Aces High Bulletin Board
General Forums => The O' Club => Topic started by: Curval on June 18, 2003, 08:16:43 AM
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Hey guys,
I started the learning process for UV last night.
A few quick questions (and I know, I know RTFM ;))
Can a squadron of aircraft be divided up into two or more smaller units? I wanted to split up a bomber group and assign a small newly created group to search duties. Couldn't see how to do it with the interface.
Supplies...I assume they are totally generic? There aren't any specific "assault" supplies that an invading force needs to carry? Didn't see any, so then it is just a matter of ratios relating to the number of men vs supplies needed for a particular operation. This is probably in the manual I haven't read entirely. :)
Search function: The aircraft search function appears to be totally computer controlled with the exception of being able to give percentages assigned? Does the player not have to assign search quadrants etc?
This is all I can think of for now...there will be lots more.
:)
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RTFM!
:D
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:mad:
DOH!
;)
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Ok, ok. Since you *promise* to RTFM tonight, I'll answer your questions. :)
Can a squadron of aircraft be divided up into two or more smaller units?
No. But a Regiment of troops can be split up into smaller groups, simply by not using enough transports to get the whole regiment(or whatever size unit) to it's destination. For instance, let's say that I want a small unit to garrison Woodlark Island. I could select the 144th Regiment for loading onto transports. The "load cost" to load the entire division onto transports is something like 6995. Now, if I formed a transport TF(task force) with only 3000 load points, then only about half of the regiment is going to get transported to Woodlark Island.
Supplies...I assume they are totally generic?
Yes, they are generic. Supplies are the essential element of the game. In fact, this game revolves around supply. You will not win this game without being a logistics guru. Woe be to the commander who does not bring enough supplies to battle.
When you create a transport or fast transport TF, you can then select to "load troops" or "load only troops". The difference is, that the "load troops" option means that supplies will be loaded onto the transports if there is room available after all the troops are loaded on the ships. Whereas "load only troops" means that only troops will be loaded, and no supplies will be loaded. Typically, you would use the "load only troops" option when you are in a hurry, and can't wait the extra time for the supplies to get loaded.
Search function: The aircraft search function appears to be totally computer controlled with the exception of being able to give percentages assigned? Does the player not have to assign search quadrants etc?
You are correct. You only assign the squad of aircraft to a mission, and a percentage of the squad that will attempt to fulfill that mission. You can't select a scope or sector for your search aircraft to search. They use a 360 degree arc by default.
This game is unusual in that in most ways, you don't have tactical control of your aircraft. For example, you can't target a specific enemy TF for you aircraft to attack. You have to hope that the local AI commander on the scene is smart enough to pick the most important target to attack. On the other hand, you *can* select which enemy port or airfield that your bombers attack. This inconsistency is a little frustrating at times, but was made as a design decision by the developers.
One thing to remember is that your pilots fatigue and morale are critical to how they perform in battle. Also, the commander you choose to lead TF's is extremely important to the TF's performance.
Repeat this to yourself over and over until it is ingrained in your thinking: Supplies, Fatigue, Morale, Leadership, Support.
Supplies: Without ample supplies, your forces cannot do well in battle.
Fatigue: Tired pilots and troops fight poorly.
Morale: Low morale is bad, high morale is good.
Leadership: Can make the difference between a successful mission for a TF, or a disaster.
Support: All ground units and air units need an adequate amount of support(HQ units for troops, Base Forces for air units) for them to perform well in battle. Troops and air units with inadequate support will do poorly.
Next? :)
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Originally posted by banana
Ok, ok. Since you *promise* to RTFM tonight, I'll answer your questions. :)
okaaaay...I promise.
:)
Thanks for the info. Those were my main questions based on my experience to date...the others are definately RTFM material.
I should be ready for a small scenario by the weekend.
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The fatigue factor makes for some real nail biting when you're sending your CV task forces into enemy waters.
Do you rest your CAP one more turn to reduce their fatigue(thereby leaving your CV's without any protection!) in preparation for an upcoming battle? Or should you leave the CAP up all the time(which means your CV's will have protection, but your CAP pilots will perform poorly in battle because of high fatigue).
Ah, the conundrums of command. What a great game this is. :)
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Curval, I know I keep harping on you about this, but you should really spend some time over at the UV BBS, you'll learn a lot.
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You mean, like here?
http://www.matrixgames.com/forums/showthread.php?s=&threadid=39544&perpage=15&pagenumber=2
:)
It is how I know Daddog plays UV.
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Good boy, here's a biscuit. :p
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mmmm biscuits... ;)
Okay, I finally played out my first senario...Coral Sea against the computer.
It ended with a marginal US victory.
