Bases

Uncommon Valor: Campaign for the South Pacific covers the campaigns for New Guinea, New Britain, New Ireland and the Solomon chain.

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Desertmole
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Joined: Sun Oct 03, 2004 6:22 am

Bases

Post by Desertmole »

Ok, I have invaded two separate Japanese locations (red dots) trying to establish a base. I have succeeded in building fortifications but find only after I get there that I cannot establish a port or an airfield. How do I tell in advance where I can do so without wasting a lot of time and resources.[&:]
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pasternakski
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RE: Bases

Post by pasternakski »

You've got to attack the hex and flip the red dot over to turn it into a green dot first. Your attack must be by a unit that has an assault value.

The fortifications you are seeing are for your units sitting outside the base in the jungle.
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Oliver Heindorf
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RE: Bases

Post by Oliver Heindorf »

usually in a 0(0) Base you can build a AF or port as well ( the overzise base rule )

just put an ENG unit into it and lots of supplies. When construction is finished you will get a base icon. [:)]
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pasternakski
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RE: Bases

Post by pasternakski »

You cannot build a port or airbase at a location still technically controlled by the enemy.

The presence of a dot in the hex indicates that building a base is allowed. If you hover your cursor over the dot, the popup information box will tell you how big the airfield and port can be (as Oliver points out, you can build to a size three larger than what is indicated, but the "overbuild" takes much longer).

For example, at a location indicating (1,0), you can build a size 4 airfield and a size 3 port.
Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
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Desertmole
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RE: Bases

Post by Desertmole »

Been there, done that. Captured the base the first day. Been sitting there for several days with lots of engineer units and supplies but so far only fortifications are built. I have checked the build airfield block.

So, how do you tell where ports and airbases can be easily built? Any way other than historical research?

Thanks.
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crsutton
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RE: Bases

Post by crsutton »

Basically, the higher the initial build numbers, the easier it is to build up a base. So a base like Port Morsby or Lae will build up pretty fast. A base with an initial allowance of say 1-1 will build up one airbase and one port factor pretty fast depending on the engineers you drop. However, after that base construction is very slow and very expensive. You can eventually build that base up to 4 air factors and 4 port but never more and it is gonna take a while.

For the Allies, this is not a problem as they really do get more engineers than they need. Dump four fresh seabee battalions on a 1-0 hex and you will have a 4 airfield and 3 port hex within a few weeks. However, the Japanese can not build so fast because their engineer units are so much weaker and have no heavy equipment. It takes much longer for the Japanese to build up a base, and they really cannot afford to build up many small bases.

I am not sure if you can build up 0-0 base hex at all. I never have tried.
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Blitzer
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RE: Bases

Post by Blitzer »

Greetings,

All these fellows are right on.

As a footnote I would add that Lae seems for some reason to be uniquely resistant to base development over its natural limit. I've seen this fact discussed numerous times but no one has given an adequate response. As mentioned, the Allies have an easier time of it than the Japanese. The CBs are simply hundreds of times more effective than anything Japan can field. Other bases do not suffer this handicap in my experience.
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CMDRMCTOAST
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RE: Bases

Post by CMDRMCTOAST »

It will probably take a few weeks at least depending on supply and
the type of engineers you have there, you will see a percentage
to the right of your build airfield and this will be an indicator of how long
it will take, check it every turn, also turn off any other builds and you will
focus on just the airfield if this is most important.
I will generally build up the airbase first for air support then focus on
ports and defenses.
If you are on a solid rock mountain it will take much longer than on
a coral beach or an Atoll.
for instance Tulagi takes a long time with lots of engineers on it as it is
just a big rock.
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spence
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RE: Bases

Post by spence »

