Figures 1 and 2 document a special event triggered by the detection of naval mines inside the bay. The Support Ship is made available at the start of the following turn and can lay and sweep naval mines and repair damaged ships at sea.
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Figure 1 - Support Ship |
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Figure 2 - Support Ship |
Capturing the northernmost Supply Depot occurs during turn 7 (Figure 3) and yields $50 and 3 Land CPs. An artillery barrage (larger image that also includes attackers paths and prognosis without flanking) precedes the actual assault initiated by the Engineer. The prognosis depicted in the top right insert are a bit confusing but IIRC the left-most one is prior to the Engineer's attack and the right-most one is after the entrenchment is reduced. The bottom right insert details efficiency and entrenchment levels of both attacker and defender and the HP of the defender (white number inside a black circle). The Marine on the right flank was damaged by a counter-attack by a Recruit during the AI's turn and ultimately was unnecessary for this assault so it was repaired. The OPFOR U.S. Recruit was forced to retreat after taking heavy damages from 1/D Coy.
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Figure 3 - First Supply Depot |
Completing the secondary objective of taking two Supply Depots with only my core forces wasn't feasible. I don't see how I could have gotten a core Engineer there in time, they're just too slow. So I decided that taking the second Supply Depot (the one in the center) would be the only instance where the Land auxiliaries would engage in deliberate attacks. That operation is depicted in Figure 4.
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Figure 4 - Second Supply Depot |
First stage was dispatching the U.S. Recruit guarding the flank. After being bombed by VB1 it was forced to retreat by a U.S. Marine. That opened the tile for the Engineer who could then be assisted by the other U.S. Marine in a flanking position. Next came the Heavy Infantry and finally the U.S. Marine managed to force a retreat and took the Supply Depot.
Taking the Depot again yielded $50 and 3 Land CPs. Completing the objective yielded the promised 5 Land CPs. With the single CP left over at deployment that leaves me with 12 Land CPs to increase my force (Figure 5). I'll wait until the northernmost Supply Depot is fully active to do so.
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Figure 5 - Secondary objective completed |
Also during turn 8 and even before the Supply Depot was taken the remaining Bunker was destroyed in a combined effort by 1/D Coy and the mechanized auxiliaries (Figure 6). The AT halftrack's role wasn't anticipated but the Bunker was clinging to life by a single HP. The core Engineer just didn't have the legs to enter the beach tile so they couldn't participate in the attack. Destroying the Bunker allowed both beachheads to link up and simplify the supply situation.
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Figure 6 - Beachheads combine |
To conclude this post and the events of turn 8 Figure 7 illustrates the Support Ship's ability to repair naval units at sea. Both ships have to start the turn adjacent to each other, I suspect there's a three HP ceiling for each repair, both ships drop to three efficiency for the duration of the turn and most disappointing of all the repairs are of the "normal" variety i.e. there's a significant loss of XP by the repaired unit.
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Figure 7 - Repairs at sea |
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