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Need some Info

Posted: Sat Sep 13, 2003 2:49 am
by Bushmaster
Hello, I have a few questions that might have been gone over before, but they shouldn’t take much time to answer. Thanks.


1) When creating a *large* invasion force do the AP's take longer to unload if there are supplies aboard? At first glance this might seem a stupid question, but I ask because I've read here before that unloading supply from an AP takes longer than from an AK. So for the shortest unloading time would it be better to load AP's with "Troops Only" and include a couple of AK's with just supply in the TF, or does it not make a difference, or is the time saved insignificant?

2) On average, as the Allies, how much air force do you assign a Naval Search percentage to? Just bombers (b-25, B-26's) at forward bases? Do you move bombers to forward bases to search because it's that important? Do you ever use B-17's for Naval Search? I'm having a hard time figuring out what's too little, what's standard, and what’s wasteful.

3) I've read in the manual a Surface Combat TF, when set to Patrol and React, will actually move to defend other TF's in the area should they be attacked. Does the SC TF have to be in the same hex, or can it be in an adjacent one? Does it work similar to "Tactical Reserve" in TOAW?
3-1)Say there is a channel crossing 3 hexes wide and I place a Surface Combat TF with Patrol/React in the middle hex; am I guaranteed to intercept an enemy TF passing through either hex to my flanks, is there a percentage chance of interception based on weather and other factors, or is there no chance unless the enemy TF passes through the middle hex where my SC TF is located?
3-2)What if I place a Surface Combat TF in the adjacent hex to a port I own and the port is bombarded, will the SC TF react to the bombardment and move into the port hex?

Posted: Sat Sep 13, 2003 4:07 am
by bilbow
Some answers.
When invading use your smaller APs the 1-2000 variety. More APs unloading will be quickest, and the biggest factor in getting ashore sooner. You could mix in a few AKs with supply only, but it shouldn't make enough of a difference to matter. If the supply in on the same ships as the troops, the troops will unload first.

For search, it's hard to have too much. I use all my recon planes and especially the Hudsons. The Hudsons are very brittle as bombers. I also use B24 and the P4BY units set to 20% a lot.

An intercepting SC TF can move one entire phase, as much as 12 hexes. Being closer seems to help some, but spotting is the biggest factor. If you saw the TF the previous turn, you will have a better shot at intercepting. Your TF leader also plays a role.

Hope this helps

Intercepting TF's

Posted: Sat Sep 13, 2003 5:17 am
by mogami
Hi, A reaction TF will not react to enemy TF's that move near by. They will not react to a all sea hex even if an enemy TF ends it's move in the same all sea hex as one of your TF. To protect your TF at sea you will need to keep a surface TF in the same hex.
Reaction TF only react if an enemy TF enters a hex that has one of your bases in it. The enemy TF might change it's mind and run preventing combat (but it will not unload or bombard)
A base is within reaction range if it is within your TF range circle (the circle you see when you assign orders to a TF)
The reaction TF can be in one base and react to another. Or it can be at sea and react. (easier to fuel/CAP protect) the TF if it stays at a base. Good reaction bases are Noumea for Kourmac or Efate.
Efate for Luganville or Wunpuko. Luganville for Wunpuko (you get the idea)
TF's in UV do not intercept during movement. (subs do) to have a surface battle both TF's have to end their movement in the same hex or 1 TF has to react. The only TF's that can react are TF's belonging to the player the base belongs to.

Posted: Sun Sep 14, 2003 2:18 am
by Bushmaster
Thanks for clearing those things up bilbow and Mogami.

I'm very upset to find out naval units have to both end their turn in the same hex to have combat. This seems very strange to me, and I don't understand the logic behind it. I don't understand why there would be ZERO chance for interdiction of naval units with your own.

Well i'm sure I'm not the only one who was shocked to discover this, and I'm sure it's probably been discussed to death years before. There must be a good reason for it.

Re: Need some Info

Posted: Sun Sep 14, 2003 4:23 am
by denisonh
Bushmaster wrote:Thanks for clearing those things up bilbow and Mogami.

I'm very upset to find out naval units have to both end their turn in the same hex to have combat. This seems very strange to me, and I don't understand the logic behind it. I don't understand why there would be ZERO chance for interdiction of naval units with your own.

Well i'm sure I'm not the only one who was shocked to discover this, and I'm sure it's probably been discussed to death years before. There must be a good reason for it.
My guess it would be difficult to program and execute.

And there were few(if any) surface engagements that were a result of open ocean interception, so why spend the programming time when there are other critical features that demand more attention.

The air combat modeling needs work more than investing time to create surface battles in open ocean that did not happen historically anyway.

All sea hexes

Posted: Sun Sep 14, 2003 4:38 am
by mogami
Hi, It is not as hard for an experienced player to fight all sea hex battles as you might believe. After a few games you learn where Japanese fast bombardment TF''s heading for PM end their turn. So it is not hard to arrange a meeting. Likewise other "critical" hexes become known over time. Unless you knew exactly where an enemy TF was heading moving several hundred miles and intercepting in open sea is not as easy as you might think. Having TF's react to bases that enemy TF's enter is a good/easy way of reproducing what the TF missions were. (1 TF might be assigned to protect several nearby bases.)

Re: Need some Info

Posted: Mon Sep 15, 2003 1:59 am
by panda124c
Bushmaster wrote:Hello, I have a few questions that might have been gone over before, but they shouldn’t take much time to answer. Thanks.


1) When creating a *large* invasion force do the AP's take longer to unload if there are supplies aboard? At first glance this might seem a stupid question, but I ask because I've read here before that unloading supply from an AP takes longer than from an AK. So for the shortest unloading time would it be better to load AP's with "Troops Only" and include a couple of AK's with just supply in the TF, or does it not make a difference, or is the time saved insignificant?

There is a chart that someone made I'm not sure who, maybe someone knows, that list all base sizes and the loading and unloading rates for AP 's, AK's, AO's, and TK's. A very usefull table.

Posted: Tue Sep 16, 2003 12:07 am
by Bushmaster
Thanks Mogami and denisonh. And thanks pbear for the info on the chart, I'll look arround for it.

Posted: Sun Sep 21, 2003 3:42 am
by panda124c
Bushmaster wrote:Thanks Mogami and denisonh. And thanks pbear for the info on the chart, I'll look arround for it.
If you can't find it I'll redraw it and post it.

Posted: Sun Sep 21, 2003 4:56 am
by Bodhi
It can be found, along with some other useful stuf, on Spooky's site.

http://uncommon-valor.chez.tiscali.fr/