Feedback on UV - Great game!

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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BruceAZ_MatrixForum
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Feedback on UV - Great game!

Post by BruceAZ_MatrixForum »

Hello Everyone:

I thought I would pass on some positive feedback about UV. First, I really enjoyed playing this game! In May of this year, I announced in the SPWAW Forum that I was taking a break from Steel Panthers and see if I could master UV. For the last four months I have pounded away at the Japanese fleet.

The first game was a shambles and before I knew what hit me I lost Port Moseby and they invaded Australia! I started with the campaign “South from Rabaul” then switched to “Yamamoto’s Prophecy” for the next three as I thought I would have a better chance.

The second game I did a little better and our score was pretty even. The third was a great game and was able to really get the hang of the strategy and how the AI reacted to my moves. I even captured Lae! The last and final game I blew them away and captured their fortress at Rebaul. Granted it cost me as my ship/troop loses were heavy but I had a 2,000-point lead and they never threatened Australia again. Very satisfying!

I can’t wait for the full Pacific Campaign version. It seems by the time I finally received my carriers and fast BB’s replacements, it was summer 1943 and the game ends in December.

I thought I would point out some things that maybe the Matrix designers can take a look at as I really think they would improve the game – they are not really bugs (I think) but some U.S. units did act rather odd. I am using Version 2.3:

1. The USN APD’s always seem to run back to their home base no matter what I did. My last convoy had to pick up a Marine Raider battalion (I love these guys) and drop it off at an enemy base that was just developing. I tried six times to move this unit to no avail. I even assigned my best Rear Admiral to command the task force. They would load, depart, panic, and return to their original base regardless of the TF settings. I got so frustrated that I sent them back to Pearl.

2. What is the purpose of a sub chaser? In my four months of play they never chased an enemy sub or sank anything. They should at least have a purpose or get rid of them.

3. All of my Mine Warfare units worked well (the mine-laying subs were very effective) but I never once could get a DM to lay one lousy mine. Again, got mad and sent them packing to Pearl. No patience for things that don’t work.

4. I had real difficulty with the CVE’s and plane arrangements. I converted two of the jeep carriers to carry Fighting Six Wildcat fighters (only), which had 36 planes to protect a planned invasion of Shortland. I assigned the planes to the first CVE and it took 9 as operational and the rest as spares. I couldn’t add any more planes nor could I put fighters in the other CVE. This drove me crazy and decided to leave their original plane compliment on board. You should consider making it possible for you to determine HOW MANY and WHAT TYPE of planes a carrier will hold, up to it’s A/C limit. This may not be historically correct for big flat tops but some CVE’s were used in this role during WW2 especially in the Philippine Landings or TBF’s in an AWS role.

5. Had a crazy thing that kept happening to a TF with 10 PT boats staged in the Shortlands. I formed the TF with all 10 but by next turn they broke down into two TF with 5 each. I put them back in their original TF of 10 boats and it did it again, then again. I figure there must be something to do with the base but it was a little odd.

6. I really don’t like the red circles that indicate the base is socked in (weather). Can I suggest you put in some realistic cloud cover that partially blocks out the area? This would be more realistic than the silly red thing. I have always loved the smoke effect from artillery in SPWAW.

7. Can we make recon flights have a real purpose other than generate an annoying popup window? Give them value by revealing what is in the hex. It seems to me that they have little purpose. If it cannot be made to act realistically, maybe you should get rid of them.

8. Those terrible Betty G4Mi!! I sure dread those things and their %$#^ torpedoes! Lost a lot of ships and CAP’s are usually ineffective against them. They did more damage than any IJN TF I tangled with. The reason I mention it here is that I have read how they were “easy bait” for U.S. fighters and if unescorted, were almost always shot down. Might want to check this, as I don’t think it is right.

9. Can you explain why the IJA shore batteries are so effective against transports yet the TF counter fire never seems to stop them from doing serious damage? I even used several bombardment runs (6) with 4 old BB’s but the shore batteries kept on holing my transports. Never did get the hang of that and just accepted it as part of the game.

10. Does the game take into consideration the change in the US Navy’s philosophy about delayed vs. instant fuses on its larger gravity bombs used with SBD’s in early 1943? I read in “Titan of the Seas” by James and William Belote that this was a significant problem. By March 1943, they started to switch to a delayed fuse on their 1,000 pounders, which would hole (or pass clean through) then explode – did a lot more damage than instant fuses – and made the SBD more deadly.

