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Noob Q's
Posted: Tue Mar 23, 2004 8:22 pm
by AcePylut
Already then, so I dusted off this game (bought it, but never played it much), and am starting to get into it. I’ve played around a bit, read forums, etc, but am still totally lost as to “how to work everything”. So to get me started, and perhaps any new noobs that might be out there, I’ve got a few questions.
1) I’ve read about “sending ships to Pearl”… my question: how? Is there an ingame notification that Upgrade XXX is available – or to I have to have the upgrade charts memorized? Do I send planes to Pearl for upgrades in the same manner? Can I upgrade ground units?
2) For supply, I create a transport TF, put some AK’s into it. Then I click load supplies. Do I have to wait until the TF has been loaded before I click on it’s destination hex, or can I click on the destination hex immediately and the TF will depart once it’s fully loaded? Assuming that I have the TF set to “retirement allowed”, does the TF automatically unload when it gets to the Destination hex – or will it stop there and turn right around and head home?
3) So I send my carriers into battle, and their air crews / planes get decimated (but for a good cause, cuz of course they sunk 2 CV’s for their sacrifice). Can I xfer squads on/off the CV’s from other CV’s? For example, between the Lex and York after a battle, I have effectively 1 Full Squadron of F4F’s, except it’s split between the two carriers in two squadrons. Can I combine the planes and pilots from the Lex and York and make 1 squadron of F4F’s, and then send a carrier back to PH?
4) If I have a Surface Combat TF set to “do not react”, do I have to have the SC TF in the same hex as an opposing TF to initiate combat – and will it initiate combat? If I have the SC TF set to react, will it automatically react to any TF in “range”? Is there any way I can designate which TF I want a SCTF to attack?
Ya see, initially, I hate the “React to Enemy”, because I was in the Coral Sea scen, and my CV tf was set to react… well, three turns after heavily damaging the Jap CV’s, I couldn’t figure out for the life of me why the hell my CV’s went charging thru the Gasmata/Lae choke point, and not back to Briz like I ordered them to, until I realized that I had the CV’s on “React to Enemy”, and react they did. Didn’t matter, the entire TF was destroyed by Jap LBA by that time, so my victory turned into a terrible defeat.
5) If a Fighter is set to escort with 50% CAP, and there is no airstrike against the base, and the “escort” doesn’t (cuz I didn’t assign any attacks, thus, there’s no strike force to escort), does the unit still take fatigue? If any a/c unit is assigned a mission, and that unit can’t fly due to weather, does the a/c take fatigue?
6) Is the only way to increase a/c morale is through “rest”? Does training increase a/c morale (and increase fatigue)?
7) How do I lay mines? I can create a Mine Warfare TF, get them to dest hex, but then what?
8) Is there a way to split ground units? I.e. can I split a Bdn into it’s smaller components?
9) How do I assign the TF Commander?
Sorry about all these noobish questions that are probably answered somewhere in the manual… I like the concept behind UV and have been playing the first three scenarios lately… however, I’m hesitant to get into any longer scenario spending hours and hours on it and end up losing – not because I had a bad strategy – but because I didn’t understand something in the game engine, and my CV’s went charging off to Truk thru the Rabaul gap, for instance, or because my brave souls at PM ran out of supply 2 days before the IJN attacked, or so. So I’ve been playing around with various things in the smaller scenarios, and was looking for answers to these questions before I start getting into the deeper ones.
RE: Noob Q's
Posted: Tue Mar 23, 2004 8:41 pm
by AcePylut
And now for a question regarding cheese-tactics:
Suppose I have multiple TF’s in the same hex.
Suppose the US sends an airstrike against that hex.
Will the airstrike attack ships at random in that hex, or will the entire airstrike be directed against 1 TF? Will all ships in that hex be used for one AA “attack value”, or just the AA of the TF being attacked?
I.e. Suppose I’m sending supplies from Truk to Lunga. If an airstrike only attacks 1 TF, and not all ships in the hex, instead of sending 1 TF of 50 ships, it would be more “damage effective” for me to send 50tf’s of one ship, and sacrifice that one ship in interest of the other 49.
