Order of Battle: World War II

Order of Battle: World War II

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Order of Battle: WWII Guide 1: For Dummies
By 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!

NEW MAP PIN: Red Team’s Light Cruiser has been defeated and will not take part in the next exercise.

NEW MAP PIN: After their defeat the Airborne trainees have chosen to join the Green Team in the final exercise.
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.

OLD MAP PIN: After their defeat the Airborne trainees have chosen to join the Green Team in the final exercise.

ERROR: No map pin exists for the carrier that will be joining us in the final exercise.
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…

MAP PIN: Casualties among Japan’s elite combat pilots is forcing them to field air groups with a deteriorating experience level.

ERROR: No map pin for battleship survival (albeit the triggers have mostly been fixed for Coral Sea and Midway by 2025, compared to the first time I played through in 2019)
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.

OLD MAP PIN: Casualties among Japan’s elite combat pilots is forcing them to field air groups with a deteriorating experience level.

NEW MAP PIN: The successful evacuation of San Fernando and other bases on Luzon has strengthened our position on Bataan.
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!

OLD MAP PIN: Casualties among Japan’s elite combat pilots is forcing them to field air groups with a deteriorating experience level.

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).

OLD MAP PIN: Casualties among Japan’s elite combat pilots is forcing them to field air groups with a deteriorating experience level.

NEW MAP PIN: The combat experience our fighter pilots have gained during the Marshalls-Gilberts raids allows them to engage Japanese aircraft more effectively.

NEW MAP PIN: The damage caused to small shipping during the Marshalls-Gilberts raids weakens the enemy’s distant island garrisons in the region.

NEW MAP PIN: Damage to enemy fuel storage facilities and aviation infrastructure has weakened the Japanese air strength in the southern Pacific region.

ERROR: No map pin for no damage taken by carriers?
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

The attack planes have stopped being needed as all IJN surface units have died, land them (or kill anything left).

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, or land them if your ships return to the area.

A stationary perimeter near map or island edge is less likely to get heavy ships torped, and you have MANY non-core DDs to make a physical wrap.

2.5.21 Turn 21

If a sub tries to torp one of the outlying DDs, you can ping with that one, then run some other non-core DDs out to find the sub, which is likely surfaced. Your core ships can then blast it.

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!

OLD MAP PIN: The damage caused to small shipping during the Marshalls-Gilberts raids weakens the enemy’s distant island garrisons in the region.

OLD MAP PIN: Damage to enemy fuel storage facilities and aviation infrastructure has weakened the Japanese air strength in the southern Pacific region.

NEW MAP PIN: A swift air strike has destroyed the Japanese floatplane base at Tulagi, preventing enemy reconnaissance over nearby Guadalcanal.

NEW MAP PIN: The complete destruction of the Japanese carrier group at the Coral Sea reduces their strike capabilities in future engagements.

REPLACED MAP PIN: Casualties among Japan’s elite combat pilots is forcing them to field air groups with a deteriorating experience level.

ERRORS: No map pins for saving oiler and lack of carrier losses?
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://gtm.steamproxy.vip/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 -- 2.6.15
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.
US Pacific 6: Midway Pt 3, 2.6.17
(had to split section to fit info on map pins)

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.

OLD MAP PIN: The damage caused to small shipping during the Marshalls-Gilberts raids weakens the enemy’s distant island garrisons in the region.

OLD MAP PIN: Damage to enemy fuel storage facilities and aviation infrastructure has weakened the Japanese air strength in the southern Pacific region.

OLD MAP PIN: A swift air strike has destroyed the Japanese floatplane base at Tulagi, preventing enemy reconnaissance over nearby Guadalcanal.

NEW MAP PIN: The complete destruction of all Japanese transport ships at Midway reduces their ability to reinforce Guadalcanal

ERROR: No pin for destruction of all Japanese carriers, to weaken their aircraft experience in upcoming battles?
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!

OLD MAP PIN: The damage caused to small shipping during the Marshalls-Gilberts raids weakens the enemy’s distant island garrisons in the region.

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 dup 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.

NO MAP PINS

MY COMMENTS: 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.

NEW MAP PIN: We’ve dealt the final blow to Japan’s carrier fleet at the Philippine Sea. Their carrier strike force no longer poses a meaningful threat.

ERROR: No map pin for “no capital ship losses” despite it being a secondary objective and, according to description, impacting next mission Naval CP once Yamato arrives?
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.

OLD MAP PIN: We’ve dealt the final blow to Japan’s carrier fleet at the Philippine Sea. Their carrier strike force no longer poses a meaningful threat.

NEW MAP PIN: Japan’s largest and most modern battleship, the Yamato, has been destroyed and can threaten our fleet no more.

MY COMMENTS: 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, with Japanese soldiers cutting parts off women 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 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.

NO MAP PINS.

MY COMMENTS: 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.

NO MAP PINS.

MY COMMENTS: If I had rested less between attacks, I’d finish on Turn 18 or 19, and have about 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.

NEW MAP PIN: Casualties among their elite pilots are forcing the Japanese to field more and more air groups with poor combat and flight experience.
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.

OLD MAP PIN: Casualties among their elite pilots are forcing the Japanese to field more and more air groups with poor combat and flight experience.

NEW MAP PIN: Spare resources saved through a quick victory in New Georgia allows us to deploy a stronger invasion force against the Treasury Islands.

NEW MAP PIN: The Japanese are getting critically short on destroyers and troop transports, limiting their ability to reinforce the garrisons in the Gilbert Islands.
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.

OLD MAP PIN: Casualties among their elite pilots are forcing the Japanese to field more and more air groups with poor combat and flight experience.

OLD MAP PIN: The Japanese are getting critically short on destroyers and troop transports, limiting their ability to reinforce the garrisons in the Gilbert Islands.

ERROR: Where is the map pin for lower enemy strength from blowing up all 4 fuel depots?
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

OLD MAP PIN: The Japanese are getting critically short on destroyers and troop transports, limiting their ability to reinforce the garrisons in the Gilbert Islands.

ERROR: Where did the “inexperienced fliers” pin disappear to? Just because there’s no enemy fliers in the next few maps…

MY COMMENTS: 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.

NEW MAP PIN: The swift victories in the Makin and Tarawa Atolls allow us to deploy additional ground and naval forces against the Marshall Islands.

NEW MAP PIN: While threatened by enemy submarines, all our escort carriers returned unscathed from the Marshall Islands campaign. Their aircraft will now support the operations in the Marianas.
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.

NO MAP PINS.
US Marines 8: Saipan Pt 1, 3.8 -- 3.8.2
3.8: Saipan

Saipan – June 1944,
With support bases established in the Marshall and Gilbert Islands, the invasion of the Marianas is finally at hand. Consisting of much larger islands than the previous atolls, a serious challenge may lie ahead.

SPECIALIZATION: You can’t afford anything, and you don’t really need anything either.

BRIEFING:
The seizure of the Marianas will cut direct communications between the Japanese homeland and their forces in the western Pacific region.
In addition, B-29 Superfortress bombers operating from the islands will be well within range of Japan.
According to the common strategy, our first goal – after establishing a beachhead – is to take the airfield at As Lito.
From here we must advance north, past Mount Tapotchau in the center of the island, and destroy the remaining Japanese forces.
To draw Japanese troops away from the intended landing zone, a feint landing has been conducted off Tanapag harbor.
Once the real invasion further south is shaping up, these forces will be ordered to join the fight.
Several battleships, cruisers, and destroyers serve as fire support, ready to cover the landings.
Being much larger than previous island targets, Saipan will surely put all our combat experience to the test.

OBJECTIVES:
Capture & Hold Charan Kanoa
Capture & Hold Garapan
Capture & Hold North Airfield

SECONDARIES:
Enemy tanks do less than 30 damage (0/30)—Effectively repelling any armoured* counter-attack on Saipan will allow us to evaluate the Japanese Shinhoto Chi-Ha medium tank
Capture As Lito Airfield—A unit of P-47 Thunderbolts will be deployed on the airfield. When re-armed with rocket launchers, these aircraft can provide effective close air support.
Clear South Saipan—When all VPs in southern Saipan have been captured, units from the feinted landing force will be ordered to join the assault.

*I thought we were using US English with “harbor”? Also, bit generous calling that thing a medium tank.

3.8.0 Deployment

What do you mean it’s June 1944 and we still don’t have Marines 44? Fine then, 44 Land CP means 14 Marines, as M5A1 Stuart is weaker than Marines 43. 14 Air CP means 2 Catalinas, 2 Corsairs and 2 Helldivers

Deploy healed-up Marines along the front row of the zone, to land to their southeast. General will land just north of Charan Kanoa, with all your 1.5+ start Marines north of him. South of him the line of Marines extends… all the way to the end of the landing zone. Oh no, best hope we can knock some enemies away

Veteran Catalina in the single northern air spawn near the fake landing. The Catalina you bought in south north-northeast of the pond, so it can spot most of southern Saipan in first turn. Four Helldivers south of the Catalina because there are no enemy aircraft involved here. Feel free to upgrade the four Helldivers to SB2C-3s as you are rich at this point (I was over 40000 Resources). Oddly, when I upgraded the Helldiver on the field during deployment phase, it spotted the surrounding area even during deployment phase. Probably a bug.

The three supply ships should be in the back row of deployment zone, so that your three guest DDs can be in middle row, just next to Charan Kanoa.

…There are no enemy aircraft on the airfields, but if you want to roleplay you could put your south Catalina west of airfield to go check it out first.

The blue star allies aren’t under your control, but will fire at enemies in range.

3.8.1 Turn 1

North Catalina flies along coast road to go take a gander at airfield… nothing there, good… wait, Hideo Endo? Didn’t I kill you on Guadalcanal?

South Catalina goes east of the pond on the road, then south to avoid AA range. The enemy AA gun near airfield is north of airfield, so avoid that too.

Land your entire line of Marines from the ends toward the middle.

Southmost DD hits south bunker so that your troops can two-shot it and move inland to let the next Marine up land.

Bunker north of pond can be hit once with flanking bonus and then killed easily.

Both remaining DDs bombard heavy on Primary VP, then bomb with a Helldiver. Your general can now kick the enemy off this VP so that another Marine can land on it, specifically the unit that can land off the piers from southwest, to keep 9 efficiency. So this leaves a problem: You need to vacate the VP hex for the other Marine to land too, but hitting the Engineers to south isn’t a reliable retreat yet.

Solution: Hit Engineers from south first, then from north. If it retreated on first hit, hit the AT gun from north and push back so your next Marine can land.

To the north you have two targets that can be hit by two Marines this turn, and a third that you have detected in contact with your pursuing Marines by the pond.

Your least experienced Helldiver hits north bunker (oh dear, an AA gun! Exit southwest out of AA range) so the two Marines kill it easily (and pursue). Most-experienced Helldiver hits middle Infantry 44 so your Marines can knock him back. Other Helldiver hits the pondside Heavy Infantry.

Supply ships sleep at the points of the land, where either side offers better bombardment fields of fire.

3.8.2 Turn 2

SOUTH: Southmost Marine move up to flank heavy—Oh there’s a bunker, that means he has to hit and push heavy out of forest to escape bunker range. Alright, hit from northwest (1+/0), then from southeast and pursue. Heavy has a chance of dropping dead. If he doesn’t

Second Marine from south move up along road to the northeast so it touches marsh and forest on both sides. You found some snipers, who you can knock back (don’t pursue unless heavy is alive and blocking road). Use the damaged Marine on road junction follows into forest to kill sniper OR finishes 1HP heavy (do not pursue).

There is a full-HP Marine we skipped just now, that run past to contact artillery, oh it says 3+/0? Move southmost DD southwest so it can hit artillery from the bend in coast for 2. Now hit artillery, knock back at 1 HP (most likely) and do not pursue.

MID/NORTH: North enemy infantry on difficult terrain has an AA gun covering him. Middle infantry in forest by pond doesn’t. Your DDs can move far enough north along shore to hit north infantry, just shift a supply ship over if you need.

MIDDLE: Near Charan Kanoa, the southernmost remaining Marine in marsh kills and pursues the AT gun (he may escape at 1 HP). Your Charan Kanoa Marine with 7 organization should easily finish 3HP Engineers 41 with the same flanking bonus… if this fails, well that’s fine push it back (and pursue) at 1 HP.

NORTH: Note your north Marines can only hit enemy Marines for 1/0+ at the moment. However, the 75mm artillery can be hit for 5+ by a Marine. Send third Marine from north (currently on its landing hex on beach) to jungle next to the 75mm artillery, kill with an inexperienced Helldiver.

MIDDLE: An inexperienced Helldiver hit will reduce that heavy by the pond to 4 HP, so your Marines can hit for 1+/0. Slide the Marine in contact into woods to hit first (knockback not assured), kill and pursue with general, then move remaining Marine up to kill Engineers southeast of lake. Pursue IF there are more damaged units there that didn’t die.

You now have two Helldivers and three Marines to drive back one north Marine. Msot experienced Helldiver hits first, then northmost Marine moves into woods to hit from southwest. This knocks enemy into jungle to the north, so the new northmost (formerly second from north) Marine moves up a hex and kills 2HP enemy. Idle Marine runs up 2 hexes through woods and knocks back enemy AT gun

There are foxholes and sniper to the east, so be careful.

You now have one second-most-experienced Helldiver idle, and the Shinhoto Chi-Ha to the southeast, south-southwest of Tsutsuuran, is not in AA cover.

South Catalina scouts south-southeastward, north goes east or northeast.
US Marines 8: Saipan Pt 2, 3.8.3 -- 3.8.6
3.8.3 Turn 3

SPECIAL EVENT: REINFORCEMENTS
The second assault wave is now ready for deployment.

22 Land CP now is enough to deploy all 7 of your remaining Marines (make sure they’re fully healed), but first…

Move northmost Marine back behind tree line along beach first to heal, and rest next turn. Both DDs move up to hit AA gun.

3 Helldivers kill east AA gun near Tsutsuuran, last Helldiver hits tank again.

Southmost DD hits Teishin-dan paratroopers.

North and middle most units rest, but troops near lake push south to bring General aura southward for attacking the infantry in jungle and for flanking effect.

Now deploy all your Marines so they can land next turn safely.

South Catalina goes north, north Catalina goes southwest.

3.8.4 Turn 4

Leapfrog assault in south. Make sure to keep in mind that Snipers found when sliding along enemy can be dealt with by units leapfrogging up (otherwise south-of-lake Marines might not have targets this turn).

Also the south bunker dies this turn after taking BB primaries. Taking the airfield and killing all but the AT gun (or whoever ended up in town) is to be expected.

SPECIAL EVENT: THUNDERBIRDS
A squadron of P-47 Thunderbolts has been launched from Navy escort carriers. After arriving at As Lito Field, they are immediately fitted with rocket launching racks to commence their air support mission.

P47 hits AT gun in town.

South Catalina flies north, north DDs move north and kill AA gun, then start bombarding the infantry on the west side of mountain.

South DD begins making its way around island (need to shift a supply ship over to facilitate this)

Pondside damaged Marine heals and rests, as he can already reach enemy along road. The jungle guys north of the mid road have rested and need to move forward. North forest Marines idle, pending removal of the artillery from the mountain.

2 Helldivers kill Shinhoto Chi-Ha, 2 damage the Chi-Ha to the north.

North Catalina goes southwest

Land all your new Marines.

3.8.5 Turn 5

New Marines all rest.

South Catalina goes north-northwest over shore road (2 or more west of Seaplane base to avoid heavy AA gun east of it) to make room for strike planes to kill north artillery (P47 hits first, then two experienced Helldivers should be able to secure kill, but it might take three). North Catalina goes southwest-by-south.

Do not attack with north DDs yet, they are needed to soften targets in a moment. South DD rounds island to the south.

South 10 efficiency guys leapfrog-kill AT gun. Do not pursue as you’ll find damaged snipers so your units can’t all rest enough. Most units rest/heal.

North rested units need to inch forward toward mountain, as there are a ton of foxholes, snipers, etc. there. You can leave the tank-infested town for your south forces to clear. Most likely you knock back one sniper with someone moving around the southeast of the woods north of jungle patch, then leapfrog south Marine from woods up into the vacated hex to spot infantry between two foxholes.

Northmost DD can’t hit the infantry, but can hit a foxhole for 2. The more southern DD can hit the heavy infantry in your way. Kill foxhole with middle Marine but don’t chase, so that Marine from northern woods hex can move east and hit the revealed tunnel entrance. Then two Marines resting in jungle to the south would move up and kill the other foxhole.

Fourth Helldiver hits Ha-Go. If you have two idle Helldivers one might hit Chi-Ha, and may kill depending on RNG (no need to save scum this).

3.8.6 Turn 6

SPECIAL EVENT: LEFT BEHIND
A powerful Japanese fleet is approaching Saipan, forcing all transports and support ships to withdraw. As our fleet moves to intercept this threat, the board is set for yet another major carrier battle.

South: Allocate 4 Marines (airfield and immediately northeast of airfield, plus two further back) plus to pushing southeast toward the bunker. Use helical leapfrogging, such as the unit slightly behind leapfrogging to just ahead of the leading unit, which then crosses over to the other row, like a helix, each moving forward one and a half hexes at a time without risking running into anything.

The one Marine not at 10 efficiency (the one that hit the AT gun first last turn) should leapfrog up to front along road and kill 2 HP snipers. It can then pursue so that village Marine and general know there’s nothing next to the arty. Village marine hits first to push Arty northwest, then general kills and DOES NOT pursue so that both your units further back (Marine southeast of pond, another in jungle south-southeast of him, and rested new guy two hexes north of pond) can all attack this turn… right? No, there’s a problem.

That enemy infantry north of your general can be hit for 4/1 even by your new guy running up from beach, which WILL cause him to flee. However, this is the limit of your new guy’s range, but your pondside unit has more reach.

A Helldiver bombs the infantry in the open so your new guy can run up and bat him away (do not pursue). Second Helldiver bombs village infantry so your south Marine on road can hit for 4+/0+ and knock away (do pursue).

Pondside Marine can run up northwest of the 5HP Ha-Go and hit for 1+/0.

Northern DDs: the one that can hit the entrenched heavy does so, the other one hits infantry on mountain flag

P47 should hit the full-HP Marines you saw running down east road in the open for 1.

Most experienced Helldiver hits entrenched heavy so you can knock back with Marine to face. Unfortunately, the Marine right behind cannot leapfrog up, but don’t pursue anyway as the north Marine by the tunnel can slide southeast, kill damaged snipers on mountain (why the heavy didn’t retreat just one hex) but don’t chase due to enemy bunker.

Your rear guy can now move north-northeast and kill tunnel, pursue.

Kill fled heavy with a Helldiver, beware the AA radius to the north.

Two remaining guys knock sniper back, then leapfrog to find a tunnel entrance… hit this or the enemy Marine at your discretion.

Every new Marine on west coast leg it up the coastal road.

Your Catalinas have, through swirling around the island, changed their designations.
US Marines 8: Saipan Pt 3, 3.8.7 -- 3.8.11
3.8.7 Turn 7

New west coast Marines leapfrog up and kill AT gun south of Garapan, but don’t pursue. The rear two units (and soon a third) can take the train up.

Both north DDs bombard the infantry on mountain flag. Southmost Marine in your advance probably can’t knock this guy off the mountain, but the southwest Marine can, so that’ll be his job. South Marine can only engage enemy Marines near the tunnel entrance… who should be softened up by both southern Helldivers first for an easy one-shot. P47 should go hit infantry to the east as he loses efficiency worse than dive bombers against damaged targets.

Lead tow Marines move northeast onto mountain hexes and find they cannot two-shot the bunker yet. Hit the bunker with one Helldiver and the enemy heavy with the other, both exiting northeast to avoid AA. Now you can one-turn the bunker.

Rear Marine moves up, kills 2HP infantry on flag and takes it from the south. Tunenl Entrance also gets attacked by the discoverer.

To the south you have 6 Marines leapfrogging against about 3 1-HP targets and a 3HP Ha-Go. Wrap around from the south, slide village guy to kill Chi-Ha if you don’t want much chasing, and then kill Ha-Go in two hits using lots of flanking bonuses.

SPECIAL EVENT: BATTLEFIELD TROPHIES
After inspecting knocked-out Japanese tanks, we have salvaged several Shinhoto Chi-Ha tanks still in working order. While no match for our Shermans, these vehicles may prove of some value on the battlefield.

This thing spawns near west primary VP, it gives a 50 RP discount on buying a Sherman 105mm which requires 1 more Land CP… and you currently have… 1 spare Land CP. If you want, use it, if not, sleep it and forget about it.

In the south, by weaving forward, you’ll find a foxhole that you can attack, and for your kill shot you find… infantry and snipers north of the foxhole. Well, that’s why we brought 4 guys, right?

South DD continues on its path around island, and hits bunker for 1 while it’s at it.

3.8.8 Turn 8

WEST SHORE: So there’s a heavy in Garapan? Leapfrog someone up to it and move both DDs north along shore to bombard it down to 4 HP. Hit it and knock it away, but don’t pursue.

Next guy from the back follows south of the fled heavy (i.e. steps southeast of Garapan) and kills and pursues. The former lead tow can now leapfrog-kill the enemy AT gun, with pursuit on first hit as the adjacent Marine causes it to flee two hexes.

SOUTH: DD keeps going around, hits infantry this time. Envelop the enemy infantry with two lagging Marines from north and southwest, so that south leading Marine can hit for 1/0 first. Then from southwest. Finally hit from north. This should result in you taking zero damage… unfortunately you now have to kill bunker and take flag with your fourth Marine, or the bunker will hurt if you finish the enemy first.

SPECIAL EVENT: NOW FOR REAL

The reserve force dedicated to displaying a feint invasion of Saipan has now been reassigned to join the actual assault.

They’re useless! But the beaches further northeast look a bit plausible for this puny force…

MIDDLE: General (or another Marine) runs up form Tsutsuraan onto road bridge to bat snipers off rail bridge (don’t chase). Leapfrog someone up to kill sniper, then pursue to get out of the way.

There’s a foxhole by the AA gun, don’t go there yet. There’s another foxhole southeast of the enemy heavy on the other mountain flag. Bomb the heavy on mountain flag with two experienced Helldivers, kill from northwest with your own mountain flag Marine, then move both other mountain Marines northeast one hex to one-turn the foxhole.

Tunnel Marine kills it, so your rear Marine south of mountains can go north-northeast and kill the sniper your mountain guys saw. Pursue so you can give flanking bonus to guys further south.

A Marine south of bridge can come up and hit the enemy infantry in your way for 2/0 with one flanking bonus. Your other Marine in contact with him can then knock back for 2+/0. Kill with your least experienced Helldiver, and send the fourth Helldiver to attack the heavy to the east, south of Hashigoru.

3.8.9 Turn 9

HISTORICAL EVENT: TURKEY SHOOT
The clash between US and Japanese carrier fleets in the Philippine Sea has resulted in a complete slaughter of enemy air strength. The Japanese Imperial Navy’s ability to conduct large-scale carrier actions has been permanently eliminated.

SOUTH: Easily cleared and checked for anything else. DD moves north-northeast to go around the east of the island.

NORTHWEST: Both DDs run up coast as far as they can go.

Your two guys by mountain and on east flag of mountain can go kill the foxhole southwest of the AA gun to the north of the mountain. Pursuing into this shows no traps north and south of the woods leading to the bunker up the road. Leapfrog up to pincer and two-shot the bunker.

However, you now have one Marine that can reach the enemy (and one that can’t). Bombard the Engineers on the Seaplane Base with both DDs, then run up and knock the enemy off. This may cause enemy Marine to break entrenchment to “surround” you.

EAST: P-47 keeps raiding the infantry in Laulau (just east of your line, south-southwest of Chacha) to stop them from entrenching. Leapfrog-two-shot this unit from jungle and forest to the west. If you put anyone on road within range of the heavy’s mortar, kill it with Helldivers. You may need to send the fourth Helldiver to hit the heavy AA gun near Seaplane Base for lack of other targets, but that’s fine as the gun is bad against small air units anyhow.

NORTH: Still a few too many enemy units ashore to land on this beach, so move further along for now…

3.8.10 Turn 10

Southern two Helldivers fly for airfield, other two fly for west edge exit hexes.

NORTHWEST: Two-shot the AA gun but don’t chase due to foxhole at the fork in the road ahead.

Both DDs hit entrenched Marine, then leapfrog up rearmost unit to swat it away (don’t chase). Seaplane Base needs to be vacated, so that Marine moves a hex northeast and kills the 1HP enemy Marine (chase to clear the road).

Leapfrog two-shot the other Marine, and probably swat away the AT gun too.

P47 can hit heavy AA gun without a care, it’s non-core and light air target anyhow, and doesn’t need to refuel yet.

Leapfrog east in the middle, there are three foxholes and a sniper southeast of Chacha do don’t pursue unless another unit can kill whatever you come up upon.

There’s also a foxhole in the woods southwest of Hashigoru that can be two-shot.

For the north non-core force, the northwest side of that beach isn’t so bad, you can have three units all hit the enemy Marines by the shore right away, and it’s not in mortar or bunker range. Llien your transports up here with a Catalina watching the area.

3.8.11 Turn 11

DDs should continue moving up he coasts and shell any entrenched heavies (or other infantry) they can see (e.g. on Tanapag, north of the next bunker on west road, spotted by proximity).

Bombers reach exit hexes (might be one that exits next turn) or land on airfield.

EAST COAST: Finish the last foxhole near Chacha and pursue to ensure the whole area is clear. Leapfrog up and kill the snipers on Hashigoru. The troops moving up middle also need to look out for snipers.

WEST COAST: Move up to (kill 25mm AA if it got away) spot the foxhole on the road fork, kill AT gun to make room if you need for two-shotting (doesn’t apply if the AA gun didn’t get away earlier).

Kill the enemy heavy AA with lead Marine to envelop enemy Marine southeast of seaplane base. Hit this Marine with P47, then frontally with two flanking bonuses (from heavy AA location to northeast and foxhole to south). You should still have two west coast Marines left that can two-shot this enemy. Maybe three if the enemy 25mm light AA died sooner (in which case hit Engineers but don’t pursue).

NORTH: Land forces at the beach west of the north airfield.
US Marines 8: Saipan Pt 4, 3.8.12 -- 3.8.18
3.8.12 Turn 12

SPECIAL EVENT: SUPPORT RESUMED
After the victory in the Philippine Sea, our support ships have returned offshore to unload their vital cargo and provide much needed fire support on the island.

You mean twiddle their thumbs and do nothing?

RE-launch both bombers from the airfield, any that retreated should be relaunched as far northeast as possible in your initial deployment zone.

P47 heads for airfield

NORTH: Both DDs rush northeast and shell Hideo Endo. The newly landed units rest.
NORTHWEST: You can rest a turn or you can keep attacking as I did. The situation ahs been decided.

EAST ROAD: Keep leapfrogging up, DD keeps moving north. Consider using trains to move your southern units up.

3.8.13 Turn 13

I don’t need to specify what to do, also butterfly effect this far in is too much.

Whether you use the non-core ground troops is up to you, but I suggest not since you have plenty of time.

Fly your bombers up and rain judgement on the foe.

3.8.15 Turn 15

SPECIAL EVENT: BANZAI
In a final act of desperation, the Japanese have launched a massive banzai charge against our frontlines!

You have 3 DDs which can each shell a Banzai unit. Then your Marines easily two-shot them with leapfrogging (I hope your general is int eh middle of the front line to provide aura). Interestingly there’s still regular enemy infantry around, which you might want to bomb before hitting with your general (as the last unit to leapfrog forward who can hit anything)

3.8.17 Turn 17

You should end up taking the north airfield around now, even if you leapfrog forward cautiously… Huh, in the first time I played through I also finished up on Turn 17.

3.8.18 Turn 18

OUTCOME EVENT: VICTORY
This victory marks one of the most important strategic moments in the war: The Japanese mainland – as well as other enemy territories in south-east Asia – are now within striking distance of our B-29 bombers.

NO MAP PINS.

COMMENT: You know what else the liberation of Saipan brought? The understanding that the Japanese military is not an army made of men, they are maddened beasts who happily turn their teeth upon their own kind in a frothing frenzy. This mental infestation pretending to be a culture enjoys driving their own civilians off cliffs at bayonet-point because they are incapable of grasping that others may be any less malicious than themselves.
Infestations are usually purged by fire, hence “LeMay Barbecue” was opened for business. Too bloody bad the heart of the infestation (the Japanese Imperial Household) hasn’t been removed, and they and their extensions (the wealthy elites) are going to drag the rest of Japan down with them in the near future when their reckoning comes.
US Marines 9: Guam Pt 1, 3.9 -- 3.9.2
3.9: Guam

Mariana Islands – July 1944,
Unexpected resistance from Japanese garrisons on Saipan has set back our original timetable, but now the time has come to take back Guam – the largest island of the Marianas.

SPECIALIZATION: You are so rich that the air unit repair specs are not needed, and drop tanks are not needed… I suggest save for Scrambling.

BRIEFING:
Guam had been a United States possession since 1898, when the Spanish-American War ended. Back in December 1941 – shortly after the attack on Pearl Harbor – the Japanese invaded and captured the island.
Two concurrent invasions have now been scheduled to land on the western side of Guam. Their initial goal is to seal off the Orote peninsula and then secure the whole of Apra Harbor.
Once our foothold has expanded and all of the expected Japanese counterattacks have been repelled, we will advance north into the jungles and mountainous terrain.
After clearing any remaining Japanese strongholds there, the Japanese defense of Guam will finally be broken, representing the successful conclusion of this operation.
While Guam appears to be less heavily fortified than other Mariana Islands, we must proceed with caution and expect strong resistance from its large garrison.

OBJECTIVES:
Capture Agat
Capture Sumal
Capture Agana
Clear Mount Barrigada—All enemy units within a 2-hex range of the mountain top must be destroyed.
Destroy 100 Japanese units (0/100)

SECONDARIES:
Destroy 4 Ka-Mi Tanks (0/4)—Captured Type 2 Ka-Mi amphibious tanks will be available for combat evaluation.
Link up Agat and Asan in 15 turns—Once a supply connection between the beachheads at Agat and Asan Point has been established, the control of Apra Harbor will allow us to deploy additional units on the battlefield.
Clear 8 Mines—A highly decorated unit of combat engineers will join the operation.

3.9.0 Deployment

64 Land CP, 14 Air CP, that’s up to 21 Marines at first, with 4 bombers and 2 Catalinas.

I suggest 10 in the south (general and more experienced Marines here) and 11 north. PBYs as close to each other on both sides as possible, with two Helldivers per side, because there are no enemy aircraft on this mission!

At this difficulty, with your wealth, you don’t need Engineers to clear mines.

3.9.1 Turn 1

SOUTH: Whole line lands southeast, then starts attacking from south on up except for the concrete bunker (the guy who finished the sniper which retreated a hex doesn’t chase off bridge, but can provide flanking bonus to the Marine two units up the line to hit first), pursue whenever you kill a bunker. This should get rid of the bunkers and sniper in your face.

Northmost second line transport machine guns Agat garrison, then both Helldivers hit it and finally your northmost Marine pushes enemy off. Other two transports move to land north and southwest of bridge on beach hexes… In hindsight I should have done beach road for the one north of bridge, so it could envelope the enemy bunker better.

Both supply ships pull up to beach (may not be possible but all your units are Marines so one turn delay is fine) and sleep.

South Catalina can fly inland to scout, there’s no visible AA in this area.

NORTH: Catalina goes 3 southeast and 3 northeast to fly parallel to shore and spot the enemy forces inland.

Your whole first line lands south (from east to west up to Asan Point) or southeast (the two west of Asan Point). BBs move closer to shore (toward middle of landing) and west one shells the AA guns on west in river with secondaries. East BB at furthest southwest it can go can hit Tepungan with primaries.

This lets a second-wave transport and your two Helldivers hit the Tepungan garrison (exit eastward) in the west without taking damage, so your Marines next to them can push them off (or outright kill). The sniper in the middle… can be swatted away but should not be chased.

WARNING: This series of moves may kill the AI on enemy turn, if that happens exit game, then re-launch and reload the turn end autosave.

3.9.2 Turn 2

The enemy is ALREADY short on supplies? That’s good news. Too bad your ally keeps killing their units.

NORTH: So that artillery your Catalina saw inland… your western BB has primaries still available, and you have two Helldivers ready… BUT don’t use both of the bombers yet!

Use Primaries on the artillery. Hit with one Helldiver (arty should go down to 2 HP), such that the other one can reach the woods south of the heavy infantry on road in the east of your landing (if both exited east then either one can do this).

Marine south of Asan Point can go around mines south-southwest, finding tunnel entrance, attack. Land new Marines east of Tepungan and use this unit to clear mines, so that Asan Point Marine can also attack tunnel entrance.

This has ensured your Tepungan Marine can run up to artillery and kill, pursue into wreck.

Catalina can fly 3 southeast and then 3 south.

East BB secondaries hit the heavy infantry on road west of Agana. There are mines on road west of him so of your four bridge through east beach Marines (who have to move to make way for second wave) are just right to clear mines (do not pursue), knock away the heavy (do not pursue), knock away the AA gun (pursue), and pull the last Marine up next to enemy Infantry 44 in woods, who have no AA cover now and are in reach of your remaining Helldiver. Bomb before attacking.

The damaged sniper that ran into woods next to beach to attack you last enemy turn can be one-shot by a newly landed Marine (probably middle one), who can pursue as forest should hide you from the enemy heavy’s mortars.

Ensure supply ships are up to shore.

SOUTH: The transport that machine-gunned Agat’s defenders last turn can now land south of Agat and swat back enemy snipers. Your general should be able to slide northeast and kill the retreated sniper without chasing into bunker range.

Southmost Marine moves east south of Mines and attacks sniper, next Marine up moves east past Mines and kills sniper. Pursue as there is a foxhole to the south, by the roadside, and you’ll want to one-turn that with flanking.

Remove mines using your bridge Marine as they’re lower efficiency anyhow, so your other Marines can attack AT gun and tunnel without having to stand on river hexes.

Land remaining units. Agat Marine rests.

Both Helldivers bomb the artillery (which may be stuck in AT mode for some reason). Catalina heads northeast, should be able to see the tank and SPAA truck on the eastern highway jungle hexes.
US Marines 9: Guam Pt 2, 3.9.3 -- 3.9.6
3.9.3 Turn 3

Too bad the AI loves to make DDs shoot bunkers instead of troops.

SOUTH: Marine who shot tunnel from southwest goes east past it and kills the Artillery, pursue.

Mine-clearer (8HP, 7 efficiency) goes southeast to touch foxhole, but the guy north of the foxhole slides southeast to give flanking. Damaged unit attacks first before leading Marine kills.

The Marine that landed southwest of bridge can’t reach tunnel entrance in one move, but it can reach the AT gun. The Marine in front of the AT gun on road can slide south into river, kill tunnel and pursue out of river, allowing the southwest-of-bridge Marine to hit and probably kill AT gun. Pursue unless you landed second wave on beach road two hexes of Agat, in which case that Marine can enter jungle instead.

Yes, there’s an enemy infantry south of bunker, but you have two Helldivers and one full-HP Marine in the south that can move two hexes northeast and hit it down to 2 HP.

Now, in the north you have a slight problem if you failed to land on road. General has to swat enemy away (or kill) so your two more organized following guys can hit bunker. If you got three hits you can kill but if you only have two (I didn’t land second wave transport on beach road south of Agat but on beach instead) you can’t one-turn this bunker.

Tailing Marine on rice field south of Agat can rest.

Catalina flies northwest.

NORTH: New guy east of Tepungan moves into village and clears mines (do not chase). Everyone else rests and heals up to east bridge.

West BB idles as you need its primaries soon.

East BB hits entrenched infantry in woods. West Helldiver hits it (may kill). Eastmost Marine kills enemy heavy and pursues into woods. Or leapfrog may be needed to finish it, either way someone is in the woods at bridgehead watching for enemy counterattack.

The other two Marines west of Agana need to enter forest south of road and the other one clears mines from behind forest. They will rest/heal next turn.

Catalina flies west outside enemy AA range.

3.9.4 Turn 4

NORTH: Both BBs primary the Japanese heavy infantry that just mortared you.

Heal your Tepungan Marine (obviously elite-heal as usual).

You have three rested Marines who can leapfrog forward and two-shot bunker, with two units entering contact with enemy heavy to the east (only one can still attack).

The infantry to the north is easy to kill for your three Marines on the beach/road. Your east BB primaries should hit the heavy. However, there is an enemy sniper two hexes east of the woods, on the road south from the bridges (depends on your map generation and AI randomness).

Now, we need to hit the infantry south of woods once before we can hit it without return damage with Marines. The solution? It’s not under AA cover.

Hit with one Helldiver and exit northeast. Rested beach Marine west of woods can now slide down and bat enemy aside for 2+/0. Woods Marine slides southeast and finds sniper and damaged infantry, but kill the infantry—your ally DDs will kill bunker for you.

Your other two rested Marines two-shot sniper.

You can push Heavy in middle back now for 2/0 since you had bombarded it hard enough.

In the east, heal/rest your mine clearer. Helldiver hits enemy Marine south of you. The other two Marines rest for now.

SOUTH:

Catalina flies southeast again so Helldivers can hit the truck SPAAG.

Heal damaged units. Leapfrog others up (kill enemy infantry in the process) so they can mostly attack enemies to the east next turn. There’s entrenched infantry southwest of the Ha-Go for example.

3.9.5 Turn 5

BB Primary range is only 2 larger than secondaries, so you might want to get BBs moving west toward the deep-water harbor now.

NORTH: Marine kills the 1HP enemy that dared attack it last turn. Your other two nearby Marines can now two-shot the bunker south of Agana. Do not go for flanking bonus as there’s mines northeast of bunker. Make sure someone’s able to provide flanking against the enemy Marine to the west by the dirt road bridge.

Bomb the dug-in Marine by the dirt road bridge with a Helldiver. Hit from bridge with rear (rice paddy by beach) Marine for 3/0+ with flanking bonus. Leapfrog forward to kill, if you chase you’ll find a foxhole northeast of the river AA, which might not be a great idea.

On west side, leapfrog forward to southwest of the heavy on road, and kill it. Do not pursue. This leaves you two guys on highway and two on dirt road. You have an AA to drive back, an AT gun to get out of the way (kill), and a sniper and a foxhole.

I suggest: Healthiest highway Marine (probably the one south of woods) goes east via dirt road bridge to swat sniper away (to northwest). Other highway Marine kills sniper in river but doesn’t chase. More experienced road Marine bats away the AA gun, the other kills AT gun (don’t chase as the foxhole shooting someone in jungle does about nothing).

Against 3HP fled AA gun, a single Helldiver could get the kill, so attack!

Rested Tepungan Marine inches forward toward Piti Naval yard and finds… Engineers it can easily boot off.

Catalina southwest to check Mt. Alutom.

SOUTH: Rested general near Agat leapfrogs forward and finds infantry in highway-side jungle by the first river that flows south.

Less experienced Helldiver kills SPAAG, more experienced Helldiver bombs this infantry, so your general can knock it back and the next infantry in line can enter jungle and kill it.

Do not advance more than 1 hex away from own troops’ lines to avoid running into surprises. That being said, moving someone up to forest hex by Ha-Go will reveal the highway up to him is now clear and you can run a rested Marine up to confront the light tank.

Three Marines can envelop enemy infantry near the tank and pound it. If needed, add a fourth to drive it away. It will flee northeast into range of the Marine staring at the tank on highway, who can easily get the kill.

Rear few units can rest now. Catalina northwest to ensure no enemies are coming for Agat.

3.9.6 Turn 6

SOUTH: Helldivers attack AA gun southwest of Mt. Alutom (spotted by north Catalina last turn).

Full-HP 10 efficiency Marine north of tank attacks with flanking bonus, then the Marine that used to be southwest of tank chases onto road and kills. No need to pursue.

Rested units retreat toward Agat. Everyone else rests.

Catalina flies 4 northwest and 2 southwest to avoid AA range.

NORTH: The Marine northeast of the dirt road with bridge, south-southeast of Agana, can move to north of the pillbox by the next dirt road bridge and southwest of the jungle hex to kill in one hit. IF this doesn’t work use the Marine on dirt road. The two damaged Marines on the dirt bridge and the highway next to it heal and rest.

East-most Helldiver attacks the Japanese Marines in the open (they broke entrenchment to switch positions WHY?). The two Marines in contact attack (north first so the northwest one can chase and free up room for next Marine up road to come up).

Second Helldiver hits the Infantry in jungle before the just-moved-up Marine attacks.

West BB moves west and uses main battery on the Engineers south of the Piti Navy Yard. Marine then attacks the Engineers and chases.

East BB goes east and idles.

Less-organized Marine near Agana clears mines and pursues to spot artillery, so that the more organized unit can run onto bridge and push artillery back (chase to get off bridge). The fully rested Marien in jungle hex to the west (next to ruined foxhole) moves northeast to join this offensive.

Catalina flies northeast.
US Marines 9: Guam Pt 3, 3.9.7 -- 3.9.10
3.9.7 Turn 7

NORTH: West BB continues west (turns out this was unnecessary). East BB goes east and sleeps.

Dirt bridge rested Marine can move 2 down onto ruined foxhole to hit enemy infantry coming up river. If they don’t run, the unit further to the west on dirt road(north of jungle hex) moves down into jungle to rout the 3-HP infantry. The Marine to his northeast can then go south-southwest through the jungle hex to kill the fled enemy in river (and discover a sniper)

This lets your highway guy back near beach come up to hit the enemy in river, because the hex it needs can be vacated by sliding a Marine down to hit foxhole.

The Marine that was north of the fled enemy can now enter river and kill foxhole to vault across. And the remaining Marine in this area can finish off the enemy that fled onto bridge (and discover Engineers southeast of the bridge by the Ka-Mi.

Further east the Catalina can go east to check for visible enemies past the Ka-Mi and arty. There are none visible, so hit and push back the arty (pursue). Your damaged Marine heals and rests, while the rested one can hit the enemy in the VP across the river… but 3/1 is a bad trade. Bomb this enemy with both northern Helldivers (west exit preferred) and then one-shot it using your Marine.

Marines by Piti Navy Yard move one hex down and finds foxhole northeast of forest hex by roadside, kill it!

SOUTH: Helldivers kill AA gun near Mt. Alutom.

The enemy that ran up to your general between the two river sources… someone fully rested from the back can leapfrog up and hit for 2, then the jungle hex with flanking can hit for 3, and general can chase and kill.

Units leapfrogging past Agat will discover a sniper just north of the north bridge. Attack and pursue as getting some arty and a badly damaged bunker hitting you is better than being hit by arty on river.

Anything not at full efficiency should rest for now, as the roads have limited flow capacity.

Catalina checks and finds nothing northwest of Sumai

3.9.8 Turn 8

West BB keeps sailing west around the shallows.

FAR EAST: lead Marine slides down 1 hex and kills artillery, but doesn’t chase as you’re going to triangle attack the Ka-Mi.

EAST-MID: Marine north of the 1HP enemy kills.

Pincer concrete bunker to the west with two Marines and bomb with both east Helldivers before storming it. If one Helldiver can’t reach, have that one bomb the engineers in river instead. Hit Engineer from southwest using flanking bonus, then use the pursuit to vault across river from the north.

SOUTH: Kill the Banzai Marines with the unit in contact. Less-experienced follow-up clears mines and pursues (it’ll need to rest and heal after) while more experienced one simply runs up to the rice field north of Agat.

Three other Marines leapfrog up the highways toward this western peninsula.

Two Marines and general leapfrog up from the gap in the rivers. You can engage the infantry 44 by the source of the next river with general. However, your southern Helldivers have another task…

MID-WEST: The Marine coming down from Piti Navy Yard has a problem: it would do 2/1 against that entrenched heavy, even using forest to approach.

After two Helldiver hits, you hit for 3/0 out of forest and can chase.

West Catalina keeps the whole peninsula spotted, while east Catalina flies north to check for enemy movement.

Oho, your east BB can wake up now and primary the infantry near Tiyan AF for amusement.

3.9.9 Turn 9

SOUTH: Change of plans. Push an 8-HP Marine up to knock away the AA gun, so you can two-shot the bunker by Sumai (use second hit to move north from road to get away from foxhole), which free up space for leapfrogging units to kill the damaged sniper that was in your face.

Piti Harbor Marine moves southwest onto bridge and… there’s a foxhole to the south. Hmm…

AIR: We know a Helldiver can finish the 1 HP heavy in one hit, so you’ll want to use the one to the east (one of the eastern ones making its way west toward exit hexes) that can reach… but wait a moment.

The furthest-east Helldiver can bomb the entrenched infantry in front of your general and exit west. This allows your general to knock it back, letting you leapfrog up for the kill.

Hit the foxhole with an elite Helldiver and then kill with Marine to cross river in pursuit.

Your last Helldiver should hit the foxhole near Sumai.

Now that you’ve vacated the airspace west of the 1HP heavy in river, kill with Helldiver and exit west.

SOUTH: The last unit coming out of Jungle by highway should go north to help the general, as you already have a column of 6 going into Sumai and the airfield.

MID: Leapfrog up along road by Mt. Chachau and you’ll find a sniper to two-shot by the roadside, before you can engage bunker.

You can also two-shot the tunnel entrance and take that VP.

EAST: Southeast of Ordot, you have three units, a 1 HP Ka-Mi tank and a sniper. Eastern two both move a hex down into jungle, eastmost kills tank, then middle knocks away sniper, west then moves down and kills sniper.

MID-EAST: Leapfrog south onto bridge, and you’ll find a foxhole to the southeast… that can be used to vault a Marine north of it across the river by two-shotting it.

SEA: West BB sails southwest along shallow line and can primary the enemy bunker behind artillery (arty is a two-shot regardless so no need to shoot it). East BB has to rest this turn.

East Catalina flies south-by-east and west Catalina keeps whole peninsula lit.

3.9.10 Turn 10

I just saw enemy trip their own mines in the east… strange. What’s stranger is that this counts as mines removed for the secondary, but…

SPECIAL EVENT: MINESWEEPING
Intensive contact with Japanese landmines and roadside bombs has prompted High Command to send over an experienced* unit of combat engineers to support the operation.
*Typo

The engineers did not spawn because the eight mine wasn’t removed by me?

WEST: The attacked Marines kill enemy Banzai Marines and pursues to clear the road.
A Marine leapfrogs up and may one-shot the enemy artillery.

West BB hits enemy bunker with secondaries.

Fully-rested Marine may one-shot the bunker. If they do, pursue to discover snipers.

Clear mines and then move up to push back at least one sniper.

Kill foxhole with Helldivers, except the one furthest east which should fly southwest so it can exit. Exiting and re-deploying is faster than refuelling in this case.

FAR EAST: Catalina flies north two hexes west of Tiyan airfield (AA gun northeast of Tiyan AF) so BB can primary something.

Marines rest/heal.

MID-EAST: Leapfrog northeastward to join far east.

SOUTHWEST: General leapfrogs up south of bunker so a Marine can come up to the southwest and theyc an two-shot the bunker. The marine to the east in this squad can now move up to link up the areas.

SPECIAL EVENT: HARBOR SECURED
Our beachhead has been extended to contain the whole of Apra Harbor. This deepwater* port supports the largest ships and greatly improves logistics. Additional forces can now be deployed on Guam.
*Usually, no space in this word.

MID-WEST: The Marine coming down from Piti inches forward one last time, to the southwest, to see nothing ahead. If this zone auto-captures, then no enemies were in it.

MID: Heal and rest the troops near Mt. Chachau.
US Marines 9: Guam Pt 4, 3.9.11 -- 3.9.23
3.9.11 Turn 11

AIR: Fly for exit hexes.

WEST: Heal/rest your damaged units. Push forward and kill as well as you can, you could take the airfield now or not.

MID-WEST: So therea re enemies in this pocket… found infantry in the jungle hex northeast of Agat. Pincer it and… wait for it to suffer from lack of supplies.

Troops near Mt. Chachau should leapfrog east. Mt. Alutom Marine for example can leapfrog east to find lunge miners and snipers. Hit the miners first so you can leapfrog past the sniper (doesn’t penalize movement unlike regular units) and kill them.

The Ka-Mi that came back up a little to the east… block its way northeast with an experienced Marine, so your other Marines can move northeast

SEA: West BB can kill last sniper, while east BB waits for primaries to reload.

3.9.12 Turn 12

WEST: BB can start a long trek east, while Marines capture airfield and start moving east. That isolated enemy in jungle can be attacked now with flanking bonuses for 1+/0 and 2/0.

AIR: Last Helldiver reaches exit hex. Redeploy the three retreated Helldivers at the southeast of the east deployment zone.

West Catalina moves east, east Catalina continues north-south patrol to let east BB fire primaries.

FAR EAST: Envelope enemy tank, use leapfrogged-up reinforcements to kill salient infantry to facilitate this envelopment. Attack with units that have no other targets first. You might two-shot this damaged tank so your other Marine can hit and chase snipers

MID: All units leapfrog east.

3.9.13 Turn 13

No more hand-holding from now on, there is a fourth Ka-Mi south of Yuna on the east coast of Guam. And don’t forget to redeploy your fourth Helldiver!

If a surrounded area does not auto-capture, there are enemies there, probably a foxhole.

3.9.19 Turn 19

SPECIAL EVENT: PONTOON TANK
We have captured a number of Japanese Ka-Mi amphibious tanks. These vehicles are composed of an all-welded water-tight hull and have large attachable pontoons to give it the necessary buoyancy.

Sleep it because it’s useless.

3.9.22 Turn 22

SPECIAL EVENT: ARMY AIR SUPPORT
B-25 Bombers of the Seventh Air Force have arrived from Saipan to perform support missions over Guam.

