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AAR Allied - First Impressions

 
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AAR Allied - First Impressions - 5/16/2002 1:43:50 AM   
dgaad

 

Posts: 864
Joined: 7/25/2001
From: Hockeytown
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Yes, I got the game today. Figured I'd share my first few attempts at playing with the group. Comments welcomed.

AAR - UNCOMMON VALOR

Decision in the South Pacific - May 42 to Dec 43

First Impressions of a Non-Beta Tester

Getting to the Game

1. The intros are nothing very special, as compared to the corporate and game intro files in some other games. This actually not only does not bother me, it seems good to me since, as a wargamer, I'm interested in good game systems, not flashy intro movies. If I want to see a movie, I'll go to Blockbuster.

2. The User Interface for all the Game Menus isn't totally intuitive. For example, the grand campaign is listed as Scenario 17, I had to look at all the different scenarios to make sure I was picking the one I wanted, and the one that should be the centerpiece of the game. Selecting the game preferences was equally confusing. There are toggle switches to set things like game resolution, fog of war, whether you have hex displays or not, but the problem is that its not immediately apparent what the current setting is. Same once in the game. When you look at a base that is currently building up fortifications, the display reads "build fortifications". I'm not sure if clicking on this means I'm now giving an order to start building fortifications, or whether that's what the engineers there are currently doing. It would be better if the display said "Currently Building Fortifications or something like that." Anyway, I may be being too unkind here since my professional life involves UI design, and I always find ways to make things more intuitive or easier for the lowest common denominator. Once I got used to it, I did understand what the toggles and displays represented, I just had to spend time figuring that out that I think I shouldn't have had to spend.



May 1, 1942

The level of detail is overwhelming at first. Individual ships and individual air squadrons have very detailed and granular types of orders and missions which can be set, down to which altitude to fly at, individual names of pilots, and so forth.

At this point, most things seem okay. One thing I've learned from reading AARs of the beta testers is the importance of supply and support. So I will monitor that. Right now, the way things are seem to be fine, except that at a couple of bases there isn't quite enough support but it shouldn't be a huge problem if I keep on top of it. Moreover there appears to be an Australian platoon north of Port Moresby that is totally unsupplied. I'm not sure how to deal with this other than to move it back, which I am not willing to do at the moment.

The other concern is the utter lack of ground troops. Strategically important bases have absolutely no defenses like Guadalcanal / Lunda, and Gili Gili. I also don't seem to have any way to move what little troops I have in Australia to New Guinea.

Well, its only the first turn. I managed to discover the ship status map, and the good news is that I have a number of ships coming in over the next month.

So I set the Air Combat TF 201, with the Lady Lex and the Yorktown, to move north by northwest, and the Replenishment TF to load fuel at Noumea. I know historically the Japanese fleet was attempting and invasion of Port Moresby around this time, so I'll head out and see what I can see.

May 2, 1942

The only thing that happened was that an enemy merchant was spotted near Shortland by coastwatchers. We flew 260+ sorties while the enemy flew about 100 less due to bad weather out of Rabaul.

Cooktown base still does not have enough support, but I don't seem to have any spare engineers.

I have a bunch of subs in Brisbane I'd like to send out on patrols, but everytime I click "Create TF" I get a display that I can't figure out, nothing gets created, and the subs remain at anchor not in a TF. Time to load up the PDF manual and see what the problem is. Later . . . checking the manual was not much help. Seems I'm doing what I am supposed to do, but nothing is happening. Ah, now I have it. I have to hit the "done" button. Hmm, another UI problem. Oh, well. I still like the game and have barely scratched the surface here.

I create 3 new sub groups, 2 for patrol and one for minelaying, and set specific destinations. We'll se how that works.

Finally, some combat. 17 Bettys escorted by zeros bomb Port Moresby. Our CAP was light and didn't hit anything, but 6 Bettys were damaged by flak. One "supply point" was destroyed by the bombing, whatever that means. I'll have to check it out.

A sub encounters 2 Jap light cruisers, missing them but escaping damage north of Shortland.