Ya, this is a cheese tactic that’s probably been tried before, and fret not, I don’t play cheese (like the unbeatable CC2 battle that had the US taking 6 Stuarts and 6 half squads). But knowing the answer to this question would help my understanding of UV, in that I’d be more prone to have my CV tf “follow” a transport TF for increased AA values.
Also, does this concept work for surface combat? I.e. A Jap SCTF of 5 BB’s, 8 CA’s, 10 DD’s would only be able to intercept 1 TF consisting of 1 DD, instead of attacking all my ships in the hex that were 20 DD’s… etc…
RE: Noob Q's
Posted: Tue Mar 23, 2004 9:01 pm
by rogueusmc
ORIGINAL: AcePylut
Already then, so I dusted off this game (bought it, but never played it much), and am starting to get into it. I’ve played around a bit, read forums, etc, but am still totally lost as to “how to work everything”. So to get me started, and perhaps any new noobs that might be out there, I’ve got a few questions.
1) I’ve read about “sending ships to Pearl”… my question: how? Is there an ingame notification that Upgrade XXX is available – or to I have to have the upgrade charts memorized? Do I send planes to Pearl for upgrades in the same manner? Can I upgrade ground units?
The ships need to be disbanded at Nomea to have the "send back to Pearl" option. And it's just experience that let's ya know what upgrades they will get. It's usuall better AA and radar.
2) For supply, I create a transport TF, put some AK’s into it. Then I click load supplies. Do I have to wait until the TF has been loaded before I click on it’s destination hex, or can I click on the destination hex immediately and the TF will depart once it’s fully loaded? Assuming that I have the TF set to “retirement allowed”, does the TF automatically unload when it gets to the Destination hex – or will it stop there and turn right around and head home?
Create the TF and set the destination anytime. It will undock when it's loaded and crise. "Retirement allowed" is just an option that allows the TF commander to run from enemy fleets. It will unload automatically.
3) So I send my carriers into battle, and their air crews / planes get decimated (but for a good cause, cuz of course they sunk 2 CV’s for their sacrifice). Can I xfer squads on/off the CV’s from other CV’s? For example, between the Lex and York after a battle, I have effectively 1 Full Squadron of F4F’s, except it’s split between the two carriers in two squadrons. Can I combine the planes and pilots from the Lex and York and make 1 squadron of F4F’s, and then send a carrier back to PH?
4) If I have a Surface Combat TF set to “do not react”, do I have to have the SC TF in the same hex as an opposing TF to initiate combat – and will it initiate combat? If I have the SC TF set to react, will it automatically react to any TF in “range”? Is there any way I can designate which TF I want a SCTF to attack?
You cannot designate who to attack unfortunately. They will do combat when in range of an enemy TF. the carrier TF's will only travel one hex toward the enemy when "do not react"is set, otherwise they will cruise merrily into harms way.
Ya see, initially, I hate the “React to Enemy”, because I was in the Coral Sea scen, and my CV tf was set to react… well, three turns after heavily damaging the Jap CV’s, I couldn’t figure out for the life of me why the hell my CV’s went charging thru the Gasmata/Lae choke point, and not back to Briz like I ordered them to, until I realized that I had the CV’s on “React to Enemy”, and react they did. Didn’t matter, the entire TF was destroyed by Jap LBA by that time, so my victory turned into a terrible defeat.
5) If a Fighter is set to escort with 50% CAP, and there is no airstrike against the base, and the “escort” doesn’t (cuz I didn’t assign any attacks, thus, there’s no strike force to escort), does the unit still take fatigue? If any a/c unit is assigned a mission, and that unit can’t fly due to weather, does the a/c take fatigue?
The 50%cap is what fatigues if there are no escorts flown. And the crews will prepare for a mission even if it can't be flown due to weather, hence the fatigue. Stand them down if there is a bad forecast.
6) Is the only way to increase a/c morale is through “rest”? Does training increase a/c morale (and increase fatigue)?
There are only a few 'malaria free"zones. Brisbane, Nomea, Port Moresby and I think the Australia bases. Other bases will have morale and fatigue deteriorate faster.