Here is why:
I took the orders very litterally. I invaded Tulagi (which was a walk-over as the US had nothing there) and then turned my attention to Port Morsby. I had intended to invade there at the same time as Tulagi, but the troops and supplies I was loading at Rabaul kept unloading as soon as loading was complete. Then, after a quick manual check I realised I had to set a destination to prevent them from doing so.
When the Port Morsby attack was finally en-route I had set a course for my carrier group to cover the landing. The US carriers were keeping very quiet and no firm contacts of it had been reported. I wanted my carriers (which were sitting East of Tulagi in the hope that the US carriers would react to the Tulagi invasion at which point I intended to bushwhack them) to go past Rabaul and then set out to the south to cover the landing...but for soime reason the carrier group did not follow my intended course. Before I knew it the whole group was near Gili Gili and was involved in a slugging match with the US carrier group which suddenly showed up. The Shokaku was put of of action with respect to air ops and the Zuikaku was hit but still capable of launching and recovering aircraft. On the US side the Lexington was pummeled and the otrhers US carrier was likewise badly hit.
The US carriers then seemed to retire from the fight..I never saw them again, but to my knowledge were still floating. I did get two contacts right outside Port Morsby so I thought they had maybe headed there for repairs...so, I split my AV group which was just behind my transports into two smaller groups. One had the AV, the other was comprised of the two light cruises and two destroyers...the rest stayed with the AV. The cruiser group I sent straight into Port Morsby (arriving at night) on a bombardment mission. The ships I had spotted turned out to be transports of some sort, which my group sunk very quickly. The ships then hit the Port and Airfield.
Then the game ended with a US marginal victory.
Sigh...took too long on my invasion of Port Morsby.
Question: Can I not set way points for my task forces and force them to take a roundabout route to their destination?
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What are we talking about? It sounds kinda cool.
(http://image1ex.villagephotos.com/extern/640697.jpg)
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It called Uncommon Valor: Campaign for the South Pacific.
Very cool strategic game which has a multi-players play by e-mail capability...obviously turn based. Very detailed and complex but with a simple interface that enables an experienced gamer to basically "jump right in".
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Question: Can I not set way points for my task forces and force them to take a roundabout route to their destination?
That's correct. There is no provision for waypoints in UV. You should set the TF's orders to "Patrol/Do Not Retire" and below that "Do not react to enemy"....then give the TF a destination, which can be an ocean hex out in the middle of nowhere, if you want. This is the way you can get the TF to go precisely the way you want it.
Waypoints sound like a cool thing to have, but in this game, you can get yourself into trouble very quickly by not micro-managing your CV TF's. Btw, even if you have a TF set to "Do not react to enemy", an agressive TF commander may disregard that order and charge right into the fray with all weapons blazing.
Hehe, the most entertaining thing about the game when playing PBEM games, is your reactions to watching the combat replay file for each turn. When you get caught with your pants down with a CV TF without CAP(like I did today against a squaddie of mine), you may literally have to leave the room. The scene of torpedo after torpedo slamming into your precious CV's is not for the faint of heart.
You've learned a good lesson in your game against the AI, in that timing is crucial to success. It's not the easiest thing in the world to have all the right TF's in the right spot at the right time, in order to pull off a successfull invasion.
Welcome to the wonderful world of addiction that is UV. :)
I'm standing by ready to start our first game. We can do a small one at first if you'd rather. Just let me know. No hurry, though. I want you to feel ready before we do our first game.
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The game has some wierdness to it, in that you can micro manage all you want...and all your efforts can be ignored.
In the scenario I decribed I have issues with two things:
1. My naval bombers at Rabaul didn't take off once to intercept the enemy task forces when in range and yet I cannot assign specific naval targets..only ports and airfields etc. They had a primary objective set as naval and secondary as "rest" so that they wouldn't just keep hitting the US stationary targets.
2. My carrier planes attacked the small crusier task force (Hobart etc) over and over again, while the Americans ignored all my other TFs and hit my carrier group time after time.
I can understand this the first, and possibly the second, time. But why, oh why would any task force commander ignore the enemy CVs in a carrier battle!?!? Fact is that same commander kept "reacting to enemy carriers" according to the reports..I would have though the best reaction would be to send his planes over there to destroy them.
Before starting a large scenario I need to understand the management of the people...commanders etc. As I have played only the Coral Sea scenario it has been irrelevant. Other than that I am good to go. I should have an understanding of it today.
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Ooww, i was hoping for a nice freeware.
Do you have to pay per month to use it? I doubt i can find it down here either way
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Kisters. No monthly fee or anything, just the cost of the software.