On a 0-0 hex building a base is a long process even with lots of engineers and supply. In an old PBEM game I had I put at least full strength engineer units including at least one CB battalion onto the south shore of the island just South of Luganville (Luganville being under assault at that time) and the base developed very slowly - it took at least 10 days to reach a level 1 airfield and at least another week to reach level 2. I also started work on a field on one of the islands East or Eastsoutheast of Luganville and once again it took at least 10 days to reach level 1. Unfortunately the game was aborted at that stage so I can't speak to expansion much but it seems that 0-0 hexes should only even be attempted by the USN player - the Japanese are very slow even with base hexes that can be well developed like Lunga. The USN player can get a (1)-(1) base hex up and running at the 2 level, at least as an airfield anyway, in about a week it seems so they can quickly stick a thorn in the IJNs side by dumping some supply and a CB on say Rossel, Kiriwina or Woodlark if the IJN neglects to seize and garrison them.
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tanjman
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RE: Bases

Post by tanjman »

Desertmole,

Here is a paste from an old post (circa August 2002) concerning base expansion.

mikel
Matrix Recruit

Registered: Mar 2002
Location: Pennsylvania
Posts: 12


Base Expansion
Although I do not like to distill a complex game like UV down to sterile formulas, I do like to have at least rules of thumb to follow for important decisions. While playing UV I often found myself completely unable to answer 2 important questions. How long will it take this base to reach a certain level of port, airfield, or fortification size? And, how many engineering resources must I commit to a base to expand it to a certain size by a certain time? While waiting for version 1.3, I decided to run some tests involving Allied engineering units in order to get a better handle on base expansions. Below are the results of those tests.

First a DISCLAIMER. Like everything else associated with UV, base expansion appears to be affected by very complex factors. The tests were lengthy, completely isolating individual factors was impossible, my patience limited, and my brain began to overheat so the results should be considered far from “definitive”. However, I have found them to be useful guidelines in the scenario I am now playing.

Engineer squads can expand bases (ports, airfields, and fortifications). The more squads engaged in the expansion, the faster it will go. At full strength, allied Base Forces contain 30 engineering squads. ANZAC Eng Bn’s contain 30 squads plus 10 vehicles. Since an engineering vehicle is worth 5 squads, the ANZAC units contain the equivalent of 80 engineering squads. Seabee Bn’s and EAB’s contain 30 squads and 20 vehicles for an equivalent of 130 engineering squads. Combat Eng units carry a small number of engineering squads.

Expansion efforts at a base are shared equally. If a base is simultaneously expanding its port, airfield, and fortifications then engineering resources will be shared 1/3, 1/3, 1/3. If 2 types of expansions are going on, then the ratio will be ½, ½. If only 1 type of expansion is going on, it will receive 100% of the engineering resources.

The larger the current size, the longer it will take to reach the next size. For example, the Koumac base will take considerably longer to go from airfield size 8 to 9 then it took to go from size 1 to 2.

When an expansion reaches a new size, the “excess” engineering effort is automatically applied to the next size. For example, if you are playing a scenario with 1 day turns and it requires less than 1 day of effort to reach size 7 then the remaining time will automatically be applied towards reaching size 8.

When you stop an expansion before it fully reaches a new size any partial work will be permanently lost. The moment you hit the “Stop Expansion” button all partial work for a size will be lost even if you immediately restart the expansion.

Port or airfield damage will be worked on first. Any excess engineering resources will then be applied towards base expansion.

Each base has a Standard Potential Size (SPS) for its port and airfield. Generally ports and airfields can expand 3 sizes beyond their SPS up to a maximum of size 9. However, additional engineering resources are required to go beyond an SPS. It takes 2 times longer than normal to go 1 size beyond an SPS, 4 times longer to go the 2nd size beyond, and 4 times longer to go the 3rd size beyond.

An airfield with an SPS of 0 is a special case. It takes 20 times longer to go to size 1 than if the SPS was > 0. (The manual says “10 times longer than normal” but I believe they are already considering the 2x penalty of going 1 step beyond the SPS as “normal”.) For an airfield with SPS = 0, it takes 40 times longer to go to size 2 and 40 times longer to go to size 3.

Landlocked hexes with a port SPS of 0 cannot expand. Non-landlocked hexes with a port SPS of 0 can expand up to size 3 with the usual (2x, 4x, 4x) time penalties.