7) How do I lay mines? I can create a Mine Warfare TF, get them to dest hex, but then what?
Only minelayers can lay mines. The MSW's ya get at the beginning just sweep. the newer subs can lay a few at a time, otherwise ya gotta wait for the DM's.
8) Is there a way to split ground units? I.e. can I split a Bdn into it’s smaller components?
They split but ya can't decide what personnel goes where. They just split.
9) How do I assign the TF Commander?
The TF has to be docked in Noumea. open the TF screen and the commander's name is in yellow. Click the name and the list opens to chose the commander.
Sorry about all these noobish questions that are probably answered somewhere in the manual… I like the concept behind UV and have been playing the first three scenarios lately… however, I’m hesitant to get into any longer scenario spending hours and hours on it and end up losing – not because I had a bad strategy – but because I didn’t understand something in the game engine, and my CV’s went charging off to Truk thru the Rabaul gap, for instance, or because my brave souls at PM ran out of supply 2 days before the IJN attacked, or so. So I’ve been playing around with various things in the smaller scenarios, and was looking for answers to these questions before I start getting into the deeper ones.
RE: Noob Q's
Posted: Tue Mar 23, 2004 11:10 pm
by AcePylut
The ships need to be disbanded at Nomea to have the "send back to Pearl" option. And it's just experience that let's ya know what upgrades they will get. It's usuall better AA and radar.
So I’m screwed against anyone that’s played the game once, cuz they’ll know that at “Jan 1, 43, send your B-17’s to PH to get the Daisy Cutter upgrade”. Is there any variable to these upgrades – so that one is never sure if an upgrade is currently available.. or have you noticed, in PBEM games, that around Month XX, 42, most PBEM opponents send their US CA’s to PH to get the uber AA upgrade (hypothetically speaking)?
Create the TF and set the destination anytime. It will undock when it's loaded and crise. "Retirement allowed" is just an option that allows the TF commander to run from enemy fleets. It will unload automatically.
Will it unload automatically upon reaching the destination?
You cannot designate who to attack unfortunately. They will do combat when in range of an enemy TF. the carrier TF's will only travel one hex toward the enemy when "do not react"is set, otherwise they will cruise merrily into harms way.
When you say “range”, do you mean “TF Cruise Range” or “Ship’s weapon range”?
If I have the SC TF set to “do not react”, I wanted to know if my SC tf’s will go 3 or 4 hexes (and possibly into LBA range) “off course” to attack an enemy fleet. If not, will that “Do Not React” SC tf will initiate surface combat if in the same hex as an opposing fleet. I take it from your answer that a SC TF will go “one hex” off course to attack an enemy TF – can you confirm?
6) Is the only way to increase a/c morale is through “rest”? Does training increase a/c morale (and increase fatigue)?
There are only a few 'malaria free"zones. Brisbane, Nomea, Port Moresby and I think the Australia bases. Other bases will have morale and fatigue deteriorate faster.
Confused – does that mean that aircraft will fatigue even if standing down in a Malaria zone?
The “Is the only way to increase a/c morale is through “rest”?” means: If my Jap Shoho Val’s sink the Lex and York in one days action, at no loss of aircraft – does their morale increase. Will it / does it? If so, is there a point where aircraft losses overcome ‘glorious victories’ in the morale department (is there a mythical % that experienced players know… like… oh you can kill 2 carriers, but if you lose 50% of your planes, your morale will plummet no matter how many CV’s you sank).
If I have noob pilots on training missions, will their morale increase? Do training missions increase fatigue (irregardless of weather or not they are in a malaria zone) at the same rate as combat missions?
Maybe I should ask: what’s the best way to increase aircraft morale?
Only minelayers can lay mines. The MSW's ya get at the beginning just sweep. the newer subs can lay a few at a time, otherwise ya gotta wait for the DM's.
How do I lay mines with DM’s?
8) Is there a way to split ground units? I.e. can I split a Bdn into it’s smaller components?
----
They split but ya can't decide what personnel goes where. They just split.
How do I split them?
The TF has to be docked in Noumea. open the TF screen and the commander's name is in yellow. Click the name and the list opens to chose the commander.
