Battlestations: Pacific/Allied Warships

The American warships are well-balanced to their Japanese counterparts, and typically favour cannonade over torpedoes. Several ships, such as the De Ruyter-class, were previously unplayable in Midway but can now be commanded. Listed below are all the ships the American Navy has to offer, according to in-game research and observation.

Elco PT Boat
The Elco remains virtually unchanged from Midway. Its speed is slightly slower, but it is now more akin to the Gyoraitei, which has had a few firepower increases itself. A general torpedo change now dictates that Elcos can no longer rapid fire torpedoes - it takes about half a second between torpedo shots now. Elcos are still vulnerable to machine gun fire, and against any competent pilot are sitting ducks. The machine guns seem slightly less accurate in Pacific. Elcos, being cheap to employ in Island Capture, are often sent to capture nearby islands. Their torpedoes are then turned on enemy warships when they appear.

Elcos and Gyoraiteis both provide a lot of firepower for their price. En-masse, they can easily sink battleships. If their island is threatened and you have a lot of points to spend, consider buying a large swarm of Elcos and have them turn their torpedoes onto the enemy warship.

Official Description: ''There are several PT (Patrol Torpedo) boat designs in service with the US Navy, but the most common one is the 80 foot long model built by the Elco Boat Company of New Jersey. These are sleek, very fast boats, well-armed with torpedoes, depth charges and 20mm antiaircraft guns, and are capable of engaging any target, be it in the air, on the sea or below it. However, they are very vulnerable to enemy fire, particularly machine gun fire, and are best employed to harass enemy merchant shipping or in an anti-submarine role.''

Clemson-class
The Clemson-class has received several firepower upgrades; firstly, all its artillery is now dual-purpose (contrary to the official description). This gives it considerably more power in attacking aircraft, but it remains less effective in all respects to the Fletcher-class. The Clemson class has more guns than the Fletcher. However, most of its guns are restricted to only a port or starboard fire arc, reducing its firepower to less than that of the Fletcher.

Clemsons have fewer torpedoes than in Midway, instead sporting additional artillery. Although the Clemson has fewer torpedoes, the Clemson can attack two targets to either side much easily, as it has separate mounts for port and starboard torpedoes.

Official Description: ''These venerable destroyers carry a depth charge launcher, making them capable of engaging submarines, and also feature a large number of torpedo tubes, which give them a powerful punch against larger ships. Unfortunately, they are quite weak in an antiaircraft role, thanks to their small number of AA guns and the fact that they do not mount any dual purpose guns. ''

Fletcher-class
The Fletcher has received very few changes from Midway. Its main changes are to its secondary armament of torpedoes and depth charges. The Fletcher is one of the few destroyers in the game with depth charge launchers to the sides of the stern as well as directly behind. This lets it attack submarines to the side, or ones that are attempting to hide underneath an allied ship. The Clemson has received numerous firepower upgrades, but the Fletcher is still the more powerful of the two destroyers - it has grown even more torpedo tubes, giving it a lot of firepower to use against larger targets. Its AA guns are also top-notch; combined with its speed and small size, makes it the perfect picket ship against aerial torpedo attacks.

Fletchers have rather thin hulls, however, and will be unable to stand up against shells from light and heavy cruisers, let alone battleships.

Official Description: ''The Fletcher Class is an absolutely state-of-the-art destroyer design, scheduled to come into service in early 1942. Much larger than normal destroyers, it is nearly comparable to a light cruiser in both size and armament. Armed with the new dual purpose 5" guns, it is particularly strong in the AA role, though it is a formidable submarine hunter thanks to its dual depth charge launchers.''

ASW Fletcher
Exactly what it says on the tin, the ASW Fletcher is a specialized Fletcher-class destroyer designed to hunt submarines. Although it has slightly less firepower than a usual Fletcher (in terms of both artillery and AA armament) it more than compensates with several modifications; its torpedo armour has been upgraded slightly, and can take around four torpedoes before sinking; its sonar range has been improved, making it have the largest sonar coverage in the game; and finally its trademark Hedgehog depth charge launcher.