The larger the base (airfield SPS + port SPS) the longer it will take to expand. For example, a base size of 18 (airfield SPS = 9 and port SPS = 9) will take considerably longer to go to fortification level 1 than a base with a size of 0 (airfield SPS = 0 and port SPS = 0).

Obviously engineering units in a fully-supplied, fully-supported, non-disrupted, and non-fatigued base will be more effective than those in an under-supplied, under-supported, disrupted, and fatigued base. The exact nature of the difference is complex but a rule of thumb that appears to reasonably estimate the “penalty” is as follows: the penalty = % disruption x the % disabled engineer squads. For example, if a base force unit with 30 engineering squads had 5% disruption and 3 of 30 engineering squads disabled or destroyed, the penalty would be approximately 1.05 x (1 + 3/30) = 1.155. In other words, it would take 1.155 times longer than under “ideal” conditions. Watch out for disabled squads because they can increase quickly, particularly at the smaller bases.

The test did not look into other factors such as leadership, inspiration, morale, or experience.

The following are the approximate number of DAYS it would require a 0% disrupted engineering unit at full strength to expand (starting from 0% completion) a port (within its SPS) or airfield (within its SPS) if 100% of its resources are directed to that expansion. Under actual game conditions it will take more time because over time some engineering squads will become disabled even under the best of conditions.

(Sorry about the terrible format but I don't seem to be able to add an attachment.)

Ports or Airfields (Days to complete)
BaseForce AnzacBn Seabee/EAB

0 to 1 6.7 2.5 1.5
1 to 2 10.0 3.8 2.3
2 to 3 13.3 5.0 3.1
3 to 4 16.7 6.3 3.8
4 to 5 20.0 7.5 4.6
5 to 6 23.3 8.8 5.4
6 to 7 26.7 10.0 6.2
7 to 8 30.0 11.3 6.9
8 to 9 33.3 12.5 7.7

Total days 180.0 57.5 41.5

Notes:
1) It takes 2 times longer to go 1 size beyond an SPS, 4 times longer to go the 2nd size beyond, and 4 times longer to go the 3rd size beyond.
2) An airfield with an SPS of 0 is a special case. It takes 20 times longer to go to size 1 than an airfield of SPS > 0 and 40 times longer to go to size 2 than an airfield of SPS > 1 and 40 times longer to go to size 3 than an airfield of SPS > 2.
3) Disruption and disabled squads/vehicles will increase the time required proportionately.

Under the same “ideal” conditions, a Base Force (30 engineering squads) can increase fortification levels in the following number of DAYS. (Anzac Eng Bn’s would take 30/80 as long and Seabee/EAB’s 30/130.)

Fortification Level
----------------- Base Size ------------------
0 1 2 3 6 12 18
0 to 1 1.0 3.3 6.7 10.0 20.0 40.0 60.0
1 to 2 5.0 8.3 11.7 15.0 25.0 45.0 65.0
2 to 3 10.0 13.3 16.7 20.0 30.0 50.0 70.0
3 to 4 15.0 18.3 21.7 25.0 35.0 55.0 75.0
4 to 5 20.0 23.3 26.7 30.0 40.0 60.0 80.0
5 to 6 25.0 28.3 31.7 35.0 45.0 65.0 85.0
6 to 7 30.0 33.3 36.7 40.0 50.0 70.0 90.0
7 to 8 35.0 38.3 41.7 45.0 55.0 75.0 95.0
8 to 9 40.0 43.3 46.7 50.0 60.0 80.0 100.0

Total days 181.0 210.0 240.0 270.0 360.0 540.0 720.0


Notes:
1) Other base sizes can be calculated by extrapolating from the above numbers. For example, for a base size = 15 (1/2 of [12 + 18]), it would take 75.0 (1/2 of [65.0 + 85.0]) days to go from fortification level 5 to 6.

ORIGINAL: Desertmole

Ok, I have invaded two separate Japanese locations (red dots) trying to establish a base. I have succeeded in building fortifications but find only after I get there that I cannot establish a port or an airfield. How do I tell in advance where I can do so without wasting a lot of time and resources.[&:]
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