I’m assuming that the Japs need to be in Truk to assign a commander?
Thx so far for your help Rogue… there is so much in this game that it’s difficult to “put it all together”… and I find myself continuously searching the manual to find that “one sentence” that answers my question, which is quite time consuming in a 70 page manual…. So I thought I’d just ask those questions here and hope for the quick answer that also lets me know “how UV REALLY works”, cuz sometimes game manuals are wrong. I understand, quite well, all the concepts and strategies of how to wage war in the South Pacific, and my strategies have been working quite well (in those few scenarios I’ve been playing). It’s frustrating though, because I find myself losing due to “lack of Game Engine knowledge” (hehe, like my Carriers that had no qualms about chasing enemy TF’s right past the “Lae-Gasmata” choke point – can you say, exit game.. read the manual yet again to try and figure out …why they went into harms way… come back an hour later after finding the answer, and restart the scenario)
RE: Noob Q's
Posted: Wed Mar 24, 2004 3:14 am
by rogueusmc
So I’m screwed against anyone that’s played the game once, cuz they’ll know that at “Jan 1, 43, send your B-17’s to PH to get the Daisy Cutter upgrade”. Is there any variable to these upgrades – so that one is never sure if an upgrade is currently available.. or have you noticed, in PBEM games, that around Month XX, 42, most PBEM opponents send their US CA’s to PH to get the uber AA upgrade (hypothetically speaking)?
I'm still figuring it all out myself. I'm further in a PBEM game than I ever got vs. the AI. I'd learn something new then start over.....lol. There are others that can tell ya more than I can. No in-game notification. I just know that when my ships get damaged, I send them back to Pearl for repair and upgrade. Repair any destroyed weapons on a ship before sending it to Pearl tho or it'll come back without that mount.
Create the TF and set the destination anytime. It will undock when it's loaded and crise. "Retirement allowed" is just an option that allows the TF commander to run from enemy fleets. It will unload automatically.
Will it unload automatically upon reaching the destination?
Yes it will.
You cannot designate who to attack unfortunately. They will do combat when in range of an enemy TF. the carrier TF's will only travel one hex toward the enemy when "do not react"is set, otherwise they will cruise merrily into harms way.
When you say “range”, do you mean “TF Cruise Range” or “Ship’s weapon range”?
The 'do not react' setting does not allow the TF commander to stray more than one hex toward and enemy TF. If the other TF closes, they will do battle.
If I have the SC TF set to “do not react”, I wanted to know if my SC tf’s will go 3 or 4 hexes (and possibly into LBA range) “off course” to attack an enemy fleet. If not, will that “Do Not React” SC tf will initiate surface combat if in the same hex as an opposing fleet. I take it from your answer that a SC TF will go “one hex” off course to attack an enemy TF – can you confirm?
Is the only way to increase a/c morale is through “rest”? Does training increase a/c morale (and increase fatigue)?
Rest and rotation to a 'malaria-free' base will get fatigue down.
There are only a few 'malaria free"zones. Brisbane, Nomea, Port Moresby and I think the Australia bases. Other bases will have morale and fatigue deteriorate faster.
Confused – does that mean that aircraft will fatigue even if standing down in a Malaria zone?
The “Is the only way to increase a/c morale is through “rest”?” means: If my Jap Shoho Val’s sink the Lex and York in one days action, at no loss of aircraft – does their morale increase. Will it / does it? If so, is there a point where aircraft losses overcome ‘glorious victories’ in the morale department (is there a mythical % that experienced players know… like… oh you can kill 2 carriers, but if you lose 50% of your planes, your morale will plummet no matter how many CV’s you sank).
The answer to that question I believe to be affirmative but the particulars can be explained much better by others.
If I have noob pilots on training missions, will their morale increase? Do training missions increase fatigue (irregardless of weather or not they are in a malaria zone) at the same rate as combat missions?
Maybe I should ask: what’s the best way to increase aircraft morale?
The training fatigues yes but not as much as combat. Fatigue is higher when the unit's HQ isn't nearby also. Rotate units to a rear base and rest them and they will cure fatigue faster.
