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Morale is down!!! - 1/5/2003 10:20:21 AM   
MikeMark

 

Posts: 38
Joined: 12/22/2002
From: CA
Status: offline
My Morale that is, I'm starting to get pissed off at this game.

I had a couple of Cruisers headed for a srategic position off of Gili to attack the transports when they arrived, but for some reason they got two thirds the way there, and headed back to Brisbane...why?

I had a bunch of groundtroops set to march from Cooktown to Carnis airfield where my C-47's could take them to Buna, but after a few turns they hadn't moved..when I check them out, they were set back to defensive stance?

Can't seem to get a hold of how to control my troops!
Post #: 1
- 1/5/2003 10:29:50 AM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
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Let me take a stab:
[QUOTE]I had a couple of Cruisers headed for a srategic position off of Gili to attack the transports when they arrived, but for some reason they got two thirds the way there, and headed back to Brisbane...why?[/QUOTE]Were they set to "Retirement Allowed" or "Patrol/Do Not Retire". It sounds like they were set to "Retirement Allowed". So what they did was, go to where you told them to, saw nothing, and retired.

[QUOTE]I had a bunch of groundtroops set to march from Cooktown to Carnis airfield where my C-47's could take them to Buna, but after a few turns they hadn't moved..when I check them out, they were set back to defensive stance?[/QUOTE] If they were attached to the Northern Command HQ, they cannot be moved from Australia.

_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

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Post #: 2
- 1/5/2003 10:29:52 AM   
Wolftrap

 

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Joined: 5/23/2002
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Make sure patrol/do not retire is set on your cruiser task force.

It can take several turns for troops to move a hex over the trails between Cairns and Cooktown. It will be much faster to move your C-47's to Cooktown than it will be to move your troops to the C-47's. To make sure your troops are still moving in a hex you can look in the unit info screen at the march objective. If there is a destination listed they are moving.

(in reply to MikeMark)
Post #: 3
Re: Morale is down!!! - 1/5/2003 10:32:16 AM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
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[QUOTE]Originally posted by MikeMark


I had a bunch of groundtroops set to march from Cooktown to Carnis airfield where my C-47's could take them to Buna, but after a few turns they hadn't moved..when I check them out, they were set back to defensive stance? [/QUOTE] My bad.

Why don't you move the transports to Cooktown. It would be faster. Do check to see if they were under Northern Command HQ.

_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to MikeMark)
Post #: 4
- 1/5/2003 10:41:49 AM   
pasternakski


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Joined: 6/29/2002
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Easy, my friend, don't get frustrated, it's a long, strange trip...

First, your cruiser TF, which I assume to have been a surface combat TF. Was it ordered to "patrol - do not retire," or "retirement allowed?" If retirement is allowed, your TF will head for home for various reasons, one of which is presence of superior enemy forces (particularly CV TFs). As you didn't indicate that you had seen a "TF reacting to enemy carriers" message, I am guessing that your cruisers got to Gili-Gili (or the specific hex you assigned them to) and, with retirement being allowed, figured that their mission was over and did just that - retired.

BTW, don't rely on surface combat TFs to engage enemy ships that come near their location just because "react to enemy" is the order of the day. You must be in the hex that the enemy TF you wish to engage is in at the "surface combat check" phase of the turn in order for the two TFs to have a chance to engage each other.

Second, your ground units at Cooktown, which I assume to have been non-Northern Command units (these cannot leave Australia proper). The stance of a unit as "defensive" does not affect their movement toward a march destination. If you access the unit's information screen, you will see a little block of information at the upper right that tells you where the unit has been ordered to march (if such an order has been given) and the progress that has been made toward that destination. Remember that UV hexes are 30 miles across, and you are, apparently, playing one-day turns. Units trying to move along tracks only do so at a rate of four miles a day, so it takes awhile to move units by march (the full details are in manual section 10.2).

Stick with it, man. Next thing you know you'll be drilling four of Mogami's carriers and wearing the laurels of sweet victory ...

_____________________________

Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.

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Post #: 5
- 1/5/2003 10:48:59 AM   
Bax

 

Posts: 129
Joined: 8/9/2002
From: Rochester, MN
Status: offline
Hi Mike,

Did you try the tutorial yet? It's a good way to understand how things work in UV.

