UV Strategy & Tactics FAQ
V 1.11 – 03/15/02
1° I am getting massacred by US subs in my ports
2° How to use the US ASW assets
in May/June 42 ?
3° How to run the Tokyo Express ?
4° Why Do Docked TF's Use Endurance?
5° Aircraft Carrier damaged and Squadron transfer impossible
6° My Air Combat TF moved towards an opposing TF even when I have them
set to “Not to React”.
7° Can a TF’s ammunition be replenished at sea like fuel can?
9° How do you make use of seaplane tenders?
10° It seems to me that the Allies should be getting ULTRA info about
Japanese fleet movements
12° It would be nice to see weather on the map! It's too generic!
13° TF breakdown screen what does Ops represent ?
1° Steps to successful invasions by Mogami
2° IJN Salomon Strategy by Mogami
3° Japanese Port Moresby Strategy – by Mogami
4° Keys to Carrier combat for US players
5° Quick Beginner to-do and not to-do list
6° Some tips for a Japanese player
7° Port Moresby (To take or ignore)
III Quick
Precisions on some UV terms
2° PBY's make great Troop transports
3° Intelligence gathering using "commandos"
The last version of the UV Strategy & Tactics FAQ is available at
that Spooky’s Uncommon Valor Fansite : http://uncommon-valor.chez.tiscali.fr/
Try creating entirely DD and APD
TFs, perhaps with a CL, no more than that necessary. Should be around five or
six ships total. Pick the DDs with 4 or more depth charges, then send them
shuttling between the areas with subs.
Use the CS/AV ships and put them in a TF with DDs. Put all the float planes on
ASW and set them to 100% / 1000 feet. If you have the option, put a CV TF or
two on ASW. Use your Minelayers (MLs) to shuttle down from Truk and re-mine the
harbours that are in danger. Put enough mines there and his subs will start
hitting them.
Put other planes, Vals and your patrol planes particularly, on ASW 100%.
Anytime they spot what might be a US sub in shallow water (use F2 to see
shallow water hexes on the map), send a DD TF to it rather than waiting for it
to come to you. Set them to Patrol and React in the sub's hex until they sink
it.
So:
- Increase Air ASW coverage
- Form DD-based ASW TFs
- Use CS/AVs and CV TFs to create temporary high lethality areas for enemy subs
- Send DD ASW TFs out to kill subs when spotted
The US did not historically do so well, but they historically were not used
nearly as aggressively as your opponent is using them. As with other parts of
the game, you need to learn how to use ASW as well as your opponent knows how
to use subs. You can make his strategy backfire with very heavy sub losses that
will get his subs off your back for most of the campaign if you play your cards
right.
The above suggestions have worked well for me. Note
that if the main offenders are US S-Boats, they are particularly vulnerable in
shallow water. While their torpedoes are more reliable, they are definitely
going to pay the price for operating in harbor areas if you employ the above
techniques. Remember also that the fog of war is particularly heavy with
respect to subs. You may have damaged or sunk more than you realize - check the
sunk ships list over the course of the upcoming weeks to make sure. (Erik
Rutins’ Tip)
While
the 1.2 patch does not have a magic wand that will sink subs, it does enhance
ASW capabilities for the Allies. I had no trouble in testing sinking quite a
few Japanese submarines for relatively little loss.
Don't send
SCs/PGs after them until those ships have been on shakedown cruises for a month
or two. Get their experience up, then they'll be much more useful. The
experience boost they received should shorten the time necessary to train them
up.
Use only DDs early on in the campaign and make sure you start with v1.2 if you
want to received the full OOB updates that the Allied DDs received. If you are
going to form an ASW TF, use only the DDs with at least two different depth
charge mounts (for example a Mk 6 x 4 and a Mk 7 x2 or what
have you) as they will have an even better chance at bagging a sub once it
attacks.
