Newbie questions

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Grotius
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Newbie questions

Post by Grotius »

Hi all,

I'm not new to wargaming, but I am quite new to UV, and I have a few questions. I've played the first two scenarios, plus two tutorial scenarios, against the AI.

1. I'm puzzled by the aircraft range circles. They don't seem to correspond exactly to the normal, extended, and maximum hex ranges listed for the air unit. Or am I just counting wrong? (Yes, I've read 11.8 of the manual, which defines normal range as 1/4 of max and extended as 1/3.)

2. Along the same lines: sometimes I'll order LRCAP for a TF that begins the turn too far away but is supposed to move closer to the air unit. I get a message saying that the TF is out of range, but the mission is still accepted. Does LRCAP work in these circumstances? Does it work well? I haven't found out "the hard way" yet.

3. People on this board emphasize pilot experience and fatigue. What is a "good" level of experience? Anything over 70? How much experience does a training mission impart? I haven't seen much progress so far, but I've only played a few of the short scenarios.

4. What fighter stats are most important -- maneuv, durability, speed, in that order? As the Allied player, my fighter-bombers on PM get ripped to shreds by zeros, which I guess doesn't shock me. My fighter-bombers have higher armor (1) but lower stats everywhere else. Should they just be used as bombers? (I'm quickly importing some dedicated fighters from Brisbane.)

5. In a longer scenario, should one try to make lots of little-to-medium bases, or a few gigantic ones? I lean toward the former. Also, I'd be interested in any more general tips on strategy and tactics. I've read quite a few here, but I still feel a bit overwhelmed.

6. Should I leave subs on PC control?

7. Ouch, my mouse hand hurts. Yes, I use the hotkeys and mousewheel when I can; are there useful undocumented hotkeys as well? I've found one or two by accident, but I wish I could adjust sliders with the keyboard or select a mission or choose a unit without clicking.

8. I love the AARs in this forum. How are people reproducing the results from combat -- just by taking notes? By taking screenshots? Is there some way to log results to my PC's hard drive?

Thanks!
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mogami
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Lets see?

Post by mogami »

Greetings I'll answer what I can.
LRCAP does fly to targets that begin out of range if the target moves into range before the air phase.

Base size-level bombers need at least a size 4 to operate from

I drive my own subs (but you have to keep your eye on ammo and fuel)

To copy combat report look in folder (SAVE) for file combatreport.txt just copy and paste

welcome aboard and have fun
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Grotius
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Post by Grotius »

Thanks for the helpful reply. A couple of quick follow-ups:

1. I take it that there is no base-size penalty on anything *other* than level bombers -- dive-bombers, fighters, etc?

2. Anyone know which fighter stats are the most significant? Maneuv? Durability? Speed? Or, alternatively, which fighters are best and which are worst?

Thanks!
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mogami
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more

Post by mogami »

Hi, base size x 50 equals number of AC that may operate from there.

for AC stats look in encyclpedia (top of screen in game has many menu buttons) compare what ac you have to those you are encountering (for example you will see that P-39/400 do not operate well at higher alt so you set your missions higher (or lower if you are allied)

Wirraway most likely worst allied fighter (in fighter role but since it is a fighter/bomber it does have merits) followed by P-39 (the "irondog") P-39 have poor performance at over 10k? but decent armament. Oscar's are real manuvarable but only have 2 7.7mm MG and are not very durable. The Zero has a 20mm cannon which makes up for it's otherwise weak armament. It climbs well (dives poor) it sacrifices durability for range. (and early on with the superb pilots is more then a match for anything it encounters) The P-40 is the best Army fighter till the arrival of the P-38 (when the P-38 arrives the Japanese advance comes to a screeching halt-so as Japan you must move fast to get those bases you want before the heavy bombers build up numbers and the P-38 is there as escort)
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Grotius
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Post by Grotius »

Ah, I didn't realize that base size also affects the number of aircraft that can operate from that base. Thanks.

So do you have any favorite scenarios and sides? I've played the first two short scenarios, both as Japan; those scenarios represent the opening weeks and months of the conflict in the South Pacific. Now I'm trying "The Tide Turns" as the Allies. Then I think I'll try the full campaign as the Japanese.

