Pre-Turn Checklist

Share your gameplay tips, secret tactics and fabulous strategies with fellow gamers.
Post Reply
Bushmaster
Posts: 54
Joined: Sun Aug 31, 2003 1:43 pm

Pre-Turn Checklist

Post by Bushmaster »

Hello, I'm starting to play UV more often now and not being too familiar with the game I find myself spending a lot of time randomly going over everything before i advance to the next turn. It'd be nice to have an organized step by step checklist for each turn to prevent something being overlooked. A sort of pre-flight checklist, something like:
1) TF fuel levels
2) Air Groups Moral
2) Base Supplies ...etc, etc.
I'd like to form a list using suggestions from you more experienced players so I can print it out and pencil in checkmarks for each turn. I think it'd help not only me but every other UV player. This could also be the starting point for a monthly organizer that could be printed out on one sheet of paper, with a section for notes and a small calander for reinforcment reminders. It'd be perfect for PBEM games and could serve as a model for use with WitP. Let me know what you think.
User avatar
Bodhi
Posts: 1267
Joined: Tue Aug 26, 2003 1:36 am
Location: Japan

Post by Bodhi »

Good idea.

Related to your idea is one aspect I, as a newbie, would like to see is the morale and fatigue listed on the all ground units/aircraft units screens, similar to the way that sys/float/fire damage is displayed on the all naval units screen. That way I'd be able to see at a glance which units are under stress.

One other is a user calendar memo, where you can select a date in the future, add a short note and then have that displayed at the start of the turn when the date comes around.

Heck given a bit more time I could probably think of a hundred and one useful things that, if implemented, would delay the release of WiTP by years, :D but the morale/fatigue listing would be helpful.
Bodhi
Bushmaster
Posts: 54
Joined: Sun Aug 31, 2003 1:43 pm

Post by Bushmaster »

im glad you think its a good idea Bodhi, but i hope we're not the only ones. I think the data you're looking for with regards to AC morale and fatigue are displayed in the AC screen just like float/sys damage is displayed in the ship screen. Unless i misunderstood you what you desire is already there.
User avatar
Bodhi
Posts: 1267
Joined: Tue Aug 26, 2003 1:36 am
Location: Japan

Post by Bodhi »

Yep, definately a good idea, but it looks like we're the only ones who think so. :confused:

As to the morale/fatigue, I can get them if I go to the screen with the info for an individual unit. What I'd like (and haven't found out how to get) is the morale/fatigue listed on the "list all" screens for all land-based aircraft, carrier-based aircraft and land units. By the "list all" I mean the screens opened by the buttons on the top task bar. The fields I have available are Unit name, A/C model, Ready, Damaged, Reserve and Location for A/C and Type, Name, Attached To, Load cost, Assault & Location for land units. If I had morale and fatigue columns available, I could them click on the column headers and sort the list. Then I have a report with my most fatigued/low morale units at the top, and I could set about ensuring they got relieved. I'm sure others would like this info, I'm just surprised it doesn't seem to be readily available.
Bodhi
User avatar
Hoplosternum
Posts: 663
Joined: Wed Jun 12, 2002 8:39 pm
Location: Romford, England

Post by Hoplosternum »

Hi,

I think most of us would like UV to have better / more information in it's listing screens. But I suspect that it is a bit late to get such things in UV directly. However I think that the designers are looking to improve the information and useability of these screens in War in the Pacific and after that game is finished (early 2004 hopefully) they will try and put those improvements back into UV in the form of a final patch.

I find that as play more I just get into a routine for each turn. I don't use the summary / listing buttons much accept for the AC replacements, reinforcements and losses screens (and the ship ones too). The list all bases etc. buttons are almost useless unfortunately IMHO. You get to know where your spare capacity is for new air units and where your active air groups are. I always check at least my front line bases each turn - unless I forget :D

As for a calander / organiser - what's wrong with a pen and paper :D The ability to be able to write yourself little reminder notes would be great but I suspect we won't see it. I imagine it would be quite a lot of work to add.
User avatar
Drex
Posts: 2512
Joined: Wed Sep 13, 2000 8:00 am
Location: Chico,california

Post by Drex »

The more you play the more familiar the screen and what's on it. You may think you need a checklist but in a month of playing or less I'll bet you won't need no stinking checklist because all the steps will be in your head. Besides the game is so fluid that a fixed sequence of events wouldn't necessarily be applicable every turn.
Col Saito: "Don't speak to me of rules! This is war! It is not a game of cricket!"
Mike_B20
Posts: 389
Joined: Thu Feb 13, 2003 1:43 pm
Location: Sydney, Australia

Post by Mike_B20 »

There really isn't that much to do in UV.
Once you get a bit of experience you will settle into a sequence in doing a turn.
For myself, I usually do subs first, then check taskforces for any change of plans required by sub sightings, enemy taskforces in area etc.
Then I'll review my air squads and finally assess any enemy strategic threat and make defensive plans or make arrangements for an offensive sortie.
Finally, I might review arrival dates, air replacements etc and try and work these into my plans.
There's really not a lot to it.