11. I really love how you can set an AK to “Convoy”, set the location for delivery, and sort of forget it. They always worked. Not so with the TK’s as they would go to the last base when you select “Set Home Base” on ANY UNIT then click on the return button. It switched the home base location and the TK would sail to that base. Drives you crazy sometimes.

12. On the main screen, in the lower left hand corner, you have notes or an action summary that is being displayed. When I have the Turn set to one day, it worked fine but 2 or more days, the summary appears to flow over each other and you cannot read the text.

13. I am sure there is something in the game engine that makes AWS planes combat effective but I never did see any submarine affected by their presence. In the four months that I played, I lost one old S-class sub and one fleet sub damaged. Not once did I sink or damage a Japanese sub. Sort of not worth the time if they are not effective. When you consider the inactivity by surface AWS, this part of the game needs to be tweaked.

14. This may sound silly but it was a suggestion I saw in this forum: “Make sure you put surface ships with good AA factors with your carriers.” That is hard to do with Destroyers. The Bristol Class (560) and Porter Class (500) are the best but unless you memorize their names or keep a little chart, they get easily mixed up with DD’s that are better suited for raider or convoy work. Any way you can show the ship class in the selection screens? Make life a little easier.

15. Could you show certain DD’s as “AA-DD”, either in USN or IJN, the same way you identify CLAA? This would make it easier finding those support ships that belong in carrier TF’s.

Thanks for allowing me to voice my suggestions in this forum. I realize that some, many, or all will never be considered but I thought it worth my time to give you some feedback. I really do enjoy the game and will start this weekend on my fifth campaign but this time from the Japanese point of view. Look out Bull Halsey! Here I come!

Recon
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mogami
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Post by mogami »

Hi, I'll see if I can answer any of your concerns.

1. The USN APD’s always seem to run back to their home base no matter what I did. My last convoy had to pick up a Marine Raider battalion (I love these guys) and drop it off at an enemy base that was just developing. I tried six times to move this unit to no avail. I even assigned my best Rear Admiral to command the task force. They would load, depart, panic, and return to their original base regardless of the TF settings. I got so frustrated that I sent them back to Pearl.
****
Sometimes a TF gets hung up with its last mission. Try disbanding the TF and forming a new one. Make sure to reload ammo (If a port has fuel but no supply the TF will have fuel but it might be low on ammo which will make it keep aborting mission and heading for homeport. If the base you want the TF to move to is yours make that the homeport

2. What is the purpose of a sub chaser? In my four months of play they never chased an enemy sub or sank anything. They should at least have a purpose or get rid of them.
*****
These need to train a bit but they are used as escorts for transports. (To train them just run them between Brisbane and Noumea for 3-4 months its a pain but it works)

3. All of my Mine Warfare units worked well (the mine-laying subs were very effective) but I never once could get a DM to lay one lousy mine. Again, got mad and sent them packing to Pearl. No patience for things that don’t work.
******
To clear mines you use "Do not retire" To lay mines you use "retire" also mines can only be loaded at Bribane and Noumea (Truk for Japanese)

4. I had real difficulty with the CVE’s and plane arrangements. I converted two of the jeep carriers to carry Fighting Six Wildcat fighters (only), which had 36 planes to protect a planned invasion of Shortland. I assigned the planes to the first CVE and it took 9 as operational and the rest as spares. I couldn’t add any more planes nor could I put fighters in the other CVE. This drove me crazy and decided to leave their original plane compliment on board. You should consider making it possible for you to determine HOW MANY and WHAT TYPE of planes a carrier will hold, up to it’s A/C limit. This may not be historically correct for big flat tops but some CVE’s were used in this role during WW2 especially in the Philippine Landings or TBF’s in an AWS role.
******
Don't try to fly groups off the CVE without airgroups on arrival (I mean combat missions you can ferry airgroups by loading them in port and off loading them in another port.) The CVE with airgroups make nice subhunters and transport escorts

5. Had a crazy thing that kept happening to a TF with 10 PT boats staged in the Shortlands. I formed the TF with all 10 but by next turn they broke down into two TF with 5 each. I put them back in their original TF of 10 boats and it did it again, then again. I figure there must be something to do with the base but it was a little odd.
*******
This one is new to me. I'll see what I can find out.