Also, I highly recommend that you print the manual out and read it before you get too far into playing UV. It can save you a whole host of problems and head-scratching.

Good luck, welcome to one of the most addictive games in years.

_____________________________


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Post #: 6
- 1/5/2003 11:28:11 AM   
MikeMark

 

Posts: 38
Joined: 12/22/2002
From: CA
Status: offline
Yes you all were right, the cruisers were set for retirement allowed, but since no enemy units were spotted within twenty hexes I can't understand why they would turn around for home, they were only about halfway up the Australian coast.

I have played the Coral Sea now about four times, everytime it seems like the Japanese carriers are getting the best of me, should you try to stay a certain distance from the Japanese carriers, or close as close as possible?

Everytime I play it I discover something new, so I guess I'll just keep hammering away and learning. I usually only play about five days and then start over. How many days will the Coral Sea senerio go, are all the senerios set for a finite number of days?

Thanks for all the help.

(in reply to MikeMark)
Post #: 7
- 1/5/2003 12:03:20 PM   
MikeMark

 

Posts: 38
Joined: 12/22/2002
From: CA
Status: offline
I have played the Coral Sea again, the first four times I played the senerio, the Jap carriers headed down near Gili, so tihs time I thought I was doing pretty good, until the carriers showed off Guadalcanal, and pulverized the bases there, and took them.

Completely neglected those bases, didn't think they really figured in the senerio...OK this is getting tough.

(in reply to MikeMark)
Post #: 8
- 1/5/2003 1:01:36 PM   
Grumbling Grogn


Posts: 207
Joined: 10/20/2002
From: Texas!
Status: offline
Hey Mike,

I think most of the first questions have been answered. But as a newbie that has played that scen 4 times let me tell you how I am doing it as US... :)

I have decided the best thing for the USN is to find out where the Japanese carriers are during the first couple fo weeks and send our carriers the other way. :D I have tried to stand up to them twice...it was not pretty. :(

I try to defend Guadalcanal or Gili Gili with a surface fleet and my carriers. If we hold eitehr Guadalcanal or Gili Gili we have a very good chance of winning. Can't hope to hold both without a lot of luck.

_____________________________

The Grumbling Grognard

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Post #: 9
Response... - 1/5/2003 1:07:46 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Hang in there, Mike, it's worth the effort. :)

The others gave you good suggestions and the Coral Sea scenario is a good place to start. It lasts for two weeks from start to finish, so you made it about a third of the way in. Try to pick your fights with the Japanese. If you're having trouble winning the carrier battle, try to hit the transports when they are most separated from the Japanese carriers.

The AI can definitely choose either or both of the major axes to advance on, so the scenario is not entirely predictable although it's much more so than the larger ones. Think of the replay value you're getting. :D

For starters, check the War Room for suggestions, also check the strategy guides on Spooky's UV site and of course ask plenty of questions here - everyone's friendly and willing to help out.

Regards,

- Erik

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CEO, Matrix Games LLC




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

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(in reply to MikeMark)
Post #: 10
- 1/6/2003 8:52:17 AM   
OG_Gleep

 

Posts: 308
Joined: 12/27/2002
Status: offline
Now this probably won't work against anything but the AI, but it works really well against the comp.

Transfer all available fighter types to PM. Keep your CV TF near enough to jet to PM if you see their CV's coming down. Once you do, get within range of LRCAP from PM, and set all your planes to LRCAP you CV TF. I usually stay within 3 hexes of PM...sometimes closer.

If the enemy CV's are within range of your TBD/SBD groups, set your Naval Fighters to Escort, with enough CAP. If they are not, but you are within range of their strikes, set all fighters to LRCAP.

Also make sure that your Altitude settings are correct.

2 things can happen. Either you descimate his ability to strike from his CV's (Their in range but your not), or if your not completly unlucky, you can strike his CV's. Either way, his TF will be heading for Truk for either repair or restocking of planes.

If this worked any other time but Coral Sea, I would suggest this as well, but I haven't gotten my LB's to strike his CV's in scen 17...at all. But in scen 1, I also moved my LB's...all of them to PM. After my Navy Planes damaged his CV's and reduced the CAP, my LB's took off at an altitude of 1000 and seriously messed his CV's up. Didn't sink any, but they never came back.

(in reply to MikeMark)
Post #: 11
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