Hi...

Share your gameplay tips, secret tactics and fabulous strategies with fellow gamers.
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Anguille
Posts: 538
Joined: Wed Jun 28, 2006 12:10 pm
Location: Hyper-cruiser "Phantom"

Hi...

Post by Anguille »

Hello everyone,

Just installed Uncommon Valour and started to play. As it's my first real wargame (guess that Spartan, KoH or HoI do not count, right?) i am struggling to understand the game mechanics...(had a draw with my Coral Sea campaign as Japan). Also would like to congratulate for the great game...haven't had such a great time with that theme since i played Task Force 1942 about 10 years ago.

Ok...that's all...if you have some good noob tips, just go ahead...

Cheers
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Sergeant
Posts: 176
Joined: Fri Apr 01, 2005 4:20 am
Location: Arizona
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RE: Hi...

Post by Sergeant »

Greetings,
   Only tips I can think of right now are; Do not waste effort trying to launch combat missions from level one airbases.  [:-]  About all you can do at a level one AB is search, supply or transport missions.
   Also - Level one and two ports will put out fires aboard your ships, but cannot conduct repairs.  For equipment repairs you need to go to at least a level three port.   Enjoy the game.   [:D]
 
 
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Mike Wethington
Posts: 60
Joined: Wed Apr 12, 2006 3:10 pm
Location: Austin, TX (A Blue Atoll in an Ocean of Red)

RE: Hi...

Post by Mike Wethington »

I would also second the air missions tip from Level 1 bases. with one addition. It's ok to put a fighter squadron on a level 1 base with an escort mission and CAP jacked up to 60%+. This will keep the other side from bombing your forward base and slowing down the progress to a level 2 airbase.
 
Do not, under ANY circumstances, deploy heavy bombers (B-24s/B-17s/Bettys/Nells) to Level 2 (or lower) airbases. They will suffer MASSIVE operational losses and you will spend many weeks waiting for them to recover. You probably don't want to station C-47s at Lvl 2 (or lower) bases either (not sure about Topsy).
 
I try and only deploy single-engine stuff to Level 2 (or lower) bases. This is an old wargaming rule (think paper games like CV/Flatop/Pacific War) that is not in UV explicitly but so many things are similar I just do it out of habit.
 
Also, I cannot stress the importance of Recon Air missions. Don't even think about invading or bombing places until you have flown at least 2 days of Recon against the site. Keep flying Recon to the site every couple of days after your bombing campaign starts to make sure your planes know what to hit.
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british exil
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Joined: Thu May 04, 2006 6:26 pm
Location: Lower Saxony Germany

RE: Hi...

Post by british exil »

Still new to the game and learning by doing.(First real wargame)
The tip you mention there Mike about level 1 airbases seems so simple[;)]
But I'm glad I read it.[&o]
Will hopefully help me in games to come.

Keep the posts coming, I always read the latest and follow the AAR's - you can always learn from others be it their mistakes or their success.
"It is not enough to expect a man to pay for the best, you must also give him what he pays for." Alfred Dunhill

WitE,UV,AT,ATG,FoF,FPCRS
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Mike Wethington
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Joined: Wed Apr 12, 2006 3:10 pm
Location: Austin, TX (A Blue Atoll in an Ocean of Red)

RE: Hi...

Post by Mike Wethington »

Brit:
 
I couldn't agree with you more. This game is full of nuance and undocumented complexity. Makes you really work to master and understand. I'm still trying to figure out sub operations (efficiency, best minelayers, etc.).
 
I've learned the hard way to often. I had both my grandfather's ship [USS Guadalupe] and my great uncle's ship [USS Paterson] sunk from under me. I almost disappeared in a logic paradox until I realized it was just a computer game [;)].
Mike
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Mike Wethington
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Joined: Wed Apr 12, 2006 3:10 pm
Location: Austin, TX (A Blue Atoll in an Ocean of Red)

RE: Hi...

Post by Mike Wethington »

Speaking of mines, be sure and include at least one DMS/MSW/DM in your amphib groups. You'll clear mines that would normally blow your transports up as they come in. If your US and have PT boats, send a squadron in as a seperate TF (set on Patrol/Do Not Retire) with the amphibs. The will 'hopefully' intercept any surface ships or barges your opponent sends at you BEFORE they get to the 'phibs. Even if you lose all the PTs, it's cheaper than losing one AP or LCT.
 
You should also run 'sweeps with your MSWs on big invasion hexes (like Tulagi, Lunda, Shortland, etc.) prior to sending in the phibs.
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Anguille
Posts: 538
Joined: Wed Jun 28, 2006 12:10 pm
Location: Hyper-cruiser "Phantom"

RE: Hi...

Post by Anguille »

Thanks for the welcome and the various advice...

Gee that game is complicated and simple at the same time [X(]

I played the Coral Sea campaign again but the Allies had a minor victory that time...gotta think twice next time i'll try to land troops at Port Moresby
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goidel
Posts: 13
Joined: Sat Aug 26, 2006 11:04 am

RE: Hi...

Post by goidel »

I'm also a newcommer,or a re-starter(i bought UV a few years ago when it just came out but sold it beacourse it did not cover the eye-candy i hoped for in those days...-now i rather go for realism,so...)and use UV as a starter kit for "war plan orange" or "War In The Pacific" i intend to buy later on this year.
I think if i can handle the one i will afterwards be able to make a smoother start with the other(-or both of them)
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