Set air squadrons with good range and low cruise speed on ASW 100% at 1000 feet
and start hunting the subs they spot with TFs of ASW-oriented DDs. If you keep
to these tactics, I guarantee you'll get better results. (Erik Rutins’
Tip)
In
order for "Tokyo Express" type runs to work consistently, you need to
make sure the following conditions are met:
- All ships > 25 knots speed
- All ships with close to full fuel status and fuel indicator shows green
- All ships fully replenished as far as ammo
- A commander who is aggressive or very aggressive
I think that about covers it. For the Japanese, it's ideal to focus on using
the fast cruisers and BBs for such runs. (Erik Rutins’ Tip)
The
manual is in error - docked TFs need to use some endurance to keep their
engines going so that they are ready to move quickly and go into action if
attacked. Ships in port (disbanded) don't use endurance but are considered
"cold" and therefore can't get underway and make for easier targets. (Erik Rutins’
Tip)
You won't be able to transfer by air since aircraft will not be able to fly off a carrier with combined system & flotation damage greater than 50% (reported by Mark W. Carver)
Air combat TF’s that have not aborted their mission and
with at least 20 aircraft, may automatically move towards an enemy air combat
TF after each air search phase. Allied air combat TF between 5 and 9 hexes
while a Japanese air combat TF between either 8 or 9 hexes from the enemy will
automatically move. (reported by Mark W. Carver)
Fuel can be attained from a tanker or oiler. To replenish task force ammunition at sea, you need an ammunition replenishment ship. There are none in Uncommon Valor. War in the Pacific has some, though. (reported by Mark W. Carver)
If
the altitude is set to 100 feet, the aircraft will strafe the target at all
times. Other than that, the following applies:
Dive-bombers and torpedo bombers attack at a specific, hard coded altitude. The
altitude you enter is the altitude at they fly to and from the target. Dive
bombers start at around 8,000 feet and dive to about 3,500 feet. If you set the
altitude at any value other than 8,000 feet they will fly to the target at that
altitude and then climb to 8,000 feet before they make the dive. Torpedo
bombers attack at about 150 feet to 350 feet, depending on model. The same
principal applies to these. So, setting the altitude to 5,000 will cause them
to fly at that altitude until they get to the target, at which time they will
glide down to attack altitude.
Fighter-bombers will tend to behave like dive-bombers.
Fighter aircraft on sweep missions will dive to 100 feet and strafe.
Level bombers will bomb from the level assigned.
Fighter aircraft assigned to escort missions will fly at assigned altitude
until enemy aircraft are spotted and then close to about the same altitude that
the bombers are flying.
Combat air-patrol will climb or dive to the altitude of the enemy bombers.
(reported by Mark W. Carver)
Send the tender to the desired
location (like those level 0 bases). Generally use a transport TF, but it
doesn't really matter. Throw some supplies in. Then select the floatplane unit
(from the tender or any other floatplanes) and transfer it to the base the
tender is at. You don't need base units because the tender provides it. If you
look at the base display, the air support will say something like 0+9, meaning
the tender is providing the support. You can also dock them in friendly ports
to support seaplanes (floatplanes & patrol). Thus having seaplanes from
relying on the base aviation support, thus freeing up the extra regular support
for more land-based planes. Make sure you dock the Tender so it doesn't run out
of fuel. And be sure to return your planes before you leave, otherwise any
damaged planes get left behind.
You don't need to restrict yourself to the Tender's planes (if any); you can
support PBY's or grab the floatplanes off a cruiser or battleship. (reported by
Mark W. Carver)
After Midway, the Allies had a lot of problems getting good info because
of changes to the Japanese codes. While these were eventually broken again,
they played much less of a role overall during the period portrayed by UV.
Signal traffic analysis and such was more important in that respect, but could
also be misleading and often hindered as much as it helped due to the guesswork
involved.
A design decision was made not to include these sources of intelligence due to
their minor overall effect on this particular theatre at this time. These will
be implemented in War in the Pacific, which covers the entire time period and
half the planet. (reported by Mark W.
Carver)
With regards to the Black Sheep Squadron, squadron commanders were
transferred around a lot, so Rich chose to use the historical commanders
effective May 1, 1942. There are over 1500 historical pilots already in the
database; of these, there are approximately 470 historical aces with
appropriately set experience levels. I have tried to locate the pilots in the
proper units at the appropriate time, but sometimes this detail is sketchy,
particularly dates of service. It is inevitable that I have missed some pilots.
