Order of Battle: World War II

Order of Battle: World War II

Ocen: 54
Order of Battle: WWII Guide 1: For Dummies
Autorstwa: RealGuardian54
For Dummies (the lowest difficulty possible)

After five years, I decided to come back to this game and remake/make my guides to be more detailed.

0. General Rules

If you are wondering why this is step-by-step, it’s for a reference I can contrast with the medium difficulty (10 HP enemies), which in turn will be a contrast to the hardest difficulty (13 HP enemies)

My target for easiest is to achieve all secondaries, and not lose a single unit. For moderate and hardest it will be to get all secondaries and not lose a single core unit.

Reselect difficulty every time or it’ll try to put you on Easy instead of Easiest!

TURN ON “AUTOSAVE EVERY TURN” at the start of each scenario!

If you are going to repair, use elite repair for core units that are over 2 stars in experience (use your own judgement below that level of experience, early in campaigns you often can't afford elite repairs), cheap repair for non-core unless you are far enough along that you are rich enough and need as best units as you can get, which... doesn't really exist at this difficulty.

Unless you are early in a campaign (i.e. are broke) or have other motivations (ideology), quality is better than quantity for front-line units with the same CP cost and general capability (read: You could skimp on back-line units such as Lexingtons instead of Yorktowns, but should always choose Marines over Infantry in the US campaigns).

If you shoot a unit that you think you can kill this turn and IT SHOOTS BACK FIRST, it is USUALLY (NOT ALWAYS) dead. You may not want to push into that hex, but see what happens anyhow.
Click the date to show objective list if you need, then click on the question mark to highlight targets.

Playing Germans at some point is possible, if only to proselytize about the benefits of cultural genocide (the 1994 UN DRIP draft Article 7 about it basically reads like an enumerated “what we did during denazification”) and discuss how amazingly coddled most Europeans have been by the pedestrian level of war crimes they had to deal with, because there’s a vast gulf of difference in motivation between killing 100 prisoners with a machine gun (could be grief, rage, insanity, rabies, whatever) and having a contest to see who can behead 100 prisoners faster (basically only sadism, or rabies), let alone every other thing the IJA and IJN got up to.

I will NEVER play post-Meiji Japanese factions of my own volition (except perhaps games with exclusively Japanese vs Japanese). If you have a problem with that, go see how many comments on "The Hungry Lamb: Travelling in the Late Ming Dynasty" whined about what they perceive as "sexual intimidation of a young girl" being too much for them to play the game, and multiply that by untold millions.
   
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Boot Camp 1: Boot Camp Island Pt 1, 1. -- 1.1.8
1. Boot Camp

While a new war has broken out in Europe, the US has chosen to remain neutral. Nonetheless, recruitment of new personnel for the Army, Navy and Air Force and Marines is now more important than ever. A set of remote islands provides the perfect environment for a series of extensive wargames and training exercises.

NOTE: You will be importing these units into your US Pacific campaign, and can ONLY import into that campaign, which is unfortunate.

1.0 Boot Camp Details (Ensign Difficulty)

CAMPAIGN EVENT: BOOT CAMP
With a new war raging across Europe, it is ever more important for the US military to be prepared. As President Roosevelt recently announced the first peacetime draft in our nation’s history, new recruits are signed up every day.

1.1 Boot Camp 1: Boot Camp Island

Pacific Ocean – November 1941,
This little island in the middle of the Pacific Ocean will be the beginning of your military career. Don’t be fooled by the tropical beaches, this is serious business!

SPECIALIZATION: Can’t do anything about this yet.

BRIEFING:
Welcome to Boot Camp Island, Captain!
Here we will practice basic manoeuvring with these fresh recruits, and give them a taste of combat.
The objective is to capture all of Red Team’s bases, marked with a flag. Each time a flag is captured, we will receive bonus resources to repair and reinforce our troops.
Your initial force may be small and inexperienced, but it will soon grow in strength!

OBJECTIVES:
Capture all primary VPs (1/5) and complete mission within 25 turns

SECONDARIES:
Destroy all enemy units (0/8)—Gain additional resources.

1.1.0 Deployment

You can’t afford to deploy anything at the moment.

1.1.1 Turn 1

Your core (yellow border on icons) Infantry moves along road to north of the jungle hex. Non-core infantry north of that (i.e. straight northeast from its start point).

Attack the enemy unit on Strawville with your tank from the northwest hex. Expect to do 2 damage despite indicator suggesting 3, because on easiest difficulty the enemy only has 6 HP at full.

1.1.2 Turn 2

Push enemy infantry off Strawville using your Core infantry attacking from the road hex southwest of the settlement (to push them northeast), and right-click on the hex again after winning the fight to chase. They should have 1 HP remaining.

SPECIAL EVENT: RAISE THE FLAG!
We have captured one of Red Team’s bases and have gained some resources as a reward. Use these to purchase new units or repair existing ones!

Move tank two hexes northeast, then one hex southeast (mechanized units can do this), and kill the enemy infantry. DO NOT CHASE into the vacant grid. This helps set things up for a push on East Town with infantry going through jungle and the tank moving around to use road to reduce organization loss.

Move non-core infantry as close to the front as possible (so road hex southwest of Strawville).

1.1.3 Turn 3

SPECIAL EVENT: DISTRESS CALL
We have received a radio transmission from a unit cut off behind enemy lines. Without access to supplies and reinforcements these men are highly vulnerable to enemy attack.

There is a bunker just before the fork in the road, on the hex south of the fork. Move trapped troops southwest one hex (all they can do at 0 efficiency) if you want to spot it “fairly” before sending tank through fog of war (very dangerous to do without spoilers) to attack it. It is likely your tank will take 1 damage either this turn or when the bunker attacks during enemy turn.

Move tank to directly south of the bunker, then move to hex southeast of bunker. This erases the “encounters enemy unit in fog of war” surprise debuff that would occur if you tried directly going to the southeast hex (which gets you stuck south of the bunker). If you want to do this more fairly, move to 2 hexes south of bunker (so you can “see” the intervening fog of war area fairly)

Move the non-core infantry (on road southwest of Strawville) two hexes southeast into jungle and you will discover the neighbouring hex (northwest of East Town) has an enemy infantry unit. Attack it.

Move your core infantry from Strawville two hexes east into jungle and pincer the enemy unit, they should be down to 4 HP by now.

NOTE ON EVENT (Skip if you don’t enjoy commentary):
Well, we know why you can’t expand this game to the Korean War then, because the PVA would break the model. For example, the 113-division force-marched 70km in 14 hours into blocking positions during the second-phase offensive… serious wargames like “War in the East” puts elite forces’ rate of offensive push at 80 miles/week or 18km/day, x0.3 in snowy mountains… the PVA exceeded this by an order of magnitude, moving faster than elite armored formations on flat ground in serious wargames.
MacArthur and Walker being flabbergasted is normal. We gamers, if we see a game basically spawning nonsensical ♥♥♥♥♥♥♥♥ in behind us, we gamers can flip the desk and quit playing, while Walker could only flip his jeep.

Panzer Commander had a Korea 1985 scenario back in the 2000’s, but never dared try to make a Korea 1950/1951 scenario, because the PVA trashed the damn game mechanics beyond all hope of simulation with their Foot-Airborne (in supply dependency) Muscle-Mechanized (mobility) Panzerfreigrenadier (No armor, but grenade spam) soldiers. As Chinese Zhihu poster
无名之辈 (translates to “Nameless nobody”) put it:

这支机动靠腿,压制火力靠手(榴弹),通讯靠吼,后勤靠偷(运),防空靠头(铁),反坦克靠命(来换)的破烂步兵,按照通常的算法和规则,理应冲不动,守不住,追不上,跑不掉,被一路推回鸭绿江才是正理,匹马不得过江毫不意外。

This lot of mobility by leg, suppressive firepower by hand (grenades), communications by shout, logistics by sneak (transport), anti-air by head(strongness), anti-tank by life (trading) ragtag infantry, by normal calculations and rules, should be unable to budge the enemy, unable to hold positions, unable to pursue, unable to flee, being pushed straight back to the Yalu River would be natural, absolute prevention from crossing would be completely expected.

1.1.4 Turn 4

Move the trapped infantry 1 grid south to meet up with tank. Move tank to road south of bunker (you will need to bring up your infantry from East Town to attack Red Base anyway) and destroy it. This also gets pincer bonus from the trapped infantry. Don not pursue into bunker hex as you may need to send tank south again.

Non-core infantry southeast 1 hex and then attack enemy infantry. If enemy routs they will run northeast 2 hexes to break contact. Move your core infantry southeast 1 hex to attack them and make sure to pursue to get another grid of movement down.

1.1.5 Turn 5

Non-core infantry moves through East Town along road.

Core infantry moves north to road behind tank.

Tank up two hexes and then cheap repair (not enough XP yet to warrant expensive repair)
Buy a unit of Marines and deploy them north of Strawville.

1.1.6 Turn 6

Move Marines north along road. Leave Core infantry and tank be to regain efficiency.

1.1.7 Turn 7

Move Marines and Infantry north along road. This includes your two non-core Infantry.

SPECIAL EVENT: THE RED LAIR
The opposing team’s main base lies just ahead and a significant force is committed to its defence. Taking this objective will be the main challenge in today’s exercise.

1.1.8 Turn 8

SPECIAL EVENT: GREEN MARINES
A group of transport ships has arrived, containing Marine Corps recruits. If they can find their way to the correct beach they may actually become a useful part of this exercise!

Move both transports three hexes southeast so they can land next turn. Same for the supply ship.

Move your non-core Infantry units into the difficult terrain south of the Red Base, two hexes down from the built-up area, so they can attack in one turn (you will rest them first though). The one with 9 HP should be on the left and the one with 5 HP on the right. Don’t bother healing them.

Rest your core units.
Boot Camp 1: Boot Camp Island Pt 2, 1.1.9 -- 1.1.14
1.1.9 Turn 9

Land both transports and move your supply ship next to the beach.

Move core units up by a hex so your Marines and Infantry can see the enemy anti-tank gun that your non-core units are going to push into.

1.1.10 Turn 10

SPECIAL EVENT: SEAFOOD SUPPLY
Make certain that your supply ship is positioned against the coastline to support the landing force. When landing in enemy territory, this ship is their only source of food and equipment.

9-HP infantry move to flank anti-tank gun from southwest. 5-HP infantry flanks it to the southeast. Attack with 9-HP infantry, chasing it to the northeast, then kill with your core Infantry.

Hit north enemy infantry with Marines from Red Base hex. Do not pursue. Attack with tank. They should end up on 1 HP because it’s really damn hard to kill weak units in this game. Do not pursue as they might move to cut off tank from supply which immediately causes loss of efficiency.

Technically you could kill the weakened enemy with your jeep but it’s not a core unit so best not waste the experience. Move west Marines down as far as they will go and they’ll spot enemy infantry on last VP and in the hills.

1.1.11 Turn 11

In my case, the enemy infantry in the hills moved up to my 9-HP non-core infantry without attacking, and their 1-HP and 6-HP infantry swapped places.

Attacked the southwestern newcomer infantry with non-core infantry units in succession (hit with higher HP first) so they flee northwest, do not pursue, send Marines around to kill them, also freeing up Red Base tile for your core infantry to kill the 1-HP enemy infantry, chase into tile so you can get flanking bonus on the enemy recruit nearby.

Hit enemy on Loneville with non-core Marines from northwest. If they flee (to the southeast) do not pursue. Chase them northeast with jeep if possible.

Flank last enemy near Red Base with tank so they are cut off from supply. No need to pursue.

1.1.12 Turn 12

Send tank southwest across the streak of open terrain to chase the western enemy. Corner and kill north enemy with your Core Infantry. Send Core Marines southwest into the hills in case the tank doesn’t catch the enemy enough.

1.1.13 Turn 13

Kill last enemy unit, if they moved into the right place your Core Marines can do it, otherwise use tank.

SPECIAL EVENT: MAGNA ♥♥♥ LAUDE
The recruits of Team Green have received praise for their excellent performance during the exercise. Red Team couldn’t stand up to this performance and has been completely outclassed.

Capture Loneville with your Core Tank or the non-Core Marines, depending on convenience.
You should have almost exactly 200 coins left by the end of this, depending on repair costs. Remember not to repair any non-core units!

1.1.14 Turn 14

Scenario ended.

OUTCOME EVENT: VICTORY
This batch of recruits has performed well today. So let’s put them up to a bigger challenge before they start to think too highly of themselves.
Boot Camp 2: Island Hopping Pt 1, 1.2 -- 1.2.11
1.2 Boot Camp 2: Island Hopping

Pacific Ocean – November 1941,
Green Team’s recruits are in a cheerful mood after the success on Boot Camp Island.
But their instructor has plenty more islands for them to see… And this time they’ll have to get their feet wet!

SPECIALIZATION: Naval Academy should be better, even though it’s counterintuitive, because a North Carolina is the best deal for the next mission.

BRIEFING:
Our next exercise involves the use of warships and naval invasions.
The goal is again to capture all primary Victory Points spread across two islands.
Most of the fighting will occur on the large eastern island, which we’ll have to reach by means of a naval invasion. This assault must be planned carefully, as Red Team’s warships are protecting the coastline.
Once we have established a beachhead and repulsed the enemy counter-attacks, we must fight our way across the island to reach the final Victory Point in the north-east.
In addition to Red Team’s rookies, some units of Paratroopers are also taking part in this training exercise.
They are located on the northern island. Capturing their airfield would be a nice bonus… and might even impress me!
But let’s not get ahead of ourselves… Before everything else, Green Team must clear the western island and seize control of its harbour.
From here we will have a staging point for the main attacks.

OBJECTIVES:
Capture all Primary VPs (0/3)

SECONDARIES:
Destroy the enemy Light Cruiser—They will be absent from the next exercise.
Capture paratrooper airfield—No more paratrooper raids on us, and two Airborne units join us in final exercise.
Capture Primary or Secondary VPs—For each, we gain some resources.

1.2.0 Deployment

Deploy your reserve Core Infantry and Marines (heal up to full first if need be) in the easternmost hexes you can, infantry with clear terrain between it and Westport, and Marines with the Jungle in the way.

For Naval, I recommend buying a North Carolina (you should have started with 385 coins so you can afford it), as heavy ships are disproportionately cost-effective in this game. Put it on the third hex from the bottom, to allow max freedom of movement on both sides of island on the first turn.

1.2.1 Turn 1

Use the “units next to destroyer can board ships” to turn your artillery gun into a transport ship.

Move non-core Engineer and Infantry up to see the enemy infantry on Westport.

Move (non-core) tank up into place to attack enemy and you will see he has an AT gun supporting him.

Move NorCal southeast as far as possible so your secondaries can hit the AT gun for 1.

New Orleans move east as far as possible to damage AT gun efficiency (not likely to do damage).

Non-core DD along north coast should be able to hit the Westport infantry unit.

Core DD along south coast can hit the AT gun for 2.

Core Marines kill AT gun or at least push it away from the enemy infantry.

Non-core tank attacks.

Core Infantry pushes up and kills enemy infantry.

SPECIAL EVENT: SAFE HAVEN
We have secured these port facilities and can start preparations for the assault on the next island.
Additional troop transports have arrived to reinforce the invasion force.

Click on the two new transports and notice how they differ in where they can move. Sure, it’s probably not quite optimal due to the New Orleans but you can see the rear core infantry transport has to move first, then the non-core heavy infantry.

1.2.2 Turn 2

Sail DDs around island as far as possible, you will see an enemy DD with the southern core DD. Attack it.

BB sailing east can’t quite hit it with secondaries, so switch to primary guns for… 1 damage.
Cruiser sailing east can hit for 1+ on southern tile and 1 on northern, so obviously keep the distance open a bit and hit for 1+ (ideally 2).

Don’t board transports yet, in case enemy DD attacks. Rest your troops and use cheap heal as needed (probably 1 HP on an infantry unit). Note that there are actually two port tiles right next to each other here.

Attach the sergeant to your Core Marines. He has a 1-tile radius aura that improves anti-infantry power.

1.2.3 Turn 3

Leapfrog heavy ships forward and attack the DD. It should die, if needed your DD can finish the job.

Push DDs close to enemy coast.

Board your core units into transports toward the enemy island, move tank onto Westport and board immediately. Notice that in theory the northeast hex from the port allows a one-turn crossing.

Move last core infantry onto the southern port tile and send non-core infantry back toward Supply Base. Put Engineers on Westport and double-click Sleep button to leave them there as a garrison, they’re not useful anyhow.

1.2.4 Turn 4

You’ll probably have seen the paratrooper plane coming during enemy turn.

SPECIAL EVENT: REINFORCEMENTS
A fleet of reinforcements has arrived to assist in the naval invasion. It contains some units of Marines – specialized landing troops – and two Supply Ships to support the beachhead.

Northern non-core DD doesn’t need to go back to get ready to help the non-core garrisons on your starting island fight off the paratroopers. The Primary VP with the yellow star on the flagpole needs to be held to win, but for some reason they paradrop at half HP.

1.2.5 Turn 5

Considering supply ship spawn distance from shore, it’s clear you’re not intended to land on this turn.

Line up your forces along the shore, with each unit having a planned landing space, and keep your supply ships a grid back so they don’t get in the way for now. Plan for the ships further back first.

Keep your fleet moving and be on the lookout for enemies at your flanks, just in case.

Paratroopers will land just north of your Supply Base, might want to bring your Engineers from Westport to help pincer them.

1.2.6 Turn 6

SPECIAL EVENT: PARATROOPERS!
Enemy paratroopers have landed on the first island and are trying to take back our Victory Point!
My opinion: What do you mean they start with 3 piddly HP? Didn’t need to bring non-core DD back after all.

Shoot with non-core DD (if you sent it back) and kill with the garrisoning infantry over next couple turns.

Full line of units disembarks onto enemy island at once. Move artillery transport up to shore (if you think it needed) and supply ships up to the beaches.

Shoot the village garrison with your ships, unless expected damage is 0 in which case shoot the bunker.

1.2.7 Turn 7

Move your southernmost landing units a bit so they can see the enemy artillery (from southwest hex of village). Shoot it with two DDs, then finish with BB.

Kill enemy bunker with two units pincering, then free up space for the howitzer to land (if you want, could also land it further north on the coast) by moving something out of the way. Also kill the infantry in village and take the village.

Have all other units rest and regain efficiency.

1.2.8 Turn 8

Enemy Jeep shows up but doesn’t do anything. Ignore it if you can bombard the infantry behind it with your ships.

1.2.9 Turn 9

Start pushing inland toward East Isle Ville. Use your core units to secure kills.

1.2.10 Turn 10

You can rotate your navy toward and start moving up the west side of the island now. Break enemy defensive positions with non-core units and kill with core units on both sides of island. Rest units if they get below 8 efficiency. It should be possible pass the first river by the end of this turn.

1.2.11 Turn 11

SPECIAL EVENT: REINFORCEMENTS!
Additional reinforcements have arrived. Use them to reinforce our main attack force or to assault the enemy defences from another direction.

Don’t sail these guys too far north on the first move, as the enemy still has ships around. Push up both sides of island, leave a unit on the VP to fend off airborne raids. And you WILL need your supply ships to attack the northwest island.
Boot Camp 2: Island Hopping Pt 2, 1.2.12 -- 1.2.21
1.2.12 Turn 12

You should be able to take the village east of the port town and your fleet should be engaging the enemy DD near port now. In east expect to shoot up a bunker, but you might not kill it on this turn.

1.2.13 Turn 13
Keep attacking, but don’t pass a defended river line unless you have rested and regained efficiency beforehand. On the east there’s one infantry and an anti-tank gun, on the west you need to be careful not to cap the last VP by accident.

On Ensign the game moves far too fast for most towed artillery to be effective.

1.2.16 Turn 16

I didn’t notice when I got more land unit limit, but it’s irrelevant as the push continues.

1.2.17 Turn 17

Combat with the light cruiser (can be spotted by putting a unit on the northeast port) should be initiated by a non-core DD so you don’t have to take any repair fees. Draw it out to the west under the main guns of your heavier ships and it will go down in one good turn.

If a cut-off piece of land with no VP on it doesn’t auto-capture to your side, there is an enemy unit or bunker in it. The beaches with porcupines (the three perpendicular I-beam devices) to the east has one such bunker.

You should land on paratrooper island around this turn (with supply ships) and rest those guys for a turn before pushing.

1.2.19 Turn 19

Around here you should get these events (use non-core DDs to torp the enemy cruiser and then your own cruiser and finally BB main battery to finish it off):

SPECIAL EVENT: THE LAST CRUISE
Our fleet has disabled the enemy cruiser. This one will no longer bother us in the next missions!

SPECIAL EVENT: GROUNDED!
We have captured the enemy Paratrooper airbase. These guys won’t be bothering us no more!

After pushing paratroopers off their base, I suggest making sure you’ve killed everything (use cruiser guns to finish paratroopers if you need to for the XP) before finishing the mission.

1.2.21 Turn 21

OUTCOME EVENT: VICTORY
Success once again for Green Team, but their drill instructor will no doubt come up with another reason to yell at his recruits!
Boot Camp 3: Fleet Command Pt 1, 1.3 -- 1.3.5
1.3 Fleet Command

Pacific Ocean – November 1941,
Our naval cadets have already had a taste of action in the last exercise, but today we are focusing entirely on naval – and air – combat.

SPECIALIZATION: Advanced Training (for next mission), because air force training isn’t available in the tutorial.

BRIEFING:
Welcome aboard Captain.
This mission will focus solely on the use of naval and air units. Ground forces will not be available for deployment today.
There are two primary objectives in this exercise:
The first is to capture all the Primary VPs. This will give us access to additional reinforcements.
The second objective is to find and defeat the opposing team’s battleship. This is their most powerful asset and must be dealt with through use of superior numbers and firepower.
All three carriers from the Pacific Fleet have sailed from Pearl Harbour to join today’s exercises.
The USS Enterprise will be our flagship, while the other two are opposing us on Team Red.
Master the rules of naval warfare: learn when to move and when to fight, how to rely on superior firing range, and how to spend the limited amount of torpedoes.
Good luck and dismissed!

OBJECTIVES:
Destroy the enemy Battleship (0/1)
Capture all Primary VPs (0/3)

SECONDARIES:
Keep your carrier alive—A Carrier will be available in the final exercise
Destroy all enemy carriers (0/2)—Our core force will be reinforced with a PBY Catalina reconnaissance plane
Destroy Coastal Guns (0/2)—For each gun destroyed, additional resources will be awarded to our team.

1.3.0 Deployment

In case you didn’t notice from the previous scenario, the more a ship moved during its own turn, the more resistant it will be to damage during enemy turn. Also, maintaining range from an enemy improves damage output.

Deploy your North Carolina in the top row of the deployment area, easternmost hex (to the northwest of the top hex of the easternmost column). This lets you be as close as possible to the enemy approaching from the east and have the same time to round the shallows out fo the bay as if you were in either of the deployment hexes west of that one.

New Orleans southwest of NC. Gleaves east of NC.

Select your CV and notice that you have one torpedo bomber and 1 fighter aboard, 1 dive bomber to the north near a target (with an enemy TBD over top), and 1 P40 land-based fighter over your airfield to the south. You have no units with which to capture more airfields, so all your airplanes you choose to purchase should be carrier planes.

Go into purchase interface. Notice that Wildcats are worse against large aircraft and 1 grid/turn slower than P40s, but are just as good at dogfighting. That’s good enough.

Purchase 1 Wildcat and 1 SBD Dauntless, and deploy them north/east of the CV.

You will find that you cannot buy and deploy another SBD because you’ve hit your aircraft capacity for your current airfields and flight decks. The solution?

Basic Lexington class is not as good as Yorktowns in theory, but have the huge benefit of having guns that can be used to shoot shore targets, very useful for later raid scenarios! They are cheaper too, so… buy and deploy a Lexington to the hex directly west of NC, next to the New Orleans. You should have enough money to buy another Wildcat.

So that’s a total of 2 core Wildcats, 1 non-core Wildcat (parked on Enterprise), 1 non-core P40 Warhawk, 2 core SBDs, 1 non-core SBD (to the north), 1 non-core TBD Devastator (carrying Torpedoes).

You have 8 plane CP and 3 ship CP left, oh well, let’s go!

1.3.1 Turn 1

2 Enemy DDs moved south to attack your DD, should do 0 damage though. Move northern non-core New Orleans diagonally upward to attack east enemy DD (with the TBD parked over it).

Your north DDs can both hit that enemy DD for 1+ from the right movement to the east and slightly closer to the enemy, because he didn’t move at all on his turn.

The two DDs nearest your core ships should move diagonally toward peninsula tip so they can draw fire for the DDs that are about to come storming around the peninsula. Your core ships should move up but 1 hex left to discourage enemy from focusing them to start.

Tambor (sub) is useless but can move 1 hex northeast. Could get lucky with torping a DD coming around the peninsula. Do not surface it as it might get blasted, I’m not too familiar with how subs work spotting wise.

Move rest of fleet up as far as possible (move slower and larger ships first if possible) but shuffle core forces west so they don’t get focused from the start and cost money to repair. They can’t hit anything yet, but that’s fine.

A carrier can launch 1 plane per turn, preferably after moving. Launch the Wildcat as you have a TBD to kill.

ALL your planes should be winging their way north, preferably bottling the TBD away from darting south and potentially hitting anything impotant. You can’t attack it yet this turn, but that’s fine.

It is possible to force the enemy TBD out of your way over the enemy DD using your SBD. However, Precision Strike makes dive bombers better at finishing weak targets than most units. And you want to save the kill for your Core SBDs so hit the guy to the farthest northwest instead (to avoid AA support from the other 2 DDs)

1.3.2 Turn 2

The TBD will run for it northeast, and a shore gun will shell your eastern non-core DD in north.

If P40 went straight north, this turn straight diagonally northeast should spot the TBD on radar. Hit it with your Wildcats, bear in mind the move ranges to make sure both can hit even if he flees a grid. He should go down to 1 HP.

Take the two northern enemy DDs who were at 3 HP (the 6HP middle one should have made a torp run at a non-core New Orleans) down to 1 or 2 HP.

You will find after attacking with non-core units that you don’t have enough SBDs… but a Wildcat has a good chance of finishing a 1 HP destroyer.

Kill the north 3 enemy DDs using your north 2 DDs, a wildcat, and SBDs (non-core damages the 6HP DD, core kills).

Sub can try torping an enemy DD, or if you forget it can surface to the northeast. It’s quite useless as far as I can tell.

Be warned when killing south DDs that your ships might do MORE than indicated.

Enterprise should launch its TBD this turn, after moving to the northeast.

1.3.3 Turn 3

You see the enemy carrier on radar, right? The plane flew onto it and disappeared. Fly all your attack aircraft toward that direction.

The two south DDs may need some finangling to kill in one turn without resorting to BB primary guns, but should be doable even without needing one of your north non-core DDs to take a shot.

Please note Wildcats can hit the Clemson near Smalldocks without prediction of return damage, while P40 cannot, but it doesn’t matter as the P40 is non-core. It should go down to 4 or 5 HP after three or ideally four attacks (3 Wildcats, then P40).

1.3.4 Turn 4

Kill enemy DD and shore gun near Smalldocks using ships only. It should be trivial. Your SBDs and TBD need to attack the carrier.

SPECIAL EVENT: REPAIR BAY
We’ve gained access to these port facilities, which may be a useful staging point for the final stage of this exercise: defeating the enemy Battleship.

Hit the enemy carrier with your P40 (which is basically useless AND non-core) and any attack planes able to hit it right now. Wildcats can go scout eastward as it’s not worth damaging them attacking it.

1.3.5 Turn 5

Joseph Wright is a commander with bonus attack vs Large… long way of saying he’s a battleship commander.

Non-core TBD attacks enemy carrier first, reload until it doesn’t die and can be finished by a Core SBD. IRL torp planes are best vs wounded enemies, but in this game they aren’t that great.
P40 is RTB (Return to Base) due to poor range.

Move your carrier planes and ships toward the middle lower part of the map (near the VP). Running through mid-map VP gives…

SPECIAL EVENT: REINFORCEMENTS
A flotilla of destroyers has arrived to join the exercise.

Move them up, obviously.
Boot Camp 3: Fleet Command Pt 2, 1.3.6 -- 1.3.17
1.3.6 Turn 6

You discover they were mere gunboats at the VP and that the carrier is to the southwest behind island screen, thanks to Wildcat scouting.

1.3.7 Turn 7

Enemy Wildcat launched from south CV visible on radar, kill it with your 3 Wildcats. Make sure you don’t fall into the “tries to flank and ends up with fog of war penalty” problem with the first plane to see it, by having the first plane attack LAST.

This N-shaped course across the map also avoids the naval mines between the top carrier and enemy battleship.

1.3.8 Turn 8

Somehow enemy subs seem to be able to attack from farther away than yours, but it matters little. Your destroyer screen advancing should flush at least one of the two present out and then it can be removed, the other tends to show itself eventually.

Kill the enemy attack plane that gets launched with your Wildcats.

One TBD hit and then a core SBD hit will kill the carrier.

SPECIAL EVENT: EYES IN THE SKY
With the threat of enemy Aircraft Carriers removed, a Consolidated PBY Catalina flying boat has arrived to help us spot the remaining enemy fleets.

1.3.9 Turn 9

Enemy fleet approaches from northeast of VP.

You know what to do, engage with non-core warships and finishing blows with core ships, you should be able to put down 2 DD and damage a third in this turn, while your BB and CVs are still trying to catch up.

Kill the DD escorting south CV with your two SBDs in the area and toast the radar with Wildcats if need be (if you’ve been using your attack planes as much as possible this should be doable). The only problem is that your attack planes need to refuel soon.

SPECIAL EVENT: RADAR CONTROL
We have taken over one of Red Team’s radar stations. It can detect hostile ships and aircraft from way beyond visual range.

1.3.10 Turn 10

Well the southeast coast gun has revealed itself.

Land your attack aircraft except the late-launching TBD that still has enough fuel for a torp run at an enemy cruiser.

Put down two more DDs this turn.

1.3.11 Turn 11

Please note: Torpedo attacks should be conducted at melee range. You have three core surface-action warships, best make sure the three surface targets left can be one shot each.

Torpedo reload is 5 turns for destroyers, but that matters little as we’ll be using our bombers to down the battleship, after we kill the south shore gun.

I launched wildcats again as they’re what the CVs could launch this turn, still useful for scouting or just in case, but they weren’t needed.

When you grab the second VP, this event fires:

SPECIAL EVENT: REINFORCEMENTS
Additional warships have arrived to join the exercise.

Use them to attack south shore gun, but you can also send some core ships down there to finish it.

1.3.12 Turn 12

SPECIAL EVENT: HOME BASE
We’ve gained control over Red Team’s main airfield and naval base.

To save on money, you’ll want to idle your fleet for a few turns and get the non-core DDs to the front, outside enemy secondary range (mouse over to see), while spotting the Colorado with your PBY.

1.3.15 Turn 15

That being said, if you want to attack with the TBD, then the non-core SBD and finish with the core SBDs, that’s fine too.

SPECIAL EVENT: DAVID AND GOLIATH
Successfully handling the strengths of their smaller ships, Green Team sailors have outplayed their opponent’s biggest asset: the mighty Battleship.

…Clearly, nobody told the exercise supervisors about the North Carolina and Lexington we snuck into the field under giant tarps. Oh well.

Run in some destroyers to cap the VP, it may take a couple turns if you didn’t deal with the BB by massed torpedo run.

1.3.17 Turn 17

OUTCOME EVENT: VICTORY
Green Team Navy and Airforce cadets have successfully completed the exercise, demonstrating effective cooperation between the two branches.
Boot Camp 4: War Games Pt 1, 1.4 -- 1.4.5
1.4: War Games

Pacific Ocean – 6 December 1941,
The training course has reached its final stage with one last large-scale operation. It simulates an invasion of hostile territory, emphasizing the coordination between Army, Navy and Airforce.

SPECIALIZATION: Tank School is all you can afford right now.

BRIEFING:
This final training exercise combines everything our recruits have learned so far, placing all three military branches in a combined operation: Army, Navy, and Airforce.
The invasion fleet is positioned along the opponent’s coastline defenses.
Establishing a beachhead is the first objective, supported by warships and aircraft.
From there we must concentrate on improving the flow of supplies. This can be achieved by capturing enemy supply depots, marked as Secondary Victory Points.
The final objective is to break through the coastal defense perimeter and capture the Primary Victory Point located in the nearby city.
If the Green Team can keep up their excellent performance and successfully complete these war games, they will finally be ready to serve in our proud military forces!

OBJECTIVES:
Capture the Primary VP

SECONDARIES:
Capture 2 Supply Depots in 10 turns (0/2)—Land Command Points will be increased by 5.
Capture both airfields (0/2)—Two B-17 Flying Fortress bombers will arrive as reinforcements.

1.4.0 Deployment

Look around the map. Note that two of the supply depots are north of the river into the bay, while only one is south of the river. For some reason, though it’s not identified as such, there is another supply depot around, if the 4/3 you get after capturing most settlements is any indication, but it doesn’t matter.
There are mines in that bay, so be careful when moving in.
The two airfields are in the southern half of the map. Therefore, the preliminary strategy is to
grab northern supply depots, then swing south.

You have a LOT of money (I started with well over 1500) so you can afford to buy and deploy two new M3 Lee tanks (with 1 star experience), and as many Marines 41 as your Land CP allows after that (7, plus your old core Marines). This money does not transfer to US Pacific campaign, so no need to save now.

There is an option to split your landing force, sending 2 Marines 41, 1 tank, and the southern two non-core transports with supply ship to the south half of the map. This is exactly 20 CP so 1 supply ship covers them as long as it takes no damage.

Repair and deploy NorCal and a second NorCal near bay entrance. You want that BB main battery reach inland every other turn to support operations in the south later, and you want to keep the supply ship firmly safe.

Repair and deploy your 2 core F4F4 Wildcats—air superiority is crucial and you have one non-core available, 3 is enough to gang up on and maybe 1-turn enemy fighter at Ensign difficulty—1 SBD and 1 Catalina over your battleships to go in and attack enemy DDs immediately, to avoid damage.

You have about 500-some resources left, save them for later. Hopefully we can field more aircraft (specifically SBDs) after seizing airfields or after we retreat some planes. That retreat hex in lower left should be good for something…

1.4.1 Turn 1

Fly Catalina toward mouth of bay to see enemy DDs.

Move south DD up to attack shore gun for 1+

Move both BBs up to attack shore gun without coming in torping range of enemy DD (4 + 2 hexes)

Bomb shore gun with all wildcats in turn (non-core first), then SBD.

Supply ships advance, 2 north 1 south.

All transports advance, beware of enemy DD though.

1.4.2 Turn 2

If enemy DDs idle, then main battery the lead one out of existence with your BBs. Bomb other one with SBD.

Enemy plane has lifted off at north airfield. Hit with non-core, then core fighters… Well, 1 HP so it should be fine.

Move all transports toward beaches, prioritize back row if you can to make sure the max force can land at once.

Catalina moves further inland to check on second airfield next turn.

1.4.3 Turn 3

Kill enemy DD with ship fire. Move non-core DD into bay. There are mines northeast of the jungle hex on the south lip of the bay, so leapfrog ships forward carefully.

Bomb the hangar at first airfield with your core Wildcats and it should die.
No take-off at second airfield? Then your non-core Wildcat can go bomb the hangar there (despite AA fire) followed by any idle core Wildcats.

Your SBD can’t reach that hangar in one turn from the bay, so bomb the AT gun at the south supply depot and then move to a hex east of that to pass the time and put yourself in strike range for next turn.

Land basically a full line in north and the tank (only unit that should be able to land this turn) in south. Move supply ships up to shore, and move any other transports up to shore too. Ensure all units are supplied. Move DDs up to shore to supply if you happen to have one unit separated from the rest.

SPECIAL EVENT: CLEANUP DUTY
In order to clear up any naval mines in the Red Bay, a Support Ship has joined the exercise. It can also be used to carry out emergency repairs on our warships.

1.4.4 Turn 4

For some reason the non-core Lexington can’t shoot ground targets anymore. So it can be kept sleeping out at sea.

Enemy P40 took off? Probably 5 HP i.e. 1-turn kill. Again, attack with non-core first.

After two Main battery strikes by BBs (leapfrogging into mouth of bay safely) on the middle bunker (south one of the two on north side of map) it should be one-shot for a Marines unit.

Flank north bunker with Stuart and kill with M3 Lee. DD fire can’t reach far enough inland to hit the north Supply Depot from the coast, so they can move south a bit to hit the infantry camped out between the supply depots (shuffle supply ships north along coast if needed).

Leapfrog cruiser and DD forward into bay. There are more mines southwest of port hex and northwest of that. Bombard south bunker, then kill with M3 Lee with some just-lande dMariens providing flanking bonus.

SBD hits AT gun at south supply depot again.

Catalina moves north to spot for battleships.

North landed line’s infantry units rest to regain efficiency.

1.4.5 Turn 5

SPECIAL EVENT: SWITCHING SIDES
The paratrooper trainees which were defeated in the Island Hopping exercise have decided that “if you can’t beat them, join them!” and are now fighting for the Green Team!

Move these guys diagonally southeast as you could really use more troops in the south… once supplies are ready (click on CP bar to see supply mode, you’ll see supply nodes only give supply once the flag is fully raised).

Move one BB up to the first north bump in the bay (there are mines between the two bumps) and hit enemy north artillery with its secondaries. Kill south AT gun with one naval artillery followed by both core Wildcats bombing it… or another naval gun if it survives the wildcats.

Hit south recruit unit that moved out toward you with tank from southwest hex, chasing it back into open terrain, then finish with Marines. Advance other Marines and (after raising elevation) the M3 75mm GMC (hope it works as artillery…) inland.

The infantry in front of artillery in mid-north should be down to 2 HP after two turns of DD bombardment. Kill with Marines. Push enemy guns back with other infantry units.

Move Marines in north inland up to the supply depot, attack it with M3 Lee and the enemy should be chased off into jungle out of sight. Hit the 40mm AA gun with Stuart.

Keep moving your Support Ship toward the bay to clear the mines that matter (i.e. the innermost ones near shore)
Boot Camp 4: War Games Pt 2, 1.4.6 -- 1.5 Campaign End
1.4.6 Turn 6

Somehow, I had 3 extra Land CP at the start of this turn, must be from north Supply Depot.

North use Marines to attack the enemy infantry and 40mm gun considering they will flee (so a unit moves into jungle, attacks infantry it finds, chases, frees up hex for another Marine to hit the 40mm). You can rest the Lee later.

Bombard the south supply depot with your other naval guns and BB main batteries, then take it.

SPECIAL EVENT: SUPPLIES CAPTURED

Our rapid advance has allowed us to capture plenty of enemy supplies. This is a welcome boost to our supplies and allows the deployment of additional forces!

I’m now up to 11 Land CP reserve, so it was 3 CP per supply depot and +5 for secondary!

1.4.7 Turn 7

Continue the attack in mid-map, north move into position then rest (don’t go east of railway until you are ready to begin final push). South enemy Stuart gets bombarded by every ship in reach, fighters, SBD, GMC, and then infantry. Lee rests.

You CANNOT parachute straight onto a VP. But you can parachute next to it, reveal the hidden unit on it, have it bombarded to death by your navy, and take the VP next turn.

1.4.8 Turn 8

Spot south airfield settlement with Catalina or non-core Wildcat. Hit AT gun with infantry, then kill it with SBD. The 37mm AT gun doesn’t really work on M3 Lee when it’s in a supporting role at low HP, but why risk it?

North keeps idling, airborne connected north and south lines.

1.4.9 Turn 9

I finally remembered to buy some more Marines and deploy them where I could near settlements, mostly in the south.

South keeps attacking.

1.4.10 Turn 10

SPECIAL EVENT: BOMBING RUN
With the capture of the enemy airfields, we have gained a strategic bomber group. Their heavy bomb loads can cripple the enemy defenses and pave the way for a decisive ground attack.

You can land your Wildcats at middle airfield after killing southeast enemy forces.

Strategic bombers have good shock value for reducing efficiency.

1.4.11 Turn 11

Enemy tries to push your north group??? Wow, easy meat, just attack with infantry first if you notice tanks predict bad results due to supporting AT guns. Also, there are minefields south of the town and northwest of town on map edge.

Push south up, you will want to clear all enemies to avoid being flanked and cut off from supply.

1.4.12 Turn 12

Continue the attack using leapfrogging units to avoid hitting mines.

1.4.13 Turn 13

You should be able to cap the Primary VP this turn, but before doing so ensure all Core units are fully repaired.

1.4.14 Turn 14

End of Scenario

OUTCOME EVENT: WAR!
Shocking news echoes across the Pacific: The Japanese have launched an attack against the US naval base at Pearl Harbor!
Training is over, Captain, we are at war!

1.5 Campaign End

This campaign is over.
You can review the final state of your Core Forces here or exit the campaign through the Options Menu.

CAMPAIGN EVENT: VICTORY
We are victorious!

You need to select your army core from the tab at lower left and hit Export Core at upper left, if you want to reuse some of these units (only ones with over 1 star experience may be worthwhile).
US Pacific 1: Pearl Harbor Pt 1, 2. -- 2.1.9
2. US Pacific

2.0 US Pacific Details (Ensign Difficulty)

The Japanese Centrifugal Offensive has caught the Allied forces totally unprepared. Lead your forces out of the ensuing chaos and fight back on the long road to victory!

CAMPAIGN EVENT: A DAY OF INFAMY
While the United States was still in conversation with the Japanese government toward the maintenance of peace in the Pacific, reports from the US Navy base at Pearl Harbor reveal a sudden and deliberate attack by Japanese naval and air forces against our nation!

First thing you need to do is import the core you exported from Boot Camp, The units might need to be re-bought (useless for anything under 1 star experience), BUT you get the specialization points and officers, which are invaluable and valuable respectively.

2.1: Pearl Harbor

Pearl Harbor – December 1941
The Japanese Imperial Fleet has launched a surprise attack on the US Navy’s base at Pearl Harbor, Hawaii. They aim to destroy the American Pacific Fleet and pave the way for the conquest of all of Southeast Asia and seize control of the Western Pacific.

SPECIALIZATION: You already have the training for infantry, tanks and ships, and can choose no more at the moment.

BRIEFING:
We are under attack, this is not a drill!
Japanese fighters and bombers are coming in from all directions, targeting our ships and naval infrastructure!
Radar stations report more enemy aircraft closing in fast. The initial Japanese attack wave was mistaken for friendly bombers and has caught us completely by surprise!
Our forces across the island are in disarray and totally unprepared.
Make contact with other defenders and try to organize an effective resistance against the Japanese raiders!

OBJECTIVES:
Endure the attack for 15 turns

SECONDARIES:
Visit Primary VPs to activate AA guns (0/5)—37mm AA guns can be positioned near valuable targets or on the enemy’s attack routes.
Visit airfields to activate fighter aircraft (0/5)—Each airfield contains a P36 Hawk or P40 Warhawk fighter.
Shoot down 5 enemy aircraft (0/5)—Japanese aircraft crews will be less experienced during upcoming naval battles.
Keep at least one battleship alive—An auxiliary Battleship will be available in upcoming naval battles.

2.1.0 Deployment

Nothing to deploy, enemy moves first.

2.1.1 Turn 1

Minimize commander management controls using the minimize keys at upper right of icons, if they annoy you by being so big.

DD to harbour hex next to two battleships, so that it offers AA support to all three.

Jeep to town between DD and fuel tanks.

SPECIAL EVENT: HEADS UP!
An anti-air gun has been manned and is scouring the skies for enemy aircraft!

Instead of fighting, send the AA gun to Hickam Field.

SPECIAL EVENT: LIFT-OFF!
A few brave – and lucky – pilots have managed to man their aircraft and get them airborne!

Fly P40 to hit the Kanbaku (“ship[borne] bomber” AKA dive bomber), preferably from the Ford Island tile to support nearby BBs as much as possible. The Kanko (“ship[borne] attack [plane]”) torpedo bombers need a couple turns to reload torps so can be ignored for now...

It is true these planes will simply run away after this turn, but it’s safer than racing off to the northwest and save scumming until you can hit the incoming dive bomber on the nose as it comes in, if it’s even in your flight range. OR… you could hit the Zero on the hex north of Waipahu…

2.1.2 Turn 2

Fly P40 to hit the new dive bomber, while you are still probably over Ford Island.

AA gun goes next to middle BB (which is on a port hex that can put it on a boat west of Ford Island next turn). Probably nothing to shoot but oh well.

Jeep races along road network toward northeast airport.

2.1.3 Turn 3

Chase the fleeing Kanbaku this time with your P40, save scum if you need to hit it.

Move jeep more toward eastern airfield by road.

Move AA gun onto boat next to Ford Island airfield.

2.1.4 Turn 4

SPECIAL EVENT: MISTAKEN IDENTITY
The first wave of Japanese aircraft was mistaken for B-17 bombers scheduled to arrive from the USA. Now the actual B-17s have returned, and while these bombers cannot engage the enemy directly, they do provide a useful pair of eyes in the sky.

Clearly, for the oceanic flight, these B-17s did not stock machine gun ammo, or they could at least kill enemy bombers easily. They should be parked somewhere north of Pearl Harbor and patrol back and forth, to provide vision and radar coverage.

Land AA gun on Ford Island airfield for another LIFT-OFF event.

Send this non-core P40 to hit the Zero that’s near your core P40, whose target dive bomber has gone back to the harbour for some reason on 1 HP. Then hit the Zero with your core P40

2.1.5 Turn 5

SPECIAL EVENT: HOSTILE WAVES!
Our coastal radar stations have picked up signals of a new Japanese attack wave, approaching the island from the North-East!

Get AA gun back on boat southwest of Ford Island, either hex is fine as you’ll move west to the same hex next turn.

Non-core P40 hits 2HP Zero, if it dies then core P40 goes for the 1 HP bomber, if not then finish the Zero.

2.1.6 Turn 6

Spot the leaving bomber and 2 incoming bombers north of the harbour with your B-17. The incoming Kanko will have bombs so is not a priority compared to the incoming Kanbaku dive bomber.

Get Warhawk from Kaneohe Bay airfield (exactly at limit of Jeep movement), wing it straight southwest toward the fleet.

AA sails west to be next to a bit of roadside jungle.

Hit incoming dive bomber with non-core P40, then core P40.

2.1.7 Turn 7

SPECIAL EVENT: CLAWING BACK
A wing of F4F Wildcat fighters has arrived from the USS Enterprise aircraft carrier.

You see where the 1 HP bomber fled to? Kill with non-core P40.

Your core P40 needs to hit the 5-HP idiot that turned around and came back to bomb the north cruiser, because the core P40 needs to refuel!

Eastern P40 can intercept the Kanko (T) that your B-17 should be able to spot slightly east of north from the harbour, straight north from the harbourside fuel tanks.

Wildcat moves over middle BB. Not the best place as it can be muscled aside by bombers somehow, but it’s as far as it can fly this turn.

AA unit lands into jungle, it will then spend 3 turns moving down the road through Ewa Villages to Kalaeloa airfield.

2.1.8 Turn 8

2 HP Kanbaku flees harbor northward, your Wildcat can jut barely overtake it and hit it for hopefully a kill.

A Zero attacked your lower-HP non-core P40 that had just killed a bomber last turn. Hit it with your eastern P40 swooping in from north then damage further (to 1 HP) with the damaged P40.

Core P40 lands at Ford Island to repair and refuel.

AA gun moves onto road toward Ewa Villages.

2.1.9 Turn 9

If you’re lucky, an idiot attack plane with torpedoes will try to strafe your medical Jeep from this point onward.

Run down and kill the 1 HP Zero (should be on radar, may be near Wheeler, save scum if you must) with your less damaged P40. More damaged P40 runs back to repair and refuel, probably at Hickam as it’s not in one turn flight from Ford Island.

SPECIAL EVENT: SCRATCH ONE BANDIT!
Despite the surprise attack and ensuing chaos our pilots and ground crews have managed to shoot down a significant number of enemy aircraft. This loss of experienced pilots may hurt the Japanese combat efficiency on the long term.

Core P40 cheap-repairs.

B-17 flies southeast and spots two enemies coming in from northeast of the harbour. Bomber in lead, torpedo plane after. Your wildcat should run between them and attack the torpedo plane.

Core AA gun runs through Ewa on the way to southwest airfield, the AA gun it finds has truck mobility, so can run up west side of map while Jeep runs along east.

East finds an AA gun too this turn, move them toward the radar post near enemy exit hexes. That’ll be the way they flee later.
US Pacific 1: Pearl Harbor Pt 2, 2.1.10 -- 2.1.16
2.1.10 Turn 10

East finds another AA gun. When moving your eastern AA guns, don’t use truck movement as they’ll be weak to air attack if they do that.

Core AA goes southwest.

P36 Hawk from southwest airfield runs straight northeast.

West truck-AA runs as far up toward Wheeler as it can, spots an inbound bomber along the way. Your P40 that just killed a Zero can hit it.

Launch your core P40 over middle BB.

Wildcat hit the dive bomber, as the Kanko takes time to reload after torping.

2.1.11 Turn 11

Truck AA to Wheeler, use the new AA and fighter to kill the fleeing bomber.

Spot two fleeing enemies in mid with B-17. P36 Hawk should be able to hit one, finish with your core P40.

Older western P40 and Wildcat kill the other plane in middle.

Core AA in southwest moves back toward shore, your DD can help it get back across the harbour… but realistically it won’t be making a difference, it’d be better to send DD to mouth of harbour to find the subs.

2.1.12 Turn 12

Truck AA moves toward northwest town.

The fool who strafed your jeep earlier has shown up to die at the harbour. 3 fighter hits will do him in.

Your planes that have enough fuel can now sweep northeast to remove the last couple IJN planes from the map.

2.1.13 Turn 13

Keep truck AA moving toward northwest town.
DD can ping for sub at harbour mouth this turn and next turn to kill it.

2.1.14 Turn 14

Attack whatever planes you can.

2.1.15 Turn 15

Turck AA reaches northwest town and gets you an AA captain.

2.1.16 Turn 16

OUTCOME EVENT: AFTERMATH
After two hours of unrelenting aggression, the sky has finally cleared of Japanese aircraft.

The attack on Pearl Harbour is over, but the war has only just begun…
US Pacific 2: War Plan Orange-3 Pt 1, 2.2 -- 2.2.12
2.2: War Plan Orange-3

The Philippines – December 1941,
Only a few hours after the attack on Pearl Harbor, the Japanese have invaded the Philippines. Defended by a small number of American units and the poorly trained and equipped Philippine army, the US war plan is to delay the enemy as long as possible.

SPECIALIZATION: Flight School is my recommendation as you’ll be fielding at .

BRIEFING:
The Japanese have invaded the Philippines from several directions. The poorly trained Philippines forces have been unable to hold them back at the beaches.
US command has activated War Plan Orange-3: A series of defensive operations designed to slow down the enemy advance on the capital of Manila.
The objective is to buy enough time for US and Philippines forces to retreat into the Bataan peninsula to the South-West.
This can only be achieved through a fighting retreat, so be prepared to give ground when the enemy strength reaches overwhelming numbers!

OBJECTIVES:
Hold all Secondary VP for 10 turns
Hold both Primary VP for 15 turns

SECONDARIES:
Hold San Fernando for 5 Turns—More Resources and Command Points will be available in the upcoming battle of Bataan.
Hold all Secondary VP for 15 turns—Additional Resources will be available in the upcoming battle of Bataan

2.2.0 Deployment

Buy a F4F-4 Wildcat, it and the P40 go by the airfield on the left, P40 a bit lower than Wildcat.

Deploy 3 Marines by one front line VP and 2 by the other

37mm AA guns next to your 37mm AT gun on left side, hide in Porac and jungle village nearby in AA mode. Enemy fighters will try to attack your AT gun otherwise. This way they run up to your own fighters and AA guns.

Leave 5 CP reserve. Attach Sergeant McNeil to lead Marines on right side.

2.2.1 Turn 1

Focus both AA guns on the Zero, move one sideways into difficult terrain (not jungle to keep efficiency). Then hit Zero with P40 from north of the enemy (fly around).

Hit enemy on bridge in west with Marines, send second west Marines onto bridge to kill the enemy in jungle and pursue (get off bridge). Stuart moves to hex northwest of bunker on west side. AT gun and Philippines recruits move onto/along road as far up as possible.

Marines south of McNeil move up to to attack enemy infantry on Magalangfor 3, Marines southeast of McNeil take Magalang and kill enemy unit cornered against top of map. McNeil pushes enemy unit off of land next to Magalang across the river. Philippine recruits kill the infantry McNeil routed, though this puts it in a dangerous spot

Philippines recruits near San Fernando move northwest to reinforce that side.

2.2.2 Turn 2

You have the money to put another Marines 41 by Angeles (west front line).

West side aircraft: Enemy fighter went… south? WHY? Well, it matters not, a bomber just took off from their airfield, so attack it with both fighters (both can reach as long as Wildcat remembered to flank northeast or north of Zero last turn).