The hedgehog launcher is what makes the ASW Fletcher truly unique. Mounted on the bow where the second turret should be, the hedgehog fires a stream of depth charge bombs in an arc to the front or sides of the ship. These bomblets are extremely lethal and can fry submarines in a few glancing hits, and the hedgehog reloads rather quickly. Although the Hedgehog is rather short-ranged, if it does connect, you're almost certain to get a kill.

As a result of the hedgehog launcher there is no depth charge camera when operating the ASW Fletcher.

Even though the ASW Fletcher specializes in submarines, its surface capabilities are still present and it is still very much a threat. Its torpedo launchers have not been modified at all, so battleships should beware when approaching Fletchers. It also sports the typical Fletcher arrangement for anti-aircraft guns.

Unfortunately the ASW Fletcher is of limited use as it is considered to be too specialized. Subs will rarely, if ever, appear online, so the ASW Fletcher's value as an unlock is overshadowed by the sub-killing capability of the TBM Avenger.

Complete the Mission 10 - Battle of Cape Engaño to obtain the ASW Fletcher.

Official Description: ''These warships are perfectly suited to anti-submarine warfare (ASW). The second 5" turret is replaced by a Hedgehog depth charge projector. These weapons fire a quick salvo of 24 small depth charge bombs in an arc in front of the ship. All of the bombs land at the same time in a roughly 100 feet (30m) diameter circular area, thus maximizing the hit change against submarines. A direct hit can instantly kill a submarine or seriously damage it. Additionally, sonar range is improved and the standard depth charge weaponry is improved with extra depth charge racks installed. These ships also feature a stronger, reinforced hull which gives increased underwater protection. With these changes, this ship is perfect for aggressively hunting down and killing any underwater threats.''

Allen M. Sumner-class
This ship is essentially a hybrid between the Fletcher-class and the Atlanta-class. The firepower difference between the Fletcher and the Allen M. Sumner is almost negligible, but the extra firepower doesn't go amiss. Unlike the Shimakaze and the Akizuki, which favour torpedoes or cannonade respectively, the Sumner maintains a balance between torpedoes and artillery but doesn't have particular strong aspects in either.

Because destroyers are often a large force in campaigns, it can pay to upgrade your Fletchers to the Sumner.

The Allen M. Sumner advanced destroyer can be unlocked by completing Mission 3 - Battle of Santa Cruz.

Official Description: ''The Allen M. Sumner was basically an upgraded Fletcher Class built upon the hull of the Fletchers. However, the top of the ships had many differences: the Sumners had a much bigger, lower profile bridge area which enabled these ships to be the first US Navy destroyer designed and completed with a Combat Information Center (CIC). The armament was also substantially upgraded: all of the 5" single mounts were removed and replaced with dual 5" mounts, and additional 40mm Bofors and 20mm Oerlikons were added for increased air defence.''

Cleveland-class
A Battlestations: Midway favourite, the Cleveland has been somewhat reduced in stature. Although it still dominates destroyers and other cruisers, many of the stronger Japanese cruisers appear more often, making it harder to effectively use the Cleveland. It also has suffered some reductions in both firepower and rate of fire, but the large number of still respectable guns keeps players' respect for it.

At the same price of the Northampton-class cruiser, the Cleveland is unfortunately avoided on Island Capture maps, as the Northampton offers additional power. In the event you obtain a shipyard that can launch light cruisers instead of heavy ones, however, know that the Cleveland-class is still very effective against smaller ships.

The Cleveland is still the only ship in the game that has depth charges mounted, but it cannot use them.

Official Description: ''These state-of-the-art light cruisers are just coming into service now, and they are probably one of the best ships of their type in the world. Their main battery of twelve 6" guns gives them considerable firepower against any ship lighter than a battleship, and is backed up by twelve 5" guns, making for a broadside of awesome proportions. These dual-purpose guns also form part of an excellent AA suite, which affords the Cleveland heavy antiaircraft firepower in every direction. Although they do not carry torpedo tubes, and are thus useless against battleships and the like, in a carrier escort role there is no finer ship for the task than a Cleveland Class.''