Also, are there any new user- or dev-created scenarios for download? Will there be?
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Post by Caltone »

Hi Grotius and welcome. I'll try a few of your questions.

Regarding airbase sizes, in addition to what Mogami says, remember that a base must be at least size 2 to fly offensive missions (bomber strikes) Size 1 airfields can only be used to fly fighter missions, recon, and search. Larger airbases garner higher victory points and resist attacks better, in addition to the other benefits already mentioned.

A quick reference on ranges can be found by bringing up the group's window a looking in the upper center. It should show the normal, ext, and max ranges in # of hexes. Press F6 to toggle hexes on and off.

I'm not sure how high you can train experience but they gain it a lot faster in "live fire" missions. 70 is a good baseline but I've worked some of my IJN aircrews up into the 90's.

Mogami's right, the early Allied LBA fighters are pretty bad. The Hellcats are OK. A major problem for the Allies here is also range. The fighter bombers do OK on Naval Strikes, unescorted targets though like transports, put them at 100f altitude and they will bomb and strafe. They can also be effective against bases and land units.

A good site to bookmark for tips, mods, etc is:

Spooky's UV Site


The AI can be fun and is always ready, but once you can, try PBEM.
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Grotius
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Post by Grotius »

Caltone, thanks for that very helpful reply. I certainly do want to try PBEM, but only after I learn the game mechanics. I'm getting there. <grin> A few more questions arose in my latest play session (I'm the Allies in "The Turning Tide," but my tide hasn't turned yet <g>):

1. How do I transfer damaged planes away from the front lines? If I transfer the squadron, only the undamaged planes leave -- precisely the result I don't want! Is "withdrawal" the answer? The manual says the unit will go into the replacement pool. Should I do this if, say, half the unit is healthy and half damaged?

2. What does OPS stand for in the TF screen?

3. How much supply can a Dakota (or similar air transport) carry? The manual says no more than assault-value of 8, but that doesn't make clear how much supply can be carried. It doesn't seem like much.

4. My night bombing raids never work, even when ordered from close range. I'm trying to attack a Japanese bombardment TF that sneaks in at night. Is air power hopeless in this situation? Time to move in a Surface Combat TF?

5. Must I pick up sub mines in Noumea? In Brisbane? I've tried both, but I'm not sure I've done it right.

6. Also, the manual implies that shallow water puts a sub at a disadvantage somehow, but I can't find any specific description of how.

Thanks!
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Post by Caltone »

Lets see, I know a couple of those ;)

1. Withdraw and Disband are only possible when there is a group at the base that the planes can merge into. The difference between the two tactics is the pilots, on withdraw they return to the replacement pool. If you're looking to rotate them out, just fly off the undamaged ones, the ones left will repair as they can and rejoin thier squadron. Sub air units will merge once they are at the same base, just like land units.

2. OPS refers to the operation points. All ships have 1000 points to use. You may notice, say when you refuel a TF in port, that the OPS goes to 1000 and the TF's move radius goes to 0, for that round. You may see OPS on the TF screen of TF's at sea, this means they have refueled at sea, probably some of thier DD's. Ships also use OPS loading troops/supplies.

3. Not sure, probably easy to test though. I try and keep my Dakotas together where possible as one squadron can't airlift enough supply to keep a busy airbase open, but 4-6 can nearly maintain a status quo. Search planes can also transport (PBY's and Mavis for example) and they don't need an airbase at the destination.

4.. It's very difficult to intercept night bombardment missions with LBA, especially the Rabaul/PM run. My best luck seems to come from one or all of these: Park a CV TF in range (SE of Gilli Gilli) of where they stop on the inbound/outbound trip, also add some subs to that point. Subs at the target base along with mines can help. A SC TF even a small one could damage some of the ships enough that they could then be picked off by LBA on the return trip. Hurt them enough and the AI will stop sending them, pbem opponents will not :D

5. Yup, you must reload mines at Noumea or Truk. If you're running some ML's with low endurance try adding some DD's to the TF so they can refuel enroute.