If this is triggered by my scouting the northeast corner of the map with a Catalina, I’d like to know where these so-called bombers are, thank you very much. And here I thought “if you don’t take money, and I don’t take money, how will Agent Smith take money?” was a recent Chinese meme (obviously translated by me) about embezzling in the US military. Turns out the Engineers and bombers I was promised both “fell off the back of the truck” at some point!

3.9.23 Turn 23

OUTCOME EVENT: VICTORY
Guam has been reclaimed, and will soon be turned into a major base for Allied operations. Several airfields are already under construction, allowing B-29 bombers to attack targets in the western Pacific and mainland Japan.

NO MAP PINS.
US Marines 10: Peleliu & Angaur Pt 1, 3.10 -- 3.10.3
3.10: Peleliu & Angaur

Palau Islands – 15 September 1944,

It has been decided to focus mid-term US strategy on the liberation of the Philippines. Before this can be achieved however, the Palau Islands have to be taken to protect the flank of that invasion force.

SPECIALIZATION: the enemy have no fighters anymore, so scrambling isn’t needed… Well with 12 points I can get Tank School and Landing Craft, Tank?
In hindsight, landing craft tank is good and all but I should really have gone for flight school because Iwo Jima lets me have more bombers.

BRIEFING:
As part of the preparations for the liberation of the Philippines, the Palau Islands need to be neutralised. In line with the customary US island hopping strategy, a new air base will also be established here.
For the island of Peleliu, US command has chosen to land on the southwest beaches, close to the island’s single airfield. From here, consecutive advances must clean up the remaining Japanese defenses.
For Angaur – a few miles to the south – the plan is to land simultaneously in the north and east of the island, then push across the island toward the town of Saipan.
Once the invasion on both islands are well at hand, reserve divisions will be available to reinforce the assault or launch additional invasions on other beaches.

(NOTE: Well, Colorado City also exists in Arizona, Nevada and Texas according to Wikipedia, so don’t laugh at Saipan Town not being on Saipan. But if you think full divisions can seriously operate on these islands when Peleliu is 13 square kilometers…)

OBJECTIVES:
Take all flag points on Peleliu
Take all flag points on Angaur

SECONDARIES:
Clear Ngesebus in 25 turns—After destroying all Japanese defences on this small island, our own artillery will be deployed here to provide fire support on Peleliu.
Capture 2 Secondary VP on Peleliu—Once we have established a foothold on Peleliu, additional forces will be available for deployment.

Considering the pathetic range of artillery in this game relative to map size, I don’t think that Ngesebus (Geese Bus?) secondary will be very useful, but very well.

3.10.0 Deployment

44 Land CP and 13 Air CP is NOT MUCH!

It is September 1943 and you still can’t upgrade to Marines 44 until Turn 15 (don’t bother in this mission).

You can upgrade to SB2C-4 Helldivers but only to the torpedo version… and manually change to bombs. The problem is that naval and air attack improves but not land, so it’s useless

I suggest 2 Helldivers + Catalina for north island and 2 Helldivers for south

SOUTH: 3 Marines on north beach, 4 on east beach so all can land at once.

NORTH: 4 Marines south of shore gun (general first), 1 Marine and M4 105mm tank (upgrade from the 2-star Ka-Mi you earned last mission for 200 resources) north of shore gun.

You should land in such a way that you will either not engage a bunker at all or two-shot it immediately, this means your landings should be in separate directions, but that’s fine as you have multiple supply ships.

3.10.1 Turn 1

NORTH: Move your north (second landing for later) supply ship north-northeast.

Land north three units northeast. Your general easily kills the shore gun and thus moves away from bunker. The tank and Marine kill the north bunker. I suggest having tank hit second as it’s 4+/0 for either one, so it’s not like having tank lead is a huge advantage, but absorbing counterattacks might be easier for the tank.

Land your south three units southwest, there’s a bunker to two-shot and a foxhole to… hmm, can’t one-shot reliably, will need bombardment first.

DDs go into middle of landing (south of shore gun wreck) to maximize field of fire. BB due northeast and primary the heavy infantry near your tank. North DD hits foxhole for 1 so Marine can 1-shot it and push forward to see sniper on airfield, and south DD hits south bunker so the Marines can two-shot it reliably and see infantry north of the heavy AA gun.

Catalina flies to the woods east of the airfield flag, then one hex southeast to escape AA.

The infantry by your tank has no AA cover so your Helldivers can hit it.

Main landing supply ships up to shore and sleep, of course.

SOUTH: Land all Marines, two-shot the foxhole in north and chase back the sniper in south, Cruiser and north DD go along north shore and cruiser shells the bunker inland visible from the foxhole wreck. South DD can only approach shore and shell the sniper. Supply ships sleep against shore. Helldivers bomb bunker and exit northwest and south to see enemy AA guns. North DD should hit AA gun.

3.10.2 Turn 2

NORTH: BB moves northeast 2 hexes and hits heavy infantry near south AA gun. DDs also shoot him.

Damaged Marine on beach moves into jungle and hits this for 1/0, and then the Marine on bunker ruins hits and chases.

In the north side, tank slides down a hex, more experienced Helldiver hits heavy and exits northwest. Less experienced hits the exposed infantry again and also exits northwest. General can now kill heavy from tank’s former location and chase, then the other Marine kills infantry from that location and doesn’t chase.

The remaining Marine moves south of bunker and hits with tank providing flanking, then tank kills bunker and pursues.

Catalina flies northeast just outside AA range, you will see it’s possible to fly north between AA ranges, and see a lot of Japanese troops on the north branch of the island.

Northern landing supply ship goes northeast again and spots artillery.

SOUTH: Attack enemy AA on northwest corner of island with naval artillery. Bombers keep hitting the bunker.

South DD moves southwest along shore and can hit the light AA gun northeast of Saipan Town.

All Marines rest/reorganize.

3.10.3 Turn 3

NORTH: The enemy AT gun tried to suicide into your Marines. This is good, but we’ll start from the south for now.

The southmost healthier, more organized Marine can move up a hex to… oh, there’s a foxhole southeast of airfield, which isn’t a one-shot unless a DD hits it first. Hit it with south DD and then one-shot the foxhole, then chase.

Less healthy Marine moves up south of airfield and kills 1 HP enemy heavy, but doesn’t chase.

Tank swats away heavy AA gun without chasing, then the more experienced Helldiver kills for 3/0 from 3 HP.

BB primaries and remaining DD guns on enemy VP Marines. General can now run around sniper to chase enemy off this VP.

Marine northwest of Airfield can easily chase sniper off airfield.

SPECIAL EVENT: REINFORCEMENTS
US Command has authorized the deployment of an additional assault wave.

30 more Land CP is a lot. But first… kill the AT gun with your northmost Marine but do not chase. Remaining Helldiver can bomb the Ka-Mi to the east with no AA cover.

Catalina can fly north three hexes and then look for an AA-free zone, probably just north or northwest of Garekoru.

Deploy 2 Marines near south end of the west landing, 1 near north end with Stuart.

FAR NORTH: Supply ship should scout the shoreline a bit, then deploy 6 Marines (HINDSIGHT: Should have used only 5 to spare supply for the non-core artillery spawned) as far north/northeast as possible in the deployment zone. They’ll be moving north to land straight on that northmost island.

SOUTH: North DD kills heavy AA for 3 HP from a standstill. Cruiser moves west and attacks phosphate plant infantry.

Helldiver hits Ha-Go by your east landing and exits north, should spot the enemy AA for your south DD to hit, then other Helldiver removes AA.

Marines leapfrog forward to drive off and then kill Ha-Go, finding a foxhole along the way, which can be one-shot or severely weakened.

Northeast landing leapfrogs forward and finds nothing between the landings… and kills the damaged bunker.
US Marines 10: Peleliu & Angaur Pt 2, 3.10.4 -- 3.10.6
3.10.4 Turn 4

FAR NORTH: Move transports up, three can hit the west artillery right now with machine guns.

NORTH: land all new units. South DD mvoes west by south to shell south bunker—no guarantee the AA gun is the only supply-using unit in this area so it might regain efficiency after you kill the AA gun next turn.

Northmost Marine hits sniper and chases to find foxhole on road leading north.

Marine on and southeast of airfield kill the weak enemy units near them but don’t chase. North of airfield hits sniper and chases…

…Tank risks return damage if it hits enemy tank now? Why? Shermans dominated against Japanese tanks! Fine then let it rest a turn.

Both Helldivers bomb north foxhole as it has no AA cover.

Catalina goes northeast to scout.

SOUTH: North side cruiser and DD go west around island and hit 70mm gun.

South DD hits full HP enemy infantry, so the north landing units can leapfrog up and two-shot it. Also grab phosphate plant.

Helldivers hit town garrison so your Marines can push them off in one hit.

3.10.5 Turn 5

PELELIU NORTH: Land the two Marines you have near forest and beach, forest first to spot the foxhole for beach guy. Forest Marine needs to attack the 4-HP enemy artillery for a quick kill (don’t pursue), beach guy attacks foxhole.

Land a Marine where the dead artillery was and chase the second artillery to the east off the VP.

SPECIAL EVENT: ARTILLERY SWAP
We have secured the island of Ngesebus. The Japanese guns have been silenced and our own artillery is now being deployed to provide additional fire support.

You got a 155mm Long Tom southwest of the VP. Hit the bunker to the east to reduce its efficiency. The foxhole is damaged enough to be one-shot next turn, when you’ll chase and make room for three Marines to land on the northwest beach (sleep your supply ship southwest of the southmost hex of this beach, as the other spaces are occupied by transports).

Catalina flies south to over the bay, adjust last hex or two to avoid AA.

PELELIU SOUTH: DD goes around island and shells bunker. New Marines two-shot AA gun (north hits first and chases enemy south, pursues, while south kills enemy on bridge and doesn’t pursue).

PELELIU MID: BB primaries on AA gun by the northeast end of airstrip (highway). Move airfield Marine to the furthest northeast you’ve scouted for sure (i.e. south of Ka-Mi, one hex back from end of airstrip to discover lots of enemies screening the AA gun. Fortunately, your tank can also reach this hex, so your Marine chases sniper to the southeast into forest to clear the highway for…

Sherman 105mm moves up and blasts the enemy Marines south of the AA gun, knocking them back so that your other airstrip Marine (southeast of airfield VP) can run up next to AA gun and destroy it.

Alright, now we can sue Helldivers freely…

Marine by the foxhole to the north sldies northwest into forest and kills foxhole but doesn’t chase.

Newly landed Marien on beach should be able to step 2 northeast (beside foxhole) and kill damaged jungle sniper.

Stuart can move 2 southeast into woods and kill the other damaged sniper.

Your DD here can hit the Ha-Go light tank, both Helldivers can then hit it. Marine to its southwest one-shots it. General can attack the Ka-Mi to his northeast and knock it back.

The next turn on this side you will need to heal and rest everyone, while BB and north DD go around the north and south DD goes around south, and those two Marines kill the south bunker.

ANGAUR NORTH: DD makes it sway around and probably one-shots arty (2+ vs 3 HP), cruiser continues around too (HINDSIGHT: CA didn’t need to go around) and attacks the heavy the DD spots. Marines leapfrog closer to the north VP and… there’s infantry in jungle south of the heavy. Attack this infantry with both dive bombers and then Marines to knock away or maybe kill.

South side: Leapfrog tailing Marine up along road to next to the 1HP enemy and… sniper to the south. Kill the 1HP enemy because you can’t leapfrog attack the sniper otherwise, but if you try to leapfrog the sniper… there’s a foshole to the southwest of the sniper’s former location. Shell this with DD before hitting with Marine. Kill not guaranteed, though it doesn’t matter.

3.10.6 Turn 6

PELELIU NORTH: Good thing foxhole doesn’t hinder movement, you can slide (if needed) your most experienced unit from the back up to the heavy that just dented your artillery. Artillery hits the heavy, then your troops hit it twice. Too bad the AA gun lets it run away two hexes. Last of your leading wave of units hits the bunker. Your lagging units land and kill the foxhole.

PELELIU MID: BB sails north and hits Ka-Mi that ran back up to your line, DD runs north along shore. Less experienced Helldiver kills this target. More experienced Helldiver kills 2HP Marines to the east. Catalina flies south to monitor movement out of the woods to the east. All land units rest.

PELELIU SOUTH: DD moves northeast along coast but still does 1 damage (don’t go to edge of gun range, deflect north a bit). One of your two south Marines attack, which may kill. The other rests.

ANGAUR SOUTH: Leapfrog up to kill sniper from the northeast, then pursue to look ahead. Kill the foxhole with tailing Marine from town moving down, and chase to spot. Last Marine leapfrogs ahead a hex to look for anything else on this side of island… finds nothing.

ANGAUR NORTH: you can only move up one hex at a time from south of the VP. Bomb the heavy and then kill it in one Marine hit, chase (so you have more options for sliding around next turn), second Marine follows up.

East of the pond, leapfrog-kill the sniper, to find another heavy and a foxhole ahead.

Cruiser and a bomber hit heavy to the east, while DD hits foxhole.
US Marines 10: Peleliu & Angaur Pt 3, 3.10.7 -- 3.10.10
3.10.7 Turn 7

PELELIU NORTH: Artillery hits the AA gun as that’s what it can damage, kill bunker, leapfrog to kill enemy arty and chase, swing around your lead unit in north side of island to knock AA gun back, then chase with lead north unit to kill enemy heavy and pursue to find AA gun. Too bad the artillery easts supply, seems 6 units was a bit too much.

PELELIU SOUTH: Marines move up toward airstrip, DD continues northeast along coast.

PELELIU MID: Southmost rested Marine kills the damaged sniper it is next to and chases to find another sniper ahead.

Damaged non-rested Marine retreats behind friendly lines and heals, it’ll rest next turn.

General moves northeast a hex and kills 3HP enemy infantry.

Marine northwest of general slides along route general has spotted to be enemy-free next to VP garrison and sees foxhole and sniper to his northwest and north.

Marine west of foxhole moves northeast a hex to check for things next to foxhole but finds nothing.

Northmost Marines move two hexes northeast and find nothing.

BB moves northeast along depth line and DD along shore, Catalina flies northwest in two steps to avoid AA.

Now that we know what we can engage with what, start with sending tank up south of VP enemy… 5/0+ isn’t good enough, BB primaries, experienced Helldiver, then tank… and it still gets away at 1 HP somehow. Stuart runs up along road and finishes it (do not chase)

Marine west of tank hits sniper to swat him northwest for your other Marine to not have to idle this turn (kills sniper).

The other Helldiver hits the foxhole for Marine to kill. Non-core DDs can then engage the heavy on the mountain in north, and shoot the sniper in the south (nothing else to shoot).

ANGAUR SOUTH: You auto-captured the territory so there’s no enemies left there, move your Marines to the southeast shore and your DD next to at least some of them so they can embark next turn and go to Peleliu—THE EXIT HEXES ARE AIR ONLY APPARENTLY!

ANGAUR NORTH: Kill infantry, pursue so second Marine can get on VP and kill foxhole, then other two Marines kill the heavy with flanking bonus on first hit.

DD mvoes up next to at least one Marine (exit hexes are to the northwest and can redeploy right next to Peleliu). Cruiser goes northeast back around island.

Helldivers fly northeast. They’ll land at the airfield to refuel and then join the Peleliu battle.

3.10.8 Turn 8

PELELIU MID: Catalina flies northeast to spot the line of enemy defences… if you must stop within an AA envelope choose the single 25mm instead of triple or the heavy AA gun.

BB and DD both go northeast and hit the AA gun to help the Catalina avoid scratches.

General moves northeast just ahead of Stuart on road… good, no foxhole or sniper in the forest hex.

Stuart moves up a hex to hit the bunker north of VP, Sherman kills.
Your other three Marines envelop the mountain bunker and find a foxhole north of it. Your less experienced Helldiver bombs this foxhole so your north Marine can kill it, but don’t pursue. With your other Helldiver and flanking bonus, the bunker is a bomb and two shots (pursue from southwest which hits last).

Low efficiency Marine on airfield rests while south Marines move up along airfield (the lead unit should get right next to the tired Marine)

The Marine east of airstrip can have DD hit the sniper first before he attacks and chases… or chase sniper away and have Dd hit the foxhole on the dirt road ahead.

PELELIU NORTH: Other than killing AA gun, everyone heals and rests. You can even cheap-heal the non-core artillery if you like, because 25 resources out of about 6400 isn’t much.

ANGAUR: On both sides, embark a Marine, move DD over, embark two more Marines, move last Marine (north) over by DD. Cruiser and Helldivers go northeast.

3.10.9 Turn 9

PELELIU MID: Ah, a foxhole north of Stuart that it didn’t see until the enemy fired… but first leapfrog the Marine south of mountain up one hex ahead of your general, to find another foxhole and a sniper by the road junction ahead. Pursue this sniper to the southeast to get off road, one-shot the foxhole with your Sherman (do not chase). Move Stuart up south of VP (next to Marine therefore safe from surprises) and… what do you mean it can only hit for 4?

South DD moves northeast along coast 2 hexes and hits AA gun at edge of range, then Stuart kills and pursues. This now lets your general hit the VP infantry with flanking bonus for 4+/0+ in theory (in practice 3/0) and pursue.

Airstrip guys move up and kill damaged sniper, but don’t chase. Marine next to foxhole moves down (away from foxhole range) and knocks enemy sniper back (don’t chase).

The south side Marine yet to get on airstrip rests on beach, because you need the airfield VP open for…

Both Helldivers that just came over land at the airfield.

Catalina goes generally northeast to keep an eye on things from outside AA range.

PELELIU MID-NORTH: BB cruises northeast two hexes until it hits the bend in the depth line. Primary the heavy in front of your Marines right now. DD slides 1 northeast (can still engage everything) and hits the foremost AA gun so your less experienced Helldiver can kill it. Your more experienced bomber hits enemy heavy.

Your Marines can hit this heavy from northwest and… what do you mean it ran away already? Then the other Marine gets off mountain two hexes to the north and hits… there’s a foxhole ahead on road. How irksome.

ANGAUR: All Marines are embarked, and everyone goes northeast (you can leave the supply ships).

PELELIU NORTH: Rest the guy stuck on river hex to the northeast, everyone else get moving, except artillery which sits still for now.

3.10.10 Turn 10

PELELIU MID: General kills damaged infantry next to him but doesn’t chase.

Marines south of general goes south 1 hex to look around, but still kills sniper to the northeast of him and chases… This spots a foxhole your Stuart can’t guarantee one-shotting… So hit with DD and then kill with Stuart (do not chase).

Kill sniper with Sherman 105 and kill foxhole with one or two Marine hits.

Launch both landed Helldivers north and northeast, then move rested beach Marine up to airfield VP. The Marine on northeast end of airstrip should go north to help that push.

PELELIU MID-NORTH: DD hits foxhole so your two Marines can one-shot the foxhole and tunnel entrance in front of them. If not that’s alright as you still have Helldivers to finish (most experienced should be 5-star now so save it for the less experienced).

Any remaining Helldivers and BB hit Marines on the VP.

I have no idea how Hideo Endo is still alive in the heavy to the northeast of this VP, but he won’t be for much longer.

ANGAUR: Continue northeast. (Note: I didn’t know the exits didn’t work, so my transports never got to Peleliu in time)

PELELIU NORTH: Leapfrog up and find MG foxhole on mountain by phosphate plant, AA south of him and AT gun southwest of him. Be warned: You might not be able to reliably two-shot him, so you might need to hit with all three Marines unless you soften him with artillery first.

Catalina heads north-northeast to monitor the road northward.
US Marines 10: Peleliu & Angaur Pt 4, 3.10.11 -- 3.10.18
3.10.11 Turn 11

PELELIU NORTH: Arty hits infantry that came up, swat away AT gun with mountain Marine so you can leapfrog-kill the infantry. Following troops keep moving up.

PELELIU NORTH-MID: the Helldivers need to refuel next turn, so the less experienced finishes the Marine on mountain VP, and the more experienced hits the foxhole by mountain. Exit attacks to the south.

Stuart will come back over and kill this foxhole (don’t chase) so that Marines can lead the push in south. Sherman also comes back up through road network to help the north side push.

Marine on airfield VP goes north onto the road leading to the south road of the north peninsula (the ones that runs through the mountains).

Your two Marines on north side can already two-shot the bunker. But this also means one of your refuelled Helldivers will just be flying up this turn. Finish the 1-HP heavy southeast of bunker with your less experienced bomber.

BB and DD should both hit the enemy heavy AA your Catalina can spot.

General checked east of the village he’s near for anything that the others missed, but nothing so far.

ANGAUR: DDs go along south side of Peleliu and cruiser north. Transports do… whatever.

3.10.12 Turn 12

PELELIU NORTH: Keep pushing downward, I suggest arty should get on its halftrack and move along the roads to get closer to the action.

MID-NORTH: Refuel the two Helldivers that need it. Less experienced refuelled one can kill the heavy AA gun this turn.

BB, DD, and last Helldiver hit Hideo Endo so that Marine coming up the road over mountains can kill him. Another Marine leapfrogs from bunker wreck and takes VP… hit the foxhole ahead. North road Marine boots Engineers off VP and takes it.

MID: Tanks move over toward coast road. Get DD over to embark a Marine along shore as marsh is 1 hex per turn for Marines.

3.10.13 Turn 13

PELELIU SOUTH: Use transports to move up the south peninsula faster.

NORTH: Advance units southward, but since only one can move enough to hit bunker, no need to enter bunker range yet.

MID: Relaunch two Helldivers. Move Tanks and Marines up roads as applicable. Hit the mountaintop infantry with BB, DD, a Helldiver, and then two Marines (kill foxhole so you can leapfrog past, tunnel entrance doesn’t affect movement). Other Helldiver hits Marine to the north.

3.10.14 Turn 14

MID: Three Marines kill the tunnel entrance, make sure to move so Stuart can kill Engineers. BB, DD, and a Marine kill the Marine in front. Other helldivers move up or idle for now pending north advance…

SOUTH: Move up and push Snipers away.

NORTH: Artillery can soften bunker before your Marines two-shot it and move up in general.

So mid Helldivers should hit enemy Marines on hill you can see.

3.10.15 Turn 15

Kill the enemy, and advance on that eastern VP on Peleliu with transports. There’s a foxhole on the VP though so don’t land directly on it, land to the side, bombard, then one-shot and pursue with Marine… sometime in the next few turns.

If we had been less cautious, this would be over already because we would have sent a DD and a transport to the east VP much earlier.

3.10.18 Turn 18

OUTCOME EVENT: VICTORY
The invasion of Peleliu may have been our most difficult fight encountered so far. The only consolation for all the casualties suffered is the invaluable experience gained in assaulting heavily fortified positions.

Turns out this is the same turn I ended it the first time around too.

NO MAP PINS.
US Marines 11: Iwo Jima Pt 1, 3.11 -- 3.11.2
3.11: Iwo Jima

Iwo Jima – February 1945,
Located almost exactly halfway between the Marianas and the Japanese home island of Honshu, Iwo Jima has been selected to provide an air base for damaged B29 bombers returning from Japan.

SPECIALIZATION: 4 points when the cheapest things cost 5, nothing is affordable… Looks like I should have gotten flight school instead of tanks earlier.

BRIEFING:
B-29 bombers based in Saipan and Tinian have been striking Japan since late 1944, but have not yet been truly effective. Not only does Iwo Jima provide an early warning against these raids, it also allows Japanese bombers to raid our own air bases.
Operation Detachment is set to be the largest combat deployment of U.S. Marines thus far. After landing on Iwo Jima’s southeast beaches, we are tasked to secure all airfields and destroy the Japanese garrison.
Two operational airfields are present on the island, with a third still under construction. Their capture is essential for future use, but it will also allow more effective close air support during the fighting.
In the southern-most end of the island, Mount Suribachi dominates the battlefield. This key strategic location will no doubt contain strong defenses and artillery positions.
Seizing Iwo Jima is expected to be tough, but with a strong preponderance over the Japanese garrison, intelligence sources are confident that it will fall within a week.

OBJECTIVES:
Capture Airfield No. 1
Capture Airfield No. 2
Capture Airfield No. 3
Capture Mount Suribachi
Destroy 110 ground units (0/110)

SECONDARIES:
Deal 30 damage with Engineers (0/30)—When flamethrowers have proven their use against the enemy’s defenses, a unit of experimental M4 Zippo tanks will be delivered to the Marine Corps.
Capture Mount Suribachi in 10 turns—Once the guns on Mount Suribachi have been silenced, additional forces will be available for deployment.
Secure an airfield in 15 turns—an auxiliary P51 Mustang unit will arrive to provide close air support when all enemy units within 3 hexes of any airfield have been destroyed.

Note that the airfields only count the two working ones, not number 3.

3.11.0 Deployment

64 Land CP and 25 Air CP… But only 5 supply ships at 5 HP each (so providing 10 supply each). I recommend 3 supply ships south and 2 west, with 6 Marines west + 1 Engineer, and 8 Marines + Sherman 105 south.

Make sure all your Marines are upgraded to Marines 44.

South Marines should land northward with Sherman landing northwest at the end of the line (there’s a flag point, surely it’ll be defended).

West force lands southeastward. Too bad Guam bugged out and we didn’t get the veteran Engineers promised. But at least attacking landmines (instead of using ability) counts as Engineers doing damage, and they can kill snipers just fine.

Deploy your forces as close to the southwest as possible in full lines along shore.

Catalina goes over tank transport at the east end of south line, at the bend in the shore (tank lands next to enemy flag).

Your 4 experienced Helldivers and 1 + 3 new ones (You already had a fifth lying around, make sure to upgrade it to the newer model though as base SB2Cs are a bit worse in anti-ground stats than the -3 or -4.) deploy starting around the Catalina and extending west.

You also have two CVEs and two Avengers to help bomb the enemy into submission. Also, this is the last mission of this campaign (no Operation OLYMPIC invasion of Kyushu to correspond with the US Navy campaign) so don’t be too choosy when using the non-core Avengers.

In hindsight perhaps I should have landed Engineers on south side closer to the pavement so they could move better, but what’s done is done.

3.11.1 Turn 1

AT SEA: Move Avengers and CVEs northwest, of course.

WEST: Land whole line southeast, sleep supply ships against shore.

SOUTH: Land whole line north or (tank) northwest to make continuous LZ. Sleep supply ships against shore.

Concrete bunker at west end needs experienced Helldiver to give it 1 damage to avoid an experienced Marine from taking return fire. HOWEVER, you have a problem.

Catalina flies west 4 hexes (so 2 northwest + 2 southwest) and save 2 move range to go north and see enemy heavy AA.

You see… 2 Triple 25mm AA guns. You need at least 3-star Helldivers to attack one without taking damage.

You have two real veteran Helldivers who are 4-5 stars. The 5-star one hits east 25mm and exits southwest, the other hits the west 25mm.

Now your two 2-star Helldivers can attack, one each.

Your inexperienced Helldivers can now kill them.

One new Helldiver hits each of the concrete bunkers at the end of the line to minimize return damage taken by your forces (Marine in west, empowered by general aura, and tank in east). Marine in west can pursue if he scores a kill. The regular bunker next to him can now be hit with flanking bonus and then two-shot (don’t chase).

WEST: Attack the foxhole and bunker you see.

3.11.2 Turn 2

AIR: Catalina goes 4 northeast to check for more AA around that artillery, then 2 southeast to go to safety. The artillery has two light AA guns covering him, and a heavy. You will need to start with your most veteran bomber hitting the tripe 25mm two hexes northeast of the artillery and exiting north, then your other veteran hits and exits south. Finish with a noob who doesn’t move after killing the triple 25mm.

Experienced (about 2.5 star) bomber hits 20mm gun to the west, exit north, then another 2-star bomber hits heavy AA gun and exits south

You have a bomber which can’t reach the AA guns, that’s alright.

WEST: Engineers move southeast a hex and kill the foxhole the BBs didn’t slag if it wasn’t one-shot last turn, and pursue. This allows flanking bonuses vs the Banzai Infantry (first hit by second Marine from north, should pursue as third from north can reach forest to the east for the kill and still hide from the enemy heavy). Generally, the whole line probably moves downward.

SOUTH: I sent general to attack west bunker from southeast, pincering with west landing hitting from north, but they one-shot the bunker due to the flanking bonus.

Next three units, the ones on the wings pincer the bunker and kill (use flanking bonus), middle one rushes into the VP

Move the tank southwest two hexes through infantry-scouted area, to contact with a concrete bunker.

Your two Avengers and remaining southwest-most Helldiver can hit the heavy infantry near where the tank used to be.

Now the first unmoved Marine from the west, south-southwest of the tank, can move north-northwest to pincer the bunker. No flanking indicator shows due to the sniper north of tank. Tank kills bunker but does not chase.

The next Marine immediately south of tank can’t one-shot the enemy infantry on the next village up so have it wait for now. The two further east however… can swat away the heavy infantry for 3+/0+ if it’s 2.5-star like mine was. Don’t pursue though as there’s a foxhole to the northwest of the highway junction. Eastmost Marine of course attacks the regular bunker.

The idle Marine south of tank can now go northeast of tank and kill the damaged sniper, then pursue.
US Marines 11: Iwo Jima Pt 2, 3.11.3 -- 3.11.4
3.11.3 Turn 3

Kill the two AA guns with new core bombers if they are 1 HP, with experienced bombers if not. Be careful to NOT exit the heavy AA attack over the artillery to the southwest.

Kill the 1HP heavy that still bombarded you this time with a new core bomber.

Both non-core Avengers hit the artillery, then both veteran (2.5 star) Helldivers hit for the kill (unless it went down to 1 HP in which case kill with new Helldiver.

Last new Helldiver (or veteran) hits the Marine next to airfield (where there is a heavy). Elite bombers hit heavy on airfield and infantry 45 on the VP south of airfield.

Engineers move north-northeast along road.

Check your units’ move ranges. In the west there should be three units (from end of road on down) that cannot hit any enemies to the east right now, but the next unit up, and the next unit to the east (southwest of the village flag point you captured) can both attack the enemy infantry on the village with some storage cylinders (silos or tanks). The western unit can hit from northwest for flanking bonus, for 4 damage, but do not chase. The southern unit that can now step onto road can leapfrog up onto the VP and kill the enemy infantry.

Now quick-save.

The unit furthest due south from airfield (southeast of the first village you captured earlier) can run straight up along the safe, scouted front line. However, it cannot guarantee knocking off the Marine to its northeast. If you don’t enjoy save scumming (loading saves takes an annoyingly long time in this game), I suggest the following:

Easternmost unit, directly south of enemy sniper, knocks it back but does not chase. The Marine two hexes to his west moves up to fork in highway and kills sniper, do not chase. The Marine on the flag between those two moves north two hexes to… oh there’s enemy infantry and snipers ahead. Okay move tank up south of the foxhole and hit for 5, then have the Marine displace the foxhole to break contact with enemy.

Quick-save again.

The furthest-south Marine straight down from airfield should not be able to run up to airfield and push the enemy Marine east of it back (pursue to clear road). Next guy from the south on first VP captured can hit heavy off airfield. Next guy leapfrogs up to airfield and…

Review your western units. Two (beach and southwest hex of forest) can go touch the bunker, one (northeast hex of forest) can move up to kill the heavy or Marine in theory. This means:

Hit bunker with beach Marine from southwest (forest) hex. Furthest-back Marine comes up, kills bunker, and pursues to clear road. Now the northeast-woods-hex Marine can come up, kill the heavy (might as well pursue as the bunker-killer is in range of enemy heavy’s mortar anyhow so can’t just have whole line rest a turn that easily).

Airfield Marine of course kills the enemy Marine to its northeast and pursues.

Southwest three units rest, they’ll be assaulting Mount Suribachi soon enough.

Catalina can do whatever, I sent him three northeast and then east along road outside AA envelopes.

CVEs continue to close with coast, though they are no longer really needed.

3.11.4 Turn 4

Land units: Withdraw to the line diagonal from airfield, such that no unit is exposed to enemy artillery this turn, all other units not withdrawing rest/heal.

SOUTHWEST: Leapfrog up, oh a sniper! Kill him and pursue to spot foxhole, move up to touch other sniper and… there is another foxhole.

You have one Helldiver which can reach the foxhole, the elite (4-star probably, not the 5-star that was used for more critical airfield attack) that attacked the village south of airfield last turn.

Avengers and new Helldivers all attack the enemy Ha-Go light tank… er, if you need to vacate airspace, your veterans and elite should go mug the heavy infantry to the north, with a new bomber killing (if the Ha-Go took 5 hits to kill)

Catalina flies west-southwest to provide vision for battleships.

CVEs approach depth line to west and to north and sleep when they reach it.
US Marines 11: Iwo Jima Pt 3, 3.11.5 -- 3.11.6
3.11.5 Turn 5

SPECIAL EVENT: SECOND WAVE
Additional manpower and equipment have arrived to support the deployment of additional forces.

15 more Land CP is a lot, but of the 29 CP we have now, we have only secured 20 more supplies on the island (the flags have reached the tops of the poles). We’ll deal with this later in the turn.

SOUTHWEST: General attacks for 6+ and one-shots sniper who ran between your units.

Unit touching foxhole kills it and pursues to touch fortress… and tunnel entrance and another foxhole.

Your next Marine moves up north of foxhole and… 3/0 expected? An elite Helldiver hits foxhole for 2+, so bomb it and then Marine… this kill is not guaranteed, but the ally battleship will finish it.

MAIN FRONT:

Your rested Marines… the one furthest back, northwest of the village with cylinders (village due south of airfield) can run east along highway to hit the concrete bunker there, but don’t hit it yet.

Your beach Marine in the east can only move one hex northeast to attack concrete bunker. Then the runway marine kills and displaces concrete bunker. The next guy farthest back runs northeast along the runway south of the lunge miners and knocks them back.

The dug-in infantry in the woods southwest of the bunker (just north of one of the runways) can be hit for 3/0+ by your tank, but this is not satisfactory. Hit with both Avengers before using tank to kick them two hexes north (do not pursue)

SAVE THE GAME.

This fled Marine… you can check your units and find that the west road Marine can hit him (if there’s nothing in the way), but west road, airfield, and one behind them need to rest having retreated last turn.

The runway Marine south fo airfield can come up north of tank and… sniper to the north provides a great target for woods Marine to the west, north of the road. Run that guy up and attack sniper. Do not pursue.

On east side of this cross-branch runway, run that Marine up south of bunker, run Marine southeast of airfield VP up southwest of bunker. Bomb this infantry ahead with elite bomber, then push him back (pursue).

Now move the last Marine from the runway to the woods southwest of bunker and attack. If it does not one-shot, finish with Marine to the south (and pursue) because the airspace over it is probably occupied. Bring over a new Helldiver to finish the 1HP lunge miners.

Engineers move east… because I didn’t consider that they don’t benefit from roads.

…There is a Type 41 75mm artillery to the north that can reach your foremost Marine. This is intolerable. The 20mm AA covering it is quite bad, so you can kill the artillery and exit outside the AA range using one veteran and two new bombers.

The last new bomber kills the 1HP enemy infantry and…

SPECIAL EVENT: MUSTANG
A squadron of P-51 Mustangs has flown into the first captured airfield on Iwo Jima. Whiel not designed as bombers, these machines should provide a welcome close air support.

Er, speaking of close air support, perhaps I should have put the ace pilot on a bomber, I’d forgotten all about him.

These Mustangs… are useless, they can’t even reliably damage an AT gun! Well, have them strafe the 3HP enemy infantry to the northeast anyhow… whoa that actually did 1 damage (due to rounding on HP display?) so your other veteran Helldiver can go and… maybe kill them. Not bad!

Catalina should fly north to reveal enemy artillery east of the 20mm AA, which you will have to force with your bombers.

BEFORE ENDING TURN: We can deploy 20 Supply worth of units. The question is whether it’s worth the trouble when the flags further up are about to go up enough to deploy there instead.

I say yes because the units you deploy this turn can attack next turn, but that’s only really relevant for ranged units, such as… Upgrading the 70mm mountain gun you captured to a M12 155mm GMC (self-propelled gun which can attack after moving far) and deploying it on the dirt road north of the one village you can deploy near. You can even buy a second one if you like (I did for amusement, due to too much money and Land CP) and put it in the village.

Your CVEs should really move toward northeast end of island, as that end of farthest from airfields.

3.11.6 Turn 6

SOUTHWEST: Get two guys in contact with fort to see the tunnels both southeast and northwest of it. Your general will only be able to attack the southeast tunnel, but your bomber can hit fortress and then your two Marines can two-shot it.

SPECIAL EVENT: FLAGS OF OUR FATHERS
US Marines have climbed and captured the top of Mount Suribachi. After raising their flag – attached to a steel water pipe found among the wreckage – the first US flag now flies over Japanese soil.

Wait, I thought Saipan was the first integral Japanese territory to be liberated? Even the text from the Saipan mission supports that? Well, at least we got 10 Land CP and 2 units of Infantry 45… Move these guys up to beach, they can guard the airfields I guess.

WEST: Move Engineers up 2 hexes… well this means your SPG can’t move north as far as theoretically possible, but that’s fine. Your farthest-back Marine to the west can only move on road up to hit the snipers ahead, which is a problem…

The Marine immediately west of the airfield (second from the west) can move up two hexes south of concrete bunker. However, your tank can also get to this same hex (though without
spotting for safety to its east). Send the tank, so that your three westmost Marines can leapfrog up, kill one sniper, move into woods to knock back the other and then chase.

The lead marine touching the snipers (whose place has to be vacated for last Marine to come up) goes around snipers and kills concrete bunker from southwest, pursue.

EAST: That Sniper that retreated… no need to specifically care for him, move beach Marine up to hit bunker from south for 5+ (good chance of one-shot), then weave a Marine east to hit sniper from south. You saw where he fled to, so you can leapfrog runway Marine up and kill him.

Now you have 4 Marines in the middle who can advance, you can see a sniper ahead, an entrenched Marine on road junction, and heavy/mortar team on the airfield VP. If you move more than 1 hex up, there is also a half-health enemy artillery.

However, you have a P51 and seven Helldivers. Use P51 to hit 20mm AA west of artillery, hit with elite Helldiver and exit north or northwest (get the cruiser to the north into the action by spotting a bunker for him). One veteran Helldiver should be able to kill, but if needed finish with a noob.

Two noob bombers kill the artillery and exit west out of AA range.

Tailing Marine moves southeast of sniper and bats him away… oh there are mines south of the airfield VP! Great for the Engineer damage mission!

You need to remove the AA gun covering the heavy on airfield before you can bomb it safely. Luckily, you don’t need to care for safety because you can move your M12 GMCs up northeast along runway and…

…What do you mean they can hit AA for 2+ but the heavy only for 1? Fine, hit AA gun with one M12, then kill with veteran and new Helldiver.

Other M12 hits heavy, and now a veteran Marine can hit for 3+/0 and push heavy off the airfield VP.

Your lagging Marine moves up and kills sniper, trying to flank by pursuit is not ideal as there’s a foxhole north of him, but if you did that’s fine. Hit enemy Marine with last Helldiver, and hit again with Marine from south, he might get one-shot from 4 HP, or not, do not pursue if you don’t already have a unit in range of the foxhole to his northwest (if you do, though, pursue to reveal the infantry 45 in the woods to the north).

Catalina flies a few hexes north, then goes west or northwest to avoid AA ranges.

BEFORE ENDING TURN: Upgrade and deploy your other 7 units of Marines as far up as possible… or on airfield runways. You have 6 Land CP left so I went and upgraded Stuart to another Sherman 105mm and put it on the airfield runway northeast of the fuel dump (all those cylinders).
US Marines 11: Iwo Jima Pt 4, 3.11.7 -- 3.11.8
3.11.7 Turn 7

Apparently the heavy you knocked off second airfield can randomly decide to suicide against your Marines instead of mortaring (as it did when I ended Turn 6 while forgetting to deploy more forces).

Your new Marines cannot reach front line this turn except the eastmost one on the runway, but your new Sherman can also hit that concrete bunker from the south… oh wait there’s an AT gun behind it to dispose of first. Well, leave that be for now.

SOUTHWEST: Bomber damaged and Marine kills foxhole (do not pursue), general kills tunnel to the east and other Marine slides northwest to get flanking bonus vs tunnel.

Non-core Infantry comes ashore.

OTHER: Engineers run northeast.

EAST: On east side, the new Marine that ran up airstrip can hit the concrete bunker, sure, but the guy in the road woods northwest of him should move up, kill the AT gun and pursue to give flanking which lets the new guy one-shot the concrete bunker and push in.

The new tank attacks the sniper to the southeast and one-shots him, leaving the two Marines behind the tank unable to attack while advancing this turn. If this doesn’t one-shot then pursue and kill the sniper.

WEST: The furthest-back Marine that can still attack this turn should run north two hexes and kill the AT gun, then pursue to check for enemies. There’s nothing, so the flag Marine west of him slides 1 hex up and one-shots the 4-HP bunker (from BB bombardment over the last few turns) but does not pursue. Marine from the south woods can run up and one-shot this bunker now.

Next Marine to the east moves north a hex and one-shots the foxhole on road. Pursue to find nothing to the north.

Catalina flies west to check for any AT or arty behind the bunkers, there’s nothing, then doubles back northeast.

Damaged Marien on road junction moves north into woods (why does the AI love to break entrenchment?) and kills the infantry that attacked it. Pursue to give flanking to the last idle Marine on west side, who can run north 2 and northeast 1 to end up northwest of the bunker… though predicted one-shot sometimes fails unless it was 6+/0, unfortunate. But that’s easily cured by a new Helldiver.

You have two idle Marines in the center, not counting the new folks who have yet to move up. The lagging one can leapfrog up to engage bunker by the runways from the runway (possible one-shot). Leading one can now use the spotting information to safely run along runways (doubling back is more move-efficient apparently) to engage the bunker to the north, but 5/0 will not one-shot it.

To solve this, move both M12s up through the gap in the woods. Rear M12 hits this bunker so your Marine one-shots it. Front M12 can hit enemy AA gun to the east of this bunker.

Bomb this AA gun with veteran bomber, then a noob kills.

The artillery to the east… hit with a non-core Avenger… Oh dear there’s another AA gun to its south-southeast. Hit the AA with elite bomber, then kill with noob.

Mustang attacks artillery too, then noob Helldiver kills.

You now have one non-core Avenger to use, I suggest the Banzai infantry by the second airfield’s runway.

WEST: You have a Sherman 105 which can either attack AT gun and risk damage, or safely attack concrete bunker. Obviously attack the bunker.

Of your 6 new units, I suggest 2 go north and 4 east.

3.11.8 Turn 8

WEST: Marine south of Sherman runs up and finds nothing which lets the two Marines west of him run up two hexes each in sequence.

The first of the new Marines coming up can in fact hit the AT gun by running along road, do so, leapfrog another unit up to kill AT gun, but don’t pursue as you want someone else to come up and two-shot… never mine there’s a foxhole northeast of the patch of woods to one-shot.

Marines attack the west bunker, failing to one-shot means tank hits from southwest but doesn’t pursue to avoid exposure to fire.

Engineers run up northeast and kill minefield by attacking it. This counts as damage dealt by Engineers.

Last idle Marine leapfrogs northeast.

SOUTHWEST: The area was auto captured because there are no more enemy units here.

Mountaintop Marine slides north and kills tunnel, other two go northeast. Shouldn’t have sent general here but oh well.

New non-core infantry rests.

EAST: Rearmost unit that can leapfrog up to hit enemy is at the end of dirt road by east branch of southern airstrip, it can run up and one-shot the bunker that got bombarded by BBs before. The next unit up can run up to entrenched Marines and find 3+/1 which is not good value…

Fly the Catalina northeast to scout the north side of island, nothing really important there spotted, so bombers and artillery can be less constrained.

That Shinhoto Chi-Ha on the second airstrip, hit it from southeast with a Marine to knock away and reestablish contact with cut-off Marine. Pursue so the cut-off Marine can also slide northwest to hit with flanking. Damaged Marine by airstrip then kills and pursues.

Mustang (you could also send this against the kamikaze coming in the northwest) and Avengers can hit the Banzai Infantry to try to discourage them from rushing your position in center. However, your westmost Helldiver in this main front should hit the Marines 44 blocking your southern advance… AFTER hitting the Marine and heavy with your M12s.

For your rearmost units that can’t move east far enough to hit enemy, they should go north to bolster center and screen artillery (before the non-core infantry get up here to do the job).

Your Marine touching the enemy Marine can now knock them back reliably, however your last Marine on the road can’t leapfrog up far enough, so should go north-northeast toward middle airstrip to join that.

The next three Marines and the tank behind them on scorched land, however, can all reach the enemy heavy and the fled enemy Marine. Use the least experienced one first to move up, kill Marine and pursue.

Now the tank can come up the shore and hit with flanking bonus which… causes the enemy to flee, not great as no one else can reach, so pursue with tank and kill with two noob bombers that exit eastward to spot AA gun for battleship support fire.

You have one elite, two veteran and a noob Helldiver left to allocate. I suggest noob hits Banzai infantry near airstrip, and the others all hit the infantry 45 camped on east end of airstrip.
US Marines 11: Iwo Jima Pt 5, 3.11.9 -- 3.11.14
3.11.9 Turn 9

The kamikaze is coming south instead of attacking ally cruiser? Alright, we have a Mustang so that’s fine.

WEST: Flag point Marine behind tank goes southwest of concrete bunker but spots nothing else, so attack. West road Marine goes up road and kills. Next Marine east runs up road to one-shot next bunker and pursues to find enemy Marine ahead. Tank follows up, anyone damaged heals.

Bring Avengers over to hit enemy Marine ahead, then hit from south for 2/0 with a Marine.

MIDDLE: 8HP Engineers run up runway and kill the Infantry 45 that ran up to you like an idiot.

Leapfrog up until you know you can run up to and one-shot the Banzai Infantry at the end of the runway. Heal any units that need it after using them to probe ahead… Aw there’s a foxhole northwest of the dirt road end, in a column one hex east of the runway crossing point. One-shot and pursue to find lunge miners (AKA Engineer Food)

SOUTHWEST: the three Marines move northeast toward roads to rejoin the main forces, non-core infantry move toward roads too as they need to catch up the M12s. Elite Helldiver lands to refuel.

EAST: Both M12s advance northeast, with Marines escorting.

To help find targets for the artillery, leapfrog forward along south road. A foxhole by roadside in jungle? The Marine south of road can only move up to this same hex, so this hex must be vacated by pursuit, that means this Marine to find the foxhole must hit SECOND…. Leapfrog another Marine forward first, two-shot foxhole and vacate road for off-road Marine to get on.

I suggest Marines move north to hit bunker and tank kills. Ignore the sniper next to bunker for now.

Now there’s enemy artillery ahead, northeast of the small mountain, but there’s AA gun next to him, which only your lead M12 can hit. Do so, then hit with elite and veteran Helldiver to remove the AA.

The 1HP AA gun on south road can be removed by a noob Helldiver.

You have 4 Helldivers that can hit the artillery, three noobs should do the job so your remaining veteran can hit the mountaintop heavy infantry AFTER your remaining M12 hits him.

Catalina can fly southeast but needs to be careful as there is a heavy AA gun east of the north mountain.

3.11.10 Turn 10

Catalina can continue southeast a bit but beware AA, you probably end up flying south by east overall.

MID: Engineer moves up and beats up Lunge Miners, but does not chase. Re-launch the helldiver that refuelled, and move all the southwest units up.

WEST: Lead Marine slides up so tail Marine can leapfrog up and knock away 3HP enemy. Mustang and both Avengers attack entrenched infantry so lead unit can knock them back. Tank moves into Nishi and kills infantry to the north. Two Marines attack concrete bunker for 2/0 and 2+/0. Last two units move up along road or over open ground

MID: Leapfrog forward, kill the Infantry 45 that ran up… oh Lunge miners spot you for the mortars anyhow? Okay pursuit out of woods to be next to heavy doesn’t matter… oh a foxhole. Well, you have a unit you know can hit the lunge miners (coming up from fuel depot) and another two runway units that can two-shot the foxhole.

Lead and lagging M12s switch location if you run up to east end of runway and the scorched hex south of that. Both should shell the heavy in the village northeast of runway, as the heavy that could mortar them will be removed by bombers shortly.

Tank hits Engineers out of village… oh there’s an AT gun that didn’t do damage. Marine on road south of tank moves into village and kills Engineers, then pursues. The two Marines south of village slide northeast and hit AT gun and foxhole.

Knock away the sniper with a Marine, you now have one Marine left to work with and a flock of bombers. 3 noobs will kill, you only need 2 so your Marine can kill and push the enemy off the mountain. As for the others, the heavy in Motoyama to the north and the foxhole near beach road are easy targets for XP.

3.11.11 Turn 11

WEST: Engineer moves up and hits AT gun, Marine to the west kills AT gun and pursues. Marine east of Engineers moves up to hit enemy infantry with flanking. Antoher Marine to the north slides northeast along concrete bunker to flank and finds AT gun which it hits.

Marine south of Nishi kills bunker so leapfrogging drive back AT gun. Sherman can now hit the enemy Marines that just came up for 2/0. Leapfrog forward to knock away the Marines, then someone moves up to bunker to find lunge miners next to tank—chase them away.

AIR: At least two experienced bombers land at forward airfield this turn (Airfields can launch 2 per turn), ideally 4 or more, while everyone else flies for the rear airfield (can land at either next turn). You’ll need to repair some bombers, probably.

Your refuelled elite flies back toward front.

EAST: Make sure to take the mountain flag, slide the two Marines south of mountain northeast and kill sniper and AT gun (may require south-most Marine to move northeast to finish, pursue to find sniper). Tank hits bunker and Marines finish it.

MIDDLE: Leapfrogging up from the rearmost Marines on runway and the dirt road north of it will allow you to kick away construction group and the AA north of the construction group. Your M12s should hit the Banzai infantry west of the road that you saw when hitting AA. This lets an east side Marine run up and knock them away. Your other three units… one clears the lunge miners so the other two can two-shot bunker and pursue to escape the foxhole to the southeast.

