TASK FORCE 156
Now if you want to build a versatile multi-purpose Task Force to be based at seazone 26 by the end of turn 3, you would go like this:
First you would commit 1 Battleship, 1 Cruiser, 1 Trsp and 1 Carrier with Ftr/Tac from sz 10. The Destroyer must go to sz 8 as blocking ship. Then you commit 1 Cruiser, 1 Trsp and 1 Sub from sz 26. The Destroyer must go to sz 25 as blocking ship. You will also commit 1 Cruiser and 1 Trsp from sz 101, 2 Inf, 1Art and 1 Ftr from Western US and 1 Inf, 1 Art and 1 Ftr from Eastern US.
T1 you purchase 1 Carrier, 1 Destroyer and 1 Sub in sz 10, 1 Tank and 1 Ftr in Central US and 1 Sub in sz 101.
T2 you purchase 1 Carrier and 2 Destroyers in sz 10 and 2 Ftr’s in Central US.
Now you have in sz 26:
3 Carriers with 5 Ftr’s and 1 Tac
3 Trsp with 3 Inf, 2 Art and 1 Tank
3 Ftr’s on Hawaii that may scramble during defense or switch with carrier-planes during attack.
The units in sz 26 will defend with 63 pips, and together with the new aircrafts in US attack (land based planes switch places with carrier based planes) attack adjacent seazones with 70 pips. This fleet will absorb 4 hits before they start taking casualties, and it will roll 3 pre-emptive dices in the first round of combat.
This Task Force may also Ampibious Assault adjacent islands with 9 land units pips, 13 Shore Bombard pips and 19 aircraft support pips, for a total of 41 attacking pips.
This Task Force cost 156 IPC’s.
WARNING: This Task Force may be a sittin’ duck if not used properly, moron.