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Uncommon Valor Grand Strategy - 12/8/2004 7:40:31 AM   
Blitzer

 

Posts: 99
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From: Chicago
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Hi Fellas,

This topic has been discussed before, but in the interest of engaging newer players I thought it might deserve a return visit. It seems most of the conversation has been focused on force micromanagement and dare I say manipulation of the game mechanics.

Let's start with the Japanese. Concerning scenario #17 for example, what goals and objectives does the Empire need to win the game? Where - and how - should force be applied and maintained?

I'm a big fan of period history and welcome any comparisons between history and gameplay.

Despite its flaws, this is an outstanding representation of the conflict and warrants a good deal of advice from every side.

In short, what is the proper path for a Japanese victory in Uncommon Valor?
Post #: 1
RE: Uncommon Valor Grand Strategy - 12/8/2004 10:22:34 PM   
crsutton


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From: Maryland
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There are two paths and they require two completely different types of game play. I prefer scen #19 but the basics are the same for both.

The first and easiest, but carrying the most risks as well, is to play for an auto victory. There are five auto victory bases. In my opinion Townsville, Rockhamption and Lunga are the only viable options. If you are in a position to take Noumea or Brisbane then you are playing a total putz and it does not count. If you are playing this strategy then there are some things that are important to remember.

1. Your losses do not matter as long as you take and hold a victory base on Jan 1, 1943 with twice the supply normally needed to sustain the base You may lose every ship and plane and have the have the Allies sitting in Truk and still win if you satisfy the autovictory condition

2 Play an agressive game to keep the Alied player on the defensive and guessing as to your goal. Don't worry about sinking enemy ships or killing aircraft. A damaged ship is as good as sunk as you most likely won't see it back for a while.

3. Build up only rear bases that you need right away. Don't fret about the future. Dump masses of fuel at your forward bases. All you can dump. Never leave your tankers idle. (Japanese BBs eat up fuel). Don't forget supply.

4. Plan in advance and go for your target with everything. Take at least three full divisions, engineers, AA, and enough base force to support 250 aircraft. Make sure you take plenty of supply (really lots!). Stand your carriers off and use your zeros for long range cap. Good luck.

The second, choice and most challenging is to play to build up your perimiter and hold off the Allies until Dec 31, 1943. Unlesss you have severly whipped your opponent early on, you will be faced with a situation where your naval and air forces gradually grow impotent in the face of overwhelming Allied air superiority. A competent Allied player will use his LBA to beat you and support his drive. Your goal is to expand and fortify when you have the advantage and hold off the superior Allies while going for a VP win. After about July 1943, you will be hating life as the Allies should be able to defeat you on any ground of their choosing. (you are gonna really hate corsairs)

You will need to selectivly build bases and run as much supply as possible. You never should have a tanker or AP sitting in port, as there will come a time when they will not be able to go to forward bases. You will need to fortify and plan. You must decide which bases are important enough to fight for as you cannot defend all. Your end game is not to defeat the Allies with your ships and planes but to attrition them using all of your available forces. You will need to coordinate defenses using mines, AA, and CD batteries. There actually might come a time when you will decide to forgo exposing ships due to VP point considerations. Every aspect of the game is critical. ASW, searching and so on. You cannot afford to make mistakes and squander forces early in the game as it will haunt you later.

Sinking enemy ships becomes more important. Expecially carriers, and then transport. One of the most valuable Allied ship is the DMS. Sink them all you can. I takes a tremendous amount of shipping to mount the 1943 offensive as the Allies. If you can whittle down his transort or tanker fleet, you can slow his timetable enough to win the game. A good end game might come down to his having to take Rabaul to win.

This type of game might call for some house rules concerning corsairs. I ask my allied opponent not to put corsairs on attack carriers. Escorts carriers are OK.

There you go, have fun.

_____________________________

I am the Holy Roman Emperor and am above grammar.

