ORIGINAL: john martino
What are the top differences that one will notice when going from UV to WitP? I know in general terms that the map scale and general scope is much larger. But has the CV combat changed or been upgraded in any manner relative to UV? I guess I am asking what features ,that we are use to in UV (maybe good or bad), are improved upon? For example I am told in WItP you can load and transport planes via cargo ships and that you will have alot more choices in ship repair locations. Are there other features(enhancements) like these that will be welcomed by UV fans?
Hmm, where to begin...
1. You can set the "reaction range" of TF's from max 6 hexes to 0. I haven't had any carrier fights yet, but I think that they got rid of the annoying 1 hex reaction that was built in to UV even if you were set to "don't react".
2. you can set the max range at which an bomber group (or any plane group for that matter) will fly on a mission. Really nice if all you want is for the planes to engage a group 3 hexes away and not fly after some TF sitting in a port 10 hexes away that you know has a zillion planes on CAP.
3. They now have the "Escort" TF available. This one is nice, but you have to understand the usage. People were misinterpreting it as something like the follow TF order (which is still there, BTW). It is not. What it is is this:
Tired of that annoying "oh, my CV is really hurt and it keeps splitting off from the main TF, even though I want to protect it" syndrome. Escort TF stops that. When a cripple calves off from the TF (just like in UV), during the next order segment you can form an Escort TF. Put the cripple in it and any ships that you want to protect it. This group will NOT split up due to damage and will stick together. Warning---I don't think that functional CV's will do air operations in an Escort TF.....I am not positive here, but don't think so. Escort TF's will attempt to avoid combat. Hopefully someone can confirm/deny this for us.
4. Some of the "secondary" options that are available in UV for units on "naval attack" have been discontinued. Ex...you have to select ground attack as a primary mission.
As I recall, the only secondary missions left for naval attack are airfield, port and recon.
5. Base size requirements are changed for level bombers. Not just a 4 level minimum anymore. It is level 4 + (load of aircraft/6500), dropping any fractional amount.
So, most medium bombers can still use 4's. Early 17D's can also, but E's need 5 and 29's need 7; (20000/6500)= 3
6. Whole bunch of changes about where you can reload certain weapons w/o the presence of support vessels. No more getting torpedoes at level 2 ports. You can do this only if there are supplies there (sufficient to equal the "cost" of the weapons) and an AS (submarine tender). Ditto for surface ship torps (need AD, you guessed it...DD tender). Mines still need huge port, 9+; unless MLE is present and supplies. MLE's have to be created by converting large freighters, and there is currently a bug on the J side about these not being completed. Due to be fixed in next round.
That is the "easy" stuff...