Stuart push enemy armored car off village if possible, risky move I know. Philippines recruits coming up follow him to south side of river ready to support. Marines already across river hit IJA Engineers. Middle Philippines recruits move toward west side to be ready to support.

Both AA guns move north, the truck one should end up just south of the bunker.

East side: McNeil boots an enemy infantry along north river so his aura can cover the Magalang Marine’s attack on the enemy village (do not pursue). Next Marine leapfrogs up into village to secure kill (do not pursue). Philippines recruits go block the 25mm AA/AT gun from recapturing Magalang.

This is enough to make enemy undersupplied.

2.2.3 Turn 3

Your Stuart will get cut off by enemy Engineers. Move Philippines recruits south of that diagonally so your Angeles marine can go save Stuart if the recruits don’t kick Engineers off hex. If they do kick it then use bunker to get it down to 1 HP and crush with middle unit of Recruits.

Kill the bomber from south and southeast of it with your planes. Somehow the AA gun can’t support it this way.

Stuart can hurt the enemy armored car a bit more, but should sit on the village (i.e. don’t pursue) for this turn.

Village guy south of McNeil kicks enemy in front of him south (do not pursue). Marine next to Angeles (not the garrison) uses this kill to cross river in one turn.

Switch AA guns to AT, push northern one onto bridge north of Angeles if you can get there in gun mode (NOT TRUCK).

McNeil uses low-efficiency just-healed enemy infantry to get out of the riverbed if possible. If it doesn’t work, finish with the last unmoved Marines on that side.

East Recruits kill the 25mm gun which attacked McNeil last turn (and went down to 20 HP as a result).

2.2.4 Turn 4

Bomb Jungle infantry west of road with planes, kill with as many Marines as it takes. Move AT gun to cut off enemy tank retreat, leave the villages occupied by at least recruits.

Attack AA gun in west with Stuart (move 1 hex up) to make room for recruits to cross river. You can kill a damaged IJA infantry with two Recruits that have just crossed.

2.2.5 Turn 5

SPECIAL EVENT: ARTILLERY ALERT!
The Japanese have brought their heavy artillery forward. It might be wise to fall back and stay out of their firing range!

OR… I could bomb it with planes and kill the eastern one with recruits, western one with Marines.

Mabalacat town bunker will fall to two Marines units hitting it from flanking positions in this one turn.

The enemy infantry that probably kicked a Recruits off the tropical village in the west can be killed by your jungle Marines (first to have crossed river), Stuart, and other Recruits.
Cheap-repair your most damaged Recruits (costs a separate money pool so don’t be stingy) and probably McNeil’s unit.

2.2.6 Turn 6

SPECIAL EVENT: EVACUATION
A successful defence has allowed us to evacuate the city of San Fernando in a disciplined manner. All military equipment and infrastructure has been removed or destroyed to prevent capture by the enemy.

Stuart withdraw to Angeles, cheap repair (repair again next turn).

McNeil replaced Stuart and 1-shots the 25mm gun (if it’s 5 HP or less). Kill enemy infantry nearby with a Marine, then attack armored car on the airfield with another Marine (probably coming off of the city).

Move AT guns up to wait for enemy spawn wave.
P40 back to airfield to refuel. Wildcat go bomb the artillery in the west now that AA is gone.

2.2.7 Turn 7

Enemy spawns 3 infantry on western side and 1 tank in the river loop.

East side enemy light tank will suicide itself on even Recruits at Magalang with an AT gun behind them.

Kill enemy reinforcement spawns. Repair P40 if possible.

2.2.8 Turn 8

Repair/rest forces that aren’t still pushing. Squat on the enemy supply points to starve them. Launch P40 if possible.

2.2.9 Turn 9

Finish off all enemies on map except that fighter that’s been running around the bottom of the map this whole time.

2.2.10 Turn 10

SPECIAL EVENT: REINFORCEMENTS
To assist in the last stages of the evacuation, high command has released some reinforcements from Bataan to bolster our defenses.

Well, move them up. You also have more money now, too bad you have no more CP.

Other than the troops you are slaughtering at the top of the map, an enemy artillery piece (with tractor) in the northeast will take Arayat if it’s not defended.

2.2.11 Turn 11

The Wildcat that will need refuelling very soon, but captured north airfield will be safe for a land-and-go.

After killing the enemy forces (except maybe one tank), this is a good time to begin a general retreat of forces not presently engaged.

Keep moving the reinforcements up along the highway.

2.2.12 Turn 12

Kill enemy tank and retreat most forces, bias toward east side to go kill the remaining and incoming enemy. West enemies will show up south of Porac.
US Pacific 2: War Plan Orange-3 Pt 2, 2.2.13 -- 2.2.16
2.2.13 Turn 13

Enemy fighter crashes due to lack of fuel, haha.

Relaunch Wildcat. Keep your forces withdrawing.

SPECIAL EVENT: MANILA OPEN CITY
American forces have abandoned Manila, capital city of the Philippines, and declared it an open city to prevent its destruction by enemy forces.

NOTE: I find this pathetically amusing. The average Imperial Japanese soldiery were, are, and will be brainwashed beasts with no concept of honor, as shown by their animalism in 1895 at Lushunkou (covered up by pathetic excuses Western narrative lets fly because they’re a US client state now) and in the fifty years since.
Putting a cut-out fetus through a millstone grinding, force-feeding the still-living mother, and then cutting her stomach—the specific organ—open to spectate on the digestive process, while going “sugoi” i.e. “so cool!”… disqualifies your whole lot from being treated as humans. Be glad I’m keeping it to just the soldiery instead of the civilians who did ♥♥♥♥ like “commit suicide to encourage your husband to go to wars of aggression abroad instead of choosing a Home Islands posting to stay with you.” If you want to celebrate while you’re winning, don’t play victim when the consequences of losing catch up!
This same bestial nature of Bushido was again demonstrated during the 1945 Battle of Manila, as per books that recount what was witnessed at the German Consulate (or was it embassy? I forget, not relevant).
Wonder when this game will give us a Chinese campaign resisting the Japanese invasion? Even the lost Battle of Shanghai was a nasty fight according to Japanese soldiers’ accounts of their own losses.

2.2.14 Turn 14

West enemies spawn cutting in between Floridablanca and Porac with no supplies, east all along from San Fernando to next set of roads, low supplies.

Cut east enemy force in half with Marines if you can so south group get no supplies. Attack Arayat artillery with Stuart.

2.2.15 Turn 15

Attack!

2.2.16 Turn 16

End of Scenario

OUTCOME EVENT: VICTORY
Our defensive action has managed to hold open the escape routes long enough to evacuate troops and supplies. The withdrawal to Bataan was successful and our forces have dug in to face the final Japanese attack on the Philippines.
US Pacific 3: Battle of Bataan Pt 1, 2.3 -- 2.3.7
2.3: Battle of Bataan

Bataan – January 1942,
All remaining forces have taken up positions on Bataan peninsula to make a stand against the Japanese invaders. With no route of escape and critically low on supplies and materiel, a desperate fight is about to unfold…

SPECIALIZATION: War Economy because no other choices are useful here.

BRIEFING:
After successfully completing our delaying operations we have managed to evacuate a significant force into Bataan.
Everything we have is deployed in a defensive line across the top of the peninsula, ready to make a final stand.
In the middle of this position lays Mount Natib, effectively splitting our defences in half. As the terrain is extremely difficult to traverse, we are expecting no Japanese attacks to come across these mountains.
Several secondary positions have already been prepared toward the rear. If the pressure becomes too high, we should gradually give ground and fall back toward the Southern tip of the peninsula.
Our main objective is to hold key strategic locations in the South, which contain our army headquarters and supply storage facilities.
Both the Navy and Air force have retreated from the area, effectively cutting us off from any outside support.
With no additional resources or reinforcements expected to arrive, we'll have to do with what we have now...

(Honestly the briefing is awful for making you think a lot is going to come over the mountains.

OBJECTIVES: Hold one Primary VP for 25 turns (4/0)

SECONDARIES: Hold all Secondary VP for 5 turns—Better equipped reinforcements will be released by US Headquarters
Hold all Primary VP for 20 turns—Better equipped reinforcements will be released by US Headquarters
Deal 10 damage with the Fortress Battery—A new Ground Commander will join our ranks.

2.3.0 Deployment

32 Land CP and about 470-something resources in the bank. That’s all 6 Marine units you had last scenario cheap-repaired to full, plus the no-truck 37mm AA/AT in east (AT mode, behind bunker as that enemy tank is gonna advance into river), and either 4 more Marines or up to 2 M3 Lees.

I’m curious if the money not spent here passes over to the next scenario, if it does then of course get cheap Infantry or moderately costly Marines instead of expensive tanks, but I doubt it. So let’s try the rich approach first…

3 Marines in west including McNeil next to bunker.

East: 2 M3 Lees in the gap between bunkers, AA/AT behind east bunker, 1 Marine behind west bunker, 2 in front of Abucay.

WARNING: You have ZERO income this match, so make sure you don’t spend too much at the start!

2.3.1 Turn 1

Enemy tank is north of town/VP of Moron in the west, move the AA/AT gun on that side from behind bunker one hex southwest. At this difficulty you don’t need it in AT mode, AA mode is more useful for warding off enemy bombers.

West Recruits go into the hex the AA just vacated.

Bunker in west shoots infantry in river and McNeil hits them to drive them back (do not pursue).

Recruits east of bunker switch with core Marines behind them.

Mountain recruits in mid should simply retreat southeastward as three hexes north is an enemy bunker and you can’t see more than a hex away in mountains anyhow.

East side 2 Recruits retreat to leave gaps in line for enemy to push into. East AT gun switches to AA.

Both torpedo boats race to west middle of map to wait for enemy transports to spawn.

West non-core infantry in Bagac move down to Paysawan.

2.3.2 Turn 2

SPECIAL EVENT: SUPPLY SURPLUS
Thanks to our successful defence of San Fernando during the retreat to Bataan, more resources and Command Points are now available.

Ah yes, 3 measly Land CP. I suggest a unit of Marines in river north of Moron AFTER you do the following:

Recruits keep retreating to get out of the way and garrison important VPs.

West Marines, then McNeil hit and pursue enemy tank so it retreats to southeast of enemy village on 2 HP, then non-core infantry step into river to kill and pursues across river!

West Marines east of bunker hit enemy in river, if 3/0 and knockback, pursue.

West AA up a hex so it can cover your advance on village, unless you want to jump enemy fighter next turn for 2. If it gets attacked, great that’s someone coming in range of bunker and in river so low defence.

East enemies don’t seem stupid, unfortunately, and aren’t pushing yet. To bait them across, pull back a hex from river line.

2.3.3 Turn 3

McNeil slide over and hit Infantry 42 on village with flanking bonus… unintentional knockback, infantry follows and knocks back further with pursuit. Other Marines cross river. Marines east of bunker hit for 3/0 again and knocks back (pursue).

Let the Ha-Go in east river be, withdraw a hex so he can’t hit anything important right after crossing. Your Lees will annihilate him once he crosses.

Philippines Recruits keep withdrawing.

PT boats should stay a hex away from map western edge, around mid-map, to maximize obstruction.

2.3.4 Turn 4

SPECIAL EVENT: DEFENSE IN DEPTH
The Japanese attacks are relentlessly beating against our defenses. We must be ready to fall back to the next line of prepared defenses before they can penetrate our line.

EAST: Hit the tank that crossed with a Lee, then finish with infantry or another Lee. Hit an infantry in river with Lee (hope enemy other tank will be dumb enough to cross)

WEST: Hit guy who retook village with Marines from southwest and pursue to resume supplies to infantry north of village. He’ll flee to the broken bridge, use bunker to hit for 2, then kill with McNeil. Marine east of bunker hits north for 2 and pursues. Remaining Marine slides northeast along river and hits infantry north of him to 1 HP.

GENERAL: Recruits still falling back.

2.3.5 Turn 5

EAST: Enemies not stupid enough to keep crossing yet, but Lees can still whack two units back out of the river. Middle bunker shoot up enemy.

WEST: non-core infantry kills 1HP enemy, lets Marines next to McNeil climb out of river and knock enemy back. Village Marines can then chase and kill 2HP enemy.

McNeil goes north out of river to reconnect with Marines east of bunker, who hit 3HP enemy for 2 (again). McNeil hits enemy in river for 3.

AA gun go north to cover as much as possible.

2.3.6 Turn 6

SPECIAL EVENT: RIVER OF BLOOD
The initial Japanese attack has been stopped dead in its tracks. Headquarters has released some additional reserve units and resources to take up new positions further to the South.

So the reinforcements are one Recruits and one Heavy Infantry. Good, The southwest settlements needed at least one unit in each to cover them against the Japanese transports that’ll be here soon.

WEST: The 1-HP idiot who attacked McNeil last tun dies to the stranded Marines pushing south and pursuing. McNeil moves up 2 to hit 3-HP enemy in river from southwest, causing them to flee southeast, letting you kill them with one more hit from another Marines coming up.

Non-core infantry start retreating to Moron, last core Marine on this side move up, we’ll be retreating after this turn.

EAST: If bunker can hit the infantry next to it down to 2 HP then your own Marines can one-shot it. Swat enemy infantry crosses back across river again with Lees, we’ll be withdrawing from this side after this turn. We’ll have to retreat past Pilar though to ensure fortress gets enough shots.

Move PT boats so the northern one is 1 hex south of the hex due west of Eman Point, you want to intercept the supply ship.

2.3.7 Turn 7

WEST: Retreat damaged Marines and cheap-heal along the way. Hit the enemy heavy in river with the healthy Marines who are going to stand fast this turn to let the wounded get away.

Retreat non-core Infantry across toward Moron.

Torpedo supply ship with both PT boats.

EAST: Everyone retreat! Shoot enemy with bunkers as able.
US Pacific 3: Battle of Bataan Pt 2, 2.3.8 -- 2.3.25
2.3.8 Turn 8

WEST: Machine gun supply ship with both PT boats to sink it.

Hit enemy tank with two healthier Marines (use pursuit to retreat the one that was being flanked by tank toward friendly lines), kill with one of the other Marines on that side of river. Retreat and heal McNeil again.

Is one transport seriously going to try to land at Eman Point? Just in case, move a Recruits up from Bagac to stall for time.

EAST: Keep retreating, set up line just south of Pilar, southwest-northeast through the bunker.

2.3.9 Turn 9

SPECIAL EVENT: EQUIPMENT CAPTURED
The enemy has abandoned some of its tanks during the latest engagements. We have been able to recover a few of these vehicles to use against the enemy!

SPECIAL EVENT: A NEW THREAT
Japanese troop transports have been spotted travelling along the western coast of Bataan. Do not allow them to establish a foothold in our flanks!

WEST: There are two 1HP idiots who almost suicided on your troops, but you don’t have the time, everyone retreat!

Turns out the transports are headed for the beaches near Paysawan. Perhaps the infantry going to Agloloma was a bad idea.

Keep harassing transports with PT boats, somehow it doesn’t work, while PT boats can hit shore for 1 damage. HOW?

EAST: retreat to the line south of Pilar to give the fortress guns enough time to do 10 damage. A Lee should be in the hex directly south of Pilar. Send the Ha-Go to the west coast by the road near fortress. Station some soldiers and a Lee near the fortress to keep an eye out for targets.

2.3.10 Turn 10

EAST: Save scum until the fortress guns do damage.

WEST: Keep retreating, your last troops should be either in the river or about to get in, while some troops have already crossed.

2.3.11 Turn 11

EAST: Idle your units, nothing in vision for fortress, ugh. If there is a target, save scum until your fortress gun does damage, then save that state as the start of that turn.

WEST: move Recruits out fo the way if needed. Hit Marines with PT boats, then with Ha-Go, then with Heavy Infantry to kill. Northern marine contingent retreats across the original river.

2.3.12 Turn 12

EAST: Either there’s nothing visible, or you save scummed until fortress did damage. Line holds steady, station a couple units near fortress though in case they try pushing the river.

WEST: Marines solidify at original river line and probably kill at least one enemy unit.

Enemy marines get bunker, PT boats, then Ha-Go kill. Lee not needed on this side. You could defend at the river in west for a while, but enemy artillery is rolling up ever so slowly…

2.3.13 Turn 13

Finally some exposed infantry your fortress can see! Attack! AA guns should shoot enemies that come in range.

PT boats move toward western map edge (1 hex off edge to give enemy space to spawn) again, 4 enemies will span centered due west from Payaswan, with northernmost being the supply ship. You know what to prioritize blocking!

2.3.14 Turn 14

Fortress needs to get more damage, keep holding the line.

2.3.15 Turn 15

EAST: Fortress needs 6-HP infantry or a truck out in the open to reliably get damage, so anything that hurts itself attacking your line must be expunged so fresh meat can be brought up for the slaughter!

Lower AA gun barrel in east to AT as enemy has brought up a medium tank.

WEST: Another landing fleet spawned in mid-map west edge! Torpedo down the supply ship immediately!

Marines idle at river line.

2.3.16 Turn 16

EAST: Bombard truck if you see one, 6-HP infantry otherwise.

WEST: Artillery and bombers advancing, best retreat the Marines to the next river line.

PT boats should focus the Marines slowed by your PT boats’ proximity.

2.3.17 Turn 17

If you can’t see any healthy infantry around to bombard, make sure you have vision of the village northwest of fortress, a unit northwest of the bunker will be able to see there, and the Japanese usually send an infantry unit there.

PT Boats keep focusing on the slowed enemy transport. Other forces get ready to defend near Agloloma.

2.3.18 Turn 18

Continue holding.

2.3.19 Turn 19

Oi, land your Zero at an airfield under my fortress guns, will ya? Thanks for the damage point!
After that, kill Engineer in river with infantry and kill Zero with Lee in river, you can retreat back to blocking positions next turn. Beware that you have NO INCOME this match so move your AT gun up to cover the Lee, in case an enemy tank tries to hit you!

West side counterthrust to try to kill the heavy infantry, to reduce the shelling burden on your defenders. Grief the AT gun landing by denying it a landing hex so your tanks can maul the Marines before the AT gun can land.

2.3.20 Turn 20

WEST: Flank and 2-shot Heavy, also flank and 2-shot infantry that just tried attacking you. AA gun move up and try to shoot bomber (for nothing).

Lee hits landed Marines with non-core Infnatry flank bonus, then both non-core Infantry hit them. PT boats still busy with last transport, so looks like the AT gun will get on shore after all… but it matters not.

2.3.21 Turn 21

SPECIAL EVENT: BUYING TIME
Our resilient defense is frustrating Japanese war plans. The delays in the conquest of the Philippines prevents the deployment of enemy forces in other offensive operations.

Hold up, did these reinforcements not spawn because the damn AT gun was crouching on airfield?

Hit landed Marines with infantry, then tank pushes into hex, then other infantry hits AT gun (keep it away from tank).

Sink the other transport with PT boat (hit with Core first this time as it’s on its last legs).

SAVE, then save scum until your fortress does its 10th damage point this turn against that 4-HP infantry on Pilar. Then save again.

West can kill another infantry that was on Moron while retreating, using slide-shoot-move-shoot.
Kill enemy on Pilar with soldiers, repair your eastern Lee back to full HP with your new funds.

2.3.22 Turn 22

Oh dear, enemy artillery can reach your defence line south of Pilar now from Abucay (for some reason enemy artillery always entrenches before firing?), retreat across river to Orion then as we don’t need this line anymore.

West retreat to Eman Point line again.

2.3.23 Turn 23

The enemy has the gall to move an artillery tractor onto Pilar directly in my sight? Welp, fortress hits it, then tank, then if it doesn’t die, Marines with the new Pete Simpson commander (equivalent to McNeil) attached.

Move AT gun back up to cover Simpson for now.

West side AA got attacked by a fighter, hit back again this turn.

2.3.24 Turn 24

Well, there’s more artillery, so resume retreat to and past Orion. Also consider retreating west forces.

2.3.25 Turn 25

What do you mean I instantly win on this turn?
I finished with literally 0 money here, so it may be the case that a more conservative approach would have cash carry over to the next mission?

OUTCOME EVENT: VICTORY
While the remaining defenders on the battle-swept peninsula surrender, General MacArthur and his staff have been evacuated by PT boats.
Bataan has fallen, but the enemy has paid a heavy price in casualties and time!

MY COMMENTS: MacArthur was an incompetent buffoon who should have been shot for getting most of his air force destroyed on the ground despite having plenty of notice that war was underway, for how badly he failed to move supplies to Bataan as per the plans, and how badly trained the men were considering he'd been there for quite some time.
US Pacific 4: Marshalls-Gilberts Raid Pt 1, 2.4 -- 2.4.11
2.4 Marshalls-Gilberts Raid

Central Pacific - February 1942,

US Navy Task Forces - built around the carriers Enterprise and Yorktown - are ordered to attack the Japanese installations in the Marshall and Gilbert Islands. This will be our fleet's first offensive action!

SPECIALIZATION: 11 points is exactly enough to grab Magnetron Radar and Centimetric Radar.

BRIEFING:
Gentlemen, it is time to take the initiative.
Today the Navy will launch a raid against the Marshalls and Gilberts Islands held by the Japanese.
Our Carrier Strike Groups are ready to attack enemy airfields and naval facilities on the islands.
As the Japanese are unaware of our presence, we have the element of surprise.
Destroy as many aircraft, fuel depots, and enemy shipping as possible.
Success will determine the long term ability of the Japanese to maintain operations far from their homeland.
A small surface fleet will also take part in the raids to engage enemy ships and bombard their infrastructure from the coastline.
I will command the main fleet from the rear, protecting our carriers from enemy counter attacks.
Move swiftly and aggressively, and show the Japanese we're not out of the game yet!

OBJECTIVES:
Do not lose any carriers

SECONDARIES:
Destroy all enemy aircraft (0/8)—Japanese aircraft experience will be lower in upcoming battles.
Destroy 10 enemy ships (0/10)—The Japanese will have fewer destroyers in upcoming battles.
Destroy all fuel depots (0/3)—The Japanese will have fewer aircraft in a future battle around the Marianas Islands.
Protect your carriers from damage—If all carriers leave this mission unscathed, they can be redeployed without delays in the next operation.

NOTE: The locations of fuel depots can be checked by clicking the question mark, unlike the other secondaries

2.4.0 Deployment

Thanks to war economy, you have 22 Naval and 16 Air CP. Enterprise already has 2 non-core Wildcats and a non-core SBD. There are no heavy enemy ships here, so you don’t need torpedo bombers. That means you can afford to bring 1 Wildcat, 4 SBDs, and a Catalina… or it would if I have more money! 700 resources is pocket change for a naval battle!

I could only afford 1 Lexington (300 resources), 1 Wildcat (the core Wildcat from Orange-3, repaired to full HP), 2 SBDs (discounted upgrade means they cost 110+10 which is exactly the same as buying new SBDs, a PBY from imported cores, core Gleaves (from Pearl Harbor) and the core PT boat (repaired from scratches taken by fighter strafings).

Deployed Lexington as far southwest in the westerns pawn region as possible, we’re going middle, then south, then northwest and north! PBY leads, Wildcat over CV, SBDs on wings. Then moved Lexington back a hex and put Gleaves in front, PT boat on a wing.

Main dangers to carriers are the shore guns on Mili Atoll and south of Kwajalein, plus aircraft.

Save your naval commanders for battleships later.

2.4.1 Turn 1

Catalina spots shore gun on Mili Atoll 2 hexes northeast of the VP marker. It’s half-health so fly SBDs toward it. Bomb with Wildcat, notice the airfield past it. All ships except carrier rush toward the atoll (CV stays out of gun range in case of map hacks)

Enterprise and support ship sail southwest and launch Wildcat.

2.4.2 Turn 2

Cruiser advance and hit support ship for 1+.

2 DD hits at max range should blow up shore gun (save scum to ensure this). Hit airfield with Wildcat and then SBDs to kill (again, save scum until you do it without harm!)

Enterprise and support ship keep sailing southwest and launching Wildcat. First Wildcat should head southwest and south to follow fleet.

Catalina goes south to look at enemy. PT boat goes south too.

2.4.3 Turn 3

Cruiser moving south at max range 5+ one-shots support ship.

Wildcat of all things can bomb gunboat for 1, north destroyer (most likely had to split to hit the shore gun for enough) can hit 1+, then one SBD hit kills. Other SBD goes south. Other destroyer and PT also goes south, but PT boat is useless south so should go north to escort Enterprise really.

Enterprise and support ship turn northwest and launches SBD. They will attack the two transports seen on radar while main fleet is busy in south.

South enemy ships are a light cruiser near Makin which has an airfield, a supply ship in the bay, and something else that just started to run for it.

Second Wildcat goes south too so you don’t spook the enemy ships.

2.4.4 Turn 4

Main forces keep going south.

Support ship and Enterprise go northwest to attack the transport and supply ship. SBD from enterprise keeps far enough south to not spot them, or they will run.

It’s possible for support ship to shoot a target without spotting it.

2.4.5 Turn 5

SPECIAL EVENT: WAKE UP CALL
The element of surprise must has worn off by now. Japanese aircraft are expected to scramble for the defense of their bases or even launch counter attacks.

South CL tries to run northwest? No problem, torpedo with lead DD for 1, shell with CA for 1, bomb with SBDs for 2+2 to sink. Wildcats that are close enough (2 of them) can bomb the airfield. Rest of main fleet keeps rushing south.

Attack enemy ships with Enterprise and Support ship, and…

SPECIAL EVENT: SHIPS AHOY!
Japanese supply ships spotted ahead of our position. Do not let them get away!

Oh, so Enterprise can see further than support ship, oops. Oh well, SBD hits transport further away while Support Ship and Enterprise take the supply ship down to 2 HP.

2.4.6 Turn 6

One DD hit, a Wildcat, and an SBD can put down the supply ship in that cove by Butaritari. Makin airfield dies to cruiser guns at max range, one or two Wildcats, and the other SBD. Your fleet can run north now.

Enterprise group can easily finish the two ships there now.

2.4.7 Turn 7

Converge your fleets.

2.4.8 Turn 8

Maloelap Atoll is likely to lift off an enemy aircraft if you spot the airfield with an SBD. Whether you want to bomb it first or rely on fighters may vary.

Land an SBD on its way north to refuel it.

2.4.9 Turn 9

…And the fighter on Maloelap just sets down again once your planes leave vision? Wow, well, I’ll bomb (with Wildcats) and bombard it then! Support ships can hit shore, even though carriers cannot.

Relaunch landed SBD, and land other core SBD.

2.4.10 Turn 10

SPECIAL EVENT: SILENT HUNTERS
Operating under the guidelines of “unrestricted submarine warfare”, several submarines have arrived to attack enemy ships, without warning or help to survivors.

Pah, the only help I would afford to members of the IJN not from ships known to be honorable (e.g. Ikazuchi) would be to attempt setting the oil slick of their sinking ship on fire!

That 5-HP merchantman there? Run the subs over to their 2-hex range (requires surfacing) and torpedo it to death immediately.

The enemy aircraft coming in from Wotje is a Kanko (T)? Well best be careful then, make sure CVs steer well clear. Catalina is keeping watch west of the CVs and radar reaches the boat by Jabor (the donut island). Wildcats can down the Hayabusa in two hits, while another Wildcat takes half the bomber’s health off. Support ship and SBD can hit the fuel tank.

SBDs wing their way toward the combat area again.

2.4.11 Turn 11

Wildcat(s) and SBD chase bomber to Wotje and bombs hangar to death.

Support ship kills fuel tank on Maloelap.

Land core Wildcat for refuel on Enterprise

Catalina keeps scouting northwestward and finds a supply ship by the donut Jabor. Fleet moves northwest, so that supply ship will be hit by cruiser and DD soon-ish.

DO NOT engage the gunboat passing by with your subs, it is not a fight to your advantage and your torpedoes are reloading.
US Pacific 4: Marshalls-Gilberts Raid Pt 2, 2.4.12 -- 2.4.26
2.4.12 Turn 12

Relaunch non-core Wildcat, cheap-repair core Wildcat. Other non-core Wildcat wings it toward CVs for refuel/repair.

If you want to bring more aircraft (not needed for this difficulty) you could get another Lexington now. I blundered by doing so.

Attack supply ship by Jabor with cruiser and SBD to kill.

Fleet basically moves westward.

2.4.13 Turn 13

When you land the third Wildcat (non-core) and SBD (non-core) for refuel, be careful to split them between the carriers to minimize turnaround time. The Wildcat should be able to reach south CV (Lexington) while SBD can only reach north (Enterprise).

The subs in south should be fanning out to search as much area as possible.

Cruiser and destroyer should prepare to work on the Jabor fuel tank. SBDs head southwest as per info you’d otherwise see next turn…

2.4.14 Turn 14

Oho some DD Kageros trying to run down west edge of map? SBDs ATTACK! Sub torpedoes don’t work on full-speed DDs, sadly.

2.4.15 Turn 15

What is that mass of ship signals on radar in the corner? Yikes! Well, as your subs move back toward where they spawned, away from the Kageros, they should be able to find another transport ship to kill.

The Hayabusa (fighter) is your enemy, hit him with whatever Wildcats you have in range after spotting him with Catalina.

2.4.16 Turn 16

SPECIAL EVENT: EXTENDING RANGE
To extend our carriers’ strike distance to the islands furthest west, our escort Task Force is advancing closer to these targets.

The enemy fighter LANDED??? Well, your fighters can bomb the shore gun a bit, pending ships and SBD moving in

Converge subs on the transport you see between them and torpedo it down.

SPECIAL EVENT: FISH IN A BARREL
The Japanese shipping has taken a significant beating. While only minor ships have been destroyed, the combat experience our crews have gained is invaluable.

South SBDs just slaughter some ships, won’t make it back north in time anyhow.

2.4.17 Turn 17

The re-scrambled fighter only takes 2 hits to down from 4 HP.

Your ships should be able to kill the shore gun this turn, but if needed an SBD remains an option. Bombing the hangar would be ideal though.

2.4.18 Turn 18

Kill enemy hangar with ships. There are two planes in there and your fighters would take damage fighting them. Aircraft can retreat now and leave the rest to guns.

SPECIAL EVENT: THREAT ELIMINATED
Several Japanese bombers of various types and sizes have been destroyed, both on the ground and in the air.

South SBDs dole out some more pain but will need to return to CV (send Lexington toward them) very soon, so send a DD to mop up the gunboats, and send sub to check what that ship holed up in corner is.

You can buy and deploy another SBD on a carrier now if you like (and if you got another Lexington) but I wouldn’t bother.

2.4.19 Turn 19

Ships bombard. Planes withdraw to refuel. Subs go look at that ship in the southwest corner.

2.4.20 Turn 20

SPECIAL EVENT: FUEL IN FLAMES
Severe damage to their fuel depots has crippled the Japanese air and naval facilities. It will take a substantial effort to bring new supplies all the way from Japan!

Not much to do but go murder random AA guns on islands (Specifically Wotje as the southernmost island is too far to reach in time) now… and investigate that ship in the corner… a gunboat. At least if it didn’t move, sub torpedoes still do 2 damage to it. Kill it as quickly as possible after attacking or it might go north and run into a core sub.

2.4.26 Turn 26

OUTCOME EVENT: VICTORY
While the raids did not cause major damage, they have improved the morale of both the American Navy and the public. The experience gathered in carrier operations will also be put to good use in future engagements.

On the finish screen, I had 269 Resources after cheap-repairing all core aircraft to full. I would have had 569 if not for buying a second Lexington uselessly (save 30 resources by buying it next scenario instead).
US Pacific 5: Coral Sea Pt 1, 2.5 -- 2.5.4
2.5: Coral Sea

CAMPAIGN EVENT: A HORNET’S STING
April 18, 1942 - After taking off from aircraft carrier Hornet, a flight of B25 bombers under the command of Lieutenant Colonel Doolittle has successfully completed a bombing raid over Tokyo. The Japanese are shocked and enraged to be confronted by their own vulnerability!

Coral Sea - May 1942,
Deciphered enemy communications have revealed a Japanese operation targeting Port Moresby in New Guinea. Realising its importance as a base for future operations, Navy Command has decided to send all available aircraft carriers to the Coral Sea.

SPECIALIZATION: I think Block Construction might be amazingly useful here and at Midway…

BRIEFING:
The Japanese are expanding their operations on the Solomon Islands and are threatening our lines of communication with Australia.
Their most recent conquest is the small island of Tulagi. Aerial reconnaissance has revealed the construction of a seaplane base has started immediately after.
Deploy your carrier forces in this area to launch a strike against the Tulagi construction group.
A swift air strike should cause significant damage to the exposed support ships and disrupt Japanese plans in the region.
A more pressing matter however is the reports on a Japanese invasion force sailing for Port Moresby.
A Navy task force has been dispatched to counter this threat and will soon arrive from the west.
Enemy aircraft carriers are also known to operate in this area and will certainly support the operation.
While it is of utmost importance that we protect Port Moresby, we must also use this opportunity to destroy that vital part of the enemy fleet!

OBJECTIVES:
Destroy a Japanese carrier
Keep at least 1 carrier alive
Protect Port Moresby from invasion

SECONDARIES:
Destroy the Tulagi Invasion Force—The enemy air presence around Guadalcanal will be weakened. This will benefit future offensive operations in the area.
Do not lose any carriers—Guarantees maximum carrier strength in upcoming battles.
Do not lose the Oil Tanker—More Naval Command Points will be available in upcoming naval battles
Destroy enemy Fleet Carriers—The enemy carrier forces will be weakened in upcoming naval battles. 150 Resource Points will be awarded per carrier destroyed.
Destroy all enemy aircraft—The available Japanese pilots will have minimal combat experience during upcoming naval battles.

2.5.0 Deployment

You have two scout planes already, a BB group to the north and a CV with a Wildcat, an SBD and a TBD (T) in south. Port Moresby has NO defenders so you need to deploy a fleet near it (sure one is spawned later but seriously, get a fleet there NOW).

Put two Lexingtons on the field south of Port Moresby, put Catalina as far northeast as possible using the CV air spawn aura. Two SBDs over CVs and 3 Wildcats around Catalina. Then move both Lexingtons to the eastern spawn region near the battleship task force, but southwest corner of that lot so they can join the carrier group as soon as possible.

Put a NorCal (with Joseph Wright for +2 vs heavy ships), core NO and Gleaves south of Port Moresby. You can afford these because of Block Construction spec.

WARNING: This map has significant randomness in location of enemy carriers. I’ve had Zuikaku appear due north of Port Moresby before, but this time I found it near the Japanese exit hexes.

This may be related tow here your CVs start the battle, hence this time I didn’t put CVs near Port Moresby.

2.5.1 Turn 1

SPECIAL EVENT: FIGHTER ACES
The successful raid on the Marshalls and Gilberts Islands have allowed our navy fighter pilots to acquire vital combat experience.

SPECIAL EVENT: VENGEANCE
One of the surviving battleships from the Pearl Harbor raid is present with our fleet today. Her crew is eager and ready to extract some sweet revenge!

Send northmost 2 DD, 1 CA and floatplane from the BB group north toward Tulagi, the entire rest of your eastern fleet advances northwest in parallel, launch Wildcat.

All air forces near Port Moresby fly straight northeast. Western fleet sail straight southeast for now.

2.5.2 Turn 2

SPECIAL EVENT: TANKER DETACHED
Oil Tanker Neosho has completed its task refuelling our fleet and will now retreat from the area. One Destroyer will provide escort on its journey.

The just-launched Wildcat goes due northwest and will spot bomber coming for oiler on radar soon. This turn, the non-core CV should launch TBD after moving.

Fleet groups continue their movements. Western Wildcats still go straight northeast, should be able to see Zuikaku on radar to the north and a Zero on radar to the south. That Zero can reach your SBDs if they go straight northeast so veer at least 3 hexes north of that route (can’t hit Zuikaku until 2 turns later regardless). Catalina can go straight northeast still.

2.5.3 Turn 3

EAST: Attack the bomber coming for the oiler. Fleet continues moving north (Tulagi squad) or northwest. Launch SBD this turn after moving, of course. Your floatplane should come close enough to trigger…

SPECIAL EVENT: GUADALCANAL
The island of Guadalcanal lies ahead, just to the south of Tulagi. As the Japanese continue their conquest of the Solomon Islands, will this be their next target?

WEST: Attack the nearest Zero, who didn’t dare hit your Wildcats first.

SPECIAL EVENT: TIPPING THE BALANCE
While our pilots’ experience grows as they learnt o outclass their opponents, Japanese aircrews’ quality appears to decline from combat losses taken throughout the earlier stages of the war.

3 full-HP Wildcats can one-turn a Zero at the easiest difficulty.

Your SBDs cannot reach Zuikaku this turn, but there are DDs near Zuikaku that they CAN reach, and from which they CAN hit Zuikaku next turn. Damage two DDs as a matter of convenience (damaged DDs are far less dangerous in torpedo attacks later).

Catalina goes southeast, and your western fleet continues southeast too.

2.5.4 Turn 4

EAST: On my previous run, a cruiser heading for Tulagi was attacked by a sub that’s somewhere north of the bar-shaped island, but this time it did not occur. Regardless, no damage was done and there’s no time to ping for the sub, you have surface ships to murder!

Your south Wildcat should be hitting the bomber again. Too bad the map is huge so your strike planes aren’t even close to enemy yet.

WEST: Turns out the Wildcats need not quite be full HP to one-turn a Zero, but you MUST attack from southeast arc so that you can have a better chance of hitting Shokaku’s Zero next turn as it’s taking off.

SBDs bombed Zuikaku twice this turn, may take some damage in return but Zuikaku is down to 3 HP (2 if lucky).

Shoho’s group is crossing the island chain at the moment, Catalina can go southeast to see their tail ends on radar.

West NorCal still southeast, but cruiser and DD go northeast this turn.
US Pacific 5: Coral Sea Pt 2, 2.5.5 -- 2.5.10
2.5.5 Turn 5

SPECIAL EVENT: PROXIMITY ALERT
Some of our surface ships are moving dangerously close to Japanese territory in the North. It is strongly advised to keep distance from enemy naval forces and avoid a large scale surface battle!

TULAGI: On three trials, the sub east of your Tulagi group could hit last turn, just now, or not yet. It is irrelevant as long as everyone’s going fast. Kingfisher spots so the north-rushing cruiser can hit supply ship at edge of range (will need to slide along deep water to northwest after this), and one DD can shoot at another DD for 0.

OVER ENEMY: Catalina goes northeast to spot Shoukaku which came back toward your fighters and launched a Zero… two of your Wildcats are in range to hit it this turn.

If Zuikaku went down to 2 HP it will try to head for a retreat hex, but couldn’t get there in 1 turn. Sink it with an SBD or two (not worth save scumming over, but you can kill an extra DD if you one-shot it).

SPECIAL EVENT: SCRATCH ONE FLATTOP!
We have destroyed a Japanese Fleet Carrier. As the major element in 20th century naval warfare, the loss of such a ship is a major event in the course of war.

EAST/WEST. Fleet continues to close with the enemy toward northwest or northeast.

2.5.6 Turn 6

TULAGI: Focus nearest DD this turn while pushing all units as close as possible. It should go down to 1 HP.

OVER ENEMY: Fighters murder whatever just took off from Shoukaku, non-core Wildcat fly up to be ready to help next turn if needed.

Kingfisher flying northwest can spot Shoho this turn and verify no planes aboard (Zoom in, shows on model), no point hitting it with bombers. Non-core TBD and SBD continue closing toward Shoukaku.

On the way toward carriers to refuel, Tulagi invasion force Mogami took 2 bomb hits of convenience (Attacking gives aircraft +1 move range by moving further after attacking), if the Zuikaku had died from 3 HP and hadn’t tried to run, then this would have gone to a DD further southeast.

MORESBY GROUP: move Southeast

MIDDLE (non-core CV) FLEET: foremost DD need to change course north to cluster up with other warships in preparation for taking Shoho group.

BB FLEET (with your two core CVs) keep going northwest to spot a light cruiser, supply ship, and DD Kagero on radar.

2.5.7 Turn 7

SPECIAL EVENT: CARRIER ALERT
Intelligence from code-breaking has confirmed that several Japanese Carriers are operating around the Coral Sea. We must find them before they can find us!

I never noticed before! Wow! Swarm the attack plane that just took off and kill it.

MORESBY FLEET: go southeast to pincer Shoho’s group.

AIR BATTLE: Somehow, Shoukaku parks itself in a hex that neither my TBD nor my northern SBDs can hit this turn. If the northern planes can hit something en route, great, if not, whatever. Southern TBD closes as much as possible. South SBD hits Shoho group Mogami for 2.

Catalina goes northeast. Kingfisher north.

CV GROUP: DDs sail northwest, cruiser deviates north to keep out of 8-hex effective torpedo strike range of Mogami.

All CVs keep going northwest.

BB group: DDs come northward, other ships northwest, CA can hit light cruiser by radar for probably 0.

TULAGI: front DD dead, back at 1 HP. Kingfisher can fly westward now.

2.5.8 Turn 8

MORESBY: You saw enemy fleet move toward Port Moresby at about half speed, they aren’t a threat yet. Hit the DD by Shoho that came toward you with BB main battery at long range for 1, then cruiser and DD get it down to 1 (probably).

AIR BATTLE: TBD hits Shoukaku. Wildcats kill last aircraft launched (repaired Zero). Core SBD finishes Shoukaku.

Kingfisher continues north, Catalina continues northeast.

SPECIAL EVENT: AIR SUPREMACY
The loss of their complete carrier force in the Coral Sea is a major blow to the Japanese. Lacking nearby airfields, it also results in major losses among Japan’s experienced and irreplaceable combat pilots.

Um excuse me guys, Shoho still EXISTS, though as our surface fleet closes on it, not for long. Non-core SBD bombs Shoho group cruiser, while other core SBD bombs some other lone cruiser for predicted 2/0.

CENTER FLEET: Close with Shoho group cruiser and shoot him for… nothing. CV continues northwest.

BB FLEET: Run a DD up to enemy light crusier and torpedo it for 3, then hit with BB main battery at long range for 2 and finish with heavy cruiser. Other DD speeds north to close, and CVs continue northwest.

TULAGI: DD kills DD, cruiser kills supply ship, other DD bombards soldiers. Kingfisher goes west.

2.5.9 Turn 9

SPECIAL EVENT: INVASION FLEET
We’ve spotted the Japanese invasion fleet heading for Port Moresby. Not a single one of these ships can be allowed to reach its destination!

SPECIAL EVENT: BLOCKING FORCE
A fleet of cruisers and destroyers has reached its destination near Port Moresby. They are tasked to intercept any Japanese transport* ships and escorts headed for the town.

*NOTE: Typo said “transports ships” here which, well…

MORESBY: BB sinks 1 HP DD with secondaries after closing to limit of range. Core cruiser hits Shoho for 3+ and core Dd for 2… so it might survive (until your parting shots take it down).

Oh hey, 5 Naval CP! Put your second North Carolina in the nearest hex to Port Moresby, furthest northeast in that spawn zone, and put Admiral Clark on it.

Non-core force forms a DD wall this turn before enemy pressure arrives, and put cruiser behind it. This avoids being heavier ships being torpedoed.

CENTER FLEET: Shoho’s cruiser should be torpedoed to death by the furthest-back DD that can get in torp range. Other ships in this group run southwest to attack Shoho, except CV which goes northwest to close further with enemy and your own aircraft.

BB FLEET: Kill Kagero, bring CVs straight north to avoid running into enemy cruisers, but Lexington guns can easily kill transports.

AIR BATTLE: Core SBDs bomb targets of convenience en route toward carriers. Wildcats can attack isolated Dds for 0 in return so do so just to squeeze some more value. Non-core SBD bombs any available DD or nearby cruiser lame enemy. Non-core TBD moves west so it can torpedo a heavy cruiser in 2 turns, after it reloads.

Catalina goes northwest, Kingfisher southwest.

TULAGI: DDs kill target at max range from 2 HP, or closer if it had the full 3 HP. Cruiser heads west. Kingfisher continues west.

SPECIAL EVENT: TULAGI NEUTRALIZED
We have destroyed the Japanese transport ships unloading equipment and troops on Tulagi, as well as the warships protecting them.

2.5.10 Turn 10

MORESBY: DD screen pushes up to 2 hex range with lead enemy DD (limit of range), anchored by island on one side, with cruiser and BB behind. NorCal will need to use Main Battery to reach. TBD in west should move toward the enemy fleet’s route around the tip of New Guinea so it can torpedo a Mogami (Speaking of which, the IJN had 12 heavy cruisers total, 4 of which were the obsolete Furutaka and Aoba classes… and I spotted about 10 Mogamis here, hmm…).

The detachment that attacked Shoho before must return, and can make sure Shoho sinks with a parting cruiser shot easily if it’s not already dead.

SPECIAL EVENT: SHOHO BURNS
We have destroyed the Japanese light carrier Shoho. While not as important as their larger fleet carriers, any damage to the Japanese carrier strength is a welcome success!

BB GROUP: Everyone run northwest and sink the supply ship while dashing past at full speed. Lexington guns easily do damage to a supply ship as you can see. Catalina can move west from where it spotted the troop transports.

MIDDLE: Wildcats can still hit low-health DDs for 0+/0. SBDs should bomb the cruiser closest to your non-core carrier (still rushing northwest) on their way back to refuelling. Surface ships close on island chain and ideally finish the 1HP cruiser from the bombings (I didn’t have the luck with my NO) Kingfisher should go northwest.
US Pacific 5: Coral Sea Pt 3, 2.5.11 -- 2.5.31
2.5.11 Turn 11

MORESBY: TBD sinks Mogami (If you had the sequence of events I did).

DD screen rotate southward and, combined with CA and BB help, one enemy DD sunk and another down to 1 HP… which stops existing when returning-from-middle BB hits it at max range with main battery. The CA and DD who were in the middle race back northwest.

CENTER: That’s… a lot of Mogamis pushing you. Everyone retreat south. Non-core Wildcat can down another 1 HP DD, and non-core SBD can finish the previously bombed 1-HP Mogami easily enough.

Your core Wildcats should go one toward each carrier, core SBDs should go to the eastern core carriers RIGHT NOW.

Catalina flies around spotting enemy fleet in general, not complicated.

BB FORCE: Engage enemy Mogami coming past transport fleet toward you with DD and CA at limit of range as possible, BB and CVs keep moving northwest

TULAGI: Continues to sail west.

2.5.12 Turn 12

MORESBY: DDs that didn’t torpedo yet are the priority. Should be able to take the two in front of you right now down to one at 1 HP easily enough. The DD that ran through the island chain to torpedo your cruiser should also be beaten up by your cruiser (and core DD which comes north to help). TBD fly southeast to refuel.

MIDDLE: If they’re going northeast our fleet can go north-northeast to close with them again. Non-core SBD bombs a cruiser and non-core Wildcat hits a DD for 0+/0. Land SBDs and Wildcats as planned (divided among ships).

EAST: Tulagi ships still coming west, running battle to the northeast, prioritize ships that haven’t torpedoed yet. Use DD torpedoes on heavy cruisers as much as possible (one should still be on reload from the light cruiser earlier though so be careful). CVs also run northeast. Kingfisher go west to try to bait cruiser AA fire.

2.5.13 Turn 13

MIDDLE: Move to gap in archipelago to push side of invasion fleet (Catalina spots 2 DDs moving parallel with transports and supply ship). Non-core Wildcat goes toward CV to refuel. TBD also flying to refuel. Non-core SBD bomb furthest northeast enemy cruiser it can reach.

EAST: CVs go a couple hexes west of due north (or a hex north of due northwest) and launch SBDs to the northwest, no time to repair. Reloaded torps on one DD this the healthiest lead enemy cruiser, own cruiser kills 1 HP enemy cruiser, low-HP DD withdraws as much as it can while still being able to shoot back. BB secondaries fail to damage a cruiser. Kingfisher moves further west near enemy fleet hoping a cruiser might detour a hex to shoot at it.

Tulagi group keeps running west.

MORESBY: I ran over a surfaced submarine while trying to circle DD around to hit enemy DD, and cruiser killed it in one salvo. Other ships killed all but one enemy DD which was at 2 HP (originally 3 after an SBD bombed it on their way up to Zuikaku).

Scout aircraft can do whatever, basically, like moving toward top center of map to keep eyes/radar on entire enemy fleet.

2.5.14 Turn 14

Oi, why is invasion fleet running for exit hexes already? I didn’t even kill the last vanguard ship yet!

Floatplanes fly around spotting in general.

EAST: Main battery a cruiser. The only Mogami in reach of your newly-launched SBDs has 3 HP. Bomb it to death. Non-core SBD can hit one more ship before having to refuel, so do that. other ships break contact for now (Because IJN has no radar, your cruiser can still shoot without being spotted) pending Tulagi group rejoining. CVs can retreat southeast for now.

MIDDLE: Core cruiser kills a 3HP DD near it after moving as far north/northeast as it can go without losing the ability to one-shot the DD, non-core cruiser kills low-HP DD as it crosses island chain. Other non-core DDs all rush and attack high-HP enemy DD in shallows of island chain.

Land TBD and non-core Wildcat on non-core carrier (which moved northwest) this turn.

WEST: Everyone rush northeast, kill last DD along the run.

2.5.15 Turn 15

EAST: Carriers move northwest if it’s safe, should allow non-core SBD to get in one more strike before landing to refuel. Kill a damaged cruiser with core SBD and damage another if possible.

Move ships around outside of IJN vision to north/northwest, shoot as able.

Tulagi group keeps steaming west/northwest to rejoin battle.

MIDDLE/WEST: Everyone rushes toward enemy fleet except maybe one that stayed put to kill enemy DD (Core cruiser moving northeast hit it from 3 HP down to 2 or 1 and your DD kills it).

Re-launch TBD after moving non-core CV as far north as possible.

2.5.16 Turn 16

SPECIAL EVENT: BATTLESTATIONS!
Intercepted radio communications indicate Japanese reconnaissance aircraft have discovered the position of our carriers. All hands man your battle stations, we can expect visitation soon!

Land non-core SBD, then CVs retreat away from enemy just in case.

Warships converge on enemy some more, shoot any DD that tries to go for a carrier.

East side main battery can knock a cruiser for 2+ even with a damaged (8 health) BB. Tulagi group continues closing, kill what you can with ships and then bomb the remaining enemies.

2.5.17 Turn 17

Thankfully the sub torpedoes didn’t leave a mark on core CV, and nothing weird like ship rushes occurred. Return CVs toward enemy. Torp run the cruisers in east down to 1 HP and kill with cruisers, BB moves west with unused destroyers.

Leapfrog ships forward—that is, those at the back move forward and shoot first—to get past any DDs that wander southward into your advance.

West ships realistically can turn back toward Port Moresby as they’re too slow.

2.5.18 Turn 18

Great, enemy transports turned around because they aren’t coded to leave. I don’t need to tell you how to slaughter the enemy transports and inactive DDs from this point on.

Afterward, rally all your ships together more or less around the enemy exit points with a DD perimeter outside, either a solid wall or a porous barrier of constantly sonar-pinging DDs.

Note that BB main batteries are not suggested by the target indicators, so you’d have to switch before the indicators appear.

Your CVs get close to each other.

2.5.19 Turn 19

Welp turns out the attack planes have stopped being needed as all IJN surface units have died.
Land all remaining aircraft on carriers.

2.5.20 Turn 20

SPECIAL EVENT: BOMBER BACKUP
A flight of B17 Flying Fortresses has arrived from Australia at the airfield of Port Moresby Their high-altitude attacks make them virtually invulnerable to the enemy’s naval AA gun fire

Sleep them as their fuel outlasts the mission and radar doesn’t hurt, or land them if your ships return to the area.

A stationary perimeter near enemy’s former place is less likely to get heavy ships torped though, and you have MANY non-core DDs to array around your force in a picket ring and maybe even a physical wrap.

2.5.21 Turn 21

If a sub tries to torp one of the outlying DDs, you can ping with that DD, then run some other non-core DDs out to find the sub, it’s easy to run into them as they should be surfaced. Your core ships can then blast the sub for some experience.

Other than that, hit End Turn until you win.

2.5.31 Turn 31

OUTCOME EVENT: VICTORY
As nightfall makes further operations impossible, all aircraft are returning from their strike missions. Our Carrier Task Forces have proven to be more than a match for their Japanese counterparts!
US Pacific 6: Midway Pt 1, 2.6 -- 2.6.2
2.6: Midway

Remember to reselect difficulty as always!

Midway Islands – June 1942,
Code breaking operations have discovered major Japanese naval forces converging on the Midway Islands. This is the perfect opportunity to set up a trap and turn the tide of the war...

SPECIALIZATION: I suggest Pilot Rotation to get more money for later battles.

BRIEFING:
Today's actions may prove crucial in the war, gentlemen.
Our codebreakers have discovered Japanese plans for a major naval operation against our air base at the Midway Islands.
Unaware of our fleet's presence, the enemy will be walking straight into an ambush.
The combined strength of carrier aircraft and flight groups from Midway's airfield should give us the advantage of numeric superiority.
Scout planes have also detected the position of the Japanese invasion fleet, sailing for the islands.
We should launch air strikes against them immediately to assure a quick interception.
However, we still have to find the exact location of the enemy carrier fleet.
We'll have to hold back most of our air forces until this threat has been located!
Without a doubt the board is set for a major US victory here today.
Do not let the opportunity slip!