Only minelayers can lay mines. The MSW's ya get at the beginning just sweep. the newer subs can lay a few at a time, otherwise ya gotta wait for the DM's.
How do I lay mines with DM’s?
DM's lay mines in the destination hex then, either return to home port or stay on station, whichever ya tell em to do.
8) Is there a way to split ground units? I.e. can I split a Bdn into it’s smaller components?
----
They split but ya can't decide what personnel goes where. They just split.
How do I split them?
One way is to load troops on a transport that can only hold a portion of the unit.
The TF has to be docked in Noumea. open the TF screen and the commander's name is in yellow. Click the name and the list opens to chose the commander.
I’m assuming that the Japs need to be in Truk to assign a commander?
That i'm not sure about. I have never played as the IJN.
Thx so far for your help Rogue… there is so much in this game that it’s difficult to “put it all together”… and I find myself continuously searching the manual to find that “one sentence” that answers my question, which is quite time consuming in a 70 page manual…. So I thought I’d just ask those questions here and hope for the quick answer that also lets me know “how UV REALLY works”, cuz sometimes game manuals are wrong. I understand, quite well, all the concepts and strategies of how to wage war in the South Pacific, and my strategies have been working quite well (in those few scenarios I’ve been playing). It’s frustrating though, because I find myself losing due to “lack of Game Engine knowledge” (hehe, like my Carriers that had no qualms about chasing enemy TF’s right past the “Lae-Gasmata” choke point – can you say, exit game.. read the manual yet again to try and figure out …why they went into harms way… come back an hour later after finding the answer, and restart the scenario)
[/quote]
The war room forum is where I have learned alot. Folks are good to pass knowledge around.
RE: Noob Q's
Posted: Wed Mar 24, 2004 3:32 am
by pasternakski
Jeez, folks, a guy would like to be helpful, but the question after question thing would take more time to sort through than I've got.
Try this: break your concerns down into individual questions, then ask them in individual posts. Many guys here would love to help fellow UV players, but it's so difficult when you post a battery of five or ten complicated, "I don't understand, please respond in two or three paragraphs" questions to grapple with.
Help us help you.
RE: Noob Q's
Posted: Wed Mar 24, 2004 4:54 am
by Philwd
I'll take a crack at a couple of your questions/concerns.
Only USN get upgrades. IJN never. USN upgrades happen automatically when ships are sent back to Pearl. Many players send back every starting ship early in the game just for AA upgrades. I don't remember exactly what the upgrades are but for example the 1.1" get upgraded to 40mm Bofors. There are at least 2 upgrades for each US ship; some of the older models you start with can get 3. There was a thread on what the upgrades were about a year ago. There is no magic date. They are always available.
You can set TF commander in any base. Watch what commander the AI sets for your transports. It will in many cases take your best admirals and then they are not there when you need them for combat TF.
Best way to increase pilot morale is just not to fly. You will get slightly better morale boost at a non-malarial base. Pilots do not get fatigue just from being at a malarial base...unlike troops. Go figure.
How far your surface combat TF will react really depends on aggressiveness of your commander and how far away the enemy is. There is no easy answer.
Air combat TF can react 1 hex EVEN if you have do not react set. Only way around this is to follow a transport TF. Then your CVs will not react.
Transports may not unload automatically if the port they arrive at is also set as the home port.
Escorts will not take fatigue if they didn't fly. However I have seen LRCAP missions fatigue the entire sqdn even when only 25% flew. Training results in fatigue. I don't think it raises morale. If you set stand down your rookies will still train up to 59 EXP. From there you must get combat experience.
Be very careful exchanging sqdns off CVs. USN sqdns are 36 plane max. They can convert to 24 max like Marine sqdns if taken off the CV and replaced. As IJN I have put extra Zeros on board and rotated off burnt out sqdns. I have not had a problem doing this. Do not go over 110% of the CVs rated capacity or no missions will fly.
I think that answers most of the questions.
Cheers,
Quark
RE: Noob Q's
Posted: Wed Mar 24, 2004 5:33 am
by bradfordkay
Another point... when creating a supply or troop transport convoy, you had best issue it a destination or else it will start to unload that cargo on the same docks (unless this was fixed in one of the patches - I haven't failed to create a destination since my first game).
