Order of Battle: World War II

Order of Battle: World War II

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Order of Battle: WWII Guide For Normies
By RealGuardian54
For Normies (the middle difficulty, enemies have 10 HP)

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

0. General Rules

Reselect difficulty every time or it’ll try to put you on Easy (second level out of five) instead of Medium (third level out of five)! Sure, I guess forgetting to reselect is even more of a “normie” thing to do, but this is written for the medium difficulty where you AND your enemy all have 10 HP per unit to start (The difficulties are 6-8-10-12-13 enemy base HP).

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

If you are going to repair, use elite repair where affordable for core units that are over 2 stars in experience (use your own judgement below that level of experience), cheap repair for non-core.

If you shoot a unit that you think you can kill this turn and IT SHOOTS BACK FIRST, it is either dead or will retreat. You may not want to push into that hex, especially if you need another unit to leapfrog up to finish the enemy off.

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 (Article 7 of a 1994 draft of the United Nations Declaration on the Rights of Indigenous Peoples (DRIP) basically reads like “denazification abridged”) 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 Japanese of my own volition (unless compelled by enough money).
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Boot Camp 1: Boot Camp Island Pt 1, 1. -- 1.1.21 (Turn 21)
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 (Captain 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).

There is an enemy unit on Strawville, drive your tank to the northwest hex next to them. Do not attack. The Strawville infantry will not attack you either.

1.1.2 Turn 2

Tank flanks around to northeast hex from Strawville. Core infantry to southwest, non-core to northwest.

Tank attacks first for 3/1 due to double flanking bonus (only did 2/0 on my test for some reason).

Non-core infantry hits for 3+/1, if enemy flees out of contact from taking 4/1 (They’ll go into jungle two hexes southeast of core infantry) then follow onto Strawville.

Don’t be in a rush to purchase another infantry, save up for Marines, as you only have the CP to buy ONE unit! (It costs 49 to upgrade infantry to marines, and 60 to buy fresh Marines).

If enemy didn’t flee, obviously hit them with your core Infantry and follow onto Strawville.

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!

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.

You will have to hit enemy infantry from northwest hex for 2/0 with non-core Infantry, do not follow.

Core infantry moves 2 hexes southwest into jungle to finish off the 2 HP enemy. You have contact with the enemy infantry in jungle now.

There is a bunker just before the fork in the road, on the hex south of the fork.

Tank to turn in road, then two tiles northeast to get ready to outflank bunker and deliver supplies to the trapped infantry.

Trapped infantry one hex southwest.

1.1.4 Turn 4

Move non-core infantry up toward bunker along road. Move core infantry up along road too (should end up on hex north of Strawville).

Move tank to northeast hex by bunker, then go onto road two hexes north of bunker to bypass without efficiency loss. Since the lost infantry unit is nearby (jungle hex) to contest, the bunker should not retake control of its neighbouring hex, so this is your supply channel.

1.1.5 Turn 5

Rest all units.

1.1.6 Turn 6

Surround bunker on east and south sides with infantry, attack with tank from northwest with 3 flanking bonuses for 4/0+ (actually 3/1), then non-core healthier infantry from southeast, then core infantry to finish (no pursuit).

1.1.7 Turn 7

Move south with all units, tank should be able to reach open terrain hex north of East Town’s road segment, next to the farmland. Core Infantry moves south along road to farmland just northeast of Strawville, healthier non-core on road north of that hex.

Weak rescued guys go north along road to the bend in the road to spot enemy base. This will trigger reinforcements to appear.

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.

Don’t bother repairing any units (core units should be no lower than 9) after moving.

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 southeast so they can land next turn. Supply ship too.

Tank drives to hex north of East Town.

Core infantry moves southeast of Strawville, non-core higher HP one north of enemy next to core infantry, enemy will not attack.

1.1.9 Turn 9

Land units in northwest, supply ship moves to shore to keep Marines supplied.

Tank grabs East Town for resources and to deny enemy supplies. Non-core infantry rotates in after tank to prevent it from being cut off.

Weak infantry moves south to get ready to provide flanking bonuses.

Wait.

1.1.10 Turn 10

Rest all units.

1.1.11 Turn 11

Move weak infantry into jungle north of enemy.

Tank attacks with double flanking bonuses. Healthier non-core attacks, then weak non-core (low efficiency means no return damage), then core.

Marines in northwest move south 4 hexes to spot Loneville and the Recruits in hills.

1.1.12 Turn 12

Weak non-core attacks, then core moves and finishes. Healthier non-core and tank move northwest out of jungle.

Northwest Marines pull back a bit to keep pulling away enemy recruits in hills (who will follow but not attack)

1.1.13 Turn 13

Keep Jeep away from attack range of enemy recruits. Marines should move far enough north (next to the beach you landed on) to pull enemy recruits into open terrain.

All southern units move toward Loneville.

1.1.14 Turn 14

Southern troops keep moving toward Loneville but outside contact.

North jeep on one side of enemy recruits (who are now in open terrain) and Marines 1 hex southeast on the other (probably standing on farmland). Hit with Marines, then Jeep, enemy should be down to 4 HP.

1.1.15 Turn 15

Fleeing recruits can be caught by Marines easily, flank with Jeep before Marines hit, then pursue with Jeep and kill.

South units keep closing on Loneville.

1.1.16 Turn 16

Move all south infantry units into Loneville contact, tank should be able to get onto northwest hex along coast. North Marines into contact, and Jeep finishes surround.

Hit with northeast Marines, then core tank, healthier non-core Infantry, and finally core Infantry to kill and secure VP.

1.1.17 Turn 17

Everything northeast toward jump-offs against Red Base.

1.1.20 Turn 20

Rest all units at jump-off points, such that you can hit the AT gun with at least three soldiers (not vehicles) upon attacking.

1.1.21 Turn 21

Envelop the AT gun with 3 units, hit with non-core Marines, non-core Infantry, and core Infantry to kick it off Red Base (or if the second hit chased it south into an open spot, kill with core infantry). You might need to chase and kill with jeep of all things, depending on how well you cornered enemy and where it runs to, just don’t put your jeep in contact with both enemy infantry units.
Boot Camp 1: Boot Camp Island Pt 2, 1.1.22 -- 1.1.24
1.1.22 Turn 22

Put jeep on Red Base and surround everything else with your units.

Hit enemy infantry with 5 of your units around it with tank, non-core units (jeep last), and core infantry to kill. Your other non-core infantry (5 HP, yellow efficiency) stays put facing an 8-HP foe.

1.1.23 Turn 23

Hit last foe with tank, jeep (maximize flanking), then core infantry to kill.

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.

Grab last cap with a non-core unit.

1.1.24 Turn 24

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 -- 1.2.9
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

By repairing and buying nothing last scenario, I had 455 resources to start this. The infantry 41 I have is at full HP, deploy him next to the non-core tank.

For Naval, I recommend buying a North Carolina, 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 ships can board ships” to turn your artillery gun into a transport ship immediately.
Move non-core Engineer and Infantry up to see the enemy infantry on Westport.

Core Infantry moves up in contact with Westport to spot AT gun next to enemy infantry on port tile.

Move NorCal southeast as far as possible, primaries on enemy infantry to reduce efficiency.

New Orleans and core DD move east as far as possible, to damage infantry efficiency (not likely to do damage).

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

Non-core tank waits to the north out of contact with enemy.

Hit enemy infantry with yours, your fleet will be busy next turn.

1.2.2 Turn 2

DD move east as far as possible, spots and hits enemy DD.

Cruiser hits enemy DD for 1+ from 1 hex south of being right behind friendly DD.

BB can’t hit enemy DD due to primaries reloading, hit infantry some more.
North DD also hits infantry while coming around island.

Engineers kick enemy infantry off Westport. Non-core infantry moves onto Westport and hits AT gun.

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.

Move the new transports eastward.

Core infantry hits AT gun a second time, if it runs then follow with other units, if not then wait.

Artillery transport moves around north of island over time.

1.2.3 Turn 3

Enemy DD should torp your NO for 1 health. Your north DD should also be able to hit it this turn, albeit probably not doing damage. Shoot it up with your own DDs and NO as much as possible (2+, 2+ probably). Finish with BB primaries without moving BB (hits for 3+).

Infantry on Westport embarks, tank moves to Westport and embarks. Core infantry moves onto Westport and kills AT gun, your other core infantry finishes enemy infantry (preferably from the port hex southeast of Westport).

Leave the sergeant be as you don’t have Core Marines to attach him to.

Non-core Engineers move back toward Supply Base to defend it against incoming paratroopers.

Transports keep moving.

1.2.4 Turn 4

You’ll probably have seen the paratrooper plane coming during enemy turn. Consider moving Westport engineers toward Supply Base.

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.

Move all transports up.

Embark the two core infantries from Westport and neighbouring port hex.

1.2.5 Turn 5

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 this first time.
Move your Engineers back onto said VP.

Considering supply ship spawn distance from shore, it’s clear you’re not intended to land on this turn. However, most can land next turn, with a couple stragglers.

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.

Move warships toward enemy shore.

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!

Attack them with your Engineers for probably 2/2

Almost all units disembark at once. Move supply ships up to the beaches.

Shoot the village garrison with all your ships.

1.2.7 Turn 7

Kill the paratroopers if they didn’t suicide against your Engineers, it’s easy to forget if your garrisons were put on Sleep.

Bombard the village garrison with BB and CA, then kill with your three southern guys (all non-core heavy infantry + 2 marines). This also spots the enemy artillery for your destroyers to pound and Stuart to chase out of position.

Your own artillery gun should hit the bunker, while your infantry moves out of contact to rest and regain efficiency (as someone who tried HOI3 before I’m constant tempted to say “organization”).

Sleep your Engineers and supply ships (on shallow water to make room for cruiser/BB) at the end of this turn so they don’t distract you.

1.2.8 Turn 8

There is only one hex from which a DD can hit that infantry that moved next to your tank, in the jungle. Hit it for 1. Your BB/CA though can use the two deep hexes next to shore to reach far inland. Other DDs keep shelling Bunker.

Heavy Infantry probably needs to rest this turn at 5 efficiency or less.

Kill enemy artillery with whatever you want, but envelope the enemy infantry with your own. Hit only when expecting to take 0 in return (should be easy for a non-core Marines to do after the three bombardments). Once it flees, your other non-core Marines moving up from south along road should be able to kill. Do not pursue into contact with enemy.

1.2.9 Turn 9

Navy units keep attacking if they can reach (DDs focusing on bunker, CA/BB hitting infantry on East Isle Ville).

All land units rest.
Boot Camp 2: Island Hopping Pt 2, 1.2.10 -- 1.2.30
1.2.10 Turn 10

Start shifting DDs up along west side of island, while able to still do 1 damage per shelling of the bunker.

CA/BB keep shelling East Isle Ville infantry.
Move artillery northeast a hex so it can shell the tropical village on west side. Put an infantry south of the bridge to avoid problems.

Drive away AT gun with your marines coming in south of East Isle Ville, make sure to pursue with the further-east Marine to envelope the town more. If it flees north that’s even better as your northern pincer should be able to send a unit to kill it and completely surround the town.

Hit infantry on town with tank, then kill and occupy with another infantry (preferably core).

Heavy Infantry move up from beach after reorganizing.

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. In fact sail them diagonally southeast toward your original LZ, at least for now.

Hit Jeep with tank, then as many infantry as you can get (leapfrogging after the target, probably 2 units hitting it).

Bombard enemy in village with artillery and BB primaries (can reach while sailing around).

1.2.12 Turn 12

Kill Jeep if you can with an infantry. Try to use this pursuit to cross river, if you can’t (i.e. it’s sitting in water upstream) then cross and attack, but don’t follow back into river.

