What do you use each ship class for? (Full Version)

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loader6 -> What do you use each ship class for? (1/4/2003 3:16:35 AM)

I was wondering if anyone has made a list of each class of ship and what their good for. For example Mogami CA's-good armor use for surface combat, DD Farragut, good _____, use for ______. Does anyone have a list like this or is willing to make a list. I know I can go through and look at each kind, but I don't have much time to play so this would really help. Maybe it's on Spooky's site and I haven't noticed. Thanks a ton.




PzB74 -> (1/4/2003 3:28:29 AM)

I think you'll find all you need on this great UV site:

http://uncommon-valor.chez.tiscali.fr/

(Chris also did some work on a Allied ship comparison chart...browse this link )

http://www.matrixgames.com/forums/showthread.php?s=&threadid=21858




loader6 -> (1/4/2003 3:36:38 AM)

I can't get the link to open. Maybe it's just down right now.




PzB74 -> (1/4/2003 3:41:28 AM)

[QUOTE]Originally posted by loader6
[B]I can't get the link to open. Maybe it's just down right now. [/B][/QUOTE]

Working a-ok for me.... Must be your ISP that's showing off :p




Feinder -> (1/4/2003 3:57:26 AM)

Spooky's is da best!

Off the top of my head...

AP, AK : Basically freighters and troop transports - Moves troops and supplies to a base so you can build an airfield and then bomb stuff.

PG, PC, SC : Gunboats, Patrolboats, Subchasers, Frigates, and all those other little classes below a DD - Usually get pea-shooters and couple of depth charges. These are little toy boats that are "relatively" expendable (don't tell them that) that are used to escort your APs and AKs. They're usually used for ASW protection, but it might be worth while to use their pea-shooters against low-flying aircraft trying to kill you or your APs. Usually just best to keep them with your APs and AKs, because they're not fast enough, and don't have the endurance of any of your fleet units.

DD : Destroyers - Usually about 5" guns. Bigger toy boats that are still relatively expendable. They're (usually) much better at ASW and have decent AAA against low-flying aircraft. Even tho you shouldn't shed too many tears over their loss, there never seems to be enough of them to go around. Also not bad at shelling enemy air-fields as shore bombardment. Be wary of a AF that that a coastal defense unit tho. The CD units have bigger guns than these guys, and will make your DDs regret having to get close enough to use their own guns. Put 4 or more of these guys with your CVs to provide ASW and a little extra AAA.

CL : Light Cruisers - Usually about 6" guns. These are little big boys. They've got bigger guns than your DDs, and are usually better at bombardment and surface action. Their AAA may or may not be any good. Their ASW capabilities usually suck. Basically, use them to bombard airfields and bully enemy DD and ASW TFs. Again be wary of the CD units, their guns are as big as yours (usually 6").


CLAA : Light Anti-Aircraft Cruisers - LOTs of 5" guns and even more pea-shooters. Park these near your CVs or anything else you deem allergic to a Val's 500kg bomb. They don't stand up up against CAs, or other other CLs in a surface action. They weren't meant for that. Use them to kill airplanes, they're good at that.

CA : Heavy Cruisers - Usually about 8" guns. These are guys are good to saddle next to your carriers. They're usually fast enough to keep up with your carriers, and have have good AAA defense. During a surface engagement, they will knock the snot of out CLs and DDs, but won't fair well against a battleship (BB). They're quite good at bombardment, because they can stand out of range of a CD unit and lob shells all night long.

BB : Battleships - Big targets with 14" to 18" guns. They're great at bombardment, and will pummel anything in a surface engagement (if you can actually score one), including each other. They've usually got good AAA to help protect your carriers, but be mindful of their speed, you don't want to saddle a BB that moves at 24kts with a carrier TF that can (and should be) moving at 32kts. They only role in ASW is that of a target.

CS, AV - Seaplane tenders. - The USN one do NOT transport or launch any aircraft. They're used to supply a seaplane base, if you want more info, seach the forum on "seaplane" and you'll find how to make one. The IJN CS and AVs can actually operate seaplanes and float-fighters. Frankly, I pull off some seaplanes off the IJN tenders, and put a Rufes on them (you end up with 2 squadrons of Rufes), and then use them to escort smaller supply convoys around Lea. Don't get me wrong, the Rufes won't save you from an attack from a -real- carrier squadron, but they might drive off an unescorted flight of Hudsons bent on your demise.

MS, DMS : "Minesweepers" and "Fast Minesweers". Used to get rid of those annoying minefields. Also USN DMS units are capable ASW escorts if you get them trained over 50 exp.

ML : Minelayers - Irritating SOBs that drop magnetic exploding things in shallow and costal hexes with the intent to kill your invasion forces. The only "mine depots" (where these guys can resupply their mines) are at Truk, Noumea and Brisbane. Obviously, if you're IJN you shouldn't be driving to Brisbane to resupply.