6. I really don’t like the red circles that indicate the base is socked in (weather). Can I suggest you put in some realistic cloud cover that partially blocks out the area? This would be more realistic than the silly red thing. I have always loved the smoke effect from artillery in SPWAW.

7. Can we make recon flights have a real purpose other than generate an annoying popup window? Give them value by revealing what is in the hex. It seems to me that they have little purpose. If it cannot be made to act realistically, maybe you should get rid of them.

************
recon flights do provide intel. To learn what recon found place mouse over hex recon flew over. Pop-up black box will give enemy ships present aircraft types and number ground unit types and sizes. The more recon the better the intell (same with weather and altitude)



8. Those terrible Betty G4Mi!! I sure dread those things and their %$#^ torpedoes! Lost a lot of ships and CAP’s are usually ineffective against them. They did more damage than any IJN TF I tangled with. The reason I mention it here is that I have read how they were “easy bait” for U.S. fighters and if unescorted, were almost always shot down. Might want to check this, as I don’t think it is right.

**********
Yes you have to have CAP and shoot these things down. The more you kill the less they hurt you. (newer pilots are not as good as starting pilots. it only takes a few good anti Betty days) Bomb their airfields.



9. Can you explain why the IJA shore batteries are so effective against transports yet the TF counter fire never seems to stop them from doing serious damage? I even used several bombardment runs (6) with 4 old BB’s but the shore batteries kept on holing my transports. Never did get the hang of that and just accepted it as part of the game.

10. Does the game take into consideration the change in the US Navy’s philosophy about delayed vs. instant fuses on its larger gravity bombs used with SBD’s in early 1943? I read in “Titan of the Seas” by James and William Belote that this was a significant problem. By March 1943, they started to switch to a delayed fuse on their 1,000 pounders, which would hole (or pass clean through) then explode – did a lot more damage than instant fuses – and made the SBD more deadly.

11. I really love how you can set an AK to “Convoy”, set the location for delivery, and sort of forget it. They always worked. Not so with the TK’s as they would go to the last base when you select “Set Home Base” on ANY UNIT then click on the return button. It switched the home base location and the TK would sail to that base. Drives you crazy sometimes.

12. On the main screen, in the lower left hand corner, you have notes or an action summary that is being displayed. When I have the Turn set to one day, it worked fine but 2 or more days, the summary appears to flow over each other and you cannot read the text.

Yes multi days produce this effect. It's being worked on


13. I am sure there is something in the game engine that makes AWS planes combat effective but I never did see any submarine affected by their presence. In the four months that I played, I lost one old S-class sub and one fleet sub damaged. Not once did I sink or damage a Japanese sub. Sort of not worth the time if they are not effective. When you consider the inactivity by surface AWS, this part of the game needs to be tweaked.
********
Altitude effects ASW. the higher the better chance to spot. Lower better chance to hit. But every attack (hit or not) costs sub fuel and discovered subs are much less effective in attacks (and you can form a surface TF with SC and DD and go kill it)

14. This may sound silly but it was a suggestion I saw in this forum: “Make sure you put surface ships with good AA factors with your carriers.” That is hard to do with Destroyers. The Bristol Class (560) and Porter Class (500) are the best but unless you memorize their names or keep a little chart, they get easily mixed up with DD’s that are better suited for raider or convoy work. Any way you can show the ship class in the selection screens? Make life a little easier.
*********
This is in WITP




15. Could you show certain DD’s as “AA-DD”, either in USN or IJN, the same way you identify CLAA? This would make it easier finding those support ships that belong in carrier TF’s.


Hope this helps have fun
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Bodhi
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Post by Bodhi »

BruceAZ wrote: 6. I really don’t like the red circles that indicate the base is socked in (weather). Can I suggest you put in some realistic cloud cover that partially blocks out the area? This would be more realistic than the silly red thing. I have always loved the smoke effect from artillery in SPWAW.
Just in case you haven't found it, there's a mod by Reg on Spooky's site that does exactly that. (Files/Scenarios->Art)
Image

Spooky's site: http://uncommon-valor.chez.tiscali.fr/
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Post by Nikademus »

Hi Bruce. Glad your enjoying the game. I'll chime in on a couple divets:
9. Can you explain why the IJA shore batteries are so effective against transports yet the TF counter fire never seems to stop them from doing serious damage? I even used several bombardment runs (6) with 4 old BB’s but the shore batteries kept on holing my transports. Never did get the hang of that and just accepted it as part of the game.
1st off i guess one would first have to define what "so effective" would be. In my own experiences, while CD units can badly damage several or more ships (IJN and USN both) they've never on their own stopped any of my operations. Going with this idea i'd say that the reason the CD's are continuing to 'pop away' at you while unloading is due to the fact that suppressing or destroying these guns was very hard to do in short notice, particularily in the early stages of the war. General rule of thumb is that land batteries tend have an edge over ship based ones. You can attempt to minimize it with overwhelming force and particularily BB's and CA"s which can attack from outside effective range of most CD's.