Catalina flies north-northeast, avoiding AA ranges. Mustang can go do whatever.

3.11.12 Turn 12

AIR: Relaunch 2 full-HP Helldivers, repair others as needed, land all others, probably you have 3 in your back and 4 in front airfield after this.

WEST: Engineers kill the infantry that attacked it just now. You should need 11 more Engineer damage, which means taking a couple turns to heal Engineer and then walk over the two minefields you can see. Just don’t accidentally win the scenario by clearing Airfield 3 before that’s done with.

Sometime this turn, you should get…

SPECIAL EVENT: VICTORY AT HAND
While sporadic resistance still takes place across Iwo Jima, the vast majority of Japanese forces has been destroyed. The island has already been declared secure by some of the more optimistic commanders.

Of course, you could just hold off on capturing the third airfield until you’ve exterminated all the demonspawn on the island… that’s exactly what I’m going to do then. Oh, and a half-HP Ally B29 flew in from the west after this turn, presumably due to this event. Also, an enemy aircraft spawned over there, might want to send P51 to check it out…

3.11.13 Turn 13

Remember to rest your M12s occasionally to let them reorganize, and to keep them protected behind a screen of Marines from anything that might want to rush them.

SPECIAL EVENT: EMERGENCY LANDING
While the fighting still rages on, a damaged B29 Superfortress bomber is already approaching for an emergency landing on Iwo Jima!

How does that Ki-43 (even as a kamikaze) have the range to get here? Well, your P51 can intercept it now.

3.11.14 Turn 14

Why is the B29 flying for Airfield 3 which clearly has the shortest runway? Turns out it will automatically go to Airfield 2 if someone’s occupying Airfield 3 and Airfield 2 no longer has a hangar on it, not sure which.

Turns out even 4 HP Engineers can do 6/2 vs a minefield.

SPECIAL EVENT: SHERMAN ZIPPO
A unit of Sherman M4A3R3 “Zippo” tanks – equipped with a flamethrower – has arrived. With a range of approximately 100 yards and have a firing time of almost three minutes, these may prove very effective at clearing Japanese positions.

Grammar is off, but whatever.
US Marines 11: Iwo Jima Pt 6, 3.11.15 -- 3.12 Campaign End
3.11.15 Turn 15

Continue the attack.

3.11.18 Turn 18

It seems there are only 118 ground units counted on Iwo Jima.

OUTCOME EVENT: VICTORY
Tremendous casualties have been suffered from unexpected Japanese discipline and change in their defensive tactics. The hell endured on Iwo Jima has furnished an unquestioned reverence for the Marine Corps, ensuring its institutional survival.

The first time around I finished on Turn 13, so I was surprised by the Turn 14 bomber event.

3.12 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
Travelling across vast ocean expanses, the Marine Corps has pioneered and mastered the tactical requirements of amphibious warfare. While the Navy, Army and Airforce all played a major role in the war, final victory on the ground was assured by the Marines.

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).
Burma Road 1: Operation Krohcol Pt 1, 4 -- 4.1.5
4. Burma Road

The British Empire, already struggling in the war with Germany, suffers another gruesome shock when Japan launches a major surprise offensive across the south Pacific.

4.0 Burma Road Details (Second Lieutenant/Easiest Difficulty)

CAMPAIGN EVENT: JAPAN STRIKES
Following increasing tensions with the western powers, Japan has launched a widespread surprise offensive against its adversaries. British forces, already drained by two years of war with Germany, must now resist the battle-hardened Japanese across Southeast Asia.

4.1: Operation Krohcol

Thailand – December 1941,
Japanese troops have landed on the Malayan Peninsula as part of their widespread offensive in Southeast Asia. To challenge this invasion, an ad hoc British force has launched a pre-emptive attack into Thailand.

SPECIALIZATION: No points yet.

BRIEFING:
In an effort to challenge and delay the Japanese advance from their beachheads in Malaya, British and Commonwealth forces have been assembled for a pre-emptive attack through neutral Thailand.
We cannot predict how the Thai will react to this violation of their territory, but must be prepared to face resistance from some of their security and police units.
Our ultimate objective is to reach The Ledge: a narrow road wedged between hills on one side and a river on the other.
By blowing up the hillside, this route should be blocked and thus significantly delay the Japanese advance.
Further to the west, a column of Indian troops is tasked to secure additional Thai border checkpoints.
This should prevent the Japanese from using this major roadway for their advance into Malaya.
Finally, a third column is expected to arrive soon on the eastern-most road.
It is important that – unless our flanks are threatened – each column pursues its own objectives.

OBJECTIVES:
Capture and hold Betong
Stall the Japanese Advance—Resist the Japanese forces for the duration of the battle, or complete all other objectives.

SECONDARIES:
Destroy the Hillside Rocks to block the Ledge (0/2)—An elite fighter squadron for use in the following scenario is awarded for completing this bonus objective.
Destroy 3 Japanese tanks (0/3)—A unique Tank Commander is awarded for completing this bonus objective.
Capture both Thai checkpoints (0/2)—+1 Specialization Point.

NOTE: It’s very odd for the three tanks secondary to highlight specific map locations… Well, let’s get going.

4.1.0 Deployment

300 Resources, 10 Land CP

I suggest 2 Gurkhas in your eastern spawn points, and an Oerlikon Portee in westmost spawn point to be able to cover the Indian column without crossing jungle. At higher difficulties you’ll need two Bofors in the west to kill the enemy bomber in one turn, but not yet.

4.1.1 Turn 1

Engineer sweeps mines.
Heavy infantry advances down road and pushes back Thai police.
Infantry that’s further back moves northeast and kills Thai police, then pushes in.
Infantry leapfrogs forward toward Betong as far as it can go along road, but finds police 2 hexes north of your flag VP where your Gurkhas are. Attack, if it doesn’t push back, bring the back Gurkha up and push enemy away, then last Gurkha advance into tree line to kill and push in toward Betong to find Thai Heavy Police.

Oerlikon Portee advances up west road as much as it can and stops southeast of the VP.

4.1.2 Turn 2

SPECIAL EVENT: SECOND COLUMN
The supporting column of Indian units has begun their advance toward the Thai checkpoints. They report taking fire from Thai Royal Police units and Japanese aircraft.

WEST: Oerlikon Portee moves up a hex and kills the Japanese bomber.

MIDDLE:
Engineer moves up along road to touch enemy heavy, spotting and pushing back Thai Police northwest of Betong.
Heavy moves up along road and hits enemy heavy.
East Gurkha flanks enemy on Betong and knocks away. West infantry moves up along road and then urban area to finish heavy.
Remaining Gurkha follows to north of Betong and may or may not kill the Thai Police to its northwest (4 predicted vs 3 HP still let them get away.
The remaining British infantry can hit the west forest police with Engineers providing flanking.

4.1.3 Turn 3

SPECIAL EVENT: THIRD COLUMN
The final column has arrived, composed of Australian units. Their anti-aircraft guns will also prove useful against the Japanese air attacks.

You get 4 more CP. I recommend 1 new Gurkha (A 5.5 inch gun would in theory be great for dislodging the enemy heavy infantry from the mountains by the Ledge, but trucks and forests go very badly together, even with highway, and I don’t think we need that much effort at this difficulty level) at the highway deployment hex by Kroh.
Note that the Australian area and your supply zone are linked across bottom of map already.

EAST:
Notice the Japanese seem to be advancing down east bank of the river, and you will have to fight them? Well, don’t be so sure about that.
Infantry slides northeast and hits jungle cop, then heavy hits from south. Don’t chase.

Other infantry runs past police to kill from bend in road. Tank moves up and pushes police back. AA gun runs up along road to hex tank just pushed from, and kills 1 HP aircraft.

MID: Heavy moves northeast and hit entrenched police. If it didn’t budge, East Gurkhas move around to hit with flanking. If it budged, Gurkha slides northeast and hits again, probably kills.

MIDWEST: Engineer moves northwest and hits the 2HP cop to the north (somehow expected 4 damage can fail to kill a 2HP cop, probably as the pursuing unit is slower), also spotting a 1HP aircraft over jungle for your Oerlikon Portee to come kill.
Gurkhas kill the 4HP enemy police with flanking so your infantry can finish 1HP enemy. Lead infantry kills 2HP police on forest road bend, and pushes in to spot armored car ahead.

WEST: Oerlikon Portee moves into jungle to kill the 1HP enemy aircraft, of course.

4.1.4 Turn 4

EAST: If the armored car came this way to attack the 2HP Thai police in front of your tank, move the road infantry up to kill the police, and push in to find… Thai Heavy Police in river, under a Japanese bomber. Knock the armored car back along road with your tank (do not push in), and move AA gun up road (touching both units) to cover both units and hit the bomber.
The back two guys move up, heavy has priority.

WEST: Oerlikon Portee moves up road toward front line which may soon (Turn 5) get bombed again (or the bombers might go for the Thai police in middle instead). Too bad the Matilda will be an idiot and block your optimal hex, but you can go off road next to him (why do the Indian troops not obey the British officers in this scenario? Would it make it too easy?)

MIDDLE:
That’s some annoying Thai Police dug in ahead you’ll need to push back (let them soak the Japanese attack), with minefields 2 hexes north of the road bend too!
Don’t forget to move your new Gurkha up. Also, when moving Engineers up (to Betong to get to road ASAP) remember to heal (You probably won’t be using them again so cheap-heal if you want)

4.1.5 Turn 5

Elite-heal any infantry who is 8HP or less, probably the guy you had clearing the mines north of the bend in the road..

WEST: It seems if you send the Oerlikon to aid them the Matilda will move past the minefield, good. Keep moving it forward.

MID: Your middle group can kill armored car, the lead enemy infantry, and (with light tank from east hitting first and your heavy second) the lead enemy light tank this turn.

EAST: AA gun should be able to hit a bomber by moving northwest onto difficult terrain. Your rear two units can run up to stop the Japanese infantry in river (heavy hits for 2/0 first, then infantry form the further hex it can reach, don’t pursue), while your lead road infantry can go hit the next Type 94 so that your tank won’t take too much damage (or, if 1HP enemy infantry stops you from attacking the western light tank with your tank, use this infantry to clear the way).
Burma Road 1: Operation Krohcol Pt 2, 4.1.6 -- 4.1.10
4.1.6 Turn 6

ANTI-AIR: Oerlikon probably get some good shots in.

EAST: You probably need to pull your tank back for repairs and rest.

The most annoying part of this method is that if an enemy tank goes in the river, you’ll probably have to chase across the river to kill it, unless you carefully knock it so that a riverside unit (or two, if it escaped at 2 HP) stepping into river for this turn can kill it.

I DO NOT RECOMMEND PUSHING THIS TURN. You should rest and recover most of your units outside mortar range, and let the enemy squander their energy moving past you.

4.1.7 Turn 7

There’s the third tank which you should kill this turn. The commander is +3 Mech attack and +2 Mech Defence, so in theory great in tanks, but for now put him with a Gurkha unit that’s most rested and ready to go.

You should also be able to kill the last enemy bombers this turn. If your Oerlikon killed the target last turn in one hit it might be able to rest.

You can take it from here, I trust. You’ll be able to start rushing the second checkpoint on about Turn 9

4.1.10 Turn 10 (Or whatever you take)

OUTCOME EVENT: VICTORY
While the Japanese advance into Malaya has been significantly delayed, the general disarray of Allied forces in the region largely negates the success of Operation Krohcol.
Burma Road 2: Force Z, 4.2 -- 4.2.15
4.2: Force Z

South China Sea – December 1941,
The British naval squadron Force Z – including battleship Prince of Wales and battlecruiser Repulse – has been dispatched to intercept a Japanese invasion fleet. On* route, however, it is detected by the enemy and subjected to heavy air attacks.
*Typo: The Briefing shows they know it should usually be “En route”.

SPECIALIZATION: 4 points can’t buy anything worth bothering with. I’m an elite infantry enthusiast, not one for special operations.

BRIEFING:
Force Z had been dispatched to intercept Japanese troop transports en route to the Malayan Peninsula
While on* route, the squadron has been spotted by the enemy, however, and soon came under intensive attack from Japanese aircraft.
Both the Prince of Wales and the battlecruiser Repulse have already taken a serious pounding.
To aid the ships in need, fighters from Kuantan must be scrambled immediately!

*Typo: Inconsistent use of “en route”…

OBJECTIVES:
Defend Force Z
(Later) Protect the British destroyers

SECONDARIES:
Shoot down 10 Japanese aircraft (0/10)—For his bravery and skill against the Japanese Air Force, a fighter pilot will be promoted to Air Commander.
Do not lose any destroyers—+2 specialization points.
Sink at least one Japanese ship (0/1)—A unique Bomber Aircraft Commander is awarded for completing this bonus objective.

4.2.0 Deployment

We have to clean up after the idiot (Phillips) who rushed in blindly and then got scared. Too bad we can’t move his ships to huddle by the shore. Also, remember that your fighters get elbowed out of the way by bombers if they park on top of a bomber target.

It seems there is NO DEPLOYMENT PHASE for this scenario!

4.2.1 Turn 1

HISTORICAL EVENT: REPULSE LOST
When battlecruiser HMS Repulse had taken a fatal hit, its captain ordered the crew overboard. Shortly after the hip listed heavily to port, rolled over and finally sunk with heavy casualties.

Buy and deploy a Spitfire Mk. V B (the best fighter you have access to) over the airfield east of Kuantan.

Fly your short Sunderland due northeast, which spots the floatplane, but leaves the hexes north and northeast of it clear. Two-shot the floatplane with your Buffalos.

4.2.2 Turn 2

SPECIAL EVENT: REINFORCEMENTS
Additional aircraft squadrons are ready for deployment. They should be launched immediately and head for the survivors of Force Z.

The scout and Buffalos fly due northeast so the Buffalos can both hit lead enemy fighter. Your first Spitfire follows scout (fly north-northeast).

Buy and deploy 3 more Spitfires in the front line (northeast-most row) near Kuantan.

4.2.3 Turn 3

SPECIAL EVENT: FIGHTER ELITE
A veteran fighter squadron has been formed, composed of pilots who gained combat experience during previous operations.

The damaged enemy fighter went north, so racing north with your higher-HP Buffalo (not blocked by biplane) should be able to catch and kill him. The other Buffalo goes between DD and biplane (so it can cover DD) and attacks biplane.

Lead Spitfire between DD and PoW (Prince of Wales) to cover both, attack the bomber over PoW.

The Hurricane and one of your Spitfires down the 5HP retreating bomber flying north from Kuantan while the other two fly on toward the main battle.

Sunderland flies north to spot the retreat path from PoW.

4.2.4 Turn 4

Lead Buffalo and Spitfire finish 2HP retreating bomber.

Down the 2HP bomber over PoW with Hurricane (possible one-shot). Hit the other bomber near PoW with whatever you can. Even the damaged (about 6 HP) Buffalo will do for a second or third hit. If the enemy was dumb enough to suicide enough bombers onto PoW you get…

SPECIAL EVENT: VENGEANCE
Lieutenant-General Percival himself sends you congratulations for making the Japanese pay dearly for the sinking of Force Z. As a reward, he has assigned an ace pilot to your command!

+2 defence, radius 1 isn’t too bad.

4.2.5 Turn 5

HISTORICAL EVENT: PRINCE OF WALES SINKS
The battleship HMS Prince of Wales – a sitting duck after taking serious damage to its propulsion – now sinks beneath the waves. As survivors fill the water, our focus must shift to protecting the rescue operations.

It blew up from 9 or 10 HP.

Move Sunderland southwest (to north-northwest of the PoW’s sinking) such that your vision and radar can reach western map edge. You see a Japanese fleet with CL, DD, and DD at what seems to be the back. Flying a Spitfire over will show it’s not the back at all, there are still two supply ships behind them (no transports seen). Move spitfires in that general direction.

Buffalos head for refuel, and to get rid of that bomber hitting oil tanks near Kuantan.

4.2.6 Turn 6

HISTORICAL EVENT: SQUADRON 453
A group of Buffalo fighter aircraft has arrived to assist against increasing Japanese activity.

Fly these north-northeast toward the DDs, fly Vildebeest dive bomber north. Your returning Buffalos are enough to knock down enemy bomber quickly.

Turns out killing a supply ship (with 4 Spitfires bombing it) is enough for the secondary, which gives you a +2 mech/infantry attack pilot. Well, we have no bombers yet.

4.2.7 Turn 7

The allied DDs decided to engage the Japanese column, but luckily, they didn’t shoot back.

SPECIAL EVENT: SEARCH & RESCUE
Additional destroyers have entered the region to search for survivors. They are requesting air cover against the Japanese bomber attacks.

Sunderland goes northeast again to keep an eye out, older Buffalos down the bomber near base. Spitfires go south toward refuel.

4.2.8 Turn 8

Buffalos near airfields need to land immediately, and first Spitfires needs to head to refuel too.

The other Spitfires (and one Hurricane) still have enough fuel to attack the enemy fighters, put your ace near them so his aura covers as many attackers as possible, then have two Buffalos hit from either side of ace. Make sure your Buffalos get first shot on each enemy target from within ace protection aura.

Vildebeest might as well go help kill the second enemy supply ship, if ally DD doesn’t do it first.

4.2.9 Turn 9

Fighters return to refuel. Re-launch the Buffalos you landed last turn. Your three newer Buffalos can go kill the fleeing fighter.

4.2.10 Turn 10

Refuel fighters, send re-launched Buffalos northeast toward the DD being harassed, you should be fine by this point… UNLESS THAT AI DESTROYER IN THE WEST ENGAGES THE IJN COLUMN…

4.2.13 Turn 13

Remember to RTB your Buffalos for refuel (and to avoid loss if needed)

4.2.15 Turn 15

OUTCOME EVENT: VICTORY
Force Z has been savaged by the Japanese and can no longer contest the invasion of the Malayan Peninsula, but many of the sailors are still alive to fight another day.
Burma Road 3: The Fall of Singapore Pt 1, 4.3 -- 4.3.2
4.3: The Fall of Singapore

Singapore – February 1942,
Announced by an intense artillery bombardment on British positions, the Battle of Singapore has begun. While the defenders have numeric superiority, they suffer from poor equipment, training, and disagreements in the command chain.

NOTE: No, the main thing they suffer from is a cowardly government, typical of a colonized region. See Manchu Qing failures against foreign powers compared to the energy both sides had in the Taiping Rebellion.

SPECIALIZATION: As an elite infantry enthusiast, I predictably recommend Specialized Training.

BRIEFING:
Japanese heavy guns had lit up the night sky, laying down a massive barrage along the entire length of the Strait of Johor.
Soon after, Japanese landing craft crossed these straits, which separate Singapore fromt eh main Malayan peninsula.
The Australian 8th Division will defend the north-west section of the Strait of Johor.
This area consists mostly of swamp and jungle, broken up by rivers and creeks. It also contains RAF Tengah, Singapore’s largest airfield.
Our main objective now is to make sure the Japanese do not capture Paya Lebar.
Japanese infiltration units are a particular concern, moving far in advance of their primary force.
The fortified defences of Singapore itself were not constructed to prevent civilian panic.
It is therefore imperative that the Japanese do not advance to* anywhere near the city center.
*Typo corrected

OBJECTIVES: Do not lose Paya Lebar

SECONDARIES: Regain control of Nee Soon—+1 specialization point.

4.3.0 Deployment

40 Land, 14 Air CP. That’s 13 Gurkhas (upgrade your infantry to Gurkhas, but no need to upgrade the Engineer or Heavy, as you don’t need them). Only 4 of these are deployed in the western town (Bukit Timah) along highway, the rest along the roads in the north of Singapore. Too bad you can’t deploy ground units near Australian flags.

Your AA will be handled by 4 Spitfires (apparently since I played 5 years ago, Typhoons are no longer available at this date, these should include your elite Hurricane upgraded to the Spitfire V B (put your anti-ground pilot on this for now). I deployed them all near the airfield north of Nee Soon to see if they can do enough anti-ground damage to help.. You can use the last two Air CP on two Short Sunderlands, on in northeast and one in west. They are cheap enough.

You WILL be losing some non-core units (allies but under your control), but that can’t be helped so doesn’t count against my rules of no unit losses that can possibly be helped for this difficulty.

4.3.1 Turn 1

A problem with this game is that Autocannons don’t eat infantry and light armor for breakfast, so the Bofors 40mm defending against ground units is garbage.

FIRST: run Gurkha up east highway to the Primary VP you need to hold.

NORTH FRONT: Now, run your AA gun under your fighters southwest and the infantry on Kranji east to rescue it. Bombard the Johore Bahru with your artillery, but do not move the heavy into Kranji with 2pdr behind it, because apparently Australian infantry and heavies can’t hide there yet (in 41 version).

Veteran Spitfire, using defensive ace aura, attacks Ki-43 Hayabusa. Three-shot it, and get the last Spitfire to hurt the Ki-27.

East Sunderland north and then northwest. That’s an absurd amount of armor for the Japanese at Singapore, completely fictional difficulty.

East AA gun runs south into forest and cheap-heals.

SOUTHEAST: East 3 Gurkhas run up highway to near Paya Lebar, while middle column leapfrogs up to kill the two airborne and 1 Japanese Sniper, moving up toward Nee Soon.

WEST: The Sunderland flies northwest and spots enemy artillery which can reach your Australian heavy. You can’t afford to lose that 30 supply for your Australians, so you’ll have to hold there.

Fortress hits enemy Engineers by the supply point, heavy attacks, then Engineers move up to kill.

The infantry behind the northmost runs west and knocks back the Japanese infantry in river (Bomb with Blenheim first) for 4/1. This frees your north infantry to link up with encircled guy (using the clear ground) and push away Engineers.

Infantry can come up from rear to try to kill Type 94. If he doesn’t die the damaged infantry can slide southwest to kill him from river (just make sure only one enemy can get into river to hit you, which would knock your 5 HP unit away so it won’t die in one hit). Universal Carrier can kill the 1HP Japanese Engineers knocked into river

Your Buffalo can run between your four lead infantry units and hit the Ki-48, who does more direct damage but less shock, for 2+ instead of 1+.

The westernmost AA gun moves northwest through jungle (bait artillery and cover infantry under AA aura). The remaining western infantry runs north for now just in case. You’ll want to give up the area in range of the enemy artillery near airfield for the time being.

MIDWEST: Three Gurkhas north, one west.

4.3.2 Turn 2

AIR: If the AI didn’t land the damaged fighter on the airfield, go kill it with two Spitfires. Use your anti-ground pilot and one other Spitfire to attack the AA gun on the airfield to hopefully reduce damage taken next turn. East Sunderland can scout southward to keep an eye on enemy advance.

WEST: Sunderland patrols, fighter heads toward middle to attack the Hamaki because you don’t want to make damaged Ki-48 run for airfield quite yet (your spitfires can reach it next turn). Blenheim goes east to bomb artillery that’s not under AA cover, exit southwest so that it can help force-kill AA gun if needed next turn, but can also run back west if needed.

All other units retreat from river line into or behind jungle (out of artillery range) so that they can pounce once enemy starts crossing again. Cheap-heal as much as possible.

Move the Gurkha coming west further.

West fort can just trade shots with the enemy artillery to its west, as there’s no low-efficiency unit along river that should be kept that way at the moment.

MID: Gurkhas leapfrog up to Nee Soon, but don’t attack yet.

The non-core guys need to move as Kranji can’t hide heavy infantry for some stupid reason, get it out of artillery range (including the enemy heavy in the town north of broken bridge). Your 25-pounder should hit whatever it can see though.

Move your AA gun in that clump eastward onto road.

EAST: Gurkhas along road leapfrog up and attack with pincer… Oh, it already pushed enemy paratroopers off Nee Soon in one hit. Well, leapfrog-kill

SPECIAL EVENT: RETAKEN
The recapture of Nee Soon has shown the enemy the strength of our resolve and provided a valuable morale boost in this desperate hour.

EAST: The AA gun keeps fleeing south, move 2pdr next to it to save it from armored cars. The east Gurkhas keep moving up (3 around Paya Lebar moving north, 3 moving north from the clump that had been on road toward mid)
Burma Road 3: The Fall of Singapore Pt 2, 4.3.3 -- 4.3.21
4.3.3 Turn 3

WEST: West enemy bomber has had targets spotted for it by an infantry that crossed river. This infantry, if you start off able to hit with flanking bonus, can be two-shot (run a well-organized infantry up from jungle to leapfrog-kill from the south, could use your UC if needed for a third shot) Hit this infantry with bomber, then kill bomber with

Fort hits enemy who started crossing.

Buffalo and a Spitfire from mid put down the damaged bomber.

MID: If the enemy Ki-48 was stupid and ran into your territory to bomb Gurkhas west of Nee Soon, then once your Gurkhas leapfrog up, there are two AA guns that can move along road to hit it, or into jungle to hit it. Then finish with a Spitfire.

Your remaining two Spitfires can suppress the AA gun again so it probably wastes next turn healing.

25pdr hits tank, then non-core heavy kills enemy tank that went west toward it, and pushes out of enemy mortar range. May require cooperation from the non-core infantry though if the tank didn’t blunt itself to 4HP on the infantry last turn.

The Gurkha that moved up can knock enemy lead tank southeast. This allows your Nee Soon unit (probably general) to move up a hex if you have a unit that can only leapfrog up to the town, but don’t be in a hurry yet.

EAST:

5 Gurkhas are more than enough to leapfrog up to kill both armored cars (they nearly suicided on the 2pdr AT gun last turn) and leapfrog-two-shot enemy lead infantry unit. This means the 6th Gurkha could go west to Nee Soon and kill the tank.

The unit who moved north out of Nee Soon (probably your general) knocks away lead enemy infantry, doesn’t chase. Bomber hits the heavy behind it, and then you can leapfrog units up to two-shot heavy, and finish the infantry (you can push into jungle to get in cover)

4.3.4 Turn 4

EAST: Two-shot infantry and move up toward river, with AT gun in woods behind so the enemy tank gets it hard if it attacks. Cheap-heal the non-core AA gun if it survived.

MID-EAST: Kill bomber with 3 Spitfires.

Push forward, use leapfrogging to kill 2 infantry, an Engineer, and retake Sambawang this turn. That flame tank… hit with bomber first, but don’t attack yet this turn.

MID: Bombard any infantry in river with 25pdr. Unless enemy is about to get ashore and hit you, don’t worry too much about moving infantry back here yet.

WEST: Rest most units, but the enemy infantry crossing can get fort gun, then heavy can leave flag to hit enemy from northeast to knock them southwest, then Gurkha kills from southeast.

I landed the west two fighters to refuel (repair your core fighter, the non-core Buffalo can be let be due to lack of funds).

4.3.5 Turn 5

MID-EAST: Rotate units as needed to allow your anti-mech general to hit the flame tank first, it can be three-shot.

East and Mid-east can move units back up to river line, west side shelter and rest, wait for next enemy attack.

Keep your Sunderlands patrolling for vision..

4.3.6 Turn 6

Honestly you’ve stabilized now, you can push across river in the mid-east and east if you like. Just make sure that if enemy is actively crossing, you let them come first.

Remember to refuel your aircraft.

4.3.7 Turn 7

Let the enemy coming south toward Kranji get ashore so they can’t flee back into river so easily, and can be two-shot.

4.3.8 Turn 8

WEST: repel enemy attack. If enemy retreats across river at 1HP, pursue to maintain contact or they will heal a lot.
Seems like I should have moved the 2pdr from mid to west earlier, oh well.

4.3.9 Turn 9

Full counterattack, I guess.

4.3.10 Turn 10

HISTORICAL EVENT: DECEPTION
The Australian Division has been ravaged by the main Japanese attack while the northern attacks were only a diversion. As enemy forces are flooding onward to Singapore, any remaining British forces are ordered to evacuate before the island is totally overrun. [NEW OBJECTIVE ADDED]

OBJECTIVE COMPLETED: Do not lose Paya Lebar
NEW OBJECTIVE: Evacuate 5 ground units to exit hexes.

4.3.12 Turn 12

On this enemy turn, 2 fighters and 2 bombers will spawn northeast of Johore Bahru, and the army north of there will start moving. It is, however, possible to cut off west enemies from supplies this turn, if you pushed west and northwest. Northeast Gurkhas can be the 5 units you “retreat” for the objective.

Focus down the fighters ASAP, then the bombers.

4.3.20 Turn 20

I managed to destroy the enemy entirely by the start of this turn, thanks to the low difficulty setting. The attack started by sweeping west and northeast sides, then flanking about 6 Gurkhas through the jungle east of the enemy main body.

Then I moved the last of 5 units onto an evacuation hex and hit End Turn.

4.3.21 Turn 21

OUTCOME EVENT: VICTORY
Singapore, the “Gibraltar of the East”, has fallen, but a significant portion of British troops has managed to escape the encircled island by sea.

I could have won a turn or two earlier, but was wondering if completely annihilating the foe had any secret events.

STILL NO MAP PINS
Burma Road 4: Kawkareik Pass, 4.4 -- 4.4.11
4.4: Kawkareik Pass

Kawkareik District – January 1942,

The Japanese have begun their invasion of Burma. Enemy troops have departed from occupied Thailand and are making their way through the Kawkareik Pass.

SPECIALIZATION: Can’t go wrong with War Economy in my experience.

BRIEFING:
The Japanese Army has commenced its invasion of Burma.
Our border troops are instructed to hold and defend the city of Kawkareik.
The main Japanese force is advancing through the Kawkareik Pass to the north-east.
To buy valuable time, we should try to delay them here by blocking the mouth of the pass.
Other Japanese armies have been detected on our flanks, but Commonwealth forces have already been deployed to defend against these threats.

OBJECTIVES: Defend Kawkareik

SECONDARIES: Hold the Mouth of the Kawkareik Pass—Additional resources are awarded for completing this bonus objective. (According to previous experience, this means holding for 3 turns)

4.4.0 Deployment

38 Land and 15 Air CP thanks to War Economy.

The lack of Typhoons compared to when I first played this campaign in 2019 really hurts. So I deploy the more experienced 4 Spitfires… and I buy a Halifax (the most powerful bomber available) for bombardment. Swap your anti-ground ace to the bomber, and put your air-defence ace in your best fighter. Bomber as far northeast as possible, fighters after it.

Ground forces… 5 Gurkhas on highway through Kawkareik, so that 3 can go south and 2 north by shortcut through swamp and then by road, 2 to the east on dirt road to go deal with the east paratroopers. Another 4 on/by the road to the northeast.

The last 5 Land CP is enough to afford you a Crusader Mk 2, which is a light tank with better mech attack than the Valentine Mk 2 somehow. Put your anti-mech general in it.

I again register my annoyance that the Commonwealth forces won’t obey British officers. Also, this mission seems a lot harder than it was in 2019 for some reason.

4.4.1 Turn 1

AIR: Bomber hits lead paratroopers (who have 6 HP) on Tadongu if no fighter is nearby to cover them.

Fighters swarm the Ki-45 immediately, with one Spitfire left to hit the Ki-10 to the south near your bomber.

EAST: The two Gurkhas move up along road.

SOUTH: The three Gurkhas moving this way long-distance (Ctrl + right click) to behind the bridge due south of your main town.

NORTH: The two Gurkhas on this side of Kawkareik long-distance toward the crossroads behind the first town which will definitely fall to the IJA

NORTHEAST: Move up the Gurkhas such that they form diagonal line including the flag point (this is as far as they can get this turn).


4.4.2 Turn 2

AIR: Save scum to catch and kill the Ki-10 fighter to the south with your best Spitfire (for 3 HP). Then kill the Ki-48 bomber fleeing near it with your other three Spitfires. The Hamaki bomber in north is far from enemy airfield, and will cross your sight again later reliably enough. If the Ki-48 gets two-shot though, your last Spitfire can go attack the Hamaki, which also helps you spot the northern enemies.

NORTHEAST: Two-shot lead enemy tankette by initially hitting from a direction that prevents retreat, two-hit enemy armored car with infantry, then finish the AC with Crusader (as Crusader can’t reliably one-shot a 3HP armored car, nonsense). Hit lead enemy infantry with bomber as able.

EAST: Leapfrog-two-shot an enemy paratrooper.

SOUTH/NORTH: Keep the troops moving.

4.4.3 Turn 3

AIR: You COULD Send a spitfire to the south to monitor the situation there (but more enemy fighters are coming next turn). The other three kill Hamaki in northeast.

NORTHEAST: You should be able to one-shot three damaged enemy infantry units immediately.

SPECIAL EVENT: THEY SHALL NOT PASS
The decision to stand and fight in the mouth of the Kawkareik Pass has proven worthwhile. Japanese casualties are mounting and their advance into Burma is facing significant delays.

So apparently the objective is achieved just by killing a few enemy units.

However, your most damaged Gurkha (who was hit by an enemy light tank just now) may not be able to one-shot the infantry facing him. That’s where your bomber comes in to soften it up first. Then your Crusader can kill the enemy light tank that tried to come around the south end of your line.

NORTH: As your two Gurkhas from the blocking force advance to a jungle road hex, you’ll see an enemy armored car that’s sitting behind your lines.

EAST: The 1HP enemy who moved west is out of reach, but you sure can pincer and two-shot the enemy on Naungkato

SOUTH: Keep moving.

4.4.4 Turn 4

SPECIAL EVENT: SECOND WAVE
A much larger and more powerful Japanese force has started to advance down the pass. We have received orders to fight our way out of the impending encirclement by recapturing Myapadaing [NEW OBJECTIVE ADDED]

OBJECTIVE: Recapture Myapadaing—Somehow, not listed as complete despite us not having lost it yet. Also, “Defend Kawkareik” is considered complete now.

AIR: Depending on situation, you can focus down a fighter ASAP, or you might only be able to reach a bomber while south fighter you sent has to flee.

NORTH: Gurkhas moving up road can find and pincer a damaged Type 97 tank in roadside jungle for significant damage.

EAST: These VPs reverted to your control after all the Japanese died, good. Send the two Gurkhas north.

NORTHEAST: Bomber hits Type 97 tank coming up road. A relatively healthy unit one-shots Engineers and your Crusader might one-shot enemy Type 94 tankette (I think?), might need to be finished by the other healthier Gurkha. Lower-HP Gurkhas heal and rest.

4.4.5 Turn 5

NORTHEAST: Bomb and drive back heavy infantry with Gurkha, knock back enemy Type 95 Ha-Go with Crusader, two-shot the other Ha-Go with Gurkhas. Lower-HP Gurkha rests and heals.

The two coming up road from the south keep moving.

NORTH: You should kill a tank this turn and badly damage the other.

SOUTH: Take advantage of the lead Type 94’s low HP and efficiency to hit it hard.

AIR: Three-shot lead enemy fighter, then hit lagging enemy fighter for 2+/1

4.4.6 Turn 6

SPECIAL EVENT: OUTFLANKED
Japanese forces are advancing around our border defenses. Myapadaing must be retaken to avoid complete encirclement, even if it means losing the town of Kawkareik. [NEW OBJECTIVE ADDED]

Er, doesn’t seem very added to me.

AIR: Save scum if you must, but you need to kill enemy fighter as long as it didn’t land. In my case it did, so… Oh, you should refuel all your aircraft (I forgot how bad Spitfire fuel tanks were)

SOUTH: One-shot as much as possible (lead 3 enemies if they attacked last turn, may have to shuffle positions a bit though as your lead Gurkha may be too injured to one-shot anything over 2 HP).

NORTH: Should be possible to two-shot the Type 94 and infantry.

NORTHEAST: The two back guys coming up should get ready to move into the jungle to the north to help north.

As for the front line, bomb Type 97 Chi-Ha, open up a gap next to it, and kill with Crusader. May need two-shot. Do not dive any unit with risk of being cut off, but you can dive the wounded heavy or Ha-Go if you have a full-HP full-efficiency Gurkha available.

4.4.7 Turn 7

You, er, know what to do by this point.

4.4.10 Turn 10

I’d annihilated northeast enemies by this turn, and north by the end of this turn.

Unfortunately, the Indian units north of the western paratrooper trio had, apparently, also managed to clear them out, and seized the enemy supply point this turn.

4.4.11 Turn 11

OUTCOME EVENT: VICTORY
In the face of overwhelming Japanese aggression, British and Commonwealth forces have managed an orderly withdrawal, thus avoiding encirclement and complete destruction.
Burma Road 5: Battle of Sittang Bridge, 4.5 -- 4.5.26
4.5: Battle of Sittang Bridge

The River Sittang – February 1942,
Allied forces, including the battered Indian 17th Division, attempt to retreat across the Sittang River, only to find the Japanese already in control of the vital rail bridge.

SPECIALIZATION: I went for Female Factory Labour for CP.

BRIEFING:
The rapid Japanese advance through Burma has caught our forces out of position.
The retreat route to Rangoon has already been seized by enemy forces.
To escape across the Sittang River, the town of Sittang must first be recaptured.
The jungles to the north are swarming with Japanese and should definitely be avoided.
From there, heavy enemy counterattacks could be expected if we manage to retake Sittang.
The town should be held long enough for all Indian units to safely evacuate from the area.
The RAF can provide air support during our retreat, but with all airfields east of the river now in enemy hands, their strike range will be limited.

OBJECTIVES:
Evacuate 1st Indian unit (and later 2nd and 3rd of course)
Recapture Sittang

4.5.0 Deployment

41 Land CP, 14 Air CP

So 4 Spitfires and a Sunderland in the initial area, and another Sunderland far west across the river.

41 Land CP is 13 Gurkhas plus 2 CP, so that’s 12 Gurkhas and your Crusader.

I suggest sending 4 Gurkhas east to nab an airfield or several. Your main line of advance should be fine with 3 Gurkhas and tank, and the others can bulldoze their way north and northeast and around at this difficulty.

This map has no complex manoeuvres involved, just the basic leapfrog again and again, and focusing on killing units over damage.

4.5.1 Turn 1

Sunderlands obviously scout ahead (east one I suggest go over forward foxhole to spot AA gun and avoid its range)

EAST: Gurkhas advance, push sniper in jungle hex southwest of airfield.

MID: Gurkha southwest of the two foxholes can move next to Sabogaung, push away the AA gun, and the other Gurkha in range (from north of foxholes) move to pincer (no bonus due to AA gun existing in contact with your first guy, but could apply later). If the heavy pushes, push in.

Kill the bomber ahead, and damage the one to the east (yes you’ll take an AA hit, but at this difficulty it’s nothing).

WEST: Hit artillery from northeast so your rearmost Gurkhas can get into the town… because your town guy slides north to kill arty… wait. The infantry isn’t guaranteed to move? WHY?

Well, you know how to play really, so adjust as needed.

4.5.2 Turn 2

AIR: If you’re worried that the airplane on radar you see to northeast is a fighter, send Sunderland to see if possible, if not, then Spitfire can go attack it first. Oh, it’s a Hamaki.

Kill bomber in mid with three Spitfires and attack one of the planes in east.

EAST: Should be able to knock AA gun away, then use Sniper kill to vault across river onto airfield.

WEST: Regardless, this turn you should be able to two-shot the enemy light tank ahead and damage the AA gun.

MIDDLE: Kill the two enemy units, and confirm allocation of 4 Gurkhas this way (4 plus tank to west)

4.5.3 Turn 3

AIR: A Ki-43 Hayabusa coming down mid toward you, kill it immediately. Attack the attack planes in southeast with last Spitfire if possible.

East Sunderland obviously spots east side of map. West one spots path ahead of your force going for Sittang.

MID: Advance, see Infantry by the AT gun ahead, ATTACK even if it says 1/0+!

EAST: Kill AA gun and push to slide off airfield, move other Gurkhas forward into jungle and river so they can converge on the enemy garrison next turn.

4.5.4 Turn 4

AIR: Kill the Hamaki, and damage the Ki-51 attack plane.

MID: It should be possible to two-shot each of the infantry and AT gun ahead if they moved.

EAST: Envelop the infantry and attack with flanking bonus… too bad he fled in one hit, occupy village.

WEST: Start storming the enemy heavy infantry. Your Crusader should not go as there’s a heavy AT gun behind him. Crusader hits AA gun instead, because you can

4.5.5 Turn 5

You know what to do. I recommend splitting some units off mid to go west and make sure supply lines aren’t cut off (A Sunderland can keep the jungle spotted for the tank movement)

4.5.6 Turn 6

Once safe, land all your Spitfires at southeast airfield to refuel.

4.5.7 Turn 7

EAST: You can bait the tank out of entrenchment using Gurkhas, no promises though.

4.5.10 Turn 10

Starting after about this turn, enemy will try to sweep across the jungle east of Sittang.

4.5.12 Turn 12

SPECIAL EVENT: SLIPPING THROUGH
The first column of troops has escaped across the Sittang River. Another group of stragglers has arrived, however, hoping to make the same passage.

Get planes refuelling again no later than Turn 12, you’ll need them on Turn 14 when enemy fighters and bomber spawn in northeast corner.

4.5.18 Turn 18

Map can be cleared around this turn, or the turn prior depending on RNG.

4.5.19 Turn 19

SPECIAL EVENT: EVACUATION PROCEEDS
Another group of stragglers has managed to retreat safely behind the frontline. One final column of battered troops is now approaching the Sittang River Bridge.

4.5.26 Turn 26

OUTCOME EVENT: VICTORY
While the situation in Burma grows increasingly bleak, the successful rearguard action and retreat at Sittang River has averted another disaster.
Burma Road 6: Rangoon Falls Pt 1, 4.6 -- 4.6.13
4.6: Rangoon Falls

Rangoon – March 1942,
As the Japanese close in on Rangoon to sever the starting point of the Burma Road, Allied forces scramble to evacuate and destroy any material they are being forced to leave behind.

SPECIALIZATION: Nothing affordable yet.

BRIEFING:
Our forces have finally made it to Rangoon, but the situation here is equally desperate.
The city has suffered repeated bombing attacks, and with the Japanese army now dangerously close, an evacuation has already been ordered.
An enemy scouting force has nearly reached the suburbs of Rangoon.
They are only opposed by a thin rearguard, but have to be defeated before we can fall back to the north.
Here we must reach the evacuation routes and retreat from the area. Skirmishes with enemy troops are to be expected along the road.
Japanese bombers are also present in large numbers, but luckily the American Flying Tigers are providing the much-needed air support.
The capture of Rangoon will give the Japanese access to its port facilities as well as a lot of equipment abandoned during the evacuation.
If there is time to destroy these assets, we should still make sure the enemy does not get their hands on it.

OBJECTIVES:
Evacuate 5 ground units (0/5)
Halt the Japanese scout force—Blunt the Japanese advance force approaching Rangoon by destroying at least 9 of their units.

SECONDARIES:
Destroy 1 piece of equipment (0/1)—The destruction of equipment that had to be abandoned in Rangoon will allow us to muster some additional resources.
Destroy 5 pieces of equipment (0/5)—+1 Specialization Point
Destroy all abandoned equipment (0/12)—An elite Flying Tigers fighter unit is added to your force for completing this bonus objective.

4.6.0 Deployment

44 Land, 17 Air. Means 4 Spitfires, a Halifax, and two Sunderlands. On land it’ll be Crusader + 13 Gurkhas.

Put 4 Gurkhas on highway for speed into blocking position, 2 Gurkhas east on/by airfield , and the rest in the middle as far north as possible, with your Crusader too.

Fighters deploy as far northeast as possible, with one Sunderland north of the airfield to dash forth and radar enemy aircraft.

4.6.1 Turn 1

AIR: Sunderlands fly due north. You’ll see some enemy planes on Radar. Fy your ace up to the eastern group by airfield to find… two biplane fighters (the monoplane near Kyizu isn’t in range of a Turn 1 attack) and a bomber. Two-shot both biplane fighters.

Both allied fighters focus the southern bomber of the two your west Sunderland spots.

Halifax bomb Teishin-Dan (paratroopers) as they have the strongest firepower.

Eastern 6 units of Gurkhas and Crusader advance northward (no one in Kalawe, weird). Other units go northwest toward the bridges to cut ahead of Japanese advance.

4.6.2 Turn 2

AIR: West Sunderland goes straight north, to radar enemy bombers for your P40Ks to hit again (in this case I chose to cut ahead of enemy to check for other units on radar).

East side fighters catch and kill the bomber that fled north. If this is a 3-shot then last Spitfire helps P40Ks.

East Sunderland keeps area spotted by flying north-northwest.

GROUND EAST: Crusader hits the tank that ran up to it, Gurkha leapfrog up for kill. Do not just run into Sinchiya, there’s infantry in there, bomb with Halifax and then attack from bridge, leapfrog up to two-shot enemy, but don’t push off the village.

WEST: Move into town by the roads, if you set this up right everyone can move to their limit.

4.6.3 Turn 3

AIR: Something just took off at the Kyanigon airfield, visible for a flash during enemy turn (be glad human eyes are analogue and not digital). Go three-shot it with east Spitfires if it’s a fighter, save scum if not (it should be).

Finishing blows seem to give more XP so use a remaining Spitfire for these if possible, too bad it won’t be possible to get both bombers with the Spitfires, the west allied fighters need to finish one off.

GROUND: Other than three units moving into town to destroy supplies, all other units ATTACK! Be careful of course.

4.6.4 Turn 4

GROUND: Continue leapfrog-attacking, you should be able to get this event this turn:

SPECIAL EVENT: SCOUTS DESTROYED
The Japanese forward scouting force has been dealt with decisively. This should buy us some time to complete our remaining objectives.

AIR: Of the two G4M1s near Dawegyaung in mid-map, your two allied fighters and your own three forward Spitfires can down one and damage the other this turn.

Your Spitfire in the back should attack the Rikko that tries to run down east side of map.

4.6.5 Turn 5

GROUND: Split your eastern force, one to go around enemy’s rear (including three Gurkhas going east to take enemy turf behind where the “vanguard” used to be, near Thabyegon), and the other to go to Rangoon.

Your three Gurkhas in Rangoon move north toward defensive positions. Your bomber helps bomb enemy tanks.

AIR: Kill the tow bombers you know the locations of. Any spare aircraft head for the airfield north of Rangoon or southwest to the one by Kanhla. The map doesn’t warn you that Mingaladon’s airfield is in danger.

Sunderland in east tracks enemy forces around mid-map (suchas moving to spot the enemy bomber on radar earlier) West one has to track the enemy advance that will soon come down through Mingaladon.

4.6.6 Turn 6

Kill enemy units on road north of Rangoon and put your Gurkhas in the way of any straight dash for the airfield, land fighters there if relevant. All other fighters head for airfield.

Your other units that were coming to defend Rangoon, well enemy’s far enough away for now that they can help down some trucks.

SPECIAL EVENT: NECESSARY EVIL
We have succeeded in destroying about half the port facilities and equipment abandoned in Rangoon, preventing these assets from falling into enemy hands.

EAST: Get three Gurkhas ready to cross river, two others and tank get tready to cut off enemy supply line to the north.

4.6.7 Turn 7

Remember to land and repair planes!

You know what to do now, I think.

4.6.8 Turn 8

Remember to repair planes and re-launch any full HP ones!

Cut off the first enemy advance toward Rangoon and start destroying it. Remember to use bombers to soften any heavy infantry before hitting with Gurkhas and only using tank to finish off.

4.6.9 Turn 9

HISTORICAL EVENT: SCORCHED EARTH
Through the columns of smoke – caused by the deliberate destruction of port facilities and equipment inside Rangoon – a squadron of P-40 Warhawks has arrived to support the operation.

East side advance, northeast advance, middle and west get ready to defend against enemy thrusts along west and mid.

Remember to keep re-launching your aircraft. The bomber can east to help the Gurkhas there as there are three enemy infantry in the town.

4.6.10 Turn 10

If you scout the northeast, you’ll see a huge Japanese army. You could consider only attacking this force after killing the guys in the town to the south (on the east edge of the map), or you can go for it. But make sure to bring all your Spitfires over to this area starting no later than Turn 11 as the enemy will bring a lot of planes on Turn 13!

4.6.13 Turn 13

SPECIAL EVENT: ENEMY ADVANCE
We’ve got word that the main Japanese attack force is advancing on Rangoon. Any remaining British forces should stay clear of the enemy’s overwhelming numerical superiority and exit the area of operations.

By nabbing a few good towns by this point, you can have the enemy main army short on supplies already.

Make sure to kill as many enemy fighters this turn as possible, or failing that sue your ace aura to trade well and damage them so they can’t do substantial damage to your fighters next turn.

You need to retreat your land units after interrupting enemy supply at Kyanigon in northeast. The enemy are just too many to intercept at the crossroads north of this town, and they have artillery cover too. You need those three Gurkhas you sent east for the airfield in middle of east edge.
Burma Road 6: Rangoon Falls Pt 2, 4.6.14 -- 4.6.28
4.6.14 Turn 14

Start recalling low-fuel aircraft to that middle-of-east-edge airfield to refuel.

At some point you’re going to land all your fighters and not use them again, as no more enemy aircraft are coming.

4.6.26 Turn 26

I destroyed all remaining Japanese units this turn and started sending units to exit hexes. You might take a bit longer or shorter.

4.6.28 Turn 28

OUTCOME EVENT: VICTORY
The relentless Japanese advance into Burma continues, but the successful evacuation of British forces leaves hope for them to one day return to Rangoon.
Burma Road 7: Quit India Denied, 4.7 -- 4.7.24
4.7: Quit India Denied

Bombay – August 1942,
Mass protests in the city of Bombay, stirred up by Mahatma Gandhi, demand an immediate withdrawal of Britain from India. As the uprising turns violent, our response must be swift and ruthless.

SPECIALIZATION: Don’t bother getting anything right now.