May 3, 1942

Cap levels for the fighter groups at Port Moresby were set to only 30 percent. I raised it to 80. Hopefully the enemy will attack again next turn and we'll see what kind of difference that made.

TF 201 is about a day and a half from Shortland, so we might consider a strike there once we are close.

Out of curiosity I looked through all the troops in Brisbane. Again, the displays are a little confusing to someone who is not a beta tester or who has read the manual from cover to cover. Most of the units have a listing numbers of second line troops and then a breakdown list of components. Of these troops at Brisbane, very few seem to have hardly any troops in their establishment. For examle, the 112th Base Force unit, which is supposed to be a support unit, is listed as having 4290 "Second Line Troops", but in the breakdown it has just 2 Aviation Support Squads and zero of everything else, including Radar support, which is only about 496 men. Meaning that it is only at 12% establishment. Gotta check the manual on this one. Does this mean that with all of these units in reality I have very few troops? Why does it say all those second line troops and just 2 support squad components.

The manual does not explain the specific troop display as far as I can tell. Wait, yes it does on pg 66. Ah, the number 0 next to the sub component units is the number of disabled units. Now, that is really counter intutitive. Why doesn't that column have a label on the display which says that???

Well the good news then is that the units are not understrength.

I'm really tempted then to get some transport groups together and reinforce some of the existing bases, particularly Port Moresby, Gili Gili, Efate, and Espirtu Santo. I'll wait a turn, to build up supplies and see what happens with the fleet.

I set the Hudson Squadron and a P-39 squadron at Port Moresby to attack identified enemy ground units at Lae, and we'll see what happens with that.

May 4, 1942

Holy Cripes. The Hudsons were practically wiped out. The reason : enemy carriers in Lae Harbor, identified as the Shokaku and the CVL Shoho. Where the P-39 escort was is anyone's guess. We'll I think we found some indication of enemy intentions. Port Moresby looks like their target.

My response? Move the B-17s to within range. According to what I can tell from the displays, the 4 B-17 wings need 123 support at whatever airbase I move them to, and I also know from reading the beta AARs that we need to have sufficient supplies and fuel to be effective, and the base has to be a certain size. Cairns seems to fit the bill. I also set everything I have at Port Moresby to attack the last know location of the enemy carriers. Finally, I have TF 201 change direction and sail west to support Moresby. Its predicted to be a cloudy day tomorrow however.

We set up a couple of transport TFs in Brisbane, with the ultimate object of moving one RCT in Noumea to Luganville. A supply transport TF will load directly in Brisband and head there, while the troop TF will go to Noumea first and load the RCT.

May 5

Hudsons again tried to penetrate the CAP over the Shokaku group, and were again decimated. I set that airgroup to training hoping to pull them off that type of mission again, without actually disbanding the group. All the other groups failed to find anything.

Enemy destroyer and minesweepers sighted off Gili Gili, so it seems the enemy is looking to land there at some point.

We now set up another two TFs in Brisbane to move the AUS 29 BDE from Rockhampton to Gili Gili, and drop supplies there.

Our carriers are still steaming west, possible action today.

May 6

Pretty much a repeat of yesterday, but this time our dive bombers at Port Moresby attempt attack. No hits reported scored by any airgroup. Our carrier group did not engage, probably out of range.

Enemy landings at both Buna and Gili Gili.

FLASH : enemy DD Yayoi hit by 500lb bombs from B-17s, heavy damage

May 7

Both Gili Gili and Buna captured as they were undefended. Need to get troops up to Port Moresby post haste.

Air battles were conducted again, but no real damage. One of our subs was caught and is badly damaged.

I'm really not sure why our carrier group is not striking the enemy ships, not even the ones at Gili Gili, which is only 10 hexes away from its current position. I didn't even get a message like failed to find target. Its like they didn't even launch. I change the reaction status to "React to enemy", see if that helps.

May 8

A disastrous turn. Both our carriers are nearly sunk, most of our airplanes either damaged or destroyed from air to air or flak, total damage on enemy fleet was against the Zuikaku, which took a total of 6 bomb hits. All of the carrier based air diverted to Port Moresby, where some more casualties ensued.

