OK kicking around ideas for how I see Amphib Invasion…
1. Sea battle if required.
2. AA
3. Air battle until only one side has fighters in the target territory (defending fighters permitted to retreat).
4. If no sea battle but defending subs are present, defending subs may elect to surprise strike or remain submerged… even if only “attacking” naval unit is transport. In this case, transports are considered unloaded after first cycle of sub strikes.
5. If no sea battle, offshore bombardment.
6. Defending artillery fires with casualties removed immediately (no return fire).
7. First round general ground combat: all non-infantry land units attack at 1 less than normal and no 1:1 arty bonuses.
8. General ground combat occurs as per normal, no blitzing…
So in other words, aside from my air supremacy thang in step 3 and U-boats off Dieppe in step 4, the rest of the steps try to:
(a) give defending arty the chance to punish those little ankle-biters suddenly swarming your pre-sited kill zones, and
(b) reflect that offensively, initially you’re just trying to sort out where’s… well pretty much anything and how did sand get in there!! Forget about returning effective fire and all arms cooperation.