BRIEFING:
A serious situation is brewing in Bombay, threatening to spread across our most important colony.
The “Quit India” movement has triggered an open rebellion, demanding the immediate departure of all British from India.
Our first priority is to clear the main road into Bombay, currently choked with rioting factory workers.
They must be driven back into their barracks, but it is equally important to avoid a total bloodbath.
Unconfirmed reports also state that several British embassy workers are under siege within the city.
Once the road is cleared, our security forces must proceed quickly to the two Colonial Administration buildings.
Somewhere in this city, Mahatma Gandhi, the leader of the “Quit India” movement, continues to stir up the populace.
We must locate, trap and arrest him before the uprising spreads to the rest of the colony.
Use lethal force only when absolutely necessary or in response to direct assaults from rioting bandits.
Excessive killing of civilians within the city – particularly Gandhi himself – could cause a detrimental outrage amongst the Indian population.

OBJECTIVES:
Disperse rioting Indian factory workers (8 Units)—Push the rioting factory workers back into their homes in the village hexes.

SECONDARIES:
Do not kill any factory workers—+1 specialization point
Keep civilian rioter casualties to a minimum—+2 specialization points

NOTE: India is far too accustomed to being invaded by nomads who are vastly fewer in number and can only hole up in big cities enjoying luxuries. Japan, however, is a peasant/pirate culture, with enough population that they can actually gradually push for replacement of the local population like they tried to do in Taiwan, Korea and Manchukuo.

4.7.0 Deployment

Nine Gurkhas leaves you 1 remaining Land CP.

4.7.1 Turn 1

You have to carefully push the workers into their housing using your military police units. Only hit them ONCE each from the right directions to knock them into village hexes. Sleep your soldiers for now.

4.7.2 Turn 2

Keep leading with police, soldiers can follow after.

4.7.3 Turn 3

Keep pushing with police.

Start splitting the force that’s gonna go west, about 5 units.

4.7.4 Turn 4

Swat the last two rioters into their homes, divide west/south forces

4.7.5 Turn 5

SPECIAL EVENT: STREET SWEEPER
The main road into Bombay has been cleared of protestors. Our security forces should proceed immediately toward the admin buildings currently under siege by bandits.

NEW OBJECTIVE: Assist British admin buildings under siege (2 Units)—Kill all Indian bandits that threaten our Embassy staff and buildings.

Advice: don’t blindly rush into fog of war, could run into someone.

Your entrenchments can shoot, do so.

4.7.6 Turn 6

Artillery seen south of the Mill, near east bunkers.

SPECIAL EVENT: REINFORCEMENTS
Additional military police units have arrived to support the* repression of the Bombay riots.

*typo was here

Not sure when but you get more Land CP at some point, be aware, could be here or after lifting the sieges.

4.7.7 Turn 7

Not sure what to say besides sweep south and west respectively to converge the forces from the two important buildings. Try to cordon off areas to see if there are enemies in them. Do not attack rioters, these guys have placards, different faction icon, and HP card color.

4.7.8 Turn 8

SPECIAL EVENT: SIEGE LIFTED
With the siege on our embassy personnel relieved, the time had come to end this revolt. Mahatma Gandhi must now be hunted down – but captured alive. We cannot create a martyr for the rebellion’s cause.

NEW OBJECTIVE: Arrest the leader of the Quit India movement—Move at least 3 units around Gandhi once you locate him within the city, but do not harm him in any way or risk total failure.

First time I played this he was in the east branch in the south, but this is random, he shows up as a 1HP Rioter with a gold border. You may have to kill some other Rioters to surround him if he’s in the west a Malabar Point, but luckily that secondary already counts as done.

The bandits are not civilians, so you can kill them. Use this to gain more experience on your Core units (well, at this difficulty you could probably just rush things as it’s not as important.

You might want to advance down both coastal roads as there are a lot of rioters in the middle that would be frustrating to slowly navigate past, BUT you really need to not overextend, as there are bandit units all over the place you need to root out lest they cut your forces off, or shell you with artillery.

Cordoning will let you check for bandits, as rioters have Fleeting Presence and don’t count for the automatic securing of isolated territory.

4.7.23 Turn 23

I legit forgot that Gandhi doesn’t have a special unit, but is instead a gold-border Rioter unit with 1 HP, so I took until now to get…

SPECIAL EVENT: GANDHI ARRESTED
With the arrest of Mahatma Gandhi, the Quit India movement crumbles, and our focus on the war with Japan can resume in full.

4.7.24 Turn 24

OUTCOME EVENT: VICTORY
Though the arrest of so many protestors – including Gandhi himself – is unfortunate, a bloodbath has been avoided in the repression of the Bombay revolt. Our ability to continue the war effort against Japan remains largely unaffected.
Burma Road 8: Operation Cannibal, 4.8 -- 4.8.43
4.8: Operation Cannibal

Arakan province – January 1943,
With Burma firmly under Japanese control, Allied forces in India have completed preparations of their first offensive to liberate the conquered colony.

(Isn’t this wording a bit weird? Liberate a conquered colony so it’s restored to your occupation…)

SPECIALIZATION: Magnetron Radar and Centimetric Radar, to help your aircraft.

BRIEFING:
Archibald Wavell, the new Commander in Chief in India has ordered Operation Cannibal to begin.
Its overall aim is to secure a foothold in Burma’s Arakan region.
British and Commonwealth forces will advance from Cox’s Bazar and capture vital objectives along the route to the south, destroying any Japanese opposition in their path.
The ultimate objective for this operation is the capture of Akyab with its important airfields and port facilities.
This goal may be beyond our capabilities, however, so it has been marked as a secondary objective only.
Intelligence on what the Japanese have been up to in the last few months is pretty much non-existent, but the overall consensus is that only light resistance is to be expected.

OBJECTIVES: Capture at least 3 Primary VPs (0/3)

SECONDARIES: Capture all Primary VPs (0/7)—+2 specialization points
Capture Akyab—+3 specialization points

NOTE: Presumably this means you don’t win on capturing 3, or it’ll be annoying having to go around them and leave someone at each.

4.8.0 Deployment

It’s 1943 and I still don’t have Gurkhas 42 to upgrade to. 44 Land CP means 1 light tank and 13 Gurkhas (6 west on road, 4 in middle area, 3 in/by east road).

Question: Why does Crusader Mk 3 lose anti-mech defence? Well, the Valentine doesn’t have Light Tread, so you’ll want the discounted Crusader upgrade anyhow.

Upgrade your best 4 fighters to Typhoon IB’s, and bring your Halifax and two Sunderlands.

4.8.1 Turn 1

Of the two planes ahead, one is a tactical bomber and the other a heavy fighter. Kill the heavy fighter. Your Halifax and last Typhoon can SEAD the AA gun nearby for now.

There are mines under the Ki-48, just north of mountains.

Pincer-kill north pillbox north of the first town, then knock away enemy infantry (ideally takes 2 hits so he leaves at 1 HP), push infantry again (ideally kill) to clear town, pincer-kill pillbox so you can have town empty for someone to hit concrete bunker from.

Move down road in east (still 6 Gurkhas in this direction right now) to find sniper and concrete bunker. Push sniper from northeast so a second unit can go into jungle and kill (ideally). Third Gurkha can now hit bunker for 4/0+

4.8.2 Turn 2

HISTORICAL EVENT: NASTY SURPRISE
Contrary to intelligence reports, the Japanese have been busy heavily fortifying Burma with an abundance of static bunker defenses. The operation should nonetheless proceed by focusing on the primary objectives and not over-extending our available forces.

EAST: Remember you can two-shot an anti-tank/artillery gun at this difficulty, use this to leapfrog 3 units across the bridge (do not pursue on first hit).

Usually takes 3 hits to kill an enemy aircraft with Typhoons, fortunately the initial enemy Ki-48 has mostly suicided by attacking your units under fighter cover. If one Sunderland has been going east and southeast as it should be, then you can see another unknown plane on radar past mid-map, southwest of Chewai… oh it’s a bomber, which could down in 2 hits to your best two Typhoons.

WEST: If you can’t get all your western troops into the action even with optimal leapfrogging, that’s normal, send some guys along the road to the westmost road too.

4.8.3 Turn 3

You know what to do. Don’t rush forward too fast unless you like spending a lot of money to heal though, there are foxholes and mines!

I sent my planes northeast, but realistically, southwest probably has the worse room to manoeuvre units around to envelop enemy forces.

4.8.8 Turn 8

Typhoons need to RTB for refuel NOW.

No need to really hunt down snipers, they can flee in really annoying ways (like fleeing 2 hexes over mountains) and don’t damage your logistics anyhow.

4.8.14 Turn 14

Enemy gains 4 aircraft, 2 fighters and 2 bombers, this turn, be ready to kill the enemy fighters ASAP.

4.8.17 Turn 17

If you take the VP near the south tip of the bay, you get…

SPECIAL EVENT: SUPPLY SHIP
We have captured Japanese transport and supply ships in the port of Angumaw.

SPECIAL EVENT: ARAKAN SECURED
Such unexpected success in the face of strong enemy defenses has provent hat the British and Commonwealth forces have finally recovered from all previous defeats.

I should warn you that crossing a bridge without all your attack aircraft ready to pound the defender at the bridgehead is too difficult to bother with, so most of your forces should go around to the east, and maybe two (doubling to four after taking the port so your supply ship can drop off through it) units by sea across the bay if you’re crazy enough (will need extensive air support).

4.8.25 Turn 25

Specific turn may vary, but…

SPECIAL EVENT: AKYAB CAPTURED
The successful capture of Akyab exceeds even the most optimistic projections for this operation.

4.8.30 Turn 30

Feel free to comb the map for snipers and foxholes. Snipers will not maintain territory, while any surrounded territory that doesn’t auto-capture has a foxhole or enemy units in it.

Besides that, once you’ve done your job and killed all enemy units you can see/find, land your attack aircraft, and hit end turn until it’s over.

4.8.43 Turn 43

OUTCOME EVENT: VICTORY
The operation has faced unexpected and determined Japanese resistance, but all Commonwealth forces have performed well and many valuable lessons have been learned in this battle.
Burma Road 9: Operation Longcloth, 4.9 -- 4.9.28
4.9: Operation Longcloth

North Burma – February 1943,
Under the command of Brigadier Orde Wingate, the special forces known as the Chindits are tasked to launch deep-penetration raids into Japanese-controlled Burma.

SPECIALIZATION: DO NOT get SAS/SBS, they’re not as good as Chindits. Don’t get any spec yet.

BRIEFING:
After plans for a larger Allied offensive were called off, the recently formed Chindits force will be sent into Burma on their own.
Commanded by Brigadier Wingate, these special forces will be operating behind enemy lines.
(Switch to bearded helmeted officer) Our objective is to stir up as much trouble as possible.
This means destroying supply trains, bridges, and aircraft or even raiding enemy outposts and headquarters.
Contact with strong enemy patrols or garrison forces on the other hand should be avoided.
Instead we should consider visiting the predefined supply drop zones to assure our troops do not run out of food and ammunition.
Once we have dealt all the damage we can or if the Japanese resistance becomes too effective, the Chindit units must make their way to Evacuation Point Zulu to end the operation.
While casualties will be unavoidable and risks need to be taken, a total loss of the Chindits force would certainly be considered a total failure.

OBJECTIVES:
Reach Evacuation Point Zulu
Resupply at Aberdeen LZ—The only way to supply the Chindits is by airdrop, so securing additional supply is imperative.
Resupply at Piccadilly LZ—The only way to supply the Chindits is by airdrop, so securing additional supply is imperative.

SECONDARIES:
Sabotage 1 rail bridge (0/1)—Additional resources are awarded for completing this bonus objective.
Sabotage all three rail bridges (0/3)—Two specialization points are awarded for completing this bonus objective.
Destroy all trains at the Indaw rail depot—Additional resources are awarded for completing this bonus objective.
Destroy 2 grounded aircraft—Rewarded for the excellent performance of his Chindit units, Brigadier Orde Wingate will remain in service as a ground Commander. (BUGGED)
Find and destroy Japanese HQ—+3 specialization points

NOTE: Not sure why the two texts are so different for the bonuses giving specializations.

4.9.0 Deployment

8 Land CP, unfortunately if you try to get smart you get:

SPECIAL EVENT: SPECIAL FORCES
Only Chindits or commandos can be deployed for this operation.

Take your land commander off the tank (open unit info, the commander portrait has a red X on it to detach him), “upgrade” your best four Gurkhas into Chindits, and attach your anti-mech commander to the southmost Chindit

Enemy command post is near Lashio, by the way. Also, the enemy aircraft will ground themselves at the airfield to the east on Turn 4, so don’t occupy or attack it by accident on Turn 3!

4.9.1 Turn 1

In this campaign there’s a LOT less “opening turns detailed micro” needed than for tougher campaigns like Winter War, so for most missions I’m not so precise. Even this mission si relatively easy and you have several options, at least at this difficulty.

You naturally have two groups, either go with these two groups, or assign an extra couple units to the southward group as they need to sweep more area.

Alternatively, leave behind a force of about 4 Chindits and your 2-pounder to kill the pursuers, who have quite a few tanks.

Try to absorb punishment with Core units as non-core has separate resource pool this time and can only afford cheap-healing.

4.9.4 Turn 4

SPECIAL EVENT: GROUNDED
Several Japanese aircraft have been destroyed while parked on their airfield.

4.9.5 Turn 5

If you go off the center rail at Indaw you will have to fight some heavy infantry and some infantry in the jungles to either side. You will also lose your supplies from Aberdeen shortly.

4.9.6 Turn 6

In the northeast, you should get your artillery and a couple units in place for a bit, while picking up Broadway LZ and moving other units to link up with southwest crew.

You’ll want to shell the heavy infantry a couple times before attacking… but AFTEr you’ve rested your artillery up to full efficiency first.

4.9.7 Turn 7

You’ll notice your initial area and Aberdeen LZ have been lost, but Indaw will provide supply soon enough.

SPECIAL EVENT: TRAIN WRECKED
The damage to the Japanese rail network is so extensive that it justifies the risk of sending the Chindits deep into enemy territory.

4.9.10 Turn 10

You can begin to clear north rail bridge this turn, but no hurry to blow it yet.

Meanwhile, southwest force is on road again moving toward southwest bridge.

4.9.11 Turn 11

Unfortunately you need proximity to see the enemy garrisons near Myitkina for your artillery to be able to hit them. Luckily at this difficulty, that’s no big deal. Of course, you could also use the Bombardment ability for some money.

Beware that enemy units are coming up behind though, and will retake Mogaung next turn. Be ready to fight them. They have an armored car too, which you can’t tell the location of just by looking at map.

You should leave three units at Indaw to fight the enemy as they come, to ensure continual supplies. The enemy HQ is near Lashio, but you need to push the west first before crossing the river to the east. At this difficulty you can force Mandalay, but at higher you probably need to cross the river further north to the supply drop.

4.9.14 Turn 14

You can blow Southwest bridge right after pushing enemy off it. HOWEVER It’s better value to occupy Kalewa to ensure supplies remain fine if the enemy retakes Indaw.

4.9.18 Turn 18

Depending on how things went, you can blow Kalewa bridge now after securing the area.

SPECIAL EVENT: BRIDGE DOWN
Our special forces have destroyed a key bridge behind enemy lines.

I got a big question about how Japanese trucks can work in river AND jungle. If you didn’t hold onto your starting area before, retaking it is too difficult. If you defended Indaw before, those units should go east to Piccadilly, Bhamo and Chowringhee.

Meanwhile, once your artillery is rested in northeast, start bombarding Myitkyina for several turns to soften it up for Chindit assault. Blow the north bridge while you’re at it.

4.9.21 Turn 21

Mandalay assault will hurt, a lot. Because rail bridges don’t let men run over them like road bridges do, apparently.

4.9.24 Turn 24

About now your last Chindit over the south bridge can blow it up.

4.9.25 Turn 25

About this turn, the enemy would reach the north rail bridge, you need to have blown it at or before this point.

Your artillery should head for the exit, but don’t trigger it until you finish the HQ in the south.

SPECIAL EVENT: BRIDGES DESTROYED
The destruction of all bridges in this region should impede Japanese troop movement significantly.

4.9.27 Turn 27

SPECIAL EVENT: HQ RAIDED
Our assault on the local Japanese headquarters has caused serious disruption and confusion among the enemy forces.

Yeah sure, with no efficiency penalty it’s not evident to me. Well, move the mountain gun onto the evac point flag (mountain hex) and…

4.9.28 Turn 28

OUTCOME EVENT: VICTORY
In spite of considerable losses, the Chindits managed to stir up considerable trouble behind Japanese lines. This success has also provided a major morale boost to Allied troops in India.
Burma Road 10: Ledo Road, 4.10 -- 4.10.18
4.10: Ledo Road

North Burma – January 1944,
Since the Burma Road was cut in 1942, the Allies have lacked an overland supply route to China. The construction of the Ledo Road must resolve this, but Japanese forces still lurk along the intended route.

SPECIALIZATION: Get Advanced Aeronautics, Drop Tank and Tank School.

BRIEFING:
Since the loss of the Burma Road, we’ve been forced to airlift supplies into China, and Command has decided something must be done about this. Your mission is to clear a path from Ledo to Walawbum so that the newly planned Ledo Road can begin* construction.
As the terrain is dense and treacherous, frontal assaults on Japanese positions may prove very difficult.
Whenever possible, alternative routes should be used through the jungle to outflank the enemy.
Construction Groups will be sent forward each time we’ve cleared out a Japanese outpost.
These units must then be protected and allowed to reach their designated construction zones.
The Chinese have also sent a token force to assist in the operation.
After all, China’s own chances in the war against Japan may be determined by the completion of the Ledo Road.

*Typo corrected.

OBJECTIVES:
Capture all Primary VPs (0/4)
1 construction unit must survive

SECONDARIES:
All construction units survive—+1 specialization point

4.10.0 Deployment

50 Land CP, 17 Air CP. So that’s up to 15 Gurkhas (upgrade your Chindits back to the newest Gurkhas and detach the commander), 1 light tank, 4 Typhoons, 1 Halifax and 2 Sunderlands.

Hold on a moment, after upgrading and deploying all your foot troops (except the Engineers and Heavy you have left over from the beginning), there is no new light tank for this time period?

I checked and no improvement available from Crusader Mk 3 (put land commander on it) by getting Lend-Lease, so don’t do that. Considering the terrain, I favour the idea of getting 2 Gurkhas, as unfortunately Britain doesn’t have a good medium tank at the moment for 6 CP (if you did, I’d have grabbed Tank School).

WHERE RPT WHERE IS GENERAL ORDE WINGATE THE WORLD WONDERS

4.10.1 Turn 1

Sunderlands south and southeast. Typhoons go attack the enemy fighter over airfield south of your start area, hit the bomber too while you’re at it.

Chinese forces are absurdly under-levelled here, but can be used to guard construction groups I guess, and the tank can be somewhat useful.

The enemy is weak enough hat you should review leapfrogging so you can one-turn the west bunker and push away the 25mm AT gun east of the town in one turn. Too bad you probably won’t get to hit the heavy this turn (unless you put tank relatively close toward front, and I don’t recommend that as light tanks vs heavy infantry get hurt quite a bit).

Bomber hits someone without AA cover.

You’ll notice the push naturally divides in two, one in jungle alley to the east (look out for the large numbers of IJA across the river, they could try to cut your logistics) and a larger one along road southward, for now (will split shortly)

4.10.2 Turn 2

THERE’S WINGATE! ABOUT TIME! Put him on a 4-star Gurkha or similar.

Fighters inbound from southeast. Unfortunately, you may not be able to one-turn lead fighter if more than one of your Typhoons was west of the fighter you killed last turn, so make sure to kill the bomber from Turn 1 with any Typhoons that can’t reach enemy fighters!

You, er, know how to leapfrog-assault on both sides. Remember that units can cross between the sides if it helps finish an enemy unit!

Sunderlands keep moving to scout.

4.10.3 Turn 3

Reminder that Sunderland in east needs to patrol to ensure enemy armor across river doesn’t outflank your units. Your fighters kill the bomber in center of map now. Beware that construction groups spawn as soon as you capture and leave vacant a construction zone, and are fragile. So don’t leave them vacant or (less practical) don’t capture them until the area is clear.

4.10.4 Turn 4

If you can airstrike the enemy airfield, kill the fighter in the air over it first, then airstrike.

4.10.5 Turn 5

SPECIAL EVENT: CONSTRUCTION COMMENCES
The first Construction Group has arrived to begin work on the Ledo Road. We must make sure that this unit remains protected against potential Japanese counter-attacks.

You probably need to heal some fighters.

4.10.6 Turn 6

Either the enemy armor in northeast moves when your each the north-south river by second construction zone, the second construction starts, or on Turn 6, it matters not which.

There are only two construction zones, so don’t have to tie up too many units watching them (also, seem to be no snipers or other sneaky units on this map)

4.10.18 Turn 18

OUTCOME EVENT: VICTORY
Ledo Road has reached its destination. The reopening of a supply line into China is a vital achievement in keeping China effective in the war against Japan.

NOTE: The bigger problem was KMT corruption. They imported ♥♥♥♥♥♥♥♥♥ pianos over the Hump instead of military supplies, because the four rich families wanted them. The Ledo Rod was similarly useless with how rotten they were.
Burma Road 11: Imphal '44, 4.11 -- 4.11.10
4.11: Imphal ‘44

Imphal – March 1944,
With Japanese losses and defeats mounting in other regions, a major offensive into India, Operation U-Go, is launched.

SPECIALIZATION: I grabbed Tank School as I was 1 point short of Scrambling, and Imphal has enough flat land in the northeast that more tanks might be useful..

BRIEFING:
The city of Imphal has been chosen as a major staging area for our return to Burma, but the Japanese have just launched a major offensive of their own in the area.
Our primary objective is to defend the key locations at Senapati and Churachandpur.
Holding these locations should prevent the Japanese from encircling Imphal.
Intelligence reports have located two major Japanese supply dumps in the area.
If possible, raiding these positions would significantly cripple the enemy’s ability to supply their huge army.
A powerful army has been assembled against us, but the Indians have also committed their divisions to battle.
They should be able to hold the main battle lines in front of Imphal, but must receive assistance if it looks like the city is in danger of being overrun.

OBJECTIVES:
Defend Imphal
Defend Senapati and Churachandpur

SECONDARIES:
Capture Japanese supply depot at Gambai—A captured Japanese tank is awarded for completing this bonus objective.
Capture Japanese supply depot at Moreh—A Sherman Calliope is awarded for completing this bonus objective.

NOTE: I gotta ask about lack of turn limit or “kill all enemies”, and also about the garbage-ness of IJA tanks, and how a Sherman Calliope can be found in IJA stocks.

4.11.0 Deployment

59 Ground, 23 Air CP. Enemy armies present in northeast, mid-east, and south. Field seven strike aircraft (upgrade all your old units to Typhoons for six, and one Halifax for bombing in the southeast hex), unfortunately both Sunderlands have to spawn near north airfield as there’s no space closer to the front.

Your Crusader Mk 3, both commanders, and four other elite (4.5-star or better) Gurkhas in northeast.

Next six veteran Gurkhas around the village east of Imphal.

Seven Gurkhas southwest of Imphal on the highway.

4.11.1 Turn 1

SOUTH: Interestingly, if you use artillery to make sure the lead Engineers rout, and then push the enemy infantr,y you can move Colonial infantry such that the 2-pdr can safely cover both units without exposure to enemy infantry.

Five Typhoons will clear out the enemy heavy fighter and bomber, use your Halifax to hit the Infantry that it can hit (by the pond), then hit that unit with a Typhoon, from front with Indian Colonial Infantry, and then kill with another infantry from north.

MIDDLE: You see that 2pdr in the jungle about to get killed by infantry? Move it southwest into the open, Gurkhas in front of it to absorb punishment. Both artillery shell the infantry in front of Gurkha and then hit it to knock aside for Colonial infantry to kill.

Units further back move up to allow front line to tighten up. However, do send Colonial infantry to the Primary VPs as a garrison, just in case of paratroopers.

EAST: This colonial infantry might go garrison Imphal (don’t block the road for the tanks and artillery moving forward) but the core Gurkhas should advance on Gambai immediate.

NORTH: Sunderlands toward the back fan out and notice three aircraft on radar. Well, your Typhoons will sweep across the line up to here soon enough. The troops need to move up along road.

You COULD move up a colonial infantry to spot the enemy front of advance, as you lack the money to just bombard the road for now… that’s a lot of enemies. Bombard the heavy, and move up 2pdr to spread the damage and avoid taking a lot of damage from tanks. You’ll probably end up losing the 2pdr eventually though. HOWEVER, if you want a no-unit-lost run, you’ll want to hang back and wait.

NORTHEAST Core: Two-shot the heavy infantry you see, then sou should be able to two-shot the flame tank and damage one of the other tanks nearby. The non-core colonial infantry up here… might as well sleep in roadside forest to guard retreat (if you must)

4.11.2 Turn 2

HISTORICAL EVENT: HOLD THE LINE
Indian forces have made contact with the enemy and all their available reserve tanks have been deployed to battle.

AIR: The enemy fighters are coming south, wonderful. Go kill them ASAP with 3-4 Typhoons.

SOUTH: You can domino the enemies and leapfrog enough to kill at two infantry, the light tank northeast of crossroad (use the 2pdr for first shot, don’t chase with Gurkhas for second shot, and kill on third hit with Gurkhas), and damage another infantry (in jungle by roadside), as well as having trailing Gurkha block highway and spot the light tank coming west of the lake. Move the artillery onto highway.

Halifax and remaining Typhoons can pound nearest Tenshin-Dan (paratrooper) to the east enough that your last Gurkha can one-shot from 3 HP.

SOUTHEAST: You have two-pounder that can move down and hit enemy light tank next to the paratrooper you just killed. More importantly this unit can be immediately covered by Colonial Infantry coming from the west after knocking away (or have infantry give 2nd hit to push away) tank.

Non-core Gurkha comes down to hit second paratrooper unit with flanking bonus for 4/0+.

Non-core line needs to cheap-repair artillery, shell the healthier tank so non-core Gurkha can hurt it and colonial infantry can kill or knock away at 1 HP.

The micro is not intensive enough that I need to point everything out. You can pull one or two Gurkhas from east advance to help this side.

EAST: You can hit two enemy units in front already near Gambai (push the infantry and then hit, maybe push, the tank).

NORTHEAST: you can kill the two vehicles to the west (colonial infantry can be useful for finishing) and drive back and damage two vehicles to the right, then full-elite-healing your most damaged Gurkha in the middle.

NORTH: Shell enemy lead heavy infantry so your colonial infantry coming form north can boot it aside, push away or kill the Engineer after it, then retreat your two damaged units northwest

4.11.3 Turn 3

NORTH and NORTHEAST: The one non-core 2pdr sacrificed is enough for you to annihilate the western part of the northern enemy force this turn, and destroy most of their eastern units too.

AIR: You can three-shot both enemy fighters that came over with your six Typhoons.

SOUTH and SOUTHEAST: I need not tell you the details, blitz the enemy.

4.11.7 Turn 7

You could get it up to two turns earlier, but I got it here:

SPECIAL EVENT: GAMBAI CAPTURED
We have taken the enemy supply depot at Gambai. The loss of ammunition and equipment should seriously affect the efficiency of the Japanese attacks.

You should already be at the point where non-core units can sleep and your core units are resting before assaulting the other depot.

4.11.9 Turn 9

Around here, you should get:

SPECIAL EVENT: MOREH CAPTURED
The capture of a major Japanese supply depot at Moreh should slow down the enemy offensive significantly.

4.11.10 Turn 10

OUTCOME EVENT: VICTORY
Smashing the Japanese offensive into India has resulted in their largest defeat in this war up to this date. The enemy’s ambitions across Southeast Asia have been crippled.

It appears that this triggers after you capture both depots. Which is unfortunate as I didn’t get to kill all the IJA units on the field. Perhaps I should have delayed seizing Moreh?

The first time I played this scenario it also ended on turn 10 out of 30, so I’m not sure if that’s working as intended.
Burma Road 12: Irrawaddy River, 4.12 -- 4.12.17
4.12: Irrawaddy River

Pakokku District – February 1945,
In an effort to stretch Allied supply lines, the Japanese have decided not to hold the Chindwin River but instead concentrate their defenses along the more distant Irrawaddy River.

SPECIALIZATION: Nothing of Interest.

BRIEFING:
After the massive defeat of the Japanese at Imphal, the time has finally come for our return to Burma.
Under Operation Capital, British forces will strike deep into Central Burma to liberate Mandalay and the surrounding area.
Because the Japanese have fallen back all the way to the Irrawaddy River, our supply lines are somewhat stretched.
Nonetheless, our materiel superiority grows daily while the Japanese are facing shortages of all kinds.
As a result, our forces are well-supplied for this fight and face a reduced Japanese air force.
On the ground, well entrenched defenses and bunker networks are still to be expected, however. We do not want to repeat the Arakan disaster.
Time pressure is also a major factor, especially with the upcoming monsoon season.
With a decisive victory here, the operation can be expanded to reach all the way back to Rangoon.

OBJECTIVES:
Capture 4 Primary VPs on the Irrawaddy River
Capture Meiktila

SECONDARIES: None

4.12.0 Deployment

Objective might as well have said “clear the map”.

59 Land CP, 23 Air CP like last mission, but you can’t bring all your Gurkhas due to…

Sherman Calliope in artillery mode in range (2) of Kaduma, on road (mines might be directly ahead on road, depending on RNG, but the flanking Gurkhas can spot them) with 6 Gurkhas accompanying.

Crusader and 4 elite Gurkhas go east along highway to Shwebo.

6 Gurkhas with infantry commander west.

Deploy your Typhoons, Halifax and Sunderlands.

4.12.1 Turn 1

WEST: there’s a foxhole on the first mountain hex. It seems unreasonably difficult to kill all 3 units in front of you, don’t fret about it. You can definitely one-turn the foxhole, and maybe the AA gun, but sniper is hard to rig the odds enough.

AIR: Fly Sunderlands southeast to see the enemy… Obviously kill the fighter first, then bomber.

MIDDLE: Turns out both your forces should converge on the first enemy blocking force to kill enough in this turn.

4.12.2 Turn 2

You may want to send your Typhoons sweeping ahead…

4.12.3 Turn 3

…Because there are two fighters who will appear at once on this turn unless you already downed one.

Anyhow, if they land, it’s pretty easy to kill their hangar with your Typhoons.

4.12.12 Turn 12

This triggered when I captured Mandalay, whether that’s the trigger or if it’s three Primary VPs, I don’t know.

SPECIAL EVENT: FINAL WAVE
It appears the Japanese are throwing their last reserves into the fight. We must brace ourselves for one final counter-attack.

I just noticed Banzai Marines lose their mech attack value. This suggests that Iron Tide is a valid approach to dealing with them. Failing that, make sure your units are well-rested and have suppression fire support as the enemy charges and you’ll be fine.

4.12.17 Turn 17

If you don’t win by this turn, your bomber will need refuelling soon, so be careful about that.

OUTCOME EVENT: VICTORY
This crushing victory in our bid to retake Central Burma from the Japanese has paved the way for the advance toward Rangoon and its liberation.
Burma Road 13: Race for Rangoon, 4.13 -- 4.13.26
4.13: Race for Rangoon

Rangoon – April 1945,
Following their recent defeats, Japanese defenses in Burma are in turmoil. The Allies decide to retake the vital port of Rangoon now, before the monsoon season begins.

SPECIALIZATION: Scrambling is perfect at 10 points.

BRIEFING:
After our recent victories the time is right to advance to Rangoon. Its major port will be needed if we are to overcome looming supply problems.
In particular the upcoming monsoon season will create a logistical catastrophe for our army.
It appears the Japanese have anticipated this and are well prepared to defend the city.
Aerial reconnaissance has detected strong fortifications situated on the outskirts of Rangoon.
The enemy is critically short on supply however, so if you can capture or destroy their supply depots, they will be strangled even further.
It is equally important to guard our own supply lines and depots, as they will make a tempting target for a starving enemy.
The Japanese can be expected to throw every last ounce of their remaining strength into this battle.
We must at all times be prepared for desperate counterattacks as well as successive attack waves from the enemy air force.

OBJECTIVES:
Capture Rangoon Jail
Capture Rangoon Port
Capture Rangoon Station

SECONDARIES: None

4.13.0 Deployment

I see the game wants me to use Infantry 45 instead of Gurkhas 43, as the stat differences amount to higher mech attack for the Infantry. The problem is the TERRAIN, Gurkhas get no efficiency penalty for moving through jungle.

After deploying all Gurkhas I find a problem: I have 10 Land CP left, so withdraw one, upgrade M4 Calliope to a Comet, and deploy it in the west, while the Crusader with anti-mech general goes in east, also upgraded to a Comet.

By the way, considering they seem to unlock about the same time, and Challenger isn’t also considered an AT gun (didn’t find it in anti-tank category), who thought it was a good idea to have Comet be purely better?

I filled east air spawns with Typhoons and a Sunderland. The other Sunderland and two Lancasters (upgraded the old Halifax as I had over 7000 resources and this is the last mission) went in west spawn zone.

I put 5 Gurkhas on west highway plus 2 more up front, 3 on middle highway, and 7 in east.

4.13.1 Turn 1

Move Sunderlands forward to scout, see nothing on radar, Typhoons can check the airfield near Mingaladon, no hangar… but there’s an AA nearby that needs to be annihilated.

Move south along each axis, but don’t forget to send a large force east.

4.13.2 Turn 2

Slim should be attached to an eastern Gurkha unit as they’re going to face a bunch of Banzai Marines, and 4 radius +2 anti-infantry defence is pretty good.

Take care to not get outflanked by the tankettes, which can move in two steps.

Make sure all your fighters are near Mingaladon, the enemy will come from its southeast soon.

4.13.3 Turn 3

ENGAGE ENEMY FIGHTERS! Take Shinden-Kai down first as he has highest anti-fighter power. Lancasters should be in the far west attacking the enemy column coming from that side.

4.13.4 Turn 4

I have no idea why enemy fighters almost always run away after first engagement. Go check out the two planes still up near middle axis of advance… kill the two bombers. Also look at the radar signatures near enemy airfield to determine when to blow the hangars.

4.13.5 Turn 5

The enemy is so dumb they put a unit on the airfield north of Rangoon and their fighters are getting confused and returning to continue fighting.

4.13.17 Turn 17

Around this time, if you decided not to envelop and assault Rangoon from all sides, you might discover that the Ho-Ri and O-I superheavies in Rangoon can, in fact, move. You should also notice it’s not a great idea to funnel all your forces into Rangoon through any one passageway, regardless of where they ended up after sweeping the enemy bunker line.

Also, a major counteroffensive will begin moving up the east side of the map shortly. If you have a force moving down the east, make sure they don’t get flanked and cut off from supply. The IJA have far more and better tanks than historical just to not be too much of a pushover.

4.13.24 Turn 24

A wave of enemy aircraft will spawn in the south-southeast this turn, four fighters and three bombers, so make sure to ready your Typhoons before now to meet them. Please note that enemy aircraft may make a run for an unoccupied enemy airfield for some reason, so having a force in southeast to kill them on the ground may be convenient.

Depending on how enthusiastic you were about exterminating the IJA on the map in the west and east, this is about the earliest date (if you only focused Rangoon) you are likely to get an event like:

SPECIAL EVENT: STATION SECURED
The securing of the Rangoon rail station has granted our forces a most vital lifeline into the city and further weakened Japanese control of the city.

SPECIAL EVENT: PRISON RELEASE
The liberation of the main Rangoon jail has freed many of our POWs and significantly weakened the Japanese hold over the city.

This is one of the few times where my intense obsession with elite light infantry is a problem, as lacking artillery that doesn’t fly to reach over the line and touch the enemy means only so much combat frontage can be used per turn.

4.13.25 Turn 25

Of course, if you don’t take particular pleasure in beating on the IJA, you could head off further fighting by simply triggering…

SPECIAL EVENT: PORT RETAKEN
The retaking of the Rangoon docksides has severed the primary Japanese escape route out of the region and seriously weakened Japanese control of the city.

4.13.26 Turn 26

Do not expect to get this outcome more than a couple turns before this if you used elite infantry doctrine like I did. You can really take your time killing IJA units if you want.

OUTCOME EVENT: VICTORY
The monsoon season has begun in full force, but Rangoon is liberated. The Allied drive to reach the city before the rains has succeeded with only a few hours to spare.
Winter War 1: Ladoga Karelia Pt 1, 5 -- 5.1.7
5. Winter War

5.0 Winter War Details (Vaapeli/Easiest Difficulty)

Three months after the outbreak of World War 2, the Soviet Union declares war on the neutral nation of Finland. Under the pretext of seeking territorial changes to protect the city of Leningrad, the vast Red Army envisions a quick victory against the small and poorly equipped Finish defenders.

The word roughly means First or Master Sergeant, as Lieutenant is clearly the translation of the next difficulty level on up and Captain is the middle difficulty. I am NOT going to type with any additional modifiers on my characters.

CAMPAIGN EVENT: THE WINTER WAR
In order to secure its borders in the Baltic region, the Soviet Union has demanded Finland to cede territory around Leningrad. After the suggested territorial changes are refused, the massive Red Army prepares to achieve them by force.

5.1 Ladoga Karelia

Ladoga Karelia – December 1939,
Several Soviet armies have crossed the border and are advancing into Finland. It is imperative to stall the enemy and prevent a total breakthrough of our defenses.

SPECIALIZATION: Can’t do anything about this yet, not that this campaign is rich in choices anyhow.

BRIEFING:
Several days ago, Soviet units have crossed our border, capturing the town of Suojarvi.
The overwhelming strength of the Red Army deployed north of Lake Ladoga has certainly caught us by surprise.
A whole division of Soviet troops has been deployed for ach main road leading west into Finland.
The enemy intends to quickly overrun and destroy our forces in the area of Ladoga Karelia.
It appears, however, that their advance will be confined to narrow roads, as Soviet commanders are unable or unwilling to move infantry and vehicles cross-country.
Pursued by the enemy advance guard, some of our forward units have abandoned their positions and are retreating in panic.
Resolving this situation quickly will greatly benefit our chances in the battle ahead.
We may be heavily outnumbered, but the army of Finland, fighting on familiar ground, must stand firm and use the harsh terrain to halt the Soviet advance.

OBJECTIVES:
Defend both Primary VPs.

SECONDARIES:
Do not lose Kollaa—Praised for his valiant performance and perseverance in the face of the enemy, a new Commander will be promoted in the Finnish Army.
Evacuate the Cargo Trucks (0/1)—Additional supplies and resources will be available for every truck that exits the combat area, allowing us to deploy more forces against the enemy.
Hold the Aittojoki bridge for 8 turns—Defensive positions will be created along the Aittojoki river.

5.1.0 Deployment

You have 14 Land CP, 3 reserve Infantry 38, and 50 resources. There are many units on the map which clearly need to be healed.

Infantry 38 upgrades to Infantry 39 for 12, Infantry 39 costs 25, and provides… exactly +1 defence vs mechanized.

My advice? One Infantry 38 north of Papero and one to the northeast, to leave room for Engineers to retreat into the town. Buy an Infantry 39 and put it and your remaining infantry 38 east of Aglajarvi—You’re going to have to rush east hard to save the river defence.

5.1.1 Turn 1

SOUTH: Forest infantry moves up one hex and knocks enemy back, road infantry moves up into vacated woods and kills. Cheap-heal Engineer to full.

The Infantry 38 you have in the back takes train up to just behind engineers.

NORTH: The trucks move west along road. Roadside infantry moves southeast to occupy road coming up from south, and lake infantry moves onto road from east behind trucks, both cheap-heal. Engineers advance two hexes southeast. Your core troops move forward by road as much as possible (Infantry 39 in lead, 38 just gets on bridge).

5.1.2 Turn 2

SOUTH: Train disembarks and that infantry moves up past engineers and enters trees south of road (so southeast of engineers). Your front core infantry trades places with Engineers and the back core infantry moves a hex north. There is an enemy heavy (mortar team)two hexes northeast of this back infantry now, and you want Engineers to hit first to reduce its defences.

NORTH: Engineers enter forest by roadside so that trucks can pass (Hindsight: I’m under the impression the truck engineers can’t go 3 hexes on dirt road? Well what’s done is done). Infantry from the back moves up.

Front 8HP infantry goes northwest into woods by road junction and cheap-heals to full HP. 7HP guy follows trucks and cheap-heals.

5.1.3 Turn 3

NORTH: Trucks keep going back—there is an exit hex at top middle of map—and core infantry keeps moving up.

9HP infantry hits Engineers from the road junction, and then the 8HP infantry slides northeast in woods and kills.

North Engineers go down onto road.

SOUTH: Engineers step out of woods to hit Soviet heavy from south, infantry hits from southwest and pushes back. Non-core moves up to Suojarvi and knocks enemy conscripts back, then core infantry pushes enemy conscripts back further.

5.1.4 Turn 4

SOUTH: Engineers go onto ice to hit 2HP heavy, which needs to die. Non-core infantry goes north-northeast, so that core infantry can go northeast and hit heavy for 3/1. Non-core then hits for 3/1 and… the enemy fled northeast, unfortunate. Then your other core infantry has to attack the artillery.

NORTH: To ensure kill your junction infantry has to slide southeast so Engineers can come and hit for 3/2 without pushing enemy back, then the guy on ice pushes enemy back along road and the woods guy kills.

TOP: Since your infantry goes 3 hexes on road and the trucks go 2 it’s easy to get them past each other. East infantry goes forward past trucks, east truck goes west, west infantry, then west truck.

5.1.5 Turn 5

NORTH: Trucks are slow in forest.

Engineers move north into woods and cheap-heal. Core infantry 39 knocks conscripts back. Road non-core infantry moves along road and kills, then pursues. Woods non-core infantry heals.

SOUTH: non-core engineers heal, non-core infantry attacks enemy infantry in the west and knocks back. West core infantry slides northeast and hits enemy artillery. East core infantry sides northwest onto road and cheap-heals to full.

5.1.6 Turn 6

NORTH: Trucks keep going to the mid-map top exit. Engineers and woods infantry heal/rest.

Your core infantry units move down and attack enemy, non-core on road may have to get the kill.

SOUTH: Engineers hit armored car from south, non-core hits from southwest, damaged core retreats and heals, while healed core hits from southeast with flanking bonus and pushes enemy northwest.

5.1.7 Turn 7

NORTH: Core infantry from road goes south to hit artillery from northeast and pushes it away. The western core infantry on ice gets back on road and kills. Non-core (8HP) pushes enemy armored car south…

SOUTH: …so that your 5HP core infantry can kill it and chase into woods (where it will heal and rest next turn).

Non-core engineer can only move 1 hex northeast and kick back enemy artillery. Full-HP core infantry can go into this gap and hit another artillery unit to the southeast.

NORTH: both units in woods slide northeast one hex so someone coming down road runs into both at once.

You have a problem though: The enemy has snuck through cross-country and taken Papero. Fortunately, we’re about to get some resources and CP, because one truck has made it to exit and the other is soon to do so.
Winter War 1: Ladoga Karelia Pt 2, 5.1.8 -- 5.1.21
5.1.8 Turn 8

SPECIAL EVENT: SUPPLIES SECURED
A group of supply trucks has eluded the Soviet pursuit and retreated safely behind Finnish lines. Its cargo has been unloaded and distributed among our forces.

2 Land CP and 20 Resources… that’s… not much. Buy Ski Troops and put it northeast of Kollaa int eh south-mid of map.

SOUTH: Engineers hit artillery, core infantry chases and kills 1 HP enemy infantry (do not pursue). Non-core infantry units move southeast (the lower-efficiency one moves by road to southwest of Suojarvi) and heal. 5HP Core infantry fully cheap-heals. Core infantry in middle split north and south, do not attack Kaipaa flag’s entrenched infantry yet, in fact don’t even touch him yet.

NORTH: Engineers hits conscripts and chase, Infantry moves out onto pond and pushes (chase) conscripts south. Second truck gets on exit hex.

5.1.9 Turn 9

SPECIAL EVENT: RIVERLINE
Successful delaying actions against the Soviet advance has given us the time to set up defensive positions behind the Attojoki river.

Two foxholes, huh? Better than nothing.

SOUTH MID: Buy and deploy a new Ski Infantry 39 northeast of Kollaa, after moving your existing one east to the woods south of railway bridge to Papero… too bad the enemy unit is hiding in the town.

NORTH: Depending on where the conscripts went, the core infantry that went northeast on the frozen lake might be able to hit 3HP conscripts form the south for a kill right away, or it might have to move northeast. Regardless, non-core infantry can slide northeast to cut off the enemy infantry and kill, so Engineers can move southeast. If conscripts went southeast, the Engineers can kill them in one hit, or Infantry moves up and finishes, then pushes close to arty. If the infantry didn’t have to finish the conscripts, then it should go north-northeast to avoid contact and get ready to kill artillery next turn.

SOUTH: Your healed infantry can move southeast, on the road southwest from Suojarvi. Engineers go southeast onto pond and heal, core infantry north of him goes south and hits artillery.

Rear two units move up, while the 7 efficiency guy by Suojarvi rests.

5.1.10 Turn 10

NORTH: Engineers kill artillery and pursue so your core infantry can hit conscripts with flanking bonus (pursue as they flee). Non-core follow Engineers.

SOUTH: Engineers go southeast and hit artillery, core infantry follows and kills arty (pursue).

The infantry that left Kaipaa to attack your Engineers, you have three units that can reach him this turn. Rested non-core (from southwest of Suojarvi) hits first from southwest so he flees north. Next non-core follows and… kills, how odd. Well, pursue to reveal troops to the east.

Rested core from 2 hexes southwest of Suojarvi can hit the conscripts on road with flanking, Too bad they run too far away to leapfrog. Your core infantry northeast of Suojarvi hits the enemy infantry southeast of Kaipaa, south of the artillery.

SOUTH MIDDLE: Ski troops can do this leapfrogging, where infantry could not, run the new unit up to Papero to spot and attack from rail bridge, the slightly older ski troops hit from south.

5.1.11 Turn 11

SPECIAL EVENT: SOVIET STEEL
We have received reports about Soviet tanks at the frontlines. The shortage of anti-tank weapons and training is causing panic among the Finnish troops.

NORTHEAST: Non-core hit artillery and pursue, Engineer finishes 1HP conscripts, then…

EAST MID: Infantry southeast of Kaipaa move northeast to hit enemy infantry with flanking bonus and knock back. Core follows up and pursues.

SOUTHEAST: Non-core Engineer withdraw northwest onto lake and cheap-heal. Non-core infantry near him goes south and hits tank.

Infantry on road moves south and hits tank with flanking, then forest infantry to the east goes onto road and kills tank (if it doesn’t die, pursue to limit its healing).

SOUTH MIDDLE: Lead ski troops move north 1 hex and kill. Lagging ski troops race forward on road.

You need not heal any non-core units after this point. The idle core infantry in north heals and rests.

5.1.12 Turn 12

SOUTHEAST: Tailing ski unit moves up as far as possible. Lead Ski unit can now reach the Soviet conscripts and push them back. Core infantry from road directly in front of road conscript moves northeast into vacated hex and pushes enemy back further.

Your non-core infantry can now swat back the enemy conscripts on road (no chase), so your other core infantry can leapfrog up and push them further.

The non-core Engineer on pond rests.

EAST: East non-core who is touching two enemy arty goes west to spot Kaipaa engineer but does not attack. Engineer enters woods, kills east artillery and pursues.

The core infantry you have south of this kills 2HP enemy infantry and pursues.

The other non-core infantry slides southwest to touch Kaipaa for now… actually, you could hit from northeast, knock enemy away (if it doesn’t get knocked hit again from southeast), then use core infantry to kill easily (without pursuit off the town hex)

5.1.13 Turn 13

NORTHEAST: Core infantry in woods slide north, lagging guy uses the enemy artillery kill as a boost to move another hex. No need to heal infantry from this point on as you’ll be upgrading all your infantry into skiers later. Engineers and skiers… sure, heal those when you’re resting waiting to attack the enemy garrisons at their flags.

The two non-core and one core infantry near Kaipaa move north along road.

SOUTHEAST: Core infantry in woods kills enemy conscripts and pursues. Ski troops move forward on road, non-core between them. Core infantry north of road in woods moves southeast through woods. Non-core Engineers sleep on Suojarvi or road east of it.

5.1.14 Turn 14

Push toward both flag points, reminder that Engineer needs to use truck to move cross-country as fast as infantry, but there’s only one infantry at each of the road entrances of the map, nothing at rail entrance so this is safe.

There’s a random conscript I ended up forgetting to the east, so consider keeping a core infantry back from south push for that.

5.1.16 Turn 16

With a unit ready to flank on each side and non-core lined up on the road to hit first and absorb the first counter-hit, rest all units on southeast.

Northeast you should have had Infantry do the detour to the train entrance flag if you want Engineers to hit first and reduce the entrenched enemy.

5.1.21 Turn 21

OUTCOME EVENT: VICTORY
The Soviet leadership has misjudged the fighting spirit of the Finnish Army. A heroic and stubborn defence has stopped the enemy advance dead in its tracks.

Ended mission with 116 Resources.

NO MAP PINS.
Winter War 2: Tolvajarvi Pt 1, 5.2 -- 5.2.4
5.2: Tolvajarvi

Tolvajarvi – December 1939,
Finnish troops have endured the first clashes at the Soviet border. Now the army is preparing to launch a counter-attack in an attempt to gain the initiative.

CAMPAIGN EVENT: MOLOTOV COCKTAILS
Bottles with flammable liquids have proven quite effective against enemy tanks. After Soviet Foreign Minister Vyacheslav Molotov claimed their bombers were* delivering food, not bombs, we have now given them “a drink to go with the bread”.

*Typo corrected

SPECIALIZATION: War Economy, because instead of 25 Land CP you want to start this mission with 27, so that you can field 9 units.