I'm beginning to question the flak values of the Japanese fleets. I've had entire wings wiped out by flak alone. Meanwhile, our flak hardly touches the Jap planes. Am I doing something wrong? I can understand few enemy casualities from our fighters, whose planes are not as good as the zeros (at least, not as manuverable) but the huge difference in flak casualties is a little disturbing. This in fact was the difference in the air battle. We had several escorted strikes of TBDs and over 60 Dauntlesses, less than half returned, most destroyed by flak.

Here are a few examples of the combat report. Note : combat reports are saved in the "Save" directory, and you get one combat report per day. Each game turn (day) that goes by, the file is saved anew meaning you lose the prior day's reports if you haven't copied and renamed it. Seems like it would be nice to have all the combat reports from each day saved automatically and uniquely named by the game instead of having to do it manually for detail freaks (like me, and I suspect a good portion of people who will play this game).

Here is an example of an entire wing wiped out, with only 3 of the losses coming from air to air :
-----
Japanese aircraft
A6M2 Zero x 12

Allied aircraft
TBD Devastator x 12


Allied aircraft losses
TBD Devastator x 2 destroyed
TBD Devastator x 12 damaged

PO1 C.Fujiwara of EI-1 Daitai is credited with kill number 2

Japanese Ships
DD Ariake
CV Shokaku
CVL Shoho

Here's what happened with the escorted 60 Dauntless strike. Most of the bombers concentrated on the already burning Zuikaku. Only 3 planes were damaged in the air to air, so all other casualties are from flak.
-----

Air attack on TF at 16,40

Japanese aircraft
A6M2 Zero x 19

Allied aircraft
F4F-3 Wildcat x 9
SBD Dauntless x 60

Japanese aircraft losses
A6M2 Zero x 4 damaged

Allied aircraft losses
F4F-3 Wildcat x 1 destroyed
F4F-3 Wildcat x 4 damaged
SBD Dauntless x 7 destroyed
SBD Dauntless x 18 damaged

CPO W.Banno of EI-1 Daitai is credited with kill number 2

Japanese Ships
CV Zuikaku, Bomb hits 5, on fire
CVL Shoho
CV Shokaku
DD Yugure


Here's the big Japanese response strike, note the disparity in plane damage, attributable entirely to flak
-----
apanese aircraft
A6M2 Zero x 19
D3A Val x 40
B5N Kate x 37

Allied aircraft
F4F-3 Wildcat x 23

Japanese aircraft losses
D3A Val x 2 destroyed
D3A Val x 8 damaged
B5N Kate x 9 destroyed
B5N Kate x 8 damaged

Allied aircraft losses
F4F-3 Wildcat x 1 damaged

Allied Ships
CA Chester
CA Portland
CV Lexington, Bomb hits 1, Torpedo hits 2, on fire, heavy damage
DD Hammann
DD Alwin, Bomb hits 3, on fire, heavy damage
CV Yorktown, Bomb hits 1, Torpedo hits 1, on fire
CA Astoria

----

These aren't all the reports for this day, but it give you an idea.
Post #: 1
- 5/16/2002 1:58:12 AM   
IChristie

 

Posts: 673
Joined: 3/26/2002
From: Ottawa, Canada
Status: offline
It's great to see some new reports. Thanks for the post

It's interesting what you say about flak, because I typically found the opposite (that allied ships tended to have very effective flak vs. Japanese). As per usual with UV, there are lots of factors working below the surface including:

- Fog Of War (those combat reports are deliberately NOT accurate)
- Experience ratings of ship and air crews (where teh allies come off significantly worse in the early days)
- Composition of TF's (again because of FOW you don't know for certain what you are facing).

You are also finding out another UV truth - the game is for detail freaks, but not for control freaks - there are just too many variables to make outcomes predictable. That's one of the addictive features of the game. If you really want to try something interesting - save a turn and run it several times - just to see how much variability you get . It can be quite interesting.

Keep the posts coming.

