Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Beaches

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Uncommon Valor - Campaign for the South Pacific >> The War Room >> Beaches Page: [1]
Login
Message << Older Topic   Newer Topic >>
Beaches - 6/2/2002 1:00:01 AM   
jerryandlinda

 

Posts: 18
Joined: 5/16/2002
From: Oregon
Status: offline
Someone tell me what good individual beaches are. You can't build a port or airfield (or can you). I don't know what good it does to put an army there and have them build fortifications
Post #: 1
- 6/2/2002 5:19:07 AM   
AlvinS

 

Posts: 665
Joined: 12/2/2000
From: O'Fallon, Missouri
Status: offline
One thing you can do with them is to build a TF with an "AV Sea Plane Tender" and some AP's or AK's for supplies. Put some escorts in this TF for protection, then park it on a beach hex with a dot on it. Set the orders to "Patrol do not retire". Now you can move some PBY's in for forward recon patrol.

I currently have this set up on Rennell Island just south of Guadalcanal. Once set up and with PBY's there you will see the runway symbol. You cannot build this up but you can maintain a forward recon patrol. Depending on how long you want to maintain this setup you may have to send a replacement TF with supplies to replace one that is low on supplies.

Works great.

_____________________________

"Sometimes I wonder whether the world is being run by smart people who are putting us on, or by imbeciles who really mean it." ---Mark Twain

Naval Warfare Simulations

AlvinS

(in reply to jerryandlinda)
Post #: 2
Re: Beaches - 6/2/2002 5:55:28 AM   
von Murrin


Posts: 1760
Joined: 11/13/2001
From: That from which there is no escape.
Status: offline
[QUOTE]Originally posted by jerryandlinda
[B]Someone tell me what good individual beaches are. You can't build a port or airfield (or can you). I don't know what good it does to put an army there and have them build fortifications [/B][/QUOTE]

You can indeed build both port's and airfields on any marked (it has a dot) beach. You need a lot of supplies and a few engineers.
When you land them, make sure that you click the dot to bring up the base screen, and make sure that it says "expanding" next to the port and airfield sizes. Any base can be expanded to 3 times the size of it's listed max size, albeit at a much higher cost in supplies.

_____________________________

I give approximately two fifths of a !#$% at any given time!

(in reply to jerryandlinda)
Post #: 3
Re: Re: Beaches - 6/2/2002 10:10:58 PM   
Burch

 

Posts: 35
Joined: 5/29/2002
From: Mississippi
Status: offline
[QUOTE]Originally posted by von Murrin
[B]

You can indeed build both port's and airfields on any marked (it has a dot) beach. You need a lot of supplies and a few engineers.
When you land them, make sure that you click the dot to bring up the base screen, and make sure that it says "expanding" next to the port and airfield sizes. Any base can be expanded to 3 times the size of it's listed max size, albeit at a much higher cost in supplies. [/B][/QUOTE]

WOW I did not realize this! I had been using the AV's to set up PBY bases but it sure would be nice to build up something like a bomber base on San Cristabol (sp?) or even one by the circle of reef near Gili Gili (I forget the name). Thanks for the info!

(in reply to jerryandlinda)
Post #: 4
Irau and Nevea, - 6/4/2002 8:37:39 AM   
von Murrin


Posts: 1760
Joined: 11/13/2001
From: That from which there is no escape.
Status: offline
Both of these have an airfield SPS of 1, meaning you can develop them into Port 3 Airfield 4 bases. Both can support level bombers, and Nevea is within P-38 range of Lunga. Irau is within F-4 range of Lunga.

Nevea is an island in the western Santa Cruz (North of Luganville). Irau is on the extreme ESE tip of San Cristobal.

_____________________________

I give approximately two fifths of a !#$% at any given time!

(in reply to jerryandlinda)
Post #: 5
Re: Irau and Nevea, - 6/8/2002 12:24:37 AM   
panda124c

 

Posts: 1692
Joined: 5/23/2000
From: Houston, TX, USA
Status: offline
[QUOTE]Originally posted by von Murrin
[B]Both of these have an airfield SPS of 1, meaning you can develop them into Port 3 Airfield 4 bases. Both can support level bombers, and Nevea is within P-38 range of Lunga. Irau is within F-4 range of Lunga.

Nevea is an island in the western Santa Cruz (North of Luganville). Irau is on the extreme ESE tip of San Cristobal. [/B][/QUOTE]
If I remember correctly you are also just out of Nell range also. :D

(in reply to jerryandlinda)
Post #: 6
- 6/8/2002 3:32:14 AM   
von Murrin


Posts: 1760
Joined: 11/13/2001
From: That from which there is no escape.
Status: offline
Correct. :p

_____________________________

I give approximately two fifths of a !#$% at any given time!