West village should be bombarded by all ships (make sure non-core DDs in front, should pass it to far edge of DD gun range) and arty. Sadly, the AA on the cruiser can’t seem to damage the transport plane properly (when they should really be fat lumbering targets) so don’t bother.

Attack from bridge to kick enemy off west village, then hit again with tank diagonally (or from village if your tank position doesn’t let you run by enough)

Ignore the bunker to the southeast, doesn’t give any resources for killing. Your two non-core Marines, non-core infantry and heavy infantry are resting around East Isle Ville. Other than nabbing the nearby village, rest them and await the paratroopers.

1.2.13 Turn 13

Enemy DD shows itself in west, but cannot torpedo your cruiser, shooting leading (non-core) DD for 1 instead.

Enemy tank attacks in east? That’s new. Usually it and a GMC (self-propelled gun) come in the west.

Attack enemy DD with all ships, make sure to block it from running south to torp your heavies.

Stop enemy tank with Heavy Infantry for 2/2, then hit with flanking Marines (prepositioned before Heavy Infantry attacks) twice for 2/1.

Move own tank back toward East Isle Ville to help kill airborne.

1.2.14 Turn 14

Kill enemy tank with Marines but don’t push east coast.

Kill enemy DD with CA/BB while moving north. DDs can attack enemy port garrison once enemy DD is done.

Surround enemy airborne and attack with tank with two flank bonuses, then hit with other units.

1.2.15 Turn 15

Start moving supply ships up west coast.

Move infantry up west coast enough to spot enemy in village east of port. Cruisers and BBs can move onto port tiles even if the water is shallow, and you can spot the unit on port by proximity, even from the sea. Bombard this unit and then hit it from the difficult terrain south of the town. You can get there by moving two hexes cross-country from south of the fork in the road.

Finish the airborne unit. The two units currently in transports can move north toward paratrooper island.

1.2.16 Turn 16

Bombard and kill the enemy infantry on port.

Move tank up west coast, keep three non-core foot units in south. The enemy GMC may ttry to rush into the village by the east coast there (so put a unit in the village).

1.2.17 Turn 17

Attack the GMC, preferably with Heavy Infantry first. Pursue as able, but it’ll probably survive.
Bombard enemy infantry in west village east of port (assuming GMC and tank attack came down east).

Tank boards transport.

Supply ships keep moving north obviously.

1.2.18 Turn 18

Transports approach paratrooper island, so does Supply ship.

Leave 2 units defending south, but move some units to west middle against paratroopers.

Leapfrog 3 units up road toward north city, spotting enemy heavy infantry for ships to bombard. Do not attack enemy infantry even though some units may come in contact.

1.2.19 Turn 19

Land on paratrooper island, move supply ship and tank transport up to beach.

GMC returns to commit suicide in east, kill it.

Bombard the Heavy Infantry until you think you can kill it in one hit reliably, then do so with leapfrogging infantry. Move another unit up next to recruits to spot the enemy artillery, and BB primary it.

1.2.20 Turn 20

Bombard the artillery with whatever can reach, other DDs can shoot the AT gun or bunker.

Move inland on paratrooper island so the tank can land.

Other units rest, flank around the infantry to kill the artillery if you can.

1.2.21 Turn 21

Bombard infantry, then kill, and hit the AT gun with your other foot units, but it probably gets away. DO NOT PURSUE, DO NOT CAP THE VP.

Rest paratrooper island units.

1.2.21 Turn 21

Move tank south of paratroopers, Marines north and Engineers next to Marines. Hit in that order.

Ships head north, leading with non-core DDs.

You need to bust east side for more XP later. Rest your troops for now, you’ll want fleet support for that push.

1.2.22 Turn 22

Kill paratroopers and occupy their airfield.

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

1.2.23 Turn 23

Lead with non-core DDs around the top of the map, your BB may be able to primary the CL for 4 HP as soon as it’s spotted. Make sure it has no clear torpedo run at your heavies, and that non-core DDs are in the lead.

1.2.24 Turn 24

Torpedo the enemy cruiser at melee range with DDs, finish with guns if needed/wanted.

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

Flank paratroopers and attack in turn. Ideally prevent them from breaking out eastward to enemy lines.

You still need to cap east secondary VP for resources, so don’t finish mission yet! Your fleet needs to run south to cover your infantry who should ready themselves in jump-off positions.

1.2.28 Turn 28

You should have killed the paratroopers by now, and your fleet has come around the east to bombard enemy infantry on the secondary VP.

1.2.29 Turn 29

Bombard and kill enemy on east VP, push onto it, then cap the north city.

1.2.30 Turn 30

OUTCOME EVENT: VICTORY
Success once again for Green Team, but their drill instructor will no doubt come up with another reason to yell at his recruits!
Boot Camp 3: Fleet Command Pt 1, 1.3 -- 1.3.12
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

Buy and deploy a Lexington (useful for having anti-ship guns that aren’t as garbage as Yorktown’s, and for being cheaper) in the top row of the deployment area, easternmost hex (to the northwest of the top hex of the easternmost column). It’s possible to start with up to 830 resources here (822 after repairing NO), so I bought and deployed two Wildcats north and northwest of Lex.

Then I moved the Lexington west four columns to be due south of the visible enemy DD, deployed three SBDs fanned north of Lex.

NorCal in the hex southeast of the Gleaves near shore gun (NorCal is straight line 3 hexes northeast from shore gun)

New Orleans southwest of NC. Gleaves east of NC.

You may notice I will invest more into fighters here than on lower difficulties, while 3 fighters total is enough (or three Wildcats if you don’t want to micromanage the P40) on lowest difficulty and 5 fighters on highest, I used 4 fighters total (one on Enterprise and a P40) here.

1.3.1 Turn 1

2 Enemy DDs moved south to attack your DD, should do 0 damage though except the third one (with enemy TBD on top) which does 1.

Retreat northern two DDs and contract perimeter, southern ships move north or northwest to mass up. Send all fighters due north as far as possible. Launch Wildcat from Enterprise after moving her northeast, because enemy TBD will not flee this turn.

Bomb westernmost enemy DD with the non-core SBD in north for 3+/1.

Tambor move north-northeast so it can attack enemy CV in mid later. Don’t go too close to land or DD rush may run into it.

1.3.2 Turn 2

North enemies might just do nothing apparently? Wow okay. Kill the TBD with your four fighters (P40 and F4F3 first).

Hit northwesternmost DD with non-core and one core SBD.

Push north with main fleet but ensure DDs are between enemy and any heavier ships (if they go within the edge of the 4 + 2 torpedo run range of enemy DDs), fire knowing that you can finish a DD at 3 or sometimes 4 HP with an SBD… and you have two SBDs standing by.

You should be able to kill all DDs this turn.

Launch TBD (T) from Enterprise.

1.3.3 Turn 3

Tambor sees DD wave coming in. Move northeast (don’t let shore gun see you by proximity!) to avoid.

Fighters move northeast toward enemy CV, SBDs that can’t hit the DDs this turn (probably 3 of them) and TBD go northeast too. Any SBD that can bomb a DD first though should do so.

Move non-core forces, especially DDs, to the fore, but try to stay out of shore gun range (Tambor can see the shore gun to mouse over).

1.3.4 Turn 4

If CV launched, obviously kill the launched aircraft, but if not, note that your strike planes still can’t hit it this turn, but the dive bombers sure can bomb the shore gun (and hit the CV next turn) ONLY IF they don’t end turn on the far side of shore gun from the CV!

You have too many aircraft to all take a turn though, so P40 gets to sit that airstrike out due to being too weak anti-ground. TBD keeps flying toward enemy CV.

Pull ships back out of shore gun range.

Tambor moves southeast or east, doesn’t really matter.

1.3.5 Turn 5

P-40 starts going back to base. You can actually hit the shore gun and then fly into a hex to the southwest or south and it’ll still make it, but I advise against such at this level.

Torpedo attack the enemy CV (A Lexington ‘42 in November 1941, erm…) with TBD, then bomb with non-core SBD and two core SBDs to kill. Your sub can start sneaking around the peninsula toward the enemy south CV now.

Keep moving fleet west for now. If your slower ships are falling behind, then move faster ships south-southwest to cover them.

Attach captain to your BB.

F4F4 Wildcats can kind of scratch the shore gun, but the F4F3 is gonna be a spotter over the enemy fleet for now.

1.3.6 Turn 6

P-40 keeps flying back toward airbase.

You can now afford another SBD. Deploy it on a carrier and launch this turn.

Strike aircraft return, kill shore gun along the way.

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.

Fighters spot for fleet as you attack the enemy fleet, remember to keep DD screen between heavies (especially core heavies) and enemy DDs.

Tambor moves south toward enemy CV. Do not go near any shoals.

1.3.7 Turn 7

P-40 gets within 1 hex of airbase and lands.

Kill enemy ships. The CL can be torped to 1 HP and then finished by cruiser guns. The DDs should be shelled to 3 HP or 6 HP each and then bombed under.

Land all Wildcats.

1.3.8 Turn 8

Move fleet east, launch two Wildcats from CVs and P40 from airstrip, land all SBDs and TBD.

1.3.9 Turn 9

Be warned that enemy PT boats can hide in the shoals and your Tambor might run into them. The 4 shoals in south, east of the peninsula, have PT boats in the middle 2.

Move fleet toward mid map VP. Relaunch last Wildcat and an SBD. Move fighters toward bottom middle.

1.3.10 Turn 10

Fly P40 east as far as it’ll go and you’ll spot two ships in middle bottom on radar. The north one is usually the CV, and your lead SBD (the one you bought and deployed, with no need to refuel) should be able to hit it.
Take middle VP.

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

Move them up, obviously.

Keep moving southeast. Maybe bomb the CV once with your lead SBD.

1.3.11 Turn 11

Keep moving Tambor, past the gap between shoals without being spotted on either side.

Keep moving and launching.

If you bombed CV once with an SBD already, you can delay his launching aircraft for a turn, otherwise down whatever he just launched.

1.3.12 Turn 12

PT boats may attack, your fleet can sink them within this turn.

Tambor now within range to torp the enemy CV. Do so from 2 hexes away (surfaced subs are only visible from neighbouring hex… though subs of this era don’t have side launchers, they are bow and maybe stern.)

If Wildcat launched by CV doesn’t do down this turn (1 HP left), then bombers stand by.

Ping for subs when possible.
Boot Camp 3: Fleet Command Pt 2, 1.3.13 -- 1.3.27
1.3.13 Turn 13

If Tambor gets found by enemy DD running into it, run it away (at about 8 HP).

Kill CV with TBD run followed by one or two SBD hits.

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.

Move PBY east.

Kill any other PT boat with two DDs and BB secondaries.

Kill enemy DD near CV using gunfire and remaining bombers.

Do not move much north of the second VP or enemy fleet will come.

1.3.14 Turn 14

Ping for subs as able near second VP. Kill radar with guns.

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.

Bomb the shore gun lots.

1.3.15 Turn 15

P40 lands back at airfield.

Bomb shore gun to death.

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

Take Primary VP at convenience.

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

Land all fighters and bombers as able, make sure you can launch 2 bombers from airfield and ideally 1 from each carrier if needed.

1.3.16 Turn 16

Cheap-repair all SBDs and, I suppose, the TBD, after landing them.

Ping for subs and throw depth charges.

PBY keeps going east. Tambor moves north from second VP

1.3.17 Turn 17

Kill both subs if able.

By not moving surface ships far north (about 3 hexes north of the second VP seems to be the diagonal line that triggers enemy) the northern enemy fleet does not aggro before you are ready

Organize battle line of DDs with cruisers and BB behind, and carriers safely tucked away in the back.

Since aircraft were repaired, launch first two repaired SBDs from airfield. Keep Catalina moving east and Tambor moving north.

1.3.18 Turn 18

Keep organizing battle line.

Launch remaining strike aircraft. First two SBDs move north. Catalina continues east.