Game wise i think the biggest problem is that players rarely take the time to properly soften up a base before sending in the transports. This is of course because we the players are'nt held accountable for our actions should things go wrong or get bloody so we tend to banzai in with sledgehammers ;) If you take a few "turns" (or longer if it's a heavily defended target) to both bombard and air bombard a base, assuming adequate resources you'll find that guns on a base tend to suffer very quickly from disablement and destruction, greatly reducing their abiltiy to impact an invasion TF. Trying to do the job at the same time your landing (i.e. seperate bombardment TF's or ships within the invasion TF will give unsupressed CD's a better chance to get in some licks and then "hang on" so to speak. I've had more than a few games where a player will conduct no operations against a base prior to invading it. He or she simply loads up his invasion TF's and sends it in under air and sea cover......an "all in one" operation done in a single turn. Its allowed me to make that player pay a steep price as the base holds out while unsuppressed bases nearby hammer away at it. :)

10. Does the game take into consideration the change in the US Navy’s philosophy about delayed vs. instant fuses on its larger gravity bombs used with SBD’s in early 1943? I read in “Titan of the Seas” by James and William Belote that this was a significant problem. By March 1943, they started to switch to a delayed fuse on their 1,000 pounders, which would hole (or pass clean through) then explode – did a lot more damage than instant fuses – and made the SBD more deadly.
Not currently. UV 1000lb GP bombs currently have very high "penetration" ratings though which allow them to damage most targets. WitP may see a change here that will better differentiate GP bombs vs penetrator weapons.
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Post by CapAndGown »

BruceAZ wrote:Hello Everyone:
14. This may sound silly but it was a suggestion I saw in this forum: “Make sure you put surface ships with good AA factors with your carriers.” That is hard to do with Destroyers. The Bristol Class (560) and Porter Class (500) are the best but unless you memorize their names or keep a little chart, they get easily mixed up with DD’s that are better suited for raider or convoy work. Any way you can show the ship class in the selection screens? Make life a little easier.
Recon
Semper Fi
When selecting ships for a TF, right click on the name of the ship in the top box. At the bottom of that top box you will see the ship class, main gun, ASW rating and AAA rating of the ship. This will save you from having to remember ship classes.
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Post by Drex »

Welcome Bruce! I too played SPWAW for a few years but when UV came out I never went back to SPWAW. there are many nuances in UV and it takes time to discover them. Wait until you play pbem.
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Steel Panthers

Post by mogami »

Hi, There will be a new Steel Panthers Mega Campaign out soon. It covers the 101st Airborne in Europe. Wild Bill has posted already concerning it.
I designed a few battles for him.
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Post by BruceAZ_MatrixForum »

Mogami wrote:Hi, I'll see if I can answer any of your concerns. Hope this helps have fun
Hey Mog:

Thanks for the information. I sure like this game and can't wait for the full edition! I will give your suggestions a ride and see how they work. Not sure about running the SC's for four months - seems a little odd but I will try it. BTW, sank your namesake four turns ago but cost me three good CA's! Darn things are build like a Tiger tank!

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Post by BruceAZ_MatrixForum »

Bodhi wrote:Just in case you haven't found it, there's a mod by Reg on Spooky's site that does exactly that. (Files/Scenarios->Art)
Image

Spooky's site: http://uncommon-valor.chez.tiscali.fr/
Thanks! Great site. Think I will spend the next hour or so downloading some improvements!

Recon
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Post by wobbly »

Regarding experience especially with your utility ships SCs, PGs and to a lesser extent MSWs (these are a bit more valuable). I often try to make a large TF of them and put them in a location where the enemy is known to try surface attacks. I cover them with a bigger TF of real surface units and then hope to get a surface action.
Essentially breaking eggs to make omelettes as the ships that survive get a very substantial experience boost. The SCs (et al) are now far more capable at hunting down enemy subs.
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