My 2.11 cents on v.2.11

Uncommon Valor: Campaign for the South Pacific covers the campaigns for New Guinea, New Britain, New Ireland and the Solomon chain.

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ADavidB
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Joined: Mon Sep 17, 2001 8:00 am
Location: Toronto, Canada

My 2.11 cents on v.2.11

Post by ADavidB »

I've now had a chance to play v2.11, scenario 16, for several hours, and a couple of months into the scenario, against the AI. I'm also using my nice, new P4 Dell PC, with 10 times the speed, ram and disk that my old PC had. I had played v2.0 for quite a while and found it pretty good, then I played v.2.10 a bit and didn't care for it as much. Now I can say that I'm enjoying v2.11 a lot.

There are some differences versus the earlier versions that take a bit to get used to. First off, the AI's ASW is astoundingly efficient with this version. For example, the AI swept all 30 of the sub-placed mines out of one base in only three days. Essentially once the AI "locates" a mine field it can sweep it really quickly and easily. Even PGs and PCs get into the fun. I can't really say if this is "good or bad", but it sure is different.

Next off, the Allied tac bombers are useless against naval targets nowadays. I haven't had a single hit on any Japanese ship in 6 weeks of game time. All that happens is that the tac bombers take flak damage. So I'm using then against land-based targets nowadays. Surprisingly, the A-24's were equally inept. The tac bombers and land-based dive bombers keep on finding targets, but they can't hit them.

Once I finally got Saratoga, I was able to determine that carrier-based planes are not affected the same way - the AI quickly pulled out it's ships away from my Dauntlesses once I started to sink ships quickly and easily. So is this "historical"? I sort of think so, but it sure is a change from earlier versions.

As far as air-to-air fights go - I've been holding my own over Port Moresby. I always rotate my fighters in and out, so even with the AI sending in 50+ fighters to guard 10-15 bombers, my fighters still do a fair amount of damage to both the Japanese bombers and fighters. I also keep my fighters at different altitudes. So I have no complaint about the air combat so far.

Surface combat also seems to be working fine. I stopped the AI's initial thrust at Gili-Gili by hitting it with a couple of small surface TFs before the AI could land troops. The AI fought off my attacks with it's DDs and associated small fighting ships while it's transports got away. I didn't mind the results because my ships took trivial damage and I did sink a few of the Japanese ships and accomplish my objective of stopping that early invasion.

My subs have been working fine so far too - no "death star" killings, but not to many misses either. Also, since I learned to keep my subs in deeper water I'm getting them creamed less often.

My scout planes and recon flights are also working well. I found out to my surprise that by using the F-5As in "naval search" mode instead of "recon", they slowly built up to 12 planes in the squadren. BTW - my planes, particularly the tac bombers, all get "topped-up" with pilots properly, with the exception of that P-39 squad in Noumea which starts out with 50 or so pilots for a handful of planes.

So all-in-all, I'm quite satisfied with v.2.11. It's working well for me, I'm enjoying the play balance, and it seems to fit my "reality bias" comfortably.

Dave Baranyi
DSandberg
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Re: My 2.11 cents on v.2.11

Post by DSandberg »

Originally posted by ADavidB
... the Allied tac bombers are useless against naval targets nowadays. I haven't had a single hit on any Japanese ship in 6 weeks of game time. All that happens is that the tac bombers take flak damage. So I'm using then against land-based targets nowadays. Surprisingly, the A-24's were equally inept. The tac bombers and land-based dive bombers keep on finding targets, but they can't hit them.
If you had them flying at the default middle and high altitudes, I'd term that an accurate portrayal of their historical effectiveness (which wasn't much) against moving naval targets. I've had a few modest successes with land bombers in low level attacks against ships, though (if you're willing to have them weather the increased flak during their attack runs, that is) ... have you tried that?

You didn't make any mention of what happened to any Japanese fighters that attacked your Allied level bombers. That seems to be the main problem people are reporting with the 2.11 patch.

- David
"... planning and preparations were made with great efforts with this day as a goal. Before this target day came, however, the tables had been turned around entirely and we are now forced to do our utmost to cope with the worst. Thi
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ADavidB
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Location: Toronto, Canada

Re: Re: My 2.11 cents on v.2.11

Post by ADavidB »

Originally posted by DSandberg


If you had them flying at the default middle and high altitudes, I'd term that an accurate portrayal of their historical effectiveness (which wasn't much) against moving naval targets. I've had a few modest successes with land bombers in low level attacks against ships, though (if you're willing to have them weather the increased flak during their attack runs, that is) ... have you tried that?

You didn't make any mention of what happened to any Japanese fighters that attacked your Allied level bombers. That seems to be the main problem people are reporting with the 2.11 patch.

- David
Yes, I've had the tac bombers at 6000 feet. They were pure "death in the air" at that level in v2.0, and not much beyond "flak magnets" at that level in v2.11, but as you say, that is probably more representative of the real situation in mid '42, so I don't mind. I'm just reassigning my bombers to land targets, where they are doing quite well.

I haven't seen the effect of Allied bomber anti-fighter fire power however, because so far I haven't bothered to start a "tit-for-tat" air campaign against Raboul. But certainly the Japanese tac bombers don't do anything special against the Allied fighters in Port Moresby. I've been doing my usual routine of rotating and resting fighters in and out of PM, and letting the AI use up its supplies of tac bombers. The AI is still sending big fighter cover groups ( 70 Zeros for 10 bombers on a recent raid ) but my fighter losses are still acceptable - out of 40 or so fighters scrambled, there were only a few losses and a handful of damaged planes, while most of the bombers were damaged, my fighters did damage a number of Zeros and there was little damage to my installations. But then, I also have my fighters staged at different altitudes, and they've had 6 weeks of practice to get their skills up.

So, as I said, I'm enjoying v2.11. I can empathize with some of the frustration being expressed by some of the folks over the current "B-17 Bug", but I also remember the last "fix", after which the B-17's never got repaired when they were damaged. So I'm really reluctant to "throw the baby out with the bathwater" again.

Cheers -

Dave Baranyi
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pasternakski
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Post by pasternakski »

If you REALLY want to have some fun with your Allied medium bombers, bring 'em down to 1,000 feet and let 'em rock. You have to watch 'em, though, 'cause morale goes down and fatigue goes up quickly, so they need the occasional rest. Also, they're going to be taking more casualties from AA at this altitude, but hey - you're the Allies, there's more on the way. You have to pick your spots and hope that they're attacking when the IJN is on the prowl and resting when they ain't.

Then, after their average experience hits 70, drop 'em to 100 feet and let the strafing-skip bombing begin. These bad boys are REALLY dangerous, then. Again, watch the morale and fatigue.

The A-24s are lucky to hit anything until they get more experienced, but one thing that seems to help them is setting "naval search" on 20 or 30 percent.

One other thing - when your 5th Air Force (SWPAC) and 13th Air Force (SOPAC) HQs finally show up, move 'em to where you base your most important LBA. You'll get more out of your squadrons in all ways if you do.

This, at least, has been my experience. Your experience may vary. Side effects include sleeplessness, children born with Golden Retriever heads, and the condition known as "hot dog fingers."

Good luck.
Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
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