1.3.19 Turn 19

Tambor cannot continue straight north anymore because there are sea mines, so turn northeast.

Strike a DD with SBDs. This will trigger enemy aggression.

1.3.20 Turn 20

TBD torpedoes eastern Northampton for 3/1. 4 SBD hits will sink him.

Wait for enemy to close (fleet move laterally to reduce enemy fire efficiency).

1.3.21 Turn 21

TBD flies north outside BB AA range (2 hexes) and waits for torpedo reload. Tambor closes toward BB.

5 SBD hits kill a Northampton.

Charge their entire line with your entire line (except BB) in one unified motion. You can take the hits that’ll come the other way next turn just fine as long as your cruisers are behind DD line. Attack and kill whatever you can.

1.3.22 Turn 22

Finish enemy fleet with own fleet and bomber support vs low HP targets.

1.3.23 Turn 23

Tambor should be able to torp the BB by now, and your TBD too. Any spare SBDs in range can also do so.

Other SBDs move north along with all remaining high-HP DDs.

1.3.24 Turn 24

Enemy BB dies under massed dive bomber attacks.

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. Stealth OP, please never nerf.

DDs move in to cap VP.

1.3.27 Turn 27

OUTCOME EVENT: VICTORY
Green Team Navy and Airforce cadets have successfully completed the exercise, demonstrating an effective cooperation between the two branches.

I am aware the non-core bomber repairs were sub-optimal, but the budget for the last scenario is huge and that money isn’t inherited in US Pacific, so… might as well make our lives a bit easier here.
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.

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.
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 north and south supply depots, then swing through middle while couching for enemy push in north.

You have a LOT of money 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 (1 Marines 41, 1 GMC) 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. For this difficulty I suggest putting your special Marine with the officer in the south, as they have to push through more stuff.

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 by pushing down the bay ASAP.

Repair and deploy your core Wildcats, upgrade the F4F3 to F4F4 using discounted upgrade for 3 fighters plus one on CV—air superiority is crucial and you only have one non-core available, 4 is enough to gang up on and win against one enemy fighter at a time. It means you get no bombers at present but oh well. 1 Catalina over your battleships to go in and attack enemy DDs immediately

You have about 200-250 resources left, save them for later. Hopefully we can bring in more core aircraft (specifically SBDs) after seizing airfields or after we retreat some planes. That retreat hex in lower left should be good for something if we want to pull out the fighters after putting down the two enemy fighters on this map…

Remember, for this scenario, the last in a campaign… You can afford to repair all units and elite repair core units.

1.4.1 Turn 1

Fly Catalina toward mouth of bay to see enemy DDs.

Bomb shore gun with all wildcats in turn (non-core first) to reduce its efficiency.

Move south DD up to attack coast gun. Same with north DD and cruiser.

Main battery the coast gun with both BBs.

Supply ships advance toward beaches, 2 north 1 south.

All transports advance, south 2 non-core transports (GMC + Marines) go south with the M3 Lee and two Marines units.

1.4.2 Turn 2

Enemy plane has lifted off at port town airfield. Spot with Catalina. Hit with non-core, then core fighters… Should go down to either 1 or 0 HP, while yours are 7, 8, 9, 9.

Kill fort with battleship secondaries and maybe farthest north DD’s guns if needed. Shoot lead enemy DD with all other ships (should be cruiser, 2 DDs, and Lexington, enemy down to 6 HP). Make sure you park a DD in the bay’s mouth to prevent enemy from coming out to torp Lexington.

Move all transports toward beaches, prioritize back row if you can to make sure the max force can land at once. All but one unit (the arty) in north should be able to land next turn, while south has only M3 Lee able to land in the southernmost hex and non-core Marines 41 just outside of bunker range.

You can bait the enemy DDs out of harbour by letting your non-core Lexington be spotted.

1.4.3 Turn 3

Kill both enemy DDs if you can, probably one lives down to 1 HP.

Land as much as you can (M3 Lee and non-core Marines can land in south) and move supply ships up to shore (supply the Lee in south, and line in north).

Catalina go east, see enemy east fighter still on ground, bomb hangar with all Wildcats.

1.4.4 Turn 4

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.

Kill enemy DD with CV guns. Destroyers and cruisers are relatively more efficient vs ground targets than battleships, so use CV to kill the enemy DD if this is possible (CV cannot bombard ground, absurd…), BB secondaries if not.

The enemy infantry that comes to help their mid bunker (south one of the north two) should be bombarded with available ships before being killed by infantry, just don’t run your ships into mines (leapfrog forward one by one). Some ships may have to bombard south bunker instead.

Please note the Support Ship also has guns that can bombard the south bunker if it gets close enough. USE THIS.

South Lee should move northeast to link up the landing zone of Marines and the Supply Ship’s Lee zone, then GMC can land where Lee landed.

After bombardments, pincer bunkers in north and south, with M3 Lees attacking first. Don’t rush into fog of war though as there’s infantry two hexes east (so due east) of north bunker and middle bunker had infantry move up to contest you already). A M3 Lee and then three Marines 41 will kill an enveloped bunker.

Attack enemy P40 launched from east airfield while he’s still inefficient, non-core hits first, hten highest to lowest HP core. He dies.

Catalina should go support north offensive up to train tracks. Non-core Wildcat can spot south side while core Wildcats retreat.

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 for them. (click on CP bar to see supply mode, you’ll see supply nodes only give supply once the flag is fully raised).

Non-core Wildcat on about 2 HP goes west to spot enemies coming toward beach. Core Wildcats each bomb the AT gun for 1 damage.

DDs move south in bay to hit the infantry coming in south as they can’t reach the north artillery… while cruiser and BBs can. However, use your cruiser and BB primaries this turn on the heavy infantry in front of the artillery.

South Lee hits infantry head on from southwest, then your Marines hit him again and then kill, last Marines unit pushes AT gun back.

North units converge on Heavy Infantry using McNeil’s bonus to drive him out of his entrenchments.

Most of the northernmost units rest to reorganize.

South GMC lifts gun into arty mode and moves forward.
Boot Camp 4: War Games Pt 2, 1.4.6 -- 1.4.19
1.4.6 Turn 6

South AT gun should die this turn to one hit by pursuing Marines.

Non-core Wildcat lands on CV for good, core Wildcats go west toward exit point.

South units enter jump-off against south supply depot.

North AT gun pushed back, then killed by Marines. Stuart kills 2HP heavy infantry behind arty.

North Lee pushes north supply depot with 1 Marine flanking, that marine hits next and a second Marine pushes enemy infantry off.

1.4.7 Turn 7

Kill north artillery, Stuart grabs rail village by pushing enemy recruits off (spot with Catalina first). Kill north enemy Infantry by passing the AA gun with Lee if needed. Hit AA gun with various infantry units.

South supply depot gets bombarded some more by ships and GMC, then pushed by your Marines.

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! Well, you don’t need it.

Airborne should be flown northeast of the south VP, don’t land them yet though. You’re baiting a Stuart!

1.4.8 Turn 8

Repair and deploy a core SBD now that your core Wildcat retreating freed up the CP. Deploy onto the CV so it can launch the plane forward.

Bombard the south Stuart with your ships (you have been sweeping mines so they can get deep in the port, right?), then pincer with Marines, 2 hits down to 4 HP, a third Marines moves in and doesn it to 1 HP, then Lee chases to kill.

After all the bombardments, your Engineers should be able to solo enemy Engineers off the middle supply VP.

Save North Stuart from counterattack by countering with some Marines and Lee. Then attack the units routed southward with your middle infantry prong. They probably flee into river at 1 HP.

1.4.9 Turn 9

Repair and deploy another SBD, then launch it from CV.

Kill the enemies in north river (including Engineer with your own Engineer), but do not push across yet.

Ships bombard infantry in port town until your infantry can kick him off in one go and tank can kill, then attack AT gun if possible, including with your SBD.

Move Catalina southward so you can nab second airfield quickly.

1.4.10 Turn 10

Repair and deploy third SBD, then launch from CV.

Catalina should be in south by now. Main battery the AA gun with both BBs. Bomb with SBDs as able.

Clear middle town and rest units. North withdraw toward rail line and repair/rest.
1.4.11 Turn 11

North continues withdrawing.

South SBDs kill AA gun.

Cruiser (or BB secondaries, but preferably cruiser for now, as BBs really only matter for primaries from now on) can hit westmost infantry in south from eastmost tile in bay. Your south GMC should also have been rested up to at least 8 efficiency by now, so bombard that infantry only if you can put someone between the GMC and the enemy without enemy artillery hitting you. GMC outranges enemy artillery by 1 so there’s a hex of space if you’re hitting the infantry.

Everyone else rests.

1.4.12 Turn 12

Cruiser, GMC and BB primaries on the infantry, then hit with your own Marines or Airborne. Finish with Marines. Hit Recruits with all SBDs, then Airborne chases it back from 5 HP to 2.

1.4.13 Turn 13

Kill Recruits with ground unit, occupy airfield.

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.

Strategic bombers have good shock value for reducing efficiency, and both can hit that village up the road so…

Switch cruiser and BB in bay so both BBs are as far northeast as possible, since cruiser can no longer reach anything while BB primaries getting an extra hex east is worthwhile.

Kill southeast AT gun with SBDs and a couple foot soldiers, kill artillery with foot soldiers, tank goes up the road to hit that village you just bombed to 7 HP, driving enemy off the VP.

Move GMC up.

North keeps resting.

1.4.14 Turn 14

If enemy GMC is hitting your tank from riverside village, bomb with B-17s (notice first bombing was 2, second 1+), then BB primary (Would have been 2 at full target HP, but now 2+, clearly different from usual damage ratio changes) can reach from northern of the farthest-northeast hexes in bay. Then hit it with tank from village hex next to jungle (just off the road), chase into VP. Once the GMCgets pushed into river fork hex (1 HP), the Lee or a Marine in the north group can finish it from northwest hex (don’t run into the mines one hex north along that riverbank!) and punch through so your tank never risks being cut off from supply.

Your SBDs can only bomb the Recruits on the mountain tile near the mid-east village, but hit them with your own GMC and east BB primaries first, then SBDs, then an infantry unit (preferably airborne) from south of the mountain. If it doesn’t run away, hit it from foothills to southwest if you have someone else able to go to village and finish the 2 HP enemy the Lee chased off last turn. If it runs northeast, hit with marines if you can have someone else finish the 2HP guy.

BBs can be put to sleep after this (double press Z key while they’re selected).

Other south troops move up along road.

North group starts attacking. The mines are south and northwest of where the rail and road cross in the town west of the river. Pincer the AT gun there with two Marines and push it off (it runs across river bridge to east). Do not pursue but instead hit the AA gun with Lee and chase it off (Lee goes onto rail bridge). If your Stuart was right behind Lee when waiting, it can now go to bridge tile, kill AT gun without taking damage, and push across bridge.

Put Catalina three hexes south of Riverfork VP.

1.4.15 Turn 15

Stuart moves northeast and hits full-HP AA gun (moved up to attack your B-17) for 3. South Lee hits it again and pushes it back.

B-17s bomb each AA gun (4 and 3 HP) once each. SBDs conduct SEAD (Suppression of Enemy Air Defence) and kills both (may require save scumming if all shots low-roll).

North Lee crosses bridge and hits arty for 2.

South foot troops can push east, make sure Airborne don’t need to go onto mountains or jungle. Marines can do so without penalty though. Engage with non-core first to save money later (when you import core units).

1.4.16 Turn 16

Bomb the fortified enemy infantry southwest of Riverfork with all aircraft (B-17s, then SBDs). Then chase it off attacking from the rail bridge hex, and finish it with Stuart.

Push forces east across the river, infantry hits and chases arty to reveal enemy garrison on Riverfork, then north Lee goes around and finishes arty. Don’t cap the VP yet, there’s no rush!

