%.

I'll stay at Milne Bay for a few days and see how repairs go. I'll most likely move the CV's to Sydney if I can't get them operational in the short term. The major flotation damage to the battleship is 53 and requires a trip back to Pearl. I'll have to take the long route back, so she's out of the war for some time.

Allied 2E and 4E bombers are conducting tactical bombing missions against Japanese forces on New Britain and New Guinea. It's going to take some time before I can move against Hollandia and Sarmi. In the meantime, Merauke is next up on the agenda, as is Tabiteuea. I've assigned overkill to Tabiteuea, but I need the practice invading atolls. I won't be conducting much in the way of softening up, but will rely on 100% prep to get ashore initially relatively intact. So far, there is only a Japanese Naval Guard unit in defence, so I don't anticipate too much resistance. I'm landing an infantry and combat engineer regiment, plus an armoured battalion.

In Burma, I'm trying to isolate Taung Gyi. I've begun pulling a few units back to see if I can get some upgrades happening. I'm gathering ships to make a run at supplying Ramree Island, but it will take some time to put all the pieces in place. I'm redeploying a large number of AA units to the base in an effort to make interdicting my ship with bombers an expensive proposition for Erik. I'm heavily mining the base to also deter naval interdiction.

A bit of a lull, but things are in motion for the next big push. I'm hoping to surprise Erik by using the damaged CV's, providing flight operations are not hindered. I need every deck for the jump to Hollandia.
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by SqzMyLemon »

Game time for me has been limited lately, but a quick update.

The Tabiteuea amphibious forces have left Lugainville and are en route to Tabiteuea. This is an experiment for me. My first use of an amphibious HQ on AGC's to support the landings. As previously mentioned, I'm overkill on the ground troops (I think), but then again, I'm relying on 100% prep rather than sustained air and naval support to soften up the defence. I want to land the ground troops and withdraw the naval units quickly. Only CVE's, light and heavy cruisers and DD's have been assigned supporting roles. Upwards of six amphibious taskforces will be involved.

My damaged CV's are halfway to Sydney where they'll repair what they can. Depending on the extent of the damage and repair times, they'll either be sent to Pearl to fully repair, or be committed to support upcoming amphibious operations if Sydney can get them patched up in a timely manner.

I'm reorganizing my air units in the New Guinea theatre. I'm testing out new tactics, but make enough mistakes to not get a clear advantage. A case in point is a recent unopposed Allied bombing raid. Meeting no opposition the first day, I correctly anticipated Erik assigning LRCAP to try for an interdiction the next day, so I assigned a P-38 squadron to sweep in addition to repeating the bombing raid. That was my mistake, repeating the bombing mission. Of course the sweep didn't fly first and the bombers and escorts were interdicted. Allied losses were relatively light, but the Japanese got away with one. The P-38s eventually swept, but against a degraded CAP so few Japanese fighters were lost. What I should have done was just send the sweeps. I would have encountered 14 enemy fighters, shot down most of them and I wouldn't have lost any escorts or bombers. Instead, I lose four escorting fighters and four bombers needlessly. These are the small tactical battles I must win.

I also am still getting horrible results with my best fighters. I'm lucky if I get 1:1 losses when I sweep. I have no idea why my fighters suck, but they do. I can't trade the Japanese fighter for fighter. I simply get overwhelmed when the smaller Allied squadrons sweep with only 18 to 25 aircraft against massed Japanese CAP. I have no idea how to break the CAP when I have so few aircraft per sweep. I only do well when the CAP is degraded after multiple sweeps, but overall losses come out even or in Japan's favour. I was so looking forward to the superiority of the Allied aircraft, but they are getting clobbered by overwhelming numbers of Japanese aircraft.

I'm about to take on long range missions against both Hollandia and Sarmi. I am anticipating heavy losses and have zero confidence in the Allied fighters to clear the way for the bombers.
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by BBfanboy »

Since it is your first time using an Amphib Force HQ on an AGC, I'll ask the question to make sure:

You know that the HQ does not unload, right?

The AGC has all the comms the HQ needs so it just needs to be within range (preferably in the landing hex. That means putting it in its own TF set to "Do Not Unload".
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by SqzMyLemon »

ORIGINAL: BBfanboy

Since it is your first time using an Amphib Force HQ on an AGC, I'll ask the question to make sure:

You know that the HQ does not unload, right?