Sigismund of Luxemburg

(in reply to Blitzer)
Post #: 2
RE: Uncommon Valor Grand Strategy - 12/9/2004 7:46:12 AM   
CMDRMCTOAST


Posts: 673
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From: Mount Vernon wa..
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As the allied player time has to be your biggest ally.
You have to try and stall the Japanese player as best you can,
buying a few months in the beginning without losing your carrier forces
early in the game is the Key. ( less time for japans autovictory condition )

Taking out as many Japanese transports and Tankers as you can will
help in the long run also as every transport lost slows his ability to keep
his long supply lines effective.
Make your opponant fight for his invasions but only long enough to buy
time as your Rear area builds up, don't commit too many forces forward
as you will be bypassed and Isolated then destroyed in place.
Slowly attrit his aircraft and pilots as he will slowly run out when you
are ramping up in planes and pilots, he will be getting lesser skilled
pilots also time goes on.

Never commit your carrier force early on in the game as you are understrength
in air squadrons, lower skilled pilots, inferior planes and your ships will have lower
class AAA. ( the IJN pilots are far superior early on )
Rotate capital ships back to pearl for AAA upgrades and train your pilots up by
bombing some of those little red dots and or a transport task force or two.

If the Japanese player can't take an Auto victory then he will be subjected
to intense airpower for a full year, slowly being run over 1 base at a time.

For both the allied player and the IJN player, Watch the weather and rest your pilots
in bad weather, losing planes and pilots to adverse weather is a huge mistake.
Watch fatiuge and morale closely, Rest and rotate those squadrons constantly
You lose far more pilots when pushing them in combat too hard.
Naval search constantly and recon bases all the time knowing whats out there
makes it easier to hit and go around, plus leaves him constantly wondering
where exactly you are going to hit him.

if your forward bases are in trouble of being over run pull back your aircraft
and aviation engineers, not losing them at shut down airfields when you can use
them at your next static defense location prolongs his campaign.


My 2 cents worth.............

_____________________________

The essence of military genius is to bring under
consideration all of the tendencies of the mind
and soul in combination towards the business of
war..... Karl von Clausewitz

(in reply to crsutton)
Post #: 3
RE: Uncommon Valor Grand Strategy - 12/9/2004 6:40:40 PM   
pauk


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From: Zagreb,Croatia
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quote:

ORIGINAL: crsutton
T. There are five auto victory bases. In my ...... Lunga are the only viable options.



You mean Luganville?

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Post #: 4
RE: Uncommon Valor Grand Strategy - 12/11/2004 9:59:57 PM   
crsutton


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From: Maryland
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Yes, Lungaville..

_____________________________

I am the Holy Roman Emperor and am above grammar.

Sigismund of Luxemburg

(in reply to pauk)
Post #: 5
RE: Uncommon Valor Grand Strategy - 12/11/2004 10:00:40 PM   
crsutton


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From: Maryland
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Luganville..

_____________________________

I am the Holy Roman Emperor and am above grammar.

Sigismund of Luxemburg

(in reply to crsutton)
Post #: 6
RE: Uncommon Valor Grand Strategy - 12/12/2004 2:39:15 AM   
tabpub


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I thought that Luganville had been removed as an "auto victory" location in one of the later patches?

(in reply to crsutton)
Post #: 7
RE: Uncommon Valor Grand Strategy - 12/12/2004 9:09:38 AM   
Blitzer

 

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From: Chicago
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I would expect nothing less from crsutton than his concise assessment.

His second point deserves a bit more comment, as I think against an able and alert Allied opponent it is the only realistic path to a Japanese victory.

Everything depends on points. Never forget this fundamental fact. In a grand-strategic sense the way for the Empire to prevail is by pursuing an essentially defensive approach.

Foregoing a rather risky lunge at an autovictory base, before 1943 the Japanese position can be very strongly - and effectively - fortified. There are are several issues involved here:

1. Utilizing construction units to augment key bases, namely Wewak, Lunga, Gili Gili, Munda, Vila, Dobadura, Madang, Finschhafen, the Admiralties, Buka, Buin, Gasmata, Kiriwina, Emirau, and Green Island among others. Contrary to conventional wisdom, the Japanese can outbuild the Allies in base construction. Airfield construction should take priority here, but ports should also be adequately developed where future unloading is anticipated. This has the additional advantage of confusing, dispersing and dissipating the inevitable Allied air offensives. In this manner Japanese air groups can be agilely shifted about to conduct operations without fear of excessive loss.

2. Conducting a narrowly focused assualt on Allied naval units. Choose a class of enemy vessