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How can Scen 17 run its full term?

 
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How can Scen 17 run its full term? - 6/11/2003 8:18:58 AM   
Fred98


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The scenario runs until 31st December 1943.

There must be a way for the scenario to run its full term and for the score to be very close right up to the last turn.

But the most of the score is calculated on bases held at the end of the scenario.

This means that once the Japanese lose Guadacanal, Shortland and Papua New Guinea, together with combat losses, the allied score will exceed the Japanese.

How can the Japanese have a higher score at December 1943?
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- 6/11/2003 8:26:30 AM   
Admiral DadMan


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Bore a trans-Pacific tunnel to Brisbane and Noumea, load it up, and light a match...

_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
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CVB Langley:

(in reply to Fred98)
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- 6/11/2003 9:55:09 AM   
Luskan

 

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I'm a good UV player, and at the end of SCN 17, my opponent and I came within 100 points of each other. He was the IJN - and he won by 100, or maybe 150 points.

_____________________________

With dancing Bananas and Storm Troopers who needs BBs?

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- 6/11/2003 11:13:06 AM   
Fred98


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What bases did he hold at the end?

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- 6/11/2003 6:35:03 PM   
Luskan

 

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shortlands, Buna, GG, Lae and everything north of that. I had Irau, Lunga, PM, Russell Islands and Munda and everytihng south.

_____________________________

With dancing Bananas and Storm Troopers who needs BBs?

(in reply to Fred98)
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- 6/13/2003 5:04:50 AM   
Fred98


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How could the Japanes hold Gili Gili? it is so easy for the allies to re-take.

Just use a bunch of CVs together other surface ships and invade with infantry.

Japanese aircraft will refuse to attack the shipping unless they have escorts along for the ride. And the escorts are out of range.

(in reply to Fred98)
Post #: 6
Combined arms. - 6/21/2003 7:58:28 PM   
Admiral_Arctic

 

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If you don't get the auto-victory you can still fight on for a points victory. Spend the time to keep your air-forces as well trained as possible. Don't waste your resources defending at the wrong time or position. Sometimes you have to let a raid go past and save yourself for when the transports come out.

Concentrate as many forces as possible to bounce the enemy off your bases. Use all the planes, even the IJA planes can help. If the Zero can't shoot down a B17/24 -then it doesn't matter if an Oscar can't either. Some of the IJA bombers are short of range and light of payload, but get them in there. It is hopeless having 500 Oscars and 400 Sallies in the pool and your other air units starved of planes and overworked. The Tony is a good plane- its short range means it won't get extra fatigue escorting missions.

I try not to keep the infantry regiments in the outer bases for too long. I rotate them when possible. I usually only leave a couple out while I don't think they are under threat, but then I move in my defence force as closely to the invasion moment as passible.

Build up the forts at all the bases you intend to defend in force. Don't build up the air or port for a site you won't be keeping anyway. You might want to have a size one airfield to allow air transport but I don't normally with for many bases like Irau, Munda, Villa.

I prefer to keep as many planes at a few bases so I can keep the engineers to repair the site quickly. Also you can get more CAP and Escort happeniing to try to overpower the Allied planes. I often over-load small bases like Shortlands with 300 fighter (no bombers) to defend the base while it is used as a forward naval base. Or Lunga might have 300 fighters and 250 bombers before the Allies take Irau.

Don't lose any base forces. Evacuate them before the base is invaded. You never have enough of these guys and having them get cut off makes it harder to keep your air force active. I try to take all the engineers off a base that is going to be the front line soon. If you are not using the base for ships then get the engineers outs as they burn up supplies fixing the air and port when you won't be needing them.

Move as many supplies forwards as your APs will carry. You don't want to be trying to wriggle a AP TF into the base while it is under siege. You can time some FT TF to drop out emergency supplies if necessary.

Keep your fleet ready for many battles, some occurring over several days. Have everything they need ready for fighting: fuel, CAP, numbers, ASW, LRB. You have a BB advantage for hundereds of days, these can be your saviour.

The only thing the Allies have that you don't is the B17/24. Get those AAA guys. Your planes can give them operational losses on the return trip. B17s often fly the longest missions so they gets lots of fatigue. They have a low replacement rate. They often attack bases without any escort.

I hope these help. Maybe everyone is rolling on the floor laughing at me, but these are my general guidelines. I haven't lost a game (out of 4 Jap and 5 Allied PBEM started) of UV yet.

_____________________________

I'm a hazard to myself.

Want. Take. Have.

(in reply to Fred98)
Post #: 7
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