I already have a list of almost every ace that served during WWII, including
kills and units they served in. Needless to say, the historical pilot list will
be significantly larger in WITP. If you have detail on what periods each ace
served in each unit, this info would be useful. (reported by Mark W. Carver)
This comes up pretty often - first at the operation scale, it's not your
decision on how to react to local weather. Your TF commanders will use it as
they deem best. Lacking satellite imagery and with less developed
meteorological knowledge than we know possess, it was very difficult to
accurately predict local weather in this area.
My understanding is that the local weather in the South Pacific changed very
frequently, both from location to location and from hour to hour. The general
forecast gives you a sense of what to expect for operational planning, but it's
guidance rather than any guarantee. You may be seeing Thunderstorms that will
prevent raids on your re-supply convoy approaching Port Moresby, but a similar
convoy at Rabaul may be without such available cloud cover. Also, my
understanding is that Typhoons were not as common in this part of the theatre.
All in all, it's impossible to give much more accurate estimates without being
somewhat a historical. (reported by Mark W. Carver)
Ops stand for Operation Points. Operation points reflect the time spent
on refueling, replenishing ammo, load and unloading cargo. These actions reduce
the movement of a TF during resolution phase. A TF has 1000 Operation Points in
each 12 hour resolution phase. If a TF with a ship refuels and that ship shows
it has used 300 Operation Points, 30% of the 12 hours (300/1000) has been
expended. This means that the TF movement will be reduced by 30% for the 12
hour resolution phase. A TF will always be allowed to move 1 hex. (reported by
Mark W. Carver)
In order to conduct a successful invasion
A. Conduct recon of target base assess land strength there
B. locate enemy CV
C. locate enemy surface groups, from prior contact/spotting try to assess
current number of possible enemy ships
C. Provide CV TF of size required to defeat enemy CV
D. Provide LRCAP for all transport Surface TF
E. Knock out enemy airfields at target base and all within supporting range
F. Cordon access to target from enemy side (sub patrol mine fields)
G. Clear mines along route/at target
Basic starting point of plan is not "What will enemy do" but rather
"what can enemy do"
Transports must not enter battle zone unless enemy forces have been located and
defeated. airfields closed and escort available.
In PBEM - you need Kaveing. It serves several purposes.
A. Provides LRCAP for TF moving past (PM bombers reach out that far)
B. Good place for damaged ships to repair flotation damage before making long
trek to Truk (Rabaul not safe B-17's pound port at night sinking damaged ships
(and damaging others) Kaveing can also be bombed but it is a little further.
C. ASW groups stationed here to escort passing TF's (assign follow mission.
D. Mineclearing TF's (subs mine the channel)
E. Stockpile supply and fuel (closer to Truk so barges can move forward from
here and all eggs not in one basket for enemy bombers)
Also bases at Buin, Buka, Munda, etc in a chain of level one airbases to
provide LRCAP and a emergency landing area for CV pilots that might lose their
CV (and whole group be lost with no place close to land) Fuel at these little
bases can help keep surface TF's on station and cut down travel distance for
subs, and minesweepers.
How to Defend :
The Japanese land strength is in the 2nd and 38th Div (and later
arrivals) there are 3-4 Bdes also. Use a Construction Bn to build these little
bases and then move it to next one. Place a Nav Gar unit to protect from a
little raid destroying it (won't protect if serious but will force enemy to be
serious.) The land units will not hold anywhere if fleet does not protect. The
bases are to make the fleet more effective by having fuel/repair nearby. (when
enemy CV close one base by proximity you use another.
Lose the ships you lose the bases. lose the bases and enemy air will
come closer and closer. Japan must keep the enemy CV at bay (and in equal
number at least) This allows her strong surface units to remain on station
protecting advanced bases.
Minesweepers and ASW units need the chain of bases to operate. to protect the
transports and combat ships. Keep at least one Inf Div (keep as much as
possible) back at Truk or Rabaul and use it to respond quickly to threatened
points. (enemy lands a Bde you respond with a Div, He lands a Div you respond
with 2)
The major
problem with trying to build Lunga AND capture PM is the troops garrisoning
Lunga will be needed in the assualt on PM. If you allow the Allies to move the
3 Bde of the 7th Aus Div to PM you then need both the 38th and 2nd IJA
divisions to achieve the needed combat odds. Supply is also a major concern.