IMPORTANT NOTE: TANKS CANNOT SPOT MINES BY PROXIMITY! ONLY INFANTRY CAN! Such as the mines two hexes southeast of Riverfork, next to the other flag point.

1.4.17 Turn 17

Move GMC up and shell Riverfork which is surrounded. Move some infantry east to kill the AT gun in the village to the east. This will drop GMC efficiency somehow (down to 0 in my case as it never had a chance to rest).

Bomb and kill infantry in the village to the southeast of Riverfork south of the rail bridges.

Remember to expensive-repair all core units using your tutorial money! (Air units don’t count as you’ll never reuse these 0-star experience air units, buying new with 1 star XP is much more cost-effective)

1.4.18 Turn 18

Bomb (just the B-17s should be enough) and kill AT gun in east village with infantry. Bomb the Riverfork garrison with SBDs.

1.4.19 Turn 19

Bomb Riverfork garrison some more, if they attacked any of your units, they can die from bombing. If they don’t die of bombing, just attack them with ground units.
Boot Camp 5: Campaign End, 1.4.20 -- 1.5
1.4.20 Turn 20

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). Name it with the correct difficulty.
US Pacific 1: Pearl Harbor Pt 1, 2. -- 2.1.8
2. US Pacific

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!

2.0 US Pacific Details (Captain Difficulty)

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 correct core you exported from Boot Camp, the units might need to be re-bought to field (don’t do this for anything under 1 star experience… so no aircraft!), 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.

Get ready to save scum a LOT. The enemy WILL start bombing airfields once the battleships and cruiser around Ford Island all go down… so don’t let them go down!

The big problem is that the only way to get every AA gun and fighter online is the pathing I described in every other version of the guide. This method should reliably ensure 5 enemy aircraft downed, but we’ll want that damn battleship for later naval battles, even though for some reason this only means Coral Sea, when the Gilberts and Marshalls are totally a naval battle, so we may need to cheese just like in “For Crazies”.

Fighters attacking bombers will take significant return damage on this difficulty, but support fire from fighters does not cost health and will inflict significant damage on the enemy.

2.1.1 Turn 1

Minimize commander management controls using the minimize keys at upper right of icons, if this hinders you. However, I suggest you get used to their presence, because they’ll be back to large icons after every reload.

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!

The three bombers over port right now will soon leave. There’s a Zero on the hex north of Waipahu, the village between the northwest rivers, which will fly northeast to destinations unknown.

Park your fighter over Ford Island’s eastern hex if it’s available, the space between the cruiser and BB is the second-best spot, over your DD is third best as east two BBs are likely to get hit in enemy turn and doing this may cause a bomber to go for fuel tank instead. DO NOT ATTACK WITH FIGHTER. In fact, sleep the fighter!

2.1.2 Turn 2

Upgrade your DD to Gleaves 41 to boost its AA a bit.

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). Shoot a dive bomber (Kanbaku) if you can.

P40 idles over DD to support battleship row unless the east hex of Ford Island opens up.

Jeep races along road network toward northeast airport (Ctrl-right click for long distance move command).

2.1.3 Turn 3

Keep P40 idling unless that east island hex opens.

Keep DD idle to maximize support for battleships.

Move AA gun onto boat next to Ford Island airfield.

Keep Jeep moving on long distance move command.

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.

You want the B-17 parked shortly north of Pearl Harbor and patrolling back and forth, to provide vision and radar coverage of incoming and fleeing planes.

Land AA gun on Ford Island airfield for another LIFT-OFF event. Please note that though it doesn’t show it, just-lifted-off units are in fact a bit less efficient than they are next turn. Idle the new fighter over Ford Island east hex UNLESS…

…An enemy dive bomber has probably committed suicide by attacking covered ships enough to one-turn with your two fighters (from 3 HP). Kill it!

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 north or south hex is fine as you’ll move west to the same hex next turn. If the west BB died so you can’t do this (unlikely at this difficulty but possible on hardest), move DD where the dead BB was to allow you to get on boats.

Keep B-17 moving toward north side of harbour for spotting.

Jeep keeps going.

Fighters keep idling in the gauntlet. Enemy Zero should be covering their most damaged bombers, so not worth attacking at the moment unless you can catch an unsupported bomber on 3 HP or less and down it in one turn (save scum). Occupy east hex of ford island with fighter if possible.

2.1.6 Turn 6

If northeast BB sinks, park DD on top of its wreck. Otherwise put DD northeast of Ford Island.

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.

Fighters keep idling.

2.1.7 Turn 7

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

Wildcat and P40s together can down a 3HP Zero if one exists at this point.

Eastern P40 keeps flying in, probably to hex next to ally DD and fuel tank, over bridge.

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

Jeep long-distance-moves through the two villages in northeast.

DD and core P40 continue to idle.

2.1.8 Turn 8

Core P40 lands at Ford Island to refuel (still full HP).

AA gun moves onto road toward Ewa Villages.

Enemy planes are withdrawing, but there’s a 5HP bomber by your fuel tanks just east of the port (or thereabouts). Kill it.
US Pacific 1: Pearl Harbor Pt 2, 2.1.9 -- 2.1.16
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.

Relaunch core P40 onto east hex of Ford Island.

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.

2.1.10 Turn 10

SPECIAL EVENT: ABANDON SHIP!
Drawing the attention of most enemy aircraft, our Battleships are taking heavy damage. Several ships are already burning and sinking after the continuous barrage of bombs and torpedoes.

Middle BB went down in my case. If mid or east BB goes down, you COULD park DD in that location for AA support, but if it’s not middle BB then better to send it to mouth of harbour now to kill sub. A mini sub is exactly on the exit hex with 4 water hexes around (3 on one side, 1 on the other), the friendly DD with run into it this turn.

Put an aircraft there too (instead of west hex of Ford Island). The plane on the port tile south fo the BBs can move northeast so it covers the east BB and oil tanks. The two hexes between cruiser and BBs should still be parked full though.

5-HP Kanko (from the support fire that middle BB received) dies in one turn by non-core P40s, and core P40.

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 to get another plane.

P36 Hawk from southwest airfield runs straight northeast.

2.1.11 Turn 11

Truck AA runs north past Wheeler, new AA activates Wheeler, fighter moves toward harbour. (You could do truck AA onto Wheeler but the new AA doesn’t do anything useful anyhow)

A P40 needs to refuel? Replace its place in the torpedo bomber blocking ring with the just-arrived P36!

Core AA in southwest moves back toward shore, move it toward north side of harbour.

Kill any badly damaged enemy plane 4 HP or under.

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.

DD goes toward harbour mouth, should end up just behind allied DD if starting from middle BB’s position.

2.1.12 Turn 12

Ping and depth charge sub.

Western truck AA moves toward northwest town.

Down any plane 5 HP or below, but maintain covering line of fighters as much as possible.

Relaunch landed P40 into covering line.

Flak in northeast shoot whatever they can reach, probably something hitting radar.

2.1.13 Turn 13

Ping and depth charge sub again.

Land P40 that needs to refuel.

Flak in northeast shoot whatever they can reach.

2.1.14 Turn 14

Ping and depth charge sub to death.

Feel free to chase and kill some planes this turn, just don’t get your core P40 banged up.

Truck AA reaches northwest town and gets you an AA captain (could be next turn if you had it go to Wheeler itself).

2.1.15 Turn 15

Everyone back over the harbour, in case someone has to set down to refuel soon. Remaining foes fled too far.

AA guns in northeast can shoot still though.

2.1.16 Turn 16

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

The attack on Pearl Harbour is over, but the war has only just begun…
US Pacific 2: War Plan Orange-3 Pt 1, 2.2 -- 2.2.10
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 a new aircraft sometime soon.

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

Amazingly I found out the imported core units deploy at 1-star if they were below 1 star XP before.

F4F4 Wildcat and P40 from last mission north and northeast of airfield.

Both AA guns in jungle between planes and AT gun on road, so that if either are attacked, the AA guns can support… Oh wait AA guns can’t support planes in aerial combat. Well, putting it there still makes sure they don’t lose efficiency moving into jungle to support.

For some reason, even though Zeroes could cover bombers in the last scenario, your fighters cannot cover each other.

You have 365 resources and 20 land CP. That’s enough for… 6 Marines, plus the free core Australian Commandos (you DO have Burma Road campaign, right?)

3 Marines in east village, 2 in and near Angeles, commandos southwest of Angeles to blow that bridge, 1 Marines northeast of Porac ready to move up to river line.

Put McNeil in east jungle unit (lead unit).

Because they have their own resource pool, Philippine Recruits can be elite-repaired.

2.2.1 Turn 1

Save scum the deployment to turn 1 transition until your Wildcat takes 3/3 from the two hits. This is not, however, key for now. EAST is the next big “save scum” thing from the start of this turn.

East bunker tries to scratch infantry north of it. East back Marines hit enemy north of bunker, enemy MUST NOT RETREAT and must be down to 6. McNeil hits from Jungle and does not chase, Marine behind him leapfrogs up to finish the 2 HP infantry.

Save now.

Hit the guy with 7 HP from behind with both AA, then P40 (go behind Zero if the Hayabusa is the target), then Wildcat downs him from front. Wildcat must be on 4 HP right now.

Move Marines, Philippines recruits, and AT gun up road from Porac. Hit the scout car with Stuart, do not chase into river.

Too bad you don’t have the money to blow the bridge yet.

Angeles town Marines don’t attack (this draws enemy in and makes the Zero run south instead of come to strafe him), the guy next to him moves one hex northeast up to river, Middle Recruits move up to riverside next to the Marines.

Commandos can apparently hit armored cars without taking damage in return (2/0), amazing, do so.

2.2.2 Turn 2

East side tank kills your bunker, but does not advance.

West bunker shoots infantry for 2, Angeles Mariens push them off, west Marines come to Angeles to hit the infantry on bridge but MUST NOT KNOCK BACK. Middle guy who was guarding river steps northwest into river, and knocks enemy back off bridge at 2 HP. Save.

Save scum until Philippines Recruits can kill the 2 HP enemy and follow, so your tank can hit the guy in jungle from bridge.

IF an infantry from Magalang in east attacked your Marines for 2, taking 4 back in the previous turn… Drive him back with the full HP Marines in front of him, then McNeil takes Magalang and kills (but does not chase). 7 HP Marines heal up.

If not, attack with full HP and then 9-HP Marines, he’s down to 5 or 4, move McNeil to bunker location to block tank, but do not attack.

Wildcat lands for repairs, truck-less AA and P40 northeast of hangar to protect it. Truck-equipped AA rushes toward front line as it’s also an AT gun.

West Recruits be ready to cover river. West AT gun now just behind bunker.

2.2.3 Turn 3

Enemy bomber appears, but doesn’t matter much. Withdraw wounded Philippines Scouts.

You saw enemy infantry in jungle west of road north of Angeles go northwest, that means your Marines at river junction can move north and hit him, chasing him west into river… where your west Recruits can kill him.

Zero did come to strafe hangar (how could he see?) and went down to 6 HP. AA gun hits for 2, then P40 hits for 2.
Cheap-Repair Wildcat for 5 HP.

Stuart back to Angeles. Two Marines intercept enemy infantry in river and knock him down to about 3 HP.

East kill IJA infantry and take Magalang for now. Withdraw east Recruits to intersection (and then they go to Arayat) and pull Marines back to village and jungle tiles to make enemy tank break entrenchment to try to flank your Magalang Marines.

2.2.4 Turn 4

Save scum to find the 2 HP Zero in west and kill with P40, might take a couple tries.

Launch Wildcat.
Move Marines south off of river village Magalang and envelop tank, pound it with your three Marines. Recruits on that side should be near Arayat now (artillery will spawn near there, try to kill)
West side starts general withdrawal, Stuart stays in Angeles to stall for time.