_____________________________

Iain Christie
-----------------
"If patience is a virtue then persistence is it's part.
It's better to light a candle than stand and curse the dark"

- James Keelaghan

(in reply to dgaad)
Post #: 2
- 5/16/2002 2:02:42 AM   
madflava13


Posts: 1530
Joined: 2/7/2001
From: Alexandria, VA
Status: offline
dgaad-
Let me first say I don't have my copy yet, but maybe I can clear some things up for you...

With regards to your air to air combat experiences:
1. Early on, Allied air units sucked - their training was poor, and the aircraft were subpar.
2. The total loss of the TBD group shouldn't surprise anyone - these torpedo bombers fly low and slow - easy targets. At Midway, several groups were destroyed in their entirety.
3. IIRC, the US carrier planes' effective ranges in hexes (according to pre-release screenshots) were below the 10 you said your carriers were at. I know Wildcats were not long on endurance.

In re: flak-
1. Again, Allied flak was weak at the start - the US relied on 1.1in guns, which proved incredibly ineffective - they were eventually replaced with 20mm and 40mm mounts.

In re: troops-
1. Again, experience was low in the beginning, and numbers of available units even lower. You probably won't have much in the way of troops until the 1st Marine Division shows up.

The game sounds great and I can't wait for my copy. I don't know if I answered any of your questions, but I look forward to reading more until I get my hands on my own!

_____________________________

"The Paraguayan Air Force's request for spraying subsidies was not as Paraguayan as it were..."

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Post #: 3
- 5/16/2002 2:05:44 AM   
dgaad

 

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From: Hockeytown
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Ian : I agree generally with your comments. American flak values should be high as their ships had usually twice the number of AA gunmounts and their AA guns were generally better.

My experience in the game might be attributable to the composition of the enemy fleet, which I don't actually know. It might be huge. I do know it has three carriers, so it might be big. But even at Midway, where there were 4 enemy carriers in the fleet (although the Hiryu was about 10 miles from the main group) very few American planes were lost, even among the torpedo bombers, to flak.

One thing the game may not be simulating well (I don't know I'm just guessing) is that once enemy planes had closed to within a certain distance, flak became less IF and only IF friendly planes were flying CAP and attempting to shoot them down.

Anywho its far to early for me to make a definitive judgement on this, just sharing my initial thoughts. Think of it like a Joyce novel for wargamers.

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Post #: 4
Re: AAR Allied - First Impressions - 5/16/2002 2:20:39 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Dgaad,

I strongly encourage you to try the tutorial in the manual and at least skim through it as you play. While the tempation to dive right in is huge, this game definitely rewards looking through the documentation.

[QUOTE][B]Right now, the way things are seem to be fine, except that at a couple of bases there isn't quite enough support but it shouldn't be a huge problem if I keep on top of it. Moreover there appears to be an Australian platoon north of Port Moresby that is totally unsupplied. I'm not sure how to deal with this other than to move it back, which I am not willing to do at the moment. [/QUOTE][/B]

Keep in mind that you have Aviation Support and Support. The former is for your air squadrons, the latter is for your ground troops. Base units will have both kinds of support personnel and clicking on a base icon will let you know if you are short in either area. HQs will also help with support. As long as you have _some_ support, ongoing operations are possible without losing all of your planes/men. However, if you are short of the optimum amount of support, operational losses will increase.

Finally, the group of Australians up there do have some supplies, just not much. They are also a bit low on support but they are in a nice blocking position. You can fly in some more supplies to them (there's a level 1 airstrip at the location) with your C-47s to keep them happy. If you plan to move any more troops in that direction, like say a few regiments to attack Lae or some such, then supplies and support will be a much more significant concern.

[QUOTE][B]The other concern is the utter lack of ground troops. Strategically important bases have absolutely no defenses like Guadalcanal / Lunda, and Gili Gili. I also don't seem to have any way to move what little troops I have in Australia to New Guinea. [/QUOTE][/B]

Starting as you are with the earliest scenario, you may be surprised at how little is in theater. In time, more reinforcements will be sent your way as attention is given to the South Pacific. At the moment, the Japanese still have the initiative. Note also that each scenario explains in its briefing what it's about. This scenario does not assume a historical Midway, so anything and everything could show up in the South Pacific.