You need 100k plus fuel and supply at Rabaul to support all the ship movement
and air combat.
I have found mid July to be the earliest period I am able to mount sustained
operations against PM. Hopefully by then you will have accounted for Lexington
and Yorktown and still have 4-6 CV on hand to cover the transports and surface
forces acting against PM. The CV also provide the added fighter escort for the
early LBA raids against PM's airfield. Try to have a replenishment TF between
Shortland and PM to refuel bombardment TF's operating against PM. (refuel the
day before they begin the run in)
Use your 3k transports to move troops and supply from Truk to Rabaul. Use fast
transport TF's (DD and CL not APD) to capture Gili. Make troop carrying TF
based on speed and load (don't mix the 2k and 1k ships) Don't include HQ or
other non combat formations in first waves. Station fighters at Lae to fly
LRCAP over transports unloading at PM.
Of course the whole plan of operations depends on Tokyo releasing the needed
CV/BB by mid July. However as long as operations are completed before 1 Sept
the campaign is proceeding well.
Like PM the battle for Lunga and points east of there depends on the outcome of
the CV battles and early surface engagements.
Use one or two of the semi independent Bdes to hold PM after capture (freeing
the 2 infantry div for use in Solomons. 2 fighter groups and 2 bomber groups
should keep PM secure from anything but a full blown attempt to recapture. (But
now the allied player will also have to contend with Japanese operations in the
Solomons directed at bases that will require his LCU to defend. Santa Cruz is a
good target (at least for a feint) while you build a new base on Santa Cristabol
to keep enemy aircrafts (excepting heavy bombers) out of range.
a)
Q-Ball tips
1.
Do not ever take your CV's within Betty/Nell/Zero range of Rabaul. That
is a line running PM/GiliGili/Lunga. You are asking for trouble.
2.
Wait a month for all the F4F's. Train your guys by bombing remote IJA
bases for practice, like Buna or Lunga. Get their experience up before tackling
IJN CV's.
3.
Wait for an opportunity to catch IJN CV's when their aircrews are
weakened. The AI will often waste valuable first line aircrews attacking bases,
after awhile there are fewer Zero's left on the carriers. That's a good time to
pounce, before they return to port to replace the losses. Unfortunately, that
doesn't work as well against a good human player, who will likely save the
front-line aircrews to get your CV's.
4.
If all else fails, you will start to get new CV's in 1/43, so being
more aggressive in late '42, you can afford to start losing CV's as long as you
are taking some IJN ones down.
5.
Later on, you also get much better flak escorts, including CLAA's, St.
Louis class CL's, fast BB's, Fletcher DD's. The IJN, on the other hand, has
pretty lousy AA escorts. Use escorts that carry 40mm Bofors, a superior AA
weapon. This also evens the odds over time, as more of these escorts come
on-line. (advice by Q-Ball)
b)
Denisoh tips
1.
Do not seek a carrier battle early outside of friendly LBA range (that
means the IJN has to b within LBA range). He has to worry about two threats,
not just one, and any attack the LBA makes on his carriers rack up fatigue for
his pilots, in addition to possibly damaging ships (although not likely).
2.
Of course, no "react to Enemy" for your carriers and stay out
of LBA range from Rabaul.
3.
Always put a quality, aggressive commander such as Spruance or Sherman
in charge of the US Carrier TF (I think Sherman is the default).
4.
Put the initial surface TF following the carrier group, as it gives the
IJN pilots more targets that happen to not be carriers.
5.
Avoid a "carrier duel" if you fighters are excessively
fatigued (40+), as it lessens the effectiveness of your CAP. (like right after
provided LRCAP for a number of turns).
The patrol/retire settings are very important and differ depending on
the type of TF it is. At the very least print out the section that describes
the various effects of these settings from the PDF (for instance, mine
laying/sweeping).
I have found that having carrier groups set to do not retire, do not react is
the least frustrating way to have them. They still will move one hex towards an
enemy carrier group but they won't move all over the place like they will with
react to enemy.
Change the home base of ships depending on the mission you are sending them on.