The AGC has all the comms the HQ needs so it just needs to be within range (preferably in the landing hex. That means putting it in its own TF set to "Do Not Unload".

Yes, but thanks for the post just in case. I have two AGC's carrying the U.S. V Amphibious Corps HQ loaded. It's fully prepped for Tabiteuea, set to 'do not unload' and will take up station on the Tabiteuea hex covered by the CVE's.

I'm looking forward to this operation and it should land within seven days.
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by Yaab »

ORIGINAL: SqzMyLemon

Game time for me has been limited lately, but a quick update.

The Tabiteuea amphibious forces have left Lugainville and are en route to Tabiteuea. This is an experiment for me. My first use of an amphibious HQ on AGC's to support the landings. As previously mentioned, I'm overkill on the ground troops (I think), but then again, I'm relying on 100% prep rather than sustained air and naval support to soften up the defence. I want to land the ground troops and withdraw the naval units quickly. Only CVE's, light and heavy cruisers and DD's have been assigned supporting roles. Upwards of six amphibious taskforces will be involved.

My damaged CV's are halfway to Sydney where they'll repair what they can. Depending on the extent of the damage and repair times, they'll either be sent to Pearl to fully repair, or be committed to support upcoming amphibious operations if Sydney can get them patched up in a timely manner.

I'm reorganizing my air units in the New Guinea theatre. I'm testing out new tactics, but make enough mistakes to not get a clear advantage. A case in point is a recent unopposed Allied bombing raid. Meeting no opposition the first day, I correctly anticipated Erik assigning LRCAP to try for an interdiction the next day, so I assigned a P-38 squadron to sweep in addition to repeating the bombing raid. That was my mistake, repeating the bombing mission. Of course the sweep didn't fly first and the bombers and escorts were interdicted. Allied losses were relatively light, but the Japanese got away with one. The P-38s eventually swept, but against a degraded CAP so few Japanese fighters were lost. What I should have done was just send the sweeps. I would have encountered 14 enemy fighters, shot down most of them and I wouldn't have lost any escorts or bombers. Instead, I lose four escorting fighters and four bombers needlessly. These are the small tactical battles I must win.

I also am still getting horrible results with my best fighters. I'm lucky if I get 1:1 losses when I sweep. I have no idea why my fighters suck, but they do. I can't trade the Japanese fighter for fighter. I simply get overwhelmed when the smaller Allied squadrons sweep with only 18 to 25 aircraft against massed Japanese CAP. I have no idea how to break the CAP when I have so few aircraft per sweep. I only do well when the CAP is degraded after multiple sweeps, but overall losses come out even or in Japan's favour. I was so looking forward to the superiority of the Allied aircraft, but they are getting clobbered by overwhelming numbers of Japanese aircraft.

I'm about to take on long range missions against both Hollandia and Sarmi. I am anticipating heavy losses and have zero confidence in the Allied fighters to clear the way for the bombers.

Sweeps, eh?
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by SqzMyLemon »

Let's see if I can start posting regularly on the game again.

Feb. 27/44:

Things have slowed down for the Allies, but there are a number of small operations about to unfold. As mentioned earlier, an Allied amphibious operation against Tabiteuea will occur within six days.

The Merauke amphibious operation will begin loading in two days.

The air campaign against Hollandia and Sarmi began today, but results were mixed. Sweeps against Hollandia were scrubbed due to weather. There are 100+ Japanese fighters spotted at the base.

The enemy air defence at Sarmi was weaker, with only 27 fighters present and a large number of auxiliary aircraft, so I decided to strike the airbase with a large 4E raid. Flying from Port Moresby at a range 16 hexes, P-38's provided sweep and escort missions in support of the bombers. Today, everything went according to plan. A squadron of P-38's swept before the bombers and cleared out some of the A6M5c's on CAP. Unfortunately, the range limited the effectiveness of the sweep. Only seven Zero's were destroyed on the day against eight P-38's. Despite the bounce, my sweeps continue to perform poorly. It is rare that I achieve better than 1:1 losses. However, the bombers got through and absolutely hammered Sarmi's airbase. On the day, it's reported that 37 Japanese transport aircraft were destroyed on the ground. Not a single B-24D1 was lost out of the 76 assigned to the mission. A good day's work.

