Warfare1
You site lots of example, and fair enough they are, but they are still the exception and not the norm
For us playing UV they've become the norm rather than the exception.
UV is a game that attempts to mirror the vagaries, uncertainty, FoW, and lack of early war experience among US fighting units. UV provides for great uncertainty and involves very little tactical control. Combat reports you receive are the result of input from lower commanders' input. This info can be wrong/inflated/correct due to the uncertainty of war.
As I think was discussed earlier, this is one of the most pressing arguments for combat reports to have 'Confidence Scores'.
Remember that naval action is subject to TURNS. That DD that was supposedly destroyed was still allowed to fire its guns BEFORE that main turret was destroyed (its turn).
Here you comment on what you think happened as opposed to what really happened. The DD lost its main turret and suffered severe engine damage from the first salvo from the Australia at 20,000 yds.
It then went on to fire in every subsequent round of combat as the ranges closed until the TFs broke off contact at 10,000 yds.
So, no, I havn't complained about it firing before it was disabled, just after.
I mean, how does a crippled DD that isn't even capable of maneuvering launch a successful torpedo attack at 10,000 yds. Hang on... I guess this is explainable too... perhaps my DD captain just stopped his engines directly in line with the IJN DD's tubes and sat there until he was hit.
[:)]
Early war IJN ships and aircraft are usually going to cream USA ships and planes (due to lack of experience). Experienced IJN DDs could launch torps from 15,000 yards and could cause disruption among US ships.
Quite clearly, but I find it amazing that my 'crap' Allied forces can sink tiny targets - MSWs & PGs - with unerring accuracy and yet can't even hit huge transports.
UV is NOT a balanced game. This is crucial to understand. In the early months of the campaign the Japanese have the advantage in ships, planes, experience, and morale...
I think I'm getting to understand this.
But it is a HUGE bugbear. e.g. this whole weather thing.... thunderstorm shuts down PM allowing no ait missions for the entire day. However, the weather does not effect the IJN unloading in the same hex at all. So they get an entire turn unloading unmolested. How does this work? Are we really saying that a thunderstorm long enough and severe enough to shut down an airfield the size of PM isn't going to effect LSUs bobbing around along the shoreline?
I've been replaying stuff against the AI rather than PBEM to see the results. Generally LBA can't hit a fish in a barrel no matter how many there are or how big the target. Only Allied SBA seems to have any joy in hitting IJN ships.
The allies MUST take time to build up experience, ships and planes, while defending against better Japanese military units.
So are you saying that players should avoid the early scenarios because of the general NPE and go for the longer campaigns where 'bad luck' will even itself out over the long haul?
This is NOT a point and click, bomb and destroy a target, type of game. It tries to the best of its ability to simulate the command abilities and restraints of a theatre commander, who gives orders but has very little control over the outcome of battles...
Very true. But, like I said, if UV was set in the European theatre, would you be saying the same thing as you watched an allied invasion fleet land unhindered in Portugal instead of Normandy or have the entire S.E. Englands fighter cover grounded every day during the Battle of Britain due to snow?
[:D]