Beta testing for Husky Stage 1 revealed that invasion scenarios require the dynamic air system to be reasonably balanced, so we are expediting dynamic air from stage 2, to stage 1. In development terms this means stage 1 will take longer to complete, because the dynamic air system interacts with every aspect of CAOS, and opens its own Pandora’s box of bugfixes and testing before it's release-ready. However, in gameplay terms it elevates air combat in CAOS from something that happens behind the scenes to a fluctuating aerial battlefront that you can actually see, plan around, and interact with. Let’s dive in and see how dynamic air system and invasion scenarios work!
Dynamic Air Zones:
In Operation Husky Stage 1, air power will be dynamically projected from map edges and on-map airfields in all scenario types. Your air zone originates off the map, but you can extend your air control over the battlefield by increasing the number of squadrons conducting air superiority missions, or by capturing airfields to extend the reach of the squadrons you already have. Controlling airspace reduces the effect of enemy air missions and prevents them from conducting amphibious or paratroop landings at all. Ignoring the skies completely and simply massing more tanks will be far riskier, especially in the late-war years. Neglect your air force at your peril.
[h2]Visualizing Air Control:[/h2]

The new air overlay visualizes the aerial battlefield. Airspace control is color coded by faction. In the example above red-highlighted hexes are Redfor airspace and blue-highlighted hexes are Blufor airspace. Hexes that are hash marked both red and blue are areas of contested air space wherein neither side enjoys superiority.
[h2]Effects of Air Control:[/h2]
Amphibious and paratroop landings can only be conducted in friendly airspace, and the efficiency of enemy air missions is reduced in your airspace.
[h3]Friendly Airspace Exclusive:[/h3]
- Amphibious Landings: Amphibious landings can only be performed in friendly airspace. Also note that if you make a successful landing and then lose air control over the beach, you will not be able to land additional reinforcements until you recover air control over the hex.
- Paradrops: Paratroop drops can only be targeted on hexes inside friendly airspace. If you want to drop behind enemy lines bring enough fighters to push the enemy’s air zone back.
- Reduce Effect of Enemy Air Missions: The effect of enemy air support, strike, and bombing missions inside your airspace is reduced.
[h3]Friendly and Contested Airspace:[/h3]
- Commando landings: Commando units can conduct amphibious landings in either friendly or contested airspace.
Amphibious Landings and Logistics:
[h3]Amphibious Landings:[/h3]
‘Conventional’ amphibious landings involve placing a landing marker, and then selecting 8 invasion beaches within 6 hexes of the marker. In addition to whatever units you storm the beaches with the turn the marker is deployed, these beaches will remain landable to reinforcement units for 3 turns, unless you lose control of the beach. If properly used an invader can deploy entire corps across a full set of 8 beaches in a matter of days. Do not ignore amphibious landings, they start small but escalate quickly. The downside of amphibious landings is that your opponent can see the beaches you selected after you land, even if they do not have direct line of sight on the landing beaches (invasion fleets are hard to miss); so amphibious landings are never stealthy.

In this scenario one landing zone has already been planned and units ordered to land (note the shaded hexes with units waiting offshore). While another landing zone is being placed (note the landing marker, indicated by a transport ship on an octagonal counter), the number above the vessel indicates the number of beaches left to select for the landing zone.
Landing markers can be purchased during requisition phases, which means that if an invader can afford new landing markers and maintain air cover, follow-on landings after the first wave are always a possibility.
[h3]Commando Landings:[/h3]
Commando landings can be conducted anywhere in friendly or contested air space
without requiring a beach landing marker. This means unless your opponent has units with line of sight on the commando’s landing zone, they will not know you are there. Use commandos to grab ports or airfields in the enemy’s rear area just ahead of a major ground offensive to seize these objectives. A well-timed commando raid to capture a port can provide a fresh reinforcement point in the enemy’s rear. Likewise, taking an airfield in contested airspace can undermine enemy air resistance just ahead of your own land offensive. The threat of commando landings alone forces your opponent to deploy more forces to secure their rear and lends a significant advantage to nations such as the United Kingdom in invasion scenarios.