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!

East side retreat as tank breaks contact enough to repair and you can withdraw all units south across bridge. Make sure tail unit is the healthiest to avoid losing any units.

Most units hold around San Fernando, but the jungles south of Porac must also be held.

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.

If the G3M bomber is too far north to hit with P40, then go back to refuel, if it’s able to be hit, then hit it.

Depending on what your planes see from save scum finding the bomber, if one IJA infantry advances through Angeles, one tank and one infantry in east side… You can kill both infantries pretty easily.

The jungle southeast of Angeles is very useful for defence.

2.2.7 Turn 7

Land P40 to refuel.

Wildcat does some bombing duty. I see an exit hex for allies, but not for the player, so can’t switch the fighters for SBDs.

2.2.8 Turn 8

Re-launch P40.

If any blasted fool infantry dare get in a truck, your fighters do 1 per hit to the truck easily.

Withdraw to or past San Fernando by this turn, make sure enough Marines are in or heading to the west though to hold the line of secondaries starting south of Porac.

2.2.9 Turn 9
Keep withdrawing, use jungle lines for defence as able in west.

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.

Finally, some funds for repairs! Bring the forces up, note the hard road lets arty move two hexes per turn and should be used.

I put the non-core AT gun behind bunker, on the bridge north of Calumpit (easternmost secondary VP), where I had some Marines.

2.2.11 Turn 11

Keep hunkering down, make sure the secondary VPs are secured, the middle two depend on both west and center to be secure against tank pushes. East… didn’t get any attention for some reason.
US Pacific 2: War Plan Orange-3 Pt 2, 2.2.11 -- 2.2.16
2.2.11 Turn 11

Keep hunkering down, make sure the secondary VPs are secured, the middle two depend on both west and center to be secure against tank pushes. East… didn’t get any attention for some reason.

2.2.13 Turn 13

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.

Enemy has another fighter? When did that happen? WHY? Withdraw your fighters south (read: run away), they need to refuel and repair anyhow…

2.2.16 Turn 16

End of Scenario

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

SPEC
Nothing attracts my attention

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...

DEPLOYMENT
4 Marines west, preferably with a bit over 2K XP each from your imported core, and 5 Infantry plus the one unit (Marines I hope) with your anti-infantry +1 officer from Boot Camp in east.

BATTLE
You will have to use regular heal instead of elite heal to save money as you have no income.
Your Philippine Recruits are useful for slowing the enemy and are VERY cheap to repair, plus are on a separate budget. Abuse this well.

1st turn: hold the river line, east-most bunker should have died already to enemy tanks. Use localized counterattacks to force Japanese units to retreat past the river. Sail your two PT boats (one core, one non-core) toward the west side of the map immediately. The enemy transports will show up just southwest of your initial river line in the west.
2nd turn: pop down your extra 3 Land CP as either Marines '41 or a 37mm AT gun in east side. Try to push enemy back off rivers where possible but do not advance into the river tiles unless you can guarantee annihilating an enemy unit and getting onto the far shore in that turn or only being exposed to 1 enemy tile next turn (this may happen).
As you have too many units in west for the frontage, start withdrawing at least 1 unit of Marines now.

Use the 37mm AA/AT gun in west to ward off the tank in west by parking it in the jungle just behind your line and moving it up to shoot when needed (The AI isn't dumb enough usually to attack AT-supported units it seems).
If you choose to put an the AA gun in east, I recommend putting the Australian Commandos if you have them in west to blow up the bridges as you retreat.

Enemy arty should start hitting you on Turn 4. Endure it until turn 5 and then start withdrawing from the river line. It's disgusting that you can't attack with AT/AA right after switching stance.

Note that on Normal (unlike Easy) you CAN in fact finish an enemy unit who is at 3 HP in one hit, if you are lucky. Make sure you save before trying to avoid any unexpected issues with this.

Turn 6: Everyone RUN AWAY. Send your Heavy Infantry reinforcements up the east side and rebuild a line south of Pilar (lets your fort blast away at the enemy front line while holding a river line)

Make sure your PT boats are 1 grid to the right of where the enemy transports spawn so you can slow them down as much as possible.

Turn 7: Torp the enemy transports if you can't reach the Supply Ship right away--you can always starve the enemy Marines out after they land and kill them if you get the supply ship and don't let them grab any VPs (have units squatting on the VPs and intercept them with one or two other units as soon as they land).

Park Philippine units on the primary VPs and maybe on the western VPs where the JApanese will land 2 units of Marines. While PT boat guns are apparently garbage against transports, they ARE well capable of shooting up units along the shore somehow.

The amount of save scumming you'll need to get the fortress guns to do 1 damage per turn for 10 turns in a row is a bit insane, as your line just south of Pilar requires targeting enemy units near full HP to actually get the fortress to damage them, which is... hard as you did so much damage already.

DO NOT use your reloaded PT boat torpedoes to kill the supply ship even if you had to chase it all over the place. Because more enemy transports are coming and you want to snipe that other supply ship (PT boat anti-ship firepower is somehow pathetic despite historical PT boats slaughtering IJA barges).

Your retreating units in west should easily eliminate the Japanese Marines as soon as they land. Then keep withdrawing in the west until Paysawan. Do not blow this bridge as it is too expensive and you need to save the money. Hold the line and push the Japanese back across whenever tehy manage to get a foothold such as when the bunker dies.
Shoot high-HP enemy Infantry with the fortress and you'll get your 1 damage per turn needed to get the 2ndary mission. Sometimes the Japanese show up in trucks which let you hit for 2 HP with the fortress gun.

By turn 15 or so you'll have to use heals sparingly. On Turn 15, 2 Japanese Marines, an AT gun and a supply ship show up due west of Paysawan. They seem to prefer heading for Agloloma or outright for a Primary VP, but will actually aim for the same beaches as the previous lot.

I ran out of money on Turn 16 on my first go-around of this because I forgot that money was limiting and kept elite-healing early on.

Around Turn 18 it's time to fall back further on both sides to the next river line, the last one in the west and the one just south of the fort in the east. Because Japanese artillery can begin reaching you in the east. Remember that when you retreat, the AA gun decides how much and where you can retreat as it can't move very fast. Clog the enemy path up with Philippine Recruits if you must at this point.

Apparently the "Held All Primary VPs to Turn 20" bonus is 50 resources. I didn't notice until Turn 22, huh.

The priority now is to avoid losing any Core units.

OUTRO:
While the remaining defenders on the battle-swept peninsula surrender, General MacArthur and his staff have been evacuated by PT boats.

Bataan has fallen, but the enemy has paid a heavy price in casualties and time!

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

SPEC
Your 16 points are just enough for:
Centimetric Radar
War Economy
Female Factory Labour ("previously considered... too dangerous" in the description? Wow, that's blunt... welcome to expendability! Hope you enjoy it!)

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!

DEPLOYMENT
Due to how poor I was after Bataan, I could only pop down a Lexington, two F4F4 Wildcats and an SBD in the southwetmost grid I could put the carrier in with the planes already aloft. 192 resources with +20/turn means I can stick in another Lex and some more planes over time.

BATTLE
Stick your anti-air commander on your Lex.
Move the non-core carrier in the back forward BEFORE launching each turn's planes (launch fighters first, you need air superiority). It's too bad you don't get full control of the fleet or this would be a roflstomp.

Turn 1: Fly your SBD toward Mili Atoll and you'll realize your Lex is just outside shore gun range. Bomb the shore gun with your Wildcats as they can't hit the airfield yet and the fuel tank has some cover from an IJN gunboat.

I do believe it's better to sweep south to Makin before going back north... DO NOT allow your carriers to enter range of the shore guns!

Turn 2: Your destroyers and cruiser should be able to almost kil the Mili shore gun on Turn 2. Use your Wildcats to finish the last 1 HP, save scum until it works if need be. Then whack the hangar with your Dauntless for 4 HP in one hit. Sail your Lex closer to Mili.

Ignore those two enemy ships in mid-north for now as you can't risk it.
Turn 3: Your Lex has decent guns, use them to help terminate the enemy support ship and gunboat that try to come at you. Lex can do 3 to support ship, your cruiser 4+, and your PT boat torpedoes do 2. However, I advise keeping the PT boat back or sending it around the other (north side of the island to hit shore targets as gunboats eat PT boats badly.

Bomb the hangar as hard as possible, obviously, Wildcats first as your SBD doesn't get affected so much by low enemy HP.

Turn 4: Today I learnt PT Boats are godly vs Hangars. A 2 HP hangar can be killed in one hit because PT Boat does 2+ to it. Leave the fuel tank for the PT boat to gnaw on while your aircraft (and ships except the Lex) all move southward toward Makin at max speed.

Turn 5: Mili now has a 25mm AA gun. It won't do anything useful as it can't attack ships and your PT boat can eat that fuel tank easily.

Turn 6: Pray like hell the CL in the south can't shoot at your CV... fortunately Japanese CLs like to resort to torpedoes first, which do basically nothing vs DDs that moved a lot last turn. Smother the CL in gunfire and bombs.

Turn 7: Blow up the Makin hangar with naval gunfire as much as you can, then use your SBDs to suppress the enemy AA gun as much as you can, and kill the hangar with Wildcats. You may now spawn in a second Lex so do so back at the fleet area. This will enable you to deploy more aircraft later.

Turn 8: Your ships plus the non-core Dauntless and one or two wildcats should suffice to slay the supply ship in the south while the rest move north to land and refuel while they can. Move your carriers, all 3 of them, toward the center of the map. Meanwhile your PT boat chews down that AA gun, lol.

Turn 9: Regrouping time. Due to the time crunch of this mission, no need to heal planes until they're less than 8/10 HP.

Turn 10: Who spawned the subs so that they have to surface to launch torpedoes at the nearest enemy merchant ship? Sadly subs are terrible in direct combat, so... best hope that gunboat doesn't find you!

Turn 11: Finish that Infantry transport with sub gunfire. Everyone else zoom north with freshly refuelled planes launching.

Turn 12: a B5N2 (T) showed up heading for the fleet area.

BUG DISCOVERED: So long as you have the imported core unit and have enough money, even if it says it costs money, deploying it aboard of a carrier COSTS NO MONEY. Ended up deploying two more Dauntlesses and somehow a PBY Catalina onto Carriers trying to figure out what was happening without costing me any money (should only have been able to deploy 1 SBD). You can also launch the plane in question immediately as long as the carrier moves after the plane is put on it.

BUG ABUSE TIME!

Turn 13: Send your warships to Jabor while your planes sweep across the north of the map. Subs should run north as enemy DDs are coming soon.

Turn 16: Finally the coward at the back is moving up. Wotje should have no planes now so send your PT boat there to kill the AA gun if you like (better to send it west to shoot up the last fuel tank at Kwajalein IMHO, but coast gun southeast of Kwajalein needs to die for that) but it can otherwise be bypassed after taking a look at it with a scout e.g. the catalina you bugged in earlier. Seems nothing on Jabor either, but you can intercept enemy troop transports southwest of it with your warships. I recommend being careful though as the enemy brings numerous DDs and a support ship for some reason in the southwest corner. Might want to attack them only with air cover... thankfully they seem to be intent on racing north instead of attacking your fleet so you might be able to nibble off a DD or two at a time. And it's a support ship, not a heavy cruiser like I'd thought looking at its size, LOL okay it's dead meat.

By Turn 20 you should be done with the enemy planes and ships 2ndaries. 21 if you didn't abuse the bug I described above. The next turn you will finish the last fuel tank and run away from that annoying AA gun... might take 3 though if you need to refuel.

After you land your planes this time, no need to repair them. Just attack the enemy fleet if you can, until the timer's up. (turned out easy because it was a support ship, not a cruiser, whew)

Too bad Lexington guns somehow can't shoot ground targets. Remember to always keep your ships MOVING, I don't think there are any subs here but it's a good habit.