BRIEFING:
The initial Soviet advance in the Ladoga Karelia front has been temporarily halted.
After regrouping at Tolvajarvi, we now have the opportunity to launch a counter-attack against the invaders.
The plan is to strike simultaneously across the lakes of Hirvasjarvi and Tolvajarvi.
This pincer attack should lead to the complete destruction of the Soviet 139th Rifle Division.
Once the enemy’s vanguard between the two lakes has been destroyed, a follow-up attack will push on to the east and destroy the remnants of the Soviet division.
While most of our reserves will be assigned to the offensive, we must also assure the protection of our northern and southern flanks from potential Soviet attacks.

OBJECTIVES:
Clear area around Ristisalmi—to complete the operation Ristisalmi must be captured and all Soviet units within 3 hexes of the town must be destroyed.

SECONDARIES:
Capture the Soviet HQ in 5 turns—Intelligence obtained from Soviet documents will reveal the enemy’s positions around Ristisalmi
Capture Secondary VPs (0/3)—Soviet equipment may be captured in one of their abandoned supply bases.

5.2.0 Deployment

25+2 Land CP means 9 Infantry (one can be the truck-equipped Engineers), I started with 295 resources.

You’ll start with 8 Ski Infantry and 1 Engineer. I suggest 2 Ski troops north, north and northeast of artillery.

3 in the middle, two as far in front as possible and one north of the non-core Engineer. General is in the lead position east of bunker, south of enemy (wow that’s a huge and powerful aura). Core Engineer on road northeast of bunker so it can hit enemy bunker after the enemy infantry is cleared.

3 south, one south of bunker, one northeast of bunker, and one in far south where there’s a hex further east than the rest. The middle one two should have 0.5 star experience. The reason is below in Turn 1

This left me with 74 resources because I started buying ski infantry relatively early.

5.2.1 Turn 1

SOUTH: There is a conscript in north forest hex south of Kotisaari. There is an infantry on south tip of land (can’t dig in on ice). There is an artillery southeast of the south forest hex.

You will be killing the infantry first. You could three-shot it by hitting from northwest for predicted 3/1 (instead of 3/1+), then south, then have your last unit move up and kill, or you can potentially avoid return damage by pincering, hitting/pursuing, and then attacking and pursuing, though they’ll live at 1 HP.

I chose the approach that avoided taking damage.

The non-core infantry goes northeast toward Kotisaari.

MIDDLE: Non-core Engineer attack infantry from northwest (still within aura) with flanking, then ski infantry next to him hits from north. Engineer moves two hexes east and kills but doesn’t pursue. General and remaining ski infantry pincer bunker with general touching enemy heavy, and general hits first for 5/0+ (instead of 4/1). Then the other ski infantry kills and pursues.

SPECIAL EVENT: PLANS REVEALED
We have cleared all Soviet forces from a hotel located between the frozen lakes Hirvasjarvi and Tolvajarvi. The documents carried by their regimental commander have revealed detailed information on enemy deployments.

Does lighting up these enemy units in that area means there are no aircraft for that airfield? If so great! (Turns out, that’s not the case)

NORTH: artillery hits the infantry on road, non-core infantry pushes him and pursues, skier from woods kills from south (between two enemies) but doesn’t chase. Other skier hits conscripts from south (lake) with flanking, and pursues.

5.2.2 Turn 2

SOUTH: Non-core infantry hits conscripts from southwest and pushes them back (when I say push, I mean pursuit).

Skier on south tip of island kills the enemy infantry next to him and pursues.

Lagging skier pincers artillery and pursues, then leading skier goes around to flank again and kills, but doesn’t pursue.

MIDDLE: Non-core Engineers move up a hex onto road. Lagging skier can hit heavy (who attacked your general for 2/3 on enemy turn) from north and knock away so your Engineer can leapfrog up and kill (don’t chase).

Isthmus Hotel skier and general can then leapfrog forward along road. General should cheap-heal.

NORTH: Artillery uses horse transport to move due east. Non-core Infnatry hits enemy conscripts back, skiers leapfrog up to kill, pursue and advance.

5.2.3 Turn 3

SOUTH: Non-core infantry moves up through Kotisaari and hits conscripts from southeast for the kill.

South skier hits enemy infantry coming out onto lake from southwest so that he doesn’t flee too far from your other troops, and pursue.

Use the more organized of your other two skiers (probably east skier) to kill with flanking from north, as this is not a guaranteed kill. If it fails, pursue 2 HP enemy.

Last skier (west) moves up to forest south of enemy armored car, it can’t get in the woods this turn, but it will use those woods when it attacks the armored car.

MIDDLE: A forest island hex was in the lake? I didn’t notice it earlier!

Non-core Engineers move up road to provide flanking.

10-efficiency skier (probably middle guy just behind general) attacks from northeast for 4/0. Core Engineer kills from south for 0 return damage, and recaptures the flag.

Your general can go southeast along road, while the other skier goes north over ice. Turns out no one was on forest road hex? Well, whatever.

NORTH: artillery goes southeast over ice. Rear Skier moves up to town and finds… nothing. Lead skier captures town.

5.2.4 Turn 4

SPECIAL EVENT: DEATH FROM ABOVE
The Soviet air force is present in significant numbers, impeding manoeuvres over open ground. Additional Command Points and resources have been released to counter this threat.

2 Land CP is an AA gun, and 3 Air CP (I have 4 due to War Economy) is a fighter.

The MS 406 is your best air-to-air fighter right now, so buy that and deploy southeast of your airfield.

AA guns are of dubious value here due to the high movement cost of snowy terrain and its pathetic 2 move points.

SOUTH: You saw where the enemy infantry went (probably 2 southeast), so attack with your further-west guy from southwest, then kill with your other unit.

Non-core infantry moves southeast over ice.

General goes around to northeast of armored car, other ski troops in woods to the south,south hits first with flanking and… Immediately pushes enemy off and caps VP?

NORTH: Leapfrog the skier on ice forward within your vision first, then move the other two along road, the furthest one will find half-HP Soviet infantry in woods north of road, hit and pursue.

Non-core units both go southeast again, infantry onto road, and artillery west of the town Hirvasvaara.

MIDDLE: Both Engineers move southeast along the road as far as they can. Skier moves southeast onto marsh between forests (don’t run right into fog of war)
Winter War 2: Tolvajarvi Pt 2, 5.2.5 -- 5.2.20
5.2.5 Turn 5

MIDDLE: Core Engineer moves northeast into woods to spot enough for skier to move southeast to its limit, on ice and crossing road. Non-core Engineer also moves eastward.

A bit further south, non-core infantry moves southeast onto road by VP, two-shot the armored car with your two skiers.

Fighter flies eastward.

NORTH: Leapfrog-kill Soviet infantry, move the other units up, artillery should reach town this turn.

SOUTH: Move your two southern skiers northward and cheap-heal as needed.

5.2.6 Turn 6

NORTH: All units move eastward along road. Prioritize artillery and leapfrog with your skiers.

MIDDLE: Engineers should advance along south road because there are no defenders in Kivisalmi at all. General can move east past it and verify, then skiers from mid cap it. Skiers coming up from south can move north of general, northeast of Kivisalmi.

Fighter moves northeast as there are TWO enemy aircraft, and one is about to hit north if you don’t go stop it.

SOUTH: Infantry advances, skiers leapfrog up to and along road.

5.2.7 Turn 7

AIR: Hit the I-15 from southeast.

NORTH: At least one enemy Infantry in this patch of woods south of road, the dense forest hex specifically. Lead Skier goes into woods to enemy’s northeast to spot, middle skier moves south one hex to hit with flanking. Then hit from other side with flanking and pursue. Lagging skier then goes to hit from southwest with flanking again, kill and pursue.

Non-core units move up along road as far as possible.

SOUTH: Leapfrog up, but don’t overextend into unexplored areas.

MIDDLE: Both Engineers move south along road. Skiers head northeast as we want to take enemy airfield.

5.2.8 Turn 8

AIR: Fighter goes northwest of enemy airfield to attack the just-taken-off I-15.

NORTH: Rear skier goes north to map edge and heals. Other two go northeast through woods.

MIDDLE: General’s group continue generally northeast. General should be on southwest-most difficult terrain in this band, with skiers two hexes north of him and north-northeast of him

SOUTH: Engineers and your infantry units leapfrog forward.

5.2.9 Turn 9

AIR: Fighter RTB to heal as it can’t do much against hangar and needs refuelling anyhow.

MIDDLE: Everyone rests as you have plenty of time.

NORTH: lead skier on road goes south-southeast past forest. Forest skier goes far to southeast to outflank. Non-core both come up so they can attack after a turn’s rest. Lagging skier move sup north of road (and touching both non-core).

SOUTH: Move lead skier forward into forest hex by road and you should see enemy tank and infantry ahead, second skier on lake southwest of this forest. DO NOT STAY IN OPEN TO LET THEM SPOT YOU.

5.2.10 Turn 10

AIR: Fighter keeps moving back to airfield.

NORTH: Rest all units

MIDDLE: General hits enemy infantry first from southwest for 3+/1. Skier by general moves up for pursuit and kills. The other skier moves northeast.

SOUTH: Engineers keep moving, other units rest.

5.2.11 Turn 11

AIR: Fighter lands.

MIDDLE: General and rested skier pincer enemy, general hits first, then rested skier chases enemy away. Last skier leapfrogs and kills.

NORTH: Non-core runs up to VP on road. North skier outflanks to north. Non-core hits first with flanking, then skier chases enemy off VP.

SPECIAL EVENT: TANKS CAPTURED
We have captured and restored a number of abandoned Soviet tanks. Such armored vehicles are sorely needed in the Finnish army!

Tank goes south-southeast around enemy heavy and kills, but does not pursue.

Other two skiers go southeast.

SOUTH: Other than Engineers moving up, sleep everything.

5.2.12 Turn 12

AIR: Fighter cheap-heals.

NORTH: Move most units southeast. Artillery uses road to bypass terrain first though.

MIDDLE: These three can all enter forest this turn, and heal while you’re at it.

SOUTH: Non-core Engineers continue to move up, everything else sleeps.

5.2.13 Turn 13

Fighter re-launches.

NORTH: troops enter woods northwest of airfield so they can blow the hangars when the enemy aircraft land again.

SOUTH: Sleep and bring Engineer up.

5.2.14 Turn 14

Fighter flies east. Make sure to keep some targets visible on lake that aren’t artillery, and that artillery isn’t hitched to horses, to improve its durability.

You can even move units into forest south of airfield for that matter.

5.2.15 Turn 15

Enter jump-offs north of enemy HQ.

5.2.16 Turn 16

Obviously, fighter attacks enemy fighter over your arty. Actually, if we attack south now by moving non-core infantry up as tank bait…

5.2.17 Turn 17

The 6HP enemy fighter landed? Great, flank and kill hangar, and occupy airfield. Fighter attacks 3HP enemy some more.

EAST: Your tank (from behind the southmost skier) runs up northwest of damaged enemy tank (ran into your skier and took 2 damage and knocks back.

Skier north of tank now, go southeast and kill enemy tank, do not chase. General runs up and hits artillery. Another ski troops (east side of woods) move up beside tank and hit unentrenched enemy infantry to the south for 4+/1. No pursuit to enable flanking.

Flank with your northwest-of-western-tip-of-woods skier against dug-in infantry for 3+/1.

SOUTH: West skier flanks unentrenched tank to hit from its northwest for 1+/1+. Front woods skier hits tank from southeast for 1+/0+. Non-core hits from south for 1+/0+ and pursues. Engineers keep moving up.

5.2.18 Turn 18

EAST: Kill fighter. The three infantry in the north side move south.

General sldies southwest into the thick of it, knocks artillery back. Skier behind him kills artillery but does not chase. Damaged skier north of general hits AT gun that was dumb enough to attack your infantry.

AT gun finished off by skier to the tank’s southwest (after being knocked away by the guy southeast of tank) sliding over and killing (no chase).

Tank goes down and damages enemy tank.

SOUTH: Non-core slides northeast. Core Engineers knock back from south, core skiers from east side (unable to reach tank and would need a hex over open terrain without road to go northeast along road) kill, then core skiers to the west (next to road) CAN kill tank and connect the two advances.

5.2.19 Turn 19

South rearmost skier can kill the infantry that tried to hit your tank just now, but don’t chase.

Airfield capture unit that went southwest can hit enemy infantry northeast of tank from the north, with tank flanking bonus and knock back.

6HP skiers go southeast and kill 1-2HP enemy that fled over here.

Surround the enemy heavy and VP with your troops entirely. Full HP skier hits and… 3 predicted killed 4HP enemy. Well, occupy it!

5.2.20 Turn 20

OUTCOME EVENT: VICTORY
The battle at Tolvajarvi has ended in an important offensive victory and a critical morale boost for the Finnish Army.

The instant capture of the rest of the map shows we didn’t miss anyone. Good.

NO MAP PINS.
Winter War 3: Karelian Isthmus Pt 1, 5.3 -- 5.3.2
5.3: Karelian Isthmus

Karelian Isthmus – December 1939,
The Soviets have massed a large army in southern Finland, aiming to conquer the city of Viipuri. However, they must first break through the “Mannerheim Line”, the main defensive position in the Karelian Isthmus.

SPECIALIZATION: Can’t afford anything.

BRIEFING:
Viipuri, located near the south-eastern border, is the second biggest town in Finland.
Its close proximity to Leningrad makes it an obvious and high priority target for the Soviet invaders.
In its defense, a fortified defense line has been constructed all along the Karelian Isthmus.
As expected*, the Red Army has just started a heavy assault against this position.
However, east of Summa – a direct gateway to Viipuri – mistakes in defensive planning have left a wide, unprotected gap in the line.
Soviet tanks and infantry are threatening to exploit this weakness and must urgently be dealt with.
The loss of Viipuri and the “Mannerheim Line” – named after the Finnish commander-in-chief – would threaten all our positions around Ladoga Karelia and even the capital city of Helsinki itself.
Without a doubt, the future of our country depends on the outcome of this battle.

*Typo

OBJECTIVES:
Do not lose Viipuri
Hold at least 3 Secondary VPs (6/3)

SECONDARIES:
Hold or retake all Secondary VPs (6/6)—If – by the end of the battle – we still have control over the Mannerheim Line, more command points will be available in the next battle.
Destroy the fuel depot in 12 turns—Lack of aviation fuel will limit the contribution of the Soviet Air Force. The sooner the target is destroyed, the less air opposition we can expect.

5.3.0 Deployment

38 Land CP, 14 Air CP, 721 resources after all elite healed.

Now there’s a half-HP AA gun south of the fuel tank. This is low enough on this difficulty that you could snipe the AA gun with two bombers, then kill fuel tank on the next turn with those bombers… which would be infeasible at hard or hardest (but might be doable on good RNG on Normal difficulty). Your air deploy zones are limited to around your airfields, so you can’t just kill the fuel tank on Turn 2.

There’s a problem with the bomber selection, at least when I’m playing this (might be corrected later), the Ju-88 clearly has strategic bomber stats (lower attack stats, higher shock and 2 assault) but is somehow in the tactical bomber category here.

General in Summa west of the defence gap. Engineers on road north of him (so it can go 2 forward on road to hit something in the woods with its shock value), two skiers west of him. Tank in woods west of general, south of concrete bunker.

Put three skiers in forest behind Muolaa to avoid enemy artillery coverage, with two more northeast of them on rails.

What do you mean artillery costs 3 CP here? Then it’s not worth it, as that forbids 2+2+2 for AA + 2 arty to replace 2 skiers (which is a tolerable deal for softening up enemy). I suppose we’ll have to rely on general’s shock and anti-infantry aura then.

On east side, I deployed new ski infantry in Sakkola (town north of bridge) and Kelja, Kiviniemi can be garrisoned by the infantry on road (it needs to hide from artillery anyhow)

1 scout aircraft in west (southeast of field) and 1 in east (south of field). 2 fighters south and southeast of middle airfield, you have 526 resources left and 20/turn income, so you can afford 2x Ju88 for shock value. It’s in tactical bomber tab but it’s indubitably a strategic bomber by stats. Put these two next to the scout in west.

Watch enemy turn carefully to find mortars in the trees (if any).

5.3.1 Turn 1

WEST: Move scout plane straight south and it should spot enemy infantry for fortress to hit. Non-core infantry in southwest rests.

Bunker has enemy heavy in front of it, bomb with Ju88 first and exit southeast, then hit with bunker. Remember there’s another heavy just east of the woods, and enemy tank is rushing on through.

Your tank hits heavy from southwest with bonuses and flanking. Engineer moves up along road in front of general, and kills 1HP heavy (no pursuit).

Skier northwest of generalmoves southeast of bunker into woods to spot enemy heavy and infantry.

MIDDLE: Your skier from across the pond, the western one not hindered by enemy armored car, can run over the ice and cut tank supply, plus pincer this heavy, so bring it over.

Other Ju88 bombs this heavy and exits southeast. Now hit it from southwest and pursue, then kill with the skier that came from mid, but don’t pursue, to contain tank better.

WEST: Skier west of general runs into southwest hex of woods to hit Soviet infantry with flanking, ideally this does not knock back, so that you can hit this guy again with general and pursue.

Viipuri infantry moves up along highway (NOT BY TRAIN) to the southeast. Northmost skier, just south of Ayrapaa, moves northwest along road to stop enemy tank from cutting up to Heinjoki too easily (by proximity to the road). The other skier on rails north of concrete bunker goes southwest across forest.

MIDDLE: Both fighters hit enemy fighter from south and southeast in mid. You have two skiers and a non-core infantry that can hit the armored car. But the priority is to cut off enemy tank.

The tank may still have a clear route back to supply by coming back the way it came, depending on bunker influence zone movement rules. The northmost skier in forest can help with this by moving northwest of bunker, behind tank. Now your other skier moves into open beside bunker to hit armored car, then infantry in town hits, which knocks him back.

EAST: Fly scout straight south. The enemy has two units of soldiers in woods northwest of artillery, so a raid would not be trivial. Move your non-core infantry that just got bombarded southeast into Kiviniemi. Your two skiers and other infantry in east rest.

5.3.2 Turn 2

WEST: Scout plane flies southeast over dense forest hex, then southwest to the other desne forest patch. It sees an aircraft on radar near enemy airfield. Alternative,y go to this southern dense forest, then north-northeast to frozen pond.

Fortress continues bombardment. Southwest non-core infantry keeps resting.

Non-core infantry from Viipuri moves along highway southeast

MID: The two skiers northeast and northwest of bunker can envelop enemy tank. The skier you sent north to close road can come south along road network to northwest of bunker.

Hit tank from north first, then from northeast.

Higher-HP fighter kills enemy fighter to the southwest, attacking from south. Lower-HP fighter attacks bomber to the east from southern hex.

WEST: Engineers camp in Summa for now.

Your tank goes north-northeast and kills enemy tank for ideally 4/0 with three flanking bonuses, and pursues to get another hex closer to front line.

Both Ju88s hit the heavy and exit eastward.

MIDDLE: Skier between Muolaa and bunker can move along road around enemy, kill 1 HP enemy infantry, and don’t’ chase so it can offer flanking against heavy.

General northeast 1 hex out of woods onto rails, and knocks heavy back. Chase
Skier north of general hits infantry on town from north and knocks back.

You have two skiers left, the one in southwest of woods can only reach the knocked-back infantry, kill them from village (don’t chase). The other one moves to southeast of village to kill the knocked-back heavy (don’t chase).

EAST: Scout 3 hexes south (no hangar on first east airfield) and then east outside AA range.

Concrete bunker hits Engineers for 4+ (wow) and skier from Sakkola kills and pursues. There’s a heavy in the woods across the frozen river, which will definitely mortar your bunker if it’s allowed to stay there, so pincer attack it, hit from north with skiers (get flanking bonus) and then southeast with non-core infantry.

Other units rest.
Winter War 3: Karelian Isthmus Pt 2, 5.3.3 -- 5.3.5
5.3.3 Turn 3

MIDDLE: Fighter from east finishes biplane bomber/scout thing from northeast (to avoid AA). Other fighter hits the heavier bomber if it’s not needed to finish the biplane.

WEST: Scout goes south-southeast (2+2 hexes) to take a look at airfield, and then 1 hex north (outside both AA ranges). Fortress keeps hitting enemy.

Both Ju88s hit the enemy OT-130 and exit north or northwest, then your tank hits from northwest.

Furthest-back skier that can reach (the guy on rails north of village) hits flame tank from north. Village guy moves in and kills the tank.

General runs 2 south and knocks enemy infantry southwest (don’t chase), then full-HP skier north-northeast of general moves in for the kill and pursues to make room for the skier just north of general’s current location to hit and push back enemy artillery.

MID/WEST: Non-core infantry form Viipuri move up along highway even more.

Skiers on highway move along it before getting off just inside the front line (between two ponds).

Wounded skiers who hit first against tank move south along rails and elite-heal.

Engineers move up 2 hexes along highway.

EAST: Kiviniemi infantry knock Soviet infantry on frozen river away but do not leave the town.

Full-HP skiers hit enemy heavy first from northeast, then non-core from southeast, then the wounded skier enters woods and kills the fled enemy (do not chase)

Sout flies south-southeast outside AA envelope, and then south-southwest after seeing no hangar at this airfield.

5.3.4 Turn 4

SPECIAL EVENT: HEAVY POUNDING
The enemy has smashed through vital points in our defenses*. We must recapture these positions or prevent further breakthroughs to avoid a total collapse of the Mannerheim Line.

*Typo corrected.

EAST: Oh, the enemy tank DOES know how to move after all. Hit it for 1 with bunker.

Non-core infantry moves north into Kelja and cheap-heals.

Core with higher HP moves northeast of tank and hits for 1+/1.

More damaged skier (probably 7 HP) in woods elite-heals in place and hopes enemy doesn’t come by, so it can reorganize.

Further west, the concrete bunker can one-shot the 3HP enemy infantry near it. Kiviniemi non-core infantry cheap-heals to full.

East scout goes straight southwest and sees no hangar, so the enemy air units are the ones you see up right now, plus a fighter in hangar near fuel tanks.

MID: Rearmost skier (on rails north of village) can run straight south and swat back AA gun. Then the next guy on railroad village leapfrogs up and push back artillery (pursue).

WEST: Engineers move 1 south and hit enemy Engineers (pursue if this pushes, but my case it didn’t).

Fortress bombards the infantry in the village this time around.

Now, tanks cannot attack into dense forest, so can’t hit the heavy to the south, which is very interesting… then we’ll have to think of other uses for it.

MID: The unit south of general can slide 1 down and kill the south artillery piece, then pursue.

The skier to the northwest, northeast of the tank in woods, can hit the 3HP artillery for 3+, it says, but this is exceedingly unreliable. The problem is maintaining contact if it survives, so our solution is to remove that infantry north of it first. You only need 2 hits to knock away the infantry after both Ju88s hit it, and 2 kills to kill artillery. You have 6 units which have yet to strike

Assuming Engineers didn’t get pushed, knock it away from southeast with skiers, kill from northeast with 8HP skiers from woods and don’t pursue… if you moved already without noticing Engineers dropped dead (ahem…), just elite-heal these skiers.

Tank attacks the infantry on hills to the east from the north. Then roadside skier from south of woods hits infantry from southwest and pursues. Between-ponds skier (10HP) now moves down rails past general and hits artillery. General moves onto hill and kills artillery (don’t chase).

Non-core infantry runs down highway, kills infantry on frozen lake and then pursues onto lake (avoids being cut off).

West scout goes straight southeast.

Both fighters hit the bomber of course, outside AA range.

5.3.5 Turn 5

WEST: Fortress hits the enemy in village by Engineer, again.

Non-core infantry runs down road to hit enemy in forest from southwest, ideally this pushes enemy north, which lets Engineers one-shot them.

What to do from here will depend on the middle.

MID: The skier on rails northwest of general can already reach the fuel tank and one-shot it from the north (frozen pond). Do so but don’t pursue.

SPECIAL EVENT: FUEL ON FIRE
The destruction of Soviet aviation fuel depots will prevent them from operating additional bombers in the Karelian Isthmus. Their air force is also expected to suffer from logistical problems.

Your general could go south and kill AA gun near fuel tank, BUT it can also clear the way for other units to go south, by killing (from southeast) the AA gun closer to your front line and pursuing. This frees up a lower-HP skier and a full-HP skier to move south. What will they do?

Well, full-HP unit can hit artillery to the south no problem, if there’s nothing in the woods. Use the lower-HP unit on highway to knock back AA gun and pursue (this also scouts the woods). Higher HP then goes 3 south and pushes back artillery, also cutting off western Soviet units from supplies from the east.

Both fighters attack the enemy fighter that just took off from the western arc.

Enemy now has only one source of supply in this western region, the village near the initial front line. Your full-HP skier east of the village slides southwest, next to dense forest and enemy heavy, and pushes enemy infantry off village in one hit.

Both Ju88s hit the infantry entrenched southeast of the dense forest heavy. Your two healthier skiers (one in hills to the east and one nearby) can now leapfrog-kill this infantry. The injured skiers can withdraw north into woods (out of mortar range) and elite-heal.

Tank goes into unnamed village and elite-heals.

Non-core infantry on east pond takes airfield and attacks AA gun.

EAST: bunkers attack first. Non-core pincers west tank from south and then core kills and retakes VP.

East shore… your rested skiers from the woods moves east onto bridge and attacks the bunker-wounded infantry. If this doesn’t one-shot don’t worry.

Kiviniemi infantry can enter river and pincer Soviet heavy to the east.

East scout flies due north.

WEST: West scout flies north-northeast outside AA range.
Winter War 3: Karelian Isthmus Pt 3, 5.3.6 -- 5.3.8
5.3.6 Turn 6

WEST: Non-core near west shore slides south to spot heavy in village (not important) and gain flanking on infantry to the northeast (hit this with fortress, then hit with flanking bonus for 2/0+. Skier hits from north for 3/0 and pushes enemy southeast.

Bunker would kill infantry, so use Engineer to kill instead, but DO NOT pursue (stay outside mortar range).

Tank in village and skier next to him in woods elite-heal (and rest).

9HP skier next to heavy in dense forest runs up to artillery and hits from northeast for 3/0.

IF ARTILLERY DOESN’T FLEE ON FIRST HIT: 8HP skier in village hits artillery from southeast for 3/0. General (7HP) south of village follows artillery and kills, but does not pursue.

10HP skier to the east moves next to AA gun through Raivola and kills AA gun, then pursues. 7HP skier near him slides down (prevent arty from retreating) and kills hangar, then occupies airfield. The other skier kills the artillery.

IF ARTILLERY FLED ON FIRST HIT: Pursue to check woods for ambushes. Move 10HP skiers by the hangar up road to the artillery, kill and pursue.

7HP skier east of hangar move down a hex to kill artillery, and pursues.
10HP skier north of this area moves through Raivola (no garrison), kills AA gun and pursues.

8HP skier on village comes down to kill hangar and take airfield. 7HP general goes northwest to kill routed infantry and pursues, hope the heavy leaves cover.

Kill the bomber, your higher-HP fighter may one-shot it (mine did) despite it reading 2HP and having 1/0 predicted. The other fighter can go attack the Pollikarpov R-5 to the north-northwest from one of the eastern hexes.

MID: That Engineer that just ran up to Muolaa in woods should be bombed by both Ju88s, before being hit in the face by the non-core infantry garrison.

The non-core infantry on airfield to the south should push AA gun off the adjacent village flag point.

West scout plane flies south 2 hexes to check out Mainila (biggest Soveit supply source) and nearby (see nothing), then flies east over forest (still see nothing).

EAST: Eastmost skier… let bunker kill infantry, then retake VP and elite-heal back to full. The skier north of bridge west of that elite-heals/rests.

Non-core on frozen river uses flanking to hit heavy for 1/1 again. Then the eastern one that was flanking slides down a hex to hit artillery, which may be pushed back (or not).

East scout plane flies east, southeast of the Soviet flag point by eastmost bridge.

5.3.7 Turn 7

EAST: The artillery got on a truck and ran up to the bridgehead village. This is so unfathomably stupid that… Obviously hit it from north with skier—The benefit of this is that unlike hitting fron northwest scorched, hitting from river might be less likely to push back.

Scout plane flies southwest.

A bit to the west, non-core infantry slides south onto bridge by Rautu and pushes enemy artillery northwest so your other non-core infantry can slide southwest, kill and pursue (this forces one of the two units in woods to break entrenchment to reestablish supply). If it gets one-shot then north non-core still slides but waits for skier to end up providing double flanking (i.e. after bunker kills routed heavy) before attacking infantry ().

Rested skier moves 2 south and hits enemy heavy for 2/0 (frozen river still applies defence penalty I see) which pushes it to bunker, which kills.

MID: Speaking of bunkers, the armored car should be in bunker range. Hit, then kill from south with tank (no pursuit).

Fighters kill the Polikarpov R-5 near Raivola, hit from the east if it’s not already damaged (i.e. needs another turn to kill.

Non-core infantry pushes Engineers back at 1HP in woods, and to the south the other one kills AA gun and pursues to find infantry ahead.

Both Ju88s bomb T-28B tank.

SOUTH: Rest/heal the folks you have around airfield.

WEST: Fortress hits the visible enemy in village. 10HP skier from near airfield moves along south road to give flanking to non-core infantry, who hits for 2 (or 3), then skier kills (no flag so no need to pursue).

The other 10HP skier a bit to the northeast of this moves northeast 2 hexes to flank the heavy from north for predicted 2/0 but should kill. Don’t pursue. 9HP skier south of general can finish the heavy if needed.

General COULD rest/heals to full from 6HP, but it flanked this turn, so it won’t count as resting. Run it east-northeast and leave healing for next turn.

Engineers rest/heal to full from 7 HP.

Your fully rested skiers in woods, who used to be next to tank, can go south by east (i.e. just south of due east) onto frozen lake.

West scout (er it’s a bit east of the east scout after the east one moved this turn) flies west to keep an eye out for troop movements.

5.3.8 Turn 8

MID: the non-core infantry near Muolaa moves southeast 1 hex and kills Engineers but does not chase. Someone ran into the village to the northeast just now and you don’t want to rouse them yet.

EAST: skiers near Sakkola move southwest in woods and kill 2HP enemy infantry (they attacked your non-core on the way to their supply lines) but does not chase.

The two non-core infantry cheap-heal.

East scout moves back 1 hex south of due northeast (stays out of Aa range). Skier rests in captured bridgehead VP.

MID: Both Ju88s bomb the T-28B again. Non-core infantry to the south-southeast moves south of T-28B. Skier to the west moves to tank’s southwest. Now your own tank moves into forest north of T-28B and hits for 3/0+ and pursues. Non-core can now hit again for 1+, down to 1 HP, and pursue.

SOUTH: Leapfrog forward toward Teriyaki… er, Terijoki, don’t just run in as there’s a garrison. You should be able to hit it once with airfield skier (actually this doesn’t matter as both skiers from around here predict they can run straight into town) from road for 2+/1, once with lead skier (hit from north) for 3/0+, and then the second-last-unit by movement range, the one who started south of airfield, caps the flag, kills and pursues.

If fighters don’t have to finish enemy off (make sure it’s within fuel range of the secure airfield, not the one near enemy T-28 tank) land both at the western captured airfield.

WEST: Units generally make their way forward by road, no need to heal the non-core infantry here (7HP) as you don’t expect him to carry you much.

General rest/elite-heal wherever it ended up on the march east (across the road network, not along it).

West scout moves east again.
Winter War 3: Karelian Isthmus Pt 4, 5.3.9 -- 5.3.26
5.3.9 Turn 9

Another Polikarpov R-5 spawned? No time to heal fighters then, launch them again immediately!

SOUTH: Leapfrog one rear unit (slightly wounded) up to Mainila and find nothing (so elite-heal the unit). Send front unit to cap the town and go along highway to map edge. The other skier goes north along highway to south of Kivennaapa.

WEST: Engineers move on foot, ideally hide in forest, until the aircraft is dead. Skiers move eastward in general.

MIDEAST: If enemy moved into village to the north during their turn, then you can surround and pound with non-core units, with core skier finishing, but if not (as occurred for me when I didn’t have to two-shot the artillery)…

I moved the infantry south of Kiviniemi south-southwest next to flag. Skier hits infantry to the south from north (it can’t hit from northeast without getting stuck on the infantry to the east, so core has to hit first. If possible, pursue, either way, the non-core north of rail bridge move 2 hexes down and push enemy south.

MIDWEST: Core skier moves northeast 2 hexes and kills tank, pursue. Both Ju88s hit infantry south of skier in woods.

Non-core Infantry from Muolaa moves northeast into flag point and cheap-heals. Tank goes around woods to hit from south for 2/0 with non-core infantry providing flanking. Non-core infantry now hits for 2+/0+ and pushes enemy away.

EAST: Eastmost infantry rests in village

East scout moves west to 3 hexes south of Rautu so it can patrol back and forth outside AA range on both ends. It is now the north scout.

West scout goes east somewhere southeast of Voulee. It is now the south scout.

5.3.10 Turn 10

WEST: The troops keep moving east. Both fighters hit the enemy biplane from south and southeast.

AIR SCOUTS: Keep patrolling back and forth east-west.

MIDDLE: Skier south of Kivennapa moves east and pushes 4HP enemy infantry out of woods. Non-core northeast of Kivennapa moves northeast and either pushes 3HP enemy off Korpikyla or kills.

Core skier north of Korpikyla goes northwest and kills 1HP enemy that had just run into your infantry in village.

Both non-core infantry near village move southeast.

Non-core north of Korpikyla moves southeast into difficult terrain. Ju88s bomb dug-in infantry

Your lagging core skier and tank can both use a 1HP kill to move forward onto frozen river.

SOUTH: You can seize the airfield and get onto highway east now.

5.3.11 Turn 11

AIR: Scouts keep patrolling for full map vision. One fighter kills the R-5 biplane, the other lands at your middle airfield north of Ayrapaa

SOUTH: Skiers leapfrog east so one can push artillery from southwest and spot Vuolee garrison. Both Ju88s bomb this garrison immediately… oh, the lack of infrastructure damage is why it’s a tactical bomber despite the shock and assault stats.

Other units to the west on south roads keep moving east.

MID: Skier southwest of tank moves southwest of Lempalaa and… finds no garrison. Tank gets in town and elite-heals.

Full-HP skier on frozen river north of tank’s former location goes north 2 hexes and kills infantry with flanking bonus. The non-core infantry south of this location, which was shelled by artillery just now, rests.

The two non-core infantry west of Rautu move up, hit from southwest and then northwest and push enemy off the flag.

7HP skier in forest elite-heals, other two behind it (including general) move east.

Non-core infantry in Korpikyla goes southeast onto frozen river… because I keep forgetting that if a unit contributed to flanking, it doesn’t count as resting that turn so didn’t move the non-core across river off the hill (difficult terrain).

EAST: Eastmost skier goes west and kills routed infantry from north without pursuing, hope this is outside enemy vision now.

5.3.12 Turn 12

SOUTH: If the areas held make you suspect there are enemies sneaking toward your VPs, which it should, skier on airfield should go north along highway and link up with tank.

Tank elite-heals and rests in village.

AIR: Elite-heal landed fighter and land the other one at this airfield too. The I-153 that spawned near your Ju88s isn’t a big threat to them at this difficulty.

SOUTHEAST: Ju88s bomb infantry on Vuolee, lead guy pushes him off, rear guy kills artillery and pursues into woods.

EAST: The enemy artillery packed up and ran north onto bridge south of Taipale. Skier cuts in behind him and hits for 3/0.

MID: Move units up into jump-off positions, do not go into open within 2 hexes of Miskula in case of heavy infantry (mortars)

5.3.13 Turn 13

Another aircraft spawned near Mainila. Is this a broken trigger or would it have been a bomber if we hadn’t killed the fuel tanks early?

AIR: Ju88s fly northwest so they can land and refuel soon. North scout keeps patrolling, south scout flies west to see… it’s a Polikarpov R-5, nothing to worry about.

Relaunch repaired fighter, elite-heal the other fighter.

SOUTHEAST: Leapfrog-kill enemy on airfield and make sure to capture it.

Move troops into jump-off positions and WAIT.

5.3.14 Turn 14

Enemy tank moved south, that’s good.

AIR: Engage enemy fighter with your fighter and launch the other fighter. Both Ju88s land to refuel.

SOUTH: Envelop enemy tank with two skiers from east, move a non-core infantry next to Miskula to spot the heavy so your tank can cut in behind enemy tank.

Hit enemy tank with your skier from northeast for 2/0+ first. Now kill with your tank for 4/0+, but don’t chase.

EAST: Taipale skier expects 3+/1 against the infantry ahead. Meanwhile the more rested skier south of him on the village expects 3+/0+. Hit from northeast, then send Taipale guy down to kill and pursue.

MID: Rautu skier (in my case the general) hits AA gun from north and pushes. A skier from south can now kill AA gun and pursue to surround enemy. Another skier from south hits enemy heavy from southeast AFTER non-core hits from southwest. Finally someone from northwest comes In, kills and occupies VP.

West scout flies ahead of the enemy R-5 biplane to keep track of it.

5.3.15 Turn 15

Hunt the aircraft, scatter troops to the various VPs and back to Viipuri if you are paranoid like me. Don’t heal any units, hopefully we can get upgrades soon-ish.

5.3.26 Turn 26

OUTCOME EVENT: VICTORY
After repelling countless waves of Soviet infantry, each with heavy tank support, the threat against the Mannerheim Line is finally over.

Erm, those were light and medium tanks, but I know what you mean.

NEW MAP PIN: The Mannerheim Line remained completely intact after the Soviet offensive, allowing us to improve its defenses against future attacks.

(This is actually the first time I wrote down what a map pin said, then I went back and wrote them down for the other campaigns.)
Winter War 4: Suomussalmi Pt 1, 5.4 -- 5.4.2
5.4: Suomussalmi

Suomussalmi – December 1939,
Soviet forces are attempting to cut the country in half by advancing on Suomussalmi, located in central Finland. We have halted the initial assault, however, and must continue to push the enemy back across the border.

Please tell me there’s a battle of Petsamo somewhere in this campaign, because the nickel mine there was a huge deal for Finland in the 1930s, with Canadian and French investments.

SPECIALIZATION: Specialized Training, because you’ll need more infantry for the next battle, might as well start them off a bit better.

BRIEFING:
The Soviet 163rd Rifle Division is advancing across the middle of Finland, aiming to cut the country in half.
As this sector was only defended by a single Finnish battalion, the initial attack faced little opposition.
The Soviets have taken the town of Suomussalmi, forcing tis defenders to withdraw west across the lakes.
Consecutive attacks have finally been halted, however, thus stabilizing the situation.
With fresh Finnish troops now arriving, we must attempt to retake all territorial losses.
Our first counter-attack east of Suomussalmi has already cut communications with the Soviet rear and is blocking the enemy’s reinforcements.
Unlike our soldiers, who are eagerly fighting for their homes and families, the enemy is merely driven by political reasons and false propaganda.
If we can cause substantial losses to the Soviet troops, their will to fight can surely be broken.

OBJECTIVES:
Capture all Primary VPs (0/4)
Destroy 15 Soviet Infantry units (0/15)

SECONDARIES:
Capture Kello in 7 turns—A swift liberation of Kello should allow us to capture Soviet resources stockpiled in the town.
Maintain isolation for 10 turns—Preventing the enemy forces from reconnecting communication and supply lines with their isolated forces will significantly delay their inevitable counter attack. (this means isolation in the south end of the map while the north doesn’t seem to matter)
Inflict 50 damage with ski troops—A new commander, skilled in anti-infantry operations, will be promoted in our army.

5.4.0 Deployment

45 Land and 14 Air VP with 680-some Resources means you can afford more infantry than last mission.

Make sure all units are elite-healed to full before deployment. The big problem in my view is the south. Put your tank and your best non-general skier (about 1.5 stars) in the two roadside hexes in the south, between Suomussalmi and Raate.

Put General and any other skier 1 star and over east of Kello in the north, with a new skier (1 star) south of general (who is of course in the middle of the 3). For your other existing skiers, 2 north of Kello (more experienced one on the left), 3 south.

Remaining 2 skiers go south of Suomussalmi with 2 newly purchased skiers (1 star) in front of them (because the two older units are probably 0.5-star).

1 scout aircraft west of Kello, with all other aircraft southwest of Suomussalmi in the south of the map to blunt the counter-offensive.

5.4.1 Turn 1

NORTH: Scout flies east to reveal all enemies near Kello.

North 2 skiers… first one hits from northwest for 3/1 expected, then second pincers for 4/0+ expected and pushes enemy back (if they didn’t rout on first hit). Northmost unit from east side crosses over and kills, but doesn’t pursue to within 2 hexes of Kello (may be a heavy in there)

However, if you managed to two-shot the infantry, third skier pushes AT gun southward and lets west skier in middle come up and kill it instead of attacking the infantry.

NORTH-EAST: General moves in behind artillery on road, hits and pursues. Other skier gets north of artillery, kills and pursues.

NORTH-MID: non-core skier moves north along road but gets off to the northeast just before entering forest… what do you mean there’s nothing in forest road hex?

West core skier runs up to enemy infantry and hits for 3/1+ expected (unless AT gun is available to kill in which case you kill without pursuing). Enemy doesn’t yield.

East skier runs east to hit enemy south of Pitkla for 3/1 expected from the ice lake and pursues if it flees… oh it’s an engineer on this VP. Last core skier kills the enemy infantry and pursues if it had fled before, or don’t pursue if you’re killing it in place from southwest of the VP.

SOUTH-WEST: That non-core skier can in theory enter forest via road, but risk of ambush is too high, so turn south off road before entering forest… oh there was nothing, but at least you see some enemy infantry.

SOUTH: The scout plane flies north-northeast to see Aa gun 2 hexes northwest of Suomussalmi and AT gun near town, then flies northeast to spot more. The skiers behind move up as much as possible without entering 2 hexes of the town, in case of mortars..

Skier by roadside runs southeast along road, and finds heavy in woods south of road that all your air units can hit, Ju88s hit first.

There is no aircraft in the encirclement, so don’t worry about raiding that airfield.

Skier on road pushes heavy back.

Non-core infantry on village runs down road and pushes heavy back further.

Tank runs down road and pushes on-road infantry back.

5.4.2 Turn 2

Enemy fighter came in from northeast? Alright your fighters gotta fly up there now that you can see there’s no hangar nor aircraft on radar (or realistically “visual of undetermined targets”) in southeast.

Whoa the enemy AA gun in south MOVED! That’s highly unusual and will require some aircraft repair, ugh.

SOUTHEAST: scout goes north-northeast over frozen lake, then northeast out of AA range. All your back line skiers rush northeast.

Hit infantry south of tank with tank, then with non-core, then core skier moves into gap and hits artillery, because your bombers are moving north too now.

SOUTH-WEST: Skier moves into forest to… Oh there’s a tank. Uh, you’ll have to run away from this one next turn, but hit for 1/1 anyhow to disrupt enemy a bit.

NORTH-MID: Non-core skier hits 4HP infantry that left entrenchment to attack you, don’t pursue.

Healthy infantry in north hits garrison with flanking bonus if possible, otherwise just keep whacking away.

SPECIAL EVENT: LIBERATION
A determined attack has driven the enemy out of Kello. The routing Soviet troops have left behind substantial amounts of supplies and equipment.

Well, I didn’t see how much it was, and it hardly matters at our current wealth, but there’s no tank, boo, hiss.

Your not-full-HP skiers kill the two 1HP enemies left around here, while anyone else goes east and pushes Engineers off VP.

SPECIAL EVENT: WHITE HUNTERS
Lacking any roads, the forested, rural terrain has given great benefits to our nimble ski troops. Many Soviet units have been annihilated in their hit and run tactics.

1 attack, 1 defence against infantry, and 2 Assault? That’s amazingly powerful. Put him on your tank in south. Too bad it’s not as large an aura as your other general, but whatever.

NORTH-EAST: Kill Engineer and trapped infantry with not-full-HP folks near the back, while your lead two units confront enemy tank. Your general hits first with lower return damage expected (and for shock value), then the other skier, it should go down to 3 HP.

North scout flies due east to see T-28B, infantry, and a R-5 scout/attack biplane.
Winter War 4: Suomussalmi Pt 2, 5.4.3 -- 5.4.13
5.4.3 Turn 3

SOUTH-WEST: Non-core skier retreats to Oltava and cheap-heals.

SOUTHEAST: lagging skier on road can kill 2HP infantry north of tank. Lead skier… well, your skier in southeast occupies airfield and kills artillery, pursue to find 1HP infantry in Raate, which your tank can kill from north and occupy.

Lead skier on road moves over and kills enemy heavy on ice, non-core infantry hits AA gun. In my case I forgot the non-core could slide southeast to do this, and had them swap places.

The two later skiers start flanking westward and northward, so your forces can converge on Suomussalmi from multiple directions.

NORTHEAST: General kills T-26 and pursues, so the other skier can heal to full from 7 HP. Lagging skiers move up along road and elite-heal (except non-core which would cheap-heal if needed). 6 skiers (1 non-core) is enough of an attack column going east with bomber support, so your other 3 skiers start moving south from Kello.

North scout plane flies north-northeast so it spots the whole enemy advance zone.

South scout plane flies due north (Enemy AA movement was unexpected)

5.4.4 Turn 4

SOUTHEAST: Core skier kills AA gun. Non-core infantry hits enemy tank from northwest with flanking, core skier hits from north, tank kills from east (don’t pursue). An idle skier goes northwest to get ready for the Suomissalmi assault.

The units you want to collapse onto Suomissalmi have to hide in the woods to northeast and southwest for now, to evade artillery.

MIDDLE: South scout flies north-northwest over Palovaara. Skiers enter jump-off positions outside potential mortar range.

WEST: The non-core skier on Oltava goes north-northeast over ice to try to sneak up on enemy artillery.

NORTHEAST: Leapfrog skiers up along road, except general who’s by roadside again (and elite-heals). Both Ju88s hit T-28B.

5.4.5 Turn 5

WEST: I didn’t bother defending Oltava for now. Non-core skier hits and pushes back enemy artillery from southwest.

…I didn’t realize Oltava would be the only enemy supply source after I cut them off from the north and south town VPs, and that by the time it mattered, it would be enough for all remaining enemy units.

NORTHEAST: Kill enemy fighter and damage the bomber. Both Ju88s hit T-28B. non-core skier hits tank from south for flanking bonus, general hits from northwest. Then hit from southwest (pursue), and another unit can run up south of village to kill tank (pursue). Then untis attack village from south (pursue if it flees) and kills from southwest (don’t pursue).

MIDDLE: These three skiers pincer infantry to the south with the two units on the sides, and no matter what happens the infantry is routed, now hit VP garrison from northeast.

SOUTH: Units ready for assault rest. Tank moves up along road and elite-heals 1 HP. Put non-core infantry in Raate and cheap-heal. Leave him two skiers (airfield and forest next to him) to watch for enemy reinforcements. Sleep them all.

SCOUTS: North scout flies southwest, mid scout flies south-southwest.

5.4.6 Turn 6

Enemy I-153 fighter spawned in southeast.

NORTHEAST: Attack the bomber with both fighters. Kill is unlikely.

Kill the infantry with a low-experience skier or two, and garrison the town with non-core skier. Leave him two low-experience skiers to help in case of enemy reinforcements. Other 3 skiers go southwest along road.

Ju88s go southwest. North scout goes south.

MID: Kill artillery with non-core and pursue. Leapfrog-kill damaged enemy infantry, plus cap the VP with your three core skiers.

Southern scout south-southwest, monitor enemy tank and R-5.

SOUTH: An infantry decided to try to push us. Hit from northeast with tank, pursue, hit from south with skier, pursue. Hit heavy from southwest with skier with flanking for 1+/1, then from northeast for 2/0+, which kicks heavy off. DON'T CHASE.

BUG here. The game only checks if the two VPs for the secondary objective are held by the same player with linked territory. So… DO NOT CAPTURE SUOMUSSALMI YET.

5.4.7 Turn 7

NORTHEAST: Get troops into positions and sleep. Kill bomber and send any remaining fighter west toward airfield, as you need to refuel.

MID: Hit AA gun and knock back, hit again and kill… if it doesn’t get two-shot use a Ju88. Any remaining Ju88s hit Engineer, then push Engineers and hit AT gun.

If AA gun didn’t knock back onn first hit, three-shotting is simple, and you can hit AT gun. The Ju88s hit AT gun for some experience as they can actually damage it.

East scout plane flies south, which reveals enemy aircraft on radar. West scout plane flies north-northeast.

SOUTH: Skier southwest of Suomissalmi moves north a hex and pushes away AA gun.

Skier northeast of VP goes north a hex and pushes away AT gun.

Skier southeast of VP kills heavy and pursues to avoid going through VP next turn.

SPECIAL EVENT: BREAKING POINT
Finnish troops have caused tremendous casualties among the exposed Soviet infantry units. The enemy division must be on the brink of collapse.

Tank goes north-northwest and pushes AT gun for the kill and probably takes 1 damage in return.

5.4.8 Turn 8

NORTH: Land one fighter, the other fighter moves toward airfield. Units moving into mid keep going.

MID: Core skiers kill the AT gun and Engineers (bomb with Ju88s first) easily. Non-core cheap-heals in place. Non-core moves south onto forest road hex.

Both air scout flee north as enemy fighter will attack soon.

SOUTH: Rearmost skier hits AA gun from south and ideally kills.

Other two skiers push artillery toward northeast, then push again with flanking for kill. Tank… hits forest infantry form southeast.

5.4.9 Turn 9

NORTH: Land fighter, elite-heal the other one. Both need to launch soon-ish. Land your west air scout for repairs, east air scout flies northwest to avoid enemy fighter pursuit.

Skiers advance, Ju88s bomb infantry that ran up to non-core skier, who then hits him for 3/1.

SOUTH: Lagging skier advances north on road and pincers 3HP enemy infantry to kill, pursue.

5HP skier fully elite-heals.

9HP skier south of woods runs north and hits AA. Tank pushes AA from northeast.

5.4.10 Turn 10

NORTH: Non-core gets out of the way so core can kill the infantry in your way, the leapfrog forward.