For instance, shore bombardments when set to retire (or is it the react setting?
check the manual) will bombard at night and then immediately head back to home
base. If you forgot to set it to your nearest stocked port the TF may have just
gone way off course in the direction of Brisbane or something.
Don't take a base unless you can supply it.
Move aviation support units to your forward bases as soon as they have a run
way. Get planes there as soon as you can. Moving as many planes into the
theatre (ie, out of Truk/Australia) is key.
Learn
where the good potential air fields are. The more air fields the better. Don't
be satisfied with 1 or 2 really good airfields.
Remember that you can build 3 pts past the max size of port and airstrip (just
takes longer and more resources). This means bases with a max 1 airstrip can
still be built up to 4. Which will launch level bombers just fine.
Don't delay securing bases until you need them. Get them a bit before you need
them and let the airstrips be built up.
Watch your pilots fatigue! I found that ever turn I go thru my forward bases checking
on each of my air groups status. I keep my fatigue below 50 even during key
operations, and below 30 the rest of the time.
Don't discount using transport planes to move troops and supplies around. Long
distances create amazingly high fatigue within 1 day, so you'll want to rotate
this around. This is great for when you are in a pinch. But realize that your
big guns won't fit in transport planes, and you might find a these big guns
sitting back in Australia. You'll need transports to move them.
Paratroops are cool but don't try to land them in an area that has a decent
CAP. Ouch, learned that the hard way.
If you manually run your subs (which I like to do) keep an eye on their torpedo
count. They are pretty useless without those! (again this is part of my normal
turn routine).
Learn how to use automated transports for supplies in your secure areas. I
haven't been good at this and hence struggle with supplies.
Air power rules the game.
By Makaer
As the Jap
commander you could use CVL´s either in a normal or in the special way. Special
would mean - transfer its original AGs to land and order a LBA (27 fighters)
aboard (I always use F1 and F2 6th Daitai for that.... that ain to unhistorical
- CV training for those crack pilots would not take that long). They can then
provide extra CAP for the Fleet CVs it accompanies. One might say: I loose 12
Kates that way!
The Japanese
generally have enough offensive striking power, because of the quality of their
pilots. You lack fighters – that is a solution! In other situations you can
then order your Fighter group on land again and take over a D3A group and do
some ASW operations with the Carrier. These CVL´s allow you quite flexible
operation - use it. (would not do the same with CVs)
Moreover cramp your CV Tfs with effective gun platforms. Especially the early
Japanese DDs (Mutsukis, Kamikazes) are useful for this - they have DP main
guns. The later Special/fleet DDs do not have DPs (except Akitsukis - which all
should be used for CV escort!). So make up a big CV TF of at least on DD Div of
modern and one DD Div of Mutsuki/Kamikaze DDs. That extra Flak of 25mm and
4.7" IS effective! Also use one CS in these TFs - they can free attack
planes from search duty as the float planes from the CS take over. In other
occasions they can provide ASW for the TF! Useful! Same for AVs and invasion
TFs. They can provide ASW, search and aviation support for A6M2-Ns at the
captured/supplied base.
APDs are also very useful ships on the Japanese side - they are good DEs
because of their massive amount of DC throwers. Just make sure they get some
experience.
Minekaze DDs are not useless, despite the fact they are short ranged and do not
have DCs. They can be used as Flak support for Transport TFs (like the PGs), as
Fast Transport (my favoured usage) and as anti - PT fighters. They are
difficult to hit for torpedoes fired from PTs - these tiny Minekaze DDs are
quite manoeuvrable, still their 4.7" DP guns are far superior in firing
power to the PTs. Do not use these DDs in the usual surface battles.
For ASW: When you have time, say the Allied player must stay down for some
weeks, because of losses always make ASW, not only with your LBA, also with
your ships. -----------> Create a CV Tf with (my prefered selection
following) a Junyo class CV (with its general loadout) , a CVL (prefer
Zuiho/Ryuho class) and equip it with a bomber group only (27 planes -
experience very important for successful ASW attacks). Add one or two CS to
that TF (the 40 float planes add massive to the ASW). Then add some 10 to 15 of
your finest DDs to that task force (in regards of experience, DC type ...type
95 DC prefered of course, and DC throwers.... DDs with rails and throwers are
better than those with rails only).