6. Subs will suffer more hits and be spotted more often in shallow water hexes. That's the official word and my observations seem to bear this out.

Good Luck in your game!
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Grotius
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Post by Grotius »

Hi Caltone,

Wow, you've answered all my questions; thanks very much! I am pretty much out of questions now; I'm starting to get the hang of this game. Man, it's addictive; I've been playing nonstop! Now I'm just curious about a couple things:

1. How long does a PBEM game take, anyway? I mean, playing constantly for the past two days vs the AI, I've finished less than two months of "The Tide Turns." My worry about PBEM is that I have kids and family and yadda, and I can't *always* play constantly. <g>

2. What's a "Coastwatcher"? I should know this sort of thing, but I've spent too much time reading about the European Theatre, not enough about the war in the Pacific. I assume it's a sort of spy.

3. Hmm, took a sub to Noumea, gave it a minelaying mission, but I still didn't see any indication that I had mines on board. Doesn't look like I'll need them, anyway...

FYI, I did test how much a single Dakota carried to Wau, and it was about 100 units of supply. Better than I expected.

I have noticed that the AI tends to back off once it gets spanked once or twice. I spanked the Surface TF that's been bombarding me (found it with LBA during the day), and it hasn't reappeared in a while. OTOH, I still haven't achieved more than a marginal victory against the AI. In my current game, as the Allies in "the Tide Turns," I've had no trouble holding PM and Gili Gili, but I've made slow progress toward taking Guadalcanal. Established bases just south of it (San Cristobal etc), but man, that takes a long time. Now that I have lotsa fighter cover over Guad, I'm ready to invade, but I wonder if I should've just invaded Guad on turn 1. <shrug>

Thanks again for your helpful responses!
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Some Answers

Post by tanjman »

Grotius,

1. How many turns a day you and your PBEM opponent play per day/week is usually discussed before you start playing the scenario. If you go looking for an opponent by making a post (in the UV opponenets wanted forum) I suggest that you mention this. Also you could PBEM some of the shorter scenarios.

2. A coastwatcher was part of operation "Ferdinand" and was run by the RAN. They were usually Australians who lived in the Solomons, New Britian etc.. and stayed behind (after being invaded), not as spies but more along the lines of a behind the lines observation post.

3. In order for subs to load mines in Turk or Noumea you have to disband the TF the subs are in and form them into a sub minelaying TF. This needs to be done each time. Also in order for your minelayers to load a full load of mines the TF they are in also needs to disbanded and reformed.

:) Hope this helps. Have fun with UV, I know I do.
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Mike Wood
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Re: Some Answers

Post by Mike Wood »

Hello...

The most important aircraft characteristic would be difficult to determine. If the plane is faster than the enemy, the squadron commander will try for slashing attacks or try to dive through the enemy formation. If more maneuverable, he will try to stay in close and dog fight. How well he does will depend on the differences between the planes, how good he is and how good his pilots are. Aircraft that are slower and less maneuverable than the enemy, such as the F-4F vs. the Zero, will have problems, as there is no good way to fight the superior plane. You may notice that the P-40 does better vs. the Zero, if the crew skills are similar, because it is much faster than the F-4F. In any event, the program does not simply apply one aircraft characteristic against the other to determine who gets hit. The pilot skill, fatigue, morale, aircraft facing, altitude, climb rate and other factors all work together in the calculations.

For CAP, climb rate is very important, as that is a big factor in how many planes engage and who has initial advantage.

For escort, the range of the plane is very important, as that is a big factor in how much time the plane can spend dog fighting, before it must turn around and go home.

For high altitude sweeps (>100'), the cruising speed of the plane is very important, as planes with a higher cruising speed will get to the target area sooner and the pilots will be less fatigued.

For low altitude sweeps (100'), the number and size of the guns are important, as strafing effectiveness is strongly affected by how many rounds of what size hit the target.

For bombing missions, the size of the bomb load is very important, as fewer missions are required for to destroy a target, if the planes can drop bigger bomb loads.