The fully historical campaign scenarios are "A Hard Road Ahead" and "Yamamoto's Prophecy", both of which assume Midway happened as it did historically. Furthermore, you'll want to set reinforcements to be Historical rather than Variable or Extremely Variable if you want to make completely certain of historical accuracy.

[QUOTE][B]Cooktown base still does not have enough support, but I don't seem to have any spare engineers. [/QUOTE][/B]

Engineers are a separate issue in that they allow you to build and expand airfields, ports and fortifications. Some engineer units also have Support or Aviation Support, but it's not their main function. You'll find that both sides early on want more base/support units than they have available.

[QUOTE][B]Ah, now I have it. I have to hit the "done" button. Hmm, another UI problem. Oh, well. I still like the game and have barely scratched the surface here. [/QUOTE][/B]

Also, going throught the tutorial would definitely have helped with this. :)

[QUOTE][B]I create 3 new sub groups, 2 for patrol and one for minelaying, and set specific destinations. We'll se how that works. [/QUOTE][/B]

If you want to avoid micro-managing them after creation, set their destination and set them to computer control. That will effectively let the skippers on the subs execute your commands as they judge best once they arrive in the designated area.

[QUOTE][B]were damaged by flak. One "supply point" was destroyed by the bombing, whatever that means. I'll have to check it out. [/QUOTE][/B]

Damage caused by bombers or bombardments can hit various parts of the base. You can get runway damage, service damage, supply damage, etc. When you take supply damage, you'll find that some of your supplies were destroyed in the raid - more than you'd normally have used. You can bomb a base into starvation through enough of this.

[QUOTE][B]Cap levels for the fighter groups at Port Moresby were set to only 30 percent. I raised it to 80. Hopefully the enemy will attack again next turn and we'll see what kind of difference that made. [/QUOTE][/B]

That will certainly help with interception, but will also increase pilot fatigue over time.

[QUOTE][B]TF 201 is about a day and a half from Shortland, so we might consider a strike there once we are close. [/QUOTE][/B]

A gutsy move considering the Japanese land-based air not too far away at Rabaul.

[QUOTE][B]I'm really tempted then to get some transport groups together and reinforce some of the existing bases, particularly Port Moresby, Gili Gili, Efate, and Espirtu Santo. I'll wait a turn, to build up supplies and see what happens with the fleet. [/QUOTE][/B]

It's definitely a good idea to send some troops, supplies and fuel up to Port Moresby in particular. Fortifying the Espiritu Santo area will also help you in the long run.

[QUOTE][B]Holy Cripes. The Hudsons were practically wiped out. The reason : enemy carriers in Lae Harbor, identified as the Shokaku and the CVL Shoho. Where the P-39 escort was is anyone's guess. We'll I think we found some indication of enemy intentions. Port Moresby looks like their target. [/QUOTE][/B]

Moving up one of your PBY squadrons to Port Moresby and moving those decimated Hudsons back down to Australia may help you get a better view of what the Japanese are doing. You may have some P-40s in Australia as well that you could move up to replace the P-39s. The P-40 generally fares better against the Zeros and has a slightly longer range for Escort and Sweep missions.

[QUOTE][B]I'm really not sure why our carrier group is not striking the enemy ships, not even the ones at Gili Gili, which is only 10 hexes away from its current position. I didn't even get a message like failed to find target. Its like they didn't even launch. I change the reaction status to "React to enemy", see if that helps. [/QUOTE][/B]

If you check the range on the US Dauntlesses and Devastators, you'll have your answer. You really want to get within 4 or 5 hexes to get the maximum firepower out of your carrier wings at this stage in the war. The Japanese carriers out-range you and their pilots at this point are quite good.