Note the lack of landing markers or shaded beaches in a commando landing. If this landing wasn't aimed directly at enemy ports, it could be stealthy.
[h3]Ports:[/h3]
In custom scenarios any city or town on top of a beach hex is considered a port. In invasion scenarios, if an invading player captures a port they can continue to land reinforcements on that hex without needing to expend a landing marker. Additionally, most port-cities are also considered major supply depots, so invaders will typically try to capture one early on in an invasion to simplify their logistics.
[h2]Reinforcement Points:[/h2]
Reinforcement points represent the naval or air logistical assets required to land a combat unit. Deploying units in amphibious landings, commando landings, and paradrops all consume reinforcement points. The number of reinforcement points required to land a unit is equal to its stacking value. Without proper planning reinforcement points can become a serious bottleneck for an invading army. Units stuck in the deployment box with no reinforcement points left to land them will do you little good until you get a chance to buy new reinforcement points in the next requisition phase.
Additional reinforcement points can be purchased during requisition phases at a rate of .5 requisition points per reinforcement point.
[h2]Hitting the Beach: Amphibious Combat:[/h2]
[h3]Amphibious Combat:[/h3]
Amphibious landings are the highest intensity battles in CAOS. When landing units encounter beach defenses they relentlessly attack every impulse until they take the beach, are destroyed, or the turn ends. If a landing unit rolls a retreat in combat they take an automatic 15% strength loss like encircled units do, but keep attacking. While invading forces suffer an amphibious combat reduction and the risk of high casualties, they also gain the powerful bonuses of naval gunfire. Consequently, opposed landings tend to be bloody for both the attackers and defenders.
Failed Landings: Landing units that fail to take a beach but are not destroyed automatically return to the deployment box and suffer 50% cohesion loss, in addition to attrition suffered during the landing.
[h3]Naval Gunfire:[/h3]
Amphibious landings enjoy powerful naval barrage and fire support bonuses. Before combat even begins the beach is hit by naval barrage and then naval fire support is added to the combat value of the attackers for every impulse of the landing. Naval barrage/fire support values differ from nation-to-nation, but in each case is calculated from the artillery throweight of common light cruisers and destroyers. The US and UK lead the higher end of the naval gunfire charts, but naval gunfire of any nation can be dangerous.
[h3]Expanding the Beach Head:[/h3]
Landing units can move one hex of open terrain inland (2 on a road) after landing, movement points allowing. If a beach is well defended landing units will rarely have enough movement points left to get off the beach after the initial battle. But when beaches are lightly held, or undefended, invading forces can immediately start establishing a safe perimeter around the landing zone.
[h3]Amphibious Landing Stacking Limit Exception:[/h3]
Up to 5 stacking points can be landed in a single hex per turn. A common invasion package against defended beaches is 2 infantry regiments + 1 tank battalion to ensure combined arms. You can also use this extra stacking point to get headquarters and artillery units ashore that would otherwise have to wait an extra turn to make landfall.
[h3]Destroying/Disabling Landing Beaches[/h3]
Landing beaches automatically close after 3 turns, after which point the attacker must use a new landing marker to renew that beach head if they want to keep using it. Landing beaches are also removed if:
- An opposed landing on the beach fails.
- Enemy units occupy the beach.
- The beach is inside enemy Zone of Control, and there are no friendly units on the beach to protect it.
Likewise, beaches are disabled and become unlandable (but are not removed), if the invader loses air control over the beach. If the invader regains air control over the beach before it automatically closes after 3 turns, then they can land on it again.
Invasion Strategies:
With the basics covered, let's consider how to actually plan an execute something as monumental as a naval invasion in CAOS.
[h2]Attacker:[/h2]
The invader’s numerical advantages are limited by the logistics of naval landings and aggression is essential to throw the defender off balance The invader might overwhelmingly outnumber the defender, but that only matters if they can actually get boots off the beach. Don’t be afraid to play extremely aggressively during the early stages of an invasion, you can afford to take more losses than the defender can. Take risks, grab supply hubs, grab airfields, expand outward from the initial landing zone as quickly as possible. Force the defender to commit their reserves and then stage follow-up landings on their exposed flanks. If you have commandos or paratroopers consider holding them until a few turns into an operation and then use them to capture ports behind enemy lines to open another front.
Here’s an invasion checklist to keep in mind while planning your operations:
- Always make sure you have enough reinforcement points to keep landing new units. In a corps+ or army size scenario, buy at least 40 stacking points during the first turn.
- Maintain a strong air force. If you lose air control over your beaches/ports you cannot keep landing reinforcements.
- If you’re expecting resistance on the beach, make sure your invading stacks possess combined arms.
- Does your invasion zone promise quick access to ports to provide easy access to reinforcements?
- Does your invasion zone promise quick access to a supply hub? (Check the supply overlay) If not, be prepared to bring mobile depots in reinforcement waves to keep your troops supplied.
If you ever find yourself in a situation where your landing has been contained and can’t break out, dig in on that front and start pouring units into an alternative landing zone if possible. Time is of the essence, the invader enjoys a force advantage when the game starts, but if you can’t capture objectives and increase your requisition point income then the defender will eventually rival your power and grind you into the dust.
[h2]Defender:[/h2]
The defender’s watchwords are Delay and Deny; the longer you can keep the invader away from major objectives the stronger you get. Keep your best mobile and armored units in central reserve to confront and contain enemy landings as they move inland. Don’t be tempted to park expensive tank regiments on beaches; naval gunfire will cut them up like a can opener and then you’ll have nothing to stop invaders moving inland. Consider deploying expandable infantry supported by artillery and cheap armor to beaches where you expect contact, but you can’t afford to cover everything equally. Weigh what’s worth defending against what you can afford to give up.
Here’s the defender’s invasion checklist:
- Check the air overlay every turn to see what beaches the invader could attack. Use the invader’s checklist and your enemy’s observed behavior to identify beaches most at risk and deploy forces accordingly.
- Forget a well-balanced air force, bias towards fighters to contest the skies and deny the invader access to beaches behind your lines. Remember the Air Superiority mission focus on the Air Command screen to maximize the value of your fighters.
- Deploy mobile units in central reserve and then rush them toward invasion zones to prevent breakouts and contain landings near their beaches.
- Create bastions of defense. If you identify a specific airfield or city (especially a supply hub), that the invader must capture to support their invasion make that as hard as possible for them, even if it means sacrificing units.
- Station engineers on bridges at critical choke points throughout the map and blow those bridges ahead of the enemy advance. Construct minefields where bridges aren’t available.
- Deploy recon units in rear areas to quickly locate and entangle enemy paratroopers for quick removal by your armored forces as soon as they land.
The first few turns of an invasion as a defender against a veteran invader can be harrowing. The invader knows their plan, you can only guess at it. But so long as you can prevent the invader from running free and capturing objectives, the tide will gradually shift in your favor. The invader enjoys many advantages, but so do you; blow the bridges, mine the highways, stuff the cities full of conscripts, level your heavy howitzers out and use them like cannons, throw entire tank regiments at anything vaguely resembling a paratrooper. Delay, deny, and make the invader’s life miserable.
Invasion scenarios will be the most complex scenarios in CAOS and we look forward to sharing them with you in Operation Husky Stage 1! We expect to release Stage 1 in January, but the exact release date isn't set yet, so stay tune for more updates and let us know your thoughts!