(in reply to jerryandlinda)
Post #: 7
- 6/11/2002 9:48:22 PM   
Arkady


Posts: 1262
Joined: 5/31/2002
From: 27th Penal Battalion
Status: offline
Irau is very good for expand beach hex 'cause is under air protection from Luganville too (if you have airplanes here of course:) )

(in reply to jerryandlinda)
Post #: 8
Beach Ownership - 6/20/2002 11:39:41 PM   
NorthStar

 

Posts: 219
Joined: 5/17/2002
From: New York, US
Status: offline
Is there any particular significance to the ownership of beaches (outside of being able to build bases there)?

For instance, the beaches on either side of Lunga are Japanese owned. Is this a situation which should be changed by sending out a partol to "capture" the beach, or is it no big deal?

(in reply to jerryandlinda)
Post #: 9
No big deal. - 6/21/2002 12:46:21 AM   
von Murrin


Posts: 1760
Joined: 11/13/2001
From: That from which there is no escape.
Status: offline
Unless the Japs manage to put two divisions on one of them. :)

_____________________________

I give approximately two fifths of a !#$% at any given time!

(in reply to jerryandlinda)
Post #: 10
- 6/21/2002 1:16:10 AM   
sitkis

 

Posts: 16
Joined: 2/23/2001
Status: offline
It seems that if you own an adjacent hex you can retreat there. This cuts down on ground losses if you lose a battle badly.

Taking those hexes around Lunga will prevent the japs from retreating there if you invade, which makes desruction of the garrison faster. If your invasion goes badly you can retreat there and try to FT the battered guys off the beach instead of having the landing force completely destroyed.

(in reply to jerryandlinda)
Post #: 11
Retreat - 6/23/2002 3:41:17 AM   
NorthStar

 

Posts: 219
Joined: 5/17/2002
From: New York, US
Status: offline
Actually, I held Lunga, just not the two beaches. And what sitkis said is exactly what happened. I attacked with overwhelming strength, and all but one of the units retreated to a beach.

Probably could start another thread on this, but why is it that, if I want to march from one hex to another, it takes days to get there, but in a retreat after an attack, it happens instantaneously? (Outside of game play to actually make retreats possible?)

(in reply to jerryandlinda)
Post #: 12
- 6/23/2002 10:26:27 AM   
seeker124

 

Posts: 7
Joined: 6/22/2002
From: Poulsbo, WA, USA
Status: offline
"For instance, the beaches on either side of Lunga are Japanese owned. Is this a situation which should be changed by sending out a partol to "capture" the beach, or is it no big deal?"

One thing I noticed putting a base on Russel I. (just North of Lunga), I landed all engineers, no assault troops. Couldn't build the base apparently. Had to land some assault capable troops to assault the red dot and convert it to a green dot.

(in reply to jerryandlinda)
Post #: 13
- 6/24/2002 11:07:19 PM   
NorthStar

 

Posts: 219
Joined: 5/17/2002
From: New York, US
Status: offline
[QUOTE]Originally posted by seeker124

One thing I noticed putting a base on Russel I. (just North of Lunga), I landed all engineers, no assault troops. Couldn't build the base apparently. Had to land some assault capable troops to assault the red dot and convert it to a green dot. [/B][/QUOTE]

I believe its in the manual somewhere, and it has been posted in the forum before, that you have to assault an enemy controled beach to "capture" it, before you can utilize it. If your engineers don't have an assault value (some do, some don't) you would need combat troops to "capture" it.

(in reply to jerryandlinda)
Post #: 14
- 6/28/2002 6:45:39 AM   
panda124c

 

Posts: 1692
Joined: 5/23/2000
From: Houston, TX, USA
Status: offline
[QUOTE]Originally posted by NorthStar
[B]

I believe its in the manual somewhere, and it has been posted in the forum before, that you have to assault an enemy controled beach to "capture" it, before you can utilize it. If your engineers don't have an assault value (some do, some don't) you would need combat troops to "capture" it. [/B][/QUOTE]
Load up two APDs one with Raiders and the other with supplies. Land them on the beach Fast Trasport, assualt the beach with the Raiders when captured use the two APDs to take them off, go home then do it to another beach hex. Just remember not to do it if the hex is occupied, the Raiders are not strong enough. I have landed the complete raider battalion with, IIRC, 5 APDs and was unable to pull them off with the same number of APDs so always have one extra APD.:D

(in reply to jerryandlinda)
Post #: 15
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Uncommon Valor - Campaign for the South Pacific >> The War Room >> Beaches Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.406