My damaged CV's reached Sydney, but the news isn't good. All required at least 2-3 months of repairs. On top of losing CV Wasp outright, I'm down three additional CV's and 2 CVL's for an extended period of time. Crap.

Burma is getting interesting. I'm slowly getting supply to Ramree Island. I'm stockpiling it and I'm over 12k now. When I get close to 25k and have enough aviation support at the base, I will attempt to land large amounts via LST's and transports covered by a strong CAP. I'm starting to get some upgrades, but not the ones I want, or need. If I can get Sherman's and squads upgraded, I'll be in better shape. In the meantime, I continue to low ball the theatre until conditions change that will allow me to move. I have begun to withdraw some larger LCU's in an effort to get them to upgrade. They have a long march yet. I'm trying to isolate Taung Gyi, but Erik can easily withdraw whenever he needs to. I'm hoping to cause a withdrawal rather than siege the base. If Erik does concede the base, things in Burma will change quickly. I need the base to form a strong defence that will allow me to withdraw the bulk of my units out of Burma. Then I'll no longer be shackled here and can move on more important targets...elsewhere.

I'll definitely provide some screenshots this long weekend to show what is going on.

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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by BBfanboy »

ORIGINAL: SqzMyLemon

Let's see if I can start posting regularly on the game again.

Feb. 27/44:

Things have slowed down for the Allies, but there are a number of small operations about to unfold. As mentioned earlier, an Allied amphibious operation against Tabiteuea will occur within six days.

The Merauke amphibious operation will begin loading in two days.

The air campaign against Hollandia and Sarmi began today, but results were mixed. Sweeps against Hollandia were scrubbed due to weather. There are 100+ Japanese fighters spotted at the base.

The enemy air defence at Sarmi was weaker, with only 27 fighters present and a large number of auxiliary aircraft, so I decided to strike the airbase with a large 4E raid. Flying from Port Moresby at a range 16 hexes, P-38's provided sweep and escort missions in support of the bombers. Today, everything went according to plan. A squadron of P-38's swept before the bombers and cleared out some of the A6M5c's on CAP. Unfortunately, the range limited the effectiveness of the sweep. Only seven Zero's were destroyed on the day against eight P-38's. Despite the bounce, my sweeps continue to perform poorly. It is rare that I achieve better than 1:1 losses. However, the bombers got through and absolutely hammered Sarmi's airbase. On the day, it's reported that 37 Japanese transport aircraft were destroyed on the ground. Not a single B-24D1 was lost out of the 76 assigned to the mission. A good day's work.

My damaged CV's reached Sydney, but the news isn't good. All required at least 2-3 months of repairs. On top of losing CV Wasp outright, I'm down three additional CV's and 2 CVL's for an extended period of time. Crap.

Burma is getting interesting. I'm slowly getting supply to Ramree Island. I'm stockpiling it and I'm over 12k now. When I get close to 25k and have enough aviation support at the base, I will attempt to land large amounts via LST's and transports covered by a strong CAP. I'm starting to get some upgrades, but not the ones I want, or need. If I can get Sherman's and squads upgraded, I'll be in better shape. In the meantime, I continue to low ball the theatre until conditions change that will allow me to move. I have begun to withdraw some larger LCU's in an effort to get them to upgrade. They have a long march yet. I'm trying to isolate Taung Gyi, but Erik can easily withdraw whenever he needs to. I'm hoping to cause a withdrawal rather than siege the base. If Erik does concede the base, things in Burma will change quickly. I need the base to form a strong defence that will allow me to withdraw the bulk of my units out of Burma. Then I'll no longer be shackled here and can move on more important targets...elsewhere.

I'll definitely provide some screenshots this long weekend to show what is going on.
Sydney port sounds overloaded for repairs. I would shuffle some off to Melbourne and Auckland and Brisbane (ships under 10K tons) and even send a CV or two to PH to speed things up. You lose a couple of weeks for the trip but might gain a month off the repairs.

Also look closely at any upgrades that might happen and decide if you need to do them just now or not.
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by SqzMyLemon »

Feb. 28/44:

I change the target of sweeps to Vanimo instead of Hollandia and they catch a Japanese CAP at 5k and 9k. My sweeps are set to 31k.