[QUOTE][B]I'm beginning to question the flak values of the Japanese fleets. I've had entire wings wiped out by flak alone. Meanwhile, our flak hardly touches the Jap planes. Am I doing something wrong? I can understand few enemy casualities from our fighters, whose planes are not as good as the zeros (at least, not as manuverable) but the huge difference in flak casualties is a little disturbing. This in fact was the difference in the air battle. We had several escorted strikes of TBDs and over 60 Dauntlesses, less than half returned, most destroyed by flak. [/QUOTE][/B]

Wait until you get a little more experience - the flak values are on target. Chances are the Japanese TFs were a little better built than the TFs you're working with. Also, their pilots and ship crews at this point are somewhat more experienced. You'll find as time goes on that the increasing prevalence of the Bofors 40mm and better pilots and ship crews will give the US a decisive flak advantage. If you check your ships, at this point many in your TF have older, less capable flak guns.

[QUOTE][B]haven't copied and renamed it. Seems like it would be nice to have all the combat reports from each day saved automatically and uniquely named by the game instead of having to do it manually for detail freaks (like me, and I suspect a good portion of people who will play this game). [/QUOTE][/B]

That would quickly build up to a lot of files, but I suppose we could look into it if it's of interest.

[QUOTE][B]Allied aircraft losses
TBD Devastator x 2 destroyed
TBD Devastator x 12 damaged[/QUOTE][/B]

Note that Devastators are remarkably ineffective and vulnerable while doing their torpedo runs. In many cases, this is what you'll see with them until you are fortunate enough to have your wings upgrade to Avengers.

Play some more, keep posting, let us know how things work out. :-)

Regards,

- Erik

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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(in reply to dgaad)
Post #: 5
- 5/16/2002 2:35:14 AM   
dgaad

 

Posts: 864
Joined: 7/25/2001
From: Hockeytown
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Erik : wow, thanks for all the great comments. I'm sure that many reading this thread will find it of some value, and I will continue to play out this game until its clear that I've made some bad assumptions and should therefore start over. A few personal comments : I'm not shocked or surprised by anything I've encountered in the game right now, except the surprising effectiveness of Japanese flak. I do actually know quite a bit about the campaign, the Pacific War and WWII in general. Most people will be, in fact, surprised at the lack of resources the Allies have in May, 1942 in this area, but this was precisely the reason the Lexington carrier group was committed. Had the Allies had sufficient ground an air forces in NE Australia (Rockhampton / Townsville / Cairns) any enemy attempt to invade Port Moresby could have been turned back or decimated by Land Based air alone. Nor am I surprised by the relatively poor performance of allied pilots, who had slightly inferior planes and much less experience than the Japanese carrier pilots. And I know from my many hours of studying Naval battle maps and plots that around 5-6 hexes was the engagement range. My question about the range was prompted by the range circles on the Air Combat fleet, but I've since learned the circles were based on the floatplane ranges, not the strike range of the airgroups.

Anyhow, as I said, I'll keep writing the AAR and whomever wants to comment and however they want to comment, it may help out and be of interest to the community.

You are probably right, I should read the manual and play the tutorial first, but I'm a jump in kind of guy ;)

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Post #: 6
Re: Re: AAR Allied - First Impressions - 5/16/2002 2:39:57 AM   
dgaad

 

Posts: 864
Joined: 7/25/2001
From: Hockeytown
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[QUOTE]Originally posted by Erik Rutins
[B]Dgaad,

A gutsy move considering the Japanese land-based air not too far away at Rabaul.

- Erik [/B][/QUOTE]

I actually did use the database feature to find out the range of the enemy ac I suspected were at Rabaul, and turned the carrier group due west to avoid just that ; )

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Post #: 7
- 5/16/2002 2:54:40 AM   
sbond

 

Posts: 926
Joined: 4/4/2000
From: USA
Status: offline
Wow thanks for the write up. I love details :) the more the better.

Guess I go order it now ...

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Post #: 8
- 5/16/2002 3:04:00 AM   
Crocky


Posts: 417
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From: Christchurch New Zealand
Status: offline
Be aware that when you have your carrier set to react to enemy if the spot an enemy carrier group the will chase it......happened to me and the carrier group ended up within range of LBA at Rabual and Shortland...they got smashed......

