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Subject: General strategy Allies turns 1-4 rss

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Nathan kilgore
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I have come to a few conclusions on this subject, although I have lost more face to face games than I have won, I will try to shed some light on what the Allies should and should not be doing on these turns.

1 Rather 1a since the turn is the 1/2 turn first wave. The weather determines every decision except one. Whatever the outcome of the weather the British commando unit Laycock must, if undisrupted, move and attack Salerno with the only air and with HMS Roberts.

Next, the bridge to 2511 should be crossed on the first chance by the British.

Build a strike force to capture the airfield as strong as possible before moving adjacent.

The German entrenchment occupants may not move until turn 2 so stay clear of them if possible until the last moment.

On the US side swarming to build a strike force on 3913 should be the key to breaking it. Land the depot in the middle so reinforcements on turn 2 can choose their position if the German has not been removed.

Taranto should start down the road toward Bari and leave the capture of the offmap airfield at Brindisi for the engineer that arrives on turn 2
 
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Nathan kilgore
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1 1b
Again, depending on weather and the amount of force you can assemble at the targets, which should be:
a) Salerno unless disruption or step reductions have crippled Laycock.

b) Montecorvino airfield and entrenchment.

c)3913

Look for the German trying to use his few reserves that can move to enter some of the existing entrenchments to make breakout more difficult. It may be worth a risk to attack before you are fully ready.

If weather has slowed the assembly it is sometimes a good idea to wait on turn 2 when the bulk of tanks, artillery and full regiments can overpower the small unit defense the German has in place.
 
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Nathan kilgore
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2 Turn 2 has to see the breakout happen at one or two locations.
Prepare by including 2 artillery, an engineer, at least one full regiment a M class ship in support and tanks or antitank to offset the German combined -arms defense.

Take care with the commando and ranger units that they do not get trapped. These units are key to making the German job of blocking the passes (vital) difficult.

If bad weather has allowed the German to retain control of Salerno and swing units toward the landing beaches you may want to consider giving the easier minor port of Agropoli to the British 10 XXX. The onus of attack is on them and they will need most of their regiments on the job rather than guarding roads east. The US may have to accept their role as flank protection in order to accomplish this. Later in the game when both ports are in operation their places can be switched.

You might not want to build at least some of your assault battalions into regiments due to the number of steps they can absorb in losses without suffering reduction when finally built.
 
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Lee Forester
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Nathnkilgore wrote:
Whatever the outcome of the weather the British commando unit Laycock must, if undisrupted, move and attack Salerno with the only air and with HMS Roberts.

I would actually disagree with this ;-) It has to move to 19.12 to attack, not enough MPs to land and go to 19.11. Assuming it has a strength of 6-8, that's a 2:1 attack. +1 for elevation, +2 for NGS, = 5:1 in City, so it's decent but takes up a valuable CW support point and can easily fail. There is trouble win or lose:

1) Lose. You take a step and retreat. Possibly this unit is down to str. 3 and will easily be killed.
2) You win. You move in to the port. On turn 1B HG leads an attack with another stack, +2 elevation, +2 for 2xCA, +1 arty probably maybe air. Brits get a CA (or a DN if they hold it in reserve), probably base 3:1 so that's 6:1 or 7:1. Laycock will likely be destroyed (no retreat possible most likely), if not on 1B then on turn 2.

So I don't think it's worth the risk - the rangers and commandos should take high ground IMHO and survive for some turns. This is a pain to the Germans and makes them mask these units or at least keep tabs on them. You can't ignore them because they can sneak in behind the German lines near Salerno and totally unhinge it if they are not babysat (if that's a word). IMHO they work best as AJI, which is a term from Go that describes a latent defect in the enemy formation or advantage that can't be pushed now but can be exploited later.
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Nathan kilgore
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Lee, the commando Laycock can move if undisrupted one hex according to the landing rules so it can make it.

If the goal is to prevent the strategic move around the town only, then moving adjacent to Salerno could be done without the risky attack which is still a worthy goal.

The plus side is double the number of attacks which dooms the German effort at blocking the passes in most cases.




 
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Lee Forester
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Isolating Salerno can be good but be careful of a strong German attack around turn 2-3. You don't want to lose Laycock if you can at all help it ;-) Keeping it away from Salerno also diverts German units away from Salerno, which is a good thing.
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Nathan kilgore
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If that is your priority then it is convenient for the German to have both control of the town/port and a deathlock on the commandos.

The drawback is if they ignore Laycock and just become a solid part of the existing entrenchment to the north of the main British landing beach. Very hard to push them out once this happens.
 
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