Ten F4U-1 Corsair fighters are lost, but shoot down 7 A6M8 Zero and 23 J2M3 Jack fighters. I'll take a 3:1 ratio any day!

The bombers get a day off, but are ordered to hit Sarmi again tomorrow to try and keep the airbase suppressed. Recon shows only 8 fighters present, but is the report accurate?

The natives are getting restless in Burma. Japanese Nick's bomb 45th Indian Brigade east of Taung Gyi, but casualties are light and three FB's are shot down by AA.

In other Burma news, almost all my units have somehow miraculously upgraded! British Armoured Bde.'s to Shermans, Indian and U.S. divisions to 1944 squads. The British to 1943. I didn't get any notification via the operations report, but in the span of one day the combat firepower of Allied forces in Burma has completely changed. [&o]

I am finally in business in Burma! Now to flood Ramree Island with supply to take full advantage of the situation.
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by SqzMyLemon »

Big time glitch. After running the Feb. 29th turn, all my units in Burma resumed their previous TOE's. Not a single unit is upgraded after all. In hindsight, I should have guessed something was up. It didn't make sense that everything would upgrade at once, especially with the lack of supply.

Oh well. Back to the grind of building up supply in Burma.
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by SqzMyLemon »

Feb. 29/44:

In light of no TOE upgrades in Burma, did anything positive happen for the Allies today? Yes. [8D]

New Guinea:

Sarmi's airbase is bombed again causing heavy damage. Another nine P-38's on sweep and escort missions are lost against a weak Japanese CAP though. However, once again no bombers are lost and 28 enemy planes are destroyed on the ground. Airfield damage (service) is reported at 99%.

The amphibious forces bound for Merauke begin loading at Port Moresby. Enemy forces at Merauke consist of a Naval Guard and aviation battalion. I'm landing a full division which is overkill, but I don't want to waste the 75% prep. I'm not concerned with disruption, because the division will have to re-prep for another target once Merauke falls anyway, so it can recover then.

I've begun to recon Darwin and it appears to be lightly garrisoned. I may move against the base sooner than originally planned, but I'd like to get a few more days of solid recon before making a decision.

Allied ground forces have almost reached Hansa Bay marching overland from Madang. U.S. 24th Division, two tank battalions and Australian 3rd Motor Bde. will be enough to take the base. Both air and naval bombardments will be conducted to disrupt the defenders prior to assault.

I'm also moving up a heavy cruiser taskforce to Madang with the aim of conducting a naval bombardment of Hollandia. There are now over 130 enemy fighters at the base. Definitely a target rich environment.


The Gilbert Islands:

Depending on the naval movement rate, Allied amphibious taskforces will conduct the landings at Tabiteuea on March 2nd or 3rd. I don't believe there is much in the way of Japanese air search here, but I hope to not get spotted tomorrow. I'm positive the Gilbert and Marshall Island chains are a side show to Erik, but I need the practice and all the VP's I can muster.


Thoughts:

Other than Burma and the recent setback with my CV's, I'm starting to get into a groove. My air tactics are improving and I'm now in a position to deploy naval forces more aggressively against land targets. Japanese naval forces are nowhere to be seen, but I'm sure the Japanese CV's are just over the horizon waiting to pounce. I'm curious to see the response when I move on Hollandia. I know my vector of advance doesn't leave much to the imagination, but if I can establish a position centred on Biak more offensive options become available.
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

Post by Sardaukar »

ORIGINAL: SqzMyLemon
ORIGINAL: BBfanboy

Since it is your first time using an Amphib Force HQ on an AGC, I'll ask the question to make sure:

You know that the HQ does not unload, right?

The AGC has all the comms the HQ needs so it just needs to be within range (preferably in the landing hex. That means putting it in its own TF set to "Do Not Unload".

Yes, but thanks for the post just in case. I have two AGC's carrying the U.S. V Amphibious Corps HQ loaded. It's fully prepped for Tabiteuea, set to 'do not unload' and will take up station on the Tabiteuea hex covered by the CVE's.

I'm looking forward to this operation and it should land within seven days.

Amphibious CORPS HQ is just normal Corps HQ. You need Amphibious FORCE HQ to get the extra benefit. I loads only into AGC. AGC itself already gives benefit, Force HQ adds more.
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