Bettys at Rabual range far and wide so be careful


Most of all enjoy :)

_____________________________

Mike Blair CROCKY

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Post #: 9
- 5/16/2002 3:12:31 AM   
dgaad

 

Posts: 864
Joined: 7/25/2001
From: Hockeytown
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[QUOTE]Originally posted by Crocky
[B]Be aware that when you have your carrier set to react to enemy if the spot an enemy carrier group the will chase it......happened to me and the carrier group ended up within range of LBA at Rabual and Shortland...they got smashed......

Bettys at Rabual range far and wide so be careful


Most of all enjoy :) [/B][/QUOTE]

That I was aware of from reading the AARs that you and others posted pre-release. I was cruising around with no reaction set, which accounted in part for the failure to engage in the days prior to the big carrier engagement. When I set to react, they did move to engage and did, just out of Rabaul range. Now that both carriers are damaged (Float 60+) there will be no chance of me setting the react thing ;)

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Post #: 10
- 5/16/2002 3:31:44 AM   
Joel Billings


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From: Santa Rosa, CA
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Good AAR and comments by all. I just have 2 things to add. One, damage on planes is not the same as destroyed. To have 2 destroyed and 12 damage just says that some flak or fighter rounds hit each of the planes, which is not surprising considering how slow those TBD's were. The carriers will fix the damaged planes within a few days (assuming they made it back to the carrier). So the squadron wasn't wiped out, just made combat ineffective for a day or two. Have you ever wondered why the follow up strikes that happened in the carrier battles were always so small compared to the number of planes that made it back from the first strike? I have concluded it is because of minor damage (combat or non-combat) to planes that make them unavailable until they can be serviced/repaired. This happens in UV, where there is a chance for morning and afternoon strikes, but after a big morning carrier exchange, the afternoon strikes are greatly reduced.

Second, I agree with Crocky's comment regarding your reaction status. I would strongly advise against setting your carriers to react to the enemy unless there is no threat from enemy LBA within a few days steaming range. I only use this option when I have a very large carrier force and am either willing to risk them to get a particulary worthwhile matchup against enemy carriers or the enemy has virtually no LBA in the area I could move to. The computer does not make a judgement about enemy forces when you react with your carriers, it simply goes towards the enemy carriers if it knows they are out there.

Good luck with your game.

(in reply to dgaad)
Post #: 11
- 5/16/2002 3:40:57 AM   
Marc von Martial


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From: Bonn, Germany
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On Torpedo Bombers and Dive Bombers: little hint. Ceck their alltitude. I had some nice results with low flying Torpedo bombers.

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Post #: 12
Add Enter Enemy CAP Option - 5/16/2002 5:05:17 AM   
PzLdr

 

Posts: 8
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From: Washington DC
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Just a suggestion from all the AARs.

On "Reaction to Enemy CV or TFs", add an optional feature to restrict or allow one's TF from entering an Enemy's LBA or CV Strike zone. Also allow the user to set the Zone dist value maybe. Just an idea.

Also still waiting on my copy to arrive.... before my 6 day vacation starts... :D

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Post #: 13
- 5/16/2002 5:21:37 AM   
dgaad

 

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[QUOTE]Originally posted by Marc Schwanebeck
[B]On Torpedo Bombers and Dive Bombers: little hint. Ceck their alltitude. I had some nice results with low flying Torpedo bombers. [/B][/QUOTE]

Not trying to one up or anything but I actually did set the torp squadrons to 1000 feet. It was not possible as far as I could tell to set them lower than that.

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Post #: 14
- 5/16/2002 5:28:32 AM   
Reiryc

 

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[QUOTE]Originally posted by dgaad
[B]

Not trying to one up or anything but I actually did set the torp squadrons to 1000 feet. It was not possible as far as I could tell to set them lower than that. [/B][/QUOTE]

Well how about some more comments for those of us who paid for ground shipping? =)

I enjoyed your post...even if you were a teenie bit harsh ;) So keep 'em coming!

