Specific Question to determine if I am correct about..

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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Curval
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Specific Question to determine if I am correct about..

Post by Curval »

a few things.

I want to know whether I can place a Surface Combat TF within 11 hexes of a friendly port (on an ocean hex) and set that task force to Patrol/Do not Retire and React to enemy ON and then expect that TF to defend the friendly base. For example: If my opponent has transports unloading troops into that friendly port at the beginning of my turn (as Americans) and my Cruiser/destroyer TF is within 11 hexes with those orders what is the likelihood they will attack the transports when I end my turn...assuming the transports don't run away...and even then will my TF chase them?...if so how far will they chase them?

Also, the manual is really heavy on information relating to the Retirement Allowed/Patrol Do not retire orders...but really lacking on the React/Do Not React orders. Anyone have up to date info (latest patch info included) on exactly what the ramifications of these orders are?

Thanks, in advance.
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dpazuk
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Each hex is 30 miles....

Post by dpazuk »

So, using my limited math skills...11 hexes away from the port puts your TF 330 miles away from the port.

I would think that your TF would not react given the distance involved.

As an example, I once had a TF of destroyers 1 hex away from Buka, set on Patrol/DNR and React to enemy.

Sure enough, a bombardment task force came in and gave Buka a whacking and my TF just sat there doing nothing. :mad:

Could have been low on fuel, or a commander initiative problem, not sure.

I would like to know how reaction works for surface groups as well and at what distances the are most effective.
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Curval
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Post by Curval »

Hmmm not sure why I had 11 hexes in my head..must have been something about air ops.

Anyway...change 11 hexes to "within maximum speed range of base".

Page 27 of manual says this should happen.
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Mr.Frag
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Post by Mr.Frag »

As long as the base qualifies as a base (ie: units there and/or a minimum supply level) units within range will react into the hex *if* the enemy is detected.

There is also an inverse rule that will allow the enemy to dance out of the hex during the night phase and step 1 hex towards their main base if they detect this reacting force.

These rules specifically relate to TF speed, not distance. The TF must be within range to reach the hex doing a high speed run for it to qualify. This is the maximum speed for the TF (you can see this by looking at the TF's info screen.
Curval
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Post by Curval »

Okay thanks.

Another thing...

I want to repair an airfield within range of level bombers. Once I decide to make the effort to repair should I be transporting engineers to the base to aid in repair? Do engineers, or any other unit other than an HQ unit, form part of the support at a base?
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Mr.Frag
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Post by Mr.Frag »

3 types of ENG units in the game.

Base units (provide support and aviation support and engineers)

Combat engineers (provide engineers and combat squads)

Construction engineers (provide engineers and construction machines (engineer x 10))

Any of these units will use their engineers and/or bulldozers to assist with the three catagories of building and/or base repairs in the following priority:

Port Damage THEN Airfield Damage THEN construction activities.

Each ENG unit will expend it's efforts working each turn it is in a base that has work required (increasing fatigue) as long as supplies are available to do the required work. Be aware that the construction engineers (being equal to 300 odd engineers) will eat your supplies at a very quick rate.

Since only the USA has these construction engineer units, they can actually build faster then things can be destroyed. Japan doesn't have any of these powerhouse units. Be aware that ENG units are exposed during attacks and take damage. Trying to build up a base that is under constant attack is really not that productive. Better to take case of the base doing the attack first, then build up the base one step back in safety. This powerbuild under fire is really only something that the USA can attempt as Japan's ENG groups are much smaller and cannot sustain the abuse for very long...
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dpazuk
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Post by dpazuk »

Thanks for the much needed clarification and info on TF movement.

Obviously in the example of my game I gave above, my TF did not detect the enemy. Which really sucks, but such is life in the South Pacific Theater :D
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AmiralLaurent
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Post by AmiralLaurent »

To use in the best way tour units, you have to click on them and to see the number and type of squads they have.

Outside combat squads (infantry, guns, tanks, etc...), there is four types of squads:

_ engineer squad and engineer vehicle: they are able to repair bases (ports and airfields), to expand them and to build fortifications. Also, engineer units with an assault value are able to destroy fortifications in enemy bases during an assault. So try to keep them in good shape and not spent them (to fatigue and malaria) to build bases. One vehicle is worth 5 engineer squads.

_ aviation support squad: each squad is able to support one plane.

_ support squad: every squad is needed to support a squad of another type (roughly). If you want a base to be built in the best time, you should have more support squads here than other squads, so a HQ unit should be sent with the engineers.

So any base force unit, for example, will have 3 types of squad: aviation support, engineer and support. So they are able to build bases but rather slowly.

Engineer bataillons have engineer squads and may have vehicles (big US advantage) or combat squads.

It's important to check the status of your squads after some time in malarial aera or if part of the unit was sunk. An engineer unit may have all its engineer squads lost/disabled and so will build nothing. Or a base force may have no more usable engineer squad and so will not be able to repair its airfield after bombing.

Once an unit has a god part of its squad disabled/destroyed, rotate it to a non-malarial base for rest.
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