Airforce Logistcs? (Full Version)

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BigJoe417 -> Airforce Logistcs? (12/31/2002 9:36:36 AM)

If you transfer planes to an airbase that doesn't yet have enough air support will they lose planes to decay right away? Do you wait until you transfer enough air support to a base before transfering the planes from the rear area to that base?




tanjman -> Aviation support (12/31/2002 9:58:20 AM)

BigJoe417,

Without aviation support no damage aircraft will get repaired plus those damaged aircraft will not be able to leave that airfield until they have been repaired.

If you are sending a base force to an airfield and want fighters to cover the TF moving the base force. I would wait until the TF is within one turn of being within LRCAP range of the airfield then move the fighters let them rest that day then set them on LRCAP the next day.




BigJoe417 -> (12/31/2002 10:17:16 AM)

Thanks TanJman!

Cartwheel scen starts you out with a ton of allied aircraft in the rear wit the gear and not enough air support up on the front lines. So I need to get the planes and their airbase units to the front line airbases in the right order.

As I'm moving up Airbases and planes I've been wondering about General MacAurthur. What do I do with him? Guess thats what Truman said to himself each morning. Where do people usually put him? PM? For his unit to help hes got to be within 6 hexes of any othe units right?




tanjman -> HQs range (12/31/2002 10:38:04 AM)

BigJoe417,

The range of six is for corps such as I Aus Corps. This is from the UV manual:

[B]13.3 HQs and Ground Combat[/B]
Ground Division HQ’s provide a +20% ground combat benefit and Army/Corps HQ’s provide a +10% ground combat benefit. Ground units in the same hex with the Division HQ they are directly attached to will be 20% more effective in ground combat. Japanese Army/Allied Corps HQ’s provide a 10% benefit to all ground units within 6 hexes.

It doesn't mention such HQs as SWPac, SoPac, 8th Area Army, Combined Fleet, Southeast Fleet, 8th Fleet or Northern Command, so I have no ideal what affect they have desides providing more support for the troops.

Maybe some one from Martix/2by3 ccould provide an answer?




BigJoe417 -> (12/31/2002 11:35:02 AM)

I know that this is a game that strives for realism but to be perfectly honest I find all the logistics of supply etc... make the game boring. I wish it was less complicated and more automated. Then there'd be more time to focus on what I find as fun which is the fighting.




pasternakski -> (12/31/2002 12:19:50 PM)

Joe, you're a joystick man until your dying day.




BigJoe417 -> (12/31/2002 12:25:56 PM)

Pasternaksi, I'm not sure what you mean by that but I still dont enjoy spending hours of my day clicking the mouse to deploy supply ships here n there. I'm sorry if you dont agree thats fine, we dont all have to agree. I find managing supply routes totally boring. I think it could be more automated to free up more of my limmited available playing time for more interesting things like naval battles. But like I said man your welcome to disagree.

All the best,
Joe




tanjman -> Having fun with logistics (12/31/2002 7:42:25 PM)

BigJoe417,

I'm not nocking your views on the logistics of the game, just trying to point out how important they are, and I understand fully about wanting to spend your limited leisure time having fun. ;) I don't know if you've heard this before or not but "Amateurs discuss tactics, profesionals discuss logistics". UV is a 'logistics' level game, it is not a 'tactical' level game and mastering the logistics of it is a major part of the fun and frustration I have with it. The thing to remember about logistics is that it works both ways, crippling the enemy's logistics (lots of potential for naval battles there) system gets you more that half way there to winning the war. Remember sinking Marus is not just fun but important too ;) For the lack of comfort women severly affects the morale of the Imperial Japanese forces ;)

BTW I think pasternakski ment by 'joystick man' is that you want to drive the 'game' instead of learning how it works and how to keep it running smoothly.




Ironpaw -> (1/1/2003 1:25:47 AM)

Hey Joe,

Do you know about the automated Convoys???


I know you can't use this for all the logistical needs, but it will spare you from some of that clicking anyway.


Well if not, let me know and I will give ya the scoop on it, might make the game a little more enjoyable for ya.




BigJoe417 -> (1/1/2003 2:01:49 AM)

Sure I understand the importance of supply and logistics and indeed sinking Marus is kinda fun.

Ironpaw, I've seen messages about "routine convoys" returning here and there. I havnt discovered what thats all about though. Is that what you are talking about? Thanks for your help.

And Happy New Years everyone!




Grotius -> (1/1/2003 2:12:48 AM)

Hi Big Joe,

Yep, "routine convoys" are computer-controlled (automated) supply routes. They cut down a LOT on supply tedium. Next time you load up an AK or AP to run from Truk, Noumea or Brisbane to a "safe" base (e.g., from Noumea to Louganville), change the TF from "Human Control" to "Computer Control." Presto, you've got a "Routine Convoy" that will continue to do this supply run -- unloading at L'Ville, returning to Noumea, reloading, heading back to L'Ville -- until you tell it to stop.

In addition, if you choose to run supply from one forward base to another -- e.g., from L'Ville to Lunga, or Rabaul to Shortland -- you can again change the Transport TF to "Computer Control," and this time you'll get a "CS" mission -- "Continuous Supply." Same deal: it will run ad infinatum. Just check occasionally for routine SYS damage.

Routine convoys/CS missions make the game much more easy and enjoyable to play. For more details, see rule 8.11.




denisonh -> (1/1/2003 2:16:02 AM)

Logisitcal planning and execution are the keys to winning a large scale campaign. The American Military's mastery of logistical operation is one of the main reasons for their military success.

UV is a true campaign game, in the superior logistical planning and execution in support of a good operational plan will result in winning the game. Tactical victories are important, but your ability to exploit success and survive failure are based on a well supported position.

I have a PBEM game that I have no active carriers as the USN, losing them in a world class commander's blunder. I still went on the offensive because my supply situation (airpower effectiveness is a direct function of condition of supply).

I beleive that the logistics are too important to be left to the computer, as that is where you really have to work to support your plan. Staging units and supplies, using available transportation to support upcoming operations must be done efficiently (particulary early in the game, as the IJN to mount thier offensive as early as possible, and the USN to prepare to defend properly).

Ignoring logistical considerations will lead to ultimate defeat. Just ask Japan.




BigJoe417 -> (1/1/2003 2:32:57 AM)

Hello Grotius and Denisonh,

Thanks Grotius. Yeah I've seen that CS before, thanks for explaining it. This will indeed help a great deal. In fact it will make keeping PM supplied rather easy I think.

I'm aware of the historical significance of logistics and supply. I know that our sub force crippled the Japanese supply lines late in the war and accounted for most of the Japanese tonage while being just a small percentage of the the total fleet. We focused on the war against Japans supplie lines while they used their subs to attack allied warships resulting in a high loss rate of Japanese subs. The Germans were nearly successful in bringing England to her knees by using wolfpacks to savage convoys. Until new convoy strategies were employed including escort carriers and dedicated sub hunter killer groups. I think enigma helped us in defeating the wolfpacks as well. In any event, the automated supply function will be a great help. Thanks again.




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