Then move them in a "sub - hotspot". Depending on your opponents
options (some Subs on auto??) they come to get slaughtered. Do not get
frustrated if it is not working instantly - take your time. With these Jap
Hunter-Killer groups I get sometimes 3-5 subs in a operation (3 or 4 weeks).
The success highly depends on the density of subs in the area and the
experience of your crews/AGs.
So if you got
plenty of sub reports, say, south of Rabaul, you now know what you can do to
counter it. But in God´s name stay out of enemy CV, LBA with this ASW group or
you will see your units slaughtered. Junyo´s CAP is the only Air defence of
them.
By Reddon
45
a)
To ignore – by RUPD3658
Many players
are obsessed with taking Port Moresby as the Japanese. Some say that they want
to succeed where the Japanese failed, other say that it allows for raiding of
Australia, as still others say that they have wanted to do it since they
couldn't do it in "Flat Top".
Think about this though. In any of the long campaigns you can probably take PM
if you put all (and I do mean all) of you resources into it. Whether you go
overland or right in you will take very high losses, usually in excess of what
the Allies lose. But then the real problem begins. There is an old Russian
saying "Be careful what you wish for...you may get it". Now that you
have PM you have to hold it. The Allies won't try a landing for a long time but
every LBM from Brisbane to Cooktown is going to come calling on a daily basis.
You also have to supply the base through the gauntlet of Allied air power so
the attrition losses will continue. The garrison and the CAP needed to keep the
base on the map take a lot of supplies. You will not be able to raid Australia
due to the fighter cover and range and forget about an Australian invasion (You
won't have enough Marus after the losses in taking PM and the subsequent amount
needed for the supply runs) So in the end you have a base that takes all of
your resources to take and continues to tap them to exist making it hard to do
much else. (Sounds like being married!)
Before you send nasty replies saying "Then why play as the Japanese?"
I am going to offer a better use of resources. Go after Espirito Santo and
Noumea instead. A faint towards PM by taking Gili Gili and Buna (Both
undefended) should draw most of the allied resources to PM. Let them sit there
with nothing to do (Much like the Jap land units did in Manchuria). By taking
the southern islands you can take 2-5 bases (Luganville, Efate Port Villa,
Noumea and the two others Fiji) Your air power can be built to the point that
any ship going in or out of Noumea will get pounded. Also as you have about 6
months before the allies build up you have plenty of time to take these bases
and put a strangle hold on Noumea, even if you don't take it. Mining Noumea and
the approach hexes (under LR CAP of course) can also give the Allies fits.
Mining your own bases should make any Allied attempts to retake these bases
costly.
Remember, the Allies lose on Jan 2, 1943 if you have a size 5+ airbase with 2x
supplies at any of these locations so they have to try to retake them quickly.
You should be able to inflict sufficient casualties that even if they take them
they will not be able to get to Rabaul by the end of '43 leaving the Japanese
with a standard win due to points from base possession. Also by the time they
start up the slot your bases there should be built up enough to cause even more
losses. You aren't out to take the whole Pacific (that will be the goal in War
in the Pacific, the Struggle against Japan) only to take and hold enough to
win. You have the initiative and the Allies have to catch up.
b)
To take – an answer by Pasternaki
Many players
are obsessed with taking Port Moresby as the Japanese.
This
player thinks that taking Port Moresby is a necessity. Control of New Guinea
eases the Japanese player's task in the later phases of the campaign game (sc17
or sc19) when the burden of attack is on the Allies.
Think about this though. In
any of the long campaigns you can probably take PM if you put all (and I do
mean all) of you resources into it. Whether you go overland or right in you
will take very high losses, usually in excess of what the Allies lose.
There is
nothing wrong with committing your resources to capturing what you believe is a
necessary objective. Any major offensive entails the risk of high losses. Here,
your ground losses are mitigated by your ability to interdict reinforcement by
sea of Port Moresby's defenders. In May and June of 1942, you have the upper
hand (if skill-fully wielded - but note that you are not overpoweringly strong)
of naval air strength. Use your advantages wisely but aggressively, remembering
that time is not on your side.