Atlanta-class
The Atlanta-class cruiser is an unlockable anti-aircraft cruiser. As with its Japanese anti-air counterpart, the Akizuki-class, the Atlanta-class is generally not favoured by players in Island Capture due to its lack of attacking power against the more common battleships and heavy cruisers. Its torpedo tubes have been completely removed from Midway, removing its one tool against heavy ships.

Unlike the Akizuki-class, however, the Atlanta-class can be far more useful as the Ohka - generally considered to be the ultimate Japanese weapon - can be shot down by the Atlanta. It shows its worth in Competitive Dreadnought, where the Atlanta-class cruisers give players an extremely difficult time getting their Ohkas on target.

Complete the Mission 2 - Battle of Cape Esperance to unlock this powerful AA cruiser.

Official Description: ''These modern light cruisers have only recently entered service. Originally designed to lead destroyer divisions, they carry a large number of 5" dual purpose guns, which give them three times as much firepower as a destroyer. As a result of this, they make excellent antiaircraft platforms, as they are able to put a tremendous amount of flak into the air. Unfortunately, because of the light shell fired by the 5" gun, they are unable to effectively engage heavier surface targets.''

De Ruyter-class
De Ruyter was previously a non-playable unit in Midway, but now can be played in a few Siege maps. It is playable in the island capture version of Midway, where it competes against the Japanese Kuma-class for sea superiority.

De Ruyter performs like a toned-down Cleveland-class, firing at a reasonable rate with generally good controls. Perhaps its major weakness is its AA capabilities - all seven of its AA guns are conveniently located on a tiny platform to the aft of the ship. A single lucky bomb hit or a few artillery rounds to this place can neutralize all its AA weapons at once, leaving the ship wide open to air attacks.

Unfortunately, this Dutch cruiser is the weakest Allied light cruiser, having neither the number of guns nor the AA capabilities of the Cleveland or the Atlanta. That said De Ruyter can still cause heavy damage to any ships smaller than it, as well as the aged Kuma-class.

Official Description: ''This Dutch light cruiser entered service in 1935. Carrying seven 6" guns, it is reasonably well-armed for a light cruiser, and has the firepower to effectively engage any target up to heavy cruiser size. However, as it does not carry torpedo tubes, it is unable to engage battleships at all. The De Ruyter Class is also quite weak against air attack, as its AA gun platform has a restricted fire arc.''

Northampton-class
The favourite heavy cruiser on the American side during Battlestations: Midway, the Northampton-class remains completely unchanged from the previous game, save a slightly longer range. Northamptons are generally somewhat weak in the guns, as all their firepower is concentrated in three triple turrets; if one of these turrets is destroyed, a considerable amount of firepower is lost.

The 8"/55 gun is standard for cruisers and is quite balanced between rate of fire and power. Unfortunately, it lacks the attacking power necessary to penetrate thick battleship armour, sharply reducing the effectiveness of the Northampton-class against battleships. It also completely lacks depth charges, making it vulnerable to submarine attacks. Against aircraft, the ship is armed with a respectable AA complement, although it is still far from the best.

Official Description: Commissioned in 1930, this class of heavy cruiser is powerfully armed, carrying nine 8" guns in triple turrets, along with a varied anti-aircraft suite. However, they carry no torpedo tubes, which puts them at a disadvantage against heavier opponents - they are forced to engage solely with gunfire. Nevertheless, these are potent ships, ideally suited to carrier escort duty or as the flagships of a cruiser division. 

York-class
As the official description suggests, the York-class is generally considered inferior to the Northampton-class due to reduced firepower. However, many players enjoy the torpedo tubes that the York-class is renowned for, and can employ them to good effect in duels. Therefore, unless you are very proficient with torpedoes, try to stick to the additional firepower the Northampton provides.

The York-class is by no means an easy target, but it is still unfortunately the weakest Allied heavy cruiser, due to the small number of guns and torpedoes it has. It remains, however, more than a match for the Japanese Kuma and Agano-class, and can cause damage to battleships with a little luck.