OBJECTIVES:
Destroy 2 Japanese Carriers
Prevent the Japanese from capturing Midway

SECONDARIES:
Destroy all Japanese Carriers—The Japanese carrier and air forces will be significantly weaker in upcoming battles
Destroy 6 other warships—Another pilot will be promoted to Air Commander
Do not lose any Carrier—Additional Resources will be added to our stockpiles.
Destroy the Invasion Fleet—The enemy will have fewer reinforcements available in upcoming island battles.

NOTES: See, this is another episode of Japanese thinking at work, that the other guys must do what you want them to do. The IJN knew damn well it couldn’t take and hold Midway, so if they were to find the US Navy there, it would only be by the US Navy’s choice… in other words, in a fight the US Navy thinks it will most likely win!

2.6.0 Deployment

SPECIAL EVENT: WELL-OILED MACHINE
While threatened by Japanese aircraft at the Coral Sea, oil tanker Neosho is supporting our fleet at Midway. The optimal state of our fuel reserves allows the deployment of additional warships.

I have 748 resources, 37 Naval and 25 Air CP (8 combat aircraft + 1 Catalina)…

Deploys first warships—your core Lexingtons, as far west of Midway as possible, in the two hexes west of the sub…

SPECIAL EVENT: SECOND ATTEMPT
Failure to destroy all Japanese carriers at Coral Sea has allowed the enemy to deploy a stronger force Let’s hope for more luck this time!

Hold on a damn second. Reload save? Yeah, I see the pin that says “The complete destruction of the Japanese carrier group at the Coral Sea reduces their strike capabilities in future engagements”. I don’t see a pin about saving Neosho though. MUST BE BUGGED. The white picture frame on the announcement instead of showing anything is even more convincing that it is bugged!

You have two choices here: YOU CAN PLAY THE BUGGED SCENARIO (Not a problem at Ensign difficulty)
You will probably lose out on the 100 resources from no carriers lost because I hear that only fulfills at Turn 35, when the IJN will retreat long before that point.
You will have to fight four carriers instead of three—I don’t see the IJN breaking up CarDiv 1 and CarDiv 2 this early in the way just because CarDiv 5 got smashed at Coral Sea so that should be canon.
You will not have a non-core battleship to support you—I don’t find this to be a problem difficulty-wise, at least not at this difficulty setting.

OR you can download and apply this solution: https://steamcommunity.com/app/312450/discussions/0/3826412338728878072/

I’ll assume you didn’t use the fixed version, which is only going to be easier than this. For some reason I still got the BB help AND had to fight the 4 carriers, presumably a patch in the last 5 years partly fixed things.

Upgrade your core P40 to a P40F, note it has better stats than F4F4 Wildcats. Put it in the northwesternmost hex from Midway spawn zone. Your three core F4F4 Wildcats (elite-healed) go northwest of your north Lexington. PBY on top of Lexington, 4 SBDs (cheap-healed and purchased) behind (expect enemy to be to the northwest, so you can figure out what “behind” means here)

Put Jason Ward (+2 air-to-air defence) on lead Wildcat.

Put your two North Carolinas as far south-southwest of Midway as possible. Move your two Lexingtons behind them because the Lexingtons still have guns that can be used against transports, and you have three CVs in the north to sail southwest to pick up returning aircraft anyhow. I then put my core cruiser and two DDs (both Gleaves) in line with the battleships.

If you want to play with subs (and learn the long way how absolutely useless they are against moving warships in this game), core sub (Tambor) went to far western spawn (north hex) as it’ll go in after the SBDs tear down a couple destroyers near enemy CV. Trust me, you’ll never want to use them again after this.

NOTE: If I hadn’t screwed up by buying a Lexington too early in the Marshalls-Gilberts raid when I couldn’t afford any more planes for it in time, I could have had 30 more resources and afforded a new South Dakota for this scenario to lead the two North Carolinas.

2.6.1 Turn 1

Catalina fly northwest (Don’t worry about blocking fighters, they have the speed to go around easily) to spot a Kanko (B) and a Zero. Jason Ward engages the Zero immediately (go around to northwest hex).

SPECIAL EVENT: RISE AND FALL
US pilots are reporting a noticeable drop in the performance of their Japanese counterparts. The enemy airforce seems incapable of replacing the severe losses they have been suffering!

Other two Wildcats jump the Zero too from northwest arc to kill it.

P40 and TBD from Midway fly as far northwest as it can. Both subs go northwest while surfacing. SBDs go northwest as much as possible.

Midway force including PT boat sails due south.

North fleet sails due southwest and launches Wildcats.

2.6.2 Turn 2

SPECIAL EVENT: BATTLE-HARDENED
Survivors of the Pearl Harbor raid and the recent action in the Coral Sea, a force of Battleships has arrived to increase our naval firepower

Wait, they bothered to patch and fix (no image in the announcement, just a white square… is still a “fix”) this trigger, yet never fixed the “all carriers destroyed at Coral Sea” trigger? WHAT????

North fleet continues due southwest, including Wildcats and floatplane, and launches TBDs.

South fleet continues due south.

Catalina flies north-northwest and spots Zero coming in. Hit with Jason Ward from northwest again, then hit with other two Wildcats from north and southwest to kill.

P-40 cuts ahead of Kanko (B) and hits for 3/0.

Both subs due northwest.

If you want to use your subs (instead of hitting enemy CV starting next turn), then two SBDs kill one Kagero (west of Catalina) and other two kill another (the one south of that in the picket line), obviously all go westward after bombing run. Hit with an experienced SBD for 3+/0 followed by an inexperienced one, to reduce damage taken as much as possible.

The consequences of bombing the DDs are that you can’t hit the enemy carriers next turn.
US Pacific 6: Midway Pt 2, 2.6.3 -- 2.6.17
2.6.3 Turn 3

NORTH: Fleet continues due southwest, launch SBDs. Southern Wildcat goes south ahead of the Kanbaku… oh it says 2+/0+… Well, P-40 hits from northwest for 3/0, then Wildcat for 1+/0 from in front.

Midway TBD still goes due northwest.

Jason Ward leads to another Zero splashed in west.

Catalina can only see 4 hexes, so it can’t spot enemy ships in west to find the CVs right now. It can, however, fly north-northwest and spot the radared enemy plane which is… another Zero.

Bomb the furthest northwest warships you can reach in the enemy carrier group (of the two clusters of ships you see right now, the north one has CVs, the south one has supply ships, and that ship with a plane on it is a Nagato near CV launching floatplane… so Akagi and Kaga must be to the north then considering where that fourth Zero came from) with your SBDs this turn to get…

SPECIAL EVENT: CARRIERS SPOTTED
Reconnaissance missions have finally paid off: The Japanese carriers have been spotted!

SPECIAL EVENT: SPY IN THE SKY
Japanese reconnaissance aircraft are scouting the area for potential threats. If we can shoot them down it should buy us some extra time before they can detect our carrier fleet.

Yeah, uh, about that, considering my plan to have Lexingtons gun down some transports…

SOUTH: DDs, BBs, and CVs due south, cruiser diagonally cuts in front of BBs to stay out of torp range from a DD rushing forward.

2.6.4 Turn 4

SOUTH: DDs move up so enemy is 1 hex closer than max range to spot lots of targets—the former foremost ship was indeed a DD but it didn’t charge you last enemy turn. That DD that didn’t move… is perfect for BB main battery targeting from near max range for 2 HP a pop.

Too bad enemy DDs will definitely get a torpedo run on your cruisers or BB, but we didn’t field enough DDs to screen completely. Luckily after moving at this difficulty usually torpedoes won’t do damage.

NORTH:

Ballsy of the Zero to attack the Catalina… non-core Wildcat from north fleet hits it, then two core Wildcats from mid. Jason Ward can attack that returning 3-HP Kanko. P-40 near Midway kills the fleeing 1-HP Kanbaku so the Wildcat near Midway can run northwest.

North TBDs and Kingfisher run northwest, SBDs and fleet still southwest.

Sink Soryu with three SBD hits, and hit Hiryu again down to 2 or 3 HP.

Catalina flies northwest.

2.6.5 Turn 5

SOUTH: The problem with using CVs for a gun battle in the south is…

SPECIAL EVENT: COUNTER STRIKE
The Japanese have spotted our fleet and will surely adjust their battle plans, shifting the air attacks from Midway Islands to our aircraft carriers.

Yeah, good luck with your range there.

Basic Lexington does a bit more ship-to-ship than a DD. As long as you don’t let anything with loaded torpedoes near them, you can do quite a bit of damage against unsuspecting DDs with them. BB secondaries also aren’t TOO garbage. This turn, probably 2 enemy DDs died from full or near-full HP.

NORTH: Move fleet southwest again.

SPECIAL EVENT: AVOID CONTACT
The Japanese are looking for a decisive surface battle and have brought forward significant naval forces. Our orders are to keep distance and not provoke such an engagement!

Catalina heads northwest to discover enemy CVs are heading for center retreat hexes already.

All unengaged strike aircraft head southwest while fighters head west to kill nemey floatplanes and anything that tries to take off. SBDs take 1-2 hits to kill Hiryu. TBD hits Kaga before SBDs kill. Bomb Akagi if you can. Subs continue northwest as long as they stay out of 2-hex ping range of DD.

P-40 flies for Midway airfield.

2.6.6 Turn 6

NORTH: Kill last enemy CV by elbowing enemy aircraft launched off it with SBDs. Wildcats (non-Core first) jump that aircraft.

Jason Ward can probably kill one of the floatplanes on an enemy exit hex right now.

Non-Core SBDs fly north and north crusier head northwest as there are some DDs doing something weird up there. North CVs still go due southwest for now.

Catalina fly north to make sure nothing’s up there.

Land P-40 at Midway.

SOUTH: 2 BB main batteries sink the enemy CL. CVs sink a DD and damage another with guns. Non-core PT boat pushes in to check out what’s left and, if there’s a warship left (I see a supply ship and 2 transports with 1 ship on radar), draw fire.

Put new bomber commander on your most experienced SBD.

2.6.7 Turn 7

NORTH: Cruisers and SBDs should be able to kill a DD and damage another. There are still 2 more healthy DDs moving northeast for some reason

MIDDLE: Looks like enemy ships are heading for south exit. Well, your SBDs can down another DD and damage a Nagato (if they can’t reach any DDs) pending TBD strikes next turn. A TBD can hit a Mogami hard, then sub torpedoes from 2 hexes away for… nothing? Hmph. Non-Core sub goes northwest to avoid DD hydro as much as possible…

SOUTH: 4 civilian ships… too bad they know how to run away, so your warships will have to help kill them as the Lexingtons cannot easily shoot them like fish in a barrel.

Oddly, I had to reload turn-end save to get this message:

SPECIAL EVENT: ENEMY RETREAT
According to intercepted radio transmissions the Japanese carriers have lost almost all of their aircraft and are now retreating!

Erm, do you mean retreating to the seafloor?

2.6.8 Turn 8

Subs run north to break contact (enemy not dumb enough apparently). TBD finishes cruiser that ran over your core sub, another TBD hits north Nagato, then SBD finishes.

Non-core Wildcats can bomb DDs, but 1-HP and supply ships should be left to core Wildcats unless they‘re about to get away.

NORTH: Kill the DDs as much as possible.

SOUTH: CVs attack first, then BBs. DDs go northeast to try to find that sub that just shot at your CV.

SPECIAL EVENT: INVASION SQUANDERED
The entire Japanese invasion fleet has been wrecked and no longer poses a threat to the Midway Islands.

2.6.9 Turn 9

SPECIAL EVENT: CLEANING UP
The battered remainders of the Japanese fleet are in full retreat. We should pursue them relentlessly until they reach the cover of night.

SOUTH: ping for sub, then hit it with the CVs if it’s surfaced, depth charges otherwise. Rest of ships head southwest.

NORTH: CVs turn back. Cruisers finish last north DD and others rush south with SBDs as a DD is trying to run at your CVs.

WEST: core Wildcats can finish a 1-HP DD or hit supply ships. Non-core can harass other DDs. The four SBDs can hit a cruiser and retreat eastward to stay safe on fuel. One of the TBDs (the one from Midway) also needs to fly back to refuel now. Other TBDs follow the Nagato heading south.

2.6.10 Turn 10

North CVs (and south fleet) both move due southwest, get ready to land aircraft.

Another non-core TBD can torpedo the Nagato now heading for middle exit hexes. It’ll have to be finished off by SBDs.

Attack whatever you like with non-core aircraft that can still attack. Any TBD with not enough turns to attack again before returning to refuel should fly back.

2.6.11 Turn 11

Focus on safely retrieving aircraft.

2.6.12 Turn 12

North cruisers southeast, CVs southwest again. Make sure to be careful about landing planes so no one crashes. Re-launch previously landed planes if need be to make room.

2.6.13 Turn 13

North CVs turn back eastward, launch some planes to transfer to Midway airfield. West aircraft all return after killing Nagato.

2.6.14 Turn 14

Remember to not repair aircraft yet (save money for flexibility in next scenario) but maybe re-launch Wildcats to go to Midway.

2.6.15 Turn 15

I planned to trigger Kantai Kessen to see if I can’t sink at least one Yamato, even though it’ll get resurrected for later battles… but once enemy surface ships are all gone, the scenario ends.

2.6.17 Turn 17

OUTCOME EVENT: VICTORY
In the aftermath of the battle it has become clear we have dealt a decisive blow to the enemy, inflicting devastating and irreparable damage on the Japanese fleet and carrier-based air force.
US Pacific 7: Guadalcanal Pt 1, 2.7 -- 2.7.5
2.7: Guadalcanal

Guadalcanal – August 1942,
The Japanese are constructing a new air base on Guadalcanal in the Solomon Islands. This cannot be allowed to happen, as it would threaten our lines of supply and communications with Australia.

SPECIALIZATION: Female Factory Labour, because I took Block Construction which results in not having enough points left (only 9).

BRIEFING:

A force of Marines - backed up by our fleet - has invaded Guadalcanal and routed the Japanese garrison. Offering little resistance, the enemy has retreated into the jungle, abandoning the airfield and all its construction equipment.
While our infantry digs in to establish a defensive perimeter, supplies are still being unloaded from coastal ships.
With a strong enemy fleet presence around the Solomon Islands, our Navy is deployed to cover this operation.
Meanwhile, Seabees are working to complete the airstrip and establish our own airbase on the island.
The Japanese are unlikely to hand over this strategic advantage without a fight, so be prepared to give them one!

OBJECTIVES:
Do not lose Henderson Airfield

SECONDARIES:
Capture all secondary VPs (0/5)—Extra Resources will be captured from the enemy for each Secondary VP we secure.
Destroy 5 Japanese aircraft—A new Air Commander will distinguish himself as fighter ace.
Do not lose the Supply Ship—Additional Land Command Points will be available to bolster our forces.
Destroy 2 Japanese Battleships—For each battleship destroyed we will be awarded with 150 Resource Points.

2.7.0 Deployment

19 Land CP and 19 Naval CP (this has to be a bug, as soon as yous tart match you end up with about -15 Naval CP…) is enough to throw down 2 NorCal (repaired), 1 CA New Orleans, 1 DD Gleaves, and 1 PT Boat to strafe along shore if possible.

On land, put two Marines in the jungle hexes west of the river, in a diagonal line with the existing non-Core Marines. 2CP AA/AT gun and the 2CP artillery from Boot Camp on road behind them. Costing 70 Resources is negligible since we have over 1000 in the bank.

East side gets 3 Marines as far east as possible except river, with McNeil standing right behind existing Marines on road and Pete Simpson standing on the southernmost position.

2.7.1 Turn 1

SPECIAL EVENT: MOONSTRUCK!
A Japanese fleet has launched a surprise attack against our screening force of cruisers! The enemy heavily outnumbers us but we have to hold them back until our supply ships can escape.

Erm, if this is the Battle of Savo Island, the narration is garbage since the IJN brought 5 CA, 2 CL, 1 DD while the Allies had 6 CA, 2 CL, 15 DD. Who “heavily outnumbers” who?

Turn Main Battery of both NorCals on. The north one (the newer one with the AA commander instead of the anti-heavy commander) can move south-southwest to still get 1+ on the eastern visible Mogami with a net closing of 2 hexes of range. Do so. Southern ship can get 2+ whiel maintaining range by going to river mouth hex, do so.

Non-core CL runs northeast while staying 2 hexes from Mogami, torp for probably 1. Heavy cruiser moves east and hits for 0+… probably 0.

Core CA moves north-northwest to bring 1HP Mogami in range, it says 0 expected but I’m pretty sure decimals are involved somewhere as it can kill.

Core PT boat moves southeast along coast. Core DD due north to screen north BB a bit.

Eastern two non-core DDs can both torpedo run the east Mogami at melee range. West can run the west Mogami at melee range. Both should be down to 4 or 3 HP.

WEST: Stay put and fortify position (sleep if you want to save trouble). Middle infantry goes south into jungle hex and sleeps.

EAST: Whole group advance, McNeil first to cross and spot area, non-core goes in jungle across bridge, other two cross south bridge.

2.7.2 Turn 2

SPECIAL EVENT: JUNGLE AMBUSH
A native scout has escaped captivity and torture to warn us about a pending counter-attack. According to his information, an elite force of Japanese marines is advancing on our position from the east.

FLEET:
Light cruiser goes east and should fin a hex (2 hexes southeast of the enemy cruiser) where it can hit the damaged enemy cruiser for 0+, do so.

North NorCal notes it has a hex to the west that closes range by 1 to that damaged cruiser (should be 3HP now) and rates 0+, do not move. Check Joseph Wright (the south BB with the anti-heavy aura) and find he rates 0 no matter what, so move Joseph as far northwest as possible to ping Mogami for 0. Then move Clark’s eastern BB next to him where you can get 0+ on the damaged Mogami.

Core Gleaves runs up to hex south of Mogami (as far as it can move) and torpedoes for 1. Then your Core CA New Orleans goes to hex southwest of Gleaves to gun for 1.

Non-core western ships… westmost (10-HP) Gleaves goes east and finds it can do 0+ to damaged Mogami from next to enemy DD. Gleaves next to damaged Mogami goes 2-south-2-southeast and does 1 damage to the enemy DD. Cruiser goes northeast next to core cruiser and hits DD for 2, other two DD run southward around enemy DD to kill.

Now save.

McNeil southeast 2 hexes into jungle, hits enemy Infantry 42 for 3/1 and pursues.
Simpson from bridge southeast 1 hex to contact enemy Infantry. Bring non-core Marines down to hit first while using Simpson’s radius 1 aura for 2/0+. Hit with Simpson to knock back but don’t chase. Move into vacated hex with the last Core Marine and kill… uh…

SPECIAL EVENT: HOLD THE LINE

We do not have enough forces to go on the offensive against Japanese bases on the island. Our objective is to hold the defensive perimeter around Henderson Airfield until High Command delivers us more reinforcements!

For some reason it only knocked back from 2 to 1 HP, so be it, pursue.

2.7.3 Turn 3

LAND:
Somehow the damaged enemy Marines got away. No matter, you can attack the north Marines with non-core Marines followed by McNeil sliding over for flanking bonus to knock back. Other Core Marines move southeast to verify enemy Marines got away, and Simpson move up to boost it before hitting enemy entrenched Marines.

FLEET:
Oh torpedo my battleship, will you? EAT MAIN BATTERY.

Wright’s full-HP BB can hit east Mogami for 3+ after moving north (and 1 hex northeast). Clark (8HP) main battery hits east Mogami for 3 after going straight north (pull up next to Mogami as he’s fired torps already).

CL moves east, hits enemy CL for 1.

Non-core CA moves north-northeast to hit north Mogami for 1. Core CA straight north to hit for 2+.

Non-core DDs go eastward around enemy CL and hit for 0+ each. Core DD straight southeast to hit enemy CL for 0+.

PT boat attack enemy AT gun on east village for 1.

2.7.4 Turn 4

PT boat hits AT gun again.

2 planes spotted on radar.

Non-core Marines hit 2HP infantry from northwest, McNeil moves up to kill (don’t pursue).

Simpson and other core Marine should break contact and move north on either side of the patch of jungle. Elite heal them to full HP.

AA/AT gun in west switch to AA mode.

FLEET:

CL goes east again to do 0+. Core DD mostly east to hit for 0 (actually 1) at edge of range. Wright’s full-HP BB says it can do 1 with secondaries after circling northeast of the Mogami, but actually does 2 (down to 1 HP). Finish with core CA.

Non-core CA straight southwest to hit enemy Tone for 1.

DDs keep distance to either side of CL while doing 0+ each.

2.7.5 Turn 5

AA gun move up along road to shoot at bomber for 0+ (I got 0).
Simpson back to starting position west of bridge. Non-core, McNeil and other core Marines move north toward village. PT gun hits the AT gun there again.

FLEET: Wright switch main battery, go straight south and hit east CL for 3+ (sunk)
Heavy cruisers kill Tone for 1 each.
Clark on Main Battery going straight southeast should be able to hit enemy CL for 3 (sunk).

Non-core DDs move toward shore to shoot the bunker on Honiara that they can see.

Core DD and non-core CL in east go southeast toward village… probably can’t support but oh well.
US Pacific 7: Guadalcanal Pt 2, 2.7.6 -- 2.7.14
2.7.6 Turn 6

SPECIAL EVENT: SUPPLIES WITHDRAWN
Fearing the superiority of the Japanese fleet in recent night battles, Admiral Turner has ordered the departure of all supply ships. We will be able to sustain only a limited amount of forces against Japanese counter attacks.

I would suggest the admiral be examined for Turner Syndrome, but those patients are intellectually far more agile.

AA gun southeast 2 hexes to shoot at aircraft on radar.

Thanks to your Female Factory Labour, you have 4 Naval CP. Full-HP (repair if needed) core New Orleans in the east spawn area’s southmost hex.

Marines and McNeil should be able to pincer the enemy Engineer this turn, hit with non-core first with flanking bonus from beach, and core kills. Remaining Marine then steps into hex and hits the village AT gun for 5.

2.7.7 Turn 7

4 extra Land CP is nice. Put another core Marines 41 from reserves on the road hex southeast of your village (east of Henderson Field), this is as close to the front line as you can get right now.

CA southwest and hit guns for 1, kill and pursue to take village with non-core Marines.

SPECIAL EVENT: GUNS CAPTURED
We have captured an enemy supply depot including a stockpile of Type 94 anti-tank guns. These weapons can come in handy to bolster our defences!

McNeil leads retreat along road westward, into jungle hex. Non-core Marines run along beach to be north of him, AT gun follows behind.

AA gun southeast 1 hex into jungle to shoot bomber again.

2.7.8 Turn 8

SPECIAL EVENT: CACTUS AIR FORCE
Construction workers have finished the partially completed Japanese airstrip and named it “Henderson Field”. It is now operational and air units can be deployed to support our ground forces.

You have a P-40F in reserves, upgrade to P-40K and field southwest of Henderson Field.
AA gun moves 2 hexes up to clear ground to reorganize.

Enemy infantry advancing on east side of river stopped for a turn. You can tell because their occupation spread by radius 1 without being able to see another unit on clear ground southwest of McNeil. You can push in with Simpson onto bridge to spot enemy, bombard with cruiser, hit with Simpson (pursue to get off bridge), kill with non-core Marines or McNeil, non-core Marines end up standing on the spot.

New Marines move out along north road… onto bridge. Core Marines in east village move out along road.

2.7.9 Turn 9

SPECIAL EVENT: BRACE FOR IMPACT
A Japanese officer was spotted observing our Southern perimeter, hinting an incoming attack. Reinforcements are now available and additional forces can be deployed to face this new threat.

New Orleans moves west along deep water.

Eastern forces all move westward back across river since there’s no other goals I know of in east, make sure your officers are on north road so they can race across the base quickly (should end up with one on jungle by north bridge and one on said bridge). Other units… leave one non-core Marine and one core Marine with the captured AT gun.

AA gun rests, P40K engages enemy bomber from southwest of enemy.

The 11 more land CP you have now cannot be used because the captured supply point to the east isn’t giving supply yet.

2.7.10 Turn 10

There is an AA gun on the southwest hex of the mountain and one in south village near mountain, so hit the bomber with P40 from southwest or south, you’ll take 1 AA gun damage anyhow. (The Japanese 25mm AA was historically garbage though…)

Artillery and heavy cruiser (move to port hex) bombard enemy Marines, the blocking guys on jungle road hit and… either kill outright (managed this after the two bombardments) or at least knock back, in which case the guys in jungle sandwiched by roads moves out to finish 1 HP enemy and pursues south into jungle hex by bridge.

East forces move westward, you will (next turn) leave a non-core Marine in jungle hex watching north bridge and two core Marines watching south bridge, with AT gun in hills northwest of the core Marine. Make sure both Marines with officers are going to be moving west along road through your base.

West units keep entrenched waiting for enemy push. Deploy a reserve Marines 41 on road by west village and an M3 Lee on village.

2.7.11 Turn 11

Hit bomber from behind and it should die even though it predicts 1 damage vs 2 HP.

Move your officers west along road, should be one by airfield and one right behind that first one. East guard forces get into position by bridges (AT gun by south guy) and sleep.

Cruiser goes 1 west of straight north to close range a bit with enemy DD and do 2 damage.

Artillery hits exposed enemy Marines. Move damaged (9 HP) Marines southwest out of jungle to give flanking bonus to the Marines by south bridge so they can hit for 2+/0, then hit with damaged Marines.

Leapfrog the new Core Marines up to check jungle ahead for enemies… see nothing, move non-core Marines down for the kill and do not pursue.

M3 Lee moves forward into jungle hex in contact with enemy and discovers enemy infantry in the open it can hit for 5/0. Hit and pursue so it can’t heal fast.

2.7.12 Turn 12

CA heads straight southwest and hits enemy DD for 1.

East AT gun moves into difficult terrain by south bridge guard and sleeps.

P40 heads back toward base and bombs an infantry along the way for 1 flight distance boost.

Artillery can’t hit ships? Well hit the infantry flanking your M3 Lee then.

Further-west officer (Simpson) is able to hit enemy troops and link up with Lee this turn, do so for kill (use pursuit to link with Lee and get an extra move hex)

Lee goes northwest along open ground to hit bunker for 2/0.

Rearmost Marines leapfrog up to hit 2 HP enemy infantry for kill and pursues.

Damaged core Marines hits enemy Engineers for 3 and does not pursue, Marines by south bridge leave jungle and kill 1HP Engineers in river, do not pursue.

Non-core Marines move east onto road so it can take up position in bridge-side jungle as guard.

Rear officer (McNeil for me) moves forward.

2.7.13 Turn 13

CA moves 1 south of due northwest to hit DD for 3 and kill.

Land P40 to refuel.

Arty moves southwest.

M3 Lee slides northwest and hits bunker, McNeil (officer nearer the back who can only hit bunker from northeast hex) kills and caps, it’ll go down to 3 efficiency but as it’ll be resting a couple turns that’s fine.

South side 9HP Marines move up along road and find a foxhole, hit for 2/0. Undamaged Marines jog past foxhole and hit it for 3+/0 and may or may not kill but do not pursue anyway. Non-core Marines sleep in jungle by the bridge to guard it.

West side Simpson goes southwest into jungle to see enemy Engineers. Marines behind him slide south 1 hex each.

2.7.14 Turn 14

Your P40K needs to launch to the southeast hex. This way even though enemy abuses map cheats they have to be in range of the AA gun to hit you this turn.

Cruiser moves next to enemy fighter and uses AA fire, the enemy DD you see on radar will come toward you anyhow so don’t worry about not engaging promptly.

Artillery moves southwest again. M3 Lee starts racing across base to east side where it can let you re-entrench east across river, and avoid supply issues if enemy tank moves north to cut your connection to east outpost… Actually, you can move the Core Marines across river to jungle hex right now.

McNeil move south 1 hex into jungle next to Simpson, hits Engineers and pursues. Marines next to Simpson in open slide southwest to kill Engineers and pursue to reveal enemy. Simpson moves into open and hits enemy infantry for 1/0+ predicted (could be 0/1).

East side a full HP Marines hit AT gun for 3/0 from mountain, do not pursue as the other full HP Marine moves in and kills AT gun… or gets AT gun fleeing at 1 HP. 9HP Marines slide southwest and kill foxhole if it’s still alive, otherwise elite heal.
US Pacific 7: Guadalcanal Pt 3, 2.7.15 -- 2.7.22
2.7.15 Turn 15

If enemy fighter attacked yours for 2/2, hit with AA gun and then fighter to kill (save scummable). If not, move to hit with AA gun if possible and then fighter from western arc.

CA moves north-northwest to hit DD at edge of range (and beyond visual)

South of mountain: Whole line slides southwest along mountain, lead guy hits AA gun. Heal damaged Marines as needed. Don’t engage the heavy infantry mountain garrison yet unless it predicts 0 taken.

North of mountain: Simpson/McNeil slide southwest by 1, Jungle hex Marines hit jungle hex infantry for 1/0, McNeil hits from north for 1+/0, then Simpson hits 1+/0 unless enemy routed, which… well McNeil has to pursue.

Arty moves southwest. M3 Lee keeps going east across base.

2.7.16 Turn 16

SPECIAL EVENT: AIRFIELD EXPANDED
Construction personnel* have completed a second runway, expanding the airfield’s capacity and allowing more air units to be deployed and maintained.

*Typo corrected.

If the enemy fighter didn’t attack yours, you’ll probably have to save scum until you can catch and kill the enemy fighter, but if it did attack then you killed it last turn.

Cruiser 1 north of northwest to do 3 predicted damage to DD (I got 4)

Land P40 if you killed enemy fighter last turn (You’ll be on about 7 HP), deploy elite-healed Wildcat with officer northwest of airfield and SBD with officer southwest of airfield.

Two possibilities: Jungle infantry didn’t rout:
Jungle Marines hit and kill infantry for 2/0 with Simpson’s flanking. Then Simpson south to provide flanking against AA gun for Marines sliding southwest on the other side of mountain. This should allow killing the AA gun without McNeil having to step in unless he runs away too far southwest.

Or Jungle infantry routed:
McNeil hits healed-up infantry now in open for 3, south of mountain creeps forward by a hex pushing enemy AT gun further, second guy hits AA gun for 2. 9-HP jungle Marines slide over and hit for… 3, but no rout.
Simpson southwest by 2 hexes and heal to try to get out of arty vision.

Arty keeps going southwest. Lee gets on bridge hex behind east Marines to rest.

2.7.17 Turn 17

CA goes south-southwest and hits DD for 4/0 expected to kill.

Wildcat goes to hex southeast of village, north of where the Arty ends up after moving this turn. P40K elite-heals. SBD east of mountain out of AA range.

Slide units to surround the heavy infantry (what do you mean this isn’t a supply point?), DO NOT HEAL any damaged units, everyone beat on him in turn for 0+/0 or more, southern guy goes for the kill when he’s on 1 HP and takes cap. Most likely Simpson won’t need to attack at all.

Simpson southeast to hit low-efficiency Marines and force retreat… oh there’s more infantry in the woods. South Marines go south to push this infantry away at 1 HP again.

McNeil goes south and kills/chases AT gun.
Full-HP Marines south of mountain kills AA gun and moves into hex. Non-full HP Marines by mountain heal, guy in east attacks for 0+/0.

2.7.18 Turn 18

Cruiser south-southwest to hit bomber for 0+. Jason Ward hits bomber from northwest (out of AA gun range) for 2/0 (can be 3). Kevin Wilson (SBD) bombs enemy AA gun for 2/0.

P40K launches to southwest hex.

Upgrade all core Marines to Marines 42 if you already cleared mountain by now. If not…

Arty may need to hit heavy infantry on mountain, then triangle attack by three Marines around it.
Southmost Marines kill 1-HP enemy, then McNeil goes into jungle and pincers with Simpson on the enemy for 1+/0 and 1/0. SBD hits this infantry.

Lee goes to flat ground south of bridge.

Be warned: Enemy will launch major attack from south and southeast around turn 21-22 if you do not strike first. You should go that way first and only leave a few units in west.

2.7.19 Turn 19

P40K southwest as far as possible. Wildcat cuts ahead of bomber (southwest) and hits for 1+/0.

Cruiser hits AA gun for 2 because it can.

Southwesternmost Marine can move north-northeast to hit enemy infantry from southeast for 1, then McNeil slides northwest to hit for 2/0 and may kill (if kill, pursue). Simpson either pursues enemy or starts running back up north-northeast to guard village.

Artillery shoot the heavy infantry on mountain again for fun and then north hex guy takes the cap. Other two hexes move southward to cross river and east guy finds foxhole in bend of river near mountain, and hits for 2+/0

SBD can go bomb the AA gun on the village southeast of the mountain.

2.7.20 Turn 20

SPECIAL EVENT: EBB AND FLOW
After a period of absence due to Japanese naval superiority around the Solomon Islands, our fleet has returned to support the operations on Guadalcanal. Additional naval and air units may now be called in.

Um you gave me 12 Naval CP and no more Air CP…

Deploy the two elite-healed North Carolinas at the dock hexes and a PT boat next to them. Spawned ships due southwest for now.

Fighters kill the bomber as it flees.

Simpson goes northeast next to arty, south of village. Marines near McNeil moves up to where Simpson used to be. Marines on mountain go straight north.

River marines slide past and hit foxhole, then other Marines (from southwest mountain hex) step into river, kill foxhole and pursue to get back on land.

SBD bombs infantry Simpson could see (exit southeast out of AA range). Core cruiser goes west (just outside bunker range) and attacks enemy arty using SBD vision.

McNeil goes southeast to riverside.

2.7.21 Turn 21

Core cruiser in west moves two hexes northwest to engage the transport is at edge of vision (1 hex inside edge of range) for 2+.

WEST: Simpson and the two Marines with him move north toward/into blocking positions.

Fighters head back to airfield.

SOUTH: McNeil get north. River marines three hexes east of him move south one to hit AA gun off village and pursue. Jungle marines next to river goes two south to kill AA gun and cut enemy east and west regions. East will become undersupplied.

SBD bombs south bunker for 1 and moves northeast to spot three enemy foot units coming up through jungle.

SHIPS: East cruiser straight south and hit northernmost infantry.

BBs and PT boat go west as close to coast as possible, and main battery the lead enemy infantry for… probably total 1.

Supply ship keeps going southwest.

EAST SIDE: Core Marines hit low-efficiency enemy infantry (lead unit) to knock south-southwest into jungle by river, but do not pursue. Non-core Marines move onto bridge and kill that unit. M3 Lee hit enemy tank for 3/0… if this low-rolls to 2/0 then move AT gun (parked on riverside plains next to south bridge) to bridge to hit but not pursue (even though this unit is IJA garbage).

Un-Sleep all east side units.

2.7.22 Turn 22

SPECIAL EVENT: MARINE CORPS AIR BASE
Further improvements to Henderson Field’s facilities have been completed and it is now officially declared a “Marine Corps Air Base”.
Additional air units can now be deployed and maintained on the island.

DEPLOY: 2 SBDs south and southwest of airfield.

WEST: Core CA stays still and kills transport easily.

Wildcat can’t land this turn so use it to run by bridge and spot enemy infantry coming. P-40 can land this turn so do so.

Artillery hits bridge infantry.

Simpson and crew upgrade to Marines 42.

SOUTH: McNeil upgrade.

Two south Marines across river pincer bunker, then hit for 2+ and 3 to kill… if it doesn’t die finish with SBD.

EAST: AT gun retreat. Cruiser hits Marines for 1. Non-core Marines hit Marines for 3 but does not pursue. Core Marines kill and pursue.

Lee moves south and hits infantry for 2 or 3. Pursue if he flees (did not in my case).

FLEET: PT boat moves west along coast as far as possible. Lead BB can hit heavy on bridge for 1 so do so, second BB hits shoreside infantry for 0+.

Supply ship up to beach and moves toward port hex where it’s most efficient.
US Pacific 7: Guadalcanal Pt 4, 2.7.23 -- 2.7.30
2.7.23 Turn 23

SPECIAL EVENT: Zero Unraveled
For the first time, a Japanese A6M Zero fighter has been captured intact and restored to be fully flyable. Extensive test flights will provide us the tactics needed to defeat this fabled enemy aircraft.

WEST: Arty hits infantry in river for 1. PT boat strafe for 1+. If he’s at 3 then Simpson can move north and kill (do not pursue).

BBs west along depth line and main battery enemy heavy infantry next to Simpson for 1 each. Cruiser east along depth line and hit same.

West SBD from airfield hits enemy heavy infantry for

Southwest Marine moves north one hex into roadless jungle and kills, pursue. Other Marine also moves up one hex onto jungle road. Ideally you should have all three on road hexes now.
Land Wildcat. No enemy planes on ship radar at the moment so no need to launch any fighters.

SOUTH: McNeil northeast. Other two Marines upgrade to 42.

2 SBDs (including south SBD from airfield) hit infantry on middle bridge for about 2 each, and kill with the Marines in jungle by bridge, do not pursue.

EAST: Save first.
Non-core Marines east to hit 4HP Marines from northwest hex and… it may just drop dead, or it may retreat into southeast jungle. Save-scum to ensure death (out of three tests for me it died twice so probably better than even odds).

M3 Lee to the dead infantry’s hex to spot tank to the east. Non-core cruiser moves east to hit it down to 2 efficiency. Now you can kill from 3 HP with your M3 Lee (9 HP or better).

Core Marines move southeast to hit heavy infantry for 3 and pursue.

Supply ship arrives at port hex.

2.7.24 Turn 24

SOUTH: McNeil and both Marines move parallel northeast, and find an infantry in jungle you can hit for 1+/0, but bring west SBD over to bomb that infantry first (it can just barely reach) so you can do 3 damage and knock enemy out of position this turn.

EAST: You just saw someone move up along west side of east river. Entrenched middle infantry break cover and approach them. Hit with both SBDs and kill (or push away at 1 HP) with infantry.

Cruiser heads northwest.

Kill 3-HP heavy in river with Marines (do not pursue unless you somehow failed to kill) if he slid north. If he went east then chase and attack for several turns, ugh.

Non-core Marines straight down along clearing and find AA gun in jungle. M3 Lee moves down along clearing to just north of village (limit of range) and heals.

WEST: PT boat (from north so enemy infantry retreating won’t go too far and you can leapfrog-kill) and one BB secondaries are enough to kill the artillery by shore. Cruiser and other BB hit village infantry.

Simpson runs up and knocks enemy off village, then gets leapfrogged for the kill. Last Marines move up one hex and arty up one hex too.

2.7.25 Turn 25

EAST: Easternmost Marines get off river and hit for 5/0 against 4-HP enemy heavy if he’s still alive, this should kill at low efficiency.

Non-core Marines cap the supply flag and hit Foxhole (can kill). Kill AA gun with Lee.

Kill Engineers in river if they survived last turn.

MIDDLE: South Marines northeast two hexes to find more entrenched infantry. Hit this with the three SBDs and kill with the Marines.

McNeil northeast again.

Middle core Marines hits 3HP infantry next to it for kill.

Non-core Marines move south onto bridge and hit enemy. Pursue if they flee.

WEST: Arty hit AT gun for 0. A BB kills AT gun.

Cruiser and BB hit AA gun, finish with lagging Marines and pursue to find foxhole.

PT boat hits bunker for 1. Simpson (now the last guy in line) runs up and kills bunker to nab flag for 50 resources. If this didn’t work then last Marine comes up next him to kill bunker. Otherwise hit foxhole from flanking position for 3.

Non-core Cruiser keeps moving (north)west.

2.7.26 Turn 26

WEST: All ships northwest, Simpson moves west to bridgehead (nothing in the way here).

Further-up guy kills foxhole so the guy who flanked it last turn can leapfrog up.

Arty northwest.

Launch both fighters.

EAST: Non-core Marines southwest to map edge to check for any enemies in southeast corner (if there aren’t any, it’ll automatically be captured by your side)

M3 Lee hits bunker from northeast open ground for lolz.

Core Marines who have finished their business with enemy foot unit go toward Lee.

MIDDLE: McNeil heads northeast. Non-core (now in his aura) attacks jungle to south and gets off bridge by pursuing. Core marines move southwest one hex to kill and pursues.

3 SBDs airstrike the 4HP enemy that hit your non-core Marines last turn to death, so your core Marines can link up with non-core Infantry and cordon off more land as yours.

2.7.27 Turn 27

WEST: Cruiser can go south to port hex to AA the fighter (Ki-44) that moved north after strafing a Marine. A BB can also hit the fighter. Other BB can AA the lead bomber (Ki-45).

P-40 can now engage enemy fighter for 2/0+ (I rolled 3/0), while Wildcat can only hit bomber for 2/0+ (I rolled 2/1).

Marines leapfrog up, Simpson… I was cautious and only moved him onto bridge, but found nothing on the other side. I COULD save-scum but feel no need to do so. Arty rests to avoid repair fees from bombing.

Non-core cruiser moves west.

EAST: Lee kills bunker (notice it no longer shows as undersupplied so there’s no mobile units in the cordon anymore, but may be a foxhole or bunker around), non-core moves northwest onto bridge, core moves north-northwest toward road.

MIDDLE: Low-fuel SBD lands to refuel, other two line up west of airfield to block bombers as much as possible.

All core units move toward line of advance in west. Non-core units rest.

2.7.28 Turn 28

WEST: P-40 puts enemy fighter to 1HP or downs it.

Wildcat chases enemy tactical bomber southwest.

Cruiser AAs the strategic bomber, followed by a BB. Other BB moves west to line up north of port hex. PT boat has spotted enemy fleet inbound, and runs southeast.

MIDDLE/EAST: Non-core units can contract perimeter now that the area is clear. Core units move toward/on roads northwest. Artillery sleep in the jungle flag I guess.

Land other two SBDs to refuel and launch the first SBD again.

2.7.29 Turn 29

P-40 downs fighter. Wildcat hits tactical bomber for 1, a BB uses AA on strategic bomber for maybe 1.

Fleet moves northwest, SBDs move northwest or launch westward. All core units (except the useless captured AT gun) westward (Lee uses north road to avoid too many jungle hexes) and contract non-core perimeter.

PT boat cannot block torpedoes for BB so no point risking it.

2.7.30 Turn 30

SPECIAL EVENT: NAVAL THREAT
Additional warships have been assigned to the operation. This is a response to the detection of a major Japanese fleet sailing for Guadalcanal!

I only bought and deployed two new South Dakotas by Honiara port hexes.

Save scum until Wildcat manages to catch and kill the tactical bomber. You got a fighter pilot… who should NOT be put on P40, save him for a naval fighter.

P40 hits strategic bomber again, ideally from southwest.

SBDs head northwest more.

Lead enemy DD has already torpedoed, so hit the one that didn’t torpedo yet with every warship you have.

New non-core ships head northwest.

In west, leapfrog so you can kill bunker (hit from bridge, then Simpson gets in river, kills and pursues.
US Pacific 7: Guadalcanal Pt 5, 2.7.31 -- 2.7.45
2.7.31 Turn 31

Wildcat + P40 down the bomber. There will be no more aircraft coming so both can head for retreat hexes after this turn… if those hexes worked. They don’t, so just land them.

Deploy both your Lexingtons by Honiara, you’ll want them for quicker refuelling of strike planes soon.

Your rear two SBDs can only hit enemy DD so kill it with them.

Non-core CA hits lead enemy Mogami for 1, then your BBs main battery for 2 each while closing range by 1—use your anti-heavy commander’s aura. At 1 HP it can’t close enough o torpedo any core ships anymore.

Bomb second CA with SBD and discover they are three cruisers, no BBs yet.

New non-core ships northwest again.

West infantry leapfrogging up finds random AT gun in roadside jungle… hit twice (only with flanking on second hit to prevent fleeing on first hit) to chase into bridge-side river, kill from bridge (do not pursue)


2.7.32 Turn 32

Core cruiser can down 1HP Mogami in one hit.

Rear two SBDs can only hit the middle Mogami so kill it.

Cruisers and last SBD hit north Mogami down to 1 HP.

Non-core ships keep moving to rendezvous. PT boat moves along shore as basically a radar post.

Fighters go back to the airfield, because the retreat hexes don’t work on this map for some stupid reason, at least not for air units.

2.7.33 Turn 33

BB phalanx moves northwest and main battery deals with last Mogami trivially.

Leapfrogging up coast spots an infantry in jungle south of Ndoma. Hit it with cruiser(s) as able. PT boat continues to move along coast and may or may not be able to hit (if you retreated from enemy ships earlier with it, it won’t hit). Lead Marines predict 1/0 but do 1/1, boo.

2.7.34 Turn 34

Put an SBD over that infantry in your way and you’ll see an AA gun your cruisers and BB main batteries can pound to 2 HP, so another SBD one-shots it.
Your remaining BB mains, PT boat, and two SBDs pour onto the enemy infantry, Simpson moves out of river to knock back, then you leapfrog-kill but don’t pursue into bunker range. Heal and rest as you have plenty of turns left… and aren’t going to leave without slaughtering enough BBS anyhow.

2.7.35 Turn 35

SPECIAL EVENT: OFFENSIVE ACTION
The time has come to go on the offensive and clear the remaining Japanese forces from Guadalcanal. Additional reinforcements can be deployed to aid in this final phase of the operation.

What am I supposed to do with 15 more Land and Naval CP?

Converge fleet toward middle, keep moving forces westward (forward) but pause vanguard to rest and wait for Lee.

2.7.36 Turn 36

Land SBDs on carriers to refuel, other than that fleet converges near Honiara (mid-map). PT boat too (sleep it somewhere near Honiara) as second enemy BB fleet spawns further west than the first IIRC.

2.7.37 Turn 37

SPECIAL EVENT: IRONBOTTOM SOUND
Countless ships and planes have already perished in the waters north of Guadalcanal. And yet again the Japanese have sent another fleet, now accompanied with battleships!

AHEM, Kongo-class remained battlecruisers by role and by equipment even after their refits, so

Obviously, your fleet heads for them and launches SBDs.

2.7.38 Turn 38

Don’t worry about wasting BB primaries on DDs, you’ll be engaging enemy BB after a couple turns anyhow with how much time it takes to close. Make sure non-core CA and DD are at the front.

2.7.39 Turn 39

DO NOT TAKE LAST SECONDARY VP UNTIL AFTER YOU HAVE AT LEAST TWO BB KILLS!

I don’t need to go step-by step in naval fighting anymore, right? Not at this difficulty at least…

Second IJN fleet spawns now.

2.7.40 Turn 40

BB primaries can do at most about 3/2+/2 on three hits at constant range. This is enough to down the Nagato and its escorting CL pretty easily while the rest of your fleet and air force continues northwest.

There is a problem though: Third enemy BB (which also pays 150 resources on destruction) with fleet will spawn as soon as first one dies. Which can get a bit awkward.

2.7.42 Turn 42

Around this turn you should be able to kill second BB by 5x primaries (due to range changes). Torpedo enemy heavy cruiser on up if they sail out in front of your DDs, as SBDs are best for downing damaged DDs. Try to put non-core ships in the front lines.

Also try not to put CVs anywhere near front line because BBs will race for them with primaries for no apparent reason. BUT… this could be useful to bait enemy.

2.7.44 Turn 44

If third enemy BB was baited, 3x primaries can down him, if not, then primaries + SBDs.

NOW you can cap the last secondary VP!

SPECIAL EVENT: PRIVATE ISLAND
When our troops finally reach Cape Esperance at the north-western tip of Guadalcanal, they found the place deserted. It turns out the Japanese have secretly evacuated the island, leaving US forces in total control.

2.7.45 Turn 45

OUTCOME EVENT: VICTORY
The successful defence of Henderson Airfield against enemy counter-attacks may be a turning point in the war. Not only have they suffered huge losses, it is also the first time the Japanese have had to concede defeat!

2.7.N Notes

Japan is, fundamentally, a slave society, where everyone was owned level on level up to the daimyos and after the Meiji Restoration their “Emperor”. This is why they were so pathetically incapable of dealing with attrition and insisted on flying from Rabaul for hours to Guadalcanal to fight fresh US pilots, because in their subconscious, all inferiors/subordinates are disposable.

This doesn’t conflict with all the Japanese (except a small handful of genuine rebels) being shareholders in the military enterprise considering how it did bring up their quality of life.

This imperial house and the same old daimyo-originated wealthy/ruling class has yet to be purged from the face of the Earth.
US Pacific 8: New Georgia Pt 1, 2.8 -- 2.8.7
2.8: New Georgia

CAMPAIGN EVENT: OPERATION VENGEANCE
April 18, 1943 – A transportation aircraft carrying Admiral Yamamoto has been shot down, killing the Japanese Commander-in-Chief. The assassination mission was based on Navy intelligence and specifically aimed at intercepting Yamamoto on his visit to the Solomon Islands.

New Georgia – June 1943,
Operation Cartwheel is designed to envelop and isolate Rabaul, a strong Japanese base on New Britain. It calls for simultaneous offensives in New Guinea and through the Solomon Islands.

SPECIALIZATION: Infantry Landing Craft is what I got, but since I learnt that Advanced Aeronautics and Air Offensive BOTH become available next scenario, I strongly advise holding off so you can grab those two instead.

BRIEFING:
As part of the “island hopping” strategy – designed to secure a string of island bases across the Pacific – capturing New Georgia is the next step in our offensive campaign.
Our first objective is to capture and secure Viru Harbor in the south.
Its port will allow a steady flow of reinforcements and provide a stepping stone for the liberation of the whole island.
The ultimate target is the Japanese airfield on the western end of the island.
The enemy defenses will certainly be the strongest here, with secondary fortifications spread across the island.
US Command has also proposed the seizure of nearby Rendova Island.
This small islet can serve as an artillery base from which we can soften the enemy defenses.
Because of the shallow waters around these islands, naval support will be very limited for this operation.
While air support is available, it will be up to the Marines to do the heavy lifting.

OBJECTIVES:
Capture all Primary VPs (0/3)

SECONDARIES:
Secure Rendova Island—Heavy artillery support will be available against the enemy airfield defenses. 100 Resources Points will be transferred to our sector.
Capture Munda Airfield in 45 turns—Abandoned Japanese aircraft will be captured and added to our core forces.

Note that securing Rendova Island doesn’t include the western two villages apparently.

2.8.0 Deployment

With both economy upgrades you start with 34 Land CP, 10 Naval and 8 Air CP… and lots of cash, on the order of 2317 Resources in my case.

Repair your most experienced North Carolina (with Joseph Wright, preferably) and most experienced Lexington, deploy them as far west in your southern spawn zone (so mid-map) as possible. Upgrade your best two Wildcats to Corsairs and put them north and northwest of CV (with the air defence commander on one and put your new fighter ace commander with radius 2 aura on the other)

The airfield near Lambeti provides 7 Air CP. If you have the two CP-boosting specs already, you should not bring any scout aircraft because you’ll have 2 CP left… so you can deploy 3 more strike planes once you get the airfield.

4 units of 2-star Marines 42 in west, with no officers, should be enough for the smaller island.

There is a bug: If you deploy Marines 41 from Boot Camp core for 60 resources, upgrading the transport to Marines 42 costs another 70, and if you send it back to reserve it only refunds 70. Any Marines 41 left over from boot camp will have to be forgotten about. There fortunately aren’t many though.

Spend the rest of your Land CP on seven Marines 42 (you will need to purchase 4 new Marines 42), six in top line, with McNeil on one side of island and Simpson on the other, and one in second row, next to left supply ship.

2.8.1 Turn 1

WEST: ships and transports straight northwest

Corsairs north-northwest to spot enemy on radar.

EAST: Transports should all be able to move to max amount northward with a little shuffling. Supply ships might be a bit hindered.

2.8.2 Turn 2

Save scum until your Corsairs catch enemy fighter. In my case he flew to south of the road hex on island south of Zanana, but could be different. Fly both Corsairs next to him and notice that while the AA guy rates 3+/1 the air defence guy rates 3/0+. Do not attack yet.

WEST: Keep moving, you’ll want to land by that dock village with 15 supply and seize it immediately.

EAST: All units can move up to land next turn, one can already land but should not, leapfrog further up coast before landing next turn with everyone else, supply ships move up too. PT boat can now shoot up the Engineers in village near Viru already.

SAVE.
Save-scum until the fighter goes down in one turn, attack with the air defence guy first for 3, then the other guy can hit for 2+ and rolls 3… because hitting for 4 out of 6 is basically banned in this game.

2.8.3 Turn 3

Use fighters to scout west island or maybe bomb the Engineers on Ugeli… There are fortifications near the south port, but little defence in the northeast two villages, which combined give 15 land supply, enough for your four Marines. Move fleet northwest again.

Land all forces in east.

SPECIAL EVENT: TOUCHDOWN
Construction personnel has completed a small airstrip in the southeastern end of New Georgia.
We can now deploy additional aircraft and provide more effective close air support.

PT boat can strafe an Infantry for 2 HP if it maintains range. Do so.

Grab your last F4F4 Wildcat, upgrade to F4U-1 Corsair, deploy one hex off of deployment zone’s west end (bottom of mid-map)

Grab your two worst SBDs (if you want to farm experience on them), upgrade to SB2C Helldivers, and deploy one next to the new Corsair (as far west as possible) and one on CV (which immediately launches northward).