Reiryc

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Post #: 15
Actually... - 5/16/2002 5:29:45 AM   
Erik Rutins

 

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You can set any squadron as low as 100 feet, but I wouldn't advise it as standard procedure. However, I'm not certain what Marc was referring to. The altitude you set you could call their approach altitude. The planes will automatically either dive down (for dive bombers) or cruise down (for torpedo bombers) to whatever their optimum height for bomb or torpedo release is once the engagement begins.

So for example, if your dive bombers are set to 20,000 feet they will take initial flak and interception at that altitude, but as they dive down to release altitude they will continue to take heavier and heavier fire. I believe the manual explains this better than I have. :-)

Regards,

- Erik

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Post #: 16
- 5/16/2002 6:23:06 AM   
dgaad

 

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May 8

Today was quiet except that one of our destroyers previously hit finally went down due to fires. Also, the Yorktown's overall floatation damage factor went up to 93, meaning it's standing by to go down.

One of the P-39 squadrons strafed Lae, at the commander's discretion, of course half of the planes were damaged by flak.

I moved all the carrier air groups to various fields in Australia, but some of them aren't moving because the planes are damaged.

As I was clicking around to give orders for the day, the game crashed to desktop.

I'm going to read more of the manual and play the tutorial and start over.

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Post #: 17
- 5/16/2002 6:28:12 AM   
ratster

 

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From: PA
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[QUOTE]As I was clicking around to give orders for the day, the game crashed to desktop. [/QUOTE]

Yikes! hate when that happens. Is there an autosave feature?

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Post #: 18
Wow. - 5/16/2002 6:40:26 AM   
Erik Rutins

 

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There is indeed an autosave. I'm surprised to hear about the crash since the beta test was remarkably free of such instances. UV has been rock solid here as well on three different computer/OS combinations. If this continues, let us know what your configuration is, dgaad.

Regards,

- Erik

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For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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Post #: 19
Saved games - 5/16/2002 6:43:51 AM   
mogami


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Greetings, I recall way back in the dim early history of my computer gaming discovering the SAVED game command. I have had no problems running UV (and my machine does not meet the min specs listed) It might be running slow compared to the rest of the universe but I don't know that. I still remember staring at computer monitor screens for 30-40 minutes back in the old cassette tape days before I figured out the program had crashed.
(Saved game what do you call it when a phrase has more then one meaning but both apply?) PBEM has really taught me saving the game is just another phase of a turn.

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Post #: 20
- 5/16/2002 7:07:14 AM   
ratster

 

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LOL, I remember those cassette days. I had Telengard on cassete, it took 15 minutes to load and you couldn't tell if it loaded succesfully untill it had all loaded, add to that it usually took 2 or 3 tries before it would load successfully. This was considered normal, hehehe. We've come a long way baby... :D

I usually forget in the [I]heat[/I] of the moment to save, so I'm really glad for the autosave. As for crashes, I designed my system with stabilty in mind. I rarely have problems, even with reportedly buggy games. :)

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Post #: 21
- 5/16/2002 5:28:17 PM   
dgaad

 

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I played for about 4 hours straight without bothering to write an AAR as I am trying to learn. I did get another CTD.

CTDs don't bother me if they are infrequent. The most likely culprit is the old soundcard I have (Turtle Beach Daytona). Other games have unexplained crashes too, so it doens't bother me.

Curious, however, if anyone else has gotton one CTD at all?

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Post #: 22
- 5/16/2002 5:40:24 PM   
Marc von Martial


Posts: 10875
Joined: 1/4/2001
From: Bonn, Germany
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[QUOTE]Curious, however, if anyone else has gotton one CTD at all?[/QUOTE]

Well I was in development for Uv since September last year. From there on I had a running version of the game but only had one CTD and that was a known bug (or at least we figured it out in about a few minutes) with a wrong coded graphic. No CTD since, even with running Photoshop and a few other graphic apps in the background. I´m really amazed you had allready two CTD´s.


On the plane alltitueds. Erik, what I wanted to say is that I had the feeling that more planes come through and actually fight their targets when the alltitude is low. Especially for Torpedo Bombers. I think I had set it to 300 or so. But might be a subjective feeling too ;)

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Post #: 23
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