I have found that transports do unload automatically when the destination port is also the home port. I use that setup often when I wish to withdraw tired troops. Send a convoy with supplies/replacements to the base with that base as the hoome port. My TF will then unload and wait for further orders. The first day after it has unloaded I then issue orders to load the fatigued troops (only) and take them back to a rear area base (not forgetting to set a new home port so that the TF will not return empty to the forward base.
When laying mines, be sure to hit your F2 key first. This marks all coastal and shallow water hexes for you. Laying mines in deep water will result in the minefield deteriorating far too quickly to be of much value.
Only ships receive upgrades by being sent to PH. Squadrons will automatically upgrade to a better a/c type if they are within range of entry ports (Truk, Noumea, Brisbane), consist of the right type of a/c (say, upgrade from B25D to B25J), and there are enough of the new a/c type available in the replacement pool to equip the whole squadron. I do not know of any upgrades for ground units, but I am sure that someone else can fill us in here.
RE: Noob Q's
Posted: Wed Mar 24, 2004 12:46 pm
by tsimmonds
The TF has to be docked in Noumea. open the TF screen and the commander's name is in yellow. Click the name and the list opens to chose the commander.
I’m assuming that the Japs need to be in Truk to assign a commander?
That i'm not sure about. I have never played as the IJN.
TF commanders can be changed in any port, but only if the TF is docked. There is a button towards the right side of the TF screen to toggle "Docked/Undocked" You can only choose from among commanders that don't already have commands, so don't assume that the guys you see in the commander list are the only ones that you could use. It's easy to lose track of the good guys, the computer likes to assign good admirals to command TFs with one AP in them, so you should check each TF as you create it to see who is in command. Nothing like having Tanaka go down with his ship in a single AP TF[:@]
RE: Noob Q's
Posted: Wed Mar 24, 2004 4:06 pm
by AcePylut
Ok, on to the next scenario, where I figured out some answers through the “click here, click there and see what happens”. I thought I’d put them down here, in case someone else has the same… troubles.
3) Can I xfer squads on/off the CV’s from other CV’s? For example, between the Lex and York after a battle, I have effectively 1 Full Squadron of F4F’s, except it’s split between the two carriers in two squadrons. Can I combine the planes and pilots from the Lex and York and make 1 squadron of F4F’s, and then send a carrier back to PH?
Yes, you can Xfer squadrons from planes to ships to planes…. Using the “transfer to ship” or “transfer to base” button in the a/c spreadsheet. If you want to combine a/c at a base (or on 2 carriers in the same hex), click on “disband unit”, and you’ll be given an option of which “squadron” will absorb the a/c. Note, you must have an a/c of the same type in that hex, to combine.
In the latest Scenario I’m playing, I must have screwed up seriously somewhere, cuz I was able to catch two IJN carriers flatfooted (they had launched strikes against some X-ports of mine) twice with 2 full carrier strikes, and all I got was one stinking bomb hit on the Shokaku. ONE!!! Grrr. To add to my frustration, twice I was able to initiate SC against that IJN CV TF with a pair of BB’s and assorted CA’s and DD’s, and not once did any of my ships fire on those Carriers. Grrr. I would imagine that there’s some sort of “Carriers run away at full speed” and thus stay out of surf combat… so initially, it would seem that trying to attack carriers with surface combat is pointless, cuz you’re not going to “attack” them even if you do get into surf combat. Or was I just plain unlucky?
I know that I did forget to assign commanders to TF’s in that scenario. Would he make –that- much of a difference in either case?
Ships running out of fuel sucks… obviously, I had a little trouble figuring out how “far” they can go, how much fuel is expended in combat, and how fast they can refuel.
RE: Noob Q's
Posted: Wed Mar 24, 2004 5:03 pm
by Ol_Dog
Carriers do not like surface combat, and flee at best possible speed while their escorts sacrifice themselves. Historical - Samar - Taffy 3 and 2. You have to be lucky to get an undamaged carrier with a surface ship that is probably slower.