SOUTH: Tank kills AA gun so that infantry can move up for flanking and both Ju88s can bomb the heavy. Hit with skiers from southeast, then north, then leapfrog last skier up to kill in woods and pursue to sever the supply link again.

South infantry both hit armored car with flanking, push enemy off to take airfield.

NORTH: You can afford to elite-heal second fighter and cheap-heal scout plane.

Other air scout northeast around Pitka, will soon see a plane moving up east side of map.

5.4.11 Turn 11

SPECIAL EVENT: COMMUNICATIONS
Our blockade has managed to hold out against probing attacks from the east. However, intercepted communications indicate a strong Soviet attack force approaching the position!

Launch all aircraft and head east with your ready fighter.

MIDDLE-SOUTH: Least-healthy skier moves back toward Suomissalmi

MIDDLE-NORTH: Both Ju88s bomb enemy tank in west. Non-core skier attack first, from the north. Core skiers hit from southwest, then due south (taking the guy from woods who ambushed enemy tank last turn) to retake VP, then kill tank on ice with remaining skier.

MID-SOUTH: Near the airfield, kill enemy tank with your tank and pursue. Then kill enemy armored car in two hits with skiers.

North skiers continue south (meaningless).

5.4.12 Turn 12

Hit enemy bomber in east with fighter. Ju88s fly north out of enemy fighter reach.

Capture Suomussalmi, end turn.

5.4.13 Turn 13

OUTCOME EVENT: VICTORY
A vital victory has been achieved at Suomussalmi. It has prevented Finland from fighting a war on two fronts, and the major rail link to Sweden remains secure.

OLD MAP PIN: The Mannerheim Line remained completely intact after the Soviet offensive, allowing us to improve its defenses against future attacks.
Winter War 5: Raate Road Pt 1, 5.5 -- 5.5.2
5.5: Raate Road

Raate Road – January 1940,
In response to the deteriorating situation of the Soviet forces around Suomussalmi, the enemy has sent forward another rifle division. But, halted by a Finnish blockade, these reinforcements are virtually trapped along the Raate road.

SPECIALIZATION: What do you mean NO specialization points were given after the last mission?

BRIEFING:
During our assault on Suomussalmi, the Soviets have sent the 44th Rifle Division from the town of Raate, 12 km to the west.
These reinforcements have been stopped on the road near Haukila, caught up in the retreat of other Soviet forces.
After splitting into four groups, the Finnish forces are now deployed parallel to the Soviet column.
Out next objective is to achieve the complete destruction of the stretched-out division.
The enemy is virtually trapped, providing a perfect target for Finnish motti tactics:
Using superior mobility we will break the Soviet line into small pockets, isolating and finally destroying them.
If this plan succeeds, the Soviet 44th Rifle Division will either disintegrate and rout across the frozen lakes, or fall along the Raate road.

Erm, I think the last map might not have been the north-up convention we’re used to then, if Raate is west of Suomissalmi… Well, whatever, I’ll still assume up is north when telling y’all what to do.

OBJECTIVES:
Destroy 45 Soviet ground units (0/45)

SECONDARIES:
Capture 2 Secondary VPs in 5 turns (0/2)—Swift attacks on the isolated pockets will allow us to capture Soviet equipment.
Raid Soviet Supply Trucks (0/3)—Destroying Soviet supplies with infantry or tanks will weaken the efficiency of nearby enemy units.

I really hope that means more tanks.

5.5.0 Deployment

52 Land, 14 Air CP, about 1040 Resources after healing up all your units.

Air units can only enter and exit at the west edge of the map. That means air units can support your westernmost Secondary VP push.

In the east tanks have the easiest run north. So put tank general on the east Assembly Zone with four most experienced skiers. Skier general in middle with five skiers, and five skiers in the west assembly zone.

As your fighters have limited fuel, you can spend last 2 Land CP on a light AA gun for east side.

14 Air CP means two Ju88s, 2 fighters lined up from north to south on east side of spawn zone, and your two scout planes flanking them to northwest and south.

5.5.1 Turn 1

WESTMOST: South scout plane can go straight northeast, but north scout has to go 1 hex north of that, to the bridge, because of enemy AA.

Ju88s hit exposed armored car south of bridge, outside the AA radius, and exit westward. Fighters go due northeast to max range.

North non-core infantry hits armored car first from northwest and advances out of river. South non-core infantry hits from southwest and pushes armored car further east.

WEST: Northmost skier can now go up and kill armored car, then push into wreck. This will let you kill AA gun next turn so Ju88s can run wild. As for the other four… find their move ranges.
East guy goes by the eastern gap in forest.
Flag point guy can go west side
Southwest-of-flag goes eastern gap
South-of-flag goes western gap

MIDDLE: Flag general north and then northeast onto river.
South-of-flag due north
NW of flag due north
SW of flag goes north on road and stops behind general
Eastern two go due northeast.

EAST: AA gun moves up 2. East skiers leapfrog forward first. West skiers both north 2 hexes.

Tank can attack on first turn, attack enemy infantry near VP from due south, and push forward to spot AT gun north of the secondary VP.

5.5.2 Turn 2

WEST: Both scout planes due northeast.

West of dense forest, run rear skier up around forest to hit infantry that replaced AA gun position southeast of flag for 4/1 expected… which WILL push the enemy back. However, killing truck doesn’t instantly inflict efficiency penalty on enemy, so it’s not that useful. Slide the skier south of flag northeast, then hit heavy on flag. Veteran non-core infantry knocks him off the flag so your rear skier can leapfrog up and pincer the infantry to the west for a two-shot with the aid of noob non-core infantry.

East side skiers… back guy moves up to south of enemy infantry. One Ju88s hits, then skier pushes infantry north at 2 HP. Other skier moves 2 hexes up and kills this infantry, then pushes in.

Both fighters attack engineers on VP, because you don’t want to tank the AA damage of fighting that bomber over enemy AA.

SAVE

EAST: Notice the guy in woods south of tank can only reach where tank is. The two one row up from him can go northeast of tank. Meanwhile the lead skier can hit whatever.

The two middle-row guys go northeast of tank sequentially (more veteran one first to do max damage to AA gun) and push AA gun north, then AT gun away too. Now tank slides into that hex.

Your last skier, which could only reach enemy where the tank started, moves up and pushes enemy off VP for 4/1 (only reliable with tank aura).

Tank attacks infantry to the northeast and pursues. Your second last skier can go on bridge and finish the infantry to the north, pursue to cut enemy supply link.

SPECIAL EVENT: GUNS CAPTURED
We have captured a number of Soviet anti-tank guns. These may prove useful to knock out nearby enemy tanks and vehicles.

WHY DOES THE AT GUN SPAWN NORTH OF THE VP, PAST ENEMY UNITS???? Send it fleeing north-northeast into forest, to break contact with enemy.

AA gun moves 2 hexes north to cover most of your visible units.

SAVE

MIDDLE: Leapfrog forward, the one on east side coming straight north can show you the enemy, while the western one that was south of bridge can only go into woods.

Lagging skier on east side runs up and hits heavy first from south for 2+/1+, it probably won’t retreat. The west side guy that runs up two hexes of forested frozen river to hit infantry for 3+/1+ should be able to knock enemy back (do not chase). Meanwhile the guy behind general can knock heavy off VP (do not chase).

General moves northwest of VP, kills infantry and pursues.
Winter War 5: Raate Road Pt 2, 5.5.3 -- 5.5.7
5.5.3 Turn 3

EAST: AT gun moves south 1 hex and kills (pursue) 1HP enemy infantry with double flanking bonus.

East skier kills AA gun north of him and pursues. Tank kills artillery and gets on east bank of river using the kill.

VP skier kills AT gun to his south and pursues. Rear skier kills engineers from frozen pond surface (north) and pursues to block road. Last skier (northeast of VP) kills 3HP enemy infantry form south and only pursues if it survived.

AA gun goes on VP.

SAVE

MIDDLE: 7HP skier on forested river slides north 1 hex to kill 2HP infantry and pursue.

General slides 1 hex up.

Skier southwest of VP slides onto VP

SPECIAL EVENT: TOO BIG TO HIDE
We have discovered a battery of Soviet artillery guns hidden in a local barn. Their calibre is bigger than anything in our own arsenal!

Are we acting like ammunition types don’t exist or enough was captured? At least it spawned southwest of VP so is safe, and comes with tow truck.

Shell the infantry to the east with it. VP skier knocks back and pushes up, so the guy south of artillery (south-southwest of VP) can go east into woods and kill, then pursue.

Skier south of VP slide sup onto VP and kills 1 HP heavy to the northeast, then pursues.

General sldies up and pushes infantry back, then full-HP skiers in the woods to the southwest kill and push with flanking bonus from general.

SAVE.

WEST: Both fighters attack bomber from western angles.

Skiers east of VP push back artillery. Non-core plus VP skier knock away AT gun, skier to the east knocks away supply truck, so that veteran non-core infantry can run northeast up to AA gun and push it away.

Both Ju88s hit damaged Engineer northwest of the less healthy skier in the east, so that he can one-shot it. The healthier lead skier kills damaged Engineer on VP and occupies. Unfortunately, there’s no loot for a third Secondary VP.

Both air scouts fly east and basically reveal the breadth of the enemy formation

5.5.4 Turn 4

EAST: Oho a fighter appeared on enemy turn, 2 north of your AT gun. Too bad moving AA gun up into range doesn’t spot it, so move AT gun up 1 to spot it for AA to hit for 3/0.

Rearmost skier kills 1HP enemy unit and pursues. If you had a skier on frozen river, it leapfrogs to Saukko first, then the other one behind it.

East side back off, tank to roadside forest and skier to road northeast of VP.

MIDEAST: Shell the T-28B. Skier northwest of AA gun moves to north of it and… doesn’t force it northeast, what a shame

Other skier hits T-28 for 1/0+, so that your least healthy skier can still hit for the same.

MIDWEST: Lead skier slides up to hit infantry in dense forest with general flanking, and pushes into forest. General flanks east of forest and kills, then pushes in for shelter.

South scout flies northeast to check for surprises near artillery. North scout south-southwest to keep line spotted.

WESTMOST: noob non-core infantry slides northeast, north of VP, and kills 1HP heavy, then pursues. Veteran non-core slides north to cut supply and attacks 3HP infantry. VP skier moves up and kills the infantry without pursuing.

Healthier skier moves east north of T-26. Less healthy one kills and pushes into arty.

WEST-EAST: Both fighters kill bomber without blocking Ju88s from bombarding T-26 and exiting south/southwest.

VP skier knocks away Engineer to the south, so that the less healthy skier can provide flanking for the other guy beating on the T-26. After providing flanking, this skier slides southeast and kills Engineer in woods.

5.5.5 Turn 5

Is enemy trying to break out south of road to try to take my supply points?

SCOUTS: Both fly east, the south one over middle of enemy column and the north one to look out for incoming foes.

WESTMOST: Non-core infantry amidst enemy in the far west, in dense forest, move northwest and hit entrenched infantry. Skier who provided flanking kills and chases.

Non-core veteran infantry kills AA gun and moves south.

Skier on road next to very inefficient tank moves down and hits down to 1 HP. Skier north of him kills tank.

Skiers to the east on secondary VP moves southeast to try to cut off tank or force him to run back north, finding infantry in dense forest to attack, and the skier south of VP heals in place and rests.

Both Ju88s hit enemy heavy on next flag to the east, fighters fly past and strafe the half-health artillery to the east

MID-WEST: Exposed skier moves north into dense forest and heals. Other two already in dense forest elite-heal and rest in place.

EAST: AA and AT gun line up behind tank and skier near VP, who rest. Skier northwest of VP who can’t reach enemy this turn moves into forest near enemy and waits.

Front two skiers leapfrog (by hitting from south of town heavy first with rear skier) forward, knocking heavy off (may kill) and killing AA gun

MID-EAST: Artillery hits infantry to the south of enemy line. Middle skier moves south of tank and hits with flanking. Pursue, then top skier slides northeast and kills tank, then pursues.

Remaining skier kicks artillery away and does not chase. If you didn’t heal the infantry to the east (I did) it can now kill artillery.

5.5.6 Turn 6

WEST: Your skier in far west can kill both the supply truck and AT gun.

The skiers two hexes west of Haukila however can move one up, hit 4HP infantry on road away (don’t chase), and the other hits full HP infantry from south of the road. Rested skier can now run up and push heavy off VP… er, you might have to hit with a Ju88 first.

The eastmost skier who was engaged by tank last turn makes sure the flag skier doesn’t get cut off, and hits enemy infantry again.

Both non-core infantry go south or south-southeast onto road in the far west.

MID-WEST: North skier one-shots artillery then pushes in. One Ju88 hits the heavy, then general hits from southeast with flanking, pushing heavy off VP.

West scout flies southwest to cover vision.

There’s Engineers in the trees to the south. Your last skier (southmost skier in the dense forest) moves south of the VP and kills the heavy… or kicks it off from northeast if it didn’t rout yet.

Fighters fly southwest.

MID-EAST: The pocket collapses completely with all units attacking, except for one infantry running southward who you haven’t killed yet and maybe a 1HP truck running across your territory.

Artillery moves east by truck on road, it can make it 2 hexes east of the VP..

East scout plane flies east and sees enemy fighter on radar.

EAST: Infantry moves onto bridge and then tank moves north of town. AA gun moves northeast and kills enemy fighter. AT gun moves up along road.

Infantry hits first, then tank pushes enemy off cap.

5.5.7 Turn 7

MIDDLE: Obviously, the chasing skier kills the infantry off road to the south. Everything else leapfrog forward, prioritizing artillery, and if a unit can’t move forward much and needs healing, heal and rest it.

AIR SCOUTS: Both north east and mid-west air scouts move east to look for aircraft on radar (none) or maintain vision.

Fighters head for exit hexes.

WEST: The far west skier kills enemy AT gun.

Lagging skier (specifically, the one south of road) moves east to flank AT gun, don’t chase.

Lagging skier on road moves northwest of VP to attack 3HP heavy, don’t chase.

Lead skier kills 3HP infantry to southeast, don’t’ chase.

Remaining skier kills 2HP AT gun and chases.

MID-WEST: North of VP guy moves southwest onto bridge and kills 1HP heavy (if it exists). General and other skier focus the Engineer, pursue to maintain vision if it survived.

Ju88s focus tank to erode its efficiency faster.

EAST: Skier moves south of cap to kill heavy and pursues, to provide flanking vs tank. AT and AA guns move up.

Tank hits enemy tank for 3+/1+ predicted with flanking, and pursues.
Winter War 5: Raate Road Pt 3, 5.5.8 -- 5.5.9
5.5.8 Turn 8

MID-WEST: A skier one-shots wounded Engineer (if it survived) and probably pursues as this gets it closer to road east.

General pursues tank but may find random infantry in forest south-southwest of bridge which is southwest of Mattila. Hit him, then pincer from northwest with skier coming out of dense forest near bridge if you need.

Further north you have two damaged targets (infantry and half-HP supply truck) and 4 skiers which two-shot both.

AIR: Ju88s head for refuel at west exit hexes, and fighters get on exit hexes.

MID-EAST: Leapfrog troops up, prioritizing moving artillery as far as it can.

EAST: Tank attacks infantry to its northeast and pushes back, skier slides southeast into dense forest and pushes enemy tank back.

SCOUT PLANES: East scout can come on down south to spot enemies, west patrols to maintain vision of these remaining foes.

5.5.9 Turn 9

OUTCOME EVENT: VICTORY
The use of motti tactics has proven very effective against an extended enemy. While outnumbered, Finnish forces have destroyed an entire Soviet division on the Raate road.

OLD MAP PIN: The Mannerheim Line remained completely intact after the Soviet offensive, allowing us to improve its defenses against future attacks.
Winter War 6: Summa Pt 1, 5.6 -- 5.6.1
5.6: Summa

Summa – February 1940,
After its lack of success all along the Finnish border, the Red Army has regrouped for a renewed and concentrated attack against the Mannerheim Line.

SPECIALIZATION: Can’t afford anything at the moment.

BRIEFING:
After failing to penetrate the Mannerheim Line in December, the Soviet army group in the Karelian Isthmus has regrouped and received fresh reinforcements to renew its assault.
This time the bulk of the Soviet forces is concentrated on a narrower* front, roughly between Muolaa and Summa.
If they succeed in forcing a breakthrough here, the rest of the line will soon become undefendable.
It appears the Soviets have realized they can beat us in a battle of attrition, having access to a virtually endless pool of reserves.
As such, it is imperative to not only bring the Soviet offensive to a halt, but also preserve the fighting strength of the Finnish Army.

*Grammar correction so Word stops annoying me.

OBJECTIVES:
Do not lose Viipuri
Hold 3 Secondary VPs (5/3)

SECONDARIES:
Aircraft damage to enemy aircraft (0/40)—After distinguishing himself as a fighter ace, a new Air Commander will be appointed.
Hold all Secondary VP for 10 turns—A determined defense of the frontline will encourage high command to send a reserve unit of Vickers tanks.

What sort of idiots are at high command to not throw everything they have into holding the line, in a nation with as little practical strategic depth as Finland?

5.6.0 Deployment

60 Land CP, 17 Air CP… That means 5 strike aircraft (1 Ju88, 4 fighters) and 2 scouts (one north-northeast of Koivisto on west, the other north-northwest of Vuoksela.

Get yourself two more M.S. 406 and put them with the older two in the southeastern hexes of the airfield northeast of Johannes. Ju88 southwest of the airfield.

The two Secondary VPs in the northeast should be relatively safe for a while, and the one in southwest too… The fortress on the island south of the west secondary VP is gone? WHY?

The southwest enemy airfield is open to an early raid by tank BUT there is no hangar there to start off.

Further north, the bunker enveloped by enemy gets general and 3 other experienced skiers behind it, with your 122mm artillery in the non-lakeside forest hex behind this lot.

3 skiers stretching back along road from Summa, 1 skier east of Summa, tank to west of Summa.

2 skiers in the middle on railroad north from Perkjarvi, to help hold middle and maybe flank the west enemies.

7 skiers in east, 4 covering the front around Muolaa, 2 lined up south of rail bridge in woods, and one southwest of Vuoksela in the northeast corner.

5.6.1 Turn 1

MIDDLE: There’s heavy infantry two hexes south of your leading rail skier in the forest? Okay, move non-core infantry down two and… oh, conscripts to kick away! Don’t pursue so your north skier can directly leapfrog up and kill them. Save scum if you must to ensure this kill, but don’t pursue.

Other skier moves straight up to enemy heavy and hits for 1/1, because trying to go around will result in running into other enemies’ influence and being stopped.

WEST: South bunker attacks infantry on frozen lake, north bunker hits Engineers (or whoever didn’t attack it last turn)

Of the four skiers to the north… Rear (west) skier hits the infantry from northwest, then middle skier moves down and kills from northwest (no pursuit).

General (southmost) slides southeast and kills 3HP enemy infantry that attacked your bunker last turn (or at least tries).

Bombarded (north) skier pushes back Engineers from the forest.

Artillery hits heavy in the open northeast of the woods the Engineers were in.

AIR: Leapfrog fighters so all four could hit the Soviet fighter to the east (this should be possible). It may take 3 or 4 hits to bring down, hit with most experienced fighter first.

NORTHWEST: Rearmost Skier on Summa column goes 2 hexes south of Summa and knocks away heavy.

Next skier down tries to advance on artillery, but is stopped by sighting enemy infantry in the woods to the east (and conscripts which didn’t cause it to stop). Wait for now.

The tank behind Summa can now run up and… well, we can’t one-turn this artillery, so hit infantry to northeast. If this knocks back, great, but don’t chase.

The skiers stuck on road can now only hit conscripts. Move skiers northeast of Summa to where the conscripts were, and kill them, pursue to open up space.

The enemy heavy infantry ahead is covered by an AA gun, but your Ju88 should hit it anyway and exit northwest to soften it, but not for this turn because Summa skier should run up into woods where it could flank this heavy… and kill the Engineer to the south without pursuing.

EAST: Eastmost skier moves down south of the bunker, to cordon off some territory and to look for anyone sneaking up on northeast VP.

For your other units, this turn you can pincer the lead heavy infantry, rout him, and then pursue and… not kill, you want to knock the artillery back from southwest direction (it goes north instead of back into town so someone’s there, don’t pursue with skier that knocks artillery)

Your second railside skier can now kill artillery and pursue to find enemy infantry in the woods north of Valkjarvi.

The two skiers west of Muolaa should move eastward so they can join the action next turn.

AIR SCOUTS: West goes due southeast, east goes due south. Non-core in the northwest goes due southeast too.

OTHER: Non-core infantry in the west goes two hexes south onto highway.
Winter War 6: Summa Pt 2, 5.6.2 -- 5.6.4
5.6.2 Turn 2

EAST: A heavy went into Valkjarvi, with no entrenchment that means you can push it out in 2 hits, but for some reason it’s very unlikely, so don’t bother. You should have two full-HP, full efficiency 1.5-star skiers around here. One of these can move south a little to kill the 3HP heavy and reveal Engineers in the woods (do not pursue).

Further northeast, your other 10HP full efficiency 1.5-star skier hits enemy infantry from south, then your skier to the north slides southeast and pushes (pursue) infantry into bunker range, which kills it.

To the south, on the frozen pond, the skiers directly east of Muolaa can 3+/1 the Engineers south of Valkjarvi and push in to separate the enemies.

The skier southeast of Muolaa can move just north of the bridge to pincer the Engineers in woods.

Your 8HP skier can now slide south and push Engineers out of woods into encirclement.

Your last skier moves south-southeast, to just southwest of Valkjarvi so your map edge skier doesn’t get cut off, and hits the Soviet infantry to the south for 3+/1+.

AIR SCOUTS: West scout flies east, between the frozen ponds.
East scout flies southwest toward your fighters, in case the east I-16 gets ideas.
Non-core air scout moves southeast.

SAVE

AIR: The aircraft you see in west are both Polikarpov R-5s, biplane attack aircraft that aren’t very good. Meanwhile all your fighters can (if barely for the ones further west) reach the enemy bomber to the east, which means you have a decent chance to four-shot that bomber.

If you fail to four-shot, you could choose to save scum if you feel it’s too insane..

WEST: There’s a heavy in Kuolemajarvi that your westmost skier would get stopped by if it tried to go anywhere but straight northeast to kill 1 HP enemy infantry. Pincer with skiers. Hit from north with flanking bonus, then from southwest without flanking bonus. Don’t do this with artillery support, for the simple reason that it might be knocked back in a single hit if you do it with proper flanking.

Non-core infantry to the west moves east up the highway.

8HP skier to the north in woods move down through bunker to kill 1HP Soviet infantry, do not pursue.

Skier northwest of tank moves down and knocks away enemy artillery. Your artillery hits the OT-130 flame tank. Your tank now slides south 1 hex to knock away flame tank but does not pursue.

General (i.e. the commander you put on infantry) moves north-northeast to knock away Soviet conscripts. Your skier on highway can now advance down the road and… kill/push the 1HP heavy to the northeast in woods.

Your remaining skier west of the woods can now slide south and push Soviet infantry in the woods to the northeast. This allows the skier just east of the woods to slide south, kill this unit, and push in.

Your Ju88 can only brave AA fire to bomb the heavy near it (east of the woods east of Summa) so that your non-core infantry can run up and hit it for 2+/1. If this manages to push it back, push in.

Skier on rails north of heavy in woods slides southeast and hits with double flanking bonus. The last skier (in woods northwest of enemy heavy) slides to push enemy from north with flanking bonus. They may or may not flee.

5.6.3 Turn 3

MID: Badly damaged skier (4HP) goes west into woods hex away from enemy sight and elite-heals. It will elite-heal again and rest next turn.

WEST: Non-core infantry moves east.

7HP skier in Kuolemajarvi village elite-heals and rests. 9HP skier north of him slides southeast and kills artillery.

General on road moves down and knocks back AA gun, skier in woods nearby slides down a hex and kills AA gun (do not pursue).

To the west (woods by your tank) there is a skier who can run east to hit the 3HP enemy flame tank for 2+/0. Do so. If it dies great, if not, one of the skiers to the north knocks back or kills 3HP conscripts (hit from north), and the other one moves up into tank former location to kill tank. If there’s anyone spare, hit Engineers to the south and pursue.

To the east of the woods you have a skier and a non-core infantry still able to move and deal with a 3HP heavy and 1HP enemy. Obivously the skier one-shots the heavy and infantry kills 1HP enemy.

Arty hits infantry in woods south of tank, skier then hits from southwest with flanking and pushes enemy.

Ju88 bombs KV-1, which it will have to keep doing a lot.

AIR SCOUTS: Northwest non-core scout goes south.
West scout goes east over railway woods.
East scout goes south by southeast over enemy bunker, outside AA range.

Hit enemy fighter (should be 3HP after attacking your fighter) with most experienced fighter first, then kill with noob. Other noob kills 1HP bomber (if applicable) and other slightly experienced fighter goes northwest to attack enemy R-5.

EAST: Full-HP skier in the far northeast moves down through woods to north of Valkjarvi and kills infantry northwest of the VP (don’t chase).

Skier southeast of Muolaa on frozen pond kills Engineers and pursues to get on open terrain (seems a bit more resistant to damage than lake surface).

Bombarded skier in woods slides northeast, kills enemy infantry and pursues.

You can now surround the heavy in Valkjarvi and hit once from south with double flanking bonus. 5HP skier moves northwest out of artillery range and heals. Now full-HP skier comes in across pond to hit from southwest, and last hit from northwest kills and caps.

WEST: Look at minimap now, oh, someone in west hasn’t moved yet… Artillery east two hexes, for some reason the R-5s aren’t enthusiastic about attacking ground this time or the truck might get hurt.

5.6.4 Turn 4

AIR: Your eastern fighters, two of them can reach the undamaged R-5 behind your lines tot h northwest (one of them barely). Your fighter that hit an R-5 last turn can definitely catch the one it did hit last turn (may kill), and your last fighter flies west to join the other if needed.

EAST: 10HP skier moves up north of AA gun and knocks back Engineer. Town skier runs up and… oh there’s infantry in the woods south of road. Then knock away AA gun. Skier southeast of Muolaa moves up and kills AA gun but doesn’t pursue.

Your two skiers near Valkjarvi who don’t have to elite-heal this turn can hit the woods infantry until it runs away with flanking bonus.

MID: The damaged skier elite-heals again and rests.

Non-core infantry moves south 1 hex, finds no one in Perkjarvi, and pushes back AA gun. Your two skiers present can now kill artillery (the first to hit is the western one who has to go around AA gun influence).

WEST: Artillery and Ju88 both hit KV-1.

Nonc-ore infantry move east and… finds Soviet infantry in the woods. Attack immediately. Move a skier in to hit from north, then Skier from Kuolemajarvi hits from northwest of

Lead skier on road kills 2HP infantry to his southwest and pushes in to make room. Two skiers including general may now leapfrog up road to kill artillery. Skier in the woods slides over to hit armored car with flanking, 7HP infantry in woods west of road slides down to push armored car further, and then your tank kills the armored car from north and pursues.

AIR SCOUTS: Middle air scout moves southwest, there is an AA gun southwest of the southwest enemy airfield so stay out of range.
East scout goes down 3 and southwest 3, seeing T-28B ahead on road and an artillery piece far away.
Non-core scout goes south by east to stay out of damaged AA gun radius.
Winter War 6: Summa Pt 3, 5.6.5 -- 5.6.8
5.6.5 Turn 5

WEST/MID: Artillery keeps hitting KV-1, but Ju88 helps the rested skier in mid hit the railside infantry (move the skier two hexes east)

EAST: rested skier in the back get on Muolaa and push back enemy infantry that tried to sneak up. 7HP skier from woods comes over and kills, the pushes in to see nothing in dense forest to the south.

Air scout comes back north a bit and then goes east, to monitor for enemy pushes. So a heavy might be coming, interesting…

Rested skier from pond runs up to hit heavy on airfield for 2/1+. 8HP skier on other pond hits 2HP enemy infantry for kill but doesn’t push in due to bunker. Your other skiers should start flanking around the enemy, to the west… Oh there IS infantry in the other hex of dense forest!

Kill the last biplane you can see with a full-HP fighter and land the other three at the airfield by Johannes.

MID: Kill AA gun with a core skier, take Perkjarvi airfield with infantry, rest and heal the other skier.

WEST: Kill Engineer in woods with two hits, and move units around to start enveloping KV-1.

WESTMOST: Kill 1 HP enemy with non-core infantry, move 10HP skier in woods east so it can dive artillery soon, and heal your rear skier and tank.

West air scout goes south-southwest and sees nothing near map edge to worry about.

5.6.6 Turn 6

AIR: Elite-heal any damaged fighters, land last fighter and re-launch any that can be launched.

MID: I don’t know where that bomber near Perkjarvi came from, but you can hit infantry near rails with bunker, then encircle and kill from southeast with a skier (do not chase)

Ju88 goes southeast and bombs the infantry in denser forest in the east.

EAST: Opening a path toward Valkjarvi caused the enemy to break entrenchment like a bunch of idiots. Meanwhile your rear two skiers can go back and hit/kill lead infantry. Your skier that stayed in the area can slide down onto airfield and hit enemy heavy with flanking.

Full-HP Skier southwest of Muolaa goes down two hexes to hit dense forest enemy, who is driven out from the northeast (pursue). 8HP skier to the northeast can now move down along road to kill (don’t chase).

7HP skier southwest of Muolaa however elite-heals and rests.

East air scout flies southeast 3 and southwest 3.

MID: Skiers on rails go east and find Soviet conscripts near armored car in forest. Push them back to discover the Soviet heavy that you had seen on road last turn.

Skier heals in place and infantry rests near airfield to keep the bomber’s attention while your fighters are refuelling.

WEST: Artillery hits KV-1 again, then your skiers who can’t reach the enemy further south hit it for 1/0.

Your furthest-back skier in the southern encirclement should still be able to run up and hit artillery. Second furthest back can move 2 south and hit again (should pursue, I forgot). Non-core infantry slides south and kills/pushes artillery. Your tank hits from northwest, then a skier also hits from northwest and pushes in. If you forgot to seal off the enemy tank from fleeing though, your skier south of Kuolemajarvi can go east and kill KV-1 with double flanking bonus.

Non-core air scout goes south-southeast.
West air scout goes east.

5.6.7 Turn 7

EAST: the lower-HP skier on the road kills the 2HP heavy north of airfield and pushes in. Airfield skier slides southeast, so the 5HP Engineer in woods is now surrounded and cannot withdraw. Hit from north with skiers, then south pushes in with one flanking bonus. Save scum until this works.

SAVE

MID: infantry and skiers all move eastward.

EAST: rear rested skier who can’t hit anything else should move northeast of armored car to seal off the pocket to see if there’s anything left there, hit and pursue. The conscripts in the open may be two-shot by not-full-HP units (do not pursue into T-28 range, but this isn’t worth save scumming for to make work), while Ju88 softens heavy for two other units to hit (with flanking bonus on first hit from northwest).

AIR: West core scout goes back west to forest near coastal road to make sure no one is moving between the woods.
Non-core scout moves east past Raivola to keep an eye out for reinforcements.
East core scout goes northeast then south to keep an eye on any movements up that side.

Fighter moves southeast toward enemy bomber, launch two more fighters (more experienced first).

WEST: Artillery gets on highway to the east by truck.

KV-killers leapfrog forward on road to Uusikirkko, attack the heavy you find there immediately.

Tank attacks enemy tank from airfield and pursues.

Rearmost skier pushes AA gun away from airfield (pursue). Non-core infantry push Engineers to its southwest (may kill).

Skier in woods northwest of airfield hit enemy infantry from north with flanking bonus from tank for 2/0+. Skier north of airfield goes east to hit enemy heavy in Uusikirkko with flanking provided by general and pushes enemy off VP.

5.6.8 Turn 8

East core air scout moves west to find no AA guns near Kanneljarvi. That means your fighters can move to spawn camp the bomber that just landed near there

…The R-5s don’t count as aircraft damage to aircraft? This is obscene!

WEST: Skier southwest of airfield slides southwest 1 hex to kill AA gun, finds infantry in woods to the south, pursue AA gun to give tank flanking if possible, but don’t move tank yet.

You can cheap-heal the non-core infantry from 5 to 10 HP because you are rich enough (over 1700 resources).

WEST-MID: Furthest skier back on highway should be able to run up hill next to village and hit enemy heavy for 2+. IF it flees instead of dying, next guy in back steps up and kills/chases. General elite-heals from 7 HP to full. Last skier over here (full HP on village) moves west to hit infantry with triangle attack (three units 120 degrees from each other so everyone gives flanking). Then hit from north and push enemy back.

If the heavy died, village skier still hits triangle attack for 2+/0+, but then last guy on road hits the infantry from northeast (don’t pursue). North skier kills and pushes in, now tank can go into woods north of arty and push arty away. The general still heals/rests though.

West core air scout flies east.

Artillery moves down highway.

MID: There is a guy in the back on frozen lake who can’t hit anything else except going south to kill armored car (if it attacked one of your units last turn). Do so.

Other infantry and skiers inch southeast through woods near railroad and heal if needed.

Skier who engaged armored car last turn should be on full HP still and can run over frozen lake to kill conscript and pursue to find ANOTHER heavy in woods.

Knock the damaged heavy back from north, then leapfrog a unit up into woods to kill it. 7HP skier full-heals in place, and so does the 9HP skier behind tree line (it was on 8 efficiency while the road one was on 9 so I used the road one to finish heavy). Ju88 bomb the newly discovered heavy.

EAST: Leapfrog up to two-shot artillery. The guy beside tank, who wasn’t involved int his kill, runs east into forest and heals.

Non-core air scout goes a hex southeast, then flies west, it will then patrol east and west to ensure full vision.
Winter War 6: Summa Pt 4, 5.6.9 -- 5.6.26
5.6.9 Turn 9

Both fighters that can engage bomber do so (your lead one will have to fly around to other side to make room). The other two head for southwest airfield as two air units will soon spawn there.

MID: infantry moves south along rails. Two Skiers move eastward within tree line.

WEST: General and a skier move down highway, with the lead skier reaching map edge.

Tank moves around to east of artillery and kills.

WESTMOST: Infantry moves north of enemy infantry in woods to provide flanking. A skier from the east hits from southeast, then infantry hits and knocks back. Last skier kills from northeast (south of enemy former location) to maximize distance eastward it covers.

WEST: Other two skiers move eastward.

EAST: healthier 2 skiers envelop the T-26 to north and southeast, or it will run for Muolaa and cost you the secondary. Least healthy one fully heals.

MID-EAST: Move your two skiers with full efficiency plus the armored car killer from last turn eastward and… lead unit attacks bunker from bridge for 3+/1. Everyone else gets more than 2 hexes from heavy or in tree cover and fully heals. Ju88 bombs T-26.

WEST: Artillery rests, two enemy air units are about to spawn near southwest airfield and if you move further they will spot you.

AIR SCOUTS: The two eastern air scouts keep patrolling, the western one goes northwest (occupy hex two north of airfield) to keep better radar coverage of whatever’s about to spawn (bomber and fighter).

5.6.10 Turn 10

WEST: As many fighters hit bomber as possible (should be 3 if it went southwest to bomb non-core infantry and you hit the middle airfield bomber from northwest with a fighter last turn). Last fighter engage enemy fighter from northeast.

West air scout flies due north of enemy air scout (Oh it’s not the same large biplane model as attacked us before…)

Most units move east, and elite-heal en route for all core units that aren’t full HP.
Your general should be able to strike directly at the enemy artillery from the tree-highway hex it started on.

Non-core infantry moves up to Kanneljarvi along rails to spot enemy infantry. Skier from due north of the town moves northeast of town and hits with flanking bonus. Infantry kicks enemy off town so your laggings skier to the north-northwest can enter town and kill artillery, then pursue. Skier to the east of your starting forest patch, who has about 8 efficiency due to previous bombardments, moves down and kills routed infantry, then pursues next to hangar.

EAST: Kill bunker by leapfrogging up, and then leapfrog up along road. Block T-26 on Valkjarvi with lower-efficiency units so your main force can catch up. Bomb it some more with Ju88.

5.6.11 Turn 11

SPECIAL EVENT: FOREIGN FIREPOWER
The valiant defense of Summa has convinced High Command to transfer one of our rare tank units to the frontline. Equipped with British Vickers tanks, it should prove invaluable against the Soviet offensive.

A new enemy scout plane spawned in southeast.

AIR: Kill 1HP bomber with one of the three that hit it before, and the 2HP bomber that just took off further east with the other two fighters. Fighter in the east keeps attacking enemy fighter.

Now that the bombers are gone, the artillery on highway can start moving south (it fled north last turn) and then turn east later

MID-EAST: General can move 3 hexes southeast and attack Engineers on Raivola, which knocks off so another skier can leapfrog up for the kill

Other units leapfrog eastward to eventually push back enemy artillery and find a heavy on the Kivennapa supply VP. Bring Ju88 down to bomb it.

EAST: leapfrog-dogpile the T-26 to death. Any remaining units should move toward jump-offs against the south. The guys watching road north of T-28 in woods can stay there.

Follow the western enemy air scout with your own so you know where to hunt it down later.

Western non-core infantry can start long-distancing to Viipuri while your new tank can move toward front on highway… maybe I should have sent it eastward toward Kamara first, oh well.

5.6.12 Turn 12

EAST: Tank knocks enemy heavy off VP, leapfrogged skiers kill, other skiers kill or push back arty… you can kill with Ku88 if it pushes back at 1HP for some reason.

Fighter kills enemy fighter. Other three kill enemy scout plane.

Move ground troops into jump-off positions and wait for enemy to starve. You have time.

You can also put a skier or infantry in every secondary VP as insurance against any stupid spawns, but you should definitely keep air scouts looking over the former enemy airfields for spawns.

Ju88 bombs the enemy T-28 a few more times before it lands nearby to refuel.

5.6.13 Turn 13

I need advise you not appreciably more, besides that the next wave of enemy aircraft to spawn will be at the east airfield near Valkjarvi on Turn 16, so don’t land your fighters there to refuel. Land up at Vuoksela or Ayrappa instead.

5.6.15 Turn 15

You can probably just kill the T-28 and its accompanying infantry at this point. Remember to set up pincers with flanking bonuses before hitting, if possible.

5.6.16 Turn 16

This pilot isn’t so awesome, +3 defense against air with 1 hex radius isn’t bad, but it’s not amazing either. Assign him to your most experienced fighter.

The counter stops counting after it’s satisfied? That’s new…

5.6.26 Turn 26

OUTCOME EVENT: A BITTER PEACE
Despite another heroic stand against endless Soviet assaults, unsustainable attrition has forced Finland to sign an unfavourable peace treaty. With several border regions being ceded to the Soviet Union, the Winter War has ended.
Winter War 7: Arctic Fox Pt 1, 5.7 -- 5.7.3
5.7: Arctic Fox

Arctic Fox – July 1941,
Finland has completed the secret mobilization of its army for Operation Silver Fox, an offensive starting in northern Finland in concert with the German invasion of the Soviet Union.

CAMPAIGN EVENT: CONTINUATION WAR
After crushing the Western Allies, Germany has launched a great offensive against the Soviet Union. In exchange for military support, Finland has accepted to join this operation – aiming to regain all territory lost during the Winter War.

SPECIALIZATION: Female Factory Labour because I doubt I’ll need any new air units anytime soon, don’t need cheaper repairs, and prefer to be prescient enough to not require scrambling or drop tanks.

BRIEFING:
German and Finnish forces have teamed up to launch an offensive operation named “Arctic Fox”.
This cooperation is part of “Silver Fox”, a larger operation which aims at capturing the Soviet port of Murmansk.
After crossing the initial river barriers, our first objective is to liberate Salla.
The town was ceded to the Soviet Union after the bitter peace of 1940, and now contains a sizable Red Army garrison.
The second phase of the operation requires us to proceed eastwards, to capture Kandalaksha and cut the Murmansk railway line.
While our alliance is invaluable, Finnish High Command has agreed not to get too depply involved in Germany’s war.
Nonetheless, we can use this opportunity to reclaim land lost after the Winter War, and the capture of Murmansk would further weaken our mutual enemy.

NOTE: Yeah, uh, considering Finland didn’t even lose the Petsamo nickel mine earlier, the Finns are really gambling for negligible gains, and you are half-assing even that by trying to fence-ride. Fence-riders tend to die the most miserably.

OBJECTIVES: Capture both Primary VPs.

SECONDARIES:
Capture Kuolojarvi in 10 turns—A swift breakthrough of the Soviet frontline will give the enemy less time to prepare a second line of defenses.
Destroy 2 trains in 20 turns—A constant stream of cargo trains is running along the Murmansk railway line. Air strikes disrupting this flow of supplies and resources will weaken the Soviet defenses.
Construct an airstrip—A construction group has been assigned to lay down a new airstrip closer to the Murmansk railway. This will allow us to deploy additional air units.
Complete the mission in 35 turns—Soviet equipment will be captured at the Murmansk line defenses.

5.7.0 Deployment

49 Land CP, 12 Air CP with Female Factory Labour means we can field 4 combat aircraft.

At 5 attack vs hard and soft targets, a Ju88 isn’t much better than a fighter. The key anti-ground should therefore be the Ju87 the Germans brought. Now I see two Soviet airfields, so I expect air resistance. The fighters you have remain the best you can field, so I put the experienced fighters in the forward hexes in north, and inexperienced in south.

Tank general (with assault aura) in south town, Vickers tank south of him. Your 122mm artillery just behind the tank general at the crossroads.

Upgrade and deploy the rest of your land CP as Ski Troops along the road back westward and northward, and in the fields within your start area. put your infantry general (with shock aura) just behind the tanks.

The skier on the forest hex between you and the Germans should have two more skiers north of him, and should move to just south of the German town to make sure he has a chance, however slim, of reaching an enemy on the first turn.

5.7.1 Turn 1

AIR: Both fighter pairs move east, converging slightly toward Salla, you’ll see an aircraft on radar (i.e. extended vision beyond identification range in this era) and find south stopped just before an AA bubble.

You will also see a 45mm AT gun by the south bridge bunker.

NORTH: Stuka hits bridgehead infantry. Panzer 2 goes north of it, hits and pursues to free up space for attack on infantry in dense forest.

Your skier on road moves northeast into river and kills this infantry, then pursues.

German Engineers (from town) run up to the heavy and hit for 1+/2 to reduce enemy efficiency.

Your skier south of town crosses bridge and hits the enemy in denser forest to the northeast for 2/0+ expected, probably 1/0 though.

German infantry units move up to bridge/town. The scout car moves north a hex onto road and waits.

North of the divide there’s one skier that waits south of the twon.

SOUTH: Artillery shells the bunker, then 2.5-star skier (probably general) kills in one hit and pursues. A skier (south or southwest of the crook in road the bridge lands on, on your side of the river) runs up and knocks the AT gun back (about 4 damage), then pursues.

Vickers crosses bridge, kills AT gun from forest hex northwest of AT gun for 2+/0+, then pursues.

T-26 should be able to hit the enemy in woods for 2/0.

Other skiers leapfrog forward, but you’ll find two skiers south of forest divide on your side that won’t fit on the road and are better off in the hexes around the bridgehead.

5.7.2 Turn 2

AIR: Fighters fly eastward, a bit biased toward south. The first enemy fighter you see, engage him from the further side with north veteran aircraft (use your pilot defensive aura to take less return damage) then kill with a 0-star fighter. If this doesn’t three-shot, save scum after remembering where to find this I-16.

NORTH: German infantry on bridge moves east into denser forest south of enemy, hits. Your skier touching him slides north and hits with flanking, which should kill.

Skier south of road slides southeast and hits heavy. Leapfrog skier up from behind river (just south of town) to kill and pursue.

German infantry in town moves up road into cleared hex. Scout car south of this bend in the road to flank (don’t attack) the infantry you just spotted with skiers.

Hit with Stuka, then Panzer 2 moves down, and slides down again to get double flanking bonus for 2/0 (and pursue). The enemy fled to the southeast into the woods… You’ll have to flush them out later.

German Engineer cheap-heals.

SOUTH: Vickers tank flanks woods infantry to hit form southeast (no pursuit) with double flanking bonus.

Bridge and northeast of bridge 3 skiers leapfrog northeast. This proves next forest patch up road doesn’t have anything immediately in it. Move T-26 up and find infantry in the northeast hex of this two-hex patch of woods, attack immediately.

Rearmost skier that can reach (one of the two by the bridgehead crook in the road) kills the routed woods infantry and pursues so the other can move into that hex. Other units leapfrog up as far as possible, especially the artillery which moves northeast of bridge onto open terrain.

5.7.3 Turn 3

AIR: Enemy bomber flies on bottom edge of map, you can only hit with three fighters at a time, so send the AA-damaged one back to heal (north airfield 1 hex closer to the east so is usually closer).

SOUTH: Troops north of road comb forest by skirting the vision ranges of existing units. You will find and push back the damaged enemy infantry. Use a skier from north to finish him after he’s at 1-2 HP near the bunker.

NORTH: Move Panzer 2 southwest of bunker, then the foremost skier on road forward to pincer bunker. Rear units leapfrog forward but also send German infantry to comb north through trees… Oh, there’s infantry in the woods northeast of forest road hex. You’ll have to use the Panzer 2 and armored car to kill bunker then.

Stuka hits infantry in woods your skier sees. German infantry hits from northwest and if that pushes back, well whatever. If not push with skiers.

SOUTH: Artillery hits e infantry in front of your T-26. Vickers tank moves up to push him north, then skier on road behind T-26 can run around to kill him from southeast.

General runs up along road and pushes AT gun south so your T-26 can push Engineers off VP in one hit.
Winter War 7: Arctic Fox Pt 2, 5.7.4 -- 5.7.12
5.7.4 Turn 4

SOUTH: Skiers in middle forest move east/southeast onto road if possible. Skier on road that can run 3 hexes forward to kill AT gun does so and pursues. Skier south of road in forest can move northeast to meet up.

AIR: Kill bomber with your ace, land damaged fighter at north airfield. Other two fighters fan out to radar.

NORTH: Keep moving a German infantry through north edge forest. Northmost skier kills Soviet infantry in woods.

Armored car runs up to forest by road and sees nothing in it… Okay leave that be for now.

SOUTH: General moves north 2 hexes and kills Engineers.

Skier on road between tanks moves up and knocks away artillery, so your T-26 can kill it.

Vickers pushes AA gun southeast.

Stuka bombs Soviet infantry by Sallaand exits northwest out of AA range. Panzer 2 can now come up and push away the infantry

Artillery and dozer move up along road as far as possible.

NORTH: Don’t forget the bunker VP needs to be captured by someone not an armored car. I suggest having your construction dozer do this capturing so your army can keep advancing.

5.7.5 Turn 5

AIR: Fighter fuel is short so RTB for now.

SOUTH: Lagging skiers on south flank leapfrog two-shot the AA gun, so your Vickers can go one-shot the enemy infantry from lakeside.

NORTH: March some German infantry up to Kuolojarvi and spot the heavy there. Hit with Stuka, then armore car flanks to southeast. Hit with infantry, and if it knocks off, T-26 goes to seize the VP and kill the heavy.

SPECIAL EVENT: BREAKTHROUGH
A swift breakthrough of the Soviet frontline has given the enemy less time to prepare a second line of defenses.

5.7.6 Turn 6

An infantry is coming down road toward you. General hits from northwest via road and doesn’t chase (provides 2 radius aura). T-26 kills from north (after enemy fled) and doesn’t pursue.

There is another infantry in forest on roadside, with T-26 two hexes north of him. German infantry on road runs up just past general and… 1+/1 is garbage! Scout car goes northeast of this infantry to provide flanking, then Stuka bombs the infantry (and exits eastward) so your German infantry hits for 2/0+. Armored car hits from northeast for 1+/0 and pushes in. Tank then hits for 3/0 from southwest for kill (also increases scouted area, fortunately no one was in the woods)

I believe it’s worthwhile to spare a skier for north and one for south to secure areas of map, to make sure you didn’t miss any enemies which could flank you.

AIR: Land second north fighter, both south fighters approach airfield.

LAND: Artillery moves up as far as possible, should be 3 southwest of secondary VP. Foot units leapfrog up, it’s okay to be on the side of the road. Vickers moves up as far east as it can, probably south-southeast of the Secondary VP, and elite-heals (if needed).

Dozer occupies the former bunker VP.

5.7.7 Turn 7

Stuka can see AA gun, artillery, and… an armored car moved up into tree line, which tells you there’s no infantry blocking road?

Skier north of general (two hexes east of the Secondary VP) runs up along road and knocks away armored car.

Vickers (from southwest of general) runs up into tree line (north of road) and knocks back BA-20 (don’t chase, to expose more frontage for engaging artillery and AA gun)

General runs up along road and knocks back artillery—if this doesn’t knock, then knock back with German infantry and kill with T-26 regardless. T-26 pursues to be south of AA gun, as right now you can only two-hit the AA gun with armored car (wheeled are slowed more by forest than tanks) hitting from northwest (T-26 provides flanking) and then Panzer 2 along road. Do not pursue into mortar range of next VP (Can’t see anything but could be a heavy there)

Stuka kills armored car to save time.

Everything else leapfrogs up, artillery has priority.

Relaunch two north fighters, both other fighters land at this airfield (1 hex further east than the south airfield)

5.7.8 Turn 8

AIR: Move fighters east again, and other two launch eastward too.

LAND: Front units which can reach enemy (everything at or east of the tree line west of Alakurtti) rest, while rear units leapfrog up to outside 2-hex range from the town. Stuka bombs visible infantry north of town (unless you scout and find the artillery south-southwest of the town first)

5.7.9 Turn 9

AIR: Fighters move up, Stuka RTB to refuel.

General on road can only move up to Alakurtti, to find… Conscripts. Knock them away.