2.8.4 Turn 4

EAST: PT boat shoots infantry again, down to 2 HP now. Your northwest-most Marines should be able to reach, hit, kill, and nab village in one go. Everyone else leapfrog up north and northwest as much as possible. Note that there’s AA in the village to the northeast of the airfield, so you might want Simpson and a non-core Marine (to cover him) to go around farming enemy garrisons for XP.

WEST: Converge air forces as able on Ugali to bomb it. BB main battery hits Ugali for shock value after going north. Fleet moves north-northwest.

2.8.5 Turn 5

EAST: Rest, except PT boat who moves northeast and shoots infantry in woods.

WEST: Fleet keeps closing on island, all aircraft and BB hit Ugali.

2.8.6 Turn 6

EAST: PT boat hits infantry in woods again, McNeil comes up to hit and knock back, Marines from village step in and kill, then pursues.

The infantry 43 touching you in the east should be able to be enveloped (not fully outflanked so it doesn’t retreat too far) by two core Marines (including Simpson) and a non-core, hit with core that move ♥♥♥ to envelop, then non-core, then Simpson steps in to finish.

WEST: Planes should have killed Engineers, keep BB nearby though (preferably closer to the north side of Ugali) as the Marines rush up to the coast.

2.8.7 Turn 7

WEST: BB north of Ugali should be able to radar enemy airfield. So your Corsairs can scout the rest of the island and… oh, there’s an AA gun northwest of the port, well no matter, park the bombers outside range (they can run north if your Marines find someone in north village) and conduct SEAD later then.

EAST: PT boat hits Viru engineers. Marines move through swamp to avoid contact for the moment, and others leapfrog up. Eastern 4 Marines, east of the river… free to send Simpson and two non-core on a path around the top of the island.
US Pacific 8: New Georgia Pt 2, 2.8.8 -- 2.8.17
2.8.8 Turn 8

WEST: Ugeli village guy grabs north village which is empty, someone relaces him to sit on Ugeli to prevent it from somehow reverting to Japanese control without any unit on it. now we just gotta wait for supplies to start coming in… Oh, enemy broke cover to come for us? Welcome them with BB primaries (run BB southward along depth line, hit for 1 damage), bombers, and if need by Marines (do not pursue).

EAST: PT boat hits Engineers, then McNeil knocks Engineers off Viru… and pursues to gain reinforcements sooner, Marines in marsh move to kill Engineers who fled to woods. Other Marines move northward. Simpson’s east coast crew… moves toward next village after Simpson puts down the 2HP AA gun from northwest hex (i.e. almost ran past, do not pursue)

2.8.9 Turn 9

SPECIAL EVENT: REINFORCEMENTS
With the successful establishment of a foothold on New Georgia, additional reinforcements have been detached and are making their way toward the island.

You got 15 more Land CP. I recommend buying and deploying three Marines in the village across the bay from Viru (anything else takes FAR too long to get to the front). You might not want to use all your Land CP though. You could even end up putting the one on the village on a transport, to flank up the coast.

WEST: BB moves south along depth line and hits infantry in village. Corsairs all bomb the AT gun in the open, then 2 Marines kill (advance forward one hex with north Marine to finish). Bombers hit enemy infantry.

New arrivals move northwest so they can go to the west island (which could really use a supply ship)

EAST: There’s an enemy coming toward swamp, make sure you have some Marines ready for him. The Marines in jungle by Viru kill AA gun, no need for PT boat to help here, PT boat can go west along coast. McNeil moves north into swamp to await enemy push.

Leapfrog your forces northward. Make sure to move a supply ship into port hex by Viru to improve supply output.

2.8.10 Turn 10

EAST: Marines that just killed AA gun move to McNeil’s northwest and hit for 2. East guy pincers to make enemy flee back, then McNeil pursues. If enemy fled on first hit he’d have gone northeast which means east guy goes north to bat him back northwest again.

Port hex guy loads up on transport to go around toward mouth of river to north.Other forces move north/northwest again.

WEST: Ships move northwest again, A Helldiver bombs the infantry on village and then moves south to spot AA gun (infantry should die, if not finish with own Marines, the one that moved forward to kill AT gun can reach).

Stationary battleship can primary AA gun for 3. The other Helldiver hits it, then maybe a Corsair needs to finish. Other Corsairs bomb bunker. Two Marines move forward.

If there is any

2.8.11 Turn 11

SPECIAL EVENT: REINFORCEMENTS
As our grip on New Georgia solidifies, additional forces have arrived for the final stage of the operation. Assault the remaining Japanese positions and establish full control over the island.

This event may or may not fire this turn, I’m not sure what triggers it.

WEST: Land your two lower-fuel Corsairs (repair if needed). All Marines move forward (back two can now move as the points are fully capped, click your CP tab to see the supplies if you want). BB moves up and attacks the heavy infantry on port for 0+. Last Corsair goes north to radar enemy aircraft…

Ships keep going northwest, they’ll probably land on the west island as a garrison if the island doesn’t auto-capture after securing eastern flags as the secondary suggests.

EAST: Whole army rushes north/northwest.

2.8.12 Turn 12

WEST: BB moves away and main battery vs infantry, bombers kill. Marines keep moving forward as they aren’t in place to attack yet.

CV moves north and re-launches Corsair.
EAST: Keep moving forward. If you cross the bridge, you’ll find an Infantry 43 two hexes northwest of the bridge, so don’t touch them, just rush north across bridge. Do not attack yet.

2.8.13 Turn 13

Annoyingly the enemy planes run back to airfield the moment you spot them. Regardless of whether you want to exploit the AI or not, this turn land your lower-fuel Corsair and launch replacement.

WEST: Hit Bunker with dive bombers. Front Marines rest, rear move up more. Ships keep moving.

CV moves north and re-launches Corsair, first Corsair goes north over sandbar to radar airfield… oh someone’s taken off, but there’s too much AA over there so unless they fly out…

EAST: Leapfrog north of the bridge… oh hey Engineers, hit them, then hit/pursue with McNeil (spots infantry in jungle by the way if the Engineers didn’t retreat on first hit), probably doesn’t kill but that’s fine. Rear guys keep leapfrogging up, probably see an AT gun across second river (first east coast river) just north of the first river bridge.

2.8.14 Turn 14

EAST: Hit coastal infantry you just saw running into forest with PT boat. Engineer can be 1-turned by entering river and pursuing out of river, then McNeil finishes. AT gun is a pole vault for Marines to cross river with.

WEST: Fleet keeps moving north, last Corsair re-launched. Marines one-shot Bunker. Helldivers fly for CV.

If your fighters were airborne over the western half of the island, enemy will not have any aircraft aloft at this moment. If your fighters spotted AA gun in village north of Zazana, your BB can move up and main battery it this turn, and then farm it for experience for the next while (Fighters can spot 1 hex to side of flight path so just keep flying by).

2.8.15 Turn 15

EAST: Enemy left coast? PT boat moves up to next village to shoot AA gun. AT gun gets killed by 2 Marines, east coast guys keep leapfrogging up. Main push can kick enemy infantry back from river by foxhole, and then damage foxhole.

WEST: Good, so it does instantly capture island if you secure the highlighted points. Guys near port can embark using port, but the later guys… keep going south too. Too bad supply ship can’t embark (but PT boats can magic up transports). The other transports can go north as long as it’s apparent the island is secure…

What do you mean the artillery needs to get over here via a long trip? And why are they 6 HP instead of allies with our 10 HP?

Hold up, enemy dared take off? Send third Corsair (no air commander) next to both aircraft to see who’s who… for me north one was fighter. AA expert move in so he can benefit both other fighters, then move the defensive expert in so he can hit first for minimal return damage. Then hit with AA guy, then regular Corsair. CV moves southeast away.

2.8.16 Turn 16

A new fighter showed up. There’s AT gun on Bairoko (gold star, primary VP) and an AA gun two hexes west of that VP. To hit him outside AA cover, fly your two aces to his east and hit with defensive guy first. Then use regular Corsair from southwest.

WEST: Embark Marines and have the others come up to port to embark too. BB west to main battery hangar for 1. CV moves northwest and launches Helldiver.

EAST: PT boat goes around and hits AA gun again. Transport and a supply ship come up toward PT boat.

Leapfrog forward and kill foxhole.

The guy you knocked back from river last turn (didn’t pursue to give anti-foxhole flanking) shouldn’t have moved or healed so just go into river to kill him and pursue.

East coast guys keep leapfrogging up. Middle guys who killed AT gun last turn have another AA/AT gun sitting by them they can bash on (probably not kill unless you have someone in west who can lend a third hit).

2.8.17 Turn 17

WEST: A bomber took off. Other than “BB sails into channel to hit AA gun” you know the drill. Hit it down to 1 HP, fly Helldivers toward enemy but since you can’t hit AA gun this turn, stay out of its range with bombers. Also CV can close and launch last Helldiver.

Supply ship and transports move north.

EAST: Transports move up and kill AA gun, PT boat goes west. Keep leapfrogging up.
US Pacific 8: New Georgia Pt 3, 2.8.18 -- 2.8.37
2.8.18 Turn 18

EAST: Oh we almost ran past someone in east side. How rude of us… non-core Marine plus a core Marine kill the infantry that ran out of fog of war toward us.

Wait, I forgot that guy northwest of the first bridge. Welp, sending 3 Marines to take care of him.

PT boat continues mugging AA guns in shoreside villages.

I remember mines being in some channels so explore then with the non-core transports.

WEST: That shore gun has an AA gun next to him, so don’t send Corsairs at him. Main battery him with BB, knock out AA gun near Munda, and bomb Munda’s 1-HP hangar down with Corsairs.

2.8.19 Turn 19

Damaged corsairs go to CV to land and repair.

BB secondaries (no mines up to this point in deep channel)and a Helldiver kill shore gun.

East keeps pushing (note that any ground enveloped by yours that has no flag in it should instantly capture once it has no enemies in it).

2.8.20 Turn 20

I don’t think I need to tell you what to do anymore, but…

Mines are all around Munda Point, but not in the channels next to sand bar, so you can land safely near the village east of the stream, north of the gap in sand bar.

Repair both Corsairs on CV. Fly your other Corsair up toward the airfield by Vila.

I blew up the AA gun on shore gun island using BB (3 damage) and then both Helldivers for having the temerity to scratch a Helldiver.

East push finds some entrenched folks just past the narrowest bit of the island. Attack the AT gun and don’t hit the infantry until you can envelop for less than 1 damage taken.

Move PT boat west and your core transport can kill the AA gun on that village.

2.8.21 Turn 21

SPECIAL EVENT: FIRE AT WILL
A battery of 155mm M1 “Long Tom” artillery guns has been deployed on Rendova Island. From here, we can bombard the Japanese positions around Munda Point.

They, uh, really can’t hit very much. Too bad our artillery can’t teleport like these guys did.

BB stays on the one hex able to hit Bairoko with main battery, and hits 100mm AT gun on shore. I should be on that one deep water hex straight south of Bairoko, south-southeast of Munda.

CV moves west next to BB and relaunches a Corsair.

SBDs bomb that village on the island south of Vila as they can’t reach the Vila hangar this turn (southwest of Vila, doesn’t look like an airfield).

Supply ships and transports close in on the village east of Zanana.

EAST: If tank attacked, knock tank back and then kill it with McNeil, AT gun can be knocked back and killed similarly. Leave the infantry for now if you don’t have enough guys to spare any attention (I didn’t because I forgot about the guy in jungle near bridge and had to go back for him).

If tank didn’t attack, knock back AT and artillery first then envelop tank and knock it back, then leapfrog up and kill the AT gun.

There is no rush to push west after landing your Marines, just saying. They should rest before pushing across the stream, as there is only one hex from which your BB can main battery the artillery on Bairoko

2.8.22 Turn 22

Two Helldivers are enough to blow up that hangar by Vila. Add a Corsair if you need. However, more enemy fighters will spawn in later so don’t just land your Corsairs yet (except to repair to full HP or refuel). The Corsairs can pass the time until they are needed by bombing the AT gun on the village northwest of Munda.

These two bombers and BB main battery will kill the AT/arty on Bairoko soon.

I don’t need to explain to you how to fight east side, or how to rest your middle landing guys.

Bb finish the damaged AT gun on shore, but don’t move as you need to hit Bairoko after this.

West transports keep moving up.

2.8.23 Turn 23

In East, the blocking force should be all dead, maybe even a foxhole ahead was destroyed. Eitehr way, split the force so some can go north and farm the remaining enemies up there, and the rest go west.

In west… Bairoko arty should be dead or close to dead. Things keep moving to prepare to cross the last river toward Munda and Bairoko.

2.8.24 Turn 24

BB should not fight over targets with the allied artillery when they can see other things (Spotted by aircraft) to hit.

2.8.26 Turn 26

Enemy warships may or may not show up on radar from northwest, depending on whether they were embarked.

2.8.27 Turn 27

Two enemy planes spawn in near enemy hangar, one green fighter and a white dive bomber. You may want your fleet to have some distance, but that’s optional.

You know how to kill the fighter with your three Corsairs from the southern arc.

As your eastern forces move across the gap between the two streams east of Bairoko your southern force should be about ready to start crossing.

2.8.28 Turn 28

BB AA can do 2 to the enemy bomber, kill with the Corsairs that can reach.

Bombing the battered, worn-out lot on the village by Munda is better than letting the artillery get the kills. They can keep bombarding tank later.

North has at least three infantry, one engineer and an AA/AT gun in the east village to kill, so make sure to milk them for all the experience you can!

2.8.29 Turn 29

Spot the AA gun west of Bairoko with a bomber, BB move over left and main battery for 2, then kill with bomber that has the fuel left. Your other bomber now needs to refuel.

Corsairs keep bombing that AT (NOT AA) gun in west village east of the strait for fun.

2.8.30 Turn 30

Two enemy Marines transports magically start existing by Vila if they didn’t show up before. Bomb one under with your Corsairs and one active Helldiver and damage the other..

2.8.31 Turn 31

You know what to do.

2.8.32 Turn 32

Looks like a bomber spawned near Vila but then promptly landed and gave up on fighting us? Well our bombers are busy with the front line push right now, so we’ll get that later. Be warned there’s a LOT of heavy infantry near Bairoko, so either bring a lot of troops to push the whole line at once, or focus on Munda first and do a two-hex-wide attack column backed by BB and bombers.

2.8.33 Turn 33

You know what to do.

2.8.34 Turn 34

Kanko (T) should appear about now, hit it with your two pilots (one of them needs to go refuel next turn at the CV in the strait south of Munda) and maybe third Corsair.

Meanwhile about this turn you should capture Munda Airfield.

SPECIAL EVENT: SECOND HAND
We have captured several Japanese Ki-45 “Nick” heavy fighters on Munda airfield. Largely undamaged and with spare parts available, these aircraft are available for testing or even being used against their former owners.

Rest most of your troops under tree cover or over 2 hexes away from the heavy infantry near Bairoko this turn, to get ready to push. You CAN however put one guy in contact with a heavy infantry via the forest south of Bairoko, so that your BB main battery and bombers can hit him hard. Beware of foxholes though. They tend to cost 2 HP if a Marine unit runs straight into one.

2.8.35 Turn 35

You know what to do.

2.8.36 Turn 36

You know what to do to kill as many as you can be bothered with. IF you don’t want to bomb the lot by Vila to death, take Bairoko around this turn after killing everything on the main islands.

That’s assuming you didn’t just do a second landing and bypass most of the main island.

2.8.37 Turn 37

OUTCOME EVENT: VICTORY
With the capture of Munda Airfield, the advance through the Solomon Islands is going as planned. Together with the advance in New Guinea, the Japanese base of Rabaul will soon be negated.

Speaking of which, I don’t remember US Marines having a scenario fighting across New Guinea via the Kokoda Trail? Well, that was an Australian operation really, so I guess that’s reasonable… NEEDS AN ANZAC CAMPAIGN.
US Pacific 9: Philippine Sea Pt 1, 2.9 -- 2.9.4
2.9: Philippine Sea

Philippine Sea – June 1944,
Over the last few months US have been attacking Japanese island-based airpower in support of further amphibious invasions. The Imperial Fleet however, still lurks nearby…

CAMPAIGN EVENT: FIRING BLANKS
September, 1943 – The Mark 14 and Mark 15 torpedoes used on all US destroyers and submarines have been plagued with many crippling problems. Finally the Bureau of Ordnance has admitted to and solved these technical defects, and torpedo performance on new ship refits can be expected to rise.

So, uh, anyone feel like telling them that we don’t really use DDs around here at this difficulty?

SPECIALIZATION: Air Offensive, to get more numbers into the fight, turns out Advanced Aeronautics doesn’t do anything for you this time, you’re going to have F4U-1Ds and SB2C-3s either way.

BRIEFING:
While the Fast Carrier Task Force is manoeuvring around the Mariana Islands, alarming reports are coming through:
US submarines have sighted several Japanese battleship and carrier fleets, converging on our position!
The attack must be a reaction to our invasion of Saipan, which has tarted only four days ago.
Our aircraft carriers will certainly be the enemy’s primary target, but we must guarantee the safety of the invasion fleet as well.
The airbases on the Guam and Rota islands have not yet been neutralized and are expected to support the Japanese carrier attacks.
It is vital to monitor these airfields and intercept any aircraft before they can threaten our fleet.
A submarine screen has been deployed around the Mariana Islands to provide an early warning against enemy movement.
Their orders are to attack any Japanese capital ships whenever the opportunity arises.
Before our own strike forces can be launched we must locate the enemy carriers and move the fleet into attack range.
Until that time, brace yourselves to weather the storm!

OBJECTIVES:
Repel the Japanese fleet.
Don’t lose any transport ship.

SECONDARIES:
Destroy 20 aircraft—Commander K. Wilson will achieve the status of fighter ace in our airforce.
Destroy 3 carriers—Japan will no longer be able to field meaningful carrier strike forces.
Do not lose any battleships or carriers—Losses taken in the Philippine Sea will affect the available capital ships in the next operation.

2.9.0 Deployment

I have 35 Air CP with the two CP specs and Air Offensive, and 44 Naval CP.

Turns out if you put a CV on the hex south of the south sub, your strike planes will have to fly 24 hexes at least to bomb Guam. While if you put a CV on the hex as close to Rota as possible while being north of Rota, you only need to fly 21 hexes to bomb Rota.

Since you’ll have 2 Air CP left after strike aircraft, get your old Catalina out and your second Catalina too. Use your CV aura to deploy them to the west at the second-northernmost and second-southernmost (north of south sub) picket deployment hexes. Use CV to deploy your best three Corsairs around the ship deployment hex south of north Catalina, then move your CVs back to the south and southeast edges of main deployment zone.

The non-core CVs count 4 fighters, 3 dive bombers, and 2 torpedo bombers among them. You will at minimum want two squadrons of 4+ fighters each. So put two new Corsairs south of the CVs which are on the southmost hexes, near east side of the main deployment zone.

Make sure you upgrade your remaining dive bombers to SB2C-3s and deploy them behind the fighters… oh you need more aircraft supply cap. Buy an Essex ’44 and deploy it west of the Lexingtons.

Move CVs back a hex, then deploy your four battleships along the south edge of deployment zone.

Deploy your two Gleaves and PT boat to the west as radar pickets, as subs don’t get radar. Make sure the southmost deployment hex is covered by a Gleaves as a Japanese transport is nearby.

2.9.1 Turn 1

The north enemy you see on minimap in mid-map is a Zero doesn’t seem to show up on radar, run your north Catalina toward it to spot, then kill from southeast with your fighters (Offensive pilot with aura in between the two others, defensive pilot hits first after all three have moved in). The middle two are bombers, and the bottom one is a transport.

South DD move straight south and hit transport for 4.

North DD and PT boat move west to spot line of ships on radar, probably pickets.

North and south subs southwest for now, make sure they surface.

Southern Catalina moves northeast to keep stalking those two bombers from middle.

All heavies (BBs, CVs) run southwest toward mid-map. Launch Hellcats from all your non-core CVs in the direction of travel (southwest). All other ships move south toward Saipan. Note that the northmost non-core DD will need to stay around where your fleet started, to maintain radar cover, but this turn it also goes straight south.

East corsairs and bombers all race south.

2.9.2 Turn 2

Heavy fleet keeps moving toward middle, launch Hellcats where available, dive bombers otherwise.

West picket ships retreat from enemy picket line, except the south DD which kills the lone transport. North Catalina goes west and spots an enemy aircraft (a torpedo bomber), south keeps stalking bombers.

North Corsairs keep pushing west. East air wing attacks the aircraft over Rota and bombers keep flying south.

Hellcats should all head southwest of course.

2.9.3 Turn 3

If your idle Corsair didn’t get into place to spot it last turn, North Catalina can move west/southwest to spot the Zero that just came over, which your three Corsairs can down.

The enemy bombers saw the Hellcats and ran away southward. Move south picket DD northeast to keep them on radar, and send south Catalina west to scout. Hellcats obviously chase after them.

Clear the 1HP fighter then bomb Rota hangar to bits with three dive bombers. The other aircraft stay out of AA gun range (It is on hex northeast of Guam airfield, you can pretend to scout it using your other Corsair to flyby over Guam if you want to roleplay a bit) as they can’t bomb this turn.

Northmost DD in light fleet starts patrolling back and forth to maintain radar coverage..

Heavy Fleet continues toward middle. Launch your last planes all with bombs (re-equip from torpedoes as needed) and fly your recently-launched attack craft southwest, you’ll be sweeping enemy from south to north, probably.

Light fleet moves south except southmost ship which goes southeast to stay out of shore gun range. Move PT boat to join light fleet as it has torpedo immunity and would be useful for combing out subs.

2.9.4 Turn 4

North Catalina may need to go back northeast to radar the aircraft that just came in from northwest, it’s a torpedo bomber so send your new Corsair for it (or whoever can reach). Your other two may need to go southeast instead (spot an enemy aircraft on radar with south Catalina) to down another torpedo bomber at the edge of their range.

Kevin Wilson predicts 3/0 on Guam AA gun while others all think they’ll take some damage… then have him hit the AA gun first. Kill AA gun, then kill hangar, hit shore gun with last bomber if you only used 2 hits on hangar.

More enemy planes will be coming through middle soon. The two enemy bombers that fled before came back… when you have 4 Hellcats in the air and 2 Corsairs coming over soon. Beware that you don’t select a Dauntless by mistake, but they can be 2-shot by Hellcats if lucky. If not lucky, your lead two BBs can flak down their last 1 HP easily after running southwest.

Battleships and carriers continue toward mid-map. All other ships rally toward Saipan to shield the landing fleet.
US Pacific 9: Philippine Sea Pt 2, 2.9.5 -- 2.9.19
2.9.5 Turn 5

EAST: What, if a surfaced sub attacks you, it might actually show up on screen (but no icon or minimap)?? Well, drive next to it with your DD (this is one of the subs that attacked you just now), use a Heavy Cruiser to damage it and DD to sink it.

NORTH: Corsair finishes torpedo bomber. The two aces come back up north now.

MIDDLE: If the south corsairs can’t both reach the bomber incoming, then hit with trailing (eastmost) Hellcat, then one of the Corsairs, finish with BB AA gun (if this doesn’t work, another Hellcat). Other Hellcats and bombers race southwest.

SPECIAL EVENT: TURKEY SHOOT
US pilot skills and technical superiority has never been more clear. Japanese aircraft are being shot out of the sky in droves.
This is like an old-time turkey shoot!

I decided to put this new ace on the north core Corsair that has no ace so far. The new fighter ace is better than your old attacker (+3 vs light instead of +2) but has no aura i.e. is one unit only.

SOUTHEAST: Bomb the shore gun to death with trailing bombers, all the rest go northwest.

Annoyingly the IJN can hit from outside your sonar range due to their oxygen torpedoes.

2.9.6 Turn 6

SOUTHEAST: A ton of sub hunting needed. They are surfaced this turn so comb well. You might not get one running straight up next to a light cruiser like I did, but by moving ships in a pattern at most 2 hexes apart, you should be able to comb out 3 subs this turn. Damage each a bit with ships after moving, then the three shore gun bombers from last turn will have some experience to grab from easy kills (the dive bombers hit subs for about 5 damage).

Your other southeast bombers (the ones that already flew away) should move toward mid-map.

NORTHWEST: Despite your picket DD, Corsairs and Catalina searching, there’s no aircraft left up here this turn.

MIDDLE: So, a Hellcat can hit destroyers for 1/0 reliably… Use this and any dive bombers that can hit DDs to attack as much as you can.

Your southeast planes should head northeast while your mid-map planes head southwest to kill the enemy picket destroyers.

Heavy Fleet keeps moving toward middle.

Remember to check minimap to see if you have unmoved units.

2.9.7 Turn 7

SOUTHEAST: Keep combing for surfaced subs south of Saipan. There should be 2 you can catch this turn. Shoot them a bit then kill with bombers.

Northwest 4 aircraft spawned. The easternmost one on north edge is a Zero. Kill it with minimal damage via aura use.

Southwest has two torpedo bombers spawn in this turn, hit the east one (should be visible on DD radar or Corsair radar) with a wandering Corsair (as they’re not good against DDs compared to Hellcats)

However, Corsairs can finish 1-HP DDs easily at low risk, for a bit of XP… if they get scratched now… well you need to refuel soonish anyhow.

Attack enemy picket line with your middle (non-core) strike aircraft. The ones that have just come up from southeast can go southwest to roll up the enemy line there a bit.

Heavy Fleet keeps moving toward middle.

2.9.8 Turn 8

MIDDLE: Heavy Fleet keeps moving southwest in middle.

Hellcats split to hit north and south enemy aircraft. North Ace Corsairs can kill one bomber but one will have to fly south and plink a DD for amusement instead.

EAST: The southeast bomber that only killed one sub (instead of two) should be able to land this turn to refuel. The other two are flying toward mid.

WEST: Make sure using your dive bombers that no enemy DD has any ideas about approaching your Heavy Fleet, using dive bombers closest to middle (i.e. that can’t hit targets further out)
Any dive bombers that can hit targets further out should do so.

2.9.9 Turn 9

MIDDLE: Heavy Fleet keeps moving southwest in middle.

I don’t need to teach you how to kill the aircraft you see and how to bomb the ships. However, your core aircraft should get ready to fly for refuel after this turn.

Just make sure your attack planes are ready when the enemy fleets show up on Turn 13! Don’t be too close to the western edge of the map though, having your battleships get DDs spawning all over their faces isn’t a good look.

SEVERAL TURNS OF NONDESCRIPT SLAUGHTER…

2.9.12 Turn 12

After this turn most of your strike aircraft should have refuelled already, while a few stragglers may be just finishing up in the northwest.

2.9.13 Turn 13

In my earlier run I saw their carriers show up on Turn 15 but I guess my battleships ran a bit too close to the west side of the map? The enemy spawns a lot closer to the middle than I thought. Regardless, Heavy Fleet falls back northeast toward mid-map and bombers pound the enemy ships to pieces.

I got Nagato in south and Yamato north, 3 attack planes south and 1 aircraft north during the enemy part of this turn.

2.9.14 Turn 14

Use your anti-ship bomber ace’s aura to kill whichever battleship your planes are closest to in 3 hits (probably the south Nagato). Then target cruisers. Attack enemy aircraft with fighters. Heavy Fleet keeps running and re-launching aircraft.

Please note that a fighter will spawn just north of middle on western edge shortly. Be ready to jump and kill it quickly.

2.9.15 Turn 15

SPECIAL EVENT: COUNTER STRIKE
Reconnaissance reports have revealed the position of the Japanese fleet carriers. They are now within range of our strike aircraft!

Chase down and kill any aircraft that try to escape your fighters, obviously.

You can probably kill 2 fleet carriers this turn, so might as well.

2.9.16 Turn 16

Unfortunately, north fleet carrier needs another turn of flying for your forces to reach. Your battleships should be able to kill lead DD pushing them with main battery guns, helped by one dive bomber strike.

2.9.17 Turn 17

Bomb that last IJN carrier under and…

SPECIAL EVENT: THE LAST STRIKE
Devastating losses to Japan’s recently rebuilt carrier fleet have removed this threat once and for all.

Your battleships should keep pulling back like your carriers, while main battery is reloading.

2.9.18 Turn 18

A round of main battery shots at lead enemy, then bomb whatever’s closest to your fleet. North and south groups also bomb lead ship if possible, and Hellcats target DDs..

2.9.19 Turn 19

OI! This makes no sense! I haven’t sunk the Yamato yet! How does it possibly count as having repelled the Japanese fleet if they still have ships on the field???

OUTCOME EVENT: VICTORY
In a spectacular display of our superiority in training, tactics and technology, the Japanese carrier air strength has crippling losses from which it may never recover.
US Pacific 10: Leyte Pt 1, 2.10 -- 2.10.1
2.10: Leyte

Philippines – October 1944,
After almost three years of Japanese occupation, US forces are finally in a position to begin the liberation of the Philippines. The staging point of the operation will be the invasion of Leyte Island.


SPECIALIZATION:
Without Advanced Aeronautics, we start with F4U-1D Corsairs, BTD Destroyers and B-29 Superfortresses as our fighter/tactical bomber/strategic bombers. With Advanced Aeronautics we start with… the same?
It’s not useful at this stage? Well, there’s nothing else we really need, unless it turns out that it’s needed for BTDs on this level in higher difficulties. Might as well take it anyway as part of roleplaying.


BRIEFING:
The liberation of the Philippines will begin at Leyte.
With its numerous deep-water approaches and sandy beaches, the island provides perfect conditions for an amphibious invasion.
After securing a beachhead and clearing resistance on the eastern side, our invasion force must advance westward across the island.
The terrain is suitable for tank-infantry operations, and many airfields are available for air support.
Meanwhile the US Navy fleets are deployed to protect the landing zone and supply routes against attacks from the north…
…and south.
Their carrier-based strike groups are also tasked to provide air support and strafe the enemy airfields on Leyte.
With the capture of Leyte island we can establish air bases to strike the enemy anywhere in the Philippine archipelago, paving the way to its complete liberation.

OBJECTIVES:
Capture all Primary VPs (0/6)
Do not lose 4 Allied ships(0/4)

SECONDARIES:
Do not lose any Supply Ships—Losses among our supply fleet will decrease the amount of Land Command Points.
Capture 4 Secondary VPs in 15 turns (0/4)—Additional Resource Points will be allocated to the operation.
Reach the Bayug Hangar in 10 turns—If the Hangar survives, Japanese aircraft will be captured for evaluation

NOTE: The Bayug Hangar is the airfield marked “Buri” on the map. DO NOT BLOW IT UP WITH YOUR BOMBERS!

2.10.0 Deployment

I got 2607 Resources, 74 Land CP, 0 Naval CP (no extra carriers right now), 45 Air CP (up to 15 units) before doing anything.

After elite-repairing all 5 F4U-1D Corsairs and upgrade-repairing all 6 Helldivers to BTD Destroyers, I had 1321 Resources.

I upgraded my 14 units of Marines 42 to Marines 44 and lined them up along… hold on a second, the fourth Secondary VP mentioned is on the southwestern side, past mountains. This suggests I require a concentration of force on this sector. So I lined up all 14 units along the western edge of the deployment zone… starting on the southernmost hex. Simpson will lead the assault on this sector, while McNeil leads the push on the “Bayug Hangar” in Buri (DO NOT BLOW THE HANGAR UP!).

The tank upgrades aren’t good enough to be a huge leap in stats against soft targets (read: Japanese troops) right now, so I suggest leaving your M3 Lees as they are. Put one in south along with your old 75mm howitzer because the paved road lets that thing go 2 hexes a turn, and it might be useful to soften enemies along the west coast road. I put my other M3 Lee around Buri’s position in the line. The lunge mine enemies are a pain to deal with, but you should use your tanks as fire support to be brought up only when a hammer is needed and air support is unavailable.

There is, however, a huge problem: You only have 3 supply ships, totalling 60 Land CP supportable. We only used 56, but there are 33 CP’s worth of non-core units floating around if LVTs require supply. And the three supply ships are clustered toward the north side of the landing zone. So… two options: Run the south supply ship south immediately, as troops draw up to beach on turn 2 and land on Turn 3.
OR… land everyone together in middle, seize supply points, and push outward as best you can while undersupplied.

The 6 BTDs line up on the southern end of the west edge of the deployment zone, with 3 Corsairs behind them (bought 1 new, 1 no ace, and Anthony Hughes, he of the attack aura), 3 Corsairs on the northwestern corner of the deployment zone.

1 PBY Catalina north of the northmost BTD, 1 PBY south of the north Corsairs.

I have 557 Resources, 18 Land CP and 7 Air CP left…

Wait, the four northernmost core Marines (including McNeil) need to be moved further north to provide space for more units to pull up to beach on first turn. That means they should start at Tanauan’s level and then extend northward.

I bought two more BTD Destroyers to cover the northern air support needs and put them in line south of the north Catalina. The airfield by San Jose should serve them well.

2.10.1 Turn 1

North Catalina flies southwest.

From save scumming I know that there is an AA gun on airfield, another two hexes west (a 75mm AA gun), and in the second town to the southwest of the airfield (so skip San Jose), so keep some movement points in reserve to back off out of AA range. However, the infantry it can spot should be targeted by your two BTDs there.

Sotuh Catalina move to northeast of Mayorga. There is an AA gun just northeast of Julita so go south of that AA gun, outside its range of 2 hexes, and you will see a shore gun.

North Corsairs scout westward for this turn. Don’t stop within 2 hexes of a town and you should manage to avoid AA.

Your movement up to shore should be basically a solid line (north LVT goes northwest to the hex south-southeast of Mayorga so it can land next turn) except in the south where LVT A4 can only move 1 hex at a time in deep water. South BTDs and Corsairs should go straight southwest.

Your two Essexes need to go straight southwest too.

Your 2 DD, 1 CA should converge toward Dulag, the north dD can’t hit anything, but the other two can damage the hangar near beach (but can’t hit shore gun).

Any landing craft that finds itself near an enemy unit that it can attack should attack, as there’s no return fire.

That shore gun needs to be removed, you have two northern BTDs that can hit it, so
All supply ships move southwest as far as they can.

(NOTE: Turn 2 is so long it can't all fit in this one text box, so next page it is)
US Pacific 10: Leyte Pt 2, 2.10.2 -- 2.10.4
2.10.2 Turn 2

LVT A1 (north LVT, it did exit water and then moves inland a hex to provide room for Marines next to it to land on the same beach. The LVT is weaker than a Marine in all stats which is hilarious, but it takes mech damage instead of biological, which can occasionally be useful I suppose.

Land a Marine southeast of Bito, you’ll see an AT gun, Machine gun it with a landing craft, then knock the AT gun off the city with your Marine. Other units in south (which cannot land this turn) except the LVT should roll up to the shore this turn.

Most of your army should land this turn in one long line, except for one marine transport near the north side, which can machine gun the enemy on Tanauan

HISTORICAL EVENT: I HAVE RETURNED
As he wades ashore in a dramatic fashion, US General MacArthur has announced that the liberation of the Philippines has begun. More than two years after the retreat from Bataan, he is finally able to fulfill this promise.

Bah, this man is basically only competent at handling the press. Most of his work was between “you could leash a dog on the position and it’d have been fine anyhow” for the victories and “paragon of imbecility” for getting his airforce caught on the ground at the start of the war.

Anyhow, your cruiser can move southwest and kill shore gun.

South BTDs and corsairs (which fan out slightly) continue southwest.

SAVE GAME!

Your Marines and any non-core infantry around can attack this turn, and you have 2 DD and 2 BTD in support firepower. As your Catalinas can tell you, there’s no artillery nearby you need to take care of RIGHT NOW, BUT you need to notice that you may (depending on where you lined up tanks and Marines) have someone who can only hit the hangar by the beachside bunker, north of Mayorga. Kill the hangar easily and occupy it.

On Mayorga, the Marine that can hit for 0 expected return should hit first from beach, then your Marine on bridge hits if enemy hasn’t fled yet. In my case he fled at 3 HP and I had to kill him with both BTDs.

North of that on Dulag, hit bunker for 3+/0.

On Tanauan, hit from beach and occupy. North DD can finish 1 HP enemy who fled after bing hit for 4/0.

South DD moves up next to San Roque and hits AA gun by Julita for 2.

Now that all your land units that could attack have attacked, move your CVs southwest again.

Your north Corsairs can go bomb that artillery between Dagami and Jaro, as he has no AA covering him.

2.10.3 Turn 3

North non-core infantry lands and knocks enemy AA gun off Palo, but does not pursue, so your core Marinescan leapfrog onto Palo and kill (then push forward)

The Corsairs keep bombing the 100mm artillery piece.

Stuart moves to east of Kiling, McNeil moves southeast of Kiling, which proves clear, then core Marine from Tanauan leapfrogs up into Kiling and next core Marine lands on Tanauan. North Dd sails up south of San Jose and Datalina moves northeast a bit to spot for it to shoot at the enemy AA.

South Catalina spots from northwest of Julita, so cruiser and DD can kill the AA gun. The M4A2 can hit the north 6 HP bunker without damage in return… oh dear there’s an AT gun in the woods behind the bunker. Luckily it didn’t damage my tank in my case, but it’s better to kill south bunker with Dulag marine, then airfield Marine pushes up to dead AA gun location and hits the AT gun first.

South of Dulag near Mayorga, move a Marine past bridge to check for ambush then hit AA gun on La Paz with LVT from southeast. Your last Marine should link up the north and south landing zones. Your south supply ship can’t actually reach south before this happens so sleep it by the shore.

Obviously one of your south landed troops killed the AT gun near Bito, but didn’t chase as it’s on a bridge hex. You can actually just grab Balogawe with your Bito unit, as it’s empty, but I was cautious and didn’t risk running into anything.

Now, you may have noticed there’s a damaged (2 HP) 20mm AA gun in the south and a damaged (3 HP) 47mm AT gun to the north of your two BTDs which can definitely finish them. DO SO.

2.10.4 Turn 4

SPECIAL EVENT: ALL OR NOTHING
It appears the Japanese navy has moved out in force looking for a major naval engagement. As it contains almost all remaining major ships, we cannot allow this fleet to reach the invasion site!

SOUTHWEST: BTDs… are a hex short of being able to bomb anything. Approach the enemy fleet which will head southeast, but do not get within AA range of the heavier ships (they move 3 hexes for BBs and 4 for CA, and have 2 AA range). The three Corsairs can head north to look out for enemy aircraft. The reason I have 6 BTDs here is to finish the job quickly so we can do something else on the way back to the carriers.

NORTH: Proxy spot the enemy infantry on San Jose with a non-core Infantry which does not attack this turn, attack the infantry with north DD from next to airfield. South warships move north to help.

Corsairs finally kill the 100mm arty. BTDs fly northwest toward the enemy’s remaining hangar south of Valencia across the mountains.

Marine near Palo moves up behind this infantry, while another non-core Infantry garrisons Palo for now (maybe pursuing last turn wasn’t so good, or the Marine could get in the marsh south of San Jose).

MIDDLE: The Marine next to Julita can run up to Tabontabon to see the heavy infantry there (who mortared you last turn). McNeil move in north of him to hit for 2/0 (I only got 1/0). The marine north of McNeil moves in northwest of Tabontabon and hits for 2/0 again (for real this time). Bridge Marine south of Tabontabon hits and caps the town, If the enemy routs instead of dying, core M3 Lee can kill the enemy that ran into the encirclement and chase to move an extra hex, otherwise move Lee along highway toward Kiling.

Non-core Infantry, Stuart, and a core Marine can move up east coast. But oh dear, we’re moving into artillery range, and the artillery has a truck AA gun next to it, and we only have two BTDs… ah, but wait, we have troops coming up from the south too. So we envelop them.

MID-SOUTH: West of Mayorga, one Marine can run up to Santa Ana and knock the Engineers back (do not pursue) so the LVT can chase and kill them.

The Engineers rout to the side off the road because of lunge miners being on the road northwest of Santa Ana. LVT moves up south of village and kills Engineers but doesn’t chase… I’m not sure how Lunge Miners work exactly, they should only be dangerous in ambush but who knows.

Near Tarragona, the remaining three Marines can kill the AA gun (south guy attacks and pursues, north guy attacks and pursues onto road) and put a guy in La Paz easily.

SOUTH: Bridge guy south of Tarragona moves into river and pursues AT gun out of river. Marine south of him kills AT gun and pursues. Simpson can go around to bridge south of Bugho. LVT gets out of water onto bridge and moves 2 hexes south/southwest along highway. Lee and a Marine push southwest

MIDDLE: Move the last Marine into Julita, non-core Infantry north of him, and move Sherman up along coast road, core Tanauan Marine too.

South Catalina basically keeps field scouted and north Catalina looks northward a bit more.
US Pacific 10: Leyte Pt 3, 2.10.5 -- 2.10.14
2.10.5 Turn 5

MIDDLE: You are no longer under-supplied on land. If anyone got hit by artillery, pull back your troops outside artillery range or into shelter (i.e. hiding in towns) so they can regain efficiency (i.e. rest this turn).

Make sure your Catalinas keep the whole area spotted though.

NORTH: Shell the infantry on San Jose obviously. If you have full-efficiency non-core infantry (i.e. didn’t move last turn) then attack, finish with core Marine and attack AA gun on airstrip with core Marine too (i.e. leapfrog, don’t pursue). One-shotting the AA gun is possible but unlikely.

If you want, your other two non-core Infantry can kill the heavy AA gun this turn too by leapfrogging, which I did as I’m not exactly patient (read: fed up with repeated save scumming while making this guide).

BTDs and Corsairs continue toward Valencia’s airfield.

SOUTHWEST: Kevin Wilson leads with his anti-ship aura by attacking northmost BB first and then moving south (so his aura covers both BBs). If he hits for 4 you don’t neve need another veteran BTD to put down a 6-HP battleship reliably, as even new BTDs hit for 2+. This turn, the BBs and CA should all go down.

Corsairs head north-northeast still.

MID-SOUTH: Marines move up south of Palalie, knock enemy off for predicted 3+/1 (I got 4/0+ as it was an experienced Marine) but does not occupy. La Paz Marine moves down and hits from bridge to knock enemy back into jungle (or he might just drop dead form 3 HP). The guy next to him can now go kill the enemy in Jungle (do not pursue unless you want to flank enemy west coast over mountains) if needed.

The other Marine not on the road, east of the bridge, can now hit the recon car on Bungho occupy it. Your other two nearby Marines including Simpson can finish off the armored car.

SOUTH: Lee, LVT, a Marine and artillery keep moving.

Essexes should now be wedged in the deep-water corner by Bito.

2.10.6 Turn 6

SOUTHWEST: A veteran BTD MAY 1-shot a DD even if it suggests 4+/0, but unless that happens, 2 damaged DDs will be left this turn.

WEST: Hangar suffers existence failure, Corsairs troll around to check for enemy planes on radar, but don’t find anything.

SOUTH: Other than artillery moving up (and someone killing the armored car), anything not 10 efficiency in this group should rest.

NORTH: kill AA gun on airstrip to take it fi you haven’t done so already. Bombard Tacloban with your ships. Move non-core tanks up north, foot units not at 10 efficiency rest.

NORTH-MID: Move Lee or McNeil up to Dagami, hit for 2+/0+, move trailing Marine or McNeil up next to the road and knock enemy off. Kill this unit with someone else. Tabontabon Marine can move south and hit enemy infantry that attacked your infantry. Your Julita Marine can kill and pursue so your non-core infantry (low efficiency) can run up next to the airfield.

SPECIAL EVENT: BETTY BOMB
As our ground forces clear the Bayug airfield, a functional squadron of G4M “Betty” bombers s found abandoned in the hangars.

Um learning to pilot a plane type takes a while, it’s not like video games!

Regardless, this is useful for Assault capacity i.e. reduction of enemy fortification level, and having land bomber fuel capacity (18 turns!).

It’s not very powerful though, so just hit the artillery for… 0.

SOUTH-MID: Move Marines into Santa Ana to attack Lunge Miners northwest of it, then pursue to maintain sight, and kill the Lunge Miners with LVT.

Rest the troops near Bugho who can’t leapfrog up along road far enough to matter this turn.

2.10.7 Turn 7

MIDDLE: McNeil runs up to artillery and whacks it back for about 5 (Pursuit recommended). You can kill 1 HP artillery with the Betty, then knock AA truck off with a Marine. Beware of lunge miners though.

I don’t need to teach you how to beat on this routing enemy, do I?

SOUTH: Hit AA gun with Lee from south (i.e. pass bridge), then LVT to kill it in river (do not pursue), then Marine can leapfrog forward and hit AT gun near Baybay.

SOUTHWEST: Newest two BTDs kill the DDs, others all fly northeast.

NORTHWEST: the two BTDs, having finished the enemy hangar, fly for refuel, and all six Corsairs too.

NORTH: Move DDs along inlet toward north bay, and bombard enemy, then kill with core Marine. Non-core Marines leapfrog forward. Your north shore force will be a couple non-core Marines, DDs, and a core Marine.

A couple non-core tanks and some Marines will make up the north main force, with Catalina spotting.

Middle (going through Pahagan) will have a force of about 3 Marines who would otherwise go into south attack column (which cannot fan out enough to use more than about 3 Marines at most, but it’ll go faster than the middle group, so send about 5 that way ideally, don’t be like me).

2.10.8 Turn 8

SOUTH: Kill AT gun with Marines and pursue to clear road for M3 Lee… if you did it right at least one BTD will be able to bomb the enemy infantry which Lee will kick off the Primary VP. Kill with LVT.

NORTH: Move your troops up along coast road and inland, I don’t need to explain to you at this point how to handle this.

Cruiser can head toward east end of map now as it has nothing else it can reach.

All 6 Corsairs and 2 north BTDs should be able to land this turn, with 2 Corsairs on east airfield, because airfields are way better than carriers, able to launch 2 planes per turn.

2.10.9 Turn 9

SOUTH: Leapfrog up, kill the guy on Gabas and take it. You’ll find through your LVTthat there’s no one on San Agustin

Elite-repair any damaged aircraft.

Re-launch four Corsairs just in case.

You could have the Betty grinding experience on Pahagan until your flanking group goes through.

2.10.10 Turn 10

2 BTDs head for the airstrip by Dulag, 2 others land on carriers (which move northeast), last 2 will land on carriers too.

Launch 2 BTDs from airfield at a time.

DO NOT have your tanks run ahead of infantry, because there are lunge miners about!

2.10.11 Turn 11

West coast getting stuck on Caridad for a turn is a great time to shuffle your lead Marines off to the side (and heal) and leapfrog trailing Marine units up. There’s no one in Damula-An but a Heavy Infantry is in Albuera so no need to get in mortar range yet.

There’s infantry in the jungle southeast of Pahagan somehow! Engage them carefully, ideally with Simpson’s aura helping.

You know how to do the land-move CV-launch last turn’s landed plane relay, right? Well, two BTDs are landing at airfield this turn instead, but still, your BTDs should be heading for the northeast corner of the map.

Your Corsairs should be headed to the west center of the map as transports are coming soon.

2.10.12 Turn 12

SPECIAL EVENT: PRE-EMPTIVE STRIKE
The Japanese are shipping reinforcements over to the west coast of Leyte. A swift air strike could prevent these forces from bolstering the enemy’s defenses.

Kill a transport with Corsairs easily.

Advance in both north and west, and slide forces along toward the central route mountain village too!

The Albuera heavy infantry might need a synchronized attack to crack easily, so don’t be in a hurry to attack it. Too bad you have no good SPGs and only one bomber to come help this turn.

Don’t forget to LAUNCH ALL BOMBERS northeastward (I had to come back from Turn 17 for this)!

2.10.13 Turn 13

Bombers and carriers keep going northeast, keep pushing on land.

Kill the other transport with Corsairs.

2.10.14 Turn 14

Keep going.
US Pacific 10: Leyte Pt 4, 2.10.15 -- 2.10.19
2.10.15 Turn 15

North should get into jump-off positions (there is enemy artillery your Catalina should have spotted, stop outside their artillery cover) and wait for DDs to come up to help rush along the north coast road to Belen (south of it is inside artillery range) before crossing southward (need DDs to soften bridgehead by Limon).

Be warned Bunkers penalize movement past them so you’ll want tanks right after McNeil who camped just outside mortar range of the heavy. Rest these units.

There are lunge miners on Patag so if you want to flank with LVT be careful.

2.10.16 Turn 16

SPECIAL EVENT: REINFORCEMENTS
Additional reinforcements have arrived on the eastern shores of Leyte, to strengthen the drive west.

SOUTH: If the infantry north of Ormoc leaves, slide around to whack the AA gun away from Ormoc (do not pursue, leave the heavy space to flee), then bomb with all Corsairs and Betty (Betty can exit westward or stay over Ormoc, the tripe 25mm AA has much better anti-light than anti-heavy capacity). Kill the heavy by leapfrogging up, and knock arty back too (pursue to get off bridge)

NORTH: Touch heavy next to Belen, shell with both DDs, knock Heavy back, leapfrog up to kill Heavy, leapfrog up to hurt Bunkers as much as possible.

2.10.17 Turn 17

SPECIAL EVENT: CLASH OF STEEL
From the north and south, two Japanese battle fleets are closing in on our position! Use all force necessary to destroy them and protect our transport and supply shipping.

Well, southern force didn’t appear because they’re dead. So it’s eight BTD Destroyers and two spotting Corsairs (I brought as insurance) against the IJN. You now get 40 Naval CP.

I had to redo from Turn 12 exactly because I realized I forgot to bring Kevin Wilson and another BTD that was on the same beachside airfield. Wilson and two other experienced BTDs can put down Yamato in one turn.

SPECIAL EVENT: DESTROYED!
Following an enormous explosion and column of black smoke, the pride of the Japanese Navy and the largest battleship in the world – has been destroyed.

This turn I also downed Nagato 44 and damaged Kongo and a Mogami 44.
Excuse me guys, but I should point out this event didn’t trigger properly when I made the first version of this guide five years ago, at least, Ten-Go still showed up at Okinawa.

Amusingly, Corsairs can’t hit full-HP DDs without risk of return damage, but damaged cruisers are fair game.

Move all the CVEs and gunboats south, the SBDs and Wildcat go north. Your non-core CVs should be more than halfway across the bay to the northeast cove by this point so don’t worry much about fuel regardless. You don’t need to spawn in your fleet here.

BUT… you can put two battleships on the north coast, two on west coast, because you control ports there. Your two core destroyers, cruiser, and PT boat can all show up on west coast. Putting a CV in east mid-map spawn zone would also be alright, if it suits your fancy.

Needless to say, this offers you a lot more artillery support, almost enough to make up for the lack of air cover. However, they need a turn or two to get into position in north, and a bit more in south.

WEST: If the infantry north of Ormoc didn’t leave last turn, it’ll have left now, crush the heavy Infantry (1 HP killable by even a damaged 8HP Marine, do not pursue), leapfrog Marine or LVT up to knock AA gun aside, use LVT or Marine (whichever you didn’t use against AA) to push artillery aside (and pursue), bomb the entrenched infantry across bridge with your bomber, then attack infantry with Lee and DO NOT pursue. Use last Marine unit to attack AT gun. Your four Corsairs can try to see if they can kill the AA gun (should be doable from 2 HP).

Middle crew has arrived on other side of mountains now and are starting to join road near Benulho.

SAVE

NORTHWEST: Notice that AA gun south of McNeil (who is on Belen village)? If you want to kill it this turn you need to knock it southwest with someone from road and then McNeil goes around river by bridge to kill it. The unit from road cannot pursue into river or will be hit by arty from next to Agayayan. You also have two bunkers which make it more difficult to move troops past, but troops all the way past the bend in the highway can reach the tile next to the bunkers.

CONSIDER: You have two and only two DD strikes to use this turn. You know the AA gun won’t die from full HP in one hit, but it can run away unlike bunker. You also don’t have anything that can just run past the bunker site to hit AA gun from Belen (tank would have finished south bunker if it didn’t die in one hit), so you only get 1 hit each on south bunker and AA gun.

PROCEDURE: To clear road, hit north Bunker with McNeil from forest northeast of Belen, then kill with road Marine and pursue. South bunker WILL survive a single Marine or tank hitting it for 5+, so hit with farther-away DD from edge of range for 1 (DD doesn’t need to move for this if you positioned right), then kill with Marine. Other DD hits AA gun for 2, then a Marine kills it.

Leapfrog other Core forces up along road westward. Catalina should be safe two hexes northwest of Agayayan.

2.10.18 Turn 18

NORTHEAST: Bomb the enemy heavy ships, I expect four heavy cruisers and the last battleship downed this turn. One of those heavy cruisers could be a 1HP cripple finished by Corsairs. The non-core SBDs can down a DD this turn, Wildcat and any remaining Corsair should maintain vision.

NORTHWEST: The northwest enemies retreated toward Ormoc. McNeil moves down to bridge to hit 25mm AA gun back, someone as far back as possible leapfrogs up to kill it (and pursues to open space), both DDs hit bunker south of Limon, then someone comes up and kills it. If possible Core M3 Lee should move up to enemy heavy infantry, which gets main battery from both BBs, and then hit it. The east bridge is mined so your non-core units pouring through there isn’t an option. Depending on how the surge went (how well it cleared path for everyone), some core units may end up resting this turn northeast of Limon to regain full efficiency.

