Island Hopping debriefing
The Green Team
Starting with the auxiliaries there's something new compared to the previous mission: the repairs insert which shows both normal and elite repairs and the one I actually chose is filled in light green. When both normal and elite repairs are white that's just an FYI on how much it would cost to repair at the end of the mission i.e. the unit ended the mission under strength. Actual repairs amount to $32 total and I expect to be reimbursed $16 in the next mission.
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Figure 1 - Auxiliaries tally |
All told they account for 27/1 (11/0 by the destroyers) damage/kills to Infantry, 5/0 (0/0) Armor, 6/0 (2/0) Anti-Tank, 2/0 (0/0) Reconnaissance, 4/0 (4/0) Artillery, 25/0 (10/0) Structures, 6/0 (6/0) Destroyers and 4/0 (4/0) Cruisers for a grand total of 79/1 (37/0).
As for the core units all repairs were elite, to the tune
of $197 - there's one point of damage missing for Cav/A Coy that cost $9 and
was sustained when destroying the 1st RT Paras. I've included the data for the
three core units that carried over from mission #1 (the inserts with white borders).
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Figure 2 - Core tally |
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Figure 3 - Core tally |
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Figure 4 - Core tally |
All told they account for 160/13 (30/1 by the Navy)
damage/kills to Infantry, 8/1 (0/0) Armor, 49/4 (1/0) Anti-Tank, 11/1 (0/0)
Reconnaissance, 39/3 (14/0) Artillery, 40/5 (3/0) Structures, 20/2 (20/2)
Destroyers and 9/1 (9/1) Cruisers for a grand total of 336/30 (77/4). If you're
inclined to do the math the Red Team repaired 5 HP Infantry, 4 HP Artillery and
3 HP Anti-Tank.
I'm quite pleased with the performance of my units, they
have earned a good chunk of experience.
Postscript
The blue border inserts pertain to the second run of the
scenario. I relied more heavily on my core forces and that shows.
X/A Coy was hounded by the RT mechanised force and that
accounts for the eight engagements and ten casualties (it was reinforced as it
took damage so it didn't die).
X/USMC/C Coy landed at the port on the North Island,
waited for the village to become a supply source and then took the town by the
airfield thus cutting off the RT Paras. I was late providing shore bombardment
so they were attacked twice by the Paras who would later be destroyed by the
combined effort of the core cruiser and destroyer.
The auxiliary DD only fired their guns against their
counterparts and that meant that there was more damage and XP for the core
units.
My core land units finish the mission with roughly 5'000
XP more than in the first run, 4'000 of which from the specialisation bonus but also from
25 extra damage inflicted on the OPFOR. The Navy also earned about 900 XP more.
These gains were at the expense of the auxiliary units who earned roughly 2'200
fewer XP.
Some of the auxiliaries were repaired: X/A $24/10HP,
X/Eng/A $3/1HP and X/USMC/C $12/4HP for a total of $39. All core units'
casualties were repaired before ending the mission: 1/A $10/2HP, 1/B $11/3HP,
1/C $16/4HP, Eng/A $20/5, DD 423 $26/5HP and Cav/A $64/7HP for a total of $147.
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Figure 5 - Victory |
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Figure 6 - Final Turn Overview |
I delayed taking the final VP until the 50th and final
turn. There's a quirk in the income calculation where the amount earned is made
available only at the start of the following turn. This slipped by the
developers when computing the income carried over to the next mission/scenario
and if you end the scenario before the last turn you miss out on one turn's
worth.
In any case I have $421 at the end of the scenario: $156
from the previous scenario, $120 as a scenario "booster", $250 as
scenario income (50 turns @ $5) and $300 as VP "loot" add up to a
total of $826 inlays; I spent $5 upgrading DD 423 Gleaves, $118 converting the
artillery into the 105mm, $30 purchasing the Engineers and $56 (2x ($35 - $7))
boosting the two Infantries experience for a total of $207 investment in
"Fixed Assets", $10 building a pontoon bridge ("Operational
Costs") and $186 in units' repairs ("Fixed Assets Maintenance")
for a total outlay of $405.
The Red Team
The OPFOR is hobbled by its mission: it has to defend
everywhere at the same time and that leaves it outnumbered everywhere. Case in
point the GT starts with two destroyers and one (heavy) cruiser, the RT with
two destroyers and one (light) cruiser. The RT's ships however are widely
separated and unable to support each other which is compounded with the arrival
of a third destroyer for the GT.
All the primary VPs and the East Island secondary VP
include one Anti-Tank Gun to give pause to those relying heavily on tanks.
We're introduced to (regular) Infantry, Heavy Infantry, Paratroopers, (light) Tanks and Artillery as opponents. We're also confronted with a new terrain challenge - rivers - and a new operational challenge, naval landings. Naval combat is also a new thing but I don't feel it's very challenging in this scenario (it could result in some expensive surprises if the RT ships are allowed to fire torpedoes on the cruiser).
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