Of course the sequence you do each task is not set in stone but I find it helps to get the routine stuff like sub movement out of the way first (so I don't forget it :) )
Never give up, never surrender
Rolfor
Posts: 23
Joined: Mon Sep 01, 2003 8:11 pm

Post by Rolfor »

Hallo :)

Great Idea !

As a realy newbee this thread helps my a lot to become an idea, how to play this game. I wish I had two checklists:

1) What a) to do and what b) to consider when the game starts

ans

2) What a) to do and what b) to consider in every turn.

That would be verry nice.
In this moment - after tutorial and after reading the table-type-manual - I have NO Idea how to play this great game.

EXAMPLES for the two Checklists:

A simple "First-Turn-Checklist": "In the first Step you must consider that yor ships and bases need supply. Therefore you shout .... Step 2: Analyse the Situation: a) ...b)...c)... Now its Time for ... After this its time for step 3 ........"

A simple "Every-Turn-Checklist" :
1) Check ...
2) Organise ...
3) Analyse your Subs ...

That would help a lot

Greetings
Rolfo
User avatar
Bodhi
Posts: 1267
Joined: Tue Aug 26, 2003 1:36 am
Location: Japan

Post by Bodhi »

Hey Rolfor,

I've been following the thread you started in the main forum as well. I have to agree about the lack of good information for newbies on how to get started. The printed "Players Guide" is pretty uninformative. I found the best way was to start a small scenario and just learn how to use the interface, not worrying too much about the result. Once I was confident about how to use the interface (which didn't take too long), I started scenario 17 against the AI. I've made a fair number of mistakes, and learned a great deal, but it's been a fun process (well, not when the carriers go down, but that's another matter). I think a wargamer would probably get the hang of things pretty quickly, it's the non-wargamers like me that need a detailed beginners guide. Maybe something for Matrix to consider if they want to widen the audience for WitP.

As a non-wargamer, I was concerned if a hex-based game could get my attention. I shouldn't have worried. Although UV isn't perfect and has it own little quirks, I'm having a fantastic time. All I can say is that if you persevere, you'll be rewarded with a great game.

If you have any specific questions, I'm sure the great crowd around here will only be too pleased to help out.
Bodhi
Rolfor
Posts: 23
Joined: Mon Sep 01, 2003 8:11 pm

Post by Rolfor »

Hi Bodhi,

thanks for your replay. As I say in the mainthread *g*, after a lot of "research" I get the picture. Now I have so many information that I must link the parts of the puzzle together.

I have make it, like you say and start scen. 17. Only to see, what I get on results and what happens. This approach works for me.

And now I also can see the great potential of this game!

Thanks for help :)

Greetimgs
Rolfor
Bushmaster
Posts: 54
Joined: Sun Aug 31, 2003 1:43 pm

Post by Bushmaster »

Ya good points Drex and Mike. I suppose my lack of experience with UV has givin me the feeling of there being more than there really is. I do still think it'd be a nice thing to have, especially for the non-wargamers as Bodhi pointed out, and even more especially for WitP. Since I plan on buying WitP, once I gain the needed experience with UV i'll just have to make it myself without any help. If and when I do I'll post it so that it can be added to and used by whoever is interested.

Bodhi and Ralfor im reminded by your comments of the absolute disasters that have occured to me when loading troops. Everything from the stupid computer adding 3000K cap AP's into my TF to units requiring 3-4 ships when just 2 can hold their load. The best thing you can do, and what I constantly do, is save the game before advancing the turn. I do this about every 3 turns or whenever I start loading troops or send carriers to look for battle. Being inexperienced at UV I don't feel I'm of poor charactor when I do something stupid and get alot of my people killed, then go back and do it over. It's a good way to learn without having to sacrafice the current scenario.

Also, Bodhi I got it now. But I never use the "list all" screen. I usually know which airgroups need attention and go straight to the base, but for someone who does use "list all" I imagine it'd be a good thing to have added.
User avatar
mogami
Posts: 11053
Joined: Wed Aug 23, 2000 8:00 am
Location: You can't get here from there

UV/WITP turns

Post by mogami »

Hi, The first thing I do in a scenario is decide what I am going to do.
If I'm the Japanese I look to see what I have on map and what and when my reinforcements will be.
Then I decide what I need to say capture Port Moresby.
1. I have to close the airfield.
2. I have to clear the mines
3. I have to move the troops
4. I have to protect my transports.