SOUTHWEST: Simpson near Ipil should be able to move up to bridge west of Ormoc this turn to boost infantry effectiveness. Move the tank there west south of AT gun, then kill artillery to the south and pursue to clear space.

Southwestern fleet moves northwest of course.

Move Simpson up and kill AA gun north of bridge in river with him. The Marines northwest of him can now kill the 3HP enemy infantry to the north (do not pursue).

Hamaki and Corsairs can bomb the AT gun now, and the last infantry in the area finishes it off.

LVT rests, as more Marines surge in past the mountains to join this front.

2.10.19 Turn 19

NORTHWEST: Both BBs secondary the AA gun from the deep water. A Marine leapfrogs up and kills the AA gun, then pursues to find the enemy heavy infantry in jungle. McNeil and a Marine range up northwest and north of Agayayan and hit their corresponding neighbours. Lee moves up to take Agayayan and kill escaped infantry in river.

SOUTHWEST: Everything bomb the heavy infantry on Valencia, then knock it off with a Marine. Kill the two bunkers to the east using pursuit to get off bridges or out of rivers. In the event that your LVT is still idle on Ormoc, it could take Valencia and kill heavy. Enemy will try to occupy Ormoc to cut you off though if you don’t have a garrison there.

NORTHEAST: Kill the ships furthest away from your bombers that they can reach, so catch-up won’t be as hard next turn. Use Wildcat to spot. Corsairs can attack if you want, but aren’t needed. The non-core SBDs aren’t really needed either. If you used the non-core bombers though enemy should be down to one light cruiser by now.
US Pacific 10: Leyte Pt 5, 2.10.20 -- 2.10.27
2.10.20 Turn 20

SPECIAL EVENT: SCARED OFF
It appears the Japanese fleet threatening us from the north is turning around and retreating from Leyte Gulf! They must have been demoralized from the losses taken in battle.

NORTHEAST: Kill the last ship with two of your highest-fuel BTDs.

SPECIAL EVENT: VICTORY AT SEA
We have defeated the Japanese fleet in the battle of Leyte Gulf!

Your non-core Essexes should be near the northeast end of Leyte Gulf by now, so converge one more turn and… you should be able to land most planes next turn. Land Corsairs on the CVEs to refuel/repair, you’ll be sticking the non-core SBDs and Wildcat on them and any core Essex you decided to toss in east side of the map.

SOUTHWEST: Lunge Miners have the temerity to occupy Ormoc? Wow, flank and kill with Marines coming up from behind.

OHO two aircraft spawned on west edge of map north of Palompon, as your Catalinas may be able to radar! Your Corsairs should have 3 turns fuel left, plenty as Valencia airfield is ours, so we see… it’s two Paratrooper planes. Which take four Corsair hits to down apparently (nonsense). Guess you’ll have to bomb the Dolores guy with just the Hamaki this turn before killing with a couple Marines.
Kill the heavy north of Valencia with LVT from river, then use Marines on Valencia to hit heavy north of river for 3/1 and pursue.

Simpson crosses bridge southwest of Valencia and hits Margen from north. Marines from east come over to take Margen and kill enemy in jungle to the south.

NORTHWEST: Move Jungle Marines down one to knock back AA gun.

Two Main Battery hits on village heavy infantry, then leapfrog 9HP Marines past Lee to kill it from 2 HP. Pursue to clear road for McNeil to knock Artillery back. Kill Artillery with Lee (eat the -2 efficiency from jungle).

2.10.21 Turn 21

NORTHWEST: BBs secondary the only bunker in range, then a Marine leapfrogs up to kill it.

Village Marine kills 1HP enemy heavy. Someone comes up and kills the AA gun. Lee rests. No hurry to push further for now. Move McNeil down to link the fronts.

SOUTHWEST: Rest and heal units. Attack damaged heavy infantry near McNeil with Marines and chase to find other infantry entrenched in jungle to the east of the linkup road. Bomb this with Hamaki.

Remember to kill the other paratrooper plane.

NORTHEAST: Land 6 BTDs, make sure each CV has at least one undamaged (that it can launch next turn). Last two BTDs fly toward CVs.

Corsairs and non-core planes land at CVEs and the Essex spawned in east.

2.10.22 Turn 22

SOUTHWEST: An aircraft spawned south of Palompon. All 4 hexes around it are within 1 turn flight range of Valencia airfield. It’s a fighter… oh, a kamikaze, no AA strength, well, that’s fine. Two Corsairs kill, other two land.

The reason why I still split southwest from northwest is as northwest advances on Palompon by the highway, while southwest advances by dirt road.

BBs can main battery the infantry west of Puerto Bello that your Catalina spots.

NORTHEAST: Launch two full-HP BTDs, land remaining BTDs to refuel. Move these two CVs involved west if you want, but they won’t affect the battle anyhow. Those two BTDs should go land at an airfield.

NORTHWEST: Everyone move forward, but don’t forget to attack the enemies to the east that you can see.

2.10.23 Turn 23

SOUTHWEST: LAND CORSAIRS, and re-launch the refuelled pair.

Kill the guy near Puerto Bello with two Marine hits.

NORTHWEST: Push the enemies east of your line of advance, while leading westward with Marines.

2.10.24 Turn 24

REFUEL YOUR HAMAKI!

Main battery the tank west of Puerto Bello with BBs as it turns out you aren’t allowed to sail around to Palompon. Just push on.

2.10.26 Turn 26

HISTORICAL EVENT: KAMIKAZE
A disturbing new phenomenon: Japanese pilots are deliberately crashing their explosives-packed aircraft into our warships, sacrificing their own lives as human-guided projectiles.

The most likely trigger for this is your supply ship near Tacloban eating a kamikaze.

The deep water south of Palompon is within main battery range for BB fire from up to 3 hexes. Use this well and one good hit will knock off the enemy and let you take the VP.

2.10.27 Turn 27

OUTCOME EVENT: VICTORY
Japanese losses on Leyte are enormous, sealing the fate of their remaining defences on the Philippines. Japan has now been cut off from all outside resources.

You know, it would be great if we had a Battle of Manila scenario, including the recorded historical events such as the IJA running rabid at the German Club, cutting certain material off women’s chests and holding them up to their own chests in mockery. It’d be nice if Western media would actually show the actual normalized level of savagery among the Japanese, the same stuff they deny and lie about to this day.

The first time I did this scenario, I was more aggressive and won on Turn 22 by the way.
US Pacific 11: Okinawa Pt 1, 2.11 -- 2.11.2
2.11: Okinawa

Okinawa – April 1945,
After a long campaign of island hopping, Allied forces are finally closing in on Japan. The final obstacle is the island of Okinawa, which will serve as a base of operations during the invasion of the Japanese mainland.

NOTE: It’s “Occupied Ryukyu” according to modern legality. Japan is unfit fit to hold onto it according to the Potsdam Declaration—The United States does not have the authority to unilaterally decide Japan can hold onto it, and China and Russia haven’t agreed that it should be held onto by Japan. Therefore, Japan is also unfit to name the region and its islands. And the older name found in history books across East Asia romanizes as Ryukyu, as any good Europa Universalis player is familiar with.

SPECIALIZATION: You probably don’t have enough points for nuclear bomb, unless you didn’t take Advanced Aeronautics yet.

BRIEFING:
Following the initial landing, the 10th Army has swept across the south-central part of Okinawa with relative ease.
It appears the Japanese have deployed the bulk of their forces further to the south.
In light of the weak opposition, US command has decided to proceed immediately with the seizure of northern Okinawa.
The terrain here is mountainous and wooded, but enemy defences are expected thinly spread.
Their main enemy troop concentration is instead expected to be positioned in the south.
Here, a careful and systematic advance will be required, supplemented with artillery and naval fire support.
Key objectives in the Japanese defenses are the ancient castle of Shuri and the Okinawan capital of Naha on its western coast.
Once these positions are captured, a drive toward the south end of the island must clear the last resistance.
Okinawa is considered as “homeland” by the Japanese, so resistance is expected to be very high.
It will be a bloody battle without a doubt, but it’s a job that needs to be done.

OBJECTIVES: Capture all Primary VPs (0/5).

SECONDARIES: Capture all airfields in 25 turns (0/5)—Enemy aircraft will be captured and added to our core forces.
Find and destroy all Cave Entrances (0/4)—Additional Resources will be added to our stockpiles
Take Shuri Castle in 20 turns—After leading the ground assault, Lt. W. Davis is promoted to Ground Commander.

2.11.0 Deployment

3382 Resources, 84 Land, 54 Naval, 35 Air CP…

I get 11 Air units plus two Catalinas for scouting. I recommend 2 Corsairs north and 4 south, then 5 BTD Destroyers, 1 north and 4 south.

I record from prior play that there were no hangars on the western Japanese airfields, so put two Corsairs on either side of the south, two BTDs near the eastern airfield with Corsairs, and two near the western front line.

One Catalina north on the west coast to start (fly across to spot), and one south on east coast to start.

Upgrade both Lees to Pershings and put one on each coast. Put your old 75mm howitzer on the west coast in the south, on highway so it can hit the IJA infantry immediately, from behind a tank.

North Carolinas on east coast, as far south as possible while both can still secondary the hex north of Arakichi. I don’t know why NorCal 44 shows permanent 20 Shock value instead of 10 normal and 20 main battery, but might as well use the bug well (Upgrade all your battleships to their best discounted upgrades). Your three exiting Gleaves should be to their southwest.

South Dakotas on the west side, you still have 21 Naval CP left so buy yourself some screening ships for west side, namely about 7 Gleaves (which are extremely cheap at 58 each). PT boats are just less effective when the island has some depth to it, and that’s 5 Gleaves per side. On the west put your BBs and New Orleans behind DDs too.

DDs are almost Shinyo-proof in this game, while BBs take significant damage.

After deploying all your Marines 44, Pershings and light tank (upgraded to Chaffee) you will still have 21 Land CP which is enough to buy and deploy 7 new Marines 44 for the northern front. Put the Chaffee up there too to help out.

2.11.1 Turn 1

NORTH: Leapfrog up along road as far as possible with Marines, then Chaffee moves up and… there’s an infantry two hexes west of Yaka (so if you move up to Yaka you see it to the northwest). Other Marines leapfrog up through jungle and find foxhole two hexes north of the road junction (location may vary though). Two hits will kill it for 0 damage taken.

East Corsair can check and find nothing on Chimu airfield, or Catalina if you put it on that side. Other Corsair and BTD bomb the infantry Chafee sees, then Chaffee kills from 3 HP and pursue. Leapfrog everyone up as far as possible.

SOUTH: East side Catalina approaches coast but leaves at least 2 move hexes in reserve to get out of AA range. Move likely ends up two or three hexes north of Arakichi, enough to spot whole enemy line (including AT gun).

Your Marines would hit for 4+/0+, but you can do preparatory bombardment first.

Your five BBs (including non-core) stay in place and main battery the enemy lead line’s 4 infantry units. Your 75mm howitzer hits the one it can. DDs and cruiser close with coast and shell whatever infantry or bunker they can reach furthest in. Then your Marines go in and kill the entire enemy line including foxhole (can’t be seen from a distance), leapfrogging up as able. The AT gun in Arakichi (hidden) cannot really dent your east Pershing though.

Move supply ships southward along coast for safety and easier defence.

2.11.2 Turn 2

SPECIAL EVENT: THE LAST SORTIE
A ragtag fleet of Japanese warships has been detected heading for Okinawa. They will be in range of our strike forces in 5 turns!

Well, I hope the Yamato destroyed trigger works properly.

NORTH: Be warned that moving straight into Yaka will run into Volunteer Fighters which Chaffee could not see. Kill them with Marines and move someone into Yaka to see infantry to the northeast. Hit with Corsairs, BTD, Marines (if available) and Chaffee. If no Marines were available then this might not kill.

SOUTH: Fly Catalina forward to scout, probably two hexes northeast of Kakazu to avoid AA but see enough for your west coast DDs moving down coast to shoot. East coast DDs moving down spot an AA gun and infantry themselves for themselves and the BBs (kill AA gun first, then finish infantry with a BTD). You can similarly do some shooting, then fly a BTD over for finisher on one unit, then discover enemy AA, and empty your BBs onto that before having another BTD conduct SEAD (suppression of enemy air defence) first, before killing the front line infantry with BTD.

Non-core units can send a couple infantry up north to garrison the chokepoint villages (where your front line started) and leave the other three infantry/marine units and Sherman to guard your starting area.

DO NOT ADVANCE THROUGH AREAS WITH NO ADJACENT MARINE TO SPOT!

You have such overwhelming firepower I don’t need to go into too many details.
US Pacific 11: Okinawa Pt 2, 2.11.3 -- 2.11.17

2.11.4 Turn 4

NORTH: Kill the two Kamikazes you damaged, and the AA gun. Leapfrog forward, Chaffee can rove alongside the roadside (where your Marines have already checked for enemy units) to probe for any infantry in the woods. It can’t see lunge miners, volunteers or foxholes unless they attack, but might as well use it, right?

Catalina might want to go track the new plane on radar west of Atsubaru.

EDIT: Turns out Corsairs do 2 at least vs suicide boats, so are a great choice.

SOUTHWEST: Killing the two suicide boats is likely to require the cruiser (5 on lead boat) and 4 DDs. Anything 3 HP or less is one-shot for your Marines and quires no more naval bombardment, so your BBs may end up shooting infantry across the rail bridge. Kill the lunge miners before they can harm your tank though.

Bomb Shuri fortress with your BTDs. Catalina continues forward.

SOUTHEAST: 2 BB secondaries kill the suicide boat. Approach Goja by taking airfield, bombard infantry with DDs down to 3 HP then kill, kill bunker with another Marine (Simpson) and pursue. Your other DDs can kill volunteers (2 HP) and hit Engineers which then get attacked by McNeil coming down from Kachi. A Pershing and a Marine can take down the bunker northeast of Shuri.

2.11.5 Turn 5

NORTH: Kill the new kamikaze. Occupy Chimu airfield and Kin by Leapfrogging forward and driving back (and pursuing) volunteer fighters, then killing from Kin. Move through forest carefully as running into a foxhole will cost your Marine 2 HP.

SOUTH: Embarking onto transports in the face of enemy battleships doesn’t seem weird to you?? Okay then… Corsairs are great vs transports and suicide boats (proxy spot one in Naha harbour with a DD), by the way.

Plug the other one from escaping the inlet next to Naha using a DD.

Catalina sees enemy artillery south of river south of Shuri? No problem! SEAD the AA gun with east two BB primaries (may need to finish with a bomber) and then kill the artillery pieces. Remember that Corsairs can pile down a 1 HP artillery or AT gun in a few hits, so bombers can do other things.

2.11.6 Turn 6

NORTH: The Kamikaze Zero that just flew by your long-range-move-to-blocking-position non-core infantry near Yontan airbase can be caught by your north Corsairs and damaged this turn (only one plane likely able to hit it).

An AT gun coming into the open where a BTD can see it? Bomb it!

Chaffee attacks bunker, Marines leapfrog around to avoid running into foxholes.

SOUTH: I don’t need to explain how to push, use the inlet to send DDs far inland.

SPECIAL EVENT: SHURI CASTLE
The undergrounds of Shuri Castle held the Japanese headquarters on Okinawa. Its capture causes both strategic and psychological blows to the enemy.

The new commander gives +2 Assault (reduction of enemy fort level), but only to the unit he’s on, so no aura. I put him on a Pershing but you can do whatever.

2.11.7 Turn 7

SPECIAL EVENT: SO ENDED AN ERA
The President of the United States, Franklin D. Roosevelt has died in the afternoon of April 12, 1945. He is succeeded by Vice President Harry S. Truman.

SPECIAL EVENT: NONE SHALL PASS
Whether an act of desperation or a relentless willingness to sacrifice entire ships, the Japanese navy has sent its last fleet into battle. Make sure none of them reach the shores of Okinawa!

Land and refuel your southern BTDs (such that they can all launch next turn) and Corsairs (no such concern as they fly further per turn). North side attack the AT gun and nearby infantry. Chaffee can kill bunker and take Atsubaru this turn. North Corsairs probably land at Bolo or Yontan AF.

2.11.8 Turn 8

Re-launch all bombers and available Corsairs.

While pushing Naha AF, your ships offer a LOT of fire support. Don’t use them for kills yet.

2.11.9 Turn 9

Fly your strike planes north (or west for the eastern BTD) to meet the incoming IJN which you can find by your Corsairs from Bolo AF. Assuming you’ve been pushing properly, somewhere around this turn you get…

SPECIAL EVENT: FRIENDLY FRANK
A number of Ki-84 “Frank” aircraft have been captured on the numerous airfields in Okinawa. These are considered to be one of the best Japanese fighter aircraft, featuring high speed and excellent manoeuvrability.

How is this better on the attack than a Corsair? It makes no sense considering Corsairs had 4x 20mm autocannons! Well, looks like I vastly overestimated fighter needs so on higher difficulties I would recommend bringing fewer fighters.

2.11.10 Turn 10

More Kamikazes including boats spawn north of Atsubaru this turn (spot with Catalina). Send all your Corsairs to intercept. The Ki-84 can provide radar over enemy fleet just fine. BTDs focus destroyers.

The cave entrances may be found by putting an infantry unit next to one, or running it over with any unit. HOWEVER, they do not exert control so surrounding land and seeing if it flips alignment doesn’t work. It appears they are randomly placed so you will have to comb the island with Marines. Luckily, they should all be in the south part, and you can take your time as the fifth Primary VP is in the northeast corner.

2.11.14 Turn 14

Around now you should be finished killing off the destroyers and go after the battleships.
SPECIAL EVENT: DESTROYED!
Following an enormous explosion and column of black smoke, the pride of the Japanese Navy and the largest battleship in the world – has been destroyed.

This again huh? Despite the campaign map pin it still showed up. Well, since the one sunk at Sibuyan Sea was Musashi, this does make sense…

2.11.15 Turn 15

This was when I finally found the last cave.

SPECIAL EVENT: CAVES CLEARED
The Japanese have made extensive use of fortified caves as part of their defensive positions. After claiming countless casualties, these underground networks have finally been destroyed.

2.11.17 Turn 17

OUTCOME EVENT: VICTORY
One of the bloodiest battles yet has left Okinawa in ruin, reduced to a vast field of mud, lead and decay. Now the island will provide a staging area for the final invasion of Japan itself.

I finished this at turn 17/40 just like the first time I did this, the south has been idle since Turn 15. How baffling that you get non-core Marine 45s, but can only get core Marine 44s, oh well...

2.11.N Notes

Citing “though they may speak Japanese, they still cannot be trusted to be loyal to the Emperor” the IJA massacred over 200,000 Ryukyu natives before and during the “Battle of Okinawa”. Call it Ryukyu, the name it called itself before the brutal Japanese occupation, an occupation gleefully participated in to this day by the US. Like any barbarian, the Americans have a customary addiction to raping women (and men, and children, and probably elderly, and possibly animals) all around their military bases because they can get away with it.

Well, at least they are on average less twisted than the Japanese soldiery.
US Pacific 12: Operation Downfall Pt 1, 2.12 -- 2.12.1
2.12: Operation Downfall

Tokyo – March 1946,
The largest force ever assembled by the US and its Pacific Allies has reached attack positions for the final operation of the war: The Battle for Tokyo.

Okay I have a question: Campaign map shows southern Korea still under Japanese control while North Korea has been liberated. If the Soviets entered the war, there’s no way in hell they would stop before the end of the peninsula, unless they met a Western Allies force at the 38th Parallel. Kyushu has also been occupied, and yet we have no scenario for Operation Olympic, bah.

Since we have no invasion of Kyushu, this scenario should more precisely be called Operation Coronet.

SPECIALIZATION: Look I got both Advanced Aeronautics and Nuclear Bomb for roleplaying purposes (well the latter because I want to nuke the Palace), but you might want something different for your last specialization.

BRIEFING:
Based on our experience on Okinawa, the capture of Tokyo will be an immense challenge.
The plan is to invade on two sides, one on the west side of Tokyo Bay…
…the other on the East side, just north of Boso Peninsula.
The peninsula itself should be by-passed, while cutting it off from Tokyo city.
Both armies should converge on Tokyo city together, while fighting off any counter-attacks coming from the north.
The fight in the center of the city is expected to be hard and bloody, as the Japanese will sacrifice everything to protect our final objective: The Imperial Palace.
Once we have reached the palace, the Japanese will have no other choice but to (typo fixed) surrender and avoid further humiliation for their Emperor.
This day will make history, gentlemen. Dismissed!

OBJECTIVES:
Capture the Imperial Palace
Capture both Primary VPs

SECONDARIES:
Capture 3 harbor facilities in 15 turns (0/3)—Securing these harbor facilities allows for a better stream of supplies. More Land Command Points will become available. (NOTE: This specifies 4 hexes on the west side of Tokyo Bay, not just any 3 harbor hexes!)
Cut-off Boso Peninsula—Counter attacks launched from the peninsula will cease. (NOTE: Click on the question mark to see the four specified flags across the top of the peninsula)
Capture Chofu Airfield—Enemy aircraft will be captured intact, ready for evaluation.

2.12.0 Deployment

I started with 4040 Resources, 94 Land CP, 64 Naval CP, 55 Air CP (18 strike aircraft and a Catalina). You might have slightly less or more Resources.

Look around the map and notice a few things:

The ally battleships can fire, but aren’t yours to control (see the resources and flags for the factions you control, like how Philippines were separate in missions 2 and 3).
There is an airfield right next to the landing beaches in the west. There are no airfields in the east.
You get three Supply Ships per side, Considering the non-core units, that’s up to 51 Land CP west and 50 Land CP east. East side has much smoother terrain than West.
There are retreat hexes so you can redeploy your Core ships (read: destroyers) after their job is done, especially in east.
There are lots of mines in Tokyo Harbour so slowly moving through and spotting them by proximity with destroyers is advised. The 81 cost of a support ship however is more than the cost of repairing destroyers after clearing minefields.

EAST AIR: Throw down all three of your CVs, one in the northernmost deep-water-line-turn east of Naruto, two near Katakai. Deploy two Corsairs on north and one on south flank. You don’t need your aces here. Deploy four BTDs around and ahead of middle CV.

WEST AIR: Catalina here in first line, three Corsairs and four BTD Destroyers… but WAIT!

You have 12 Air CP left, and more money than you should know what to do with. My advice? Move your attack aura Corsair to east side. Then buy two P80 Shooting Stars on the cheap by upgrading your captured Toryu and Hayate.

Get a discounted B29 by upgrading Hamaki, and buy another one. These go in the west where airfields exist (move a BTD over to the east if you want balanced bomber numbers). Don’t deploy your nuke bomber yet.

ARMY: Upgrade all Marines to Marines 45. Deploy McNeil east and Simpson west, each with about 4 experienced Marines. Take turns doing this until you run out of Marines. Should be 9 in west, 12 in East because East has to also divert troops north to secure their flank. Both Pershing tanks go east (48/62 Supply in east used, counting DDs, not counting the doubling of supply ship power if they are in a harbour hex), Chaffee goes west.

BIG MISTAKE: I didn’t know Pershings were SO slow in forest. So, I should have sent them west instead. Well, it didn’t matter on this difficulty, but at higher difficulties…

You have 12 Land CP left. Whether you bother to use this at this difficulty is up to you. I would suggest that since east side is limited in Assault (reducing fortifications) capacity (West will get most of your Naval support and all your strategic bombers) you might upgrade your old 75mm howitzer to a more useful M12 155mm GMC for relatively cheap (208 instead of 260 for a new GMC).

Final 6 Land CP should be two more Marines 45 on west side. Please note you should expect to rush the peninsula by the bay’s mouth east immediately, so line up transports on east side of spawn zone too.

EAST NAVAL: Besides your three CVs, deploy three DDs, two next to enemy port hexes and one south of Note (east edge of map), basically to check for suicide boats. The DDs here won’t be able to do much besides at the very start, but those exit hexes can be useful

Move the three CVs to the back so they aren’t in the way of your landing craft rushing the beaches… actually, move one to west side.

WEST NAVAL: CV goes northeastern hex west of Hayama, so you can forward deploy (as far northeast as possible) all your carrier planes. Then move the CV back to east side of map, behind transport line there.

Deploy all four of your battleships and heavy cruiser in the northeast corner of the spawn zone so they don’t get in the way of either group rushing north beach or peninsula (6 core Marines with 1 supply ship). Bring 5 Gleaves 43 DDs at the mouth of the bay. They will be responsible for pushing into bay (sweeping mines for 2 HP on a Gleaves is laughably cheap to repair).

2.12.1 Turn 1

The manned missiles you see on radar? Generally, get behind them to kill, which improves your radar coverage more than meeting them head-on, but also make sure you can check the airfield next to the western beach for a hangar. If you put a fighter due south of Chigasaki this should be easy… but there’s no hangar.

EAST: Kill the missile as above, from behind and from north as there’s an AA gun to the south. Your other two Corsairs can scout/radar but I advise spotting the area near landing beaches first, within BTD strike range.

The DDs see no suicide boats (and there isn’t one in Note harbor), so move them into the harbour hexes to spot enemy infantry to bombard (and bomb with BTDs, Naruto and Katakai should be cleared this turn).

WEST: The fighters killing west missile spot a pair of AT/artillery to their north on the road north from Fujisawa, the other fighters spot a tank by Totsuka.

6 Marine Transports and a Supply Ship move northeast toward peninsula, other landers go straight north.

Catalina goes due northeast, spotting some enemy troops.

Ships and tactical bombers do about equal damage to the Ho-Ni TD, infantry and AA gun, while strategic bombers do better against the TD. Slide cruiser southeast one hex to hit AA gun, kill it with a BTD. Then move BBs northeast as much as possible, including one in Hayama harbor to spot enemy infantry for your ally BBs to shell.

Attack the enemy units with battleship secondaries first, then bomb the remaining enemies. At least 3 units near Kamakura should die this turn (and that’s if you didn’t plan too well).

Move the middle DDs north-northeast.
US Pacific 12: Operation Downfall Pt 2, 2.12.2 -- 2.12.4
2.12.2 Turn 2

WEST: The peninsula landing zone: Two of the Marines will be landing around Naga, while the other four land on Hayama on down. Shoot up the Hayama enemy with your landing craft.

Western beach zone whole line draws up to shore, even if some will land on river hexes.

Catalina flies north just west of railroad, spotting a 75mm AA gun west of Yokohama.


EAST: DDs kill the guy on Note (may require 2 ships to hit him) and if needed shift over/back so whole line of transports can move up to the beach (northernmost one goes straight north next to beach and everyone else lines up in order). One guy lands this turn next to Naruto.

SAVE!

WEST: The 5 DDs round the corner and (as long as the easternmost two fall in line behind the rest) all bombard the southern bunker. It should die in one turn.

Hayama port BB and the one northwest of it (so the southern 2) should be able to main battery the artillery north of Kamakura (near your aircraft) to death.

Cruiser shoots the infantry in Hayama of course. This is unlikely to kill so probably Ally BB takes it in their turn.

Northern two BBs… one can main battery the Chigasaki infantry unit to the far west immediately, the other has to move west (well, southwest) a hex to do so.

Catalina flies north just west of the railroad. That 75mm AA gun can be silenced immediately using 2 BTDs who reveal an enemy air unit on radar to the north.

Your east Corsair can reach the hex south of that air unit, while the P80 easily reaches the hex north of it. During its flight the P80’s radar should have shown another air unit north-northwest of Shimo-Kawai which your western fighters can down, though this bring them within a 75mm AA gun’s range. They also spot another Kamikaze Zero.

Your B29s lack the range to SEAD the AA gun by the railroad north of Fujisawa (middle of this western side, spotted by fighters heading up) but they can definitely hit the heavy infantry your Catalina sees west of Yokohama and north of Totsuka. Do so.

Your last BTD hits the tank by Totsuka.

SAVE!

EAST: SEAD the AA gun near Yachimata using two BTDs. If you have a veteran BTD on this flank, use it to hit first, otherwise be ready to eat 1 HP damage on the first strike (I accidentally sent my veteran to Note last turn so it can’t reach, this Note BTD should fly southwest to occupy a more central place over landing zone for next turn).

If your luck is poor, however, you may have to save scum to avoid taking more than 2 BTDs to kill the AA gun (and both getting damaged). Check your available BTDs for whoever has the most experience to go hit first, should be 3/0+ instead of 2+/0+. If you manage to get it down to 1 HP a veteran Corsair has a decent chance to kill it in one hit.

Your other three Corsairs should hit the artillery, so yoru two remaining BTDs (probably about 1.5 stars each) can kill it this turn.

2.12.3 Turn 3

Hold on. Them demonspawn (The most common name for the Japanese by other East Asians, 鬼子, translates thusly) have self-propelled AA? What is this impolite fiction?

WEST: Well, that doesn’t stop you from putting down the Zero (K) with your fighters.

Land your whole peninsular line (heal the one damaged by shore gun immediately after landing), with harbor battleship moving south-southeast (making room for supply ship) to hit bunker your DDs spotted. 4DDs (all that can reach) bombard the shore gun, while the fifth hits bunker.

Land your whole western line. Your river Marine can use the attack pursuit on Chigasaki to get out of river on the first turn after landing. Put a supply ship at Chigasaki harbour.

Northmost BB hits tank near Totsuka. Other BBs all move south to go around peninsula.

2 BTDs SEAD the heavy AA gun near your western fighters, B29s attack the SPAA which can’t really hurt them. The other BTD keeps attacking tank near Totsuka. Catalina goes west to spot the AA and artillery west of river so your bombers can suppress them next turn.

The other two fighters (formerly on east side) can go west to take a look near Chofu airfield. Interesting that it has no hangar but we can capture planes from it. That’s what I did, though it turns out it was a poor idea.

EAST: Land whole line. Pull supply ships up to harbours where able and shore in general. South DD hits bunker east of Oami. There is an AA gun near (northwest of) Oami (spot with Corsair) that needs SEAD (lead with most veteran BTD, probably 4.5 stars, then the least experienced that can reach to kill), and a tank on the road north of that, just northwest of the fork in the road.

Your three remaining BTDs should all hit the tank. Corsairs can fan out to scout, finding things like the AA gun and artillery west of Tako in the north.

The Marine already ashore should go north toward Hashimoto.

2.12.4 Turn 4

WEST: A plane is coming from the northeast, fly your Corsair back over as far as it can go to pick it up on radar again. Your eastern P80 can intercept it no problem. Remaining Corsair finishes off the heavy AA gun if your BTDs didn’t kill it last turn.

B29s hit the SPAA, fi they fail to kill, use a BTD to finish it. Other two BTDs converge on the triple 25mm by the artillery pieces to SEAD it.

BB that stayed kills the tank by Totsuka with secondaries. Whole landing line rests except the one on Naga who needs to link up with the rest of the landing.

DDs advance to shell the shore guns!

SPECIAL EVENT: DEAD WATER
We must clear the waters of Tokyo Bay to secure the ports on its western shores. Advance steadily with force and caution, Fleet Command expects these waters to contain mines and other nasty surprises…

You mean like the suicide divers the Japanese had an idea for? I don’t remember them from my first playthrough five years ago though.

West side shore gun is dead. East side gun in bay isn’t in range yet.

Cruiser moves south near Misaki to shell bunker and discovers Infantry 41 in the village to blast instead. The three BBs going south should also shell this infantry, so your other Marines 45 near Naga can move down and take Misaki this turn (though the enemy probably doesn’t die, your Ally BB will kill them from 1 HP easily).

EAST: whole landing line rests. DDs shell the bunker some more.

Aircraft spot bunker east of Chiba near road. So you have two 1HP targets (killed by two lowest-XP BTDs) and a 6-HP bunker that can soak hits from your three other BTDs.
US Pacific 12: Operation Downfall Pt 3, 2.12.5 -- 2.12.9
2.12.5 Turn 5

WEST: Kill the enemy Toryu (K) with one fighter.

Move the Misaki Marine back up to crossroads, and ships around peninsula. Cruiser, then BB secondary kill bunker, and a BB primary back north will kill the volunteer fighters.

DDs can probe out a safe passage in bay just by leapfrogging up (i.e. only move into hexes adjacent to an existing ship from which you can still hit the enemy) and killing Futtsu shore gun while you’re at it, of course.

Leapfrog up in Peninsula area and make contact with other landing via someone coming up road. Also you should be able to knock Volunteer Fighters off Kamakura this turn.

Capture the western airfield and chase the AA gun north of it.

SPECIAL EVENT: AIRFIELD HOPPING
This enemy airfield – littered with wrecks - is now under our control. In order to maintain a strong close air support, US forces must continue to capture and secure air bases as they push deeper into enemy territory.

Moving a unit up to Fujisawa predictably reveals enemies there. Hit them with BB secondaries (You did leave a bugged NorCal 44 with 20 shock on all weapons, right?). Kill with 2 hits from core Marines. Chaffee should go up western road as just rushing the artillery seems like a dumb idea here.

Your two BTDs near it kill the artillery mode 100mm gun north of your LZ. B29s and last BTD SEAD the 20mm AA gun near Chofu airfield as you need fighters near there next turn… oh, there’s a plane west of it coming in from off map. Interesting.

EAST: Wait, don’t tell me Pershing cannot go in FOREST… Well, regardless, Leapfrog Marines up to Hashimoto in east side, DD hits enemy, then Marines two-shot it. Take Note, and move up to Yokaichiba to find no one there. Southern guys advance toward Togame and Oami. BTDs fly toward the artillery you spotted earlier between Tako and Sanrizuka (spot again by Corsair flyby this turn).

Your southern two Gleaves can start moving for exit hexes now.

2.12.6 Turn 6

WEST: From east to west… While your battleships can’t hit the Yokosuka heavy infantry you move up to spot by proximity (come in from the south hex), your cruiser can. And so can two destroyers at their starting locations between some mines. After bombarding, chase this heavy north, so your other Marine can kill and to spot the suicide boat by proximity, which two other DD hits will kill.

Leapfrog up near Kamakura (northwest of Yokosuka) to kill Volunteer Fighters, then flank and one-shot Lunge Miners and spot some infantry on a village with a harbour.

Move Marines up toward Totsuka, unfortunately you can’t spot anyone there this turn so your BB will have to main battery the enemy tank or truck.

Kill the AA gun north of your new airfield, and move Marines up the roads toward the enemy artillery to find infantry in the riverside forest south of it. Hit this infantry with your experienced core Marines for 2/0, then kick off with non-core for 2/0, then finish with BTD. You can either bomb and then use Chaffee on enemy artillery, or vice versa. Be warned though that the predicted 5/0 can easily be 4/1.

Further north, use P80s to down the kamikaze that didn’t immediately land at airfield, and use B29s plus a BTD to kill hangar at airfield (exit on south arc). This won’t fail a secondary unlike in Leyte. Your Corsairs can scout a bit.

EAST: South to north… you saw enemy units move into the open last turn, but leave them for now. Move someone up to Oami to spot infantry there beyond your bomber and DD support… but within M12’s envelope. Bombard first, then chase off with Marine. Leave your non-core heavy infantry here as garrison in a couple turns’ time.

Moving up to Togame you can see entrenched enemy infantry. Attacking right away would probably damage you, so SEAD the enemy flak gun to the north with your best two BTDs, then bomb the enemy infantry once, then leapfrog-kill and take the town. Against the enemy in the open, however, veteran Marines can easily hit for 2/0 so do exactly that. Last two BTDs hit the enemy artillery.

Whole line general advance inland. Eastmost group of 2 Marines goes straight north to take everything in the corner. DDs go toward exit hexes.

2.12.7 Turn 7

WEST: That’s a lot of suicide boats. Luckily, they do little to DDs and Gleaves are cheap to repair. You should be able to kill the Kaiten in one hit at an appropriate range, kill the west Shinyo with four DD hits moving into range, and have a Corsair lying around that can hit the east Shinyo for 2+.

Kill the AT gun with leapfrogging and take Uraga this turn (pursue AT gun to find no one in Uraga).

Port northeast of Kamakura: Slide over, let Simpson hit first, then finish and occupy. Anything under 8 efficiency must rest this turn.

Totsuka enemy moved out of cover… WHY? Well, your BB can hit them with secondaries. Move non-core Marines from bridge by Fujisawa (where they moved the turn AFTER leaving river) to hit first, chase with core Marines so you can pincer the Totsuka unit and occupy.

Hit the entrenched units to the west with B29s (exit north), then hit with non-core to knock out of cover, then finish with core Marine and Chaffee (vs the vehicle).

Now you have two idle BTDs, with a 1HP enemy heavy infantry to finish, and a tank to bomb. Do so!

EAST: 2 DDs reach exit hexes, third is still moving.

Kill the artillery with Marines, and find no one in Tako… but there’s folks southwest of Tako dug in in the woods, approach carefully to spot.

Move up road west from Oami in south. It seems Pershings can’t go in forest, so bringing them on this flank was a huge mistake by me (will have to correct for higher difficulties). M12 hits whatever it can after moving (probably the guy McNeil moved to kill east of Yachimata).

McNeil tries to kill his enemy form 3 HP, probably needs a BTD to finish. After everyone but your Corsairs and four of your BTDs have moved, you find the four bombers all near one dug-in infantry east of Yachimata, between the two rivers… which stops existing without any infantry attacking it.

2.12.8 Turn 8

WEST: Corsairs go east to attack enemy boats, P80s RTB to refuel. BTDs and B29s fly east to strike enemy shipping as you can see even Mogamis coming south.

Take Atsugi in far west (no one is there as I found moving someone up), repair Chaffee if needed, attack enemy tank across river south of Shimo-Kawai with Marines (should have saved Chaffee for it or at least not pursued so I could leapfrog, oh well).

Advance up west shore of the bay. Battleships should all be moving toward bay now.

Do not redeploy retreated DDs yet, wait until Yokosuka is available for deployment as this saves you the trip around.

EAST: Advance west past Oami, you’ll find some enemy reinforcements moving in from southwest, destroy the lead infantry truck and discover the tank behind it. Your Pershings should be up to deal with that soon.

Advance toward Yachimata and Sanrizuka, the infantry you see in forest southeast of Sanrizuka can be bombed to 3HP or less (1 hit from veteran BTD), hit with Marines, then bombed to finish easily.

2.12.9 Turn 9

WEST: Bomb enemy shipping as much as possible. Redeploy 2 of your more experienced reserve Gleaves near Yokosuka. DD Fleet retreats past minefields, BBs keep moving up.

Kill enemy 1HP tank with Chaffee, Take Shimo-Kawai off the volunteer fighters’ hands and either leapfrog up or finish with BTD. Two Marines (one non-core) move toward Hara-Machida from Atsugi. Take Yokohama this turn if you dare just run in (no one there).

Relaunch P80s (or one, if only one landed last turn and the other just landed now)

EAST: The enemy tank ran away? M12 (while leapfrogging forward) and then 3x BTD it to death regardless. Corsairs should bomb whatever they can reach (probably bunker, but may have to finish tank).

McNeil approaching Yachimata finds enemy while 2 BTDs are nearby to hit it… bomb twice then kill.

Omigawa and Iwabe in northeast have no garrisons I could find.

East DD exits.
US Pacific 12: Operation Downfall Pt 4, 2.12.10 -- 2.12.20
2.12.10 Turn 10

EAST: On their way back to refuel, south BTDs blow up an enemy troop transport west of Mobara (if you didn’t see it already, spot it with Corsair flybys heading east). All aircraft in east have to fly back toward CV now.

Marines roll up to Chiba and M12 just barely gets into range… bombard then Marine hits for 3/0 and occupies Chiba. Oddly the secondary objective still shows question mark instead of checked off.

Keep advancing in the north, of course.

WEST: Your airstrip is empty. Which is good because your BTDs all need to go refuel NOW.

I have many questions about why strategic bombers can do 2 damage to Shinyo suicide boats. Anyhow, Corsairs take another round of shots too.

Non-core and Core Marines coming up can two-hit Hara-Machida from two sides to chase enemy off. The bridge east of it has enemy infantry in the trees though, but it doesn’t matter at this difficulty.

General advance up the shore on land! And slip your ships northward too, deploy another relatively experienced Gleaves near Yokosuka.

2.12.11 Turn 11

EAST: So after seeing enemy troops moving north in their turn, the event finally triggers…

SPECIAL EVENT: QUARANTINE
By securing a line across the top of Boso Peninsula, we have cut off a large part of the enemy forces. If we can hold it against any final break-out attempt, the position will be secured.

Oh so that’s what I saw just now, the final break-out forces.

SEAD the AA gun southeast of Mobara on your way back to the carriers (2 BTDs should do it, add Corsairs if you must), and land a BTD per carrier (you did move your northern carriers south right?)

WEST: Chaffee runs away before enemy tanks can hit it, and you secure western lines (pending more air support) and take the third harbour…

SPECIAL EVENT: SECURE FOOTING
The rapid advance toward the western shore of Tokyo Bay has prevented the enemy from destroying the naval facilities there. Additional land forces can now be deployed.

BBs main battery the foremost enemy DD. B29s and Corsairs remove the last two suicide boats. Your other DDs leapfrog up the bay and attack the remaining enemy DDs.

You have more Land CP now. That means the enemy counterattack in the east… can be met by some more freshly purchased core Marines. Specifically, 2 near Katakai, 3 near Oami (where your non-core Heavy Infantry is sleeping), and 1 in west near Atsugi (you could also wait and deploy closer to front line)

2.12.12 Turn 12

Land remaining BTDs and re-launch as many as you can (should be 4).

EAST: Punish the counterattack with your forces, old and new. Further north just kill the visible enemies near Chiba and do as much damage as possible near Sakura. Bring the northern sweep guys west toward front line.

WEST: Fleet kills remaining enemy ships and leapfrogs north while they’re at it. Make sure your BBs follow the swept waters to not run into mines. Corsairs fly for airfield, B29s head northwest to resume supporting attack as soon as possible. You should almost have captured Kawasaki by this point.

2.12.13 Turn 13

General advance, in east you probably capture Mobara, south of your original line, when countering the counter-attack, so you’ll have to deal with enemy defenders before you can withdraw to starting line again.

West needs to pay attention to aircraft repairs, probably, and make sure fleet moves up safely.

2.12.14 Turn 14

EAST: Once you take Makuhari on northeast side of bay, enemy will counterattack with an armored column, so be advised and keep at least one Pershing ready. Also they seem to be willing to keep counterattacking Mobara…

WEST: First unit on a bridge near western Primary VP will cause the enemy to concentrate units there, so be careful and pull the unit back after the enemy shows up.

2.12.15 Turn 15

WEST: You should be able to seize Chofu airfield this turn, but your shoreside advance should pull back to rest and reorganize while navy takes care of enemy artillery and anything else they and a Catalina can spot along the shore ahead.

SPECIAL EVENT: THE BEST THEY GOT
Following the capture of Chofu airfield, a number of N1K-J “George” aircraft have been captured. These are considered to be one of the finest land-based fighters fielded by the Japanese.

EAST: After re-launching all aircraft (accounting for repairs) you can send CVs to retreat hexes so that you can re-field them inside Tokyo Bay for faster refuelling.

2.12.16 Turn 16

WEST: Remember that there is NO RUSH now to push the enemy’s face in and you can wait for your air and naval support to show up… in the meantime you might as well secure your airfield by capturing everything else outside the Tokyo urban area.

EAST: Continue the offensive. I don’t need to teach you the details by this point.

2.12.17 Turn 17

Use fighter flyovers to scout the city and SEAD as much AA as you can. Enter jump-off positions near Kawasaki, across the bridges from western Primary VP, and near Ichikawa.

2.12.18 Turn 18

After all AA is down (use DDs where possible), attack I/O and Ho-Ri with DDs and bombers. P80s should RTB to refuel now or very soon. Send some spare DDs east. Redeploy CV northeast of Kawasaki.

2.12.19 Turn 19

Send B29s back to refuel. Cross bridge west from Ichikawa to provide your BTDs and DDs with targets… and probably find nothing.

Redeploy your other two CVs near the first one, northeast of Kawasaki. Leapfrog-push the west Primary VP (bomb airborne to death and BTD stragglers). Push north from Kawasaki to find enemies by the next flag up… next to your navy’s guns.

If you want to dispense some justice, bring Chaffee back over from the western edge of the map. It needs to use the roads to spot the enemy on the Palace so you can nuke it (flexible pathing means you can run away without getting caught in the blast).

Corsairs can head back to your first airfield if you don’t want to have them clogging up the screen.

2.12.20 Turn 20

East push MUST NOT lead with tanks because of Lunge Miners.

On the west side, your two thrusts into the city will have some troops between them unless you went up middle bridge as well. Make sure to converge and cleanse them.

BBs should be reaching the inlet near the palace now.

IF you have troops near Tokorizawa in northwest, pull back immediately and send all BTDs toward the northwest corner of the map.

Land B29s to refuel/repair (Enemy AA gun by palace may move to shoot you, and heavy AA will usually do damage to strategic bombers).
US Pacific 12: Operation Downfall Pt 5, 2.12.21 -- 2.13 Campaign End
2.12.21 Turn 21

Tokorizawa has an armored brigade spawn near it this turn.

Re-launch any B29s that didn’t need repairs, repair any that do.

Prioritize bombing the tank and then pincering the two foot units, with western edge Marines (if you sent any up west). If you only get 6 or 7 BTDs over for this turn to cover for 2-3 Marines, that’s fine, the others won’t be needed.

Continue leapfrogging inward…

SPECIAL EVENT: ON THE RED CARPET
Forward elements of our forces have reported that they are nearing the Imperial Palace. There is still a hard and bloody fight ahead as the fight with Japanese soldiers and civilians continues to intensify.

AHAHAHAHAHAHAHAHAHA! That’s the funniest thing I’ve read in a while.

You have no idea how poor and drained the Japanese people were for most of their history thanks to the daimyos and samurai, because Japanese historiography doesn’t cover smallfolk, because the administration was decentralized to the point where the local samurai could oppress villagers without fear, and so there was no capacity for true grassroots rebellion.

The Japanese kitsune god Inari liked fried tofu, while Chinese multi-tailed fox spirits like to steal chickens, because fried tofu is the best oil and protein available, because ordinary folks couldn’t afford to raise chickens. The Japanese diet was so abjectly poor that for many centuries, the shogun Tokugawa Ieyasu was said to have died from overeating tempura (deep-fried shrimp).

How did the Japanese lifestyle improve? They fought the Manchu Qing dynasty that had colonized and occupied China and the Manchus, obsessed with keeping the Han Chinese down, paid them enough that they could afford to continue their militarism instead of implode.

In 1931, a Japanese newlywed (井上千代子, not sure about the Romanization of the name) committed suicide so that her groom (井上清一) wouldn’t want to stay home and would go to the invasion of China. And he did, and he committed many war crimes. This was widely celebrated in Japan, the Emperor himself hosted a commemorative event, propaganda films were made about her, and she was enshrined by the Japanese Women’s National Defence Society (or however it’s translated).

If the Emperor is the CEO (don’t pretend he’s a mascot, he personally authorized the Three Alls Policy), every single Japanese citizen who contributed to the war effort or the survival of those that contributed is not an employee. They are all shareholders. There was no appreciable anti-war movement in Japan during WWII, except those complaining they themselves weren’t getting enough dividends or were suffering from consequences of the war.

The few individuals who did understand the wrongness of their actions had long since defected or committed suicide, like 伊田助男 who was found dead by resistance fighters in a truck with 100,000 rifle rounds, with a suicide note urging them to fight the monsters he was entrapped among.

Strike off “and civilians” from the event flavour text. There were no civilians in Japan at this time.

你不是知道错了,你只是知道你自己要死了。
You do not know your sins, you just know that you are about to die.

Deploy the nuclear-armed B29 near Chofu airfield. It’ll take a couple turns to get to the palace but that’s enough time for you… wait, who blew the bridges around the palace??? No Chaffee spotting then.

Scorched hexes cannot hide infantry, so stay in city hexes to avoid mortar bombardment for as long as possible.

2.12.22 Turn 22

Should be able to kill the northwest enemy attack this turn.

2.12.23 Turn 23

Pull everyone back to a safe distance (I have no idea how much this is but I just pulled every unit within 3 hexes away) and nuke the Imperial Palace. Move other units up to the perimeter..

BTDs need to land to refuel very soon.

2.12.24 Turn 24

It appears nukes kill every unit in a 7-tile cluster (i.e. splash radius 1). Perhaps we should have left the Ho-Ri alive as the bomb drop point. Oh well, it’s much more satisfying to nuke the palace.

2.12.25 Turn 25

Occupy the palace… what remains of it.

2.12.26 Turn 26

OUTCOME EVENT: VICTORY
As the Japanese Emperor calls upon his subjects to lay down their arms, the Imperial Staff surrenders officially and unconditionally.
After more than 5 years of war, the job is finally done.

Besides the lack of easter egg after nuking the palace… Even from the US Navy perspective, December 7, 1941 to mid-1946 is not “more than 5 years”. I strongly doubt American math education was this bad back then.

It is not even quite 15 years for the Chinese, if we count from September 18, 1931.

Also, it’s possible to end this mission as early as Turn 19, as I did on my first playthrough.

2.13 Campaign End

This campaign is over.
You can review the final state of your Core Forces here or exit the campaign through the Options Menu.

CAMPAIGN EVENT: VICTORY
The free world has been at war and in fear for over four years…
After a long and bloody road to victory, it now finally enjoys peace.

Yeah sure, “peace”, haha…

Chinese KMT-CPC Civil War, Vietnamese War of Independence, Korean War, First Arab-Israeli War, etc. campaigns when?
US Marines 1: Taking the Initiative Pt 1, 3 -- 3.1.7
3. US Marines

3.0 US Marines Details (Lieutenant/Easiest Difficulty)

After the naval battles of Coral Sea and Midway, the U.S. have decided to take back the initiative in the Pacific theatre. As a vital part of this expeditionary force, the Marine Corps is expected to lead the way.

CAMPAIGN EVENT: SEMPER FI
The U.S. Marine Corps is America’s amphibious spearhead, tasked to assault and capture enemy-held islands and coastlines. Fresh from military training and carrying only limited supplies, the Marines are now en route to the Japanese outpost on Guadalcanal.

Boot Camp Core Units should really go HERE, instead of US Pacific! I mean it's even stated in Boot Camp that they're Marines! I guess it's because the US Pacific campaign was in the original game before the campaigns all became DLC. And you can’t import the same core into multiple campaigns? Unfortunate.


3.1: Taking the Initiative

Solomon Islands – August 1942,

Earlier this year the Japanese have established a harbor and seaplane base on Gavutu, Tanambogho, and Tulagi. Our planned invasion of Guadalcanal – 17 miles to the south – requires the liberation of these islands.

(Game has typo claiming it’s Gavatu… it’s not.)

SPECIALIZATION: Can’t afford anything, you have only 1 point to start with.

BRIEFING:
The US expeditionary force has arrived on schedule and – due to bad weather – undetected by the Japanese.
After splitting the force in two, our group is tasked with the assault on Tulagi and Gavutu-Tanambogho.
Because it is some distance away from Japanese bases and settlements, the southern half of Tulagi is expected to be the least defended. This will be the preferred landing zone on the island.
To the east of Tulagi lies the island group of Gavutu-Tanambogho*. The Japanese have constructed a seaplane base there, and may have a sizable garrison defending it.
This operation is the first real test for the Marine Corps and we are on a tight schedule.
Once both islands have been secured, our troops will immediately be transferred to support the invasion of Guadalcanal.

*NOTE: corrected from Gavatu again.

OBJECTIVES:
Take all flag points on Tulagi island. (All VPs and capture points)
Clear Gavutu* and Tanambogho. (All Japanese units on the island)

SECONDARIES:
Destroy the enemy floatplane in 9 turns—Preventing enemy reconnaissance will weaken the Japanese ability to conduct airstrikes against our invasion force.
Complete the mission in 30 turns—An M2A4 Light Tank unit will be supplied to the Marine Corps.

3.1.0 Deployment

You have 14 Land CP and 6 Air CP. Your reserve units at present consist of three supply ships—Put two in the west near Tulagi, and one in the east by the conjoined small islands—two Marines 42 and a Marine Raider. You also get 400 resources to start.

Oddly you can’t buy Marines 42 in August 1942, only Marines 41.

At the easiest difficulty, your one Wildcat that comes with the carrier is enough to take care of the floatplane. Therefore, buy two Dauntlesses to deploy east of the seaplane base.

I didn’t bother deploying the Marine Raider, but you can if you like.

Buy one Marines 41 to deploy right up to the shore in that alcove south of Sasapi.

2 Supply ships west south of the two pre-deployed core transports. 1 in east east of the small island. Deploy your remaining 2 Marines 42 and a new Marines 41 east of the Seaplane base.

I recorded that the first time I played this map, seaplane started northwest of Tulagi, but this time I spotted it on radar as soon as game started, northeast of seaplane base (which makes sense). Perhaps there are two seaplanes?

3.1.1 Turn 1

East Marines units run up to the beach. Dauntlesses fly to the half-health AA unit on the Seaplane Base hex, and one-turn it.