Official Description: ''Built in the late 1920s, these were the only heavy cruisers ever commissioned by the Royal Navy. They carry a wide range of armaments, including six 8" guns and torpedo tubes, meaning they are capable of engaging any surface target. However, as a result, they do not excel in any one area, which can make them less effective in a particular role than a specialized ship. In particular, their small number of torpedo tubes means that they struggle against heavily armoured opponents.''

Alaska-class
This extremely powerful warship is a part of the Mustang Unit Pack, downloadable on Xbox Marketplace or Games for Windows. The Alaska is essentially a toned-down South Dakota-class battleship, sporting a similar weapons arrangement. Its guns are extremely powerful and can even considerably damage battleships. However, it is still a heavy cruiser and as a result it cannot take the same amount of damage, or dish it out. That said the Alaska is guaranteed to dominate ships its size and smaller. The perfect seabourne counter to the powerful Mogami and Takao class cruisers, the Alaska is equally at home shelling enemy islands. Its low cost during Island Capture means the Alaska-class will be extremely powerful on nearly any sea-centric map.

Official Description: ''The idea behind the Alaska Class cruisers was to counter the "pocket battleships" built in Germany in the early 30's, and also the rumoured Japanese ships of this type. All of the ships in this class were named after "territories" of the United States. Originally intended to be cruiser-killers, they had both the speed and the firepower to counter any existing cruiser afloat. The Alaskas had nine 12 inch guns in triple turrets, decent armour protection, good speed and manoeuvrability despite their size (they were almost as big as a battleship) and the standard dual 5 inch turrets for air defence and close range engagements.''

Renown-class
The Renown-class is the weakest Allied battleship in the game, since in reality it is actually a battle cruiser. Armed with only six cannons, the Renown-class is at a huge disadvantage against long-range targets. Its large secondary battery of 4.5" guns however still lets it dominate destroyers and lighter ships that dare to close the distance.

Renown-classes are generally paired against the Japanese Kongō, where the Kongō has a large advantage in terms of the number of guns it can employ. Kongōs have both the large battery of secondary battery and is a quarter of a Renown stronger in terms of long-range firepower. Renowns alone, therefore, are generally not enough to pull the weight of a task force, and must work in tandem with destroyers and aircraft to finish off other battleships. This makes them almost useless in battleship duels. It should be noted, however, that the Renown-class is quite effective against aircraft, as its entire secondary battery is dual-purpose.

Official Description: ''Built during the First World War, these British battlecruisers are outdated now. They carry a relatively small number of main guns, and are lightly armoured in comparison to modern battleships. As they were built prior to the emergence of attack aircraft as a viable weapon, they also carry a very light AA suite, which makes them very vulnerable to strikes from the air. Nevertheless, they remain a potent adversary for any enemy ship lighter than a battleship.''

New York-class
This American battleship is powerfully armed with a large array of battleship-grade cannons. Generally in the middle when it comes to battleships, the New York-class is superior to the Kongō and the Renown, but not as strong as Fusō, Yamato, or Iowa. These battleships have a single major weakness, however - a total lack of a secondary battery. This makes them vulnerable against multiple smaller opponents, particularly the swift Shimakaze-class.

The New York-class is respectable and designed for long-distance engagements, but it may lack the necessary attacking power necessary against the most common Yamato-class battleship. Unless players are playing without unlocks, nearly all Japanese players select the Yamato-class. Therefore the New York-class is generally ignored in Duels.

Official Description: ''These American battleships were launched before the First World War, but have been updated with improved engines and thicker deck armour, as well as new fire control towers, to bring them up to modern standards. They carry twelve 14" guns mounted in six dual turrets, giving them considerable firepower, and they are a capable opponent against all but the heaviest modern battleships.''

South Dakota-class
The South Dakota-class is one of the best Allied battleships the Allies have to offer that isn't an unlock. This battleship is essentially a toned-down Iowa-class, and sports a very similar weapons arrangement. It is slightly smaller than the Iowa, which also has a longer bow. Aside from these minor differences, the ships are almost identical. Both South Dakota and Iowa sport the powerful 16" gun, but Iowa can take a heavier pounding.

