Newb questions

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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LionElJonson
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Newb questions

Post by LionElJonson »

I'm fairly new to this game and i'm frankly annoyed with the lack of explanations in the manual. First off many times i'll give ships orders to go somewhere and they start to...the next turn they go back to doing their own thing. I've checked to make sure it's not computer controlled and it says Human Controlled but is grayed out. what the heck?? Secondly how do you make transport ships go to rejuvenation or can you? THe reason i ask is b/c the scenario i'm playing "Coral Sea" only has 1 rejuvenation task force for the allies and the computer won't let me move it at all. If that wasn't bad enough, the Rejuv TF is docked somewhere far from the action...sorta annoying. Also is the scale of time 1 day at a time and if so is there anyway to speed that up? I get tired of having my land based troops go like 4 miles a day when they have to hike to a base 150 miles away...takes a long time. My last question is about subs. As the american player i keep moving my subs into the same space as Japanese boats but they never attack...just sit there how can i make em attack?
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Feinder
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Post by Feinder »

Welcome to UV-Anonymous Lion.

I'm fairly new to this game and i'm frankly annoyed with the lack of explanations in the manual.
Sorry about that, it's often easier to read if you're used to playing the older table-top games, but I can see how it might be less than adaquite for a new player.

First off many times i'll give ships orders to go somewhere and they start to...the next turn they go back to doing their own thing. I've checked to make sure it's not computer controlled and it says Human Controlled but is grayed out. what the heck??
If you have the "retire" option on, a TF will sail to it's destination hex, and then turn around and go home (no matter who is controlling it). If you set it to "patrol" they will stay in the destination hex until they sink or run low on fuel (in which case they'll return to their home port).

Secondly how do you make transport ships go to rejuvenation or can you? THe reason i ask is b/c the scenario i'm playing "Coral Sea" only has 1 rejuvenation task force for the allies and the computer won't let me move it at all. If that wasn't bad enough, the Rejuv TF is docked somewhere far from the action...sorta annoying.
Not trying to make light, but I kinda like that reference to a "rejuventation TF". (they're called replentishment TFs btw :^) I think I'll call them rejuventation TFs, just to annoy Knavey tho (my PBEM opponent). Back to your answer tho. Only AOs can act as replentishment ships (meaning they're going to refuel your TF at sea). And don't forget to load fuel onto them. You have to create your replen TF with your AO (and presume an escort), tell it to load fuel, and then you're good to go. But AKs and APs will only load into "transport" TFs. Their job is simply move supplies and fuel from point A to point B. They will automatically unload once they've reached their dest hex (even if that hex is the same as where they started). The only caveat to that is, if the AKs and APs have short-endurance ships in their transport TF like sub-chasers, they will auto-refuel the smaller ships (from their own tanks, not the amount that you're carrying) so you don't end up stuck in the middle of the ocean. To be perfectly honest with you, the Neosho (your oiler - AO) isn't really necessary in Coral Sea. It's really there just for historical accuracy. The scenario isn't really long enough for you to run out of fuel. There's even little "general" use for them in UV, as the theather isn't THAT big. I suppose if you plan on making the long run to bomb Rabaul they'd be useful, but I rarely use them. The only real use I found for them is to attach an AO to a transport convoy from Noumea to Port Moresby that is escorted by sub-chasers (with a very short endurance). They AO will auto refuel the SCs, without tapping the tanks from freighters.

Also is the scale of time 1 day at a time and if so is there anyway to speed that up? I get tired of having my land based troops go like 4 miles a day when they have to hike to a base 150 miles away...takes a long time.
Yes. I think it's in game options. You can set it from anywhere from 1 to 7 day turns. I don't recommend going beyond 2 day turns tho. What will happen is that if you assign somebody to bomb something, it will try to do it for 7 days straight. You'll end up ALOT of operation losses from fatigue.

My last question is about subs. As the american player i keep moving my subs into the same space as Japanese boats but they never attack...just sit there how can i make em attack?
Hm. The targets must end their turn in your same hex (actually, that's not entirely correct, they have to end a phase in your subs hex, but I won't get into that). Furthermore, you have to have fish in the tubes (most subs have 3 salvos). No torps = unlikely he's going to pop his head to up shoot at something with his pop-gun. Also the capain's rating and experience of the crew will determine if the sub is willing to take a shot vs. 4 enemy destroyers or even get a firing solution on a lone crippled freighter. Also be aware that the larget "fish" class US subs will have about 60% dud rate. So even if your capt manages to take a shot. If he even hits, there's a 60% chance the torp will just go "bong", not "boom" (the replay will show a miss tho).

I think that covers it.
-F-
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LionElJonson
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Post by LionElJonson »

Most Appreciated!
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Drex
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Post by Drex »

Can't TKs also be used in replenishment TFs?
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Feinder
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Post by Feinder »

No problem Lion, we've all been there.

"Tankers". You know, I've wondered that, but haven't bothered to try it out. But I specifically left them out of my explanation, because I wasn't sure. I know they're very useful for IJN because you've always got to be tranporting fuel to Rabaul. I've also wondered if you can load supplies on an AO and just use at transport, but I've never bothered to try it.

Also be advised Lion, that a replentishment TF will give you fuel, NOT AMMO.

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Admiral DadMan
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Post by Admiral DadMan »

Originally posted by Feinder
Welcome to UV-Anonymous Lion.

Only AOs can act as replentishment ships (meaning they're going to refuel your TF at sea). And don't forget to load fuel onto them. You have to create your replen TF with your AO (and presume an escort), tell it to load fuel, and then you're good to go.
Don't forget to give any Replen or Transport TF a DESTINATION or they will just unload what they spent 3 turns loading...
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bilbow
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Post by bilbow »

TKs will work as replen ships, although I don't think they usually carried the equipment for that job. For the Allies it's not an issue as almost all are AO. The Japs however only have a few AO types, so I use TKs extensively in that role.
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rlefebvr
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Post by rlefebvr »

Feinder,

You are just awsomne.
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Veer
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Post by Veer »

Originally posted by Drex
Can't TKs also be used in replenishment TFs?


Yes.
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Knavey
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Post by Knavey »

Originally posted by rlefebvr
Feinder,

You are just awsomne.


You would change your tune if you were on the opposing side of his airstrikes.
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