Skiers from north of the dense forest hex hits enemy infantry (north of village) from northwest for 4/1. Skier southeast of the dense forest runs along tree line and knocks back (or kills) this infantry, but finds another Soviet infantry in the forest to the north and doesn’t chase to maintain contact.

Skier closer to the east in the forest road hexes (general was northwest of him to start this turn) moves into village and pushes AT gun, ideally northeast (if infantry died instead of fleeing).

Pz 2 enters village and pushes conscripts (may kill)

Armored car hits artillery. To make sure T-26 takes the right route, move a skier from south end of the tree line you started at to two hexes southwest of artillery, to spot Soviet infantry in the forest. This unit has an AT gun backing him. Now you can s end your T-26 between it and artillery, to kill artillery and push in.

Vickers moves along north forest toward enemy infantry.

Everyone else move forward as much as possible (artillery should just be able to cross tree line to open land on other side in truck mode), skiers divide north and south.

The south woods skiers watching enemy infantry might as well attack, 2/1 for some experience is fine considering how rich we are.

5.7.10 Turn 10

AIR: Fighters forward (can’t spot AT gun in woods apparently), Stuka back.

Artillery hits north infantry. Now your rear skier other than the guys combing sides of map, the one north of the dense forest hex, can run up and hit for 2+/0. The skier south of the infantry can slide northeast and knock back… it went north one hex, so Vickers can kill and push in to look for anything else.

Road skier just past the tree line can run up north of Alakurtti and… rout the 4HP AT gun instead of killing, even with flanking. Unfortunate.

Skier right in front of BT-7 on road moves straight south to hit enemy infantry with flanking for 3/0 (thanks to T-26 general aura). Whether or not this pushes, your other two skiers in south tree line can now leapfrog and kill

T-26 goes head-to-head with BT-7 on road (inside skier general aura) and knocks back. 9HP skier from north tree line runs onto road (3 hexes moved, now inside tank general aura) and knocks back again. Skier general can run 4 hexes along road, so can now finish off the BT-7 (and regains spotting of the 1HP AT gun)

German armored car and tank rest, infantry moves up, and dozer can pass Engineers this turn.

5.7.11 Turn 11

AIR: Stuka flies west, fighters fly east, if lucky you’ll run into the DB-3 bomber coming west. Attack immediately.

Kill AT gun to north with a lagging skier, and leapfrog main forces east. Remember to spare someone to cordon forest to the north to avoid being flanked.

South AT gun can be two-shot with flanking by your skiers

5.7.12 Turn 12

AIR: Stuka lands, lagging fighters kill bomber, leading fighters go take a look at airfields (but not too close!) There is a heavy AA gun south of north airfield where there is a hangar, and a small AA gun north of south airfield where there is no hangar.

Run your forces forward, and your Panzer 2 may be able to catch and push some Conscripts.
Winter War 7: Arctic Fox Pt 3, 5.7.13 -- 5.7.21
5.7.13 Turn 13

AIR: Relaunch Stuka. Construction group begins building airstrip well east of Alakurtti, lead fighters begin to RTB (I think fighter strip lands 3 aircraft at a time but can’t guarantee). Lagging fighters fly up and strafe enemy artillery.

Leapfrog troops up as far as possible, Vickers pushes visible conscripts (Where did the 2HP ones go? Panzer 2 attacks enemy T-26, then your T-26 pushes him.

In the south you should be gradually securing the lakes region, with skiers approaching the village there (no VP) to find nothing.

5.7.14 Turn 14

DO NOT CUT RAIL LINK. We are hoping to catch two trains (so approach rails all along but do not idle within 1 hex or it’ll auto capture)!

AIR: Stuka east, all fighters kill bomber, the field airstrip will meet their refuelling needs well enough.

LAND: Skiers find conscripts in dense forest in the north and two-shot. Skier and Vickers two-shot enemy artillery near you.

Arty hits heavy, then skier general and tank general two-shot it.

Panzer 2 cheap-heals and armored car idles.

5.7.15 Turn 15

AIR: Stuka goes east, fighters assemble around the airstrip.

Move all forces away form rail line a bit, keep skiers in middle in forest and hope two trains come soon.

5.7.16 Turn 16

SPECIAL EVENT: CLOSE AIR SUPPORT

A new airstrip has been constructed to support operation Arctic Fox. Its close proximity to the frontlines allows us to deploy additional aircraft.

Deploy and launch Ju88 at this new airstrip. Land your three lower-fuel fighters.

Train spawned on enemy part of this turn, but didn’t move?

5.7.17 Turn 17

Relaunch a fighter (probably the commander unless he needs to elite-heal) so your last one can land to refuel. Elite-heal any that need it

Any skier steps up to tracks and kills train.

Ju88 bombs KV-1. Then another skier (you did put two west of Zelenoborsky at the narrows between pond and lake, right?) hits him for 1/1+ expected.

5.7.18 Turn 18

Ju88 bombs KV again, heal anything you need.

5.7.19 Turn 19

Kill the second train for the secondary mission, most likely with a skier backed up behind the ponds

SPECIAL EVENT: END OF THE LINE
We have destroyed several Soviet cargo trains. The resulting shortages of supplies and resources will certainly weaken the enemy defenses along the railway line.

You can now begin the offensive along the whole line.

5.7.20 Turn 20

You can simply end the mission this turn by bombarding and two-hitting the north heavy garrison to knock them off, as well as having pushed the south VP conscripts off.

SPECIAL EVENT: FIRE FIGHTERS
Our rapid advance has caught the enemy off guard, allowing us to overrun Soviet depots. Among the captured equipment are some T-26 tanks modified to operate a flamethrowing device!

Oddly the objectives for the primary VPs still reads 0/2.

I see we have a 0-experience OT-130 on the map, which we can cheap-heal before next mission.

5.7.21 Turn 21

OUTCOME EVENT: VICTORY
Aided by the German troops, the Finnish Army has managed to cut the Murmansk railway line, and recapture all of the territory ceded after the Winter War.
Winter War 8: Ladoga Karelia 41 Pt 1, 5.8 -- 5.8.2
5.8: Ladoga Karelia 41

Ladoga Karelia 41 – July 1941,
As the German offensive smashes through the Soviet armies on the Eastern Front, this is* the perfect opportunity to recapture territory lost in the Winter War.

*Typo, also, the last mission victory needs to be modified because it said “recapture all of the territory ceded after the Winter War” which is patently false.

SPECIALIZATION: Can’t afford anything at the moment.

BRIEFING:
Since our alliance with Germany, the Finnish Army has mostly adopted a defensive posture.
But now, with the creation of the Army of Karelia, it is time to reclaim the territory lost during the Winter War.
First we will have to break through the Soviet field fortifications, constructed along the new borderline and around the road crossings at Vartsila and Korpiselka.
The ultimate objective of this operation is to ush our territorial borders back to their pre-1940 state.
Important locations are the towns of Salmi, Sortavala, and Porajarvi.
Finnish forces will not be ordered to cross the old border into the Soviet Union.
Our intent is limited to the liberation of Ladoga Karelia – at least for now.

That there is why you lost so much later, because you think whoever wins isn’t going to come after you next. When you are a small, weak power going up against a great power, limited war really isn’t possible, you just don’t have the reserves to make the great powers question if it’s worth it, unless you drag it into a counterinsurgency in which your country probably gets mostly destroyed. You need to bite off as much as you can while the other great powers are preoccupying each other.

OBJECTIVES:
Capture All Primary VPs (0/4)

SECONDARIES:
Capture all Secondary VPs (0/2)—A newly promoted commander will be attached to our ground forces.
Destroy 3 cargo trucks (0/3)—If we encircle and destroy Soviet transports retreating to the east, it will weaken the enemy forces in future operations.

I hope this means that southwest exit won’t be used by any trucks…

5.8.0 Deployment

58 Land CP and 18 Air CP…

Cheap-heal OT-130 to full as it has no experience, elite-heal every other unit you deploy.

The cargo trucks flee IMMEDIATELY, so the script saying “If we encircle” is serious. That dense forest isthmus in the west is good for letting about 2 skiers through to stop the southwest truck escaping (you will legit have to push the truck off exit hex with lead skier).

The enemy has supply trucks near the northeast Primary, southwest Primary, Mideast Primary, and center two (Tolvajarvi and Korpiselka). The northeast one is completely unstoppable as it reaches exit hex on TURN 1!

The southwest truck can be stopped by two skiers moving through the dense-forest passage and then down side of map (as there’s an infantry by the side of the way if they move south too much from dense forest, so bring 3 units if possible).

The middle truck from Korpiselka heading east is easy enough o stop with tank rush southeast from their starting positions, or a fast push on mid.

The third truck we need to stop… Has to be the Tolvajarvi truck which, like the Loimola truck, heads for east-southeast exit, East of Lemetti.

These trucks are not like ordinary transport trucks that take 2 damage from even fighter attacks (as we saw in the US Pacific campaign)… No, you’ll need to buy some tactical bombers. The actual tactical bombers, not Ju88s which have strategic stats (but without supply damage).

I suggest this layout:

3 best fighters plus 3 new biplane tactical bombers over airfield, bombers in front (southeast arc).

2 skiers in southwest with 2.5 stars (the best you have besides skier general) with 4 more skiers along front east of them. You’ll be sending the two elite skiers southwest to intercept the truck.

Northeast tree line has artillery, OT-130, T-26, Vickers. Skier general and a 2-star skier are east of them, with 2 more skiers behind the artillery.

Three tanks in the tree line in northeast (south to north is OT-130 on road, then T-26 with general, then Vickers), with your artillery north of them (open terrain for truck). Your two best non-general skiers (2.5 stars) are in front, with three more skiers southwest of artillery.

You don’t have enough supply to deploy the last 6 CP of land units though, as the German Skier 41s (annoying that they get to upgrade earlier) are eating some supply.

5.8.1 Turn 1

AIR: Everyone rushes southeast, the two bombers able to hit supply truck bomb it for a 1 hex movement boost south and southeast.

MID: Germans both run southeast. One hits bunker. Rear skier at crossroads runs south and kills bunker. Town skier moves south and spots heavy on VP. Your artillery and last bomber hit this. Now kick the heavy off the VP. He went southeast, due to an AT gun south of VP. Your last road skier can kill heavy from north (northeast of VP) and pursue to spot AT gun.

SOUTH: The two elite skiers move around to go through that dense forest passage. Your other four split with north two going east-northeast outside artillery range (spotted by bombers) and south two going southeast between ponds.

NORTHEAST: General runs in north of bunker and hits. Vickers kills from southwest but doesn’t pursue. T-26 and OT-130 tanks run 4 hexes each due southeast. Other skier runs up next to general and pushes conscripts into dense forest.

5.8.2 Turn 2

I must say to see the supply trucks of the Soviet Union flee so easily is disappointing.

MIDDLE: The third truck you really need to catch should be 2 hexes north of Loimola, save scum if you must to find it with bombers. Once your bombers all catch him (exit over northwestern arc to avoid AA), your fighters will have their targets on “radar”.

Ace hits northwest enemy aircraft (the I-16 fighter) first from north for defence aura, then the veteran, then the newer fighter. Save scum until you can get a kill this way.

Two-shot bunker by Korpiselka from northwest and north with the German units. You can push in with the Germans because you leapfrog a skier up to knock enemy AT gun back, then knock truck away, then kill truck. Ignore the BT-7 present at the moment, as long as the town is occupied he won’t get very far. Artillery moves forward along road.

If you get unlucky (I did after save scumming to find the third truck) both Vartsila north skiers divert east, to finish bunker and the second to finish AT gun (because you need 2 hits to kill a bunker… this also lets you spot the woods infantry near Vartsila easily.)

MID-SOUTH: If you don’t have four units to attack at once (two kill north bunker, the north one pushes in so the northwest one can give flanking to two hits from the south and southwest), pincer the woods bunker, hit from south first with flanking then kill from northwest (laggings kier happens to be able to reach) but do not chase (into bunker range)

SOUTHWEST: The two skiers continue moving, lead one should be in dense forest now.

NORTHEAST: Well we know now that we can’t depend on the tanks to catch the trucks. So the tanks help the northeast and then east side assaults.

Vickers moves east and kills conscripts. General enters dense forest hex and knocks back AT gun. Tank general moves into forest and kills AT gun for 0 return damage. Flame tank moves east just south of tank general. Your other skier moves northeast a hex into woods and finds Soviet infantry it hits for 2+/1.
Winter War 8: Ladoga Karelia 41 Pt 2, 5.8.3 -- 5.8.7
5.8.3 Turn 3

MIDDLE: Artillery hits BT-7. Notice both your Germans can reach him and the first hit shouldn’t rout him. Your skier southwest of BT-7 should go south along pond to push arty from southeast.

Now hit the BT with both German units, further one first. Whether or not it flees at 2HP, finish it with a 9HP skier (formerly in contact with woods infantry) from the hex south of road.

On the southwest side, move lower-HP skier in northwest of Vartsila to provide flanking for the hit from north on the bunker. Kill arty north of bunker with lower-HP skier from woods south of Korpiselka. Kill Soviet infantry… well if it pushes to north of bunker no big deal, kill it from north and pursue, then attack twice from west arc. Otherwise hit bunker from north, then southwest, and leave last unit to take Vartsila and push conscripts south.

SOUTHWEST: The two skiers advance down west edge of map.

AIR: Enemy bomber fled to airfield near Salmi, which is unfortunate. No need to go look over there as 3 fighters can’t reliably smother a newly taken off bomber, and there’s AA there.

You COULD forcibly kill the truck south of Loimola (you will take AA damage) and exit westward, BUT there’s a truck in the forest to the south-southeast of that without AA cover (unless you exit attack due north). You have fighters which can spot it if needed. Bomb that truck instead.

SAVE just in case.

NORTHEAST: Vickers hits infantry from southeast by pond, with flanking bonus. General moves up 2 hexes and kills

Tank general hits infantry east of pond from southwest and pushes. Flame tank kills from south and pushes in. Now your other skier pushes conscripts back.

5.8.4 Turn 4

AIR: Two trucks destroyed by bombers (may have fighter strafing to lend some scratch damage). Turns out the west raiding party is pretty pointless. This may not work though as the 1HP truck MAY survive a bomb hit.

SPECIAL EVENT: NO ESCAPE
Through rapid advance and pincer attacks we have foiled Soviet attempts at evacuating men and equipment to East Karelia.

You have a funny definition of pincer attack but okay.

SOUTHWEST: Continue toward the exit anyhow, see if this still intercepts as it should (or this could be impossible on max difficulty).

NORTHEAST: General moves south of pond (so his radius covers the engagement area) and elite-heals. The other skier runs straight south and elite-heals.

Vickers runs in between conscripts and heavy and kills conscripts, but does not chase.

OT-130 attacks heavy with flanking bonus and both general auras.

T-26 general kills heavy and pushes in.

MID-EAST: Artillery moves into Korpiselka by road.

The infantry in woods west of Tolvajarvi broke contact. Why? Well, your Germans can grope forward into woods, two-hit the Conscripts northward (they are southwest of Tolvajarvi, so hit from southwest twice in a row but don’t push in) and then kill them on airfield with skiers from northwest (This one may push in to spot enemy infantry). This prevents enemy from healing back HP.

MID-WEST: Leapfrog up to the next settlement and you’ll see conscripts to leapfrog-kill (2 hits by full-HP skiers). AA gun can also be pushed south by a skier. If they can’t leapfrog forward well due to enemies not pushing or dying properly, then the rear three can elite-heal and rest.

5.8.5 Turn 5

AIR: The bomber flew out? Engage from southeast arc with fighters, use defense aura well.

There is an artillery due west of the pond by Tolvajarvi, due south of another 1-hex pond, east of the wood line. Bomb it with all three bombers and exit on northwest arc.

NORTHEAST: Don’t forget to occupy the exit VP with tanks while rushing everyone south!

MID-EAST: Infantry broke cover to cut off your skier? Great! Hit with artillery, then a rested skier from the west can push him away, and your cut-off skier can hit from northeast to cordon off some territory between lakes and kill him at the same time.

Your more damaged German (costs more to cheap-heal) heals, and the other occupies Tolvajarvi and pushes away AT gun.

MID-SOUTH: Push-kill conscripts. Slide a unit down to push AA gun north (if it didn’t rout last turn) and by pursuing clear the road, so that your next skier can hit BT-7 (which broke cover to move next to AA gun) for 2/1+.

Rear skiers leapfrog up and kill AA gun while they’re at it, pursue off road to clear road for next guy if needed.

SOUTHWEST: Push the truck off exit with skiers

5.8.6 Turn 6

AIR: by blocking the bomber over its return arc you should have managed to strand it north of Salmi where you can now kill it in one hit. Do so.

SOUTHWEST: Leapfrog-kill truck.

MIDEAST: Kill AT gun with weaker skier and retake airfield. Stronger German leapfrogs up and knocks away AA gun, so other skier can run up along road and push-kill.

EAST: Tanks and skiers rush on south and meet the MIDEAST crew.

MID-SOUTH: Kill the BT-7 with woods skier if it attacked last turn (should be down to 2 HP while you have a 6HP skier that was hit, plus two 9HP skiers flanking, which can one-shot from north)

Leapfrog a skier up to Sortavala to spot heavy. Flyby scouting by fighter reveals AA gun southwest of Sortavala so you can’t airstrike it easily.

AIR: Kill the artillery with another strike from the three bombers.

MID-SOUTH: If you want to try flanking around to the AA gun you’ll be stopped by proximity of conscripts in woods (push them back toward bunker I guess). Engage the heavy garrison for 1/1 with leapfrogged-up rested skier.

6HP skier elite-heals to full and rests.

MID-EAST: Artillery moves east by road, you’ll want it for the assault toward Suojarvi.

The damaged German rests.

5.8.7 Turn 7

SOUTHWEST: Skiers leapfrog up to Ladenphoja and push infantry off in two hits.

MID-SOUTH (well, really also southwest): Second skier in attack column can (since conscripts are out of the way) now flank around and push away AA gun.

Three bombers all hit the heavy and exit over northeast arc. Rested/healed skier hits heavy from northwest, then the lead skier pushes the cap.

Rear two units can two-shot conscripts in woods.

Fighters fly for Tolvajarvi airfield.

EAST: Arty moves up past airfield by truck, not by road due to forest.

Tanks move southward, try to stay out of arty or at least vision range, and grab the exit VP while you’re at it. Skiers enter woods jump-offs. Damaged German can stay south of Tolvajarvi to guard airfield.
Winter War 8: Ladoga Karelia 41 Pt 3, 5.8.8 -- 5.8.16
5.8.8 Turn 8

SOUTHWEST: Lahdenpohja (far southwest) crew leapfrog up to kill infantry and AA gun. Now you have a problem: The 9HP guy near two bunkers wants to go southwest first (will get blocked by bunker influence) if he goes anywhere but due south to kill 3HP infantry. Do so, and then the other 9HP guy near the middle bunker gets on road to hit artillery, and formerly stranded skier kills artillery.

Now you have two 9HP skiers on VP and northwest of VP, three bombers that have no clearly identified targets to the northeast not under AA cover, and one infantry on road coming your way. Obviously, bomb this infantry thrice, then leapfrog-kill (or one-shot depending on luck).

West side now has 1 infantry visible, and 3 bunkers. Once you killt he infantry if the bunkers stop being un-supplied, it means you got all the units in the woods.

SAVE

EAST: Injured German south of Tolvajarvi moves south across swamp into forest (no one should be there) and cheap-heals up to 9 HP. Airfield skier moves into his former place. This vacates airfield for your three fighters to land.

Artillery hits conscripts. This is the unit your skier general can leapfrog up and hit from northeast to knock back and cover the whole area with his aura. Now OT-130 rounds the pond and flamethrowers the conscripts off Suojarvi. Skier north of pond can occupy Suojarvi and kill conscripts.

Your new commander is +1 Defence vs. Mech AND Infantry, but more importantly he has 3 radius aura. I put him on OT-130 because that’s an assault tank.

Vickers moves down and pushes artillery from north. Last skier moves south into the hex the Vickers just pushed out of and kills conscripts, then pushes.

Tank general moves down into that same hex and pushes BT-7 using three auras to power himself up to 3/1 expected.

Full-HP German skier between ponds moves down and pushes armored car

5.8.9 Turn 9

Whoa, the enemy got another fighter and bomber!

SOUTHWEST: two-shot the infantry near the west bunker with your two southwest units. Middle three skiers heal/rest, and northeast two flank and push armored car westward until… well, that 10HP once-stranded 7 efficiency skier in middle of this group shouldn’t rest, it should run up and finish the armored car I guess.

EAST: On west side of this front, 9HP German slides southwest to find Soviet infantry in woods. Your skier south of Tolvajarvi flanks around pond so German hits, then skier pushes

Skier south of armored car kills armored car and pursues to free up frontage. German slides south and knocks AA gun back, skier general kills AA gun and pushes in.

Artillery rests as truck form is weaker to bombs. Both your veteran fighters lift off to the east of airfield to cover, in case enemy bomber attacks arty.

All three bombers attack the T-26 your general sees south of Loimola and exit over north arc.

Flame tank moves down and pushes enemy infantry. T-26 pushes back BT-7, and Vickers kills.

SPECIAL EVENT: TANKS CAPTURED
We have formed a new armoured unit composed of abandoned Soviet BT-7 tanks.

Luckily this unit is 10 HP instead of 5 like previous captures. BT-7s have 10 movement which means 5 hexes across open terrain. Move it down along roads toward Vartsila.

Skier on Suojarvi kills artillery from northwest (north of skier general).

5.8.10 Turn 10

MID: Hit fighter from southeast and south to see if you can block it from retreating to land. Ideally, you can kill it, but it’s not exactly something really worth save scumming for. Launch your third fighter

WEST: Okay you got all the mobile units (no enemy bunkers show undersupply), you can move the troops east now. 7 efficiency guy should rest though, and don’t move eastmost two yet. The southern one can elite-heal (it’s 1 turn from hitting Lemetti) while the north…

MID: German slides southwest to spot another infantry in woods, and to knock the damaged infantry back again… what do you mean he died?

Fine then, move the southern 10HP skier south of the other woods infantry, as well as the northern skier in woods to the northeast of said enemy infantry. Hit from south (2 flanking bonus), then northeast (don’t pursue), then BT-7 runs up to woodline (tries to scoot past enemy by pathing… and fails? Interesting). Well then kill the infantry from north and pursue to get on road.

EAST: Skier general moves southeast and… probably fails to kill infantry. Skier behind him leapfrogs up to kill infantry in woods and pursues to check for anything in the east dense forest patches. Skier to the north moves down and kills AT gun

German slides northwest to be north of Loimola. Tank general moves in southeast of Loimola and hits for 2/0+ with flanking, thanks to all three auras. German hits from north. OT-130 runs onto swamp northeast of Loimola and push-kills.

Vickers tank moves southwest, can’t hit anything at the moment.

Arty moves 2 hexes south as bomber should only have 3 vision, and probably flies for airfield too because of the two fighters nearby.

5.8.11 Turn 11

EAST: Enemy T-26 moved out of entrenchment to hit your T-26. Kill from southeast with Vickers in one hit. German by Loimola runs south into woods and cheap-heals.

Skiers leapfrog south, not in contact with enemy yet.

Tanks heal in place if needed, to regain organization. Artillery runs south.

WEST: Move everyone up of course. Lead unit pushes Conscripts off Lemetti in one hit.

AIR: Elite-heal damaged bomber, send newly launched fighter south to spot enemy bomber still on radar. Launch two full-HP bombers. Attack enemy bomber from north and northwest. It will land but soon re-launch.

5.8.12 Turn 12

I don’t need to give specific instructions anymore, leapfrog forward and roll over the enemy. Remember to stay outside arty range, and to rest for a turn before final assault because you have time.

There is a heavy on the last Primary VP, so you’ll want to race in and push away the AA gun as soon as possible, so your bombers can focus the heavy.

5.8.16 Turn 16

OUTCOME EVENT: VICTORY
The reconquest of Finnish Karelia has undone the territorial losses Finland had to suffer after the Winter War peace treaty. Plans are now being made to push further into eastern Karelia.

NEW MAP PIN: Several Soviet units have been destroyed during their retreat, weakening the reserves available to the enemy for the defense of East Karelia.
Winter War 9: East Karelia Pt 1, 5.9 -- 5.9.2
5.9: East Karelia

East Karelia – September 1941,
After reconquest of Ladoga Karelia, the Finnish Army has decided to cross pre-war borders in East Karelia* and advance into the Soviet Union.
*Typo

CAMPAIGN EVENT: WAR AND PEACE
The German offensive against the Soviet Union appears to have stalled. Finland is starting to doubt this conflict can be ended quickly, and has started diplomatic initiatives with the Soviet Union and Western Allies to seek another way out of the war.

COMMENT: Peace treaties are toilet paper if the Great Power you’re fighting has a chance of still being a Great Power after it’s done with its current war. Even the idiot Chiang Kai-Shek knew better than to make any peace deal with the Japanese.

SPECIALIZATION: Drop Tanks. You don’t need Flight School or Pilot Rotation as you’ve bought all your aircraft already. Scrambling is too expensive. However, we’ve been feeling the sting of land fighter fuel limits a lot, so…

BRIEFING:
After recovering Finnish territories around Ladoga Karelia, the Army has made preparations for a drive into Soviet East Karelia.
To the east, Petrozavodsk, the administrative center of East Karelia, must be captured.
Located against the western coast of Lake Onega, control of this city is essential to secure our foothold in the region.
A direct route to the city may prove difficult, however, due to the presence of heavy fortifications built before the Winter War.
To the south, our objective is to reach the Svir river, running between Lake Ladoga and Lake Onega.
The consolidation of this position will provide an effective defense against potential Soviet attacks.
Besides its importance in military security, East Ladoga is considered to be the cradle of Finnish culture.
With this strong ethno-cultural connection, the Finnish claims on Eastern Karelia are more than justified.

COMMENT: That’s not how claims work. Claims exist according to connections, but they are ultimately justified by people voting with their arms (not their feet). The best justification of a claim is by convincing the locals to vote with their arms for you to such a degree that the current government of the area decides it’s not worth keeping.

OBJECTIVES:
Capture all Primary VPs (0/4)

SECONDARIES:
Capture Voznesenye (0/0, display bugged?)—A small arsenal of Soviet heavy tanks will be captured.
Artillery damage in 10 turns (0/15)—Perfecting artillery firing methods, a highly efficient artillery unit will be raised in the Finnish army core.

5.9.0 Deployment

71 Land CP and 23 Air CP is a LOT, and you have over 2600 resources banked.

You have two options: Blaze down the east side, or the west side. West has a couple more short rivers you need to go over, east has a bunch of bunkers in the way.

At this difficulty the answer is “why not both?”

Put 4 fighters in front, then 2 Ju88s, then a Fokker.

Your Ripon scout planes will have to wait for next turn to be deployed. And your last skier 40 (after upgrading two Skier 39 to 40) needs to wait for more supply, as your starting area has 70 land supply to your 71 CP.

Buy two 105mm artillery pieces with truck transport. These guns can do 1 damage per hit to full-HP bunkers. And are equal to the 122mm against enemies except in shock value.

122mm in east town, a 105 south of it, and another 105 on rails to the northeast. Two skiers can guard the gun on rails by influencing who can run past the pond, be inside enemy artillery range to start so your guns can get first round with vision. Put three skiers near the 122 so they can form a screen over southeast arc for these two guns. These should be your least experienced skiers.

6 experienced skiers (2.5+ stars) along west side front line, with one behind the others so that BT-7 can have a straight 5-hex run into Vedlozero. Other two tanks commanders in second row on and beside road, Vickers lagging on road in town.

5.9.1 Turn 1

EAST: The key to spotting the artillery is apparently to have someone pass through the hex northwest of the pond. That’s fine, pull back your two foremost skiers, one going through that hex across the artillery’s line of fire, and you’ll get first salvo for 4 damage on the enemy artillery piece.

Near-mid skiers, if they move to screen artillery, will spot another enemy arty behind the other pond. So don’t, not for now at least.

WEST: Top skier moves toward Vedlozero, sees find an AT gun south of town. BT-7 takes town and provides flanking bonus to third skier from top, who goes east and pushes back the AT gun. Your four fighters, for lack of better targets, can kill this damaged AT gun and spot bunker + AT gun to the southeast.
Rear line skier can move southeast and proxy spot infantry in southwest corner of woods. There’s nothing in Tuloksa at the moment, so all your bombers hit this infantry (Ju88s first) and your skier pushes it for expected 3/0.

Feed the experience of the kill to your Vickers light tank. Now your skiers can move up to Tuloksa, see nothing so T-26 can take it, and your other units move southeast.

AIR: Deploy both Blackburn Ripon scout floatplanes east of the airfield.

5.9.2 Turn 2

AIR SCOUTS: North Blackburn Ripon flies northeast. South one flies southeast.

WEST-SHORE: There’s a bunker just over the bridge so your tanks should go around. Make sure to comb woods for enemy units before moving tank through though, such as a heavy at the source of the first river. What to do decides on what air units you have available right now.

MID (from west): The enemy brought units westward along road in such a hurry they have a truck for AA gun. Unbelievable.

Attack it with all four fighters, a Ju88, and then the Fokker. If it doesn’t die, kill with Ju88. I was lucky enough that it died and I had a Ju88 left to use.

WEST: Leapfrog-kill the bunker near pond, make sure to push in from southwest to free up frontage vs the heavy.

Skier hits heavy first for 2/0+, then flame tank hits from north for 3/0+. Vickers push-kills so T-26 can enter the hex of woods at the river source.

Last skier from woods enters the town Tuloksa and elite-heals back to full.

MID: The Skiers near Vedlozero leapfrog up and find infantry in woods by roadside, 2 south of the westmost bunker. Ju88… doesn’t hit this. Instead bomb the artillery to the northeast, then south arty pieces hit it.

EAST: North arty shoots southmost bunker it can reach, as it expects 0 vs the 2HP enemy artillery. The skiers in this part don’t move, giving the artillery time to farm the damage they need.

MID: Skier attacks that roadside infantry for 2/0+. Second skier hits from northwest for 2+/0. BT-7 moves beside AT gun and kills the infantry, but stays out of arty range (doesn’t chase).
Winter War 9: East Karelia Pt 2, 5.9.3 -- 5.9.7
5.9.3 Turn 3

The enemy AT gun is smart enough to attack the BT-7, unfortunate. Well it’s not that expensive to repair, though it’ll take time.

WEST: Flame tank moves northeast of the bridgehead bunker (if you need to spot it first to consider this legit, have your Tuloksa skier slide south into dense forest river hex, which also spots arty south of the next river)

Hit bunker with flame tank, then kill with skier but do not push in. Move skier general in instead to get ready to engage the enemy heavy infantry.

Blackburn Ripon moves down to heavy infantry, then over north of the enemy artillery and sees the AA covering arty.

Regardless, use your four fighters to one-turn the west enemy bomber, which already attacked you this turn.

Move T-26 commander down to hit heavy with skier general flanking. Skier general hits, Vickers move into vacated hex and kills heavy in river (don’t chase)

Skier 2 northeast of Tuloksa can only go kill the AT gun (and push in) to be useful this turn.

EAST: Both south arty focus enemy heavy, north arty hits southmost bunker it can hit.

Ju88s and Fokker all bomb this heavy.

Skiers leapfrog forward to knock back heavy (flees near your artillery formation) and kill 3HP arty (push in)

BT-7 enters forest road (I went northeast but southeast should have been better) and elite-heals for 1 HP.

MID: Other two skiers move southeast, entering forest shows infantry southwest of that dense hex, which good lead skiers can hit for 2+/0

EAST: Rearmost skier in arty formation moves up and kills 1HP heavy.

East air scout flies east, on road from Pryzha.

5.9.4 Turn 4

East bomber fled too far for fighters to catch this turn. You can still fly southeast to chase him though. He didn’t land at Vazhiny so must be going for east airfield.

WEST: Of your mid skiers, rear one can get on bridge north of Aunus, push conscripts off. General moves up and pushes again,

T-26 and Vickers can’t reliably two-shot the first artillery piece, so finish with OT-130. Skier in river forest gets out of river onto road.

WEST-MID: Middle can spare another skier to hit the woods infantry from northwest. Slide the unit already touching him southeast for second hit with flanking, then push in. BT-7 can run straight south and finish him.

ARTY: REST THE GUNS.

Ju88s and Fokker all bomb the infantry in dense forest, then your skiers can leapfrog up with flanking for first hit, and knock back on second hit.

Move a skier up from arty group to one-shot the 1HP heavy, but not push in yet.

DEPLOY your last Skier 40 east of the east town, now that Vedlozero is generating supplies you can afford 71 CP of land units.

AIR SCOUTS: north scout flies northeast, then north. South scout flies almost entirely southeast… that’s a lot of artillery by the lakeshore.

5.9.5 Turn 5

On this turn, you gain the ability to upgrade to Skiers 41.

EAST: Ju88s and then Fokker hit the damaged enemy artillery. Air scout flies south-southeast, south of the pond west of Pedeselga.

All your artillery rest to reorganize.

All skiers on this side upgrade to Skiers 41 immediately.

WEST: Vickers kills enemy arty to get back on land.

Be advised the Engineer on next bridge may be coded to not retreat, as hitting it for 3 HP of 6 sure didn’t retreat it in my first try. So it might just blow the bridge regardless unless you could get two tanks up there fast enough (not doable with the limited skier allocation I used).

Notice your lagging skier can barely reach the heavy AA gun past town, while the two skiers to the northeast (formerly middle) can reach with space to spare. Hit heavy AA from southwest (from hex southeast of town) and pursue. Now kill Heavy AA and pursue with the back one of the former mid units (the one who cannot simply go three hexes down and hit artillery) to see nothing in the way. Your last mid skier knocks away artillery.

Town skier to the west can now kill artillery and pursue.

West air scout flies 4 south (then 2 southeast) near the primary VP and sees no hangar, but the Engineers on the bridge will surely blow it if they can.

You also spot a 203mm artillery piece designed to bombard anyone who gets near river.

Skier general moves down 1 hex to spot AT gun, which it pushes back easily.

Flame tank slides southwest and hits bunker, then BT-7 runs down and kills bunker from north.

T-26 moves past and kills AT gun from north, pursues

AIR: Your four fighters fly toward enemy east airfield, north of Voznesenye. They might spot the fortress west of that town, but they WILL spot the enemy bomber hangar.

5.9.6 Turn 6

AIR: Enemy bomber took off, but two more spawned next to it.

I recommend: Ace attack north bomber from northwest, then experienced from north, and newer fighter from southwest. Last new fighter hits middle bomber (just launched).

EAST: Skier in range and in line of sight of enemy artillery moves south out of the way.

All artillery bombard south enemy bunker, from 6 to 4 HP.

Ju88s and then Fokker attack the AT gun near the VP, just to grind some experience.

East air scout flies southwest to make sure nothing’s coming out of Vazhiny.

WEST: West air scout flies 3 northeast to check for enemies near the arty and AA gun, then north-northeast out of AA range.

There is a skier east of town who can run southwest and hit AA gun. Vickers can now kill AA gun and push in.

Skier general knocks back BT-7 (which attacked your T-26 last turn).

Damaged T-26 cuts off artillery by moving southwest, and kills BT-7.

Your BT-7 and flame tank can now kill artillery.

The three skiers a bit further east upgrade to Skier 41.

5.9.7 Turn 7

AIR: Someone kill 1HP bomber that fled. Other aircraft go northwest toward your airfield.

SOUTH (Formerly WEST): Elite-heal/rest all tanks, upgrade last two skiers, move skiers into jump-offs against enemy bridge Engineers (outside vision though).

West air scout flies southwest.

NORTH: This air scout is in mid now really, but it flies 4 south, 2 southeast.

Artillery shell north bunker and south bunker…

SPECIAL EVENT: ARTILLERY EXPERTISE
After inspecting the effectiveness of our artillery barrage, targeting* practice, and ammunition usage, numerous improvements have been implemented within Finnish artillery units.
*This word shouldn’t have double-consonant for progressive form.

It’s a 2-star 105mm piece, but with horse transport, and I can’t upgrade this as it’s already over my CP limit. That’s fine, send that to aid the south.

Your northmost two skiers go east up to two-shot north bunker.

The next bunker down can be one-shot by the skier you withdrew from enemy arty range last turn.

You can leapfrog forward to kill bunker, conscripts and artillery with the units you have, while still leaving two in the forest south and southeast of dense hex. Leapfrog one up south of VP and… the heavy can be bombed by both Ju88s and the Fokker, before being hit from the south for 2/0, and then from northwest (came from southeast of dense hex) to push enemy out… though the reverse order might be better for flanking bonuses.
Winter War 9: East Karelia Pt 3, 5.9.8 -- 5.9.16
5.9.8 Turn 8

AIR: Your fighters can go back and kill the 4HP re-launched bomber, while damaging the 6HP one. They have the fuel endurance to do this due to drop tanks.

NORTH: You’ll need to move arty to Essoyla, and northeast (obviously the north arty you had) and south of it. To clear the space, the unit on Essoyla can leapfrog up and kill the enemy heavy.

Skiers north of Essoyla seek out the Soviet infantry that moved north into the dense forest.

Leapfrog skier up and kill AT gun.

Ju88 and Fokker bomb enemy BT-7 so you can leapfrog a skier up and push it back. Last skier caps airfield, and hits woods infantry by pond from the south.

North air scout goes northeast to keep an eye on the enemies to the southeast.

SOUTH: Move artillery up, you will see an aircraft spawn near southwest shoreline with radar from your scout if it’s over the Primary VP. This scout needs to flee as that’s a MiG-3.

Right now, your skier general should be able to run up to the Engineer and knock him back off the bridge in one hit for predicted 5/0+ (reality 4/0). Now leapfrog a skier up and push Engineer to death, then another skier gets on bridge and hits the bunker to the southeast.

Tank force and remaining two skiers can prepare to advance northeast along the north side of the river, to sweep through the enemy forces in the mid-map, but the enemy are about to reinforce from south.

5.9.9 Turn 9

AIR: Both scouts go straight north (MiG in pursuit of the south one), fighters go northwest toward airfield.

SOUTH: The enemy brought up a KV… no matter, skier general slides into river to push bunker, so that your two lead skiers can push the artillery and AA gun (higher-HP guy hits arty). T-26 general crosses river to kill AA gun (can’t reach artillery)

North of river, skier in woods flanks around behind BT-7 and hits 2+/0, then BT-7 hits for 3/0+, and Vickers bypasses and kills.

After this kill, flame tank goes down and hits heavy from northeast, and lagging skier can cross bridge and push heavy off the town.

NORTH: Artillery bombards infantry within reach, as the BT-7 that ran back into your lines is only 3 HP and low efficiency already.

Northmost two skiers easily leapfrog-kill 5HP soviet infantry near rail line for 0 return damage.

Lagging skier near north can move up and kill BT-7 from 3HP in one shot.

South side leading skier runs around the ponds to behind enemy, while a lagging skier can replace his position and knock back the infantry northwest of the west pond, southwest of Petrozavodsk.

Your flanking skier can now kill the 2HP infantry on airfield and occupy it.

A lagging skier can knock away enemy arty, and the two wood line skiers can two-shot enemy infantry that’s been softened by bombardment.

Your bombers can hit the infantry coming up via marsh to the south of Petrozavodsk.

5.9.10 Turn 10

NORTH: Leapfrog forward and kill as much as you can without occupying the last Primary VP. Ju88s can help finish a 1HP AA gun if needed. Land two fighters at each of the two nearby airfields to refuel, and the Fokker bomber too.

Artillery units truck southeast around airfield, while some skiers move with/ahead of them.

North air scout goes southeast to picket for incoming enemies. Ju88s attack BT-7 near Ladva.

SOUTH: Air scout goes north-northeast to keep an eye on center.

Town skier kills heavy and pushes so that skier general gets on town. Move T-26 general north of him (for aura, also elite-heal T-26 again) and have the flame tank general nearby for max bonuses, then trade HP with KV-1.

One of the skiers near enemy heavy artillery moves west near town and heals, while the flame tank runs east and kills artillery (don’t chase, to keep the west anti-KV fight within aura). Last skier moves toward Podporozhye (nothing there) and elite-heals.

Artillery entera Aunus, not within 3 hexes of MiG-3 so it can’t see you.

North of river, Vickers and BT-7 leapfrog so that skier ends up still leading along/beside railway.

5.9.11 Turn 11

AIR: Launch all fighters.

SOUTH: Flame tank takes Podrozhye and elite-heals. The infantry south of him can still hit the KV in the river (do so) which runs southeast, kill with another skier.

The MiG landed, so two-shot hangar with what you like and send another unit south to map edge to cordon off the southwest part.

Artillery can now continue along the road, stopping by a pond, so it can cross bridge to the south and go eastward later.

MID: Skier goes north, ideally southeast of the tree hex south-southeast of Vazhiny. Hit the infantry north of airfield with one Ju88 (the other maintains low efficiency on BT-7 by hitting it), then two-shot with your two tanks.

NORTH: Awkwardly move units south so they don’t accidentally capture the VP. Attack the armored cars to the south as able, move artillery forward to southwest of the east pond south of Petrozadvosk.

Damaged air scout lands for cheap-repairs, east air scout goes south-southeast.

5.9.12 Turn 12

AIR: Remove the 4-HP bomber with three of your fighters, while the last one goes south-southwest toward enemy scout plane. RE-launch Fokker and cheap-heal floatplane.

SOUTH: Get everyone on the road eastward, lead flame tank can rest/heal this turn as infantry must lead.

MIDDLE: Skier moves to attack the infantry that attacked your tank (if it pursued the kill last turn)… and no one is in Vazhiny? Then youe 8HP tank has something to do in addition to healing/resting this turn, capturing the town.

NORTH: Arty all hit infantry on Pedeselga, so your skiers can knock off in one hit, then leapfrog up to kill.

Kill the armored cars too.

Ju88s hit BT-7 again so you can knock it back in two hits, then Vickers comes around from the south to kill and pursue, linking up the encirclement.

5.9.13 Turn 13

Push on the VP that’ll give you heavy tanks. Land your Ju88s this turn. Send a skier back to wait near the northeast Primary VP so you can end scenario after securing the heavy tanks.

MID has some more conscripts in the woods you need to kill before it auto-caps the zone.

5.9.15 Turn 15

SPECIAL EVENT: KV COLOSSUS
We have finally captured a number of Soviet heavy tanks, the “Kliment Voroshilov” or KV-1. These steel monsters are virtually immune to most of our own anti-tank weapons.

5.9.16 Turn 16

OUTCOME EVENT: VICTORY
After crossing the Svir river and establishing a bridgehead on its southern bank, Finnish troops have started to prepare defensive positions. All of Karelia is now secured.
Winter War 10: Someri Pt 1, 5.10 -- 5.10.4
5.10: Someri

Someri – July 1942,
The Soviet Union has sent an invasion force to assault Someri, a small island in the Gulf of Finland. The location serves a strategic function as it offers a good observation point for naval movements in the area.

COMMENT: In Someri, this is why you have a tab to buy attack boats… right?

SPECIALIZATION: Can’t afford anything.

BRIEFING:
Finnish coastal forces have recently reclaimed Someri, after it was ceded to the Soviet Union as part of the Winter War peace agreement.
The island’s strategic position provides a clear observation of naval activity in the* Gulf of Finland.
In turn, the Soviets have now prepared a significant invasion force directed to take back the control of the island.
Should they succeed, it will allow them to move forces through the nearby waters largely unopposed.
In order for our garrison to survive, it must hold onto* the main facilities on the island.
If any of these points is overrun, it should be retaken quickly to assure sufficient reserves of ammunition and supplies.
The Finnish navy and air force will provide limited but vital assistance to the Someri garrison.
In addition, the Germans have dispatched some of their regional naval assets and are expected to arrive shortly.
We will soon find out how determined the Soviets are to recapture this island outpost.
An escalation of this action could easily result in the largest surface ship engagement in the Baltic theatre.

*Typo, also why “the control of the island”, should just be “take back control of the island”??

OBJECTIVES:
Defend Someri Island—Any Soviet troops which manage to set foot on the island must be destroyed.

SECONDARIES:
Destroy 4 warships—The Soviet naval forces in the Gulf of Finland will be weakened for the duration of the war.
Destroy 4 aircraft—A new air commander will be promoted in our ranks.
Don’t lose Majakka—If the Soviets can plunder the depot of Majakka, they will have more resources available to support the invasion, while our garrison’s income will dwindle.

5.10.0 Deployment

You got 34 Land CP and 12 Air CP. No Naval CP for some reason.

Supply-wise the island has a total of 58 Land supply, in 10 points of 3 and 4 points of 7 each. This means you can afford to lose up to 24 units of supply without losing efficiency. You can technically entirely forget the east side of the island if you need, as it has only 19, but this is not needed.

I suggest the 122mm artillery in west, directly north of the forest hex near Majakka (artillery can’t hit ships in this game, but to maintain AA cover if AA moves a bit further away to hit planes…). The problem now is that tanks and artillery cost too much, when you need elite infantry (skiers) to hold the line everywhere. Consider moving ALL your generals into skier units for now. You can do this by selecting the reserve unit, clicking the (i) icon for information, and then removing the commander from the unit using the red X at the upper right of his portrait on the unit info card.

I put 4 skiers including general near Majakka, leaving the south and southwest beach open for enemy to land, with your AA gun in the forest by the city so it can hit anything that comes close. One on the village to the northwest on a peninsula. Two on/by the village to the north, two on/by Itapaa to the east. Note that skiers can move 3 hexes across most terrain, so one unit two hexes southwest of Itapaa would be able to cover a lot of area in terms of where it could attack.

Your three best fighters (which may be upgradeable to Bf109 G-6 now) and Fokker to the north.

The enemy bombers come on turn 1, and your fighters take time to show up. Also 3 fighters don’t necessarily kill an aircraft. That’s why AA is still needed even if it means 1 land CP idle.

5.10.1 Turn 1

EAST: Skier on Itapaa moves southeast to look out over the sea, while the one southwest of Itapaa moves south to also look over sea.

AIR: Fighters fly south as far as possible while converging into a triangle that can support each other with the defensive pilot aura, bomber flies southeast.

WEST: Artillery hits eastmost Naval Infantry. Your assault general should kill in one hit from north due to assault not being as useful when enemy isn’t dug in at all, pursue, so that another skier can hit the other naval infantry from north with flanking, your eastmost, non-general skier can now kill the infantry form northeast. Your last skier hits AT gun with flanking.

It is possible to fail to one-shot the first infantry, in which case eastmost, non-general skier finishes and pushes in to provide flanking, so your generals hit infantry and AT gun down to low HP. This is actually just fine, because the bomber won’t run away, it’ll bomb something not covered by AA gun (hope this is skier, not artillery).

AA gun slides south a hex to hit bomber for 3, or south-southeast to hit for 3 and leave a skier (and artillery) exposed so the bomber doesn’t flee.

MTB starts moving to go east around island (weird that we can buy attack boats in the purchase UI but get no Naval CP here).

NORTHWEST: The skier in village stays there.

NORTH: The two skiers near Pohjoispaa need to move eastward along road, enemy is coming to land in east soon.

5.10.2 Turn 2

WEST: Non-general skier kills AT gun (any remaining naval infantry suicided against your troops last enemy turn), road skiers move eastward. Artillery and generals rest as another wave of 4 infantry will hit the west half of the island in a couple turns. AA gun gets into forest and attacks bomber again down to 1 HP (a kill is possible).

AIR: Damaged fighter kills 1HP bomber (if needed). Healthier two fighters attack the MiG-3. If you are lucky or willing to save scum enough, you can down both aircraft this turn by killing the bomber with AA.

EAST: The original east skiers move northward. Torpedo boat moves out toward enemy to check what they are… attack gunboat with your Fokker. Apparently, your torpedo range is 2 so you have to tell the boat to rest this turn.

5.10.3 Turn 3

SPECIAL EVENT: NAVAL SUPPORT
A flotilla of Motor Torpedo Boats from the Finnish Navy has come to Someri’s defense. They should be used to clear enemy ships from the immediate vicinity of the island.

These three all rush south for now.

WEST: AA gun attacks enemy scout plane, damaged fighter kills MiG.

NORTHEAST SEA: Your boat slides around gunboat and torpedoes it for 0+, then Fokker and maybe 1 fighter hitting it should kill. This frees up other full-HP fighter to follow up on AA gun attack on the scout plane if it went southwest.

OR you may need to kill scout plane with only aircraft, so send one fighter to whittle it down, while the others go attack support ship to the west or the guard boat at the northeast where your first torpedo boat is.

EAST: Move your skiers into position to dive anything that tries to land. They brought one naval infantry per landing site here, each with a supply ship and gunboats, so nothing to worry about really.

You could consider sending two generals northwest and one east though, as there’s no transports visible coming to the southwest now.

5.10.4 Turn 4

AIR MID: Chase enemy scout plane, radar shows some ships south of island.

NORTHWEST SEA: Your three torpedo boats should one-turn the support ship. This leaves your fighter here to kill enemy scout plane in the south.

NORTHEAST: Torpedo boat runs around the guard boat and hits for 1, then bomber hits, then maybe fighter.

LAND: Rest and heal all units (northwest skier), move units away from sea-watching difficult terrain when enemy ships approach.
Winter War 10: Someri Pt 2, 5.10.5 -- 5.10.21
5.10.5 Turn 5

WEST: Enemy landed on either side of the inlet. That means your artillery can hit the north unit that landed on beach, then the garrison can one-shot.

A general hits the infantry that landed south of the inlet.

NORTHEAST: Finish the guard ship with torpedo boat. Then your fighter and bomber can go south and hit… enemy gunboat is biggest danger.

SOUTHWEST: Fighters should really attack a guard boat.

EAST: Air units keep attacking gunboat, while a Marine mugshots the Engineer that just landed.