Wildcat move toward the enemy floatplane you saw on radar to start. Carrier moves northeast too.

West side land the Marines 41, move rest of forces straight up to beach.

3.1.2 Turn 2

Wildcat fly northeast to the hex east of the marsh by the Tanambogho Island flag, as you can’t attack the floatplane this turn (it flew southwest).

All three Marines units land on east island and move supply ship up to port hex. Bomb the Japanese Infantry you see with both SBDs.

Land other two Marines in west, move both supply ships up to beaches and Sleep them. Move the already-landed guy up a hex or two to look around.

3.1.3 Turn 3

Save scum until you pull ahead of the floatplane (i.e. a hex north of it) and hit it with your Wildcat for 3 HP.

SPECIAL EVENT: SECOND WAVE
Fresh manpower and equipment have arrived to support the deployment of additional forces.

12 Land CP… I’m starting to wonder if I should not have bothered with SBDs because they’re so expensive.

SBDs bomb the infantry down to 2 HP (1 hit if possible) or 1, then use south-most Marines to kill, then pursue to get away from bunker. Move northmost Marines to grab Seaplane base. Middle guy follows so basically the whole line moved in parallel.

West side buy and deploy Marines 41, supply ships shuffle a bit if needed. Landed guys rest to go back to 10 org (played HOI3 too much to call the efficiency anything but organization).

Carrier keeps moving at full speed. IIRC a sub may exist on this map, but caution never hurt.

3.1.4 Turn 4

Cut ahead of floatplane again with Wildcat and hit for 2 HP (down to 1 HP).

East: SBDs bomb that Heavy Infantry north of bunker. Marines rest.

West: Move up through forest towards Sasapi, sadly in this campaign unlike US Pacific, Marines units can’t walk through jungle so easily anymore. Move the new Marines up to shore.

3.1.5 Turn 5

SPECIAL EVENT: FINAL WAVE
All remaining reserves have now been authorized for deployment. More Command Points are available.

17 Land CP now (15 if you deployed Marine Raiders who are useless if you don’t need to blow bridges), is a lot, but only 140 resources (SBDs cost too much) is sad.

Kill floatplane with Wildcat.

SPECIAL EVENT: EYES SHUT
Floatplanes operating from Gavutu have been shot down. Lack of aerial reconnaissance will prevent the Japanese from calling in airstrikes.

This doesn’t make a map marker for next mission on the campaign map, so it must mean no bombers coming this mission, good.

East: SBDs hit the heavy infantry, then 1 HP enemy dies to lowest-efficiency Marines 42 it’s been bombarding for last couple turns. Marines 41 goes to landing point so it can attack bunker next turn, rested Marines 42 from port to road north of bunker so it can hit next turn too.

West side: Marines 41 hits and pursues Engineers off Sasapi for predicted 4/1 (I got 3/1). Other units move up including 1 on road, new Marines land.

DO NOT buy and deploy more Marine transports in west, in 3 turns Sasapi will be able to deploy new units around it at 10 organization (no rest needed).

3.1.6 Turn 6

West: Sasapi Marines hit Engineers but do not chase, another Marines chase and finish 1 HP Engineers west of Sasapi. All other Marines go northeast form landing beaches.

East: After SBD bombings, the bunker may fall to just a rested Marines 42 hitting it or the 41 may need to help finish it. Don’t chase if the 42 kills it in one hit from north for 5 HP, and move 41 back onto road south of seaplane base. If the 41 kills it, oh well. Rest the lower-org 42 this turn.

Annoyingly, CV cannot do shore bombardment. Keep it moving nearby though for airfield duties.

Wildcat fly toward CV

3.1.7 Turn 7

East: Enemy AA gun is hex southwest of the other flag marker, bomb it with both SBDs. Move full efficiency Marines units forward along road.

Wildcat approaches the enemy in east.

West: Marines 42 west of Sasapi runs back east, send the newer Marines 41 to help the other 41 (on Sasapi) finish the bunker to the west. Marines 42 east of Sasapi hits bunker for 4+/0+ (5/0 in my case)
US Marines 1: Taking the Initiative Pt 2, 3.1.8 -- 3.1.20
3.1.8 Turn 8

East: Kill enemy AA gun with SBDs. Move full-org Marines 42 up to what looks like a village near the jungle… and spot the Japanese infantry in the jungle so your Wildcat can try bombing it. Do not attack with Marines.

West: Hit west village bunker with lead Marines 41, second unit following right behind.

Slide Marines 42 sideways to clear road hex and kill port-side bunker but do not push into that hex, then use the Marines 42 coming up from behind to hit Japanese infantry for 4/0+ (for me it was 4/1 once and 3/0 another time).

Buy and deploy 3 Marines 41 near Sasapi.

3.1.9 Turn 9

EAST: the heavy infantry attacked your Marines for 1/3 so bomb it with Wildcat and SBDs, then kill with the 9-HP Marines 42. Don’t pursue. Move other Marines 42 along road up to town, but don’t attack.

West: Slide Marines in contact sideways to two-hit west village bunker this turn, and pursue to take village.

Slide Marines 42 eastward along enemy 6-HP Marines to make space for the Marines 41 that spawned south of Sasapi to hit the 3-HP enemy infantry… if it doesn’t die then finish the routed unit with Marines, but if it dies both Marines 42 can hit enemy Marines.

Other two Marines near Sasapi move east as much as possible.

3.1.10 Turn 10

SPECIAL EVENT: FLEET SUPPORT
The Navy has sent a flotilla of destroyers to provide fire support against enemy defences.

At last, something useful! Sail west one northwest and east one due north so it can embark the east island Marines.

EAST: Bomb the flag infantry with everything you have, hit with full-strength Marines 42, then take flag and kill with weaker Marines 42. The foxhole is on beach hex by the bunker, so be careful not to enter its range as you bring the Marines 41 up.

WEST: Kill enemy units near Harbor flag and take the flag.

3.1.11 Turn 11

EAST: DD moves toward island and shoot Bunker. Bomb it with all you have. Land units rest and cheap-repair there.

WEST: The Marines 41 that came up from Sasapi to road or roadside hex south of harbour can move far enough to touch that jungle hex southwest of Barracks flag. There is a foxhole there to smite. Move other forces up along road unless they need repairs.

Make sure CV is close enough you can land all aircraft next turn.

3.1.12 Turn 12

Land all aircraft on carrier, move carrier west after landing.

EAST: Hit Bunker with DD running up to it, then hit with Marines. If it takes two hits, then you can’t finish Foxhole this turn, oh well. Start moving supply ship westward.

WEST: West village folks also get to clear south village by going through forest south of Sasapi, get them moving.

Leapfrog Marines up to finish foxhole and destroy the Korean Workers while nabbing Barracks flag (don’t pursue the first hit, pursue the second hit, move someone onto Barracks hex and kill Foxhole to make room for later Marines).

If the Korean Workers on the Barracks actually fight for the Japanese as Volunteer Fighters, then they are traitors. The mental equivalent of Zerg-infested lifeforms, and should be put down for submitting to the Japanese like the later oligarchs of South Korea (many of whom were collaborators) had, and thoroughly unlike the heroic resistance fighters who withdrew to northeast China and later even into the USSR (it was the loss of many of these during the Korean War that let the Kims turn North Korea into their own little dynasty).

3.1.13 Turn 13

East: Embark two units via being next to DD, kill foxhole with last Marines unit (no sense wasting XP), move DD next to that Marines unit.

Move CV west, re-launch an SBD.

WEST: Leapfrog folks up. Move DD up to shore by east village, and bombard the Infantry 42 northeast of the village.

3.1.14 Turn 14

East troops sail west or embark, then DD sails west. Move CV west and re-launch second SBD.

DD bombards infantry some more.

WEST: Moves troops to jump-off points (line southwest from the road junction north of east village) and rests.

3.1.15 Turn 15

EAST: Move everything west.

WEST: Rest front line units. There’s a bunker northeast of south village, anything that can hit it next turn should also rest.

Bombard the Marines 42 you can now see with DD and then SBDs.

3.1.16 Turn 16

Enemy will lose their cool and attack you. Kill them! Make sure to soften up any full-HP enemy soldiers with DD and SBDs first!

Kill south village bunker with two foot units hitting it this turn, probably one from the west end of your main thrust that couldn’t cross trees fast enough.

3.1.17 Turn 17

Kill east village bunker. Other foot units rest and repair.

Both DDs hit AA gun for 2 each, then an SBD (or two) finishes.

3.1.18 Turn 18

Bombard and bomb the heavy infantry, then push it from southwest hex (northwest has a foxhole) with Marines 42, you may be able to one-turn it.

Attack foxhole with other units to try to avoid damage from it. AT gun can wait unless you failed to one-turn the heavy infantry and it didn’t retreat to make room.

3.1.19 Turn 19

Turns out the Marines from east landing just now would be absurdly pointless.

Don’t use the DDs this turn, kill everything with core units and nab the Prison…

3.1.20 Turn 20

SPECIAL EVENT: OUT OF STOCK
The U.S. Marine Corps received a number of M2A4 Light Tanks to outfit their armored units until the production of the M3 Stuart came on line. While outdated, these tanks should still prove useful in combat against lightly armed Japanese infantry forces.

OUTCOME EVENT: VICTORY
With the capture of Tulagi, US forces now have access to one of the finest natural harbors in the South Pacific. Except for a small garrison, the Marines are all being relocated to Guadalcanal.

If I had rested less between attacks, I’d finish on Turn 18 and have 522 Resources for the next battle, but this slower method gives me 555 resources for the next battle!

If you used the cheesier method as I will post in my Normies and Crazies guides, you should be able to start next battle with about 800 resources.
US Marines 2: Guadalcanal Pt 1, 3.2 -- 3.2.11
3.2: Guadalcanal

Guadalcanal – September 1942,
The Japanese airfield on Guadalcanal has been captured by US Marines and renamed “Henderson Field”. However, with enemy forces still present on the island, we are expecting fierce counterattacks against our foothold.

SPECIALIZATION: Either Flight School (for 1-star fighters) or War Economy (if you want a Catalina for scouting), because you’ve bought more than enough Marines for the early game of next mission. I got War Economy for the Catalina.

BRIEFING:
After routing the Japanese garrison and construction personnel, the Marines have set up a defensive perimeter around the airfield.
The enemy still has a substantial amount of troops available on Guadalcanal, and many more spread around the Solomon Islands.
We must be prepared for a confrontation with these forces and any further reinforcements they may receive.
Our mission is straightforward: protect the airfield at all cost and – should opportunities arise – launch raids against nearby Japanese outposts.

OBJECTIVES: Defend Henderson Field (1/1)

SECONDARIES:
Raid Tenaru—By capturing Japanese supplies we’ll be able to sustain the deployment of additional ground forces around the Lunga perimeter.
Raid Matanikau—By capturing Japanese supplies we’ll be able to sustain the deployment of additional ground forces around the Lunga perimeter.
Destroy 5 Japanese aircraft—Attrition caused by downing enemy pilots will reduce the quality of the Japanese air force in future campaigns.
Protect all construction groups—Henderson Field will be expanded to support and maintain additional aircraft.

3.2.0 Deployment

I need to point out something: Rabaul is such an obscenely long flight from Guadalcanal that realistically, most damaged Japanese planes could not make it back. In addition, the Japanese didn’t have a real pilot retrieval program because they were too high on their stupid culture to comprehend the value of technical troops like pilots and maintenance staff until far too late, and even then they were obstinate.

7 Air CP with War Economy means buying 2 Wildcats for anti-air duties in the early phases and a Catalina for scouting.

27 Land CP could mean 9 Marines (Upgrade all to Marines 42), leaving AA to the fighters. You’ll want all the ones you field upgraded to Marines 42 BUT you have a problem…

…SOMEHOW You cannot repair aircraft at Henderson Field, at least not early in the scenario. That means you NEED at least one AA gun, preferably two. Put two Bofors in the jungle north and west of the fuel tank. Weirdly they don’t have AT mode unlike 37mm AA/AT in Pacific campaign, when they were historically excellent against lighter tanks… like anything the IJA or IJN has in this period.

Put 3 Marines west by the Seabees, one southwest of Henderson at bridgehead, one on mountain, and 2 in an attack column on east side toward Tenaru, using south bridge. You’ll notice that War Economy lets you have 5 CP at this point, enough for a light tank. Upgrade your M2 to an M5 Stuart and put it on the flag point at the back of your eastern attack column.

Catalina south of airfield, Wildcats east of it. You want enemy to come in and bomb the fuel tank first… and get whacked by AA on their approach if possible (dependent on random spawns).

It’s also possible enemy first wave spawns west, which means you’ll have to reposition your attack column west and not raid anything early, but I don’t remember it happening on this lowest difficulty out of two playthroughs.

3.2.1 Turn 1

The enemy unit spawns are at least partly random, as the first fighter might appear on radar RIGHT NOW to the north of airfield, instead of northwest at the limit of PBY exploration range.

If enemy shows up north then fly PBY southwest as far as it can go, and hide Wildcats behind it (i.e. so enemy hits PBY and takes covering fire damage), and send both AA guns toward the bulldozer CB

West move into nearby jungle hexes (make sure enemy can’t just run straight into airfield or at the CBs)

Mountain guy sits there and spots perimeter.

East… If enemy decided to move up this turn, hit Hideo Eno back with lead Marine, hit with second (if he ran into jungle by road that tank can move to, second Marine could use pursuit to vault across river), then finish him with tank.

3.2.2 Turn 2

Ki-44 over your bulldozer? No problem, hit with both Bofors. You might be able to get 5 damage but more likely 4. That’s enough to kill with both Wildcats without damage. And this might get bomber to run on in too.

If you got 5 damage on fighter though, attack bomber with both Wildcats from the west, Catalina go north to keep an eye on fighter as it flees.

East side be warned there is another Japanese infantry on north bridge, the push always has two units. You need a defender up there, don’t leapfrog advance toward Tenaru yet. Of course if you can’t hit him (on beach road northeast of bridge) with more than one unit, then let him move first.

3.2.3 Turn 3

Both AA guns hit bomber. Then hit with both fighters from west side.

Catalina patrols southwest of your base.

Hit northeast intruder with both Marines (one on each side of river) and Stuart (move Stuart north of enemy to get max flanking bonuses for everyone, then use flexible pathing to attack from northeast bridge to ensure supply maintained if he’s on 3 HP, if he’s on 2 then Stuart should be able to kill him this turn). This may or may not kill.

3.2.4 Turn 4

WEST: Kill bomber, set up Marines in jungle by bridge to airfield, southwest, and south of west CB.

EAST: Kill the fleeing enemy on bridge with tank from west, rest east side Marine, west side Marine crosses bridge by road.

3.2.5 Turn 5

SPECIAL EVENT: IMMINENT THREAT
A raid on the Japanese supply base at Taivu has revealed strong evidence of a pending enemy attack against our position.

EAST: Kill the pillbox and assault the heavy infantry on Tenaru. You don’t have time to waste.

Land Wildcats to refuel.

3.2.6 Turn 6

Catalina should be patrolling south to southwest of your base.

Relaunch both Wildcats.

EAST: Knock heavy off Tenaru with one hit, then another unit (ideally Stuart) leapfrogs up and kills.

SPECIAL EVENT: RAIDING PARTY
A successful raid against the village of Tenaru has captured Japanese rations, weapons and ammunition. With the US fleet still struggling to unload enough supplies, these make a welcome addition to our meagre reserves.

One eastern unit can already start returning if your RNG was relatively good.

3.2.7 Turn 7

East side units retreat to protect base.

Wildcats bomb something within reach to the southwest, they have artillery to attack shortly.

3.2.8 Turn 8

Attack whatever you can reach with western defenders, including the bridge guard in mid coming over to hit the biggest danger to the airfield if they dare advance so fast. The mountain spotter can also come down and potentially kill that target from 3 HP if lucky.

Bring tank over to west side.

3.2.9 Turn 9

New bomber appears from west. This will run away real quick so attack it immediately with all your fighters from the western hexes (this should prevent it from exiting right away).

Tank reaches west, but can’t attack at the moment.

3.2.10 Turn 10

SPECIAL EVENT: REINFORCEMENTS
Additional supplies and equipment have been unloaded on the beaches around Lunga Point. We can now support a stronger force to defend the perimeter.

Attack the bomber again with both fighters, probably down to 1 HP.

Deploy 1 Marine 42 on east side to prevent being suddenly overrun, and 2 Marines west side. Heal anything needed and let the old Marines rest this turn.

3.2.11 Turn 11

EAST: set up stations so enemy can’t just run on in (1 in jungle between east bridges/roads, mountain, 1 on each flank of mountain, and 1 on jungle south of middle bridge).

WEST: Kill bomber. Stuart plus three Marines is your attack column going west. Remember Stuart cannot see foxholes on its own.
US Marines 2: Guadalcanal Pt 2, 3.2.12 -- 3.2.30
3.2.12 Turn 12

Another plane flies by toward Henderson in your north fighter’s radar. Doesn’t matter, let it taste AA first. Bomb the 70mm artillery you see, attack it with Marines, and find another enemy unit you saw moving through forest next to it.

3.2.13 Turn 13

WEST: Catalina spots the Kanko (B), what a joke. Wildcats bomb something near enough to base to make the flight. AA guns move out in case he tries to bomb CB dozer.

Kill the damaged foes in jungle and push on, you’ll end up exposing to a foxhole sooner or later, but that’s fine.

3.2.14 Turn 14

Oh, the bomber attacked fuel tank… and got smashed by your two AA guns.

Land both Wildcats to refuel.

WEST: Keep pushing. Don’t be in a rush to cross river though unless all units are rested.

3.2.15 Turn 15

Re-launch both Wildcats.

There are enemies south of the bridge across river. The 70mm artillery the enemy has only covers river, so kill these flankers first. Make sure to leapfrog and pincer the guy 2 hexes south of bridge, but there’s another unit in the jungle to his southeast (2 hexes southeast, 1 hex south). Don’t disturb this other unit just yet, just kill this guy, rest, then push bridge and river line.

Spot the enemy troops near Matanikau with Catalina.

3.2.16 Turn 16

Kill the 2HP enemy with one guy and move the others all up so you can cross the bottom bridge and grab the 50-supply flag on map edge.

Wildcats fly northwest.

Catalina go north.

3.2.17 Turn 17

SPECIAL EVENT: BREAKING OUT
To support the expansion of our perimeter and any small-scale offensives this may require, additional supplies have been allocated to the operation.

Upgrade your last Marines 41 to Marines 42 and deploy them southwest of the west Seabee. Deploy 2 more on road east of that.

Catalina goes northeast and discovers IJN fleet approaching. Start pulling your AA guns southward out of naval gun range.

Wildcats fly to keep an eye around Matanikau without moving into AA range.

Troops cross south bridge toward Matanikau, kill any idiot that tries to run up to stop you.

3.2.18 Turn 18

Matanikau bridgehead guy… fled to the big supply flag to the west? Yu can bomb with Wildcats, but beware AA range.

Cross river with 2 Marines (last guy had to kill a 2HP damaged enemy from enemy push earlier). Rest Stuart to recover efficiency.

3 new Marines come down road west to push frontally.

3.2.19 Turn 19

Kill enemy on supply base on western edge and grab it, last Marine crosses bridge.

New Marines keep moving west.

3.2.20 Turn 20

Lead new Marine can get on bridge to spot Foxhole. Use a Marine to push artillery north, another to hit AA gun hard, and then Stuart + New Marine kill foxhole. Wildcats can finish off AA and hit artillery for 1.

3.2.21 Turn 21

The enemy will attempt to cut off your western attack force shortly, just east of the bridge. Pound the heavy infantry that was on Matanikau, probably won’t kill this turn, but close enough.

SPECIAL EVENT: RAIDING PARTY

Raider Marines have overrun the Japanese outpost at Matanikau. They have taken back to base as many supplies as they could carry, and burnt everything else.

Don’t withdraw your new Marines toward base just yet, the enemy are coming, get them sheltered in roadside jungle.

Send Wildcats toward northwest corner.

THIS secondary gives 4 Land CP. Interesting. That’s 2 more Marines 42, 1 south of west CB, 1 south of ruined fuel tank. The two south/southwest of airfield can advance south to get out of Kongo main gun range and also to make room for the AA guns to shelter away from coast.

3.2.22 Turn 22

SPECIAL EVENT: FUEL LIMITS
Japanese attacks on Henderson Field have set several fuel depots on fire. Until new shipments arrive, the ensuing* shortage of kerosene* affects the amount of aircraft we can maintain.
(*Note: typoes corrected)

SPECIAL EVENT: SEASHELLS
Japanese battleships Kongo and Haruna are bombarding our positions with heavy fragmentation shells! We’ll have to take this beating until the break of dawn forces the enemy fleet to retire.

Kill the enemy heavy near Matanikau and the interloper between your western force and base (if you let him push far enough up, otherwise he flees through jungle), grab the Cruz Point VP, and heal any units that need it.

3.2.23 Turn 23

SPECIAL EVENT: TOKYO EXPRESS
A flotilla* of Japanese transport ships has been spotted, heading or Guadalcanal. Scramble all aircraft available and intercept these reinforcements before they can reach the shoreline!

Wildcats hit the Marines 42 transport first and exit east after hitting. AA guns start moving north again.

Kill enemy as best you can in west, and push toward the other supply flag on west edge.

3.2.24 Turn 24

Wildcats run southeast toward your base and your AA guns, enemy fighter is about to appear and their low efficiency and fuel is a huge problem.

There should be a foxhole on the southwest supply flag, so don’t just run in with Stuart.

Form a column that will push south and cut off southwest corner of map once you take the supply flag.

3.2.25 Turn 25

Continue setting up AA gun ambush, but it’s possible your Wildcats will simply exit enemy view.

Keep some Marines and Stuart near Cruz Point to cover landing.

2.12.26 Turn 26

SPECIAL EVENT: REFUELED
Shipments of new aircraft fuel have arrived, rectifying the fuel shortages suffered on Henderson Field.

Shoot the fighter with both Bofors guns. Kill with Wildcat if you must. If AA sufficed, then land both Wildcats to refuel and repair (if possible)

SPECIAL EVENT: AIR DUEL
The air battle over Guadalcanal is taking a significant toll on the Japanese air force. Heavy attrition to their veteran air crews should reduce the opposition we’ll face in upcoming operations.

Move the southwest supply VP Marines up to help stand fast near Cruz Point, because enemies are coming.

3.2.27 Turn 27

SPECIAL EVENT: BRACE FOR IMPACT
Reports from scouting parties have revealed Japanese tanks and troops moving through the jungles around Lunga Point. We must prepare for yet another Japanese counter attack.

Tank and artillery suddenly appear at larger west supply base? No problem,

Repair both Wildcats if you were lucky with AA last turn.

3.2.28 Turn 28

Re-launch both Wildcats.
Surround and attack tank with 3 units to damage or 4 to kill. The artillery can wait for next turn.

Bait Marines into landing on Cruz Point by moving Marine there south 2 hexes.

Enemy will advance in east.

3.2.29 Turn 29

Wildcats re-launch or idle, kill artillery and tank and retake large supply base (using Stuart flexible pathing) while you’re at it.

Kill the 4HP Marine on Cruz Point with your own Marine.

3.2.30 Turn 30

SPECIAL EVENT: FIGHTER STRIP
A second airstrip has been constructed near Henderson Field. This new runway - called “Fighter 1” – allows the deployment of additional air units.

Keep killing enemy units in west and southwest, start regrouping idle Marines back to base though, also a push is coming in from the east, so move some guys from around mountain up to east, including whacking an enemy off bridge.

Enemy aircraft you may see incoming on radar from Catalina, northeast of Matanikau, is a Zero. Don’t engage fighter-to fighter unless you used AA guns to whack it first. So pull Wildcats back to south of Henderson and move AA to west of Henderson.

Now you need to decide whether to deploy SBD (I did, without upgrading for now to save money). If you do deploy SBD, deploy it east of the fighter airstrip (you can deploy to the airstrip and then launch eastward.
US Marines 2: Guadalcanal Pt 3, 3.2.31 -- 3.2.41
3.2.31 Turn 31

WEST: Finish off enemy landing and start moving units east.

MIDDLE: Wildcat spots Zero for AA to kill. Other Wildcat spots Japanese advance in east. You can move two defenders from mid (specifically the two guys camping in jungle southwest and south of Henderson) if you have folks sweeping east lower down on the map (3 Marines at least before crossing river eastward to the area south of mountain, there is a tank and plenty of infantry) and at least two guys standing guard on/southwest of mountain still.

EAST: Two bridgehead guys push past bridge, SBD bombs the 70mm artillery.

3.2.32 Turn 32

Wildcats bomb the artillery while SBD softens infantry for your Marines to punch in the face. No need to pursue sometimes if it helps you get flanking bonus from the supporting unit not touching enemy.

3.2.33 Turn 33

SBD useful to chase down 1 HP fleeing foes if they aren’t in jungle.

Amazingly, south enemies break cover once you push them.

3.2.34 Turn 34

Keep attacking.

3.2.35 Turn 35

If your Catalina wandered northwest of base again, you might see a plane on radar. Meanwhile the returning Marines from the west can take over your base defence. It’s a G4M1 Hamaki. Let it come so your AA hits first to reduce damage taken. It may be difficult to get both AA on the enemy at once though, but putting an infantry in the open as bait will work.

The rest is mop-up, just don’t let enemy race past you by accident.

3.2.37 Turn 37

Hit the bomber with both AA guns, then hit with fighters from the west

3.2.38 Turn 38

The only Japanese left on the map should be 1 HP bomber.

3.2.39 Turn 39

Kill bomber.

You’ll notice the territory lines stopped existing after the flag-less, unoccupied land flipped to you.

3.2.40 Turn 40


Fly Wildcats toward airfield to refuel.

3.2.41 Turn 41

OUTCOME EVENT: VICTORY
Fierce counter-attacks from Japanese crack-troops have been repelled and Henderson Field remains secured. This is the first major defeat for the Japanese Army and a great victory for the Marine Corps.
US Marines 3: Munda Point Pt 1, 3.3 -- 3.3.5
3.3: Munda Point

New Georgia – July 1943,
Operation Cartwheel is set in motion to capture Japanese outposts in the Solomon Islands and thereby isolate their major base at Rabaul. After Guadalcanal, the next step is the seizure of New Georgia.

SPECIALIZATION: Can’t afford anything at the moment.

BRIEFING:
While ground combat on Guadalcanal has ended, Japanese aircraft – operating from Rabaul – are using New Georgia as a refuelling point for continued airstrikes against the island.
Earlier attempts to neutralize their airfield at Munda Point with aerial and naval bombardment have failed, leaving us no other choice than to capture it with ground troops.
An alternative route of attack is available in the north. While a landing there will be a considerable distance away from Munda Point, it should draw Japanese reinforcements away from the airfield.
The nearby island of Kolombangara also as a strong presence of Japanese forces.
We do not intend to capture this base right now, but neutralizing the airfield near Vila would certainly facilitate the operation.
Once Munda Point and all the other main outposts on New Georgia have been secured, our mission will be completed.

OBJECTIVES:
Capture Munda Airfield
Capture Bairoko Harbor
Capture Zeita
Capture Piru Plantation

SECONDARIES:
Establish a beachhead—Taking and securing a Capture Point on New Georgia will allow us to deploy a second wave of reinforcements.
Sink 6 Japanese ships (0/6)—The sinking of troop transports will weaken the strength of Japanese garrisons in future operations.
Destroy Vila airfield—A veteran PBY Catalina will be transferred to the Marine Corps.
Complete the mission in 40 turns—A quick victory in New Georgia will allow us to deploy a stronger invasion force during the next operation.
Aircraft damage to ground targets (0/30)—Deal 30 damage to enemy ground units with aircraft and a new Air Commander will be transferred to the Marine Corps Aviation.

NOTE: Why not just “capture all Primary VPs” this time around and make the player check for themselves which ones are primary?

3.3.0 Deployment

32 Land CP (10 units), 13 Air CP. Your reserve naval forces are… two supply ships, 1 New Orleans, 2 DD.

NORTHWEST: New Orleans and Fletcher on far west side of north spawn zone. That’s it.

Now there is a problem here: The first 4 enemy ships will feed themselves to you easily, but your fleet can’t land on Vila until your warships and maybe bombers clear the shore defences, and THAT requires you have fighters in the north to kill the enemy fighter and bomber.

Meanwhile, there are enemy fighters in the south that you need to guard against early on, so you need your Wildcats in the south, preferably backed by AA guns.

SO… you can leave the heading west thing to your first reinforcement wave.

That means…

NORTHEAST: 5 Marine 42 in transports to go southeast with that one supply ship

SOUTH: Gleaves on middle hex of easternmost column, with 5 Marines and a Bofors, you’ll want it to save your Wildcats some damage if possible. The landmass shape means it’s possible to land 6 units in 2 turns (4, then 2 from idle transports in next turn).

Catalina in south to help spot enemies incoming.

You can keep two supply ships in reserve for now, as you just don’t need this many units cluttering up your UI.

3.3.1 Turn 1

NORTHWEST: Your two ships go southwest to intercept enemy convoy that will spawn on Turn 5.

Northeast detachment heads southeast. You could land a guy starting next turn.

SOUTH: Line up all 6 transports against shoreline. Gleaves northwest 2 hexes and shoots garrison on Zanana. SBDs bomb too.

Catalina goes northwest to scout, Wildcats bomb some random infantry for 0 damage but stay out of AA range.

3.3.2 Turn 2

NORTHWEST: Continue southwest.

NORTHEAST: Land the lead guy on the beach, leapfrog forward so you’ll have one guy land on river northeast of Rice Anchorage and other three can all land next turn to the south. Supply ship move up to supply the beach.

SOUTH: SBD the garrison on Zanana to death, Catalina fly northeast so DD can hit AA gun.

Land 4 Marines, Bofors can wait a bit.

SPECIAL EVENT: REINFORCEMENTS
The first wave of Marines has successfully established a beachhead on western New Georgia. Additional forces can now be deployed.

Roll your supply ship up to the shore.

15 more Land CP means 5 Marines. I suggest 4 Marines and a Supply ship north to sail west shortly, and 1 Marine south (6 Marines and a Bofors happens to be the 20 supply your one supply ship in south can provide)

3.3.3 Turn 3

NORTHEAST: Land other four Marines and use flanking bonuses to kick enemy off Rice Anchorage in one hit.

NORTHWEST: Everyone southwest.

SOUTH: You have to engage the Ki-44 in south with fighters immediately and from the west (so you can chase next turn) as the Catalina spotting for you needs protection (it should fly southwest to spot enemy fighter retreating).

Move your more organized troops off the beach to defend bridgehead. Newer guy moves up to beach.

If enemy artillery moved up then DD must hit AA gun and then SBDs must kill the AA (if 2 HP) and hit artillery (can both hit arty if AA at 1 HP). Preferably use your SBDs and Wildcats to build a wall so the enemy fighter can be killed from outside 2 hexes of enemy AA (on the depot north of Munda airfield)

3.3.4 Turn 4

SOUTH: Wildcats pursue and kill the Ki-44 (Catalina spots but doesn’t go past where the Wildcats are going to be attacking enemy from east side). Be careful as the two fighters each have their place, or you might not be able to get the kill.

DD kills artillery and SBDs fly southwest so they can bomb hangar next turn.

Whack the bridge enemy back with leapfrogging. Guy on beach moves up to knock him off bridge, guy north of road steps into river to kill from 2 HP, jungle guy by bridge moves across to kill AA. You will find foxhole north of road, don’t pursue or south foxhole may also be able to hit you (depending on spawn point)!

Zanana rested Marine moves up and hits for 4, doesn’t chase, guy in jungle next to him moves up one and kills for 2. Also doesn’t chase.

Land last Marine on beach.

NORTHWEST: Move DD 4 hexes southwest but cruiser only 2 so you can AA the bomber. You have some time until you need to meet the enemy ships after all. Transports run southwest.

NORTHEAST: Hunt down the routed enemy, should be two-shot. River guy gets out into town, other two rest.

3.3.5 Turn 5

SPECIAL EVENT: ENEMY INBOUND
The Japanese are trying to ferry reinforcements from Kolombangara to Bairoko. If these transport fleets can be intercepted, our ground troops in New Georgia will face much weaker opposition.

SOUTH: Luckily the AI is dumber than a sack of rocks and landed both aircraft. Both Wildcats bomb hangar first, then SBDs kill it! Save scum until you achieve this outcome.

NORTHWEST: Cruiser runs up next to bomber (preferably northeast of bomber) and flaks it again. DD moves to be in 2 hexes of cruiser. Transports southwest again.

NORTHEAST: Rested guys move up, others rest and heal.

SAVE AGAIN!

SOUTH: Despite flanking bonuses (move river guy out of river onto road after sliding lead guy up into difficult terrain on other side of foxhole) showing 3/0 predicted, you probably still need 3 hits to kill the foxhole. The third guy, leapfrogging up from behind stopping south of the north foxhole, will spot the south foxhole. However, the foxhole killer should also pursue and find… a Japanese Marine in the jungle.

See, these guys are why it’s so important to occasionally send someone through the jungle to the edge of the control zone, or they can cut in behind your forces. However, they’re not entrenched at all, and your DD can hit them now to prevent them from damaging your troops next turn.
US Marines 3: Munda Point Pt 2, 3.3.6 -- 3.3.16
3.3.6 Turn 6

SPECIAL EVENT: LAIANA BEACH
With a strong concentration of Japanese forces west of Zazana, U.S. High Command suggests opening a second front on the beaches of Laiana.

SOUTH: Well too late now isn’t it?

Fly Wildcats toward exit hexes to recall them for repair and refuel so they can go help north.

SBDs go east, bomb some rando along the way as far east as they exist (Catalina can spot)

Jungle Marine touching enemy Marine… DD hits that first then your Marine hits for 1/0. Leapfrog two guys up (bridge guy into jungle hits first) to kill (or 1 HP) foxhole south of road, and pull back the damaged lead Marine behind your line to heal and reorganize.

NORTHWEST: Transports southwest again. DD goes 1 hex west of southwest, and Cruiser goes 1 hex south of southwest to not be torpedoed.

Warships move westward, with DD taking southern position and cruiser trying to scratch enemy DD from edge of range. Transports southwest.

NORTHEAST: Start leapfrogging down the road with the rested guys. New landers rest.

3.3.7 Turn 7

NORTHWEST: Your cruiser and DD can move counterclockwise and take Fubuki down to 2 HP easily, you’ll eat torpedoes (probably 0) and a shore gun salvo, but whatever.

NORTHEAST: Leapfrog up along road. Elite-repair and redeploy your two Wildcats to north side so they can go save your fleet.

SOUTH: If the Marines to the north ran into river, a unit in the back may be able to kill it from east shore. You can slide northmost Marine on west side of river up a hex so he can spot said enemy first. Use DD to target enemy in jungle before hitting with own foot soldiers. Leapfrog up and if you can’t kill at 2 HP, finish with an SBD.

With two 4 HP enemies in front of you, prioritize the Marine with SBD, then hit back and chase with just-healed 10HP Marine (still at only 8 efficiency).

Wounded Marine can still kill 1 HP foxhole and make room for higher-HP Marine to come up and whack back 4 HP infantry.

DD and an SBD hit the enemy infantry on road across bridge. With any previous damage and luck it’s down to 2 HP and can be one-shot by leapfrogging a guy up. Other SBD bombs the roadside jungle unit (spotted by DD next to it) and leapfrogging up hits it for 1+/0.

Wildcats reach exit hexes, be careful who goes where!

3.3.8 Turn 8

SOUTH: Remove all the visible enemies in front of your Marines that you can reach. Also make someone go touch the edge of the zone of control to check that you didn’t miss anything. Bored DD and SBDs can go attack the Laiana crew for now. You’ll be retreating the SBDs so they can go attack Vila in north soon enough.

NORTHWEST: Move cruiser south to kill enemy DD. Your DD goes south too to hit transports (the gunboat isn’t worth staying in range of shore gun). Your transports go northwest.

Repair and deploy Wildcats in north.

NORTHEAST: Leapfrog up, kill a roadside foxhole (use how it doesn’t have zone of control to run slightly past to get the second hit in and kill it) east of the inlet by Triri.

3.3.9 Turn 9

NORTHWEST: Warships keep going clockwise and kill lead transport in 1 turn. Wildcats go southwest. Transports go straight north to stay outside gunboat and Rikko vision.

NORTHEAST: One-turn the bunker ahead using your lead three Marines to envelop it and then use flanking bonuses to attack from northwest first. Northeast Marine should attack last so it can pursue.

SOUTH: Since you have exit hexes for refuelling SBDs, there’s no rush and you can heal/rest all Marines who are damaged or under 10 efficiency (some guy at the back is probably still fully rested). Bored DD and SBDs hit Laiana garrison some more.

3.3.10 Turn 10

NORTHWEST: DD slips by transport and kills for 3 HP (May need to counterclockwise to the northeast if you need 3+). Cruiser goes east and hits Gunboat for 4.

Wildcats head southwest to get close to warships.

Transports run northwest.

NORTHEAST: Leapfrog up, you will see enemy on Triri, but don’t attack yet, you want more envelopment/readiness to leapfrog further before attacking.

SOUTH: 3 Marines leapfrogging up along road should be able to two-shot a foxhole and one-shot a 5HP bunker (from earlier potshot by something)

Leapfrogging up near the bridge to the west (upstream) however may find a bridgehead defender Marine. Bomb this with both SBDs before attacking, then leapfrog up and kill.

DD moves south of Laiana and hits garrison for 1 (again), because west of Laiana is the range of the shore gun by Munda Airfield.

3.3.11 Turn 11

NORTHWEST: Kill gunboat with DD and CA, with DD going north-northwest, and cruiser due northwest.

Transports DO NOT ENTER SHORE GUN RANGE. It has some sort of vision or radar going on despite the lack of visible radar installation.

Wildcats straight northwest, they’ll see the Rikko.

NORTHEAST: slide over to get 2 units attacking Triri if needed… oh a foxhole, well, focus on kicking back and then killing Triri garrison, foxhole can be one-shot or at worst two-shot easily. However, if you chase past Triri, you’ll find entrenched infantry and an anti-tank gun (easy meat for you).

SOUTH: SBDs fly for exit hexes.

3.3.12 Turn 12

SOUTH: SBDs exit.

Leapfrog Marines up both routes to Munda, you’ll kill some Engineers on north road, and as you approach south bunker you’ll notice there’s troops in the woods between the bunkers.

NORTHEAST: Randomly switching places to break your own entrenchment, what? Well, attack (slide over to give troops int eh back the chance to have a goif you don’t knockback on first hit) and leapfrog up!

NORTHWEST: Wildcats bomb the shore gun first, then DD, then CA. Transports wait outside range.

3.3.13 Turn 13

NORTHWEST: DD, CA and Wildcats should do the shore gun in (maintain same range as start to maximize damage). Now your transports can start to charge.

NORTHEAST: Push enemy back south of Enogai by leapfrogging and killing as much as possible, don’t lose track of where you saw entrenched enemies in forest earlier. Enogai ahs no garrison, so one of your damaged guys can go pick it up during their healing.

SOUTH: Push up and kill the two bunkers, You can hit the heavy infantry with DD from shoreside using forest as cover from enemy vision.

Upgrade your two SBDs to Helldivers and put one in north to help north land push, and one in south. Vila can be handled by just ships, really, the only reason I recommend landing troops there is that at this difficulty you can afford it.

3.3.14 Turn 14

NORTHWEST: Both Wildcats bomb the airstrip, DD and Cruiser run in and hit the heavy AA gun, as they can’t hit airstrip yet.

NORTHEAST: The units currently in contact keep attacking, but if some damaged units have broken contact, they can heal and recover. Helldiver flies south.

SOUTH: Helldiver flies west.

You can push straight on through into Munda by leapfrogging (kill heavy infantry with DD bombardment from the nook in the shore west of Laiana, so the shore gun can’t see you), and take the airfield without leaving a unit in range of bunker by pursuing AT gun away.

3.3.15 Turn 15

NORTHWEST: Target fighter that just took off. DD and Cruiser hit the AA gun (cruiser uses harbour hex). Transports range up to shore east and northeast of harbour.

NORTHEAST: Eliminate all the enemy infantry (Damage AA gun before Helldiver comes in to hit a full-HP infantry unit). Take Enogai in the meantime.

SOUTH: Kill bunker, any remaining units, and attack shore gun with both DD and a Marine. Lead units move up into positions to advance further.

3.3.16 Turn 16

NORTHWEST: Kill AA gun with DD. Attack the bomber with both Wildcats. All Marines land. Cruiser can hit enemy artillery.

NORTHEAST: Two-shot artillery, Two-shot Bairoko shore gun, finish the AA gun with Helldiver.

SOUTH: Helldiver bombs Engineers in next town up the road. DD moves up shore. Marines rest.

Around now you should get the amazing pilot with +2 against small air units, infantry AND mechanized.
US Marines 3: Munda Point Pt 3, 3.3.17 -- 3.3.30
3.3.17 Turn 17

NORTHWEST: Wildcats low on fuel and need to fly east to exit, one can still one-shot the bomber over your supply ship along the way though (hitting from the east), but the other must fly as far as it can so it gets to a further exit hex.

Both ships attack enemy artillery. Marines rest.

NORTHEAST: Other than the one guy who capped Enogai and is fully rested and can move up, everyone else repair and rest. Helldiver flies south.

SOUTH: Helldiver and DD both hit Engineers, then Marines two-shot it by leapfrogging. This side requires 4 units of Marines, east road needs 2.

3.3.18 Turn 18

NORTHWEST: Moving a rested Marine (from furthest northeast) up to river is enough to spot damaged artillery for your DD to kill. Cruiser flaks down the fighter. Retreat the disorganized Marine north to rest (healing not needed as I suspect you can upgrade to Marines 43 soon enough). Your other three Marines can one-turn the heavy on harbour by leapfrogging.

NORTHEAST: Everyone march south, guy on Bairoko can consider taking shortcut across the inlet by turning into a boat and going northwest, then landing again immediately the next turn.

Bomber flies south-southwest toward Zieta (next town the south side attacks)

SOUTH: Push up along both roads northward. Helldiver can bomb the infantry on Zieta.

3.3.19 Turn 19

NORTHWEST: Wildcats keep retreating. Bombard the bridgehead enemy, leapfrog up to kill it.

NORTHEAST: 2 Marines on road west, 2 on southwest road, 1 on south road (must touch border of control zones to ensure you didn’t miss anything behind you).

SOUTH: DD sails up as far as it can, and spots artillery on island, but shoots the heavy on Zieta. BOTH Helldivers hit artillery north of Zieta, leapfrog up and kill the enemy foot soldiers and take Zieta.

3.3.20 Turn 20

SOUTH: DD moves up next to artillery. Oho there is AA gun. Hit AA with DD and then both Helldivers.

Leapfrog up east road and find a foxhole to attack.

NORTHEAST: Begin leapfrogging along roads.

NORTHWEST: Wildcats BOTH need to get on exit hexes. Move the one further away first.

Run a Marine up to Vila Airfield to smash it.

SPECIAL EVENT: VILA NEUTRALISED
The destruction of Japanese aircraft and infrastructure at Kolombangara assures air superiority over the Solomon Islands.

Is this that northwest corner airfield on the US Navy New Georgia mission? It must be… well, you see another enemy in the flag point to the west, which both ships can bombard. Move relatively well-rested Marines up into position to attack next turn.

3.3.21 Turn 21

NORTHEAST: Leapfrog forward each road.

SOUTH: Kill foxhole on east road. Leapfrog other two roads. DD and bombers kill artillery.

NORTHWEST: Bombard last enemy unit present with ships, leapfrog 2 hit should kill. Make sure all flags on this island are occupied.

Catalinas should patrol south of Vila and north mid-map.

If you want you can deploy 2 more Helldivers soon to patrol for second enemy fleet.

3.3.22 Turn 22

NORTHWEST: Marines sleep. Cruiser and DD sail southeast, because next enemy ships will either spawn south of Vila or north mid-map (use Catalinas to search).

NORTHEAST: Leapfrog forward.

SOUTH: Leapfrog forward. Mid road should find a foxhole to hit. Bombers fly to refuel as you have lots of time left before you need to assault the plantation (last primary VP). DD moves north along coast.

3.3.23 Turn 23

NORTHWEST: Ships keep sailing and Catalinas stand ready.

NORTHEAST: Keep leapfrogging up.

SOUTH: Keep advancing, try not to stop within 2 hexes of the plantation though as the heavy there has mortar.

Bombers land to refuel.

Middle road units should meet up near junction.

3.3.24 Turn 24

SOUTH: Oh no, there are enemies to the east of middle road that stop the area from getting auto claimed! Advance cautiously!

Be ready to move on plantation. DD can bombard this turn already. Bombers take off from airfield.

3.3.25 Turn 25

Once you confirm where the second wave of Japanese ships are coming from, your fleet should head for them.

3.3.26 Turn 26

Obviously, engage lead DD first. Well, your ships are non-core so don’t matter too much If they get hurt.

3.3.27 Turn 27

Keep hitting lead DD, probably can’t kill this turn.

3.3.28 Turn 28

DD kills DD, cruiser hits gunboat.

Plantation should be clear due to DD and bombers.

3.3.29 Turn 29

You’re done with the Japanese ships and can now grab plantation. No need to grind further XP on the fleet as they’re non-core.

3.3.30 Turn 30

SPECIAL EVENT: SWIFT VICTORY
The operation went more smoothly than expected. Additional troops and supplies can now be preserved to support the next step in Operation Cartwheel.

OUTCOME EVENT: VICTORY
After the fall of New Georgia, the Japanese have started to evacuate their remaining forces in the central Solomons. U.S forces proceeded to secure the adjacent island of Vella Lavella – while bypassing Kolombangara – thereby completing the New Georgia campaign.
US Marines 4: Blissful & Goodtime Pt 1, 3.4 -- 3.4.5
3.4: Blissful & Goodtime

Solomon Islands – October 1943,
In preparation of the invasion of Bougainville, two coinciding plans have been laid* out: Operation Goodtime – the liberation of the Treasury Islands – and Operation Blissful – a diversionary raid on Choiseul.

*NOTE: Please localize English better than “layed”.

SPECIALIZATION: Female Factory Labor, you NEED more Land CP in the upcoming mission.

BRIEFING:
The Treasury Islands – composed of Mono and Stirling – have been picked as a radar outpost and the staging area for the upcoming assault on Bougainville.
Supported by units from the New Zealand Army, our task is to secure both these islands and destroy* their Japanese garrisons
Meanwhile, Operation Blissful will run in conjunction on the island of Choiseul. Diversionary raids here intend to mislead the Japanese on the exact location of the invasion of Bougainville.
Native Choiseul inhabitants and Australian coastwatchers have provided information about several Japanese outposts on the island, which will be the main targets of our raiding parties.
Because the majority of U.S. forces are* currently being prepared for the invasion of Bougainville, limited resources will be available to complete the operations Blissful* and Goodtime.

*Typos

OBJECTIVES:
Clear Stirling Island
Clear Mono Island
Destroy 3 Fuel Depots on Choiseul (0/3)

SECONDARIES:
Kill 10 enemy units on Choiseul (0/10)—A new commander will be promoted, specializing in anti-infantry tactics.
Enter Sangigai—A stockpile of 70mm Type 92 howitzers will be captured from Japanese army depots.
Destroy 4 Fuel Depots on Choiseul (0/4)—A stronger impact of the raids on Choiseul will distract more Japanese forces away from the initial landing zone in the upcoming invasion of Bougainville.
Capture Falamae—After taking control of the main town on Mono Island, additional Command Points will become available.

3.4.0 Deployment

At this difficulty, a Marine Raider can one-shot a Fuel Depot, so the northernmost non-core Marine Raider is enough for the northernmost depot. Remember that you can hit-and-run easily using PT boats to embark your units. PT boats also do great damage against coastal enemies, including bunkers.

You should have 24 Land CP (8 Marines) with Female Factory Labour active, and know that PT boats can supply 3 Land CP of units, while Marine Raiders don’t cost any supply. You are not given any supply ships.

I recommend a single Marine 42 north to help the non-core Marine 43 cut into Nukiki, 3x Marine 42 (Your most experienced three units) southeast to bash your way into Sangigai. This leaves you 15 Land CP, enough for 5 Marines 42 for the other landing on the smaller islands.

New Zealand brought three units of Infantry 44 (It says 43 in the name but it’s actually Australian Infantry 44). You also get a non-core 37mm M1 AA/AT gun.
This means you should deploy 4 Marines 42 in north, east of your supply ships, and 1 in south, next to (north of) the Australian Infantry. This way you can grab the two supply centers on the larger island almost simultaneously and starve the enemy, while gunboats soften south targets before you finally send some landing troops to mop up.

3.4.1 Turn 1

SOUTHWEST (of map): Transports sail between the islands outside of bunker range, both gunboats will have to move out of the way, but should hit bunker for 1+ total while moving (probably 1). Supply ships also move.

WEST (of map, the north side of the smaller islands): Transports move southeast and two are by shore by the end of the move, supply ships follow.

NORTH: Marine Raiders head north and scoot along shore. Marine heads for beach. PT boats head for Nukiki.

SOUTHEAST: Everyone charge northeast toward Voza.

Marine Scouts on land sleep in place, except the southmost one might want to move over a hex on his mountain… well, he can’t see anything more there, oh well.

3.4.2 Turn 2

SOUTHEAST: Transports push toward Voza more, PT boats check for bunker on port… nope. Well, a PT boat provides 3 supply, doubled on port, so you can fully supply 3 Marines here.

NORTH: Marine Raiders keep moving along shore (faster than moving through jungle), Marines land, both PT boats attack Nukiki bunker.

SOUTHWEST: All ships advance further toward the VPs on the south side of the larger island.

SPECIAL EVENT: OFFSHORE ARTILLERY
The small islands of Watson and Wilson are wedged in between Mono and Stirling. These are excellent locations to set up artillery batteries, capable of providing fire support during the main assaults.

Yeah, sure, whatever. With this game’s artillery ranges…

WEST: Land two Marines now and leave a supply ship sleeping by them. Other two and second supply ship continue east to land past the enemy VP.

3.4.3 Turn 3

NORTH: Both PT boats hit Bunker. Marine moves over to attack fuel tank for an easy one-shot.

Marine Raiders keep sailing north.
SPECIAL EVENT: ALARM RAISED
A Japanese garrison on Choiseul has spotted our raiders and raised the alarm. Once contact has been made, we cannot stay too long around an enemy outpost or risk facing enemy reinforcements.

SOUTHEAST: Line up four units to land on beaches and village south of Voza (Make sure the Marines Raider isn’t in the far east of the landing line), land one Marine west of river and move a PT boat over to supply it for now.

WEST: Landed troops rest, second landing moves up to shore.

SOUTHWEST: Line up Marine transports along shore south of Japanese village, both gunboats hit harbour garrison. AT/AA gun can land wherever later, supply ships move up.

3.4.4 Turn 4

NORTH: Move a PT boat to supply Marine, kill bunker with other PT boat, Marine hits enemy Infantry 37 and knocks back easily, pursue so you can finish it off.

Marine Raider keeps moving north

SOUTHEAST: Land whole line of units, move a PT boat to the harbor, already-landed Marine runs up to bridge and boots AA gun off Voza.

WEST: Both Marines land east of VP (yes this means one starts in contact). Supply ship move up and sleep. Western duo move up to river line without contact, so they can then envelop enemy completely next turn and kill/pursue to pole vault the northern one to get over river.

SOUTHWEST: Land full line. Move a gunboat up to bombard VP garrison. Other gunboat keeps hitting port garrison.

3.4.5 Turn 5

SOUTHEAST: Kill the enemies that attacked your Marine Raider if it landed on far east side, kill enemy in general regardless. You should be able to do so without casualties to your actual Marines.

NORTH: The enemy infantry moved next to PT boat, which hits for 2 easily. Marine slides onto Nukiki and kills.

Marine Raiders land in marsh.

WEST: The enemy attacked you first? A pole vault over river and then a second hit to kill it is then.

SOUTHWEST: Rest your landed troops. Gunboats keep attacking. Move AA/AT gun next to harbor.
US Marines 4: Blissful & Goodtime Pt 2, 3.4.6 -- 3.4.13
3.4.6 Turn 6

NORTH: Marine Raider one-shots fuel tank by Choiseul Bay, do not pursue. You will then retreat this unit southward into jungle and sleep it.

Nukiki Marine uses PT boat to embark southward and leave before Japanese Marines 43 can catch it.

PT boats head southeast along shore to look for other targets of opportunity (bunkers, because units might actually MOVE)

SOUTHEAST: Garrison Voza with a core Marine, to be replaced by the non-core Marine 43 shortly. PT boats continue maintaining limited supplies.

SOUTHWEST: Keep bombarding the garrisons, if Falamae garrison dies, land AA/AT gun there to occupy, and move infantry north of it to cover (and attack bunker). If not, use the easternmost infantry to get in river and kill to pole vault over river.

SPECIAL EVENT: REINFORCEMENTS
With the capture of Falamae, high command has authorized the second assault wave to be deployed.

