Nauru Island relevance.

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Drex
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Nauru Island relevance.

Post by Drex »

Has anyone ever made use of Nauru Island? It is so out of the way. does it have any significance?
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Subchaser
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Post by Subchaser »

I always use Nauru as forward refueling point for my subs patrolling Truk area. It’s really helpful especially for S-class submarines with their short endurance, they move to Nauru from Brisbane or Numea, refuel there and move further to their hunting grounds around Truk with fuel saved for another 4-5 days of patrol. Everything else is too risky I think, Japs can easily reach Nauru and take it without any troubles, it’s damned hard to defend this point, so everything you can put on this island is fuel for your subs.
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Subchaser
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Post by Subchaser »

Oh %^*$#, looks like I’ve just invited Japs to Nauru.

We need separate boards for US and Japanese players.
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Drex
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Post by Drex »

Yea, next time send me a private message:)
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Post by tohoku »

If the game has resources set up properly then Naru will feature as *very* important - it's a major nitrate source.

I wonder if WitP will feature important places like Kamiishi in Japan? It'll be interesting to see how well the researchers have done their jobs - any of the testers want to take a look at the north east coast of Honshu and tell me if Kamiishi is there?
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Drex
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Post by Drex »

Actaully there was a prior thread about Nauru's history, the Vichy (or was it Free) French Destroyer evacuating inhabitants. the Japanese did finally take the Island, but of what significance is it in UV? subchaser seems to have hit at a novel use as a sub refueling point. He does not indicate that he created a base there.
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Post by Admiral_Arctic »

As the Japanese player I capture all the locations that I can. This includes all the dot locations around the slot, New Guinea, and Nauru. If you leave one uncaptured, an Allied player can use planes or FT TF to drop off supplies and later an engineer. You won't know this is happening unless you fly recons. He will start building a base and have a level 1 airfield as your only (and late) clue of a danger. He can send in more stuff and distract you when something else is about to happen. Also heavily damaged ships can dock at a dot. These are extremely hard to find with normal naval search, again you have to recon each hex. The Allied ship/s can stay there and reduce the flooding before making a dash for a better port. Or you could to the same (but not as efficient for the Japs because they don't have the repair bonus). If you have 50-60 floatation you might be too slow to make it back to port. Docked at a dot is some help.

Also if you are sending in a bombardment TF to Lunga, Irau, or around Luganville, you can set your home base as Nauru. This might allow you to miss any allied responses that go south of Guadalcanal. OR it prevents to Allies using it as a home base too. So you won't have to worry about the Allied ships running off in that direction.

It doesn't take much to send a small unit around and capture these places. You don't have to defend them. But it lets you know if the Allies are trying to use them.
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Drex
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Post by Drex »

There is something to be said about capturing all the dot locations you can. It does add up the points too.
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Post by Admiral_Arctic »

I don't think any location is worth points until it has a base. A supplied base is worth 2x the airfield size plus 1x the port size and then multiply the result by the nationality moditfier. But an empty dot location is worth nothing if left undeveloped. At the end of the game, to gain full points, the base must have at least its monthly consumption of supply points in store, or you get a reduced number of points. So Rabaul which is worth 2700 points to the Japs fully supplied, could be worth a lot less if bombed out and lacking adequate supply.
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Drex
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Post by Drex »

I need to re-read the manual.
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Post by Yamamoto »

Originally posted by Admiral_Arctic
As the Japanese player I capture all the locations that I can. This includes all the dot locations around the slot, New Guinea, and Nauru. If you leave one uncaptured, an Allied player can use planes or FT TF to drop off supplies and later an engineer. You won't know this is happening unless you fly recons. He will start building a base and have a level 1 airfield as your only (and late) clue of a danger.


Forget the engineers. Just drop off the supply. Its a great way to re-arm submarines once they've epxended their torpedoes.

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Drex
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Post by Drex »

Originally posted by Yamamoto
Forget the engineers. Just drop off the supply. Its a great way to re-arm submarines once they've epxended their torpedoes.

Yamamoto
As Subchaser suggested in the post above. this is a good suggestion.
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Post by Subchaser »

I’ve suggested to drop only fuel there, it can be stored in barrels with pump device for refueling, quite realistic for me. This is of course just my opinion, but if you will be rearming your subs on such locations it will be totally unhistoric and will ruin UV playability, subs will have far more scalps for free. As I know 21” torpedoes type 92, 95 were generally available only in Truk (in UV scale), on subs tenders, while US subs (in UV scale) had only one major base with torpedoes available – Brisbane.
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Post by Ron Saueracker »

Originally posted by Subchaser
I’ve suggested to drop only fuel there, it can be stored in barrels with pump device for refueling, quite realistic for me. This is of course just my opinion, but if you will be rearming your subs on such locations it will be totally unhistoric and will ruin UV playability, subs will have far more scalps for free. As I know 21” torpedoes type 92, 95 were generally available only in Truk (in UV scale), on subs tenders, while US subs (in UV scale) had only one major base with torpedoes available – Brisbane.