CVE - Escort "Jeep" Carriers. Usually used to TRANSPORT aircraft between Noumae to Brisbane (because the range of the AC is too short to fly there themselves). Many of them can actually operate squadrons tho. CVEs tend to be slow, so they're better used to follow a transport or supply convoy and provide either LRCAP with a fighter squadron, or ASW with a dive bomber squadron (of experience > 75).

CVL - Light Carriers. Again, used to provide LRCAP or an occasional ASW squadron for your convoys or amphib invasions.

CV - Your flat-tops. Your pride and joy. Basically, the game revolves around your ability to protect these gems and use them to effectively bomb the snot out of your enemy's CV, CVL, CVE, BB, CA, CL, DD, PC, PG, SC, AP and AKs.

Oh, and the japanese DDs can be confusing. You've really got to look at their loadouts. Some IJN DD classes are better at ASW (look for 4 or more depth charges), but suck at everything else. Another is good at surface combat and bombment (look for ships with lots of 4-5" guns). And a 3rd class is good at AAA (look for lots of pea-shooters).

And another edit, FWIW a "happy"
Convoy : 4 APs + 4 SCs
ASW group : 4 DDs + 2 SCs (they act as bait).
Light Bombardment TF (no CD unit) : 2 CLs + 4 DDs
Mixed Bombardmnet TF : 2 CAs + 2 CLs + 2 DDs
Heavy Bombardmnet TF : BB + 4 CAs (be wary of subs tho)
Carrier TF : 1 or 2 CVs or CVLs + 4 CAs + 4 or 6 DDs
Convoy Escort : CVL or CS + 1 CL + 2 DDs and/or 2 SCs.

Regards,
-F-




loader6 -> (1/4/2003 7:29:44 AM)

Thanks for the replies guys, some good info. But what I was looking for was info on specific classes and how other people normally use them. For example

USN CA New Orleans class: Surface combat. It has high armor and good armament.

IJN CA Nachi class: CV escort. It has high armor and AA values. Also a good surface combatant, but too valuable as a CV escort with all it's flak to risk usually.

If anyone has anything along these lines I'd be really interested. I'm sure others who know more about their naval history have most of this figured out already and always uses certain classes certain ways. So if anyone has info like that I'd love to hear it. Thanks again.




Grotius -> (1/4/2003 7:44:02 AM)

Chris's spreadsheet, a link to which is provided in an earlier post in this thread, does indeed break Allied (though not yet IJN) ships down by class. For example, he has a list of Allied DDs that includes columns like "best suited for", "ASW accuracy", "total ASW score," etc.

E.g., he says the Arunta class is best suited for ASW; has an ASW accuracy of 10 and total ASW score of 40; and higher DUR but lower AA than most DDs. It's a great play aid. I hope he does one for the IJN!




SoulBlazer -> (1/4/2003 7:56:48 AM)

Well, a good website for info on Japanese ships is [url]www.combinedfleet.com[/url]

I'm sure someone can also suggest one for the USN and Australian/NZ navies.




Feinder -> (1/4/2003 10:14:50 AM)

Just a consideration: While yes, you can manage your ships to the detail to make sure that you get the best ship assigned for the job, be aware that this takes up precious time. Particularly if you're playing against a human opponent, you've got be able to react quickly to a threat. Alot of time, it matter of scraping up every ship with gun and running it over to a base he's bombarding. Probably you won't actually engage. But if you can make your opponent flinch and pull back his bombardment TF, because he THINKS you've got 3 CAs (even tho you've only got 1 CA and 2 CLs) and withdraw his TF, you've succeeded in your objective. But if you take time to gather up the best ships to fight him, it may be the case that by the time you arrive there with your best surface combatants, he's already put 60 craters in your AF and is half-way back to Rabaul.

Don't get me wrong, if you can get the best cruiser for that surface engagement, that's great. And maybe you have the opportunity to gather up your best ASW DDs into a rock'em sock'em sub-killin' TF. But just make sure you remain flexable enough so that you don't get bogged down in searching for the BEST guy for the job and lose an opportunity.

You have to consider just how much better that ship is REALLY gonna perform the task. If it takes you 8 days to collect/relocate THE BEST ships into a position for that bombardment TF, whereas you could grab the 4 CAs, 2 CLs, and 2 DDs that are already sitting in port with their boilers warm. Even if they're only 60% as effective as the other group, they ARE readily availble. They can probably dump their ordinace, go back re-arm, and shoot again by the time that other TF of ships arrrives in 8 days.

I'm not trying to come off as being critical, just make sure you don't get bogged down with blinders thinking that only Indianapolis Class CAs should be used for bombardment or whatever. By and large, a CA is a CA is a CA... They're actual effectiveness will really only vary by about 20% no matter what the job.

The caveate to this is RADAR. A TF with radar is much happier. It has a better chance to spot enemy ships, planes, and maybe subs (historically, it did help as most subs travelled on the surface most of the time, yes they have a very small profile, but radar + eyes is better than just eyes. And I don't even know if this is integrated into the mechanics of UV).

Good luck.
-F-




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