Regardless of the differences between the Iowa and the South Dakota, however, both are very capable ships, and the South Dakota is the ship of choice in Duels when unlocks are unavailable. Both are also quite effective against air attack and destroyers due to their equipping the powerful 5"/38 gun for their secondary battery. As with all battleships, however, they are weak against submarine and torpedo attack.

Official Description: ''The original design goal for the South Dakoa was to create the best possible battleship design within the 35,000 ton treaty limits. The armour layout for the Dakotas was completely redesigned; protecting only the vital areas of the ship, and the armoured belt was transferred from the outside of the hull to the inside. This meant that the Dakotas were protected against guns the same size as their own 16" guns, and any calibres below that. To keep the tonnage below 35,000, the Dakotas had a shorter hull and more powerful engines to reach their designated speeds. Armed with nine 16" guns, they are able to defeat any surface ship, and their twenty 5" dual-purpose guns give them a deadly AA broadside.''

King George V-class
The King George V class, often abbreviated to the KGV-class in-game, is a battleship famous for its weapons arrangement. It sports three turrets, two of which are quadruple turrets containing four barrels each. This powerful-looking arrangement makes it a favourite among players wanting to look powerful, but experienced players know to avoid this class of ship for the exact same reason. Just as the official description reads below, if one of these quad turrets is disabled, then much of their firepower is lost - 40%, to be exact. If both of these guns are disabled, then a whopping 80% of the King George V's power is lost. Considering it sports the same kind of naval rifle as the New York class as well as the same number of them, players often opt for the New York-class instead of the King George if given the choice; however, the favourite battleship in duels, sans unlocks, is the South Dakota-class.

The King George has a respectable anti-aircraft weapons arrangement, but it isn't as effective as the Renown or the South Dakota. That said, the King George is capable of taking quite a beating, and even without its guns it is well renowned for being the ship that just won't sink.

Official Description: ''These modern British battleships have very heavy armour, able to withstand all but the largest enemy guns, as well as enough firepower to sink any ship they come across. They could have had even heavier armament, but were built according to the restrictions of the Treaty of Washington, which restricted the maximum size of battleships that could be built. Their main weakness is the fact that their 14" main guns are mounted in just three turrets; if one of these malfunctions or is damaged then much of their firepower is lost. Only one ship of this class, the Prince of Wales, is in the Pacific at this time.''

Iowa-class
The Iowa-class battleships are the strongest Allied ships in the game, surpassed only by the downloadable Montana-class. The Iowas were retired only a few years ago, which is a testament to their effectiveness. Iowas are quite fast (faster than the Alaska-class heavy cruiser, in fact) and their cannons, though smaller than Yamato's, are nothing to sneer at. Iowa class battleships are the ships of choice in any battleship Duel and should be selected as often as possible. The Japanese, having only three battleships to choose from, will almost certainly pick the Yamato, so always pick the American equivalent to that.

Iowas sport a heavy AA suite on top of their already powerful cannons, and are capable of mostly handling themselves. Their biggest weakness are the MXY-7 Ohkas and H8K Emilies, both of which are extremely fast and extremely powerful. The other threat to battleships, of course, are submarines.

Complete Mission 5 - 1st Battle of Guadalcanal with a gold medal to unlock this lethal battleship.

Official Description: ''The Iowa Class battleships are the most powerful and advanced battleships of the United States Navy. Designed as 'fast' battleships, these ships have very high top speeds and are capable of escorting a quick carrier force. Mounting nine 16"/50 naval guns in three turrets as main guns, combined with the improved radar targeting system, no ship can beat the Iowa in a long-range combat, and the large number of 5" secondary batteries provide excellent anti-air protection. Although the Yamato's armour is slightly better, the high speed and manoeuvrability of the Iowa Class cannot be discounted.''

Montana-class
Montanas are the strongest American battleship in the game, but they can only be accessed by downloading the Mustang Unit Pack from Xbox Marketplace or Games for Windows Live. They are considerably stronger than the Iowa-class, but unfortunately they sport the same cannon, meaning they are more powerful through the addition of more artillery, not artillery of a higher quality. The Super Yamato-class, by contrast, has less artillery but hits extremely hard. Both ships, however, are extremely powerful and very resistant to attacks. Submarines are the only unit which can attack a Montana-class without fear of retaliation. As such the Montana should always be escorted in areas of submarine activity.