IJN historically used Truk and Rabaul. USN used Brisbane. The USN subs based at Noumea are based there to simulate Pearl Harbor based boats.

I, too, really dislike gamey strategies that take advantage of overlooked discrepancies in a game. I tend to establish a set of house rules (if the developer can or will not make needed adjustments) and ask if any prospective opponents are OK with them and perhaps have any of their own. The honour system is taxed heavily in this situation.
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Post by crsutton »

Originally posted by Ron Saueracker
IJN historically used Truk and Rabaul. USN used Brisbane. The USN subs based at Noumea are based there to simulate Pearl Harbor based boats.

I, too, really dislike gamey strategies that take advantage of overlooked discrepancies in a game. I tend to establish a set of house rules (if the developer can or will not make needed adjustments) and ask if any prospective opponents are OK with them and perhaps have any of their own. The honour system is taxed heavily in this situation.


Did the US use sub tenders are forward bases? I know they had PT tenders as well. I would assume the tenders carried torpedoes but really do not know much about them.
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Post by Snigbert »

There is something to be said about capturing all the dot locations you can. It does add up the points too.

Actually they aren't worth points until a base is present. I have some Japanese opponents who go through the trouble of capturing all the little dots in the Solomons and turning them red, and I cant understand it. If I were playing Japan I would just let the Americans develop their little depot and turn it into a level 1 base, then pounce on it and capture it. They just built a free base for you.
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Post by Ron Saueracker »

Originally posted by Subchaser
I always use Nauru as forward refueling point for my subs patrolling Truk area. It’s really helpful especially for S-class submarines with their short endurance, they move to Nauru from Brisbane or Numea, refuel there and move further to their hunting grounds around Truk with fuel saved for another 4-5 days of patrol. Everything else is too risky I think, Japs can easily reach Nauru and take it without any troubles, it’s damned hard to defend this point, so everything you can put on this island is fuel for your subs.


Who is refueling and rearming the subs? The ability of dots (not developed bases) to refuel, rearm, or negate a TFs fuel consumption infinetely has got to go.;)
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Post by Subchaser »

Originally posted by Ron Saueracker
Who is refueling and rearming the subs? The ability of dots (not developed bases) to refuel, rearm, or negate a TFs fuel consumption infinetely has got to go.;)


When did I say that I rearm my subs there? And why didn’t you quote Yamamoto? He is rearming subs at dots. I’m not. You’ve already quoted another my post on this subject where I said:

I’ve suggested to drop only fuel there, it can be stored in barrels with pump device for refueling, quite realistic for me. This is of course just my opinion, but if you will be rearming your subs on such locations it will be totally unhistoric and will ruin UV playability, subs will have far more scalps for free. As I know 21” torpedoes type 92, 95 were generally available only in Truk (in UV scale), on subs tenders, while US subs (in UV scale) had only one major base with torpedoes available – Brisbane.

Who is refueling subs? Crews, who’s else !?! Pump, 200-300 meters long hose on a spool and diesel-generator are not very huge devices, fuel can be stored in barrels there, these facilities can be easily camouflaged on the beach. In 1943 Germans had plans to build several such forward refueling points for their U-boats (so called Vinettas) in Caribbean sea and on Brazilian soil, project was abandoned though, may be someone has told them that this is “gamey” tactic? :) Rearming at dots, as I said before, is really gamey.

I’m always playing with large set of house rules to avoid what you’re calling ‘gamey’ tactics. But when I have an opportunity to make my tactics more flexible, game more interesting and that my move is not totally unrealistic (although it can be unhistorical) I use such opportunity. This is just a game after all.
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Ooops

Post by Ron Saueracker »

You're right, I did reply to this a while back. Sorry for looking like a knob.:D
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Post by Yamamoto »

Originally posted by Subchaser
When did I say that I rearm my subs there? And why didn’t you quote Yamamoto? He is rearming subs at dots.


One of the reasons I feel justified in rearming my subs from forward undeveloped bases is that the game requires my subs to fire entire salvos at every target. That means my 12 torpedoes get used up in only 3 shots. It is very unrealistic to think that a sub captain would fire a full spread of torpedoes at a sub chaser or a patrol boat. It takes so long for subs to get into position and back to a major base it is a total waste of time just to get three shots out of them. Allied subs at least get double that many shots because the game counts forward and rear tubes separately.

If you notice your opponent’s subs going to a certain dot a lot you can always use one of those smaller raider battalions to invade the dot. Who know, perhaps you will even get his subs in such a condition as to leave them out of fuel and far from home. It’s just another tactic of the game. Besides, there is really no difference between refueling/rearming at a size zero base and at a size one base.

My opponents usually curse my subs more for their mine-laying missions than for and hits they do on transports anyway.

Yamamoto
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