Durability is always important, as the number of planes damaged and destroyed in combat affect the morale of the unit (the normal morale factor and the combat factor which is based on the normal morale factor) and if too many planes are hit the group will abort the mission. Durability is also a factor in the survival of the pilot or crew.

Hope this helps...

Michael Wood
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Post by Drongo »

Thanks Mike,

Its good to get some clarification.
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Grotius
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Post by Grotius »

Mike: Wow, thanks for the detailed answer to my question about fighter stats. Right from the horse's mouth! You guys have done a spectacular job with this game. I haven't enjoyed a wargame this much in years -- maybe not since the original "Pacific War."

That said, there is one way in which I wish UV were more DOS-like: more keyboard shortcuts! My hands hurt from all the mouse-clicking. It would be nice to able to scroll through lists with the arrow keys, to make selections with the enter key, to set CAP/training/nav search levels with the number keys, to switch missions (Escort, LRCAP, Sweep, etc.) with the Tab key, etc. Still, I'm grateful for the hotkeys that you have included already, and for mousewheel support; those help.

Tadjman: Thanks for setting me straight on mines and Coastwatchers. So far the only mine-laying unit I've found as Allies is the submarine. Do the MSWs lay mines too, or is there some other mine-laying unit?
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DMs lay mines

Post by wpurdom »

With the Allies you have DM, DMS, and MSW classes. The DM class lays mines if you do it right.
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Grotius
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Post by Grotius »

Thanks for your reply, wpurdom.

One more question: how do the "tougher" AI settings differ from the default "Historical' setting? Does the AI get any kind of advantage in combat, or does it actually play smarter? Anyone know?
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Try Esc

Post by BPRE »

Grotius,

Don't think I saw you mention the Esc key. You can close windows (like weather, ships and unit displays and so on) with Esc decreasing the need for clicking a bit at least.

Regards
BPRE
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Grotius
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Post by Grotius »

Thanks, BPRE. I do in fact make frequent use of the ESC key. It is a very helpful shortcut.

One gameplay question. Does the game automatically resupply some Australian bases? It seems that Townsville, e.g., always has a hefty amount of supply; on the other hand, I've had to resupply Cairns and Cooktown with transports from Townsville and points south.

OK, I lied, I have another question. Does anyone have guidance on how to keep track of what's attached to what? I thought I read that someone in this forum was doing up a spreadsheet for us... (hint, hint)
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Supply

Post by mogami »

Greetings, in ver 1.40 the supply goes as far as Townsville. (where the major road ends)
I place a TF in Townsville to run supply to Port Moresby (and when enemy CV prevent this from taking place they run to Cooktown or Cairns. I also place one or two air transport groups in Townsville (and they service PM/Cooktown/Cairns)

As for keeping track I send every unit attached to a HQ to the same hex (of course I am refering to Division/Brigade sized formations South Pacific or SouthWest Pacific HQ's have many units and they are spread from creation to kingdom come
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Grotius
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Post by Grotius »

Thanks for clearing up my supply question, Mogami. I did just notice the clarification in the 1.40 patch message.

I'm not sure I fully understood your response about attached units. You say: "As for keeping track I send every unit attached to a HQ to the same hex ..." So if a unit is not attached to "SOPAC" or "SWPAC," I should try to find its HQ and keep them together? Mine are spread from here to eternity. <sigh>

Also, has anyone ever moved a ground unit in this game? Are there *any* circumstances in which it's a good idea? E.g., I hold Wau, and the AI holds neighboring bases, but we never ever send troops out to say hello to one another.
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Post by BPRE »

Grotius,

Here's the link to the thread of the OOBs:

showthread.php?s=&threadid=27290

As for moving ground units, why not. I think you have to be a bit careful though if you're playing PBEM. They can be very tired when they reach their destination and in worst case an easy target for a counterattack.

If you are attacking the Lae area from the sea you can always move the ground units from Wau to support your attack. Against the AI I took the next base by marching from Wau (it was undefended) while I've landed at Lae. The next turn I dropped the parachute regiment on Nadzab and took that base. So in two turns I completely surrounded Salamaua. The attack on Nadzab was a bit of a gamble since I knew the troops from Lae retreated there but it worked out fine.

Regards
BPRE
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