OUTRO:
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.
US Pacific Mission 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!

US Pacific Mission 5: 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.

SPEC
Can't afford anything useful but Drop Tanks with 7 points... assuming you already have all the radar, industry, etc. I recommended earlier

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!

DEPLOYMENT
Save when you enter deployment phase. Zuikaku spawns along north of map like 4-5 hexes down from edge. Shokaku's due east of Port Moresby north of the end of the island chain more or less. Find where they are, then reload your deployment phase save if you are dissatisfied at some point (i.e. lost any core units)

Upgrade your SBDs directly to SBD3 instead of repairing, saves money and doesn't lose any XP this way.
I recommend putting 2 Lexes, CA, DD and SS Tambor in west, 2 SBDs and a Catalina put in front (east) of the CVs, 3 Wildcats over them.

BATTLE

Turn 1:
You have 3 fleets, the Western Fleet by Port Moresby sends planes due north, they'll find a Japanese CV on Turn 2 which is barely too far for your bombers to hit and sadly Wildcats are bad attack planes.
The non-core carrier and the nearby ships go northwest toward mid-map. This will be termed Center Fleet.
The battleship saved from Pearl and its nearby units (except the 2 DDs that are southernmomst, which can go with Center Fleet) go north to kill Tulagi. This will be called Eastern Fleet with 1 BB, 2 CA, 2 DD. They will most likely get destroyed by enemy air forces but this will draw them off of your carriers while you fight off the Port Moresby invasion fleet and then kill the enemy CVs.

Western fleet air forces should go straight for wherever you know the nearest enemy carrier is, usually Shoukaku.
Center Fleet launch Wildcat after moving northwest on Turn 1, then TBD (T), then SBD.
Kingfishers sweep northwest, of course.

LATER TURNS (varies depending on where Zuikaku spawns, could be in upper left corner alone, could be south of the 4 clustered exit grids, could be in center-north near the eastern islands.

You may be able to catch Zeroes as they take off, such as from Shoho. This is ideal. If they are fleeing back to their carrier, let them land and then immediately bomb the carrier to kill the fighters. You can see this by looking at the planes on the deck... sadly this seems to only work with dive bombers, not fighters doing bombing, so don't waste your fighters' HP if you need to bomb Shoho (Shokaku gets priority for bombing to kill a Zero)

Beware that the enemy has 3x Zero aloft which is far too much for your 3 Wildcats (4 once your center fleet one arrives) to deal with in quick succession (make sure to focus fire) hence the importance of the Tulagi force as a distraction which draws enemy attack planes and usually one Zero.

Protect Neosho the oiler with your Center Fleet Wildcat putting itself between oiler and enemy bomber which you should see now on radar.

SBDs do pathetic damage at this stage of the war, apparently. Oh well, still enough to kill the CV in 3-4 turns while your Wildcats wait around for enemy fighters which should show up on radar around Turn 4 if your fleet has moved up quickly enough and your Catalina has been doing its job. Make fighter contact on Turn 5 or so on your terms...
DO NOT move western Fleet past the eastern tip of New Guinea. This is probably when you should STOP closing the range.

Turn 6: Shoho should be coming south through the island chain gap in mid-map around now, should be able to spot with a Kingfisher. Expect a couple ships escorting it.

If one of your fighters gets under 5 HP it's a cue to withdraw it. But considering the Japanese fighters don't all show up at once you should be able to slay them. Western Fleet SBDs should also withdraw to refuel and regroup with Center Fleet's SBD and TBD (and warships) once they down Shoho and maybe Shoukaku if they're close together..

Turn 7: Invasion Fleet coming. Do not park your Tambor near the choke point east of New Guinea which the invasion fleet's heavy cruiser has to go around through the deep water. The pathing for the invasion force DDs tends to make them park themselves next to your sub and notice it. Also, do not put your Tambor anything near your planes or in a place where the cruisers can run over it while looking for planes.

If you are okay with putting your Lexes into a gunfight, make sure Western fleet eats torpedoes with destroyers instead of your Lexes, i.e. put the Lexes a bit further back and make contact with DDs first. Otherwise just keep your Lexes hidden in the back. If they get spotted the enemy seems to bumrush them with cruisers sometimes so... yeah, better not.

They have a habit of sending attack planes, to save Tulagi and attack your air-escort-less battleship task force. LET THEM (Tulagi should be done without your battleship rounding Guadalcanal), and sink their carriers and invasion force in the meantime.

The alternative plan is to concentrate all air forces near the mid-map and sweep north. You'll down Shoho, Shokaku, and finally have to search for Zuikaku in that order. Be advised that if you reload from deployment screen enemy fleet start positions don't change, but restarting from campaign map regenerates enemy start positions.

Use your floatplanes to draw off enemy cruisers so they can't offer AA support to the carriers as much!

Unless you went for a combined fist up the middle or were lucky with the IJN carrier spawns, you can expect Turn 10-12 to be defending Port Moresby while two IJN carriers are still up.

If your Eastern Fleet keeps on the move and rendezvous with your Center Fleet and Zuikaku is near the northeast islands, you can have the Lex run around in circles while all the gunships mosey on past the Japanese fleet, leeroy past/kill Zuikaku's escorting cruisers, and then kill the carrier with guns if your planes are too preoccupied elsewhere.

Crica Turn 15-16 the enemy may start moving toward your carriers in the Western Fleet, west Lexes may need to run away for a bit, you may need to buy 1-2 South Dakotas to fend them off if your bombers are busy, and you may need to gun down Zuikaku instead. Zuikaku tends to try to close to gun range LOL.

All 2ndaries doable by Turn 18-20-ish. Once all Japanese Carriers are down their fleet tends to retreat.
You can kill all the IJN ships, but it's unlikely you can get all the Japanese subs on the map.

OUTRO
As nightfall makes further operations impossible, all aircraft are returning from their strike missions. Our Carrier Task Forces have proven to be more than a match for their Japanese counterparts!
US Pacific Mission 6: Midway
US Pacific Mission 6: Midway

SPEC
Nothing interesting here yet. I don't think Damage Control is necessary if you play well enough.

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...


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!

DEPLOYMENT
I'll assume you followed my advice so far including saving Neosho. This means you will have 39 Naval and 26 Air CP to use.

Upgrade your old damaged P-40 to P-40F, this also elite-repairs it, for less cost than repairing and then upgrading. Buy and deploy a second P-40F as far northwest of Midway as you can. The P-40s are better than Wildcats stat-wise and this save you the naval deployment points needed for a second CV (though you most likely won't have the cash to use all that if you buy an SD like I suggest so you might as well have some extra carriers in case you need to soak some damage).

Park a Lexington west of Midway, pop in your PBY, 3 Wildcats and Dauntlesses over it, move the Lexington somewhere else. This is a way to cheese the deployment zone issues. Stick the pilot with air combat defence +2 on the WILDCAT closest to the enemy (who is to the west-northwest).

Stick your two Gleaves and New Orleans south of Midway, purchase and deploy a South Dakota if you don't have one already (the anti-capital ship naval commander obviously goes on the battleship). If you have any naval combat units from Tutorial that have 1 or more XP stars, now is the time to pay to put them in the main campaign. You may have CP and cash left for a Wichita.

BATTLE

Obviously, your south fleet should bumrush the enemy invasion force, keeping moving as best you can to avoid taking too much damage, especially from Japanese torpedoes.
Your carrier fleet should band together just behind the allied destroyer line while Enterprise and Hornet launch their planes (1 Wildcat, 1 TBD, then 1 SBD each) to follow up on your deathball of 5 fighters and 4 bombers (including that TBD by Midway) soaring west-northwest.

HOWEVER, there is something key to consider:
It appears that the enemy starts running for the western mid-map exit once you find their carriers, so you best be ready to sink them all in one attack wave. I will play through this scenario using the following hyper-aggressive approach first, and then using a less aggressive approach, to see if the enemy just runs away starting around Turn 5 (would be crazy for a level design to max out at 35 turns), or if you have to spot their carriers to trigger a retreat..

IIRC if you get too close to the enemy carriers with your surface ships (more than somewhere from 6 to 9 hexes west past your destroyer screen), the Yamatos will show up. So be careful about that

Turn 1: Your PBY spots two enemy planes. Fly near both for visual confirmation while leaving space for your fighters to attack. Ah, it's a Zero, a Kanko (torpedo bomber, but carrying bombs) and a Kanbaku (dive bomber). Attack the Zero immediately, starting with your high-defence Wildcat. (should display 3+ to him and 2+ to you) and making sure to cut off his retreat path (i.e. attack from the north, northwest and southwest hexes, which you can do as long as you put your Wildcats right after your PBY). He should end up with 1 HP which is unfortunate and so unrealistic, ugh.

Your two submarines should attempt to penetrate the enemy destroyer perimeter if possible (probably with your SBDs blasting a hole in it on Turn 2). If not, no great loss.

Turn 2: Finish off the 1 HP Zero with your healthiest Wildcat. Your SBDs after bombing that destroyer should see a plane on radar to the west (turns out it's a floatplane). That's why your P-40s need to keep going west to link up with the aerial deathball. Leave the bombers you found at the start to fly on to the east, your second wave's 2 Wildcats can come kill them to make sure the airfield is safe for when your P-40s come back to refuel.
Remember the carrier move-and-launch technique to increase mileage!

Turn 3: The fighter you sent to finish that wounded Zero will be attacked by another Zero. Kill it with your P-40s and as many wildcats as needed. Fly your SBDs northwest so they are close to the enemy ships your fighters should see on radar, you should see the enemy carriers on radar now, they are about 1/4 of the way down the map from the north east corner.

Turn 4: Another Zero comes in to die. You'll liekly have a Wildcat down to 3 HP in which case it needs to withdraw to repair. However, by now Hiryu should be down to 4 HP due to 3x Dauntless whacking it. And your TBDs are coming SOON (TM)!

Turn 5: Your Midway TBD may be whacked for 5 HP by a Zero, in which case you'll just have to slaughter it with your fighters.

You know what to do next, KEEP ATTACKING. Annoyingly the Japanese have Ryujo with the Kido Butai, unrealistic, BOO, HISS!
Thankfully the Japanese flee toward the middle west exits, not whichever is closest, or you'd never get Akagi and Kaga who are up near the northwest corner.

You get a guy with the area of effect anti-ship bonus you will get once you kill 6 warships. Assign him to the healthiest Core SBD you have in the west, and park this SBD over an enemy carrier before your TBDs swoop in, if applicable.

By the end of Turn 8 the invasion fleet should be no more.

This hyper-aggressive strategy of mine worked thanks to the second wave of attack planes coming in at the right time and the Japanese for some reason not launching all their planes (and after I killed all their carriers on turn 10, their surface ships seem to suddenly turn from running for the SOUTHWEST exits to the WEST ones upon the retreat announcement). I suspect that on maximum difficulty a defensive strategy with 5+ fighters ganging up on each Zero followed by refuel/repair and then a deathball attack plane push would be essential to winning with all 2ndaries done.

Considering there's an oiler fleet on the map 1/4 of the way from the southwest corner on the west side, there really should be another 2ndary to weaken the Japanese fleet escort forces by sinking their oilers. Oh well.

Won on Turn 19 when the last Japanese surface ship (an oiler that just reached an exit hex) got bombed under by my bombers.

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

SPEC
Considering the amount of vicious jungle fighting you will soon be embroiled in, I think the best spec investment is probably Field Medics to recuperate some expenses during battles of massed Marines.

BRIEFING
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.

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!

DEPLOYMENT

Notice that none of the secondary VPs are east of Henderson Field.