Then I decide when I am going to begin the operation.
I assign bomber groups (move them to the base they will fly from and place them on rest (training 0 percent) I will not begin bombing before the groups are full strength (or as close to it as possible) 0 fatigue and 99 morale.

I assign groups to fly recon over PM (to learn number of ground troops and ac there)

I decide on ships for bombardment TF's ( I need at least three to begin with) Since Shortlands is closer I make sure to move fuel there prior to the ships arriving.

I fly naval patrol and recon to all bases I can reach to try to locate enemy CV and surface assets.

I decide how many landunits are to move in the assault wave. Then I make sure enough transports are present to load them. (I use the 1k transports. Your landing will unload faster. Say 1 Japanese Rgt need 7k load space. I assign 8x1k transports per Rgt.

The minesweepers will need to refuel before reaching Port Moresby.
I plan on a refuel at sea or in port Gili Gili. If at sea AO are loaded with fuel at Truk (to save fuel down south) and moved to Shortland. The replenshment TF will sail to a hex on the route to Port Moresby prior to the minesweepers departing. (They will move to this hex before being redircted to PM)

Before any TF moves toward PM I send an ASW sweep (a TF of 6-8 DD)
towards PM (have it run fast transport to Gili, and from there a bombardment to Lea Lea (the hex next to PM) any enemy subs enroute should be discoverd and possiblly damaged or sunk.

After every thing needed for the operation has arrived on map and moved to start bases. I form Bombardment group 1 and send it, The next day I form and send BB#2 #1 group should be in position to hit that night so I change the bomber groups to bomb airfield and assign escort fighter groups. I begin loading transports and dispatch replenishment group. My aircombat TF moves to be between PM and my transports (off to the south east a bit incase enemy CV react)
On day three the third BB group leaves port. And the minesweeps head to refuel. By day four the tranports should be underway. (do not set to PM leave on do not retire and move to refueling TF-transports do not need to refuel but you have to keep them together. You should know if PM's airfield still operating. If not change BB#1 to surface and order it to follow one of your transport groups. Now you have surface protection.

If every turn you make is part of larger plan then the turns make more sense and you do not forget things. Every turn you check your bomber groups and alter their stance according to status and what is occuring in plan. You should set up a supply network (Transports that only move between supply origin base and main base. Main base supply feeds outer bases with smaller transports, barges, or fast transports. (ships that unload fast and are low value in points) so once this is set up you always know what TFxxx is doing ("oh thats my Rabaul-Gili supply run")
Don't use all your assets at one time. (If you have 3 bomber groups keep one in reserve and use it to relieve one of the other groups (so they all get rest every 3 days) Same with fighters. LRCAP groups need to be rested every other day. (so you don't want TF's to linger in enemy air zones)
Check your main base for new arrivals, your subs for fuel and torpedos (and to make sure they are in the hex you want them. )
After a while turns become a routine. But I think the most important factor in making turns easy, is making them part of a plan.
Image




I'm not retreating, I'm attacking in a different direction!
Bushmaster
Posts: 54
Joined: Sun Aug 31, 2003 1:43 pm

Post by Bushmaster »

Mogami,

I find your post very insightful and makes even clearer the points expressed by Drex and Mike. Thanks. I’ve realized now that a lot of the details take care of themselves, or just require one action, and everything that needs attention will be my main focus anyway. But of course the air groups, I’ve learned the hard way, require daily attention. I’ll have to give the three day bomber rotation a try, it makes good sense to me. Thanks for the detail Mogami it helps a lot.
User avatar
mogami
Posts: 11053
Joined: Wed Aug 23, 2000 8:00 am
Location: You can't get here from there

Yogami

Post by mogami »

"The first thing I do in a scenario is decide what I am going to do."

I just reread this, I sound like Yogi

BM: Glad it helped.
Image




I'm not retreating, I'm attacking in a different direction!
Rolfor
Posts: 23
Joined: Mon Sep 01, 2003 8:11 pm

Post by Rolfor »

@ Mogami

Like Bushmaster says: Verry (!) helpfull! Thankyou!
Why don't guys like you writes the manuals *g*?

Greetings
Rolfor
User avatar
Bodhi
Posts: 1267
Joined: Tue Aug 26, 2003 1:36 am
Location: Japan

Post by Bodhi »

As my fellow newbies have already said: thanks Mogami, Mike, Drex and others, your help is much appreciated. :cool:
Bodhi
Post Reply

Return to “The War Room”