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Tips for starting a campaign game

Posted: Fri Apr 27, 2012 7:54 pm
by wga8888
I have a campaign game scheduled with one of my current UCV opponents. We expect this to take years to play. How does one best start a game. Taking personal control of all bases means reviewing all 250+ of them. Or does one start with computer control then slowly take over the major ones then expand so many a turn. Do not want to spend weeks doing turn 1.

Any insight on the various openings to choose from?

Anything else is welcome.

Is this game meant to be played as a campaign? SPI War in the Pacific was not but we played on consuming all the Saturdays in 1985.

RE: Tips for starting a campaign game

Posted: Sat Apr 28, 2012 4:15 am
by GetAssista
Yup, WITP Grand Campain is the main MP attraction here, there are few (if any at all bar WITP:AE) other games of comparable strategic scale. But you need to do some thinking before investing youself into GC. If you are intimidated by the size, you can start with some of the smaller scenarios first, Guadalcanal being the classic. In fact if you are new to the game starting MP with some small scenario is a must.

Assuming this is a stock game GC you will be playing, no mods:

0. Look into must-read threads section IV.PBEM and AARs, lots of useul stuff there
tm.asp?m=1274014

Some of points I think as more important

1. Agree on a set of house rules to compensate for some of the game drawbacks so that the game be more enjoyable for both of you. You can look up for what rules players tend to use in AAR threads. Common ones are:
- restricting # of aircraft in a hex to prevent impenetrable ubercap / unstoppable 4-engine bomb menace
- restricting amphibious landings to base hexes only and no subs, to prevent easy mode landings / road sabotage / free recon
- restricting # of ships in ASW groups
- not using a number of well-known exploits
Many other rules are possible, depending on personal tastes

2. A vast majority of WITP players are control freaks =) and want to direct every unit personally to not let allied AI screw their brilliant plans. If both of you don't want to be bothered with land combat, a common practice is to PC-control China theatre for both Allies and Japan. PC control in other parts of the world is messing with air/naval assets and is a nasty thing generally, as it tends to do stupid things.

3. First turn is an exceptional one, so it's ok to spend a lot of time on it if you are playing for Japan. Allies have it easier. If you want to have it start in a historical way, you can choose scenario #15 and cut youself some slack wrt 1st turn prep. With scenario #16 on the other hand you will be able to develop your own invasion plan, pick your own targets and pace as Japan paying with time spent on 1st turn in return

RE: Tips for starting a campaign game

Posted: Sat Apr 28, 2012 9:29 am
by tocaff
WITP is meant to be played as the GC.

I would set auto subs to OFF or you'll be fighting the computer all of the time for control. Allied 4E bombers usually get the following HR no naval bombing below 15K, excluding B-29 never and PB4Y as it's a maritime patrol bomber. Realistic weather is a debatable thing as turned off the weather will be better and on it can be pretty wet, often. Other items should be as you see fit to do. China shouldn't be ignored as even when the Japanese are beating the Chinese to a pulp they are expending men and material that they need elsewhere.

Good luck and know that UV doesn't really prepare you for the magnitude of this game as it's just a small taste.

RE: Tips for starting a campaign game

Posted: Sun Apr 29, 2012 10:56 am
by wga8888
thanks. Presently involved in three campaign games of Uncommon Valor vs three different players which serves as my training ground. I will be the Allied in the WTIP and will limit initial control, adding more as the games progresses. My opponent has his days free, I do not. This works out as he is the control person. We played a campaign game of SPI War in the Pacific for the entire year of Saturdays in 1985. Only question now is do we play WITP or AE. I have both. AE forum says some things in WITP are broken and I assume all patch effort will be in AE. the set of house rules in UCV seem to cover the ones liseted here but we will review them all. As old-time boardgames with corresponding game ethics, we dont do gamey tactics nor use loophole should the progam allow you to do quirky things.

RE: Tips for starting a campaign game

Posted: Sun Apr 29, 2012 11:28 am
by tocaff
Once a PBEM is started the changing of settings is locked for most things.