25 Land CP is a LOT… I suggest the following:

Your Southeast landing will soon have 20 land supply from Voza, and are using 12 from 4 units of Marines (Raider doesn’t cost any). The remaining 8 points is a Stuart and a Marine 42.

You have 17 Land CP left, so 5 Marines in southwest, landing on the belly of Stirling in a few turns.

Slide landed units around so the Australians two-shot or knock away the AA gun, your Marines knock damaged garrison off and take the VP.

WEST: You need to leave a garrison in each VP on Mono island, both other than that give it a few turns and the Japanese will be too starved to resist and you can rake the island with single units. You could already start sending two units east and one west.

3.4.7 Turn 7

WEST: The enemies that attacked east of the VP, if you can pincer any then do so and two-shot-kill from about 3 HP. If you can move someone from west of river onto VP in this turn you can sue the VP unit so you get 3 hits on the two enemies.

SOUTHWEST: Kill the bunker with Australian infantry and reconnect the bridge supply route with your core Marine by killing and pursuing (or move a supply ship over for now). Use Australian infantry to leapfrog-knock back the enemy artillery and infantry.

Gunboats bombard Stirling Island garrison (the settlement with the harbour piers on south side)
NORTH: Move Marine and PT boats southeast along shore. Marine Raiders move south into forest and sleep.

SOUTHEAST: Everyone rests in place, reinforcements sail northeast.

3.4.8 Turn 8

WEST: Leave a garrison sleeping on the VP. Kill the attacker near your Marines and start moving into jungle southward with other two Marines.

SOUTHWEST: Kill artillery and weak enemy infantry on mountain, to move Australians away form the Bunker. Your Marine on Mono should rest.

Bombard Stirling harbour garrison with gunboats again.

NORTH: Keep moving southeast.

SOUTHEAST: Repel enemy attack, If you have your troops near Voza, you may be able to hit lead enemy with a 4-unit envelopment to start for 4/0+ with Marines 42. This two-shots the enemy that intruded easily. To cover your attacking unit’s flank, you can move the non-core Marines 43 out to the northeast wing, resulting in a line northeast from Voza.

Reinforcements come closer so the Marine can land starting next turn to provide flanking support for the town garrison against incoming attackers.

PT boats head on southeast down coast to look for bunkers to pick off.

3.4.9 Turn 9

NORTH: Keep moving the transport and PT boats southeast.

SOUTHEAST: Land Marine west of river on beach, move Stuart up to harbour piers.

Reminder: If you set up pincers that do too much damage in a hit you might not get the effect you want as enemy flees out of reach.

SOUTHWEST: Start lining up to middle of Stirling Island with transports. You are in no hurry to land though. Gunboats keep bombarding.

On shore kill enemy infantry in jungle north of port, finish off enemy artillery, rest remaining units (probably two Australian infantry).

WEST: Keep combing through jungle.

3.4.10 Turn 10

WEST: You need not care about the low-efficiency Marine approaching VP from the west, as he cannot do enough damage anyhow.

SOUTHWEST: Actually, land your lead two Marines that can land, west of Stirling Island village, and move later 3 up to shore. Bombard the village garrison again with gunboats.

One New Zealand infantry garrison the town (your AA/AT gun sleeps on harbor) and sleeps, other two head up road on east side of island to meet your Marines coming down. Your one Marine on this landing heals and rests this turn, it will move north to meet the Marine you have coming down from the north VP.

NORTH: Keep moving.

SOUTHEAST: PT boats keep going southeast. What do you mean the enemy from west of the river ran away? Well, move the new Marine up to block road west of bridge, move someone across to hit the 3HP river enemy back onto east side of river at 1HP.

Hit the 6HP enemy Marines 43 with your core Marines 42 from south while the non-core 43 is standing by to make sure it gets knocked back so your Voza Marine can run up and kill the 1 HP enemy that’s been kicked onto this shore of the river. Pursue so your non-core can move up and use flanking to do 1+/0 and pursue to maintain contact with 2HP fleeing enemy.

3.4.11 Turn 11

WEST: Enemy Marine ran up and hit you for 0/4… so kill it without moving VP garrison in one hit. Pursue out of the way so you can deploy a Bofors on the VP with your remaining 2 Land CP to keep the bomber away.

Two Marines should be moving toward each other in middle of island, while two others and two NZ Infantry are moving to meet on east road.

SOUTHWEST: On Stirling Island, take the village with east Marine, push AA gun aside with west Marine. 3 trailing Marines land. Move a supply ship down to shoreside somewhere along the line. One gunboat hits east enemy infantry, one hits west

SOUTHEAST: Two-shot 2HP enemy, most likely non-core gets kill but whatever.

This new commander looks extremely derpy to me, but the card saying “General” seems a bit much. Attach him to the Marine that’s coming back across bridge going east already with full efficiency and health.

Everyone else rests. Yes, even the 9-efficiency Stuart which should use discounted upgrade to M5A1 to increase attack power.

3.4.12 Turn 12

SOUTHWEST: Three-shot the bunker and pursue to free up southwest hex (hit last) so your Marine can move out of contact with foxhole and whack away the AA gun (do not pursue).

Both gunboats run in close and shell foxhole.

Village Marine hits starving enemy infantry for 1+/0.

WEST: The units going either way are about to meet each other. Lagging Marine can turn back now.

The Bofors can do 3+ to a bomber so you should kill pretty fast, if it doesn’t run away.

NORTH: Keep moving of course, merge this into Southeast from now on.

SOUTHEAST: PT boats attack bunker.
Core Marines advance down road. Non-core moves toward Voza to garrison it. Stuart does not outpace lead Marine by more than 1 hex to avoid running into ambushes.

3.4.13 Turn 13

SOUTHEAST: Boats keep moving/attacking bunker.

An enemy infantry ran up to your Stuart and can be whacked for 5/0+ (thanks to general’s aura)? Good, hit it with tank, then general comes up and kills. Core Marines move forward, non-core sleeps on Voza.

WEST: Both east road and middle groups meet up. I have questions about why the bomber can see your Marine in village with no neighbouring infantry spotting.

Well, if you send village Marine across bridge into jungle just south of road, an Engineer is camped out in the hex south of that, so you can attack.

SOUTHWEST: Both gunboats bombard enemy infantry, village Marine attacks starved infantry to its east, everyone else rests.
US Marines 4: Blissful & Goodtime Pt 3, 3.4.14 -- 3.4.22
3.4.14 Turn 14

WEST: Turns out you’ve secured east half of island. Good. Infantry goes back along south road, Marines by north and through middle. The bombed Marine heals and rests now that enemy is no longer spotting it.

SOUTHWEST: Kill east infantry. Gunboats bombard foxhole and infantry once each, then one-shot both of them with your mass of Marines. Get the AA gun too by leapfrogging (i.e. not pursuing), but it’s fine if you don’t.

SOUTHEAST: Boats move, southeast PT boats kill bunker and leapfrog up to see the other bunkers down the coast.

March troops down the road, use the flexible pathing of the Stuart to facilitate leapfrogging and avoid overrunning the lead Marine too much.

3.4.15 Turn 15

SOUTHEAST: There are actually two enemy infantry coming from the west against Voza, one on road and one in hills. Sending a Marine back to help defend would be well advised, as your other non-core Marine is still a few turns away. Other units keep advancing.

Ships keep moving or attacking bunker.

SOUTHWEST: Other than the bunker, Stirling is cleared, so you can get ready to move troops over to Mono by gunboats spawning transports.

WEST: Keep moving units west, but don’t forget the Engineers you saw earlier.

3.4.16 Turn 16

I don’t need to tell you what to do from here, really… Remember to kill the bunker between south mountains and the damaged AA gun!

3.4.18 Turn 18

With general aura, your Stuart can run over enemy Infantry 37 near the Vagara fuel tank for 4/0 easily, and pursue. Marines keep moving up.

3.4.19 Turn 19

WEST: You know how to comb for starving enemies, right? Cordon off an area and it should flip to your occupation if no one and no VP is in it… Oh, that’s the whole big island with the bunker and AA dead.

DO NOT kill the Stirling Island bunker. That’s key to letting you take your time in east!

SOUTHEAST: Kill Vagara infantry with tank, move general up to kill fuel tank and pursue to get out of artillery vision range. Lagging Marines move up.

Kill bunker and attack Engineer on Sangigai with PT boats.

3.4.20 Turn 20

SOUTHEAST: Lagging two Marines leapfrog up and kill enemy artillery. PT boat hits Engineers again. General moves forward to provide aura for Stuart to kill Engineers off Sangigai.

SPECIAL EVENT: FINDERS KEEPERS
Our raiders have plundered a Japanese weapons depot and found a stockpile of howitzers. These can be useful in future operations – provided we can carry them off the island in one piece!

3.4.21 Turn 21

Whack the enemy on Voza bridge with the garrison, then use your core Marine to kill and pursue to get off river.

General or Stuart kills the fuel tank.

SPECIAL EVENT: CLOAK & DAGGER
The hit and run raids on Choiseul have been executed with impressive results. All Japanese outposts have suffered significant losses in manpower and equipment.

You can now kill the last bunker on Stirling to finish the mission.

3.4.22 Turn 22

OUTCOME EVENT: VICTORY

Both Operation Blissful and Operation Goodtime have been completed successfully. With these victories, preparations for the liberation of Bougainville have been set in motion.
US Marines 5: Bougainville Pt 1, 3.5 -- 3.5.4
3.5: Bougainville

Bougainville – November 1943,
After the successful diversionary actions at Choiseul and the Treasury Islands, an invasion fleet is heading for Bougainville. From here, ground-based fighters and bombers will be in reach of the Japanese base at Rabaul.

SPECIALIZATION: 6 Specialization Points can’t afford the most useful things like landing craft infantry which you should need starting next mission.

BRIEFING:
The further destruction of Rabaul requires an airfield close enough to operate light bombers and escort fighters. The island of Bougainville has been chosen as the most suitable location to execute this plan.
The area around Cape Torokina is set to be the main landing zone for our invasion. The Japanese presence here is limited, and Empress Augusta Bay offers a protected anchorage against naval attack.
In addition, the surrounding jungles and mountain ranges provide a natural defence against a Japanese counterattack, preventing this to take place* for at least several weeks.
Combat experience on New Georgia has proven that, rather than engaging the Japanese across the whole island, waiting for the Japanese to attack is the surest way to victory.
Thus our task is to set up a defensive perimeter – large enough to sustain and provide protection for the new airfields – and hold out against anything the Japanese decide to throw at it.

*Shouldn’t it be “preventing this from taking place” or just “preventing this”?

OBJECTIVES: Construct an airstrip at Cape Torokina
Construct an airstrip at Piva
Do not lose any Airstrips
Do not lose any Construction Units.
Repel* all Japanese counter attacks.—When the Japanese have realized our intentions on Bougainville, they will certainly launch a large counter-attack against our foothold.

*Typo

SECONDARIES: Capture Puruata Island in 5 turns—Establishing a PT-boat base on Puruata will help us patrol the waters of Empress Bay.
Build both Airstrips in 20 turns—If the airfields can reach operational status well before the deadline, we will be able to maintain additional aircraft for close air support.
Capture Secondary VPs—For each objective captured, additional Command Points will be released to support successive assault waves.

3.5.0 Deployment

34 Land, 11 Air CP, and more than enough money (about 2500). 4 Ally Naval CP… but for some reason you can deploy both reserve ally DDs without trouble.

I put both DDs in middle, northeast of Puruata Island so no bunker can shoot them but they can hit whatever.

One Corsair (Upgraded form Wildcats) per side as close to middle as possible, one Catalina per side, and a Helldiver on east side,

4 Marine 43 in west, lined up to beach, beach, bridge, swamp road, with a supply ship behind them.

1 Marine by Puruata Island, the north hex out of bunker range.

4 Marine 43 including your general, plus M5A1 in east (tank second from east) east of Torokina AF, so that bunker cannot hit to start but all can land on beach from the beginning. I had general in second from left position. A supply ship behind them, of course.

3.5.1 Turn 1

Both DDs slide a hex southeast (to close range with shore targets north of Torokina AF) hit the Puruata Island bunker, south Corsair, then Helldiver hit it as well. The Marine near the island lands.

All other assault transports land northward (depending on how you lined up west side), supply ships move up to shore. Construction transports move northeast safely.

Catalinas fly inland, but make sure to stay clear of the triple 25mm AA just southeast of Buretoni Mission!

North Corsair harasses west village garrison your west Catalina sees, so he can’t entrench.

3.5.2 Turn 2

All land units rest.

Puruata Marine kills bunker and takes VP.

SPECIAL EVENT: PT PATROLS
After the destruction of the Japanese platoon on Puruata, eight PT-Boats have arrived to setup a base on the island. From here, patrols can be sent out to intercept any reinforcements the enemy may ship to Bougainville.

I see… ONE PT boat unit, reasonable enough. Send it east around island such that the Marine can get back on transport next turn using its proximity.

Both Corsairs bomb the garrison in west village as they aren’t entrenched and can actually take some damage.

DDs and Helldiver kill AA gun near Buretoni Mission

Catalinas fly further inland north-northeast.

Construction units move closer to shoreline, or straight east for the one to use on Torokina.

3.5.3 Turn 3

SPECIAL EVENT: BATTLESTATIONS
A Japanese naval force has been detected and will arrive soon from the west side of Empress Augusta Bay. Task Force 39 is now dispatched to intercept this threat and protect the landing site on Bougainville.

Embark the Puruata Marine using the PT boat, right next to the bunker. PT boat moves 2 hexes east and hits bunker from next to Torokina AF.

CBs rest in their transports against beach. Move them around if you don’t like the annoying “some transports can still move” notification that doesn’t care if you sleep them or not..

Catalinas keep flying inland to the north-northeast or just northeast.

EAST: Check that Middle Marine can hit bunker for 6/0 expected, send it in to kill and pursue to take VP. If this doesn’t work, save scum.

DDs and SBD hit infantry on Buretoni Mission, your general and first-from-west Marine can kill bunker (do not pursue), because either way neither of them can hit the enemy infantry this turn.

Eastmost Marine can push up to Piva No. 2 and… see nothing, so tank can take the flag and wait.

FLEET: The northmost three cruisers and northmost DD can all move north-northwest (or north for third CA and north-northeast for DD) to hit the bunker on the island this turn. Other ships just move north.

WEST: Westmost two Marines can start leapfrogging up the road to the village with the Infantry your Corsairs have been harassing. Easter two guys start moving up road toward Piva AF.

3.5.4 Turn 4

MIDDLE: PT boat and both DDs move northwest.

Cape Torokina Marine moves northeast as you need more troops this way to capture Evansville a bit later. Land the Marine from island on Cape Torokina.

Move a construction group next to Torokina AF… actually, move both next to there, better to move inland than to be at risk from the naval battle.

The non-general Marine moves up a hex and kills the 2 HP enemy in one hit, pursue to cap the VP.

SPECIAL EVENT: REINFORCEMENTS
Our troops have successfully expanded the beachhead. Additional forces can now be deployed to defend the perimeter.

Ah, to go from 2 spare Land CP to 7, big jump… Then again this is one of three secondary VPs that give bonus Land CP so 15 is quite a bit overall.

General gets on road heading northeast.

EAST: Enemy sent Marines running up to your tank in Piva No. 2, breaking entrenchment. You are obligated to bomb them with Helldiver, hit with tank, then leapfrog Marine up to kill them in jungle (and pursue into jungle)

East Catalina moves northeast to take a look at the enemy forces in mountains north of Evansville. West Catalina should move back toward coast to help naval battle.

WEST: One Corsair flies southwest over sea to spot enemy fleet, other Corsair bombs the village garrison again, leapfrog-kill and pursue into river, as the lead Marine would take longer without crossing river to get around.

The road to Piva AF Marines roll forward.

FLEET: It is possible to form a clump with lead cruisers and DDs and only engage southmost two enemy DDs, while making it impossible for them to get a torpedo run on your cruisers.

During enemy turn, carefully remember which ships have already torpedoed.
US Marines 5: Bougainville Pt 2, 3.5.5 -- 3.5.15
3.5.5 Turn 5

Somehow Puruata Island flips back to Japanese if you aren’t sitting on it. But it doesn’t matter.

Corsairs can hit lone DDs for 1/0 reliably at this difficulty, so do so vs the lead DD (lagging Corsair ends up hitting a light cruiser trying to sneak up shore for 1/0+).

Get your village Marine and the lagging west road Marine to link up the supply zones, so that your west Supply Ship can flee east.

Helldiver flies west as well.

Fleet rotates clockwise (so from east to west) around bottom of enemy fleet, killing lead two DDs first. You need to have a wall of DDs your cruisers are hiding behind, and you need to focus fire DDs that didn’t torpedo last turn.

Middle named Fletchers move northwest and engage the light cruiser moving along shallow water toward your LZ, with guns for now but next turn they can torpedo.

PT boat retreats southeast as it has no place in a major ship fight.

EAST: Road Marines advance, lead Marine hits Piva No. 1’s garrison off and tank pursues for the kill (do not enter river though).

SPECIAL EVENT: REINFORCEMENTS
Our troops have successfully expanded the beachhead. Additional forces can now be deployed to defend the perimeter.

WEST: River Marine gets out, road Marine leapfrogs past and finds a pillbox to hit.

3.5.6 Turn 6

Oho a Zero and a bomber showed up! Well unfortunately your cruisers are too busy going north-northwest around the back of the enemy formation to pound enemy Myoko down to 2-3 HP so a full-HP Fletcher can down it in on torpedo salvo. Speaking of stopping enemy torpedo runs, you don’t need to be a physical barrier, you can also be a movement blocker far enough away.

Your most damaged DD withdraws southward BTW.

The two named Fletchers remove the enemy light cruiser via two torpedo hits.

Helldiver continues west.

Stick your super pilot on a Corsairs so that both can attack enemy Zero using his aura for a total of 5 damage.

EAST: Your Marine by Piva No. 1 can run up north to road junction to spot pillbox and enemy infantry on bridge. Kill pillbox using tank and pursue to find heavy infantry ahead on road and south-southeast of Piva AF. Your Marine should attack bridge infantry.

Later units move up as fast as possible, but deploy two newly-upgraded Marines 43 on and south of Piva No. 2.

Begin airstrip construction on Torokina AF. Start moving other Construction Group (AKA “Dozer” as far as I care) up west road toward Piva AF.

WEST: Kill pillbox, and leapfrog a Marine up to see… nothing.

3.5.7 Turn 7

FLEET: IJN aircraft fleeing? Well, use your torpedo-armed DDs to kill Myoko in 3 hits, and get at least one torpedo hit in on the CL and gun it down to 1 HP with DDs.

Then use west two CA to flak the 4HP bomber down to 2 HP, so your ace can kill it, and the 1 HP Zero is killed by your non-ace Corsair.

Other two CA kill higher-HP enemy DD, damaged DD hits remaining enemy DD. Helldiver kills this DD (or CL if it couldn’t reach).

EAST: Retreat tank and lead Marine into forest to the south-southwest to heal and rest. Other Marines move up, though the late-lander with low efficiency can go garrison Piva No. 2.

3.5.8 Turn 8

Kill enemy 1HP CL with your Corsairs so your Helldiver can fly northeast and your PT boat can go southwest. Your aircraft need to refuel/repair, and you need to intercept the enemy transports. Fleet moves toward shore I guess (they should disappear soon)

WEST: Leapfrog up, lead units pass Piva AF, while lagging units find enemy infantry by the roadside… attack and pursue it.

Deploy two more Marine 43 by Buretoni Mission to escort the construction group up the road, this is too sketchy otherwise.

EAST: Leapfrog up and ready for push, but rest your lead units.

At end of turn you get this:

SPECIAL EVENT: BAY SECURED
The naval battle of* Empress Augusta Bay has ended in a victory. With the Japanese fleet defeated and the threat to our invasion fleet gone, the U.S. fleet has returned to base.

*Grammatically incorrect “of the” changed

…Which is a lot to say considering you can see enemy transports appearing on enemy turn!

3.5.9 Turn 9

SEA/AIR: Land your Helldiver to refuel, fly your Corsairs for refuelling too. PT boat heads southwest toward the area south of the mid-west enemy exit points as enemy transports are coming.

LAND: The enemy dared leave cover? Attack him. West moves to kill the enemy infantry that’s now cutting road, and someone crosses forest south of Piva to find foxhole that your Stuart can help clear (as he’s not useful vs entrenched heavies)

I can’t specify too much, but you should be able to have almost everyone hit the enemy in a useful fashion for good trades.

3.5.10 Turn 10

SEA/AIR: Launch Helldiver to the southwest. Land both Corsairs.

WEST: converge troops on the bridge west of Piva to kill the intruding enemy infantry. Keep the dozer convoy moving up the road.

EAST: Enemy switched units out of entrenchment, AGAIN. This mean you can slide up and hit the heavy twice, use Stuart or a Marine to kill 1 HP front guy, run general up to possibly kill heavy, and then leapfrog-two-shot the Marine on east bridge with two lagging units. Also kill damaged enemy near Piva AF with a Marine that came up west road earlier and is now in the north.

3.5.11 Turn 11

SEA/AIR: PT boat runs up between north two transports and torpedoes north one. Helldiver flies southwest. Both Corsairs elite-heal.

Attack the west enemy infantry twice, including pole vaulting across river in pursuit. Move dozer convoy up.

Take Piva AF VP. Your units should deploy to guard northern bridges. Let tank rest for now, and form a 4-Marine attack column heading east. Catalinas should patrol the perimeter to look for intruders.

3.5.12 Turn 12

Helldiver may one-shot a transport (or not, in which case Corsair finishes it). PT boat runs parallel to and hits the same target as it torpedoed, continuously slowing it down

WEST: Chase the fleeing infantry and cut it down, you can return by northern road. Start spreading your Marines out to guard the bridges in west.

EAST: attack column can leapfrog forward, but those that can’t get far can rest. At least one Catalina should be ready to watch enemy movement as you move to seize Evansville.

3.5.13 Turn 13

Oh a Zero? Helldiver flees east, launch second Corsair from airstrip, first Corsair sits two hexes west to block enemy movement toward your just-launched Corsair. PT boat attacks again.

WEST: Keep dozer moving, keep moving into defensive positions.

EAST: Evansville attack force leapfrogs forward (and runs south through field) to find no one on Evansville but a foxhole just before it on the road. Use tank to kill foxhole without damage, and march Marines into the settlement. Do not follow too quickly with lagging Marines as 75mm gun exists east of the two-hex mountain… but wait, they can spot your Marine in village. HOW?

SPECIAL EVENT: REINFORCEMENTS
Our troops have successfully expanded the beachhead. Additional forces can now be deployed to defend the perimeter.

You COULD just pull back after raiding Evansville but that’s not most folks’ idea of fun around here, and at this difficulty, well…

3.5.14 Turn 14

Keep delaying transports with PT boat.

Both Corsairs hit the Zero.

Helldiver goes back and hits the higher-HP transport.

Race units eastward past Evansville.

3.5.15 Turn 15

SEA/AIR: Kill Zero with your ace pursuing. Corsair and Helldiver kill the remaining two transports.

EAST: Too bad the terrain makes it impossible to hit artillery with more than 1 unit this turn, but you can keep flanking around with other units.

WEST: Dozer gets on Piva AF.
US Marines 5: Bougainville Pt 3, 3.5.16 -- 3.5.41
3.5.16 Turn 16

SEA/AIR: Start building Piva airstrip.

Helldiver flies inland, Corsairs and PT boat (i.e. mobile obstacle) look for the supply ship that spawned in where transports did earlier, south of the exit hexes.

EAST: Flank to two-shot enemy artillery and surround the enemy heavy on mountain. Hit him for 0+/0 from southwest and southeast with Marines that can’t reach further, who have flanking bonus. You should have also hit the bunker this turn.

3.5.17 Turn 17

Kill the heavy that left mountain, then go around and two-shot AA gun, kill damaged bunker, and push up to hit entrenched infantry. Beware flanking around through forest with your Stuart as there’s a foxhole.

Start attacking supply ship with Corsairs. Helldiver continues inland.

3.5.18 Turn 18

I don’t need to tell you what to do on land for now. Kill supply ship with Corsairs.

3.5.19 Turn 19

HISTORICAL EVENT: REDUCING RABAUL
AirSols, the land-based air group in the Solomon Islands, is launching relentless air raids against Rabaul. Slowly but steadily the major Japanese airbase in the region is being reduced to nothing but a third-rate barge depot.

Kill the remaining units north of Evansville and start withdrawing to the two rivers perimeter. Land your Helldiver at Piva to refuel. Deploy your other Helldiver at Piva as you have 6 more Air CP now, and buy a new Corsair for Torokina. These new planes can launch immediately.

Use one Catalina for sea patrol and the other to monitor the northern perimeter.

At the end of this turn an enemy bomber will spawn near the supply ship’s former location and immediately fly to an exit hex. So your Corsairs should stay near there to kill it.

3.5.20 Turn 20

Kill the enemy bomber. There’s also a Ki-61 Hien coming in along coast from the northwest at the moment, but he’ll head for exit soon, so move your new Corsair west to help intercept.

3.5.21 Turn 21

Kill the Japanese fighter. Withdraw your forces to perimeter but remember to keep general in north as enemy will come from the north.

3.5.22 Turn 22

Kill the new enemy bomber that’s fleeing right away.

3.5.23 Turn 23

All three Corsairs go back to refuel or repair, as you need at least two to score any kills anyhow. Meanwhile the Catalinas and Helldivers are patrolling…

3.5.24 Turn 24

You might as well land Helldivers to refuel too. The enemy push from the north around Turn 30 from my prior experience, so you can launch bombers at Turn 27/28 no problem as long as Catalina keeps patrolling to the north and you have a garrisoned perimeter..

3.5.26 Turn 26

An enemy is scooting along southward, north of Evansville, but that matters not.

Elite-heal all aircraft.

3.5.27 Turn 27

Begin re-launching aircraft.

3.5.28 Turn 28

Bomb the Type 92 artillery coming in from the north. There are infantry units coming at the northern perimeter from northwest and northeast. Continue re-launching aircraft.

3.5.29 Turn 29

The ace pilot’s aura gives enough anti-ground bonuses that it can let two Corsairs and two Helldivers kill a 6-HP enemy infantry in the open in one turn. However, this is not always the best use of him because there ARE enemy bombers that occasionally show

3.5.31 Turn 31

A Hamaki bomber is west of the west perimeter at the moment, so for this turn your Corsairs should focus that target instead of boosting Helldiver anti-infantry attacks.

3.5.32 Turn 32

A Ki-44 II Shoki showed up west of your Corsairs who were attacking the bomber, kill it, then kill Hamaki next turn.

Maintain aerial patrols of the perimeter so your bombers can farm damage, and if any enemies make it to the perimeter, your Marines can teach them a lesson easily.

The Marine the Hamaki bombed… when the enemy tries to push from that flag across river, he can use the pursuit to vault across the river when killing the enemy. Just remember to pull him back after.

3.5.41 Turn 41

OUTCOME EVENT: VICTORY
After heavy losses, the majority of Japanese troops has withdrawn from our foothold on Bougainville. U.S. forces are now being withdrawn from the island while further offensive operations are handed over to the Australian II Corps

Again, I ask… ANZAC campaign when?
US Marines 6: Gilbert Islands Pt 1, 3.6 -- 3.6.3
3.6: Gilbert Islands

Gilbert Islands – November 1943,
The Mariana Islands have been designated to provide air bases capable of supporting operations across the mid-Pacific and into Japan. This first requires control over the Marshall Islands however, which in turn demands the capture of the Gilbert Islands

SPECIALIZATION: Infantry Landing Craft. You have no shortage of money and have bought most of your units already, so the other items aren’t really useful..

BRIEFING:
The Gilbert Islands effectively prevent direct communications between the U.S. base on Hawaii and the Marshall Islands. In particular, the air base on the small island of Betio must first be dealt with.
Betio is the largest and southern-most island in the Tarawa Atoll, containing the majority of the Japanese troops. The assault here will present the toughest fight, facing a well-prepared and fortified opponent.
While any other heavily defended islands are avoided, the Makin Atoll has been added to the list of objectives for the Gilbert Islands campaign. To soften up the Japanese garrison on Butaritari – the atoll’s main island – B24 bombers and several warships are present for a short but intensive preliminary bombardment.
Heavy aircraft and naval losses in previous operations should deprive the Japanese garrison of outside help. Left to their fate, however, the enemy will undoubtedly fight to the last man.

GOOD! I wouldn’t have the demonspawn any other way!

OBJECTIVES:
Clear Betio Island—Destroy all Japanese troops on the island
Destroy all bunkers on Butaritari—Destroy all Japanese bunkers and concrete bunkers on Butaritari Island.

SECONDARIES:
Destroy the Betio HQ in 15 turns—The destruction of the Japanese command structure on Betio will reduce the fighting efficiency of all enemy forces on the island.
USS Liscome Bay must survive—An auxiliary air unit will be available during the next operation
Complete the mission in 25 turns—More ground and naval forces will be available during the next operation.
Capture 1 Secondary VP on Betio—An additional wave of reinforcements will arrive.
Destroy 2 units on Butaritari—An additional wave of reinforcements will arrive.

3.6.0 Deployment

54 Land CP (18 Marines), 14 Air CP, looking at the map, there are no airfields on Butaritari, presumably so you could only use the B24s for a limited time, but there is that 1HP CVE… yeah, no, not a great idea to land on it for refuelling, better to just go to exit hexes on the west side.

Your air force, other than one Catalina per side, should focus on Betio, because the east and west airfields have hangars at the start.

My most experienced 5 Marines 43 went east of Betio’s leg (island’s shape is a bird), 5 west of the leg. Each group gets a supply ship. Catalina on east side so it can spot the HQ as soon as possible. Two Helldivers per side to go blow up the hangars immediately (DDs can help on east side so feel free to put three west and one east).

On Makin I used 3 Marines west of Ukiangong to go with the 2 already there, and 5 at the neck of Makin west of the string of flags, with a Catalina. There’s not much in the west end of Makin, but you’ll need the Catalina to spot to push east.

3.6.1 Turn 1

MAKIN MID: Catalina can tell you where to land to avoid contact right away. B24s fly west.

DDs and CA go east to go save CVE. IJN subs might have longer torpedo range, but DD pings are 2 radius, and the shallow water is a bit too long here for CA.

BB move north and secondary the heavy infantry on road.

MAKIN WEST: Rush up to the shoreline and prepare to land.

MAKIN EAST: I had the impulse to put DD south of CVE, to ping next turn.

BETIO: Blow up both hangars immediately with any combination of DDs and bombers.

DDs should generally converge toward middle, while landing craft aim for areas they won’t be hit by bunkers from.

3.6.2 Turn 2

MAKIN MID: BB primaries and Liberators kill the shore gun. Land all units, sleep supply ship along shore.

MAKIN WEST: Land units, probably kill a foxhole immediately.

DUKW unit can move, then get ashore, then attack. Do this from beach southwest of Ukiangong to push garrison off so it gets killed by the landed Marines (pursue to link up supply)

SPECIAL EVENT: REINFORCEMENTS
The first invasion of Butaritari is expected to lure the Japanese out and oppose the first landings on Red Beach. A second wave is now dispatched to land on Yellow Beach, in the enemy’s flank and rear.

Oh, it’s not more CP, unfortunate. Sail them eastward except the LVT which needs to get into shallow water ASAP.

BETIO: Bombard middle bunker at base of leg with everything you can, and then get ready to land everyone in one long front.

3.6.3 Turn 3

MAKIN WEST: Leapfrog up and kill 3HP infantry ahead, but focus on advancing along road.

MAKIN MID: Marines rest. BB hits heavy on road. Both bombers hit heavy

MAKIN EAST: Navy keeps moving northeast to join the CVE’s lot, landing to the north keeps moving east along coast. DD with CVE move northeast.

BETIO WEST: The guy who’s gonna land on the bird leg and kill the bunker does so, and this triggers…

SPECIAL EVENT: REINFORCEMENTS
A second wave of assault troops is ready to storm the beaches of Betio Island.

Move this group up to beach, and use two DDs to hit the shore gun to the west (they should be able to reach).

Land whole line of Marines southward (eastmost 3 land southwestward to only have to fight one concrete bunker at a time) and move supply ships up to shore to sleep.

Westmost Marine hits bunker to the south for 4, remaining west DD hits infantry in woods for 1, two infantry kill foxhole just to the east, and the forest infantry receives an attack for 1+/0+.

East side airfield infantry hits AT gun and knocks back. Notice your general with flanking bonus can hit concrete bunker for 4/0+, but don’t do so. Eastmost Marine hits foxhole by the airfield for 4/0+.

Just using your two Marines to kill the concrete bunker (command post) would result in taking damage for sure, so use eastmost DD to hit it first, then kill with the two Marines who can’t reach anything else this turn (use the one in your general’s aura first).

SPECIAL EVENT: DECAPITATION
The central concrete command post of the Japanese on Tarawa has been destroyed, resulting in the death of the commander and most of his staff. This will cause serious complications for the enemy’s command and communications on the island.

Your other east side DD, the one by the bird’s leg, can hit the 75mm AA gun. Then send your two new Helldivers to kill it. Your other two Helldivers can hit the tank by the old command post. Then your general can hit it for 2/0+ and knock back. Do not pursue .

All 4 bombers hit east concrete bunker (because it has no AA cover and enough space for 4 aircraft to hit it and still be safe—last plane stays over it).
US Marines 6: Gilbert Islands Pt 2, 3.6.4 -- 3.6.8
3.6.4 Turn 4

SPECIAL EVENT: BARRAGE LIFTED
The preliminary bombardment of the Makin Atoll has ended. It is now up to the invasion force to clean up what remains of the Japanese defense.

The battleship, bombers, and heavy cruiser all disappeared? Guess I shouldn’t have moved heavy cruiser away then. Well, something to keep in mind for higher difficulties then.

MAKIN WEST: Lead Marine moves up along shore and knocks back enemy heavy. Everyone else move up onto road in order and kill the foxhole you find (by proximity) along the way.

Non-core guys go north step by step, to cull out anything left up there (at least one foxhole).

MAKIN EAST: DD south-southeast of CVE pings, other two DDs keep going northeast.

BETIO WEST: Transports land and supply ship moves up. Finish coastal gun with a DD and then hit the bunker next to it (which can shoot your new landing) with another DD.

BETIO WEST-MID: Damaged Marine (westmost in the line) enters woods for concealment and destroys bunker (do not chase).

Healthy Marine next to him takes airfield and chases AA gun away to find enemy troops in the woods. DD moves to hit enemy Marines to the west of the airfield and bunker.

Healthier veteran Helldiver bombs the AA gun, if this doesn’t kill then finish with another bomber. Other two bombers hit exposed heavy to the northwest who ran up to bombard your units last turn.

BETIO EAST: Eastmost Marine removes foxhole but doesn’t pursue. The guy west of him now has flanking bonus to knock enemy off airfield, Marine north of this attacker leapfrogs onto airfield and kills 3HP enemy in woods.

Both DDs hit artillery so your general can run up and one-shot it from north, by the forest.

BETIO MID: Now you can enter woods next to general and use flanking bonus to hit middle airfield infantry. Then the base-of-leg Marine can finish it.

The two Marines to the west can leapfrog-two-shot the out-of-cover 4 HP infantry to their south.

3.6.5 Turn 5

BETIO WEST: Heavy and infantry kill bunker, south infantry rests.

BETIO EAST: East DDs hit the 6HP enemy Marine who broke entrenchment, then “stranded” Marine hits. If it doesn’t die, the Marine to the northeast of the airfield moves down and finishes from 1 HP and doesn’t chase (due to concrete bunker)

VP Marine by airfield kills 2HP tank in one hit, doesn’t chase to stay out of bunker range.

General goes west and kills AT gun.

BETIO MIDWEST: the newer two Helldivers kill exposed heavy infantry. Both DDs bombard Marine next to that. Leapfrog-kill with two 8/7 HP Marines, but don’t chase into bunker range.

Middle DD and two remaining bombers hit enemy south of west airfield, then your 10HP Marine near him kills and pursues to cut island in half.

BETIO MID: Airfield 10HP Marine can move south-southwest and swat 3HP infantry into forest by the lead Marine who casually kills it. The one Marine that hasn’t moved this turn moves form south of airfield to the VP to the northwest of airfield at the base of the bird leg.

MAKIN WEST: Non-core troops find and kill a foxhole to the north.

MAKIN MID: Low-efficiency guy on marsh north of road rests. Lead two road guys can two-shot lead concrete bunker. Next two move up along road. Lagging three rest to go back to 10 efficiency from 8.

Catalina moves northeast, be careful to avoid AA!

MAKIN EAST: East landing forces keep going east because LVT can’t exit onto marsh (WHY???)

The DD near the CVE scrambles southwest again as the CVE reversed course. Incoming DDs move southeast to meet them.

I should remind everyone that the historical ship was sunk on November 24, 1943.

3.6.6 Turn 6

MAKIN EAST: DD by CVE and west DD should have sonar zones that touch now, so ping! Other DD goes east some more so it can ping the area 2 hexes south of the CVE’s path.

East landing force keeps going east.

MAKIN MID: Leapfrog-kill the Engineers, swat the AT gun away if you need, and pursue Engineers so you free up the village hex for someone to come up and kill the heavy. Lagging units advance and Catalina heads northeast

MAKIN WEST: Non-core units follow up after capturing entire western area due to emptying it of enemies.

BETIO: All ground units rest this turn.

East DDs go east and bombard concrete bunker.

West DDs go west and bombard the light AA (25mm) by the westmost bunker. Finish with a bomber if needed. Other three bombers bomb the heavy AA to the south-southeast to death.

3.6.7 Turn 7

For me the Liscome Bay got torpedoed this turn for 0 damage, and the sub wasn’t in the southern arcs. I pinged, then save scummed to let my DDs all run north and… ran into the 2-HP enemy sub “KD-6”… which isn’t right since Liscome Bay was sunk by I-175. Therefore, we must conclude there should be other subs about.

If you lost the ship, save scum back to turn 4 or 5 and make sure to go ping other sectors for enemy subs.

MAKIN EAST: Approach swamp east of eastmost flag with your Marine transports, LVT keeps running east along coast and you’ll see the “no adjacent land hexes are valid to exit the water”.

MAKIN MID: Lead road guy moves up and knocks AA gun away and chases, to free up space for lagging Marine to come up and kill the AT gun (don’t pursue). This lets two Marines two-shot the bunker. North Marine in swamp can hit enemy Marine for 2/1.

Lagging units move up road.

BETIO EAST: In case you didn’t have your Catalina come eastward, the limit of the east tip coast gun range is up to the hex north of the east concrete bunker. I trust this is enough information to tell you where your DDs should bombard from (i.e. stay just outside of bunker range). Kill with one Marine, and two-shot the AA gun to the south but don’t enter bunker range yet.

Two-shot the bunker southwest of the airfield with two guys from middle. Bird leg Marine moves down the leg.

BETIO WEST: Bunkers are far more resistant to bombs than ground troops, while DDs are equally effective vs both. A full-HP rested Marine 43 hits a concrete bunker for 4/0+, so two DD hits brings that down to 4 HP and 4+/0 for a one-shot. Pursue to find a foxhole, and bomb with a new Helldiver so an 8-HP Marine can run up and one-shot it (do not pursue)

Other two Helldivers hit enemy infantry. West non-core troops keep sleeping.

3.6.8 Turn 8

MAKIN MID: Two-shot AT gun and pursue to see if enemy tank breaks entrenchment to “flank” your lead Marine or not. North units one-shot enemy Marine and AA gun. Damaged Marine pull back.

Lagging units move up.

MAKIN EAST: Marines land (there’s a foxhole but these are non-core so getting a bit banged up is fine), LVT keeps moving northeast, Supply ship moves up to beach.

The DDs on the wings ping, middle DD moves south ahead of the CVE.

BETIO EAST: Three Marines two-shot bunker and leapfrog down the road, DDs move southeast after bunker is dead and hit AA gun with Catalina spotting.

Bird leg guy inches forward in case there’s a foxhole on flag… no? Odd.

BETIO WEST: There are enemy infantry in forests along south road, if you haven’t spotted a forest already, there’s someone in there, don’t just run in. You can even use your non-core guys to spot the forest if needed. Shell the forest Marine in south with all three DDs, then bomb once and finish with your core Marine from northeast. Bomb the AT gun to death in one hit as it attacked your west non-core Marine last turn. North advance kills a 2HP enemy and your Helldivers bomb the enemy Engineers.
US Marines 6: Gilbert Islands Pt 3, 3.6.9 -- 3.6.14
3.6.9 Turn 9

BETIO WEST: DD hits concrete bunker once, and Engineers twice. Kill bunker with Marines and Engineers with Marine or bomber. Cap the VPs.

Other Helldivers go north toward exit hexes.

BETIO EAST: Should be able to leapfrog up along road and kill the AA gun in one hit, then DDs move up a hex and shell Engineers, so Engineers die (or 1 HP) in one hit too.

MAKIN EAST: Pincer and kill foxhole. LVT moves northeast next to beach.

MAKIN MID: Lead Marine from second wave can hit the Engineers off flag, slide someone around tank to kill the Engineer and pursue to stop tank from fleeing. Next Marine moves up and kills tank (or 1 HP as it’s 2+/0 vs 3 HP). Finally south shore two has one go around to flag and knock artillery back (DO NOT PURSUE) and the other Marine moves up and hits enemy with flanking bonus… If the tank doesn’t die, you should still hit artillery, then hit enemy Marines.

3.6.10 Turn 10

Obviously, you should leapfrog-advance on Makin, and give your east landing time to rest before pushing further. Everyone on Betio sleeps except killing the east shore gun and your Helldivers who go to exit. You can also test if the non-core DDs can be retreated and redeployed.

I need not explain to you what to do from this point onward at this difficulty level.

3.6.11 Turn 11

You can now redeploy Helldivers north of Makin. No need to repair them as you’re about to get Advanced Aeronautics. Same reason you didn’t need to heal Marines, because hopefully Marines 44 should be available soon.

3.6.12 Turn 12

Only the eastmost bunker should remain on Makin now.

Redeploy your second pair of Helldivers north of Makin.

3.6.13 Turn 13

4 Helldivers blow up the enemy infantry in the way of your east Marines (clean up with LVT if needed). Then your two non-core eastern Marines kill bunker and take the VP.

3.6.14 Turn 14

OUTCOME EVENT: VICTORY
While the heavy casualties suffered at Tarawa – a small and seemingly unimportant atoll – have sparked public protests in the United States, the front door to the Japanese defenses in the Central Pacific has been knocked down. In addition, lessons learned at Tarawa will be applied to all amphibious assaults ahead of us.
US Marines 7: Marshall Islands Pt 1, 3.7 -- 3.7.1
3.7: Marshall Islands

Marshall Islands – January 1944,
With the Gilbert Islands secured, preparations for the capture of the Marianas have truly begun. Several air bases must now be established in the Marshall Islands group.

SPECIALIZATION: Advanced Aeronautics.

BRIEFING:
The Marshall Islands campaign is split into several phases, each involving attacks on specific islands – while bypassing many others. The current phase involves capturing the islands of Kwajalein and Roi-Namur.
The Japanese were unaware that our amphibious vehicles can cross coral reefs to land on the lagoon side of the atoll, and have concentrated their strongest defences on the ocean side of each island.
For the next phase, the focus lies on the islands of Eniwetok and Parry – part of the Eniwetok Atoll. These are chosen to provide another airfield and a harbour to support attacks on the Mariana Islands to the northwest.
Unable to create a deep defensive system on these tiny coral islands, and hampered by our repeated air attacks, the Japanese have set up in thin lines along the coastlines.
At the end of World War I, dominion over the Marshall Islands was given to Japan. Thus, a victory here will represent a penetration of what is regarded as the “outer ring” of the Japanese Empire.

OBJECTIVES:
Clear Kwajalein
Clear Roi-Namur
Clear Eniwetok
Clear Parry

SECONDARIES: Complete Phase 1 In 20 Turns—A swift capture of Kwajalein and Roi-Namur will provide us with additional Resource Points during the second phase of the operation.

3.7.0 Deployment

64 Land CP, 17 Air CP (2 Catalinas + 5 strike aircraft)

South has an SBD and Liscome Bay, with 2 Airfields, both within immediate naval strike range.

North has 3 Airfields, 2 within immediate naval strike range.

That means all-bomber air composition should be viable.

NORTH: General and two experienced Marines next to the southwest airfield, extending eastward along beach (so at least 2 units can hit hangar if it exists)

Catalina in western one of the two north-most air spawn hexes, 3 most experienced Helldivers next to it (one west, two east). These have to be able to see the north enemy airfield on the first turn, even though west airfield is too far.

SOUTH: 3 Experienced Marines next to west airfield.

Catalina in the north spawn row, eastmost hex. Two Helldivers (one new purchase) west of it.

Now you can allocate remaining Marines. I did this:

NORTH: 7 more Marines lined up eastward

SOUTH: 2 more lined up east of your initial 3, plus 6 Marines lined up on east side of island.

Each SOUTH landing gets one supply ship, NORTH landing gets two.

3.7.1 Turn 1

NORTH: Whole line of Marines land northward. Supply ships sleep against beach

Catalina flies due north to find… AA gun, no hangar on north airfield.

West DD goes north-northwest and hits hangar at edge of range for 2. Marine by hangar one-shots it and doesn’t pursue. General and Marine next to him (if needed) kill the foxhole.

East DD goes north-northwest as well and hits foxhole. Middle Helldiver hits foxhole (edge of flight range) once and… exits northeast outside AA envelopes. Marine kills foxhole but doesn’t pursue.

One of the Middle Marines kills bunker and pursues.

You now have two Marines in contact with enemy infantry who are in villages. You also have two Helldivers which can each reach one of those infantry (west reaches west and east reaches east). You also have a BB which needs to move two hexes northwest (toggle primaries and make sure it can reach northwest airfield, move, switch back to secondaries) and can hit the west infantry.

Obviously, hit west infantry with BB, bomb both, exit outside AA range, and then push enemy back with Marines.

SOUTHWEST: Land all units southward. Catalina 3 hexes south to spot east hangar, then goes southwest.

Southwest-most DD goes southeast and hits Marine at edge of range. Northwest DDs run up to shore and hit west hangar. Marine kills hangar but doesn’t chase. If this doesn’t work you will need to use the other DD as well for this hangar, and both Helldivers on the east hangar after BB hits it.

SOUTHEAST: Battleship slides north-northeast and hits east hangar at same range as initial with secondaries for 3, north Dd hits for 1+ (from vacated coastal hex 1 east of straight south), then a Helldiver confirms kill. Your bomber will take some damage this turn or when AA attacks next turn but that can’t be helped. Bombers should exit north or northeast.

land on top, middle and bottom hexes of the 5 in your face. Bottom guy kills foxhole and pursues to let the next Marine get ashore to hit Bunker (if very lucky, this is a kill).

North Marine hits Bunker first, then middle kills. Let the two transports by the bunker wreck ashore, first one to land in bunker ruins hits 75mm gun and chases to make room.

If the bunker got one-shot, use the middle Marine to push AA back so your last two can land. Do not attack the dug-in infantry yet.

SOUTHWEST: That enemy infantry by beach which you have flanking on can be hit for 3+/0+, if it doesn’t knock back hit again from north and pursue. If it does knock back, pursue to maintain contact.

Your remaining Helldiver hits the heavy infantry east of this landing zone and exits north over water. Marine doesn’t hit this heavy yet.

EAST: Liscome Bay sails south, the SBD5 hits Engineers and exits south.

Obviously, move supply ships up to sleep against beach.
US Marines 7: Marshall Islands Pt 2, 3.7.2 -- 3.7.6
3.7.2 Turn 2

NORTH: Catalina moves north-northwest to check northwest airfield for hangar… THERE IS A HANGAR! BB hits from edge of main battery range for 3. West DD runs due north and hits for 1, and then AFTER AA gun gets hit (see below), Westmost Helldiver kills it and flies north out of AA range.

West Marine and general slide southwest onto airfield, so that he can attack the bunker with general aura and general can push Engineers north. Marine next to them moves northwest and kills Engineer (no pursuit). This inching forward avoids foxholes.

Next Marine to the east can now run up road and hit AA gun (no pursuit). After this your Helldiver can attack hangar with less risk and exit northwest out of AA range.

Next Marine east kills 1HP infantry to the north and DOES NOT PURSUE so that next marine east (south of the west stream) can leapfrog up and push back the AA gun (no pursuit).

Marine between streams goes on bridge to the east and kills 2HP enemy, does not pursue so Marine south of the east stream can run up and kill artillery, then pursue out of the way.

Hit AA gun and (as your last eastern Marine can’t reach) AT gun next.

Both Helldivers pound the heavy now spotted east of your Marines. East Dd hits the Marines in tropical village while moving east around island.

If for some reason your Marines didn’t push either of them back (hitting down to 1 HP without routing?) then East DD and both Helldivers kill the southeast AA gun.

SOUTHWEST: Catalina goes 2 hexes south.

South DD moves east but stays outside bunker range, hits Marines on airfield. Northwest DD moves east and hits Marines on airfield again. Your westmost Marine can now run up and one-shot him, or at least knock away so your guys can leapfrog-kill, and then kill artillery this turn, but beware there is a foxhole between the two south bunkers that needs to be destroyed first. This is easiest done by having your two Marines in a column east of airstrip leapfrog south to spot the foxhole first (and kill it in one hit), then finish the fleeing artillery.

You may need a Helldiver to finish escaped 1HP Marines (and probably exit north to avoid AA) to allow you to kill artillery this turn.

Remaining north DD helps Marine to the east that got bombarded last turn, to bombard and then kill 3HP enemy Infantry to his south (pursue).

SOUTHEAST: Second Marine from north kills AA gun and pushes up south of the VP infantry (why does the AI hate staying in entrenchment?) The Marine south of him now flanks up to check the infantry with flanking bonus from northmost Marine on landing zone, but predicts 3/1 which is too poor a trade. Both south Helldivers bomb this infantry, then the Marine kills or knocks back at 1 HP.

Middle LZ Marine runs up to knock back AT gun and pursues (or finish infantry and don’t pursue). SBD5 hits Engineers to the north again and exits south (again). North LZ Marine runs in and boots Engineers out of entrenchment (or kills), but does not pursue.

South two Marines in east side leapfrog-kill artillery.

Battleship primaries the enemy heavy infantry in middle.

CVE moves south.

Catalina moves north-by northeast out of enemy AA ranges.

3.7.3 Turn 3

NORTH: Southwest tip Marine kills bunker, no need to pursue as there’s nothing on the tip.

West side DD goes west by north (1 hex west of due north) to hit enemy infantry on VP. BB 2 hexes west to hit the same infantry.

Middle two Marines need to kill artillery and AA gun (or bunker if AA was one-shot) so it’s up to these units you have in the northwest…

General runs up to enemy infantry on northwest VP and knocks back for 4/0. Rear unit not on highway follows, kills and pursues. Highway unit runs up and pursues into bunker ruins.

Helldiver bombs Marines to the east, since you can easily mow down these remaining AA/AT guns with Marines.

East side bridge Marine runs up to finish AT gun if possible. Helldivers bomb heavy again, DD moves up east coast and hits south village infantry. Leapfrog up to kill heavy and pursue onto road to find a foxhole. You now have 2 units and 2 not-quite-reduced targets… heal the less healthy Marine and have the healthier one kill foxhole.

Catalina runs southeast.

SOUTHWEST: Withdraw damaged Marine from contact and heal, all other Marines rest. South DD hits bunker by AA gun for 1.

Both north DDs pummel shoreside infantry near them. Battleship secondaries hit heavy

SOUTHEAST: Infantry heading west rest. Leapfrog-kill AT gun, then leapfrog up to bunker and find a foxhole. Your bombers and Marines together should be able to kill all these targets and the 1HP Engineers (if they got away) now.

Catalina goes west, as far south as possible without entering AA range, should be able to see west bunker on the flag.

CVE goes south again.

3.7.4 Turn 4

SOUTHWEST: South DD hits west bunker. Southmost Marines kill bunker and knock away AA gun, the leapfrog-kill AA gun and pursue to find foxhole northeast of west bunker (one-shot with a Marine but do not pursue) and AT gun southeast of the bunker.

Low-efficiency Marine you retreated last turn rests.

BB primaries and one DD hit the heavy, while the other DD hits AA gun.

SOUTHEAST: Lagging unit moves onto artillery ruin by airfield and kills bunker to the south. Leading unit moves north of airfield and kills 3HP enemy infantry that fled northeast from DD bombardment.

EAST: Lead Marine takes the north flag. Other three start making their way south along west road, do not rush ahead as we have time and there may be foxholes.

Bombers move south-southwest to be able to strike middle area next turn.

NORTHWEST: Less experienced Marine kills 1HP AA gun, DD bombards AT gun to the east, then the northmost Marine hits it back and pursues to find foxhole. General kills foxhole. BB primaries on the Marine.

Helldiver bombs enemy Marine again. Middle two kill bunker and AT gun.

NORTHEAST: Catalina goes east but stays out of AA gun range (you do remember where it is on southeast tip right?). DD hits AA gun, then Helldiver kills.