In Duels, expect the Montana to be selected if available. Always check to see if it is available, as Iowa-class battleships do not measure up well to the Super Yamato.

These deadly battleships also possess a solid AA suite, sporting over twice the number of secondary batteries of the preceding Iowa-class. As aforementioned, the best way to attack the Montana-class is to either use multiple battleships, or use submarines.

Official Description: ''The Montana Class battleships were designed as successors of the Iowa Class, they have a similar shape, but a bigger displacement, more armour and better firepower. Their construction was cancelled in favour of the Essex Class carriers and they never entered active service. The Montanas were designed to have the same 16 inch (406mm) guns as the Iowas, but instead of nine guns in three turrets they would have been equipped with twelve guns in four turrets. Their increased armour, size, artillery and AA weaponry slowed them down, making them less manoeuvrable and slower compared to the Iowas. If allowed to utilize the complete firepower of their aft turrets, the Montana Class has the deadliest long-range broadside in the Pacific. With their radar-assisted aiming they are capable of hitting targets from distances where Japanese battleships would be more likely to miss.''

Narwhal-class
The standard submarine of the Allied navy, the Narwhal is extremely well balanced and, along with the Gato-class upgrade, sports the most deck weaponry on a submarine. Both the Narwhal and the Gato have torpedo tubes both fore and aft, unlike the Japanese submarines which only have torpedoes mounted on the bow. Narwhals, as such, have a generally higher chance against destroyers than their Japanese counterparts do. That said, Narwhals lack the full frontal striking power of the Type B and the I-400. In a sub-vs-sub duel, the I-400's additional torpedo tubes play to its advantage. That said, in the event it misses, it's possible for a Narwhal-class to sail right past it, then strike its opponent with the rear torpedoes for the victory.

All in all, the Narwhal is a fine and reliable submarine. As with all submarines, however, keep it under watch to ensure it does not get pounced on by its main adversaries - flying boats and floatplanes.

Official Description: Built in the late 1920s and commissioned in 1930, this submarine class was designed for hunting down enemy commerce ships, either with its deck-mounted 5" gun or with its six torpedo tubes.

Gato-class
The Gato-class is a substantial step up from the preceding Narwhal-class. The relationship between the Gato-class and the Narwhal-class is similar to that of the Type B and the I-400 - both add more torpedo tubes. The Gato is extremely balanced, moreso than the Japanese submarines, with additional torpedo tubes both fore and aft. As with the Narwhal, the Gato does not have the same frontal firepower as the Japanese submarines, but the ability to strike rearward is extremely valuable when being chased by destroyers.

Gatos are slightly more manoeuvrable than Narwhals, but the difference isn't often noticed by players. As a result performance-wise the two submarines can be considered equal. The major difference is the change in AA armament and the addition of torpedo tubes.

Official Description: ''The Gato Class is probably the best class of submarine anywhere in the Second World War. This boat is well-regarded by the submarine crews, who could sustain much longer patrols with a high level of readiness. It is armed with 10 torpedo tubes, 6 forward and 4 aft. With this destructive potential at hand, US submarine skippers took oil tankers and transports as preferred targets, and played a very important role ensuring that the Imperial Japanese Navy always lacked precious fuel and ammunition.''

LST Mark 2
The LST Mark 2, identified in most games as simply an LST Landing Ship, is the American version of the SB Boat of the Japanese. The LST is very lightly armed, but is crucial in capturing island bases. LSTs and transport ships can both capture islands, but the LST usually best acts alone. The LST will disappear upon a successful capture, thereby refunding the points spent into it. These ships are therefore usually best employed on island bases which are near the border, since it disappears anyway as soon as the capture is complete.

LSTs are also far more manoeuvrable than troop transports and are still very much invulnerable to machine gun fire, so LSTs can be left to their own devices if attacked by fighters.

As soon as an LST enters capturing range of an island base, the LST becomes computer-controlled. It is impossible to manually land the LST.

