Chapter 48: The Flying Circus.
I have moved my marines to Tripoli, where they are waiting until their Organisation has filled up.
As IC becomes available, I build 3 Naval bombers. These are both for combat purposes, and because they are cheaper and faster than Tactical bombers. Since they share the same Practicals, it means that I will be able to finish any tactical bombers I follow it up with. Right now, I have 9 Tac, and I plan to build at least 6 more. This will give me 5 tactical bomber groups of 3 wings each. I am helped in this by the US Lend-Lease, which, at one point during this chapter, reaches 77 IC with no German subs to hinder the convoys.
I have also automated the Underground Cells to spread as soon as they have enough power. If you do this, beware that cells spawned in this way start out doing nothing but gather power. You still have to automate them after they’ve spawned. But it does reduce the level of micromanagement. Excellent suggestion from ThatStrategyGuy.
The Italians keep attacking Malta, and getting nowhere, losing another destroyer and 2 more transports in their most recent attempt.
I said I was going to use the Marines in a little training exercise. The target: regaining control of Cyprus.
First I surround the island with battleship squadrons and the Mediteranean Destroyer Squadron, leaving the carriers to protect Malta.
The Desert Air Force (3 M/R) will provide aerial protection from Tel Aviv.
The Southernmost province is protected by paratroopers, so I attack the northern province of Lefkosia, which is only guarded by militia.
It only takes me 2 days from start to finish to regain control of Lefkosia. Now all I have to do is wait for the Attack Delay to wear off and attack the other province. Unless they manage to pull the paratroopers out by plane, they will have nowhere to run and will be wiped out.
While all that is going on, Italy tries twice more to land in Malta, but fail twice. They get away, losing only a single transport in the combined assaults.
The Battle of Lemesos is all but a foregone conclusion. Now that the battle has been joined, the destruction of the Italian paras is certain. By the 29th, the island has been liberated. The reason is takes so long, is because of lousy infrastructure and hilly terrain.
The island of Rodi is too heavily guarded to even consider attacking, but that’s ok. The men stationed there, are neutralised by the simple lack of Italian transports to take them back home. They might as well be in prison.
It’s not all fun and games, of course. It is April ’41 and I don’t want to risk Japan catching me by surprise, so I rebase first 2 battleship squadrons to Ceylon. The carriers will follow later on, but they still have a job to do in the Med. Italy still has at least 1 ship in an Adriatic port, 5 in Syracuse and 2 in Milan. There may be more, but my radar is not seeing them.
I am going to use this opportunity to demonstrate the single greatest advantage that UK has over Germany and Italy in terms of tactical flexibility. Those of you who follow the excellent Carnage multiplayer AARs, will know this tactic as the Flying Circus.
Contrary to its real world namesake from the First World War, it has less to do with planes and more with the navy. The Flying Circus is not about conquering anything. It is about using your naval dominance and tactical flexibility to offset UK’s traditionally small army and manpower pool. You land somewhere, destroy as many enemy divisions as you can until the enemy reinforcements start pushing back. Then, you get out fast and repeat the same thing somewhere else. Hit-and-run.
What’s the point, you may ask? In a singleplayer game, the purpose of this is to weaken the enemy. Every unit destroyed has to be replaced, either by building a new one, or by spreading out the remaining forces. It will either cost IC or weaken his defenses or both. As an added bonus, it gives your commanders combat experience that will allow them to level up under controllable circumstances.
You hit them high, you hit them low, you hit them all over the place, until they leave a fatal opening, large enough to land the real invasion force.
Case in point: Sicily. Protected by a handful of divisions, with more close by in the toe of Italy. My purpose here will NOT be Operation Husky, the historical landings that led to the downfall of Italian fascism. My purpose will be to hit them hard and fast, forcing every last Italian ship from their ports and striking them hard, hoping to sink as many as I can.
If you want to make it work, you have to act as if it is a real invasion, and the initial set-up takes a little while.
I break off both fleet carriers from my Destroyer Squadrons back home, give them 3 relatively new light cruisers for protection and send them to Benghasi, where they will join up with admiral Leatham’s Carrier Squadron. HMS Victorious, still under production and set to be finished by september, should be enough to keep the Kriegsmarine in check, together with the 2 escort carriers still in Britain.
I also have my own paratroopers board their planes and head for North Africa. They will run interference during the attack.
I pull the marines away from Cyprus. Less then 2 days later, Italy lands another paradivision in Lefkosia. I will have to do it all over again at some later date. That’s ok. I’d rather have them in Cyprus, where I can keep an eye on them.
All this combat has made Leatham one of the very best admirals in the world, along with Cunningham, who also has a skill of 7 by this point and who is not even at his maximum skill, I believe. Now that he has 5 carriers, protected by 7 light cruisers, under his command, he becomes even more dangerous.
Now that all is set, I can wait a while so that my rebased ships, divisions and planes have maximum Org, which will take a couple of weeks.