Here is the home page link:
Matrix Games (http://www.matrixgames.com/Games/UncommonValor/features_2.asp)
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Originally posted by Curval
Kisters. No monthly fee or anything, just the cost of the software.
Here is the home page link:
Matrix Games (http://www.matrixgames.com/Games/UncommonValor/features_2.asp)
cc thanks, ill see if i can find it down here :)
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1. My naval bombers at Rabaul didn't take off once to intercept the enemy task forces when in range and yet I cannot assign specific naval targets..only ports and airfields etc. They had a primary objective set as naval and secondary as "rest" so that they wouldn't just keep hitting the US stationary targets.
You sure they aren't your level bombing Betties and Nells? Those planes will not attack enemy shipping if there is a strong CAP over the target, or if they don't have escort.
In one of my PBEM games against "Cup", a squaddie of mine.....his Betty and Nell bombers flew all the way from Rabaul to Cairns, unescorted....and put multiple fish into both my CV's!
The conditions have to be right for the local AI flight commander to send his boys to the attack. That's the frustrating-yet-beautiful part of this game. Sometimes the fact that you can't target specific TF's is good, sometimes bad.
2. My carrier planes attacked the small crusier task force (Hobart etc) over and over again, while the Americans ignored all my other TFs and hit my carrier group time after time.
Who was your CV commander? Yamaguchi is the best admiral to have in command of a CV TF as the Japanese. Also, did you have some Val's or Kate's allocated for search duties? And you had your Cruisers' float planes all out searching, correct?
There's probably an answer as to why things didn't go as you had planned, just trying to find out if you missed something.
Also, how was the weather that turn? Weather can have an effect on sightings, etc....
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Okay, makes sense then re: the bombers at Rabaul. They had the range but the escorts didn't, and there was heavy US CAP.
I haven't seen where to switch commanders, but I will look into it with my next scenario (tonight). I'm going to start a big one..get the feel for it and then I'm ready to fight ya. ;)
I understand that weather etc plays a part, but the contacts in the Coral Sea scenario were sitting on my screen "clear as a bell". If I can see them, logically so can the commander on the carriers, right? If, for example, a long range search plane from RAbaul spots a US carrier and it is reported to me (via an icon on my screen), this report would be transmitted to the relevant commanders in the theater? Or does a search plane from the carrier need to spot the contact for that commander to know about it?
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My new scenario (17) is going very well and according to plan.
Both US carriers that dared venture out to prevent my Guadalcanal invasion are out of action...I expect the Yorktown to sink on my next turn (it had huge internal explosions reported as well as explosions in the ammunition dumps on board). The Lexington is on fire and was hit by my level bombers from Rabaul by two torpoedos as a final hurrah before we both retreated to "lick our wounds".
Port Morsby is next, once I decide where to invade from and once my current captured bases are consolidated and re-supplied.
banana....I'm ready when you are.
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I haven't seen where to switch commanders, but I will look into it with my next scenario (tonight).
When you create a TF, after you exit the ship selection screen, you can click on the icon for your just-created TF near the bottome of the screen. This brings up the TF info screen. On the left hand side, you'll see the name of the TF commander in yellow text. If you click on that, you can select a new commander.
If I can see them, logically so can the commander on the carriers, right? If, for example, a long range search plane from RAbaul spots a US carrier and it is reported to me (via an icon on my screen), this report would be transmitted to the relevant commanders in the theater? Or does a search plane from the carrier need to spot the contact for that commander to know about it?
Yes, if a search plane spotted a TF, then every local AI commander knows about it. Whether or not they actually decide to do something about it, is another matter. There are many little things that can prevent effective use of air assets at a base, that can be found in the manual. One of these is that if the number of planes at a given base exceeds the amount of air support, then performance of the whole base is degraded. Base force units supply needed air support. On the base screen, you'll see an entry for "Air Support" and "Air Support Needed". If either of these two entries is in red text, then you need to send another air support unit to that base.
Also, if the number of planes at the airbase exceeds 50x the size of the airfield, then effectiveness suffers considerably. For example, if the airbase is size 4, then it can comfortably handle 200 aircraft without penalty(4x50=200). But if you have 250 aircraft stuffed into that base, then obviously the groundcrew can't cope with that many, so fewer flights will be ordered.
Another thing to be careful about is weather. Ordering flight ops on days that are filled with thunderstorms, will wear your pilots out, and cause uneccessary operational losses. Not to mention that the escort may not be able to find the bombers to escort, the bombers may get lost and rtb without attacking, etc.
Keep your pilots well-rested, and when their fatigue is over 25, give them a break for a day or two. When a huge battle is imminent, of course, then you will have to fly them no matter what their fatigue. But woe be to the commander who pushes his men too hard.