5.10.6 Turn 6

NORTHWEST: The number of transports approaching the southeast of Majakka is somewhat alarming, so northwest skier across the inlet can—now that there’s no threat there anymore—start moving to the east.

The three attack boats can all hit the supply ship this turn. This puts them in danger from the guard boat so hit that with both fighters.

Kill the enemy occupying flag and retake flag.

NORTHEAST: Boat and fighter hit the north supply ship (I should really have hit the transport instead… but it’s fine on this difficulty). Skier from Itapaa comes down and hits the Engineer for 3+/0. Bomber attacks gunboat.

5.10.7 Turn 7

That’s… a lot of enemies converging from all sides.

SPECIAL EVENT: REINFORCEMENTS
Finnish Gunboats have arrived, escorting reinforcements for the garrison on Someri. Once the troops have safely disembarked, the warships should commence offensive patrols around the island.

One infantry… what a joke, move it southwest. Also, the gunboat moving straight south can’t hit anyone this turn, but the torpedo boat can torpedo a heavy infantry transport.

SOUTHEAST: Bomber kills 2HP gunboat and exit southeast.

SPECIAL EVENT: NAVAL KILLS
Finnish naval and air forces have dealt major damage to the Soviet Navy, sinking several of their warships.

Your fighters should move east to engage the new bomber coming in from the east (hit from east side with your eastern 8HP fighter now)

WEST SEA: Three boats gang up on the weakened lead enemy boat (make sure to move them all as far as they can go), down to 1 HP.

EAST SEA: Shoot whatever with boat, I guess, since there’s nothing else you can do.

WEST: Artillery hits naval infantry. Kill Engineers to the east with a general in one hit, then one-shot naval infantry with a suitable skier hitting with flanking bonus and capture the flag. Two-shot if you must.

The 9HP skier that retook the flag to the northwest can return to the main group and elite-heal now.

The Engineers to the east can be one-shot, but they are cornered, so it matters little if you fail to do so.

NORTHWEST: skier goes back in Lansijyrkka

5.10.8 Turn 8

AIR: Kill the 4HP bomber that went like 3 hexes southwest last turn. Put this air-to-air pilot on your other veteran fighter.

NORTHEAST: Gunboat and torpedo boat focus the heavy infantry as they can damage it most, bomber hits naval infantry and exits north. Skiers on peninsula slide north (avoid getting cut off from supply next to the flag) while the unit that killed Engineers returns to Itapaa.

Transport moves south toward the peninsula.

WEST: Lowest-HP boat kills 1 HP enemy boat, other two focus the other enemy boat.

Everything else heal/rest.

5.10.9 Turn 9

AIR: Bomber kills enemy heavy and exits north. Fighters kill Naval Infantry and exit north (they’ll reach exit hex next turn to refuel anyhow)

NORTHEAST: Torpedo boats torpedo/attack the naval infantry by shore, gunboat hits incoming heavy infantry to the east.

Transport goes southwest because it can’t reach shore this turn anyhow.

NORTHWEST: Artillery hits enemy naval infantry so your skiers can one-shot him.

SOUTHWEST: Generals go northeast, non-general skier garrison town.

WEST: Boats go clockwise or counterclockwise, using the shoal to eat up movement without running into each other, then one-turn the 4HP enemy boat.

5.10.10 Turn 10

SPECIAL EVENT: GERMAN FIREPOWER
Germany has sent a naval unit, consisting of minesweepers and an artillery ship, to support Finnish forces.

Both of these go southeast.

AIR: Bomber goes to exit hex, fighters… can still strafe naval infantry transport to the east and exit over north arc no problem.

NORTHEAST: Transport runs up to east peninsula. Gunboat slides northwest and hits heavy

EAST: Itapaa garrison goes southwest to attack enemy artillery piece.

Attack boats hit naval infantry on east side, then two of your Skiers (one from 2 hexes north of Itapaa, the second from northeast of Itapaa) kill it.

NORTHWEST: Artillery hits heavy so your skier can hit him hard.

WEST: Boats start moving around behind the line of supply ships at the shore to look for worthwhile torpedo targets.

AA gun hits fighter.

One-turn the naval infantry that dared land among your generals, but don’t pursue with general hitting from south. The northernmost general can move up to beach VP west of Pohjoispaa and find enemy naval infantry waiting to land.

5.10.11 Turn 11

NORTHWEST: Oh, right, the beach flag hasn’t resumed generating supply yet, well, no matter, one-shot the naval infantry and recapture the village.

WEST: Artillery hit enemy heavy, then Majakka skier hits from north. If your southmost general didn’t pursue this is a one-turn. Meanwhile north two generals kill the enemy that landed near Pohjoispaa

Torpedo boats sail south of enemy transports and torpedo the heavy and naval infantry units.

NORTHEAST: Move skier south, land infantry on peninsula VP and sleep it.

Fighters all go to exit hexes.

Upgrade your reserve fighter to Bf 109 G-6 and deploy it (the enemy still has a fighter around so not risking a bomber at the moment)

Both the German ships go south-southeast.

Gunboat slides south and hits Engineers.

SOUTHEAST: Kill enemy artillery but don’t pursue. Attack boats can scout southward and shoot the supply ship a bit.

Skiers move west onto/past Itapaa

5.10.12 Turn 12

Other than “don’t forget to upgrade and redeploy both aces, plus the repaired Fokker” I have no further advice for now.

5.10.15 Turn 15

Another enemy fighter comes from the southwest this turn. Kill with two aces, with the attack ace hitting from inside defence ace aura, then defence ace hitting.

5.10.21 Turn 21

OUTCOME EVENT: VICTORY
All enemy ships have withdrawn and the last pockets of resistance on the island have been cleared. This victory will discourage the Soviets from attempting any further landing operations.

NEW MAP PIN: The sinking of enemy warships during the battle of Someri island has diminished the fighting strength of the Soviet Baltic Fleet.
Winter War 11: Viipuri Pt 1, 5.11 -- 5.11.1
5.11: Viipuri

Viipuri – June 1944,
The Soviet High Command has decided to launch another major offensive in the Karelian Isthmus. Its main objective is to knock Finland out of the war before turning its attention against the Germans on the Eastern Front.

CAMPAIGN EVENT: TURNING TIDE
After the disastrous German defeat at the Battle of Stalingrad, Finland has begun to actively seek a way out of the war. Aware of their strategic position, however, the Soviets are making demands that are impossible to fulfill.

Whoa that’s a big timeskip! I suspect that if the Soviets had been so inclined they would have demanded very little, and then fully and finally dealt with Finland after the war. The USSR could have easily been far more underhanded…

SPECIALIZATION: Nothing worth getting.

BRIEFING:
After our rejection of unacceptable peace conditions, a huge Soviet army has been mustered to force Finland out of the war.
Our frontline is already under heavy fire from the Soviet preparational artillery barrage.
Luckily a second line of defenses, called the VT-Line, had been constructed in anticipation of a new Soviet offensive.
Its numerous concrete fortifications should hold up the enemy advance once they have broken through the frontline.
Beyond this, the final defenses of the VKT-Line are largely unfinished.
Should the Soviet offensive reach this far, we can only hope the rivers and rough terrain will be sufficient to bring it to a final halt.
Our overall* goal is to prevent the fall of Viipuri and cause a great deal of damage to the Soviet invaders.
Ultimately, this should give us a better position to negotiate more favorable peace terms.
*Typo

OBJECTIVES:
Do not lose Viipuri

SECONDARIES:
Hold the VT-Line for 10 turns—A determined defence of our frontline will convince the Germans to send more air support
Hold or retake the VKT-Line—Preserving the integrity of the VKT-line will allow us to improve its defenses against the new Soviet offensive.

5.11.0 Deployment

74 Land CP, 22 Air CP (7 units and a scout)… Hold up, where are the Finnish coastal defence ships which outgunned everything else in the Baltic besides the Gangut-class on the Soviet side?

I suggest your light tanks (all four of them) become Pz IV J’s. Leave your unused KV-1 be. Put them all at the north highway junction as they’re better not exposed to the naval gunfire in the west (expensive to repair and can’t hide easily).

AA gun on the south highway so it covers the infantry, and can move up and attack the enemy fighters near the 45mm AT gun they will be attacking on the first turn.

The problem is that all the enemy artillery is covered by AA to begin with, and the enemy also has at least a light cruiser (presumably representing a Kirov-class, though the Ganguts and destroyers of the Baltic Fleet seem underrepresented) to the south, so you need Fokkers for direct attack power instead of Ju88 shock. And you can’t upgrade the bombers either for some reason.

Also in this game self-propelled AA guns are horrible anti-infantry, which makes no sense for autocannons as they should absolutely rip through infantry with contemptuous ease.

Your 3 Fokkers should be as far south as possible on the airfield nearest the front (north of Kivennapa). Your 4 fighters (all upgraded to Bf 109 G-6 now) deployed over/by the same airfield. The scout plane can go south of the northeast airfield (next closest to the front line, still as far forward as possible)

Upgrade your three generals to Skier 43 and put them and at least one other 4+ star skier near the tanks. This will be your main offensive force.

Your 122mm artillery goes in the forest southwest of the concrete bunker by the tanks, so it can immediately hit the heavy at the bridgehead.

You now have 32 Land CP remaining. Since we can’t field 11 more skiers, we might as well use up all our Land CP by adding two more artillery, one southwest of the 122 in the river (so it can hit the bridgehead heavy) and one southeast of Siiranmaki so it can hit the engineer between the rivers… hold on. You can upgrade to 150mm H/40 now? All three of your deployed artillery should upgrade immediately!

You have enough Land CP for 8 skiers, that means 4 of them (3-star or better) along the south highways, and another 4 in the middle

At this difficulty I forgot about moving all my generals into tanks, but I strongly recommend doing so at higher difficulty.

5.11.1 Turn 1

AIR/SOUTH:
Since your AA cover made the enemy not strafe the infantry, AA gun northeast one hex and hit south fighter over the bunker. Run your aura ace east of the two enemy fighters so the single-plane ace can move into the aura against the north healthier fighter. Kill south fighter with your two other fighters but leave air space over enemy heavy open. If this fails to kill, save scum.

The Yak-7 is stronger than the MiG-3, so hit for 2+/0 with your aura ace first then 2/0 with single ace, or you risk taking damage.

Bunker hits enemy near it, then one Fokker hits the heavy to make sure your skiers estimate 0 return damage against it (use a second Fokker if you must), and the others hit the infantry south of the heavy, next to your non-core infantry.

SOUTH:
The lagging unit on north branch of highway, north of the bridge, can now run up and knock back the enemy heavy. Non-core infantry then one-shots the enemy infantry in front of it without moving.

Skier on bridge to the west can now run along highway to north of Kuokalla and push the enemy infantry there off in one hit (usually)… well I guess I should have pushed in as it turns out my other units can’t move that far, but that’s fine.

Lagging skier kills heavy on bridge but does not move in. Leapfrog a skier up onto bridge to spot the Soviet infantry in the woods. Now move the non-core infantry to the north in to hit the Soviets with flanking so that the skier can push them back (and get off bridges). Non-core Engineer moves southeast a hex.

Last non-core infantry moves up but can’t hit anything at the moment, don’t rest it on bridge, if you took Kuokalla then go north of that, if not then just move up along highway a bit.

The damaged non-core 45mm AT gun moves northeast into forest to hide, and cheap-heals as you may need it to bait fire again later and we have like 1700-some resources..

MID: Skiers move up, artillery shoot Engineers in the river gap, then non-core Infantry moves south out of woods to push Engineers back.

NORTH: Artillery shoot the Heavy and the Infantry at the bridgehead. Anti-infantry defence general moves in behind bridge non-core infantry to provide aura.

Furthest-back (two north of highway junction) Panzer 4 gets on bridge and knocks away heavy BUT DO NOT CHASE. Dirt road Panzer 4 southwest of junction runs up and pushes away infantry.

Next furthest Panzer 4 cannot, in fact, reach the enemy artillery units, so it should cross now to kill the heavy (in my case I pushed in ).and the infantry hit 122mm from southwest

The tank at the road junction can run down and almost one-shot the enemy heavy artillery, while the non-core infantry can cross bridge and push 122mm artillery away easily.

One other skier goes south with the tanks, and the other two move eastward to go down the east road… Hey, that non-core infantry can slide down a hex and finish the enemy infantry your tank pushed! (I pushed in to converge forces)

FAR NORTHWEST: Move the two infantry units way back there into Viipuri just in case. The non-core heavy in Vuoksela north of your main line can move up by rail, while the infantry west of it can head east for the train station.

REMAINING: Scout plane flies southeast so it can move down coast.
Winter War 11: Viipuri Pt 2, 5.11.2 -- 5.11.5
5.11.2 Turn 2

Apparently, the artillery likes to shoot your core AA gun if you hit your non-core 45mm AT gun. Unfortunate, but it at least puts the light cruiser right next to your bombers.

Sporting of the Soviets to land their fighter for repairs, and to withdraw two of their four bombers for now…

SPECIAL EVENT: A RED STORM
A massive wave of soviet bombers is approaching the defenses of the VK-Line. Attempting to intercept such an overwhelming force seems futile, so we have no other choice but to weather the storm.

I really doubt this event description.

SOUTH: Fokkers all hit the light cruiser. AA gun heals (Money is no object, but AA XP accumulates so slowly in this game that it’s probably still 0-star anyhow).

Two-shot the Kuokkla garrison but don’t push south of the town.

Full-HP non-core infantry moves across bridge to whack 122mm… he can’t retreat due to density of enemies. Hmm.

EAST: Tank west of enemy airfield slides southeast and hits heavy infantry in trees for 1+/0 AFTER Your defensive aura general runs down along highway and kills heavy artillery (don’t push in)

NORTHEAST: Non-core infantry moves up and hits enemy by bridgehead so your bridge skier can move southeast along road and kill. The other healthy skier behind him kills 3HP enemy infantry northeast of bridge. Neither pursues so they are both on road.

MIDDLE: Non-core infantry slides southeast to push enemy artillery, a skier kills Engineer and pushes in to clear space… and the other two skiers need to split mid gap and north bridge, oh well.

EAST: Two-shot 122mm artillery, if you pushed in you can’t two-shot the 203 this turn, but all units advance regardless.

AIR: Fighters kill one bomber and damage the other. Use your defensive aura guy between them if possible.

SOUTH: Now your Engineer can move southeast into dense forest and kill 122mm artillery. Your non-core infantry can knock Engineers away so that your skier can slide northeast… Hold on.

Non-core infantry hits 203mm artillery from northwest, but not enough to knock back. So the slid-northeast skier… kills. Lagging skier from south of bunker can now move into the vacated space and kill 4HP infantry in the river to the northeast (don’t chase).

REMAINDER: The Viipuri defence crew get off their trains and sleep.

The heavy on the train in the east moves up after the front line as far as it can. The infantry behind it runs up along highway because why not.

Artillery units either move southeast as far as possible by truck, or for the river guy southeast out of river. Either way, if a bomber comes there’s fighter cover to damage them.

Scout plane goes south-southeast outside AA cover.

5.11.3 Turn 3

WEST: Kill cruiser with healthiest Fokker.

Leapfrog-advance through Kuokalla. Finish the 122mm and push in with non-core infantry.

NORTH: Non-core infantry finishes 203mm, then tank next to him knocks away infantry to the south and pushes in so your skiers can leapfrog up and push AA gun. Damaged skier in north can heal.

Non-core infantry north of airfield hangar pushes Engineers to death in the river. Rear tank can now push enemy off bridge, so your next skier can kick enemy infantry off road, and former lead tank can run down and kill hangar in one hit to occupy airfield.

MIDDLE:
Your lead two artillery units shell the heavy infantry near the south end of their respective ranges.

The non-core heavy detrains and goes south to hit enemy heavy, so your tank can push him away. This lets rearmost skier run up and push AA gun away, so your two other highway skiers can leapfrog up and knock away enemy infantry and Engineers.

Scout plane can move south-southwest to north of the road bridge east of the KV-2.

AIR:
Kill damaged bomber from outside AA envelopes and seriously damage the bomber that just took off over the airfield you just captured.

MID (Going east to west):
Non-core infantry pushes enemy north of AA gun away so lagging Skier can hit infantry with flanking. Skier in river can slide south and kill Engineers in river.

WEST:
Two lead skiers southeast of Valkeassari can hit T-34 for 2+/1 each, and your two non-core infantry behind them can cheap-heal.

Amusingly, the KV-2 is not within AA cover so if any of your Fokkers can reach… yeah. Otherwise move toward him but stay out of AA range.

REMAINDER: Non-core Infantry in north keeps moving up. 45mm AT gun can move up if you like and cheap-heal as you go, as bait. Same goes for your AA gun really.

5.11.4 Turn 4

AIR:
Send a noob fighter to kill the fleeing bomber from outside AA range of visible AA (so from south)… oho you see a Yak-7 taking off to the west your three other fighters can take down in one turn—You’ll take AA fire damage but that can’t be helped.

EAST TO WEST (more or less):
Skier kills AA gun east of river and pushes across to find enemy infantry in woods. Non-core infantry by airfield kills AA gun. Tank on bridge moves south across bridge to try to one-shot infantry in river (and probably just knock back).

Tank north of bridge slides south to kill infantry by bridge, so that your skier general by bridge can pass and attack the Engineers in the woods to the south. This is because your lagging healed-up skier coming up to kill the 3HP enemy infantry in river is not guaranteed.

Non-core infantry in river near airfield moves onto dry land if possible and kills the AA gun.

An experienced Panzer 4 near airfield can engage the 34-85 north of the KV-2 now for 5/0 for one-shot. Get two Fokker hits on the KV-2 and a not-so-veteran Panzer 4 can push the KV-2 back, making room for skiers to knock back heavy and Engineers to the east of the KV-2’s former location.

Eastern 2 artillery move south along highway and south of lake by highway.

WEST: One-shot the infantry south of the lake by Kuokalla, and push in so your lagging skier can one-shot the armored car. Non-core infantry attack AA gun.

Shell heavy to the east by bridge with artillery. Leapfrog non-core infantry up and knock away. It flees north so kill with non-core Engineers (don’t chase into river).

MIDDLE:
Skier south of your artillery trucks kills weak infantry next to it so non-core heavy can slide down and hit Soviet infantry… for only 2. Fine, non-core infantry by bridge slides southwest into river and hits bridge AA gun for 2+. Try to kill with skier coming out of river to the north of it… probably fails.

Finish this fled AA gun with your westmost Fokker, the one that killed cruiser last turn.

WEST: Leapfrog last non-core infantry up and hit the enemy south of bridge for 2/0+. Heal/rest both your skiers that were unengaged this turn.

REMAINDER: Scout plane south-southwest to maintain spotting in the area once your fighters leave. AA gun moves east across bridge.

5.11.5 Turn 5

AIR/ANTI-AIR: 45mm AT runs southeast into woods as IL-2 is too good anti-ground to endure for long. AA gun moves north to attack IL-2. Scout plane moves east a bit to check ont eh toher plane seen on radar… it’s a MiG-3, while the south one is a Yak-7. Kill the Yak-7 immediately, and engage the MiG with your second least experienced fighter for 2/0.

Guess your artillery just has to tank some damage to maintain “no units lost”.

EAST:

That infantry by your skiers, if he doesn’t push on first hit you can sue him to pole vault skiers across the river.

Bomb T-34 with 3 Fokkers then two-shot with tank and skier. Knock infantry across river west of bridge, and since he fled more than one hex we can slide someone over to pole vault across using pushing hidden engineers.

Two Panzer 4s can smash through two infantry units on flat ground (highway/rail line) with skier following between them to finish an infantry off.

MID:
Skier kills weakened enemy on bridge and pushes in so non-core heavy can knock enemy in river back, next skier moves south across bridge to one-shot 4HP infantry, this starts rolling up enemy line like a rug. You can heal one of your westmost skiers though if it got below 9 HP.
Winter War 11: Viipuri Pt 3, 5.11.6 -- 5.11.26
5.11.6 Turn 6

So one of the enemy bombers is fleeing and another hangered. Kill the Mig-3 and badly damage the IL-2 with your fighters.

I don’t really need to give any more advice given the situation, so I’ll just alert you to weird spawns from here on.

5.11.8 Turn 8

Enemy aircraft spawned over the airfield northwest of Leningrad and promptly fled to the exit hexes.

5.11.9 Turn 9

Not sure how many T-34s you need to kill but eventually you should get…

SPECIAL EVENT: USED GOODS
Our field mechanics have investigated knocked-out Soviet T-34 tanks and managed to recover enough of them to create a new tank unit of our own.

T-34 Mod 1940 is purely inferior in this game to the Panzer 4 J, to a slightly absurd degree (10 vs 18 mech attack). Guess radios are just that important.

5.11.10 Turn 10

On this turn, other than the Kronstadt flag on the island, I cleared the map of Soviet forces.

5.11.11 Turn 11

SPECIAL EVENT: LUFTWAFFE
The German Luftwaffe is preparing to send over “Detachment Kuhlmey”. Composed of fighter aircraft and ground attack planes, this unit will provide much needed air support for our ground troops.

5.11.12 Turn 12

SPECIAL EVENT: AIR SUPPORT
The German air unit “Detachment Kuhlmey” has arrived in Finland, refuelled and rearmed, and is now ready to commence combat operations.

It’s two FW 190 Fs and a Ju 87 D. Unless there’s a secret naval landing in the works I don’t see how this is going to be of use.

5.11.14 Turn 14

Random scout plane flying across the starting line from the east is good XP for your lower-XP fighters I guess. But this actually came with a bomber and a Yak-7.

5.11.15 Turn 15

I managed to bug the game because the Yak-7 shot up one of my Fokkers from 4 hexes away while standing on an exit hex.

5.11.20 Turn 20

More Russian planes randomly spawn, if you’re lucky a Fokker will distract the fighter so you can kill both warplanes for experience. There’s also a scout plane involved.

5.11.26 Turn 26

OUTCOME EVENT: VICTORY
The Soviet offensive has failed to breach the full depth of our defenses. Despite the losses suffered, the Finnish army has managed to avoid destruction and is still a viable fighting force.

NEW MAP PIN: The preservation of the VKT-Line has bought us some time to improve its defenses against the next Soviet onslaught.
Winter War 12: Tali-Ihantala Pt 1, 5.12 -- 5.12.1
5.12: Tali-Ihantala

Tali-Ihantala – June 1944,

After its previous offensive stalled at the VKT-Line, the Red Army renews the efforts to break the last line of Finnish defenses.

SPECIALIZATION: Still can’t afford Scrambling, and pilot training/rotation isn’t important for us.

BRIEFING:
After the loss of Viipuri and a week of retreat and delaying battles, Finnish forces have redeployed along the VKT-Line.
It appears the Soviets are now ready to renew their offensive aimed at breaking out of the Karelian Isthmus.
After concentration their forces east of Viipuri, the weight of the attack has pushed through the southern village of Tali and is now heading north toward Ihantala.
Passing this village is the only suitable route for the Soviet armoured forces to exit the Karelian Isthmus.
If they succeed, nothing will lie in their path to reach Helsinki and force an unconditional surrender upon Finland.
With the help in German troops and equipment, we must use the limited ground available between Tali and Ihantala to stall and destroy all Soviet attack formations.
Once again we face an overwhelming enemy force.
And once again, the fate of Finland rests in the hands of its armed forces.

OBJECTIVES:
Do not lose Ihantala

SECONDARIES:
Hold 2 Secondary VPs for 10 turns (4/2)—Evacuation of military assets from the frontlines will allow us to support additional forces on the battlefield.
Hold 1 Secondary VP for 15 turns—If we can delay the Soviet advance long enough, artillery units from other sectors can be brought in to hammer the enemy attack formations.

5.12.0 Deployment

SPECIAL EVENT: REINFORCED CONCRETE
The preservation of the VKT-Line has allowed us to improve its defenses during the lull of action before the new Soviet offensive.

74 Land CP, 21 Air CP, plus some free German units that don’t count for your CP limits.

At this easiest difficulty that’s enough to blitz the enemy in one side while holding the other firm, and then destroying enemy reinforcements as they spawn while you’re camping all the supply points.

I put the Germans in the southwest corner, with the StuH switched into direct fire mode south of the garrisoned village, infantry southeast, and StuG northeast (In hindsight I should have switched the two assault guns’ positions). Four elite skiers are northeast of them along the ribbon of spawn hexes, to move down to cover the area west of the bridge next turn (you can put one east of bridge as the west side isn’t wide enough for 4 to march abreast).

Four Panzer 4s and 2 skiers in the eastmost spawn zone around Talinmylly, the three generals went in the three less-experienced Panzer 4s (the most experienced tank should be almost 5-star now). Make sure the defence aura general is in the southeast tank to cover everyone nearby.

In Konkkalanvuoret, put your AA gun, and your two more experienced 150mm artillery pieces flanking it, with 3 elite skiers in front and two more along road to the north-northeast. 1 more skier southeast of Aniskala and your last 150mm artillery in the town will use all your Land CP.

For your air units, put your four fighters north-northeast of Murokallio, favouring southeast side. Your best Fokker goes on the west hex of this five-hex spawn area. Your other two bombers should be Ju88s for shock/assault in the northeastmost spawn zone north of your tanks, which will be pushing over the farm fields toward Tali and Repola.

5.12.1 Turn 1

MIDWEST:
Depending on luck, the non-core AT gun in the Midwest may have avoided severe damage (if the tank had to finish off bunker).

Fw 190 F can do 1 damage to the T-34-85 apparently, so do exactly that. AT gun and infantry both move north and cheap-heal, see if we can get them out.

SOUTHWEST:
Finnish infantry runs along coast to hit the 122mm, German infantry kills it (don’t chase).

Send your StuH north to engage the currently hidden Soviet infantry from the southwest, to avoid it capturing the undefended flag. The non-core Finnish infantry cheap-heals for 5 in place. StuG hits the Soviet infantry again and pushes in.

MID:
Cheap-heal the non-core 76mm artillery immediately. Both 150mm artillery focus T-34-85 south of the west bunker. Bunker attacks tank for 0. Skier nearest bunker can go around it to hit T-34-85 from northwest for 2+/0+. Skier northeast of town can then kill tank and push in. Skier southeast of town moves to attack Katyusha.

Your two skiers northeast of town can move down. Bring the Fokker down to attack the heavy, then north and northwest skiers hit, push back to southeast.

EAST:
The enemy brought two Yak-7 fighters. Move your aura ace northeast of the two so his aura can cover 1 attacker per side. Hit the east fighter (covering the heavy that your Fokker can bomb this turn) with your non-aura ace from inside the aura for 3/0, then the noobs should be able to two-shot the 3HP enemy (make sure last guy doesn’t cover the heavy on ground from your bombers though), so your aura ace can hit the other Yak without risk of return damage.

Artillery hits Soviet heavy that’s in your face, then hit this with west Ju88 and exit southeast. There’s a KV-2 due southeast of the town here which you’d spot if the Ju88 had bombed artillery instead. Hit that with your east Ju88.

Panzer 4 northeast of town pushes back KV-2 for 3+/0 after the bombing.

Skiers run up, one can knock enemy artillery away. Your three other tanks can now push the entire enemy line back, while your other skier pushes the isolated enemy heavy away from non-core Engineers who cheap-heal.

Non-core KV-1 moves up behind them and cheap-heals (no difference in heal rate due to Limited Replacements. Non-core infantry on town cheap-heals in place.

OTHER:
Cheap-heal all the damaged Finnish units you didn’t have to use (i.e. write off as unsaveable) this turn
Send the German combat Engineers to sleep on your forward three Secondary VPs.
Winter War 12: Tali-Ihantala Pt 2, 5.12.2 -- 5.12.9
5.12.2 Turn 2

MIDWEST:
FW + Stuka should two-shot the Katyusha, if it doesn’t, save scum.
Wheel the AT gun into forest northeast of bridge and cheap-heal. Skier across bridge runs south of bridge and pushes away enemy Engineers. North skier in the line of three coming down hits armored car from north to push it away, west skier pushes infantry south, and the non-core infantry can now flee across bridge and cheap-heal.

Last skier can push armored car back further.

SOUTHWEST:
StuH hits enemy infantry that pushed into woods between your two groups. Finnish infantry then pushes him away. StuG hits T-34-85 from north, if it stands ground then German infantry pushes him away, but if it flees the German infantry moves in to kill low-HP infantry (don’t chase).

The non-core Finnish infantry to the north cheap-heals up to full.

MIDDLE:
The westernmost skier kills Katyusha from northeast and doesn’t chase.
Southwest-of-town 150mm artillery hits Katyusha coming up in an armored column, then the second-west skier kills. If it doesn’t kill, your Fokker exists for a reason… oh that’s a big armored column coming up.

76mm by town and 150mm north of lake hit lead infantry on road. Skier one-shots and pushes in from 4 HP.

Third-east skier (last unmoved guy in west near bunker) knocks away armored car but doesn’t chase. Last artillery hits next infantry on road, then skier hits him.

Your aces come over and, after AA gun hits first, can two-shot the IL-2, but… you might not want to, because…

EAST:
SAVE so you can save scum finding the Yak-7, I found him just northwest of the airfield. Unfortunately, I only decided to do this after I’d already saved post-killing-IL-2, so only got it down to 1 HP. Luckily there’s no AA around. Depending on willingness to save scum I suspect this could be doable. The benefit of this is knowing the enemy 122mm artillery range so you can stay mostly clear.

Start in east by killing KV-2 and pushing in to check forest, then pushing away infantry,
Use the back skier to kill the 1HP enemy heavy, and sleep your non-core Engineer and Infantry unless you want to move them over to middle to help out. Slide a skier down past Engineer to knock back JU88-bombed Katyusha (don’t chase to hide from vision) while the other kills Engineer. The other four tanks attack the enemy units, and KV-1 moves forward and cheap-heals again.

5.12.3 Turn 3

SOUTHWEST:
It seems the T-34 fled, good.
StuH moves around the woods northwest of enemy heavy, StuG to southeast. Then StuH hits first and StuG kills.
Finnish infantry moves north and kills enemy infantry, then other Finnish infantry hits Engineers.
German infantry runs up to supply flag and pushes tank off or kills tank.

MIDWEST:
FW and Stuka hit the enemy tank entrenched on road. Now slide the skier northwest of the tank down to push away infantry. The skier in the back can now move up and hit tank for 2+ from northwest and push in.
Eastmost skier kills Engineer but doesn’t push in, so your back skier on road can run up and kill the 1HP tank (don’t chase).
Cheap-heal and rest both your non-core units across the bridge.

MIDDLE:
Moving east skier up to a forested road hex probably reveals one damaged infantry and one undamaged. Kill the damaged one. East two 150mm artillery hit the other one, see if a skier can one-shot… well, if it doesn’t, kill with Fokker.

Apparently, killing enough Soviet units (or Soviet infantry) awards a +20 shock commander with no aura. Put him on your last commander-less Panzer 4.

West 150mm hits lead T-34-85, your two Ju88s can soften him for two skiers. If pincering caused him to flee before second hit, you can heal the second skier.
Meanwhile push the armored car away with another skier.

EAST:
Eastmost Panzer 4 can only hit and kill one target (if the 1HP Katyusha rushed up for some reason), so do so. Be warned however you should bring up your non-core Engineer and Infantry to guard the supply line of your advance through the forests west of the farmland, because three enemy infantry will spawn there on their Turn 5 (before your Turn 5).

Other three Panzer 4s sweep the enemy infantry line ahead of them, let KV-1 kill an enemy and you get… a new commander? THERE WAS NO SECONDARY OBJECTIVE STATING THIS!

+20 shock is a LOT (but only for 1 unit, no aura), put this commander on your last commander-less Panzer 4.
In this turn you can potentially cut the connection between Tali and Repola using your last Panzer 4 to push in just northwest of Repola. However, this method has its risks as three Soviet infantry units will spawn in the farm field on tehir Turn 5 (after your Turn 4) so you might want a solid sweep from east instead of a divide.

Other than that, not that much to advise here.

5.12.4 Turn 4

MIDDLE: Your four fighters can kill the Katyusha.

If your skiers don’t se anyone at the moment, slide up a hex and there should be some infantry around such that both your 150mm artillery (and even 76mm) can have something to shoot.

EAST:
Not much advice besides securing supply lanes on both sides of the farm fields where some infantry will soon spawn.

MIDWEST:
Apparently if the supply point is lost the enemy starts withdrawing from this sector. Interesting. ATTACK! Before attacking entrenched infantry, hit with FW first and exit in direction you think tank went (southeast) so your Stuka can hit tank, in case he tries to return

SOUTHWEST:
Cheap-heal StuH and slide-southeast-then-kill 1HP enemy infantry with your Finnish infantry, while spotting the enemy supply point.
Further north your Finnish infantry moves forward along forest clearing, allowing your German to move southeast safely. StuG goes around forest onto road, and your skier runs down road (risky due to forest hex) next to flag and… nothing in forest? Kill the supply flag infantry and occupy with skier.

5.12.5 Turn 5

What do you mean three Soviet infantry units randomly spawn behind your armored advance in that farm field?

EAST: Focus on clearing behind you enough to not lose supply lines, but bomb and occupy Tali this turn. Also, knock enemy units away before you kill SU-76s with Panzers, because they aren’t great in direct-fire, but work as AT guns if you attack units they’re covering.

Also, if you need to snipe a 3HP Katyusha, four fighters are reliably able to do it.

MIDDLE: Move 76mm up again, rest 150mm guns, pull back skiers to rest/heal under artillery cover… although if I’d brought 4 more skiers instead of 3 artillery pieces, I’d be flat out pushing the enemy’s face in.

SOUTHWEST: Attack, but don’t run into forest or fog of war blindly.

5.12.6 Turn 6

Big problem is that two T-34-85s and a Katyusha will spawn east of the farm fields on enemy turn 7 (after this turn of yours).

Maybe leaving a Finnish infantry to garrison the supply VP in the west would be a good idea.

You may encounter the problem of being so good at destroying the enemy they are back under 120 supply already. Well, that can’t be helped, you’ll need to remove the enemy units near Tali before you can cross the river efficiently, other than one pole vault over by killing the chased-away artillery. Remember to use your Ju88s to soften the infantry in the forest next to Tali and the bridge! Once you take Marnkkala they’ll be low on supply again.

Also your fighters will have to go for refuelling soon, but the spawns kind of prevent you from reliably taking the airfield south of Tali.

5.12.7 Turn 7

No real advice, you know how to play by this point. However, I strongly recommend you connect the middle and eastern lines by the end of Turn 8.

5.12.8 Turn 8

Be warned that two Katyushas, a SU-76 and a T-34-85 spawn in the eastern farm field in the enemy Turn 9, you need to secure your supply lines. I guess there’s just not enough units in the east to do that unless we mow down the enemy in the center.

5.12.9 Turn 9

Don’t forget to re-launch the FW 190.
Winter War 12: Tali-Ihantala Pt 3, 5.12.10 -- 5.12.31
5.12.10 Turn 10

About this turn you should link up your west and middle forces, and be able to take the last town Marnkkala. Pushing the last Soviet supply VP will need to be left to the skiers though as your Panzers, artillery and some skiers should stay near the eastern farm fields.

5.12.11 Turn 11

What do you mean the last supply VP has no defenders??? Well, root out any Soviet troops in the forests and then wait.

Move your AA gun toward the formerly enemy airfield though, three air units will spawn there on enemy Turn 15.

I didn’t even notice getting 8 more Land CP as there was no event advertising it.

5.12.15 Turn 15

Enemy planes spawned, kill them!

5.12.16 Turn 16

SPECIAL EVENT: FIRE SUPPORT
Artillery units from other sectors have been rushed to the defense of Ihantala.

I have MANY questions about why 150mm artillery can move in dense forest when even the lightest of tanks cannot. But three 150mm and a 105mm artillery is really quite a bit.

It appears however that some landmines spawn on the roads that even you don’t know about, as my artillery on long-distance-move toward overwatching the farm field area in the east stepped on some.

Turns out nothing else happens after this, if you killed all the enemies on the map.

5.12.31 Turn 31

OUTCOME EVENT: VICTORY
The battle of Tali-Ihantala has finally discouraged the Soviet leadership from conquering Finland. This victory should allow us to end the war on relatively favorable terms.
Winter War 13: Lapland Pt 1, 5.13 -- 5.13.4
5.13: Lapland

Lapland – October 1944,
With a ceasefire agreement in place between Finland and the Soviet Union, the German forces in Lapland intend a gradual and organized evacuation. This, however, is a luxury which the Finnish Army is not allowed to give.

CAMPAIGN EVENT: THE LAPLAND WAR
While the Finnish army has prevented a complete Soviet occupation, another harsh peace treaty has now been signed. Aside from territorial losses, Finland is obligated to expel the German Army – its former ally – from its northern Lapland province.

NOTE: Hold on, where’s Svir-Petrozavodsk? Or at least the Battle of Illomantsi? We skipped directly to Lapland???

SPECIALIZATION: Scrambling means basically 1 turn more fuel for fighters.

BRIEFING:
The ceasefire agreement with the Soviet Union obligates us to expel all German forces from northern Finland.
Regardless, we have largely avoided actual hostilities with our former friends and allies, timing the pace of our advance with that of the German withdrawal.
This deliberate lack of aggression is starting to irritate the Soviets, however.
Their approval of our actions against the German presence is vital to the peace agreement, thus forcing us to increase the pressure.
As a result, we must open direct confrontations with the German troops and drive them out* of Lapland by force.
A delicate balance must be found between aggression and avoiding further devastation of our country.
To complicate matters further, the Soviets have also demanded a gradual demobilization of the Finnish Army.
This means that, after deploying for battle, we will no longer be able to raise new units to reinforce our advance.
*Typo

OBJECTIVES:
Maintain Soviet approval (5/30)—If we fail to show sufficient aggression against our former ally, the Soviets will scrap the peace agreement. Soviet approval will drop -1 point per turn.
Destroy or expel 65 German units from Lapland (0/65)

NOTE: I think you mean drop 1 point or change by -1 point, to avoid double negative.

SECONDARIES:
Capture Secondary VPs (five highlighted)—Soviet approval will increase by +6 points.
Destroy cargo trucks (0/6)—Soviet approval will increase by +2 points.
Reach Ivalo before the Soviets—Capturing the town of Ivalo before the Red Army can reach it will increase Soviet approval by +10 points.

So that’s a total of 52 points to gain, combined with the starting 5 that’s 57 points, for a mission of 45 turns… so no problem.

5.13.0 Deployment

58 Land CP and 21 Air CP

It looks like we’ll have to storm Kuusamo, then race up the road to Ivalo. Assemble your column of Panzer 4s and 4 elite (4+ star) skiers on the west side (turns out I should have put skiers in front and tanks in the back), plus your best 150mm artillery in the town, with 6 skiers in the east, specifically 4 southwest and 2 south of Suomussalmi.

Upgrade all skiers to 44

You have 21 Air CP but only 20 air supply on the map at the moment, so you can’t actually deploy 7 strike aircraft (due to CP increase by spec), so you’ll have to put up with 2 wasted Air CP OR hold out and see if capturing that German airfield lets you put one more bomber up.

Obviously bring all 4 fighters (these BF 109s are no longer available to buy, but are better than the available type), and both Ju88s. I’ll leave the last 3 Air CP for now to see… Hmm, it gave me -53 Land and -9 Air CP as of Turn 2, so it does work properly and you SHOULD bring a Blackburn Ripon scout plane for your last aircraft in the front hex.

5.13.1 Turn 1

WEST:
Germans put mines due north of shore bridge, so they deserve the beating we’re about to deal.
Artillery and Ju88s (exit east) hit the concrete bunker, so that after you leapfrog skiers up to clear mines, you can one-shot the bunker with 4.5+ star skier. You’ll be able to push AT gun away with skier, then knock back + push for two-shot on infantry, spotting more infantry in woods to the north. Your other two tanks can also pile across river now.

Supply ship sleep, it’s useless.

MIDDLE:
Leapfrog units up across bridge.

SPECIAL EVENT: HOT PURSUIT
The Germans are evacuating men and equipment north, into Norway. To appease Soviet demands, we should pursue and catch these transport columns.

Two-shot the truck and pursue on second hit to clear road. Push German infantry off with skier. Last guy in dense forest west of road can move across the bridge nearest him.

EAST: Move up road, one will go to Suomussalmi later.

AIR:
Blackburn Ripon scout plane flies north so the defence aura ace can cover all three non-fighters. Put the elite fighter ace in front, and the weaker fighters behind (so all of them benefit from aura)

5.13.2 Turn 2

AIR:
Swarm the 109 K with your 109 G-6’s, using your defence aura ace to cover the self-boosting ace attacking first, then hit with aura ace and finally noobs.

Ripon flies north to river and spots AA east of airfield, then turns northeast to near Posio.

WEST: Damaged skier move sup and one-shots AT gun from forest (Don’t pursue), artillery hits cargo truck (can’t hit town from your town) so neighbouring skier can one-shot it (if this fails to one-shot, a Ju88 hit will kill the truck). Last skier moves up to town and kicks Engineers off so the tank by the pond (off road) can capture Kemi and push over the Engineer.

You can also kill the infantry ahead with whatever units you have left.

MID: Both skiers run north toward Posio.

EAST: Suomussalmi is undefended, but the bridge to the east has a German infantry on or north of it (find out by running someone northeast from mid along the road north of that crossing, if they are not stopped on bridge by influence then the enemy is on bridge), just in range of Ju88 attack. Bomb it, then attack from front and push in. You can also hit the heavy on Kuusamo this turn with a skier.

5.13.3 Turn 3

AIR: Oho the AA gun near enemy airfield moves! That’s impressive! Fly scout plane over enemy airfield, then continue northwest.

WEST: Leapfrog a skier up to Tornio and… there’s no one there. Send a second skier to occupy it.

One skier chases armored car on road back toward Rovaniemi, leapfrog a tank up to kill on bridge, then move lead middle skier onto bridge to hit Nebelwerfer for 4/0, pursue so your next tank can hit town infantry AFTER your west Ju88 hits it (if you have one that can reach).

MID: remaining skier pushes the supply truck near Posio, then your fighters and any eastern Ju88 kill it safely outside AA range.

EAST: Reconnect supply by having your lead skier fall back and kill damaged enemy infantry. Next skier kicks heavy off the flag, leapfrog up and hit AA, then… there’s mines on the north side of the ponds on the way to hit AT gun. Unfortunate.

Move anything you have left up, such as a Panzer and the artillery.

5.13.4 Turn 4

EAST: Kussamo guy chases and pushes the AA vehicle, mine-finder kills and pushes in. Low-efficiency skier rests/heals. Ju88 bombs the infantry in dense forest by Kuusamo so you can hit twice with skiers and push back.

MID: Grab west Ju88 and hit the infantry on Posio so you can push them off in one hit with skier.

MIDWEST (will become MID soon): Lead skier can run past tank to kill infantry and connect lines.

Lead tank slide northeast. Rear tank comes up and hits infantry on Rovaniemi, lead tank knocks off. Next tank runs up to town and knocks away heavy to northeast, pushes in. Skier gets on town and kills infantry in river so your last free tank takes airfield and pushes away AA gun. Artillery moves up to south of bridge.

FAR WEST: Move up road (find mines) and occupy airfield.

AIR: Scout plane flies north, fighters in the east attack the AT gun you see by the roadside.
Winter War 13: Lapland Pt 2, 5.13.5 -- 5.14 Campaign End
5.13.5 Turn 5

MID: Ju88s and artillery can all hit the tank outside AA cover, then hit with tank down to about 1 HP. Two-shot the StuH with two tanks that can’t reach further, kill AA gun. Leapfrog Posio skier past bridge to hit infantry, hit again with Rovaniemi skier, and finally move bridge-by-Posio skier up to kill tank (don’t push in).

EAST: Leapfrogging lets you kill the infantry in east and AT gun while continuing to move units up. Clear the mines south of bunker with skier, but don’t push in.

AIR: Kill the Nebelwerfer with your aces if possible, and target 1HP infantry with any remaining fighters. Unlikely to kill, but whatever.
Scout plane north-northwest.

WEST: Go around the mines, and attack bunker with the other skier.

5.13.6 Turn 6

Heal/rest any units that are lower efficiency. Other than that, advance, removing bunkers or healing along the way.

Scout plane sees no hangar on the Norwegian airfield, but that’s no promise on German air power… Oh I shouldn’t have sent it up here because a 109K will spawn next turn.

5.13.7 Turn 7

WEST: There is a bunker on the fork in the road. So move your skiers into the woods and rest before tackling it.

EAST: Remember your four fighters can reliably clear a 3HP AT gun or artillery piece, very useful for leapfrogging purposes. Also hit the Salla garrison with Ju88s before attacking.

MID: Your artillery can hit a supply truck, with mines south of it that your Panzer 4 can’t spot (but your skiers can if they try to walk on it). Clear the mines with skiers and kill the truck (ideally some other units too if you’re aware of the mines’ presence.

SCOUT PLANE RUN AWAY SOUTHEAST.

5.13.8 Turn 8

AIR: Swarm down the enemy fighter the same old way—put it in your aura, hit with single-unit ace within aura, then aura ace, then normal fighters.

Move scout plane west of Kittala and spot a whole lot of enemies including AT guns, but no AA.

MID:
Leapfrog a tank up to knock away armored car, use a skier to kill, probably spotting Gebiersjager to the west in woods, there’s also a unit of these guys east in Savukoski. Bomb both with Ju88s before attacking with tanks and leapfrogged skiers. It is okay for a lagging tank to have to go west of the ponds because your artillery needs the road space.

EAST: Leapfrog two-shot bunker, and move the rear two guys up the road toward Ivalo.

WEST: Rest your two skiers.

5.13.9 Turn 9

AIR: Land all fighters.

MID:
Artillery hits Savukoski garrison, then skiers two-shot.

Kill bunker by Kittala, and send a tank between the two flags to… probably clear and push into Sirkka. Other three tanks move along road to Ivalo as much as possible (not much, probably, if you pincered the enemy skier to start)

EAST: Move the troops up (but into forest by road to avoid contact this turn), finish off enemy infantry you run across in woods.

WEST: Kill bunker, both Ju88s hit skier by bunker. Scout plane patrol northward.

5.13.10 Turn 10

MID/EAST: Advance but stay out of contact for now.

WEST (now with two skiers and a tank more than before):
Both Ju88s bomb enemy skier.
Run a skier through Kittala to capture and to push away AT gun.
Lead west skier pushes away Nebelwerfer. Rear skier moves up and hits enemy skier, then tank from Sirkka hits skier.
Second skier from mid runs through Sirkka to push away cargo truck.

Scout plane runs over this area just to get full vision, then goes east.

AIR: Heal up all fighters.

5.13.11 Turn 11

AIR: Launch both aces and fly them north. There’s an enemy Stuka inbound.

WEST:
Apparently, the Germans are retreating. This is not okay. Two-shot AT gun from north and south. Kill enemy skier with your lagging low-efficiency skier (who got hit by Nebelwerfer earlier).

Both Ju88s hit enemy heavy who is NOT under AT gun cover, then hit with tank. Kill Nebelwerfer with last skier to free up room.

EAST: Hit StuG with two skiers first to drive him back, then knock AA gun back off town so a tank can kill StuG. Too bat the infantry to the east might not budge under two hits, or you could envelop the Panzer better.

5.13.12 Turn 12

AIR: Aces kill Stuka, other two fighters launch and go straight north.

WEST:
Ju88s hit the enemy entrenched infantry by AT gun (the heavy has no entrenchment), then knock away the enemy heavy using a skier such that you have room for Panzer to attack something once another skier pushes away the AT gun.

If you can’t push either infantry unit, then just rest your tank and rearmost skier this turn, the supply truck your scout plane is monitoring cannot get away because your aircraft (all of them) can go kill it.

EAST: You should be able to seize Ivalo this turn, which begs the question of whether this mission will fail if the approval runs out before turn timer, or if just killing 65 German units is enough.

5.13.13 Turn 13

You probably need all 6 aircraft hitting that 3HP supply truck in the west to prevent escape. Other than that, I don’t think you need any more significant advice.

5.13.14 Turn 14

Interestingly, Soviet kills and fled units both count as destroyed or expelled from Finland.

5.13.15 Turn 15

A FW 190 will show up this turn, swarm it and kill as usual.

5.13.16 Turn 16

Around this turn you may have the 65 kills/escapes needed to win. Oddly the Capture Secondary VPs mission hasn’t ticked off yet.

I just noticed Hammerfest is in the northwest of the map. Very familiar name to all Tiberian Sun veterans I’m sure.

5.13.17 Turn 17

OUTCOME EVENT: VICTORY
Large areas of northern Finland have been mined or destroyed by the retreating German forces. But we have driven them out of Lapland, thereby meeting the Soviet peace treaty demands.


5.14 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
With Germany’s surrender, the war has finally come to an end. Once again Finland must accept a bitter peace, forced to cede more territory to the Soviet Union. But its stoic defiance against the Red Army has now become a tale of legends, forever to be remembered.
13 Comments
VonScheer 8 Jun @ 1:50pm 
I just come here sometime to once again see this Allies enjoyer spitting facts about Japanese war crimes and wehraboos seethe
Glavin 12 Jan @ 9:45am 
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 Apr, 2023 @ 7:46pm 
a ww2 strategy game is ALWAYS onboth sides --- and not like Wolfenstein games where you play only one side ;)
Aeon Zero 6 Jan, 2023 @ 12:49pm 
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 Dec, 2021 @ 7:43pm 
Good guide. Also if you don't want to play Germany or Japan because of warcrimes that's fine.
clausbohm 20 Jul, 2020 @ 1:04pm 
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 May, 2020 @ 12:18pm 
So when you gonna play Japan boyo?
Octav 5 May, 2020 @ 8:23am 
What an odd and ranty guide lmao
Tyrannosaurus Rex 22 Mar, 2020 @ 8:51pm 
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 Mar, 2020 @ 8:44pm 
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!