You only have so much money so I recommend you place all your units before doing any upgrading (or repairs). Also, use normal repairs on a unit when it won't drop you past a star threshold (2000, 4000, 6000, etc.) in experience (and thus won't cost stats) as I'm not sure if you have to buy another battleship later.

I'm going to try 3 Marines in west, 2 AA guns (Can't rely on the flyboys on this difficulty) and a 75mm howtizer behind them, 1 Marines east on road with the non-core Marine (how is he 42 while I can only use 41?). Wichita and South Dakota (repaired, in northernmost spot near Henderson Field, the cruisers are south of it), upgrade-repaired 2 New Orleans to Wichitas. 338 money left.

(Should have put 2 Marines east including the one with the infantry commander to make my life easier...)
Annoyingly NorCal '42 apparently has more attack power than a stock South Dakota, but SD has better defence so whatever..

BATTLE

Turn 1:
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."

LOL -13 Naval supply after deployment phase, doesn't matter.

Beware the 3 contacts north of your harbour area (turns out to be 2 Mogamis and a light cruiser). South Dakota probably has to duck southwest for full damage main gun blast on the Tone your whole fleet is focusing right now in case those three contacts are torpedo attack craft (Wichitas have a better chance of evading). Non-core NO should close with enemy Tone in such a way that it permits the torpedo attack below.

All destroyers able to move into torpedo attack range (2 grids) of the southeastern enemy Tone should do so at once (north Gleaves should be damaged and run southeast in straight line to do so, probably). That means the two left DDs probably can't make it on first turn and have to strafe the Kagero instead. Your light cruiser also has torpedoes somehow (Omaha class then? Cause later US CLs are extremely gun heavy and carry no torps) so use that too. Torps after guns seems to be best for doing actual damage.

Move that south perimeter infantry into the jungle to its upper right so it can still spot and block any would-be advance (with help of a roadside Marine unit west of the river in case of a river valley advance) while in jungle cover.

Turn 2: Engage enemy fleet as best you can while strafing northeast, try to make sure that badly damaged Tone goes down. Make sure the Wichita at the front of the formation is moved back toward the escape vector of the transports.
Supposedly there'll be a Japanese Marine attack from the East... this is actually true. Move a unit of Marines from west to back your troops up, and the middle Infantry too.

Enemy Turn 2: Enemy has habit of focusing light cruiser. Good. That's a non-core expendable unit.
Save scum until that east infantry unit takes 2 damage attacking your entrenched Marines 42.

Turn 3: Use autosave to save scum until this works: Punch that unit of infantry in the east (should be down to 8) in the face with your Marines 42 for 4-1 damage from which he MUST NOT run (save on top of the autosave once you make sure of this), hit him from side (river tile) with either Marines 41 for 3 (may have to scum this too), from which he runs onto river jungle tile downstream, then use Infantry 42 on bridge (to avoid losing organization by walking onto river) to kill him. For some reason RNG gives me foul sorcery here which can only be countered by save scumming.

Use BB main batter and two heavy cruisers to kill east Mogami, north Mogami should be down to 7 due to the other full-HP Wichita hitting him. Non-core fleet keeps strafing east to shoot whatever they can--the last Gleaves might be able to torp Tone for 2 but it's fine if they don't quite manage it.

The important part of this turn is the infantry in east dies and the Mogami most dangerous to the transports dies. It makes no sense that damaged ships take less damage as slowed warships are easier targets (unlike land units which become less dispersed and harder to hit), but hey.

Turn 4: Pull east troops back behind river to recuperate (cheap heal the non-core units). Kill Mogami and probably the CL at sea (if he pushed up). You see those planes in west? They're why I told you to bring AA guns (regretting having a Studebaker truck on one though as it makes it costlier to field).

Moved western land front line south so you can flak those planes better next turn (AA guns going south 2 grids JUST reaches them).

Turn 5: You may want to save scum the end of last turn until either the SD took only 1 damage from 2 torp attacks or the bomber took 1 damage from an AA gun while attacking your AA. However, this is optional.

Damn it the IJN cruisers reloaded torpedoes. Should NOT have put SD that close to them... oh well Main Gun melts them haha. Also wow the east infantry chased onto river tile. That's convenient for killing him.
How can a fat lumbering bomber attacking an AA gun with another AA gun supporting take 0 damage in return? Must be because these are 37mm AA guns better against light aircraft, not bombers. Use your AA on the fighter so once you can bring your own fighters later, they can kill the bomber safely without needing to dogfight for 2 turns first. Save scum until that fighter takes at least 3 damage from your 2 AA gun attacks.

In east, hit with bridgehead Marines first, then hit from river tile in a way that chases him into jungle in front of bridge so your follow up guys can reach.

At sea, Main guns melt the Mogami, focus the heavy cruisers (I erred by focusing Kagero with non-core fleet), ensure your cruisers are between SD and the Tone whose torps should have reloaded by now.

Turn 6: "Fearing the superiority of the Japanese surface 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 counterattacks."
I'm about to finish the IJN forces and you withdraw all my ships by magic. Fun. At least I still have 4 Naval Supply which is enough for a Wichita to guard the harbour.

East perimeter withdraw... what do you mean the Japanese ships are coming south toward my Wichita? Fine, run east and try to kill the CL en route before I have to run off the map using the evac hexes.

Turn 7-8: The Mogami is harassing your units ashore. Upgrade and deploy a P-40K where your AA guns can cover him if the enemy fighter attacks.

Turn 9: Scum until catching bomber. Sink the CL and get ready to save scum a LOT. Hmm seems you can't afford to supply as many units as you have CP for now, fascinating. 2 more Marines and medical jeep will do for now.

(Character limit)
US Pacific 7 Guadalcanal Pt 2
Turn 10: Keep chasing that bomber until it dies. Mogami seems to be leaving which is good, but a new ship icon appeared to west, be careful.

If your plane spotted something in artillery range such as a Japanese infantry to the southwest a few tiles away from the mountain on the road, hit it with arty and then infantry. Unlikely to kill it as your reinforcements aren't in place yet but it'll help.

Send Wichita after the Kagero, of course. Keep moving to reduce damage.

Move your reinforcement Marines toward the east side.

Turn 11: Fight, a lot. Try to position units for flanking support before doing any shooting, if possible. Shrink Western perimeter.

Turn 12: The bomber from the first aerial wave should die on this turn. Hit the Kagero hard at sea as well.
Bring the P-40K back for refuelling. These non-carrier planes are so short-legged, but hey firepower has a price.

Turn 14: A new Kagero arrives. Finish the old one first. Waste some enemy infantry. I need not tell you the details here because you've played for long enough.

Consider making a push east once you've slain the enemy infantry, as more supply will let you put more land units on the map (You still have some CP left).

Turn 16: AA the enemy fighter first as your P-40K will have been hurt quite a bit during the turn after takeoff. Upgrade and deploy your second P-40K, and buy and deploy your first P-38 as you have bombers to take care of on this map and lack the CP for dedicated bombers.

Turn 17: Save scum until you catch the fleeing enemy fighter.
Can someone explain to me how a medical jeep can repair an aircraft hangar? Cause I landed a P-40K for repairs and another to refuel for a hangar HP of 7, and the jeep could repair it to 10 hangar HP, but the aircraft are still 4 and 10 so unchanged.

So I just learnt bringing the Wichita back to port is enough to let me field 2 more Marines 42 with its supply provisions. OK then...
Reloaded from Turn 19 after failing to get all 2ndaries first time.

Turn 20: Immediately bring that supply ship toward coast as capturing the Japanese AT guns will cause you to go over supply limit. Start pushing west. Repair (if affordable) and deploy your fleet again (probably SD, Wichita, and a DD on that shallow hex by the port) to suppress enemy movement along the coast as you make your push west. Enemy (1 Inf 42, 1 Type 97 tank) will be coming up the east again soon, but that's alright, your returning east force will get them. Send heavy fighter to bomb enemy arty once it reveals itself.

Turn 21: There's an enemy infantry unit in transit by boat right now which may show on your radar, attack it if you wish.

Turn 22: More air units allowed. Great. I'm going to try SBDs. Push west with lots of shore bombardment support and hold in south with arty help. Always remember to use all possible artillery and airstrikes first before attacking with infantry.

Turns out Medical Jeep repairs DO cost money, how irritating.

Turn 27: Enemy fighter reinforcements arrive near Mataniko (which you should have taken by now). Make sure to keep your SBDs away from them and that your P40Ks (and heavy fighter) are ready to intercept! Your fleet should also be able to flak them quite a bit, Light Fighter first, then Heavy Fighter if it's still in flak range, and finally bomber.

Turn 28: M4 Sherman available now.

Turn 29: Apparently if you do enough damage the Japanese planes just all try to run away. Just finishing the heavy fighter (you did kill the light fighter last turn with the aid of AA guns, right?) should be enough for 5 kills... but it'll probably have run too far to finish until next turn. You may land your P-40Ks after this air wave as no more will come, albeit they can do some damage in naval fights too. Save the air ace to attach to a unit later.

Turn 30: 5 ships appeared on radar in basically the mid-map area off shore of Araveu. 1 NO and 1 Gleaves as reinforcements... pull main fleet back a bit and deploy additional CAs/DDs from stocks. By now your ground forces should have an attack column of about 6 Marines 42 rushing west along the shore road and be passing Mataniko, albeit a bit strung out.

Turn 31: It's 3 Mogamis and 2 Yugumos. Try to have your non-core NO at the front so it soaks torps. Bomb the Mogamis as the Yugumos are going to get their torps off regardless and you'll kill them during torp reload. Note if you use Gleaves torps, they'll do 2 damage to a full-HP Mogami at point blank and less at longer, so... careful. The reinforcements are still coming up ugh.

Turn 34: Marine reinforcements come. Upgrade some of your tutorial Infantry 41 to Marines 42 and field them for mountain push, especially the infantry with the +1 vs inf commander if you forgot him before.

Remember to repair/refuel all your aircraft as needed.

Turn 35: Launch SBDs no later than this turn (if they were landed), and fly them northward. Lightning is also useful. You can stop healing non-core units from this point on I believe.

Turn 37: First Japanese BB fleet arrives, with a Nagato (nonsense, Kongos weren't as armored or as heavily gunned... though were much faster so should go 4 hexes like cruisers), a light cruiser, and five DDs. Converge fleets about the middle of your two harbours, very near shore, and wait for the Japanese to come due south. If your strike planes were in position already, you can pick off one DD in each turn quite easily using the anti-ship commander's aura. Start pushing mountain with arty aid.

Turn 39: 2nd IJN BB squad arrived this turn, 3 DD, 2 CA, 1 BB

Turns 40-41: Naval mosh pit, remember to exploit your captain's aura. It seems if you engage the IJN too far north or made it too far along coast, the 3rd BB fleet spawns in northwest as early as Turn 41 (or as late as Turn 45 in my first attempt). Your bombers may need to refuel and repair, if this occurs you may have to leeroy your fleet to get the 2nd BB. Just don't lose any core units, use mostly non-core at the front line unless strictly necessary (DD torpedo runs).

Fielded 2nd SoDak near end of turn 41 due to money from taking hill. Mileage may vary on this timing.

Had to reload from Turn 43 as apparently you win right after taking all the 2ndary VPs (which I erroneously did on Turn 44). I was about to get that second BB damn it!

Turn 46: By this point I'd killed the second IJN BB, but it seems no Core ships are at risk so I'm still holding my Marines 1 hex from the last 2ndary VP to see if 3rd BB gives resources too. Saved just in case.

Finished enemy ships on Turn 49, lost most of the non-core ships but it seems the BB gives resources (didn't keep track closely enough lol) and took last VP after the naval win to end the mission.

I failed the first time to get all 2ndaries because my west push started too late, so reloaded from Turn 19 and did it. Then I messed up by taking all the VPs too quickly. Be careful about that.