Now that you have PM you
have to hold it.
Okay...
And there is any disadvantage from Rabaul now being out of range of Allied LBA
attacks (not to mention Lae)? And now I can launch LBA attacks against Allied
TFs that threaten my hegemony over eastern New Guinea?
The Allies won't try a
landing for a long time but every LBM from Brisbane to Cooktown is going to
come calling on a daily basis.
This is a
major base. You're saying I can't defend it? How many escorted Allied LBA
bombers can attack from Australia before P-38s show up in effective numbers?
Moreover, how can the Allies sustain their offensive against the CAP I can
mount from a size-9 base, particularly when that base is launching airstrikes
to suppress their air offensive? Don't forget that I own Gili-Gili, as well,
and, by this time, LBA can strike from there, too.
You also have to supply the
base through the gauntlet of Allied air power so the attrition losses will
continue. The garrison and the CAP needed to keep the base on the map take a
lot of supplies.
I say I
can, and that, with LR CAP from PM, attrition will be acceptable, especially as
this battle absorbs Allied resources from the one I will now be waging at
Lougainville and, if I am successful, Noumea. I have ample APs. Truk is a
bottomless source of supply. I can keep Port Moresby supplied.
You will not be able to raid
Australia due to the fighter cover and range and forget about an Australian
invasion (You won't have enough Marus after the losses in taking PM and the
subsequent amount needed for the supply runs) So in the end you have a base
that takes all of your resources to take and continues to tap them to exist
making it hard to do much else. (Sounds like being married!)
Baloney
(except the part about being married). I will come and get you in Australia if
I have the advantage after the early game and you are not capable of mounting a
counter-threat from the New Hebrides area. This is where I have the most fun
against inexperienced PBEM players when my IJN carriers are intact after the
first couple of months and I have taken PM. They don't know where I might hit
them along the Australian coast and I play the "hit 'em where they
ain't" game to the max.
a)
By Sabre 21
I tend to be a
little more aggressive as the US player...even at the start.
Some of my starting moves include moving all my Dakotas up to the northern base
is Australia and airlift the Aussie brigade and supplies into Buna... This will
keep the Japanese from just waltzing in and taking it.
I also ship one of the 7th Aussie divisions brigades and an engineer unit to
Gili. The key here is to keep them supplied.
Switch out your planes in PM...providing more fighters and the B25's...having
the Lightning recon unit there helps too.
At Lunga ... I ship a brigade of the Americal up there with an engineer
unit...don't forget supplies!
I strip all but a few DD's from my carrier TF and form a surface action group
and place them up south of Guadalcanal...have them ready to move into Lunga or
Tulagi to counter any invasion force.
My CV group I place to the south east of Gili Gili to attack any transport
force moving that way. What few surface ships I have in Brisbane form another
surface group and are used up near Gili to help ward off attackers.
The key to success is finding the Jap CV's. If they come down towards
Lunga...expect an invasion of Tulagi and move your surface force in at night to
the harbour.
If they come down to Gili... Make sure you do not have react on for your CV
group ... or they will die. I have had about a 50-50 exchange rate in the
latter case...where I lose a CV and one damaged but usable while the Japanese
lost 1 light and 2 heavy damage or 1 large sunk with one heavy usable. Either
way ... the Japanese head home and you have deterred their advance south.
Now you must concentrate on keeping the bases supplied ... That is the real
challenge. Don't move more troops up there until you can build up a good base
of supply.
If everything goes as planned...you won't be seeing the Jap carriers for
several weeks giving you time to consolidate your position. And if you think
you have enough supplies at a base...send more anyways.
One last thing...do not go north of Gili Gili with your CV's or the Betty/Nells
out of Rabaul will make you sorry. Not until you have a good strike force or
have whittled down their LBA's do I venture up there.
b)
by Oleg
Mastruko
Time is definitely on your side, play defensive, and be patient for the
first 6 months or so, and then you will own the map.