Official Description: ''The Landing Ship Tank, or LST, is a recently-commissioned amphibious assault ship, designed for landing heavy equipment and large numbers of troops on enemy beaches. Known to their crews as 'Large Slow Targets', these ships are lightly armoured and very vulnerable to attack. They do carry some AA armament and a single 5" main gun, but they are no match for a warship of any description.''

Rocket LSM
The closest thing either side has to a dedicated artillery unit, the Rocket LSM is classified as a landing ship, but it lacks island-capturing abilities. In fact, a non-artillery LSM does not appear at all in the game, so for the game consider the LSM to be a dedicated artillery ship. The LSM sports a huge array of rockets that can strike at extreme ranges. Although it could be used against battleships, battleships have the range necessary to sink these ships if necessary.

As dedicated artillery pieces, LSMs have very little to defend themselves with if engaged up-close. Their rockets have an extremely narrow firing arc, and have an extraordinarily large minimum range. This makes rockets useless against nearly any moving target. They could theoretically be deployed against battleships but the best counters are still submarines and aircraft.

LSMs are generally not used in island capture as they are extremely vulnerable and useful against only one kind of target. Battleships are far more versatile and as such are far more preferred. They are far more useful in the campaign, particularly during landing missions like the Battle of Okinawa.

Official Description: ''The name, LSM comes from Landing Ship, Medium. Originally these amphibious assault ships could land infantry, vehicles or even tanks to the enemy beaches. LSM(R) is a modified version of the original LSM, specialized for a shore bombardment role. The ship has a large number of rocket launcher ranks installed on it, while keeping the LSM's original 5" deck gun and AA armament. With these rockets, the LSM(R) is able to support landing operations and knock out strong-points, by firing hundreds of rockets over a very long range.''

Troop Transport
These large troop transports, formerly a non-playable unit, are now fully playable in Battlestations: Pacific. They are still extremely lightly armoured but still sport a powerful deck gun that can be used on surfaced submarines to good effect. Troop transports are designed to get up to an island and capture it by spawning Higgins Boats.

If LSTs are described as "Large Slow Targets", then troop transports can be described "Huge Slow Targets"; they have very little health, are lightly armoured, and can be sunk by anything except machine gun fire. As a result troop transports must be escorted or be sent to areas where there is no enemy activity.

Troop transports can only launch Higgins Boats when inside an island's capture range. This range is always smaller than that of an island's defence cannons, so therefore it is imperative to neutralize the island (unless its a Supply Base, which has no cannons) before sending the landing ships in.

Unlike LSTs, troop transports will not disappear once they've captured an island, allowing it to immediately proceed to capture another one. Troop transports are therefore most effective when deployed to large chains of islands where captures must be done repeatedly.

Official Description: ''Both the US and Imperial Navies have co-opted a large number of civilian cruise ships for the purpose of transporting soldiers long distances. When close to a landing zone, the troops then disembark using landing craft such as Higgins Boats or Daihatsu Barges to reach the shore. As these are civilian ships, they are not armoured in any way, which makes them easy targets. However, they are usually fitted with some light armament to give them a chance against attackers, and enables them to support landing operations.''

Higgins Boat
The weakest American boat in the game, Higgins Boats are designed to land infantry onto enemy-held islands. These small targets are extremely slow and very vulnerable to machine gun fire, making them sitting ducks. However, as troop transports are capable of continuously spawning these until sunk, Higgins Boats are expendable.

Higgins Boats, once landed, will begin capturing the island and will continue to do so until it is destroyed, so be sure to eliminate any landing ships that have attached themselves to the island. Higgins Boats are completely computer-controlled and are not controllable under any circumstances.

Higgins boats have no armament whatsoever, as can be seen in their unit portrait, contrary to the official description. They are also immune to torpedoes.

Official Description: ''These small wodden shallow-draft boats, the brainchild of New Orleans shipbuilder Andrew Higgins, allow for the rapid deployment of men and materiel onto enemy-held beaches. Without these remarkably innovative little vessels the invasion of enemy islands would be difficult, if not impossible. However they are very easy to destroy and their machine gun armament is of minimal danger to any opponent.''