OUTRO

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!
US Marines 1: Taking the Initiative Pt 1, 3 -- 3.1.5
3. US Marines

3.0 US Marines Details (Colonel/Medium 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. Or perhaps 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.

*NOTE: 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

Same as Easiest for now. 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 Moderate difficulty, your one Wildcat that comes with the carrier should be enough to take care of the floatplane in 4 hits (4-3-2-1 probably). Therefore, buy two Dauntlesses to deploy east of the seaplane base.

I didn’t bother deploying the Marine Raider, as it’s basically useless.

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, with the 41 in the middle.

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, or perhaps it’s dependent on where your bombers are deployed?

3.1.1 Turn 1

EAST: Bomb the 5-HP AA gun on the Seaplane Base to death, save scum if you don’t manage it without taking a scratch. Marines run up to beach by going straight southwest, supply ship follow

Wildcat move north-northeast toward the enemy floatplane you saw on radar to start, ideally in a way that lets you go north next turn 3 hexes off the coast of the island so the enemy doesn’t see you (I know the AI should have map hacks but just in case). 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 out of vision (2 hexes probably) of bunker on far northwestern hex of east island (That wasn’t there in Easiest…)

EAST: All three Marines units land on east island and move supply ship up to port hex (it supplies to beach hex south of the port for now). Bomb the Japanese Infantry you see with both SBDs. Too bad the support ships are allied, if they were ours their guns would be useful.

WEST: Move first Marines 41 landed up one hex and land other two Marines on beach hexes in west such that you can move through forest instead of jungle (so east unit lands where the 41 was, west lands northeast of itself), move both supply ships up to beaches and Sleep them.

3.1.3 Turn 3

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.

EAST: Happily, the floatplane plays dumb and flies southwest. Engage it from the northeast hex with Wildcat if needed to stay out of AA gun (southwest of village flag) range, or due north if that’s not in AA range.

SBDs bomb the infantry again. Heal anyone that got injured by the heavy infantry behind this guy mortaring just now. Foot soldiers wait to reorganize.

WEST: Buy and deploy new Marines 41, supply ships slide west a bit if needed to let the Marines land as far inland as possible. Landed 42s each can go 2 hexes northeast in forest, 41 move 1 hex north in jungle.

Carrier keeps moving at full speed, but run away from floatplane for now, in case floatplane spotting it is what causes airstrikes to appear and the floatplane doesn’t try to flee.

3.1.4 Turn 4

Oh, so the floatplane CAN break radar contact if it flies directly away from Wildcat! Well, now you know where to find it (save scum if needed) directly southwest of Wildcat! CV keeps running away in case the floatplane suicidally scouts.

EAST: Because you healed the north mortar-damaged Marines the enemy infantry will break cover and move. SBDs bomb Infantry, then hit it with your more organized southern Marines 42 to one-shot (no efficiency loss on my Marines? Weird). 41 stays put on beach for now to avoid exposure to enemy heavy infantry, while the northern 42 occupies seaplane base and heals again.

West: Note your front 42 and 41 can already reach Sasapi enemy, so rest them. Rear 42 leapfrogs ahead to forest road.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.

Attack fleeing floatplane with Wildcat from north of enemy.

EAST: SBDs hit the heavy infantry, rest/heal all foot units.

WEST: Marines 42 hits Engineers on Sasapi for 3/2, Marines 41 hits from southwest for 4/1. New Marines land. Other 42 on road rests for now so you can do the slide-surround-kill-with-flank-bonus next turn.

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).
US Marines 1: Taking the Initiative Pt 2, 3.1.6 -- 3.1.23
3.1.6 Turn 6

Kill floatplane.

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.

WEST: Slide Marines around to surround Sasapi and kill with fresh 42. Then heal other two units which slid around. New Marines 41 moves northeast/north through forest.

EAST: Bomb heavy infantry some more with SBDs. Hit from north with Marines 42 from seaplane base with flanking bonus. Chase off hex with Marines 41 hitting from northeast (no pursuit). Then move into hex (out of bunker range) and kill with south Marines 42 (no pursuit).

Annoyingly, CV cannot do shore bombardment. Bring it northeast anyway for airfield job.

3.1.7 Turn 7

EAST: Fly Wildcat to village hex, you’ll find the AA gun may have moved to village. Bomb AA gun with Wildcat (non-core, and no other air units coming, so not concerned about damage), then SBDs. Ignore the bunker south of seaplane base for now and move Marines units up a bit and rest them 2 hexes away from enemy heavy infantry in jungle (out of mortar range).

WEST: Both 42 run west along road as far as they can. Older 41 move west into jungle south of road (1 hex away from being able to hit bunker on west village) and of lead 42. Newer 41 garrison Sasapi for now.

3.1.8 Turn 8

EAST: Kill enemy AA gun with Wildcat and SBDs. Keep foot soldiers out fo contact for now until you can soften the enemy infantry on road enough with SBDs.

WEST: Rest all units before bunker assault.

3.1.9 Turn 9

EAST: Bomb the infantry on road. Foot units rest some more.

WEST: Leapfrog Marines 42 up to hit bunker, then Marines 41 from jungle, too bad you can’t hit with more than that this turn. Buy and deploy two Marines near Sasapi.

CV should be near east island (within 1 turn flight) now.

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 northeast.

WEST: Sasapi group starts pushing east by leapfrogging. You can one-turn the 7-HP guy if he’s on the beach by the tree line, southwest of the bunker south of the harbor flag.

West village: slide 42 northwest around bunker to hit for 2/0, 41 hits for 2+/0, next 42 hits for 2+/0.

EAST: Keep bombing, keep foot soldiers resting.

3.1.11 Turn 11

EAST: DD moves toward island and shoot Bunker. Bomb that exposed infantry some more and attack with Marines 42.

WEST: Kill village bunker with 41 and occupy. Both 42 run east and heal as needed.
Retreat the damaged Marines near harbor from contact, while leapfrogging undamaged up along tree line. Heal as needed, busting this looks like a job for the fleet…

Make sure CV is close enough you can land all aircraft next turn.

3.1.12 Turn 12

Land all aircraft!

EAST: Run DD up to shore and bombard heavy infantry. Slide Marines 42 around to envelop heavy infantry and cut supplies by capping flag, kill 1 HP enemy infantry with most-damaged Marines.

WEST: 42s keep running east, 41s rest and wait for them.

3.1.13 Turn 13

EAST: Bombard enemy with DD, repair all SBDs. You can re-launch damaged Wildcat to spot for west DD though.

Notice that bunkers and foxholes only starve if there are other unsupplied units in the same territory, which is hilarious. Hit the infantry with your full-HP 41, the 42s can rest and heal so they can take advantage of the starving bunker.

WEST: Move 42s up… to make room you can move 41 line from tree line down a hex… oh what’s this, a foxhole in the jungle? Attack it (and move other Marines 41 into place to hit it more next turn)!

3.1.14 Turn 14

EAST: Slide around 3-HP enemy infantry to hit starving bunker (DD bombards bunker too). He won’t attack you due to calculations, and mortar does nothing at his HP level.

WEST: Kill foxhole, flank around it as able for bonuses, DD rounds eastern side of island on its way to help break harbor… hey, 3 Marines 41 should be able to take the south village easily, so they’ll go do that instead of idling then.

3.1.15 Turn 15

EAST: Hit bunker with all available forces, Marines 41 squats on village flag.

WEST: You can cut off the harbor from the rest of the island by moving units around, while 3 Marines move toward south village. DD keeps moving.

3.1.16 Turn 16

EAST: Start moving supply ship no later than now (un-Sleep it!). SBD kills bunker and other units bombard foxhole. Slide Marines 42 around to two-hit one-turn foxhole. 41 hits and pushes 0-efficiency heavy infantry.

WEST: Harbor folks rest, DD runs up to shoot Marines, south village crew lines up to rest.

3.1.17 Turn 17

EAST: DD may accidentally kill enemy 2 HP heavy infantry (if not, Marines 41 finish him in one hit). Embark both Marines 42 (move DD if you need, to manage this). Leave Marines 41 on this island with DD and Wildcat to wear down the east bunker.

Bombers fly west.

WEST: DD moves near harbour to hit enemy Marines at melee range. Foot units rest.

3.1.18 Turn 18

EAST: Keep hitting bunker with Wildcat and DD. Move 41 along eastward into jump-off position. Bombers, 42s and supply ship keep going west, avoid the AA gun on Prison.

WEST: The enemy near harbor broke cover. Wow, Dd hit exposed infantry, Marines 42 from south of bunker hits with flanking bonus from east road Marines, then east road Marines move in to finish, and pursues. Marines 41 from west road just hits bunker.

South village guys… can only hit bunker with 2 units this turn, are you serious… Well, hit with the two more experienced guys for 3/1 each, less experienced could only do 2+/1 so bad deal.

3.1.19 Turn 19

EAST: Continue attacking bunker and moving forces over. Enemies around the east village on Tulagi are exposed to bomber vision, so hit them.

WEST: Bombard harbor Marines, then pincer with 42 and 41, if it dies then pursue into hex. The other 42 can only hit Bunker, with maybe two flanking bonuses.

South bunker dies from one slide-and-hit ideally (if not then hit again). Leapfrog troops up to hit the Korean traitors in the village for as much as possible.

3.1.20 Turn 20

EAST: Keep bombarding bunker, Marines enter jump-off.

WEST: Kill workers on south village, do not pursue. Let another unit slide around to take village. This lets you hit the AA gun next to it twice this turn.

Kill harbor bunker with highest-HP Marines 42, and heal/rest other units. Bombers keep hitting the Marines 42 near east village (out of AA gun range).

3.1.21 Turn 21

EAST: Continue bombardment, Marines 41 rest in jump-off position.

WEST: Kill south village AA gun with 2 hits, last unit leapfrogs up and heals.

Harbour guys advance to kick Korean workers off Barracks (oh so the foxhole southwest of Barracks in Easiest was moved in Moderate difficulty?) and occupy in one hit, other units behind follow and heal.

DD moves southeast, bombards Marines 42 that your bombers then hit some more.

3.1.22 Turn 22

Use the Korean Workers to leapfrog troops up past Barracks. South group move up toward jump-offs and heal.

Keep bombarding and bombing that Marines 42.

Transports reach shore near Prison. Supply ship can come up right after they land.

East island keeps bombarding as before until Marines can hit for 0 return damage… which should be doable this turn so do that.

3.1.23 Turn 23

East island bunker dies to Marines who then sleep. Wildcat and DD move west.

Transports near prison land and supply ship moves up by the shore.

Enemy Marines 42 can die to bombardment and one bombing.

Foot units enter jump-off positions.
US Marines 1: Taking the Initiative Pt 2, 3.1.24 -- 3.1.28
3.1.24 Turn 24

Full-health AA gun can be kicked off prison by two Marines hits, then bombard-destroyed. Bomb the heavy infantry near Prison to reduce the damage he will do to your Marines.

East DD keeps moving west, Wildcat lands to reduce management burden.

All other foot soldiers rest in jump-off positions.

3.1.25 Turn 25

4 units can surround and hit east village bunker this turn for 0 return (due to flanking bonuses on first couple attacks) if you had your jump-offs well organized. Two others can hit the foxhole northwest of the heavy infantry.

East landing folks rest/heal, DD and bombers attack the heavy infantry.

East DD sails for south side of Tulagi.

3.1.26 Turn 26

After bombardment and bombing (beware: one of your SBDs has to land next turn) the rested eastern Marine (not on Prison) can kill the 2 HP heavy infantry in one hit. Prison marine keeps resting.

Enemy was dumb enough to break cover near village, so hit their whole line with your whole line, but don’t occupy village yet as you want to milk a bit more XP from them next turn…

3.1.28 Turn 28

Either you were impatient like me and ended it by now, or killed all enemies and ended on Turn 29.

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.