Order of Battle: World War II

Order of Battle: World War II

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Russkly Oct 2, 2022 @ 2:25am
Allies Victorious: D-Day - How to blow the Railway Bridge
Just into this following recent release and am struggling to fulfil the secondary objective of blowing the railway bridge near Carentan by Turn 6.

It earns the US 400 RP, so it is worth it, but I can't work out how to achieve it by Turn 6.

Land forces can't seem to get there quickly enough even by sending Rangers as far down the river as possible, and the para units from Blighty can't reach the bridge in time either. Unlike the Brits, the US start with no airborne forces in the air.

Anyone managed to do this? If so, please share how you managed it.
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Showing 1-8 of 8 comments
cool Oct 2, 2022 @ 3:28am 
If you are using the pre-determined core, there are two US airborne units close to the bridge so you can use either of them.

If you use a custom or an imported core: buy an airborne unit and deploy it on the airfield in the top right corner. Embark the unit on Air Transport (costs 20 RPs). Click the plane and re-deploy it to the hex two hexes north from the bridge. When the scenario starts, disembark by parachute, start moving towards the bridge and when you reach the hex, you can blow up the bridge next turn by using the explosives button.
Russkly Oct 2, 2022 @ 5:03am 
Excellent, cool, thank you!

When I deployed the airborne unit at the airfield in the north-east of the map, I didn't notice the other deployment options near Carentan.
cool Oct 2, 2022 @ 7:01am 
Yep, they are indeed easy to miss. Glad it worked out.
sjford1950 Oct 2, 2022 @ 1:08pm 
Hey guys I am playing the same scenario Allies Victorious. Having trouble getting enough troops into the DDay beaches with getting hammered by German armor. I can use the Cruisers and Battleships off shore to push the Germans back back then reinforcements becomes a issue. Can some give me a general strategy to use to get more troops ashore?
It would be much appreciated.
Thanks,
Scott
DiceWrangler Oct 2, 2022 @ 2:18pm 
re: Some D-Day (or any amphibious landing) tips

Immediately after disembarking a unit, except for Rangers or Recon (which do not require Supply), try to have a Support Ship move adjacent to a group of contiguous controlled shore hexes so the just-landed units can recover their efficiency. Other ships can supply a smaller amount of units (like 4 CP vs 20 CP from the Support Ship) and they can be used in a pinch. Press spacebar to see how much each ship can supply. Note that moving a ship into a port hex doubles their supply output. Try not to move or attack for a round (or two) so the just-landed units have time to recover their efficiency but it may still be desirable to move/attack if you have units behind them that need a vacant hex to disembark.

Only land the units that you need to secure the beach. If you have local air superiority, for example, you may not immediately need an anti-aircraft unit and if you have cruisers or battleships within firing range you may not immediately need artillery units. Anti-tank units are only worth it if you are facing armored units on the beach.

Keep an eye on the Command Point (CP) cost of the units you are disembarking and the available ship-based supply until you are able to secure land-based supply. Just because you can disembark a unit immediately does not mean that it is a good idea to do so.

Some ships have intrinsic aircraft defense systems but you cannot rely on them to defend your vulnerable transports. Some ships can attack aircraft on their turn but do not expect them to be very effective -- especially if you move the ship prior to firing.

Mouseover enemy artillery and forts to see the range of their weapons. Sometimes it is better to not move into their range until the threat has diminished.

In the Normandy beach D-Day scenario expect some minefields on the beach -- blocking potential disembarkment hexes -- so bring some Engineers to clear them ASAP.

Secure -- or build -- an airfield ASAP so you can bring your land-based aircraft into the fight. Carrier-based aircraft are OK but a formation of Strategic Bombers is better for softening-up inland targets. 3x B-17s bombing a full-health Tiger turns it into a mewling kitten that runs away at the slightest threat.

This should get you started. Good luck on the battlefield, soldier!
cool Oct 3, 2022 @ 4:25am 
To add a little bit to DiceWrangler's excellent advice: in the D-Day scenario the first German armoured attack comes around turns 5-6 at which time you should have all your guys ashore. You can typically have three units for each beach in the first wave and I used 2 x inf and 1 x tank. Since your inf units use the specialized Landing Crafts, you can attack with them right after disembarking. This can be useful: attack the potential adjacent targets with naval arty and bombers and if the enemy unit is heavily damaged, you can attack it and advance into the hex it vacates. The beach hex is now free for the next wave and you can have the luxury of resting the unit for a turn because it has already moved away from the shore.

The first German armoured attacks come towards a line Bayeux - Douvres-la-Délivrande - Ranville bridge - Orne Bridgehead. You are adviced to bring some AT units to support your frontline before it happens or you'll be in a world of hurt. This makes the Germans either to not attack or if they do, suffer decent damage which they cannot repair in this scenario. It is also helpful to let the enemy attack when you are still in the range of your naval guns. It is really devastating but also easily outrun if you advance too far too early. Finally: just like DiceWrangler pointed out, supply ships are vital. No supply results in a defeat. Just be careful you don't block your second and later assault waves with them. So plan ahead the optimal movement of landing craft and supply ships.
Boredflak Oct 3, 2022 @ 10:39am 
Great advice from both of them. One thing to remember is supply ships supply 20 CP of units (40 if on a port (dock on map) which there is one other than Cherbourgh ). BUT if they take damage the supply amount goes down, 2 CP for each point of damage the ship takes. So take out the coastal guns ASAP.
jsteinbeigle Jun 20, 2023 @ 11:47am 
One other thin dont over extend your lines in the early stages. take the beaches and slowly move out till your forces have the beach heads
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