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3 questions/suggestions - 9/11/2002 11:04:13 PM   
Michael Walker

 

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1. In my present PBEM game my opponent has used his submarine quite successfully by placing them in ports. I wonder whether this would really be possible -- wouldn't at least most large ports have sub nets, minefields etc.? I would like to drop mines in my own ports, but the TFs always just sail in without deploying them. It seems like this is among the least realistic aspects of the game. Is there a way to deploy mines in ports? If not, I wonder if this could be included in a patch.

2. It is very difficult to determine how much coverage air recon units give. Principally, what are their search arcs? Are my CV TFs looking behind themselves as well as forward? where will the recon assets of a small unit, say 4 search planes at Shortland be deployed, down the slot, into the Solomon Sea, backwards towards a move towards Rabaul? Obviously they can't do all of these. I wonder if there could be either some way to direct this, or at least to see and know where they are.

3. I still have considerable problems plotting task forces due to the inability to plot hex-by-hex. Often it becomes necessary to send TFs to a specific location and set them to patrol, then to move them next turn, creating a dangerous and artificial pause in their message. I would strongly recommend this fix as well.

Any thoughts or suggestions?

Mike
Post #: 1
Subs Around Ports - 9/11/2002 11:50:51 PM   
denisonh


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As for the subs effective at ports, the issue is not the port itself, but its approaches.

As the hex is 30 miles, this represents subs setting up on the approaches.

Since UV does not have "enroute" interception (It checks day position and night position, not in between), it accurately reflects, IMHO, what submarines did.

The most effective way to combat subs around ports is what was done historically, patrol the approaches with an ASW group. That is where I seem to lose my subs, to large enemy ASW groups at ports.

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(in reply to Michael Walker)
Post #: 2
Re: 3 questions/suggestions - 9/12/2002 12:19:43 AM   
Oleg Mastruko


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[QUOTE]Originally posted by Michael Walker
[B]1. In my present PBEM game my opponent has used his submarine quite successfully by placing them in ports. I wonder whether this would really be possible -- wouldn't at least most large ports have sub nets, minefields etc.? I would like to drop mines in my own ports, but the TFs always just sail in without deploying them. It seems like this is among the least realistic aspects of the game. Is there a way to deploy mines in ports? If not, I wonder if this could be included in a patch.

2. It is very difficult to determine how much coverage air recon units give. Principally, what are their search arcs? Are my CV TFs looking behind themselves as well as forward? where will the recon assets of a small unit, say 4 search planes at Shortland be deployed, down the slot, into the Solomon Sea, backwards towards a move towards Rabaul? Obviously they can't do all of these. I wonder if there could be either some way to direct this, or at least to see and know where they are.

3. I still have considerable problems plotting task forces due to the inability to plot hex-by-hex. Often it becomes necessary to send TFs to a specific location and set them to patrol, then to move them next turn, creating a dangerous and artificial pause in their message. I would strongly recommend this fix as well.

Any thoughts or suggestions?

Mike [/B][/QUOTE]

1. You can deploy mines in any water hex and that includes your own ports, of course. Read the instructions in the manual. This option works fine and I, for one, mine my ports massively. Of course, as denisonh said, port hex is 30 miles wide, so the sub is not literally sitting in the port, it's waiting in ambush on approaches to port.

2. They search in all directions. This is somewhat abstracted maybe, but I guess noone, no matter what kind of micromanagement fanatic he may be, would like to set search arcs for his units in this game.

3. No comment.

O.

(in reply to Michael Walker)
Post #: 3
follow up - 9/12/2002 12:25:47 AM   
Michael Walker

 

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Personally, I find the manual the least impressive part of this game. The section on mines is very short, and I have not found this information easy to find. If you could explain this procedure I would appreciate your help.

As for search arcs, I suppose plotting them would be a pain in all but very small scenarios. On the other hand, knowing where they are seems rather essential to me. I have not yet experimented with trying a back door at a base, but it seems to me that either units are doing this, and should have very spotty coverage at larger distances, or else they are not and sneaking up should be possible.

Mike

(in reply to Michael Walker)
Post #: 4
- 9/12/2002 12:31:50 AM   
Oleg Mastruko


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Personally I find UV manual to be very VERY good. How to lay mines is explained on page 44, up to page 47. I used the mighty option called "Find", combined with the word "Mines" to find it quickly for you :)

As Wally from Dilbert comic once said: "I'm afraid to think what this technology might do if it ever falls into wrong hands." :D

O.

(in reply to Michael Walker)
Post #: 5
- 9/14/2002 1:32:17 AM   
loader6

 

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Hey there Mike, I was wondering the same thing about subs. I thought they would be poor in port hexes since port hexes are usually shallow. At first I just put my subs in the deep water hexes I thought you'd go through, but found out in another PBEM game where I'm Japan that subs can be good in ports. It looks like I'll have to rethink my deployment now though. At least I've got some good ideas for the game where I'm japan.

Oh yeah, I'll send you a turn later today when I get out of work.

Loader6

(in reply to Michael Walker)
Post #: 6
MAGIC - 9/14/2002 1:59:45 AM   
Michael Walker

 

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I guess this is now the equivalent of the US breaking the JAP codes, so much for me secret plans!

Mike

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Post #: 7
- 9/14/2002 2:11:56 AM   
denisonh


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Loose Lips Sink Ships:D

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Post #: 8
- 9/14/2002 7:21:04 AM   
siRkid


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Michael

I have also had my ML refuse to deploy the mines in friendly harbors. I resorted to moving them to a hex in the area of the port on patrol orders then next turn switching back to retirement orders and sending them in. I am not sure why but this worked. I think there my be a random bug. If you set your ML correctly and they still will not drop their mines, report it on the bug board and keep a save file.

Rick

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Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


(in reply to Michael Walker)
Post #: 9
- 9/15/2002 12:27:52 AM   
Admiral_Arctic

 

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Sometimes my MLs won't lay their mines when they are low on fuel. They don't movw towards the hex. So I change their homebase to one that is closer so that the red print leaves and then next turn they move forwards and lay minefield. Other times I keep an AO on station where short ranged ships can go to refuel. Like ML tf or if a DD or CA or whatever is damaged and has a speed of only 4/1 or 6/2 I put them into a bombard tf and race them back to Truk. (Using the retire option to get the higher movement). This burns up lots af fuel and if they just come from battle without going back to refuel at port, they need someone out ready to refuel them. But it gets them back to base quick and then I send them to Japan or Pearl Harbour.

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Post #: 10
PS - 9/15/2002 12:30:20 AM   
Admiral_Arctic

 

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The bombardment tf I put on retire (of course) to get the higher movement

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I'm a hazard to myself.

Want. Take. Have.

(in reply to Michael Walker)
Post #: 11
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