Task Force Combining Question

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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MikeS4269
Posts: 182
Joined: Tue Sep 14, 2004 1:18 am

Task Force Combining Question

Post by MikeS4269 »

I have played UV on and off for a year now, and I am finally sitting down with the rule book and trying to streamline my game. For what at first seemed such a simple game to play, I find I am running into hundreds of little questions that come up as I dig deeper. (As many have pointed out, one of the true beauties of this game engine.)

Today's question (and there might be many more along the way) is about TFs and combining them while they are at sea. I understand that if two TFs are in the same hex, you can swap ships freely, but what if they are just one hex apart and I want them to meet? I have been setting a rendevous hex, then, the next time I can, I swap the ships.

Is there a way to do this more time-efficiently? With only one hex difference, it seems a bit of a time loss to have to wait until they move and you get another orders phase. (Especially when enemy planes and carriers are in the area and getting hungry...)

Thanks.

-Lb
MikeS
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toraq
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RE: Task Force Combining Question

Post by toraq »

As far as I know, there is no other possibility. You will need to wait a whole day until they can be reformed again.
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marky
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RE: Task Force Combining Question

Post by marky »

or u could have 1 halt and set the other to follow

then theyll meet in the same hex and u can swap
Shadow of the Condor
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RE: Task Force Combining Question

Post by Shadow of the Condor »

If you don't want to "waste" a turn swapping, try this:

1. Take the ships of your target TF and give them a DH well within the range of the ships you plan on adding to the target TF.

2. Split the ships you want to transfer to the target TF away from their current TF by creating a new TF. Give them the "Follow TF" order, set to the TF you want to join up with.

The next turn they should both be in the same hex, you can join and be on your way.

Things that can cause problems with this include low fuel or ammo forcing an auto retreat and forgetting to set the Do Not Retire option to the target TF and the ships that will join it.

I've done this with subs lots of times that have run out of fuel dodging air attacks and once the subs are in the same hex they even refuel each other (usually a Gato sharing with an S-boat) without being told to.

Good luck with the manouver and the game :)
"Shouldn't we be leading the shark back to shore, instead of him leading us out to sea?"
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