Task force commanders make a big difference - some make attack everything in sight, some may run from a MSW. Always check the specs of the commanders assigned by the AI or that you want to assign.
RE: Noob Q's
Posted: Wed Mar 24, 2004 5:06 pm
by Rendova
Carriers do run like their hair is on fire when they get in surface combat situations, Merchants do the same thing. I believe the theroy is that while they are shown on the SC screen they are actully running like the hound's of hell are after them

and the ecorts are between you and them. So while the SC make show that combat is taking place a 4000 yards the carriers are at 15,000 yds and fleeing and your forces have to content with the escorts. Also when you get this situations the ecorts usally take very heavy damage trying to protect the transports or carriers.
RE: Noob Q's
Posted: Wed Mar 24, 2004 5:46 pm
by tiredoftryingnames
3) So I send my carriers into battle, and their air crews / planes get decimated (but for a good cause, cuz of course they sunk 2 CV’s for their sacrifice). Can I xfer squads on/off the CV’s from other CV’s? For example, between the Lex and York after a battle, I have effectively 1 Full Squadron of F4F’s, except it’s split between the two carriers in two squadrons. Can I combine the planes and pilots from the Lex and York and make 1 squadron of F4F’s, and then send a carrier back to PH?
Yes you can transfer the two squadrons and if they are the same type combine them. Keep in mind that if you send the CV back to Pearl when it returns it's not going to have a new squadron on it. You have to wait for the disbanded squadron to reenter the game and it will only fill out if there are available replacements.
RE: Noob Q's
Posted: Wed Mar 24, 2004 6:17 pm
by rogueusmc
Be very careful exchanging sqdns off CVs. USN sqdns are 36 plane max. They can convert to 24 max like Marine sqdns if taken off the CV and replaced. As IJN I have put extra Zeros on board and rotated off burnt out sqdns. I have not had a problem doing this. Do not go over 110% of the CVs rated capacity or no missions will fly.
Will they revert back to 32 plane squadrons when placed back on the carrier?
I have let my two carriers go back to PH but used my aircraft in-theatre. They still had 32 when I put them back on the carriers.???
RE: Noob Q's
Posted: Wed Mar 24, 2004 6:38 pm
by paullus99
There is usually no need to combine squadrons on CVs (as allied), since you can live to fight another day - when you get back to port, all of your squadrons will revert back to full strength with replacements (since you get lots of them, fighters, dive bombers, etc).
You could always push it if you wanted to, but why send depleted air groups out to slaughter, when you can temporarily retire and come back just as strong as before.
Now if a carrier gets damaged beyond 50 total damage points (combined sys, float, fire) the planes will fly off to other carriers or the closest land base. You can combine these squadrons if need be, but I usually let well enough alone & let them sort it out once the damage goes down or I return the carrier to Pearl.
Also, there are upgrades to planes (new planes - P-39s converting to P-38's, F4-3 to F4-4, etc) but it happens in the game as sufficient replacements arrive to convert the various squadrons.
There are no upgrades to land formations - you can take them back to the malaria free zones for rest & recovery, but the basic equipment stays the same.
RE: Noob Q's
Posted: Tue Mar 30, 2004 7:11 pm
by AcePylut
So the scenario I've been playing, (currently 7/1/42) crashes every time I hit end orders to go to 7/2/42. Grrrr. 4 weeks of playing wasted!
RE: Noob Q's
Posted: Wed Mar 31, 2004 4:51 pm
by bradfordkay
How many saves do you have. When I play, I keep about ten saves, all the last ten days of play. If something like this appears, I would try a somewhat earlier save to see of I could then play past the bad spot.
RE: Noob Q's
Posted: Wed Mar 31, 2004 7:17 pm
by crsutton
There is a high learning curb with this game and will be even more so with WITP. There was a lot of important information left out of the manual. I learned everything I know about the game by reading this forum. Check here regularly for about three months and you will know a heck of a lot. Don't be afraid to ask questions but also do a search before asking a question. The answer might be in a recent thread.
Second, find a few good human opponents and play them. You can only learn so much againts the AI, and many times the AI teaches you the wrong thing.