Magical Stevedores. (Full Version)

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gus -> Magical Stevedores. (9/5/2002 10:42:36 AM)

I would like to get a few opinions on this.

When you seize an enemy base in UV you obviously gain possesion of the physical port and airbase that is present in that hex and a random percentage of the available supply and fuel. So instantly you have an operational base where your TF's can home port. My question is where do the stevedores (and other port personnel) come from to do all the work such as lading cargo, fueling, repairs, mooring etc. at my new base?

I do not want to see any more specialized units, port support units just sounds too lame ;), added to UV but I feel that 100% damage to ports and random damage to airfields should immeadiately occur when a base changes hands. This would reflect the time needed to restaff and retool the facilities. The damage to ports could also be random for bases where there is a large civilian presense like the Australian bases and possibly Noumea as they could be pressed into service for Japan.

Cheers

Gus




Drongo -> (9/5/2002 1:07:10 PM)

Gus,

IMO, 100% damage will be fixed very quickly (couple of days) if the invading force has sizable quantities of engineers (mine normally do).

When this point was discussed in other threads, the suggestion was made to reduce the port and airfield levels of the location down by at least one to represent base damage (ie a 4 level port becomes a 3 (or less)). This would mean the new owner has to expand it back to what it was (as well as fix the 100% damage you suggested).




RUPD3658 -> (9/6/2002 10:55:47 AM)

I agree with Gus to a degree. I recently took Efate Port Villa with a surprize landing made from 5 Jap subs. As soon as the base was taken I was able to refuel and rearm these same subs with the supplies and fule captured there. Nice of the US to have the right size torpedos ready for me. This is a bit of a problem but in the end remeber that it is just a game and there will be quirks that let you do things that could not really happen. Perhaps some house rules in PBEM games could address these.




Nikademus -> (9/8/2002 2:44:31 AM)

In games of old......when an enemy force took a city/base, often the rule was that all industries/atributes/supplies were destroyed.

I actually did not like 'that' rule either as it was too absoulte and made the the value of taking such high priority targets less so except of course in denying those resources to your opponent.

A flexible system would be best. The 'destroying' of usable assets so an enemy cant use them is viable, but so is the ability of said enemy to use the supplies of the enemy if they get the chance.

The Japanese several times utilized this "pillage" tactic to augment some of their offensives. My vote would be to support the partial damage rule suggested by others here....perhaps a roll too to determine if and how many supplies at the base taken are destroyed, leaving the rest usuable by the enemy.

For WitP, i would also love to see the "Port" attribute expanded so that for larger ports with heavy machinery and more permanent dockyard facilities can be represented seperately from the all enclusive attribute used now.

The reason being that such vital facilites cannot be easily repaired if they are damaged, and as such their loss or disruption could have great impact on a campaign. After all a fleet/squadron that cannot access repair facilites will soon find itself hampered if not unable to continue to function with efficiency (and would justify raids such as those conducted at Ceylon and Darwin......and even Pearl Harbor for the bold.....Japanese heavy ports......same thing) As such, this logistical reality would/could force naval assets to withdrawl to other facilites that can properly support and maintain them

Not a vital thing for UV where none of the ports except maybe Brisbane would qualify for it. Assuming the presence of engineers, as it stands now, "Port" damge is fairly easy to repair and doesnt really impede the fueling and repair/maintenance of ships present.




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