Other Helldiver hits Marine garrison of village, then leapfrog-kill.

3.7.5 Turn 5

SOUTHWEST: Move up to bunker, kill and take VP, finding infantry in woods to the north. Swat the AT gun away, hit the infantry with south DD, then two-hit the infantry away (or to death) as your Helldivers can’t reach him.

SOUTH MID: BB and a DD hit AT gun south of airfield, Marine from east kills heavy and takes both VPs. Rested Marine from west runs up to AA gun and kills it, pursues to find foxhole behind AT gun. Other DD moves up and hits foxhole.

Helldiver kills AT gun to let your east Marine kill foxhole.

SOUTHEAST: Nothing further north than the north VP I see. Leapfrog south to take both flags that remain and find nothing else. Your last two bombers should hit the last bunker.

NORTH: General kills Marine, make sure all the VPs are occupied. Helldivers can fly for exit now.

3.7.6 Turn 6

SOUTH: Kill remaining enemies.

SPECIAL EVENT: LESSONS LEARNED
Combat experience gained on the Tarawa and Makin Atolls has allowed us to quickly secure the islands of Kwajalein and Roi-Namur. All reserved resources are now available for the assault on Eniwetok and Parry Island.

End turn once you’ve checked both islands are cleared on Objectives list.
US Marines 7: Marshall Islands Pt 3, 3.7.7 -- 3.7.15
3.7.7 Turn 7

SPECIAL EVENT: OPERATION CATCHPOLE
After successfully completing operations in the Tarawa Atoll, the invasion force for the next phase in the Marshalls campaign – the assault on Eniwetok Atoll – is ready for deployment.

Erm, Liscome Bay stayed unremoved from the previous area (I sent it on long-distance move to an exit hex to see what would happen), and any BB you slept earlier is still sleeping after teleporting, so fix that.

I put 10 Marines from west to east along southern island (general fourth from the left), 11 from north to south along north island. 2 supply ships per island. One Catalina on south end of south island, and one in middle of north island.

2 Helldivers by south Catalina, 3 on southmost hexes for north air spawn (turned out to be a bad idea as I couldn’t SEAD immediately), and the non-core SBD east of the south Helldivers.

SOUTH: Battleship moves northwest and Main Battery vs the Japanese infantry on beach. West DD moves south or west by south and shoots the AT gun it sees. Middle DD goes south and hits shore infantry for 1. East DD goes south-by southwest and hits shore infantry for 1.

NORTH: BB straight northeast, primary the shore infantry for 1. North DD east-by-south and hit infantry. South DD hits infantry from a standstill.

3.7.8 Turn 8

NORTH: Catalina moves east enough to spot enemy without entering AA range (reserve a couple move points, this should just be going up to coast)

South Helldiver flies over enemy shore Marine who gets hit by south DD, and then bombs.

Land as many Marines southeastward as you can, the one second from bottom can’t land until the third-from-bottom kills enemy Marine. Then south two can kill foxhole. Supply ships sleep against shore.

BB and north DD (sail up to shore) shell north village infantry. Helldivers hit south village infantry and engineers.

Attack enemy line, focus on pushing them off the two VPs to deny them supplies.

SOUTH: Land whole line southward and sleep supply ships against shore. BB hits infantry on the road between the two landings, then the east guy kills the infantry or drives him off, so the new lander can land southeast and help kill bunker (pursue to cut island in half).

Third Marine from west knock away AA gun so your non-core SBD can kill it. Hit heavy on VP with DDs and at least one Helldiver so your Marines can one-shot him. Then kill foxhole to the east with Helldiver and Marine.

Westmost Marine can drive off enemy infantry now.

Catalina goes northeast as it turns out scouting isn’t so needed.

3.7.9 Turn 9

SOUTH: East Marine gets on road and sees foxhole and enemy infantry in woods just before the chokepoint. BB moves northeast and hits infantry with secondaries, while your Marines kill foxhole.

Non-core SBD hits tank, then Marine kills and pursues. One-shot some enemies further east and two-shot bunker.

DDs go hit bunker, then your remaining Marines push the enemy with leapfrogging.

Catalina continues north-northeast.

NORTH: BB and north DD hit AA gun, then Helldiver finishes. South DD hits south bunker for 1 (the minefield in the way would cost money to clear, best just bypass using DD transport). Helldivers hit artillery.

Marines kill low-HP enemies and two-shot foxholes or bunkers using leapfrogging.

You should clear all but the southmost two bunkers on north island this turn.

3.7.10 Turn 10

SOUTH: Kill last enemies in southwest with some Marines, all other units run northeast. Marines in contact with enemy rest this turn.

NORTH: DDs, BB primaries and at least one Helldiver on south bunker, DDs in position to load up a Marine this turn. Helldivers bomb east bunker and a Marine one-shots it.

3.7.11 Turn 11

SOUTH: BB and Helldivers kill first bunker to the east, other units keep rolling forward.

NORTH: Helldivers blow the bunker up… what do you mean that’s enough and I don’t need to physically occupy the VP?

3.7.12 Turn 12

SOUTH: BB primaries and bombers on the next bunker. Road Marines keep leapfrogging up…

3.7.14 Turn 14

Ah, it was a half-HP foxhole two hexes southwest of the northeastmost VP on Eniwetok…

3.7.15 Turn 15

OUTCOME EVENT: VICTORY
The relatively easy capture of Kwajalein has been a demonstration of US amphibious capabilities. Changes to training and tactics after the bloody battle of Tarawa have clearly proven to be effective.
US Marines Mission 10-11
US Marines Mission 10: Peleliu & Angaur

Obtained Female Factory Labour as I couldn't think of anything else I would rather get.

So I start with 44 CP huh? That's 14 units of Marines and 2 left over.

I'm putting 6 units of Marines in the south, 3 per beach. The north island gets everyone in the west initially as I intend to nab 2 VPs and get more forces to take the north minor island very quickly.
4 Helldivers and a Catalina all in the north will eat up your Air CP well enough. Make sure the Catalina is either just south of the coastal gun or another grid down, so it can spot if there's a hangar on that airfield on Turn 1.

...And there isn't. Great, your planes have free reign.

One-shot the coastal gun with a Helldiver as you don't want your non-core DDs to steal much XP.

Seriously damage enemy infantry units and if you like destroy AA units with your bombers.
Attack in order of Naval-> Bomber-> Assault

...And you get 30 more CP to throw at them when you get 2 of the 2ndary VPs. Another stomp... 6 in the northern landing zone to nab that small island in far north, 2 more for the southwest island if you feel like it, 2 (or 4 if you feel SW doesn't need reinforcement) on your central landing. GG.

Oh, and remember to rest your units for a turn in the back if efficiency isn't high enough for you.

Word of warning: The northern little island 2ndary mission? The enemy has arty, a bunker, and a Heavy Infantry dug in watching the bottleneck. You may want to use your bombers to dispose of the enemy arty or at least the heavy infantry.

If you need, exploit the trick that a unit standing next to a ship (i.e. a DD) will be able to embark just fine. This will make the eastern VP on Peleliu faster. I only had that one left after Turn 14 and no visible Japanese units...
By Turn 15 I could upgrade to Marines 44. As I'm overflowing with cash, I did so.

Ended game Turn 18/45 since I had to re-land some of my troops to upgrade everyone to Marines '44.


US Marines Mission 11: Iwo Jima

Obviously you are meant to go for Airfield #1 and Mount Suribachi ASAP. As for the 30 damage with Engineers, I think it's absurd, but if damage to Minefields count... ohohohohoho...
Anyhow, your veteran Engineer unit from Guam, upgraded to the new model, plus 62 CP of Marines or 20 units...

Why are all the supply ships damaged??? Oh well whatever. It just means west landing has 20 supply units i.e. 6 Marines + Engineer and the south landing has 10 Marines and 3 supply ships.

Now, I'm sure there'll be fighters on this island. But the enemy airfields are in strike range of your spawn areas. 2x SB2C-4 bombers with 3.5+ stars will one-shot a 6-HP hangar. However as you get 25 air CP with the two CP specs... 8 bombers it will be (Let's hope they don't have anything airborne to start)... and a Catalina with that last CP, of course.

You can deploy the rest of your 14+whatever Surbachi gives you in CP of Marines later once you have more supply seized on the island.
Catalina flies over and... nope, no enemy hangars. Very well!

If concerned, use 2 Engineer units, this fills up your CP nicely once you get the max initial CP's worth of Marine count plus those 2 units on the ground. I for one did (I had too much money lying around)

The first thing your bombers should exterminate are enemy AA guns near the enemy units they want to bomb. Next is enemy fortified infantry, and then artillery.

Note that clearing the surroundings of the airfield instantly captures the airfield for you fully, so you can deploy your 14 extra CP of units after the event fires giving you a mustang, if spacebar supply vision mode is honest. Otherwise your 1 unit of Engineers might not get enough damage, lmao.

Thankfully clearing mines DOES count as Engineers doing damage. Make sure to Elite Repair in between though.

As a side note, the Engineers going toward Mount Suribachi is a TERRIBLE idea as Engineers are hampered by terrain far more than Marines are!

...And on Turn 5 you get even MORE CP. 15 more in fact. What the hell I don't even.

Well, at least Engineers are perfectly fine at putting down Snipers.
10 more CP (and 2 very useless landing craft of Infantry '45 east of the mountain) after nabbing Suribachi. The Marines can now leave the tunnels and pillbox for the Engineer unit I sent there (which was a bit of a mistake) to finish off. 3 more units of Marines going to the front after being newly deployed, plus whatever was sent to aid the Engineers initially taking Suribachi.

On Turn 7 a Kamikazi Zero showed up to the north, gave me a right scare too, ugh.

I may actually have to restart this mission because the Engineers didn't do enough damage... thankfully my allied ships didn't go beyond 109/110 kills, just because I accidentally nabbed the last airstrip site...

110 kills is absurd, there's clearly at least 130 Japanese units on the island! Why don't we have to root them all out? I finished on Turn 13/40 for heavens' sake! Could have done it on Turn 11 if not for the Engineer damage problem.
Well I suppose the Grand Admiral difficulty players have to have SOME chance of getting the 2ndaries... but I swear the Easy mode players should have a lower time limit.

Wait what? That's it? No need to invade Kyushu as part of Operation Olympic (as the subsequent Operation Coronet landing on the Kanto Plain was the last mission in the US Pacific campaign)?
Burma Road Mission 1
Burma Road Mission 1: Operation Krohcol, Thailand

Time to punish some more of these honorless curs.
I've learnt my lessons: Always buy Marines instead of Infantry if possible. And don't bother with tanks because they don't actually have better attack values than Marines and thus are way worse in bang for buck on Ensign difficulty.

...British don't get Marines. I'm not going to ever field any Gurkhas because I'm not a fan of the "Slave Race" trope. So what's the British unit for high mobility with some reserve supplies?

...Paratroopers? Way too expensive!
Never mind, Infantry it is then! (Heavy Infantry is too slow!)

Hmm, you know, I'm reasonably sure you can field only 2 Infantry and still be alright, and bring an Oerlikon Portee to shoot down the Japanese planes harassing your allies' column.

Let's do that and see what happens :D This is Ensign Difficulty after all. The 20mm Oerlikon goes in the westernmost deployment grid so it can race north without running into jungle.

WARNING: details may vary slightly.

There's a Thai Police 2 grids north of your little VP-marked eastern camp. Don't run straight into him or he will hurt you significantly, whereas in a normal battle you'd stomp him. Attack with the rear infantry you deploy there first, he'll withdraw 1 grid, then follow with your infantry that starts on that flag and kill him. If he doesn't, do the following, then...

After clearing the mines with engineer minesweeping, your Heavy Infantry racing up the road will stop next to some Thai Police. ATTACK and push him one grid north! Now your western infantry can cross jungle into clearing and kill it, then pursue into the grid, as you don't have enough numbers to leapfrog this early in a campaign (and don't buy extra units unless strictly required because they don't get special training yet due to no spec points yet) and in this case there's no need to not pursue.

Your southernmost non-purchased infantry can clear the Thai Police from that forest if he didn't flee to be cut down by your eastern infantry, by running along the road, making it retreat (DO NOT PURSUE), and letting your eastern flag-start infantry enter the forest and kill the Thai Police that ran to a neighbouring grid. Pursue this time to get max advancing milage.

It's pretty obvious where you should park the Oerlikon Portee given its movement range limitations. It'll be on the grass next to the Indian base.
Next turn you can move it up into position by the road to murder that Japanese bomber in 1 hit. Ha!

TURN 2:
Move Heavy Infantry up to face Thai Heavy Police on the first Thai flag and you'll spot a veteran Thai POlice unit to the north. Attack the Thai Heavy Police with your Heavy Infantry to clear the way for another unit to pursue it as it flees (if it flees) as other units would lose HP attacking it.

Move the infantry to envelope these units. Your Infantry on the road moves 1 grid north and will spot another Thai Police unit in the forest just north of that, your Infantry next to the Thai Heavy POlice moves 1 grid northeast and spots more Thai Police, since the infantry to the south behind the trees can ONLY move up to its grid, use that guy at the limit of his range to chase the Heavy POlice off the VP, while your other just-moved infantry there hits the police to the east. Your more western 2 infantry should engage opposite numbers and chase them off if possible.

...INDIANS. WHY IS YOUR MATILDA RUNNING AWAY FROM STOMPING THE TAR OUT OF THE THAI POLICE???? I DON'T EVEN.

TURN 3:
At least you can control the Australians that show up. Thank God!

Chase the Thai cops out of that jungle tile with your Heavy Infantry. Then move the more southern Infantry as far along road as it can get, try to kill Thai cops in river without pursuing (never chase into river unless you're planning to cross). Kill the plain you can see with the Bofors.
IF the Thai cops don't die, move your other AUS infantry as far along road as you can before the kink in the road and you'll see more Thai Police squatting in river and some Thai Heavy Police on that kink in the road. The Mk VI light tank can finish the 1 HP Thai Police if applicable, moving between the two AUS Infantry on the road.
...Or you could leave those Thai units to slow the Japanese down if you like and not attack them, if they are even there as their presence seems variable...

Oerlikon should prepare to cross the forest stretch between the jungle stretches. Send the northwesternmost Infantry north around the mines it spotted last turn when pursuing to help it if you think it necessary. Move the 2nd infantry unit from the northwest 1 grid up and your Heavy Inf 1 grid up and you should be able to Attack Opposite Numbers again. In this case DO pursue.
Rush Engineers up road and attack a Thai Police unit on the road with them. They'll make it run away, but do not pursue. Leapfrog an infantry up. Meanwhile your last infantry off the road near the VP on a forest tile has to dispose of its opposing Thai Police.
Aim to kill whenever feasible, though the Thai Police are remarkably good at running away on 1 HP, and are hard to kill starting at even 2 HP, ugh.

The AUS infantry furthest up the road should attack the only target it has left, the Thai Police in the river. Do not pursue.

You get 4 more CP this turn, so put another Infantry into play!

TURN 4:
Depending on what they do, send your Oerlikon to kill that floatplane.

Apparently the Japanese are also fighting the Thai. Interesting. Your AUS Heavy Infantry will be fighting on the eastern side of the river.

Hit the Type 94 with your HI first before using Infantry to finish it.
Hit the eastern JApanese infantry coming down the road with your tank first, then try to finish it with your AUS infantry. Sadly it's almost impossible to finish a land unit with more than 1 HP in 1 hit, oh well.
Try to make enemies retreat so your tailing units can leapfrog up. For example, don't accidentally shoot that 6 HP Thai Police unit you spot after chasing the Type 94 into retreating, at least until after you kill the Type 94.

After this turn, just keep attacking as a cohesive mass, you should know what to do if you've done the tutorial and US Pacific correctly. There are lots of Japanese units by the crossroads ahead, for example. Don't push them until your army is ready to make a grand offensive.

The Indian AI's incompetence is astonishing. They seem utterly unable to use their Matilda.

Finished on Turn 10 by infiltrating the Mk VI through the mountains to kill the far rock and noticing my infantry could kill the nearer one, while having cut down a 3rd Japanese tank that turn and nabbed both Thai checkpoints rather earlier.

...And I only get 4 spec points. Not enough to start recruiting a carpet of improved infantry. WHY???? Does this mean if I didn't nab both Thai checkpoints I'd only get 3 spec points per mission? RIDICULOUS!
Burma Road Mission 2
Burma Road Mission 2: Force Z, South China Sea

Sadly Lend Lease doesn't let you buy American carrier planes, so don't bother with any specs.

If you look at the diagram of Phillips' route in this historical mission, it's LEEROY JENKINS followed by utter cowardice.

Well, this might actually take some effort as we don't have radar services yet. Remember that enemy bombers can elbow your fighters if you park them atop a ship, but can't push through them to attack a ship if you have it ringed with planes or are otherwise sufficiently in the way at the limit of their range.

It would be nice if you could actually move the ships to more sensible positions i.e. a huddle by the shore...

Unfortunately Repulse auto-dies on Turn 1, so your job is rather harder than it looks at first.

Send your Buffalos after that floatplane, reload Auto Save until you kill it on the first turn from north and northeast of it. Sadly you can't upgrade the non-Core Buffalos. Buy a Spitfire and put it over the harbour.

On Turn 2 you get 9 more Air CP. Wonderful, that's 3 more Spitfires since I see Japanese fighters...

Your Buffalos can immediately go tag-team a Ki-27B, and your Spit can attack a fleeing enemy bomber, if one of the 2 bombing your oil tanks does flee (not guaranteed)

Enjoy your veteran Hurricanes from the 2ndary from the last mission (upgrade them to Spits the next time they land to refuel while needing repairs). Leave that Ki-48 bombing your oil tanks until your planes are on their way back to upgrade. You need your fighters over the fleet NOW!

Beware where enemy planes run flee to, save scum if you must to chase them down for the kill (or just "for the kill" in general). Save, probably over the Auto Save, after each plane you kill.

You won't be able to down ALL the bombers, such as how your Buffaloes need to run for home around turn 4 or so from well north of PoW, and they'll need to kill that bomber attacking the oil tanks before landing at Kuantan, that but that's alright.

PoW auto-dies on Turn 5. From full HP in my match's case. How irksome.
More Japanese planes (3 Ki-27B fighters I can see, at least 5 more I can't to their southeast) spawn on Turn 6 when your extra Buffalos show up. Those go straight into the fight, your two RTB Buffaloes should be attacking the bomber hitting your fuel tanks during this turn.

Since Beaufighters are pretty crap against dogfighters, I chose all Spitfires after I restarted this scenario for a 2nd playthrough that gave me a better core unit selection.
Japanese boat shows up north of your base around this time. A CL in the lead, a Kagero, and... a Fubuki in the middle that the Vildebeest can pick off over 3 turns, before 2 TRANSPORTS. Good.

Too bad the British have a terrible selection of bombers at this point in the campaign timeline. But at least for some reason the IJN doesn't seem to shoot at a DD that fires upon them, at least during their run to the south. Otherwise keeping the DDs alive would be FAR harder.

Don't let the Japanese catch your planes on the ground too badly please... Hmm they turned back circa Turn 10 for some reason.

Well from this point on you no longer need to play aggressively. So don't bother risking any planes if possible. However, you may still lose a non-core Buffalo or two. This doesn't matter. The problem is if one of the allied DDs attacks the Japanese convoy based on your information, that might be a problem with the light cruiser and other DD existing and turning back...

Around Turn 12 another attack wave starts coming, good luck keeping all the eastern DDs alive! The west may see a DD engaging the retreating Japanese convoy. Pray your Vildebeest did enough damage for it to survive 3 more turns... which if you sank a DD and knocked the 2nd down to 3 or less HP is pretty reliable.

Ugh, if I'd known I couldn't lol bomb the enemy airfields to snipe their planes for good, I'd have bought only Spitfires for air supremacy. In fact I did restart this mission just for Spitfire spam.

NOTE: Beaufighters have nominal ground attack power but they're pretty bad compared to dedicated bombers and most ground units have pretty good air defence ratings. Much better to just balance your air superiority fighters and bomber selection properly instead for given subsequent missions.

Before pressing your final End Turn button, Elite Repair all your damaged units from the first scenario. It'll make upgrading them to Infantry '42 for the next mission a tad cheaper. (I'm not sure money carries over between maps)

Due to doing the +2 spec points 2ndary, I got 5 spec points. It seems the baseline really IS 3 per mission in this campaign. How horrifying!
Burma Road Mission 3
Burma Road Mission 3: The Fall of Singapore

This mission is ridiculous.
The IJA logistics were so bad that the general thought Percival might be coming out to parley to demand the JAPANESE surrender. An alternate history defence of Malaya such as the initial Operation Matador pushing into Thailand succeeding would make Malaya a huge slog and have stopped Japanese expansion in its tracks.

Oh well let's see... I took Specialized Training for more Infantry fighting power. I suspect it will be the best deal to acquire ASAP as I'm likely to field a ton of infantry in this defence scenario.

Upgrade all your Infantry '41 to Infantry '42. Prepare to field a blanket of Infantry...
...WHAT DO YOU MEAN I CAN ONLY DEPLOY THE TROOPS WAY BACK FROM THE FRONT LINE? Well it'll be a race to the eastern town you are ordered to hold as the eastern part of the line is ♥♥♥♥♥♥♥♥♥ EMPTY of Australian units!

Upgrade ALL your fighters to Typhoons. It's got decent anti-ground punch without being TOO bad in AA. And if you encounter enemy fighters later in the campaign, do it over friendly AA if possible and gang up on them anyhow. Tried this mission with 3 Spits + 1 Typhoon and the anti-ground firepower was simply too awful.

You get 14 Air CP and 40 Ground CP. That's 13 Infantry (one of which can be Heavy Infantry) and 4 Air units (plus up to 2 Sunderlands for scouting as I did, cause I had the money to buy them), unless you picked War Economy in which case you get 14 Infantry and 5 Air.

I went for the XP star on my Infantry instead. The Heavy and 5 Infantry went in the western town, and the rest lined the roads going north from Singapore.

Save your Deployment Phase. You'll be save scumming a lot if you're more perfectionist than I am and don't want to lose any units besides that northeast AUS infantry that always gets surrounded.

In the east you WILL lose some Australian units. Do not suicide them into enemies if they're going to die for sure next turn, as you can waste enemy moves by being careful. However, one (or even both depending on how the dice fall in enemy movements) of the two Bofors in the east MAY be able to escape to your lines if you are lucky (realistically 40mm Bofors should eat armoured cars alive, but whatever...)
The key to the east Bofors surviving is the armored car not parking to the south of the airfield.
The key to the slightly less east Bofors surviving is not being focused and not fleeing into a river.

In Ensign it is possible to hold the line and then push the Japanese back.
Arty pieces at Kranji should all run south while the AUS infantry go for Nee Soon. the enemy generally does not push early in the center and even if they do it's just 5 supply points..

Remember to try to attack with AUS units before using UK units as finishers if possible. And move the AA units before moving others if space might be constrained in attacking a plane behind your lines.

When attacking (spot the enemy paratroopers with a Sunderland if you have one, otherwise it's quite obvious where they are by the convenient territory borders), LEAPFROG (and do not pursue until the leapfrog train ends)!

There are Japanese snipers behind your lines in the jungle, beware.
You should squat an Infantry unit on that VP you must hold all game on snooze mode.

Use your Sunderland to spot in west for Fort Pasir Laba to have an artillery duel if you like.

The devs really could have added more 2ndary missions to retake settlements, it's easy to nab Pulau Ubin in northeast on Ensign (i.e. easiest) difficulty.
Hmm, so you get supply problems if you abandon Tengah. Well, that changes things considerably. Defend the western river lines then. SO BE IT!

Make sure to keep your Sunderlands patrolling to see the enemy pushes when they come around turn 6/7 or so in northeast and southwest. It is possible to flank the southwest push, take the northwest airfield, starve the western Japanese of supplies, then slaughter them by this time.

In center, since the bridge has been blown, once the enemy probe around Turn 5 or so is booted back, withdraw from the river by 1 grid with your infantry units so you can head off any landings, but not be constantly bombarded by artillery.

You can around this time (Turn 7) push over the river in northeast and isolate that lot from supplies, then destroy them too.

On Turn 10 you get an evacuation objective. Lol what do you mean evaculate? I'm stomping these guys here!

On Ensign, this means sending all your surviving Bofors and the 25-pounder, maybe your VP-squatter Infantry, and as many AUS 2pdr AT guns away as needed, because they're quite useless. I hope AUS units count, because I'm going to see if I can kill everything Japanese on the map instead to farm XP for my core units, LOL.

On Turn 12 (or maybe when you seize the city north of the river) more Japanese planes show up. Purge the fighters ASAP and then go for the bombers!
In my case by Turn 12 the Japanese only had their northern middle force remaining. LOL.

Thankfully, Australian units DO count for the 5 unit evacuation thing.

By Turn 18 I had eliminated all Japanese units and the whole map was under my control. Still took Turn 20 to get enough Australian units away. This rush away from the front line is the part where the mission is in grave doubt.
Burma Road Mission 4-5
Burma Road Mission 4: Kawkareik Pass

This map has a rash of Japanese paratroopers near the front and far behind it to the northwest. The northwest paratroopers even have a supply source!

I recommend War Economy so you can field 5 Typhoons instead of 4 and 2 Sunderlands. The enmy are just too spread out.

Your old Engineer unit can go nab that Japanese supply point in the northwest and spot for the Typhoons if need be. You get 12 Infantry normally, that Engineer is from War Economy. 5 Infantry forward should hold the mouth of the Pass while the rest go rushing to contain the northern and southern incursions, with 2 for the eastern paratroopers.

Too bad the Indians are not under your actual command, ugh.

...Starts game... oh, containing the incursions fully may be impossible. However, you have to hold onto more than just the middle supply points or you will be in poor supply. South may be held at river line (I'm leaving WHICH river line up to your luck), north could be a bit more questionable.

Kill the enemy planes that show up ASAP.

Remember the enemy is also quite vulnerable to having their supply lines cut.

It would be great if this stupid Indian AI would stop moving its artilery around fruitlessly and just blast away until killed.

Oh so I only have to hold the mouth of the pass until Turn 3 and turn back the initial onslaught (the event fired)? LOLWUT DEVS??? And it's resources which I have plenty of, not units which I really need, as the reward? How irritating.

More enemy planes show up on turn 4 and in my case they all entered the southeast hangar. It would be nice if enough Typhoons were on hand to blow up the hangar, no?

On Turn 4 another primary mission shows up: Recapture Mayapadaing. Problem is that it's not been captured by the Japanese yet... so how long do I have to wait for that to happen? I hope the northwest landing of whatever the Japanese have there act soon!
Thankfully those 3 Paratroopers DO act soon and take it by turn 6, after which the event notes that it MUST be retaken even if you lose Kawkareik.

I dare say it should be fine to retreat from the pass now instead of massacring even more Japanese units in the pass.

It seems holding the south river is hopeless since more Japanese patroopers magically pop up in the west? Oh well I'll leave those 3 Infantry there.

The way the game is railroaded annoys me. It's like the US Pacific Guadalcanal mission where your ships retreat even if you're TRASHING the Japanese.

Somehow, the Indians retook Mayapadaing on their own on Turn 7. WTF I don't even. It says I have to recapture it. Not them... let's hope the nerfed Japanese of this difficulty can actually beat the Indians there or I can't finish the scenario!

Turns out when it's retaken and there are no Japanese within 1 grid of it, you win. The Indian infantry there won this mission for me on Turn 11. I should probably grind more XP at the front line for my Core units but this is Easiest (It's called 2nd Lieutenant for this campaign, interesting) so.... yeah whatever.


Burma Road Mission 5: Battle of Sittang Bridge

I don't imagine I'll need to buy any tanks or any more aircraft, so those specs are useless to me. And since it'll be a while before Centimetric Radar can be had or be useful, Female Factory Labour it is!

14 Air CP is 4 Typhoons and 2 Sunderlands.
41 Land CP is 13 Infantry and an Engineer. Or 12 Infantry and your old Oerlikon Portee as this map is plane-infested.

When leapfrogging, leave the enemy a way to flee your armies so you can continue leapfrogging forward instead of being tripped up!

I got a question... What does "1st Indian Unit" refer to? Just that one unit? Cause I'm quite sure I could wipe the whole map with this army I have on this difficulty level... so I doubt that's what it means...

Ah, so there's a 2nd Indian Unit. The infantry in this game really need to lose weight though, because they can't run across a RAILWAY BRIDGE...

Japanese troops come through jungle from Meyongyi during 2nd Indian Unit's movement. You should be defending in the jungle gap AND pushing Meyongyi while this happens. And grabbing the southeast airbase too.

Two A5M2s and a B5N2 Kanko flew out of the northeast at the start of Turn 15. Your Typhoons should be able to down the fighters in 1 turn if played remotely correctly.

3rd Indian Unit is the last one. Showed up on Turn 17, when I'd cleared the map except the Letawkhi garrison. Map cleared on 20, when 3rd Indian is on Sittang. Have to actually wait for them to get to the evac point, LMAO.
Burma Road Mission 6
Burma Road Mission 6: Rangoon

Once again, the campaign shoehorning is total fantasy. Oh well.
Next spec priorities are Centimetric Radar so your planes can pursue enemy planes better and Advanced Aeronautics whenever that becomes available. Nothing else matters. Tanks are irrelevant on Easiest difficulty.

Put down as many Infantry as you can, fill in a 2-CP gap with Engineer if you have such a gap.
5 Typhoons and 2 Sunderlands here if you took both CP increasing specs.

Deploy everythign as far forward as possible on the road grid, then send 4 INF + 1 ENG north via Kalawe, and everyone else makes a run northward by the western road through Syriam.

If you fly your Sunderlands north, one from spawning just north of your airfield and one from west of your Typhoons (3 spawning northeast, 2 northwest ahead of your ground force line), you'll spot the enemy forces, including planes near enemy airfield. They have two fighters there and a bomber just east of them. Fly your typhoons up with careful thought of placement so everyone gets to shoot at those Ki-10s (this is possible if you make sure the westernmost Typhoon gets to hit the Ki-10 it can actually reach). In fact you should be able to two-shot each of those fighters.

The enemy 25mm AA gun by the airfield is just out of range to support their planes when you attack them. Heh.

Your P-40Ks to the west should damage those G4M1s they can reach as much as they can before your Typhoons show up to finish them off.

Enemy armour counterattacks your eastern thrust. It appears I should have invested in some anti-tank units as I came dangerously close to losing a Core Infantry unit... but whatever, some of my Typhoons can do the job while my P-40Ks chase the enemy G4M1s until they die.
DO NOT SEND YOU ANTI-GROUND TYPHOON COMMANDER NORTH AFTER THE PLANES!
One Typhoon finishing for the P-40Ks in west is enough. The eastern pursuit though... throw 2 at it, 3 if need be, to down it quickly and return to ground attack quickly...

More G3M Rikkos coming from the north, huh? SO BE IT! Eastern Typhoons go north to the nearest enemy airfield which is stuill launching planes, Western Typhoon (preferably with the air defence aura commander) cooperate with the P40Ks (to reduce P40K repair fees as their income is LOW). after them to attrite them on their way in.

Lol that Ki-43 Hayabusa just taking off got blapped hard.

...I got a question. How does ABANDONED EQUIPMENT IN RANGOON manage to RETREAT after being attacked?

Be warned aircraft fuel indicators are NOT RELIABLE in this mission because the nearest airfield to the west is about to get overrun by the Japanese. You'll need to fly probably for Kanhla in the SW of the map or your original home base with your P-40Ks on Turn 5 depending on how the fighting has progressed. Also be very careful about the fuel state of your Typhoons around this time!

There's a huge blob of Japanese infantry and armour just northeast of Kyanigon. I sent 2 Infantry up the west to contain the incursion toward Deikkon (curiously the enemy hunkered down in the town to the north so I made those troops nap for a while), 2 east to Thabyegon, and 3 up the middle against Mingaladon, the rest of my army is all here... Dis gunna be gud, cause the IJA is on orange supplies already, heh.

I count (at least, cause forests) 3 Infantry 42, 5 Heavy Infantry 42, 2 Shinhoto Chi-Has, 2 Type 90 75mm, 2 of those Flamethrower tanks, and 2 Ha-Gos.

If I had say 4 paratroopers (which would have been useful in Singapore or for a more advanced version of this guide in terms of cheesing the Easiest difficulty more) I would land them just east of Okpo and isntantly cut this whole lot off from supplies, then smash them. However, I must withdraw my forces for a turn to let them break their own entrenchments and so I can regain efficiency/heal up. The JApanese may also split up their force, which would be convenient.

The turn after I spotted them, Turn 13, 5 enemy aircraft show up in upper right corner. Two A5M4s, and A6M2 Zero, and to the east of them are two D3A Kanbakus. It's possible to kill all the fighters in one turn if your 8 fighters are all in position, you hold Mingaladon airfield, and enough fo your Typhoons have more than 3 XP stars (somehow I have one with 5 and all the rest have 2), but it's likely your P-40Ks will all have to run for Mingaladon airfield immediately after the first attack turn.

Coincidentally, nabbing Mingaladon makes air support for countering this attack much easier. And that's assuming you didn't decide to form a line at Kyanigon (only really feasible if you have paratroopers to cut them off from supplies from the west). Hurrah!

...Oh crap my Flying Tigers might have been too far northeast to actually reach Mingaladon. Gotta counterattack Kyanigon IMMEDIATELY then and push the JApanese back from being near the airfield, then make sure the airfield is clear for them to land... DEUS VULT!

...Managed to clear all but 1 grid near the hangar and am not going to risk an Infantry at 5 HP to potentially 3 attacks, even if the neighbouring units are weak in theory. The Flying Tigers can refuel under a little fire and fly elsewhere to heal.
Gotta withdraw some of the Typhoons to Mingaladon to refuel as the Tigers are taking off again.

Enemy appears to be fleeing northward on Turn 16. Why? There are no Exit hexes? they must be running off to heal. Well that gives me more ability to dogpile their front line units... and LOL the airfield was held.

...DO NOT try to defend this far forward on any difficulty but Easy! Let the Japanese string themselves out on the roads on harder difficulties, if you want to bother defending at all that is. I for one was just angry at not milking enough XP at the K-whatever Pass.

Once the main force is dead, and your Typhoons area ready to show up in the west, consider ATTACKING there with your 2 Infantry while sweeping west along the top of the map with your eastern troops.

Even if you didn't upgrade your Flying Tigers to another Typhoon unit, having 5 Typhoons and a P-40K in air support is no joke! By the time 2 of your Mid units get there to help, you'll have finished the Japanese off and your eastern force will be reaching the exit hexes.
Burma Road Mission 7
Burma Road Mission 7: Bombay GANDHI!

This moron should be sent to the Japanese by being booted out of a bomber sans parachute if he thinks Britain leaving India to be raped and pillaged by Japan is a good idea.

He's a religious nut too, and I got ZERO sympathy for Hindu radicals since to this day they got a caste segregation problem. This lot DESERVE a good taste of Japanese occupation, unfortunately their lands hold too much in resources for that to be acceptable.

Got Magnetron Radar since I had nothing else better to buy, and can go for Centimetric Radar soon, and that'll be useful for my air support.

9 units of Infantry deployed, I dunno how to disperse these workers, but I THINK it's supposed to be using the Military Police (tested... nope)? And what's a minimum of civilian casualties? Walking around them? What about my supply lines if they walk on them?

It seems actually destroying their units fails the 2ndary mission. Thankfully the game doesn't let me one-shot their units even if my Infantry SAYS it should be a one-shot kill. AS long as the workers get driven into their housing areas, they disappear magically once I end turn. Wonderful.

I'm not sure if you have to attack them from the right direction to make them retreat into their housing areas, but if you do, to clear them quickly, you may not want to pursue them as that next grid could be used by another unit to pinball another group of workers away.

Split off about half your forces to go west when the highway bends southward.
...I sure hope these bandits attacking the admin buildings don't count for "keep civilian casualties to a minimum".

The south bunkers are being attacked by Gurkhas with actual artillery support... See THIS is why I believe "Slave Race" troops are incredibly inefficient and just a dumb idea in general.

On Turn 6 more units arrive by the Causeway and you can deploy 3 more Infantry and an Engineer.

Ah, okay, I see the Rioters now. They are very different from the Bandits such as a different flag icon.

GANDHI YOU COWARD, HIDING BEHIND YOUR FOLLOWERS AND USING THEM AS MEAT SHIELDS! And this is why the Soviets lost Afghanistan: Not willing to go full Stalinist repression.

At least the Rioters have Fleeting Presence i.e. can't stop your supply lines.

I suspect this is a map where Ghandi could be in either end of the map, or maybe is even in the one your main force isn't going down. In my case he was in the east at the Mint. Typical, after all he needs funds for his movement...
...You must move at least 3 units around him to arrest him. Killing him is a lolfail...
...I hope Ghandi doesn't personally attack my troops. Or this is going to go bad real fast.

Still had to push a Rioter unit away from him. At least he's not at Malabar Point where I'd likely have to KILL a Rioter to corner him...

Finished on Turn 17 because I wanted to farm XP hunting bandits, heh.
Burma Road Mission 8
Burma Road Mission 8: Operation Cannibal (Arakan)

Got Centimetric Radar because I don't need anything else in the near future AFAIK and my Typhoons could really use it for pursuit.

What an auspicious operational name...

It turns out money carries over in this campaign. Very well. After repairing yet-unhealed damage from the last mission, I have over 2400 in funds.

44 Land CP here... that's 14 Infantry and an Engineer (upgrade to Engineer '42). 17 Air CP is 5 Typhoons and 2 Sunderlands.

I could literally buy myself a whole army of Paratroopers with money to spare. Do you want to know why I'm not buying the much more powerful Paratroopers or upgrading my Infantry to that?

Paratroopers don't have "Light Tread" and will lose 2 Efficiency going through 1 Jungle hex. Also they cost more CP. So they're not worth bothering with except in niche applications, and I can't be arsed to cheese the game at this difficulty level.

Pack the eastern 9 spawn points full of infantry, everything else in west. Spawn the Sunderlands as far forward as possible, then the Typhoons cause they're fast.

Curiously in this game Mosquitoes are strictly inferior to Typhoons. So don't bother with any change in your plane roster as long as Flying Tigers are now Typhoons. And leave that 5-star Typhoon you surely have by now at home because you need to farm XP for the others.

Smite those two planes you can see on radar right now. There may be mines ahead of where you start in the west, so send your Engineers to clear them by the old fashioned way of direct attack... if they exist. It seems hit-or miss cause I save-scummed back to Deployment to upgrade my Engineers and when I started again they weren't there.

Send 2-3 Infantry down each shore of each river (the west side of the 2nd is optional, to Gonapara), with the bulk going down the far east side, though still west of the eastern mountains. Initially the bridge eastward to Panzai Bazar is a chokepoint so either cross the river or send some of your center spawn group west to help clear those bunkers while the concrete bunker is being taken care of.

Somehow, the Japanese can run into their own minefields here, interesting.
By now you should be familiar with leapfrogging, the overwhelming use of air support, occasionally pausing your advance to recover efficiency, focusing fire, etc.

On your Turn 14 more Japanese aircraft show up to the southeast. Do not let them bomb your Typhoons while they are refuelling at the mid-map airfield! You may lose a Sunderland to their fighters if they caught you in the wrong spot when they spawned, but that's basically irrelevant unless you have OCD like me.

You'll want your Sunderlands and Typhoons to all RUN AWAY to the northwest unless you really haven't been using Typhoon ground attack as much as you should, or got Drop Tanks.
(Yes, I had to restart mission from the very beginning cause of this)

Alternatively, if you are lucky you can make the Japanese fighters fly back to base for repairs, then set your own planes down to refuel and (as needed) repair at the mid-map airfield with 1 turn fuel remaining (not 0 i.e. must return) depending on what flies where and if the Japanese bombers are headed for your southern force pushing the peninsula.

Apparently when you grab that southern tip VP on the peninsula you get a supply ship... with all of 3 HP (6 supply units, 12 in a port). Obviously it's to support a cross-channel jump, but since I did it in a turn when I had NO air support available, it generates all of 4 Supply as a fighter strafed it once (though if the Japanese had tried with their 3 nearby planes, it would have died outright).

Pretty useless in the near future as it can't be repaired, ugh... unless I dedicate ALL my fighters to helping it force the crossing for a turn by killing that infantry on the opposing port. And that port makes 15 supply, so... yeah, this crossing in a 3-pronged attack on the enemy base area is doable.

By the end of Turn 29/42, everything Japanese on the map is dead save a sniper or pillbox in the area between Panzai Bazar and Gonapara, and I have Akyab. I hope I don't have to go root that lurker out...
...Turns out this mission cannot be ended prematurely, presumably to let the Japanese counterattack a few times.
Went and dug that foxhole out, it was guarding the T-junction of jungle dividing the north-south open terrain passage from Panzai Bazar to Gonapara.
Turn 38-42 was just having my Typhoons parked in an airfield and clicking Next Turn repeatedly. LOL.
Burma Road Mission 9
Burma Road Mission 9: Operation Longcloth

I literally have nothing better to get spec in than Drop Tanks because I could really use having 2 more turns of fuel per sortie on my Typhoons while already having all the recruited units I think I'll need and just waiting around for Advanced Aeronautics.

Then I learnt only Chindits or Commandos could be deployed in this mission.

Turns out Chindits are stronger than SAS/SBS '43 by a long shot in attack vs Mechanical and a bit better vs infantry, but a lot weaker in defence vs mechanical. Well that makes getting the SAS/SBS spec a waste.

So don't bother getting Special Forces. Just use Chindits.

Send at least 3, maybe 4 units across the river to the northwest right off the bat.

It takes until your Turn 4 for the two aircraft to actualyl ground themselves at the airfield so don't take it too early

You can't repair your non-Core Chindits with Elite Repairs because it's unaffordable here. But your Core Chindits should always get Elite Repair.

After putting down 4 Chindits you go to -10 Land CP on starting the game for some reason.

There are Japanese Infantry units around the rail yards, so don't Pursue too much with your 2pdr if you use it to help kill some trains.

Japanese tanks will show up in northwest eventually, but on Easy your Chindits can stomp them well enough. The Japanese may grab Aberdeen LZ shortly after you pass it though. Best hope that trainyard VP supplies you well enough...

Word of advice: blow up the rail bridges AFTER you've finished that section of map and have finished moving your units over them by train.

They're taking your spawn area from the west. Hmm I wonder if the Japanese HQ is over there... let's return from killing east bridge to fight it out at our spawn, cause why not.

...Turns out that no, the Japanese HQ is not over there as far as I can determine, though I only looked at the supply-providing villages and wasn't wandering the jungles to the south where there are no roads... oh, that huge area suddenly fell into my control once I nabbed the southwest town. Alright then the Japanese HQ is not there...

FOUND IT NEXT TO LASHIO ON TURN 30!

At this point I have 4 forces, one in southwest, one just west of center, one northeast, and one assaulting Lashio. This isn't a raid by any means but a pitched battle, which I am winning by dint of EZMode :P

Finished on Turn 37/40 due to lots of flailing about blindly and being stupid enough to blow up bridges BEFORE I was going to cross...
Burma Road Mission 10: Ledo Road
Burma Road Mission 10: Ledo Road

As usual, no specializations of interest yet, but I got so many spec points I might as well grab Flight School in case I need to buy more planes for whatever reason.

50 Ground CP and 17 Air CP? That's 16 Infantry + 1 Engineer, 5 Typhoons + 2 Sunderlands. Very well.

You'll need to buy 2 more Infantry for this. So be it. Maybe upgrade one of your more experienced Chindits to infantry for the better initial XP than buying new?

A side note, the "Construction Groups will be sent once the construction zones are taken" thing sounds like a euphemism for "KILL EVERYTHING ELSE ON MAP ASAP THEN BLITZ THE CONSTRUCTION ZONES, DEUS VULT!" to me.
Those two Japanese planes at the airfield to the south are 1 turn kills for your 5 Typhoons if you do it reasonably correctly. Kill the fighter first of course.

There are mines just north of the bunker you can see to your south. I recommend the Soviet approach of killing them with a unit that can't quite reach the enemy this turn.

Very Importantly, your Chinese allies are UNDER YOUR COMMAND.

Now, if I was a Zerg Rush type I'd consider an All-Chindit Army, as I like their all-terrain capability and supply stash, basically cheaper US Marines with a bigger supply stash, but since Chindits can't upgrade to follow the increasing power of other units... they just aren't good enough.

If you want your Chinese Sherman to do as well as it can against that infantry in front of it, drive away the AT gun behind that Infantry first with your own Infantry.

Keep your western Sunderland flying south and you'll spot 2 more planes coming, you'll get one down to 1 or 2 HP and kill the other in this turn, and see a hint of more planes to the east. Always pursue the enemy to their destruction if you can.

CONSTRUCTION GROUPS APPEAR ON THE CONSTRUCTION ZONE RIGHT AFTER YOU CAPTURE THEM, AND ARE INSANELY FRAGILE! DO NOT CAPTURE CONSTRUCTION ZONES UNLESS YOU ARE TOTALLY READY AND HAVE CLEARED THE AREA! (I managed to swarm the enemy under but it was a nasty shock regardless)
...It also happens if you just nab the town next to the zone, apparently, ugh.

Fortunately, it doesn't happen until you move your men off the Zone.

Game ended on Turn 20/40, I accidentally failed to kill ONE Japanese infantry unit, sigh. Shoulda planned my moves better to not accidentally nab the last Primary VP so soon.

Oh well by now you should have gotten to the point where it's one big steamroller, so hurrah!
Burma Road Mission 11: Imphal '44
Burma Road Mission 11: Imphal '44

Operation U-Go? Really? Well got Advanced Aeronautics, hope Typhoons can be upgraded to a better ground attack plane...

59 Ground and 23 Air CP? Well I guess I can actually buy a Fairey Barracuda for finishing off weakened ground targets after my Typhoons have had their turns (or when my Typhoons are occupied slaughtering enemy planes)!

And Infantry '44 is now available, so UPGRADE! (and buy more as needed!)

There are two villages you can actually deploy deathblobs of 6 Infantry apiece to, both favour pinching off the northern enemy advance first if one exists, the northeast one cutting down along the road, and the central force blasting their way to Gambai and cutting the supply road north of that.

That leaves you with 3 INF on the road east out of Senapati (one will squat there all game to make sure it's secure), 1 INF jsut north of Imphal (as insurance), and 3 INF + 1 ENG at Churachandpur, the ENG will squat there all game in case of paratroopers.

Your 6 Typhoons and 1 Barracuda are going to be deployed over and around the airfield at Imphal, and your Sunderlands will be deployed on Turn 1 there because the other fields are way too far back to be worth bothering with.

Sadly your Barracuda lacks the speed to reach the Japanese in a single turn unless they advance from their spawns, but that just means the Japanese planes at the front line are even deader.

YOU ACTUALLY GET CONTROL OF THE INDIAN TROOPS THIS MISSION???? WOW! Okay this will be easy then. Everyone to the front cept a few garrison troops! Tout le monde a la bataille!

Use that 3.7-inch AA gun near the front on the enemy fighter (move the infantry ahead of it forward into that jungle grid before sending in your own fighters. You may get to down all 3 enemy planes initially near the front in 1 turn this way, but probably not. And there are at least 2 more planes in the south where your first attack column should run into enemies almost right away.

The IJA northern force has a huge amount of armour you'll be pushing through the center of from the north. Be careful, focus fire and do not get cut off from supplies!

Colonial Infantry is REALLY weak, ugh. Expect to lose a few.

Enemy southern force will attempt to flank your southwest thrust by the west road.

I suspect technically possible to finish this scenario before your Typhoons need to refuel. However, I don't advise it and would say there's no rush...

...It turns out that after I capture the two supply depots the mission auto-ends as long as I managed to hold the 3 cities for the primary mission.
Ended on Turn 10/30, lolwut devs Y U no let me milk XP by slaughtering these fools?
Burma Road Mission 12-13
Burma Road Mission 12: Irrawaddy River

No specializations of interest as far as I can tell.

What do you mean, Mr Briefing, "We do not want to repeat the Arakan disaster"??? It was a roflstomp!

It's the usual Infantry Carpet tactic, 6 in west, rest in east in battle lines and with 1 spare along the road plus an Engineer whose job is to squat on Kaleiwa all game in case of infiltrators.

You can deploy your 6 Typhoons, 1 Barracuda (if you chose to get a Barracuda instead of another Typhoon at Imphal), and 2 Sunderlands right away. Good hunting and watch the fuel meters carefully!

Kill those two planes you see instantly, as usual. On turn 2 you can see planes near Myinmu if a Sunderland has been going southeast. Sadly your Typhoons are fast, but not THAT fast, so you can't instagib them.

Another fighter is coming up from south of Kani.

Later, when breaking past Mandalay, a frontal assault can be difficult or at least very annoying in terms of dislodging the Japanese infantry at the bridgehead without use of artillery, so consider flanking from north and west at the same time, while using lots of air support.

At some point you'll notice you can upgrad your Infantry to Infantry '45, I noticed around Turn 11 while my planes were repairing/refuelling at the airfields. Not sure it's worth bothering, but did it anyhow after breaching the defences around Mandalay.

Once you get all 4 Primary VPs along the river the Japanese will launch a final attack against you. Stomp them flat, then go on and take the final towns and cities. By this point you know how to deathball the enemy and have more than enough forces to do so.


Burma Road Mission 13: Race for Rangoon.

Still no specializations of interest IMHO.

Oh look we can get 7 Typhoons, 1 Barracuda (or just 8 Typhoons) now!
I have 64 Ground CP with both CP-boosting specs, I must remember each side can initially only support 40 supply, so I can only dump 12 infantry and either a 13th or the Oerlikon Portee on the east side (A LOT of planes are going to show up relatively early). Also remember that rice paddies are like jungles, terrible to walk through (forests are equal to open terrain though).

Stomp the Japanese under a carpet of Infantry. Good luck!

Banzai Marines are to your east. Neither airfield to your east nor at Mingaladon has planes present at first.

Expect to have to intentionally step on a lot of landmines (i.e. move next to them and attack them, which does some damage to your troops) in villages. In the west resistance begins at Kyuchuang and is notable at Deikkon. In the middle it's at Mingaladon, and in the east they counterattack immediately.
On Turn 3, 4 fighters including a jet (HOW???) show up near Dawegyaung, and 4 bombers on Turn 4, so best have your Typhoons ready to meet them! Don't meet them piecemeal, make sure you go full deathball!

Chase the fleeing enemy fighters down once you damage them, leave their bombers until after you've dealt with the fighters for good.

Rest up your troops before rushing their main fortification line please. That's assuming you don't decide to jsut park 1-2 units per main road into Rangoon and then get the flanks. The enemy has a big army in southeast, while Southwest is much weaker but still significant.

Pick off enemy artillery pieces with your mass of attack aircraft one by one, this will help the final push after you mop up the enemy in east.

O hey, 4 enemy fighters and 3 bombers showed up on turn 24/70 for them from south of Padongyaung in the southeast. Interesting...

Well, you know what to do by this point in stomping the enemy. I would caution you to not make a push from ANY one side toward Rangoon until you have at least 8 units on that side ready to go. If you're going at it from several neighbouring fronts however, 10 units total is adequate if air support is ready to go and has already taken out most of the Japanese artillery.

Once I find time, I think I will make a "For Normies" guide for this game, at Normal difficulty, and perhaps a "For Crazies" version at Hardest.
Komentarzy: 12
Glavin 12 stycznia o 9:45 
this is a great guide. I would love to see more.

Just wondering, you don't believe you are the Allies when playing this right? these are just computer generated stuff. Not really Germans or Japs or anything human. Its just a game. If you like playing it why not play all the missions? if you feel it would be betraying your country or your values then, im worried for you.
HACKFRESSE 30 kwietnia 2023 o 19:46 
a ww2 strategy game is ALWAYS onboth sides --- and not like Wolfenstein games where you play only one side ;)
Aeon Zero 6 stycznia 2023 o 12:49 
Can someone do a proper guide (less-step-by-step for the missions and more things-you-need-to-know, units descriptions, tactics and all that), possibly without too many personal opinions?
I just got started on OOB and it's something this game needs desperately
Sergeant Soap 23 grudnia 2021 o 19:43 
Good guide. Also if you don't want to play Germany or Japan because of warcrimes that's fine.
clausbohm 20 lipca 2020 o 13:04 
I love the German war equipment. Their Tech was bad ass so when I am in the Desert I WILL play as Rommel! In Russia I will play as Manstein! Sorry ... Not!
fatjill 21 maja 2020 o 12:18 
So when you gonna play Japan boyo?
Octav 5 maja 2020 o 8:23 
What an odd and ranty guide lmao
Tyrannosaurus Rex 22 marca 2020 o 20:51 
If you're gonna rant about war atrocities and crimes then you shouldn't even be playing this game, or any WWII game for that matter lmao
Ravenscar 15 marca 2020 o 20:44 
Oooh, with the Red trilogy coming out I hope we get some scathing opinions on the death camps, gang rape, scorched earth policies and a guide for the Soviets!
Putrid 10 marca 2020 o 16:59 
Damn I can't wait to read the guide for Japan, this guy is good.