My planes start leaving the factories. I now have 6 CAS, 15 M/R and 12 Int. By the end of the year, I should have a total of 6 Nav and 15 Tac. Together with the 3 Strat and 2 Transports, I expect that will be enough to achieve air dominance over western Europe once Barbarossa has started. I will be able to slow down the bomber builds and focus almost completely on the army.
My bomber and fighter techs start coming through as well. By June, I am fully up-to-date.
On the 1st of June, Romania joins the Axis, but that’s only normal for them. They want Bessarabia back from the Soviets.
I clicked away the message before I realised what it was, but Germany declares war on the Soviet Union on the 16th of June, 1941. At first, this is a Limited War. This is good. It means that most of their heavy stuff will soon be too busy to interfere in Sicily.
Barbarossa has started.
I set my Polish resistance cells to spawn partisans, so that you can see what that means in practice.
Two days later, I begin my own operation. I have fighters over both airfields in Sicily to deny the Italians any opportunity to launch their bombers. The carriers are in the West Central Mediteranean Sea (1). I have 1 battleships squadron standing by in case of an emergency (2). The Landing Squadron is send to the east of Sicily (3). This ensures that they will not be caught in a fight by ships leaving port AND it closes the strait between Messina and the Italian toe. Unless they can force my ships out, they will not be able to reinforce by crossing the strait.
As an added ensurance, I send the 2nd Armour Corps to Messina, where they will defend the access point. The Marines start landing in Siracuse, which is protected by a single infantry division.
The paras are given orders to drop into Gela. If the marines have trouble, they can add an extra flanking attack, and they will help protect them from reinforcements coming from Palermo.
Messina has been closed off and all I have to do is wait for the single motorised division to give up on their attack. The ones on the mainland are unable to help their comrades.
Siracuse falls on the 21st while the Italian airforce is unable to do anything to stop me. Italy tries to send help by boat, but they run smack into the Battleship Squadron sitting in the Ionian Sea, and lose the transport.
I send the landing craft to pick up the 1st Armour Corps who will spread out over the island. They lack fuel and supplies, but they wil provide a very nice defensive barrier and give my generals some experience.
I notice the ships stationed on the mainland and send the landing craft to drop the 9th Corps behind the enemy forces, hoping to catch those ships as well, making sure to send the landing craft back to safety as soon as the infantry has landed and replacing them with the battleship squadron.
The partisans have spawned. These are single militia brigades that are completely under our control. Of course, they are dealt with quickly, but at some point, the Germans dispatch an Armour division to take care of the problem. That is one less panzer to help in the initial breakthrough into Russia. Now imagine that happening on a massive scale all over France. It will be pure chaos and we will be ready to take advantage of the chaos when the time comes.
The Battleships take their place in the strait of Messina in time to catch the Italian ships. The submarine goes down.
For maximum effect, I add the 10th Corps into the fight as well in a perfect location to threaten all the provinces I have not yet occupied and to force the last Italian ships to leave Palermo.
By now, the Italian airforce is desperate, throwing literally everything they have into the air battle over Palermo. Once I add my second fighter squadron to the fight, their losses mount substantially, since they are overstacked and most of them are bombers, wh should not be in such a protracted dogfight. I’m sure this will have an immediate effect on their reinforcement slider. At the same time, I catch a transport ship trying to run for it.
The ships that were in Siracuse come out to play, where they are greeted warmly by both my carriers and my land-based bombers. To my complete bafflement, they don’t try to run initially, but actually make a last-ditch effort to grab Malta. Talk about stupid, senseless, suicidal AI.
As if to make sure everyone knows just how suicidal they really are, Italy joins the war against the Soviet Union.
Fiume, the ship that has led so many unsuccessful runs against Malta, finally goes down, along with 2 more transports. I follow the remnants further North where I sink another destroyer.
By the 6th of July, Sicily is mine and the target has been achieved: Italy is down to a single Heavy cruiser, 1 transport and 5 destroyers, hiding out in Napels where the airforce CAN protect them from my wrath. I pull everyone out. I could stay, of course, but the Germans have not gotten deep enough into Russia yet that they can’t send half a dozen panzers and a bunch of Stukas to protect their friend. By now Italy is probably building at least 1 new battleship. Probably more than that, which means that they are building less divisions and planes.
Besides, I just wanted to sow chaos in their ranks and show you a tactic that UK is eminently suited for (Japan should be able to pull that off too, I suspect). I wiped out about 5 divisions and sank half a dozen ships while my reinforcement needs never exceeded 8.5 IC. It has been a good day. If I wanted to, I could do the same thing again tomorrow on Sardinia. Or I could wait until they have plenty of troops back on Sicily and wipe them out again. And again. And again. Or I could land in Anzio, take Rome (and the Italian resource pools) and make a quick getaway. Hit-And-Run. The Flying Circus coming to a town near you soon.
I have never played mutiplayer, but judging from the Carnage Group’s AARs (you should really check them out; they are amazing), the British Flying Circus is hell to defend against for a human. Against the AI, it is completely overpowered as long as you stay close to a port and control the sea.
We’ve reached the end of this extra-long chapter, so I will see you next time!