1. Preserve your CVs. Keep them out of trouble and don't risk their asses for
nothing that is not absolutely necessary (like - invasion of Noumea don't worry
AI most probably wont even try this)
2. Use Americal Div. to defend New Hebrides: one regiment into Efate,
Luganville, and of course Noumea itself (although the AI wont go after Noumea
anyway)
3. Transport Australian Infantry to PM (those that don't belong to Northern
Command - thy cannot be transfered to NG)
4. Harass the Japanese with medium bombers from PM.
That's about it for the first 3 or 4 months By then you'll be getting the
Marines, more CVs and generally more toys to play with.
Carrier battles should not be accidents. You should only move carriers
where you expect a battle and if your aircrews become tired you should move the
CV out of reach to rest them. Carriers providing air cover for transports
should only have to remain in area 1-2 days. (If it takes longer then this to
unload in enemy air range you are setting up your transport TF's incorrectly.)
Use recon/Search always keep track of the location of enemy CV.
If one or more disappear consider them to be in the worse possible location for
you. Never move into an area without knowing where the enemy is at. And what
LBA can reach you (by Mogami).
Aircraft Radiuses/Ranges
------------
Normal Radius/Range
= 0.25 Maximum Radius/Range
Extended Combat Radius/Range = 0.33 Maximum Radius/Range
Transport Radius/Range = 0.50 Maximum
Radius/Range
Map Circles:
------------
Normal Radius/Range (Black Circle)
Extended Combat Radius/Range (Red Circle)
Attack/Recon/Transfer:
----------------------
Normal Radius/Range (All attacks except Naval Attack)
Extended Radius/Range (Naval Recon and Naval Attack)
Transport Radius/Range (Transport)
Maximum Radius/Range (Transfer)
by Leonardo Rogic
PT and Barges are created from supply points by Transport TF created at
Truk/Brisbane/Noumea.
The Transport TF can create PT/Barges at any point using "Activate"
option only if those types of ships are
available by that time (check the ship availability) - by Leonardo Rogic)
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 ˝, ˝. 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.
Ports or Airfields (Days to complete) |
|||
Size |
Base Force |
Anzac Bn |
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.)
Fort. 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.
Explanation provided by Mikel
Replenishment TF's fill with fuel very slowly, which is very
inconvenient when you need to scramble TF's to meet an enemy threat.
Because of this, I always keep one fueled-up AO or TK docked in a hex near
Noumea (As Allies), ready to sail with fuel at a moment's notice. Keeping
it docked vs. at sea keeps the operational damage down. This strategy
works against the AI, against a human you may have trouble against someone
looking for your mobile filling station. Even so, keeping a couple SC's
or PC's there should keep subs honest, particularly in shallow water and within
range of ASW patrols out of a major base. (by Bradley Cue)
Use Your PBY's
to Ferry in Engineers and Supplies to Remote locations, to start construction
work on an airfield. Once the airfield is size 1, you can then use C-47's to
ferry in more troops and supplies, and B-17's to ferry in supplies too! (by Possum)
To establish a presence early on in the Solomons, you can send in a platoon of infantry using a sub transport, for example to Lunga. An allied sub holds about 20 men and a few guns. Make sure you send another sub transport with supplies at the same time.
These 20 men or so have absolutely no chance what so ever to resist an invasion, but they will give you accurate intelligence on when an invasion actually occurs, and they may very well draw resources from the enemy until he has determined the size of the force. Be aware that a single large bombing run can wipe out the entire platoon, and if you don't keep them supplied, their numbers will dwindle.
Once the "commandos" are in place, you can easily send in more troops using PBY’s.
A modified version of this is the commando suicide raid against an enemy base using sub transports at night. This may also give you valuable intelligence, and is useful if you don't have recon aircraft within range of the base.
Also, if you are planning on establishing a base somewhere, sending in the commandos first gives you good intel on the presence or lack of presence of enemy troops. Never try to establish a base without scouting out the location first using "commandos". On the other hand, if you are playing a PBEM opponent (and possibly the AI), don't just send them to a single location - if they are detected by the enemy, he will know where to expect an invasion. Send decoy forces to other locations too.
Without commando presence at valuable bases like Lunga, the opposition might very well establish a base without you knowing about it, making you lose valuable time.
This tactic is more valuable to the allies early in the game before you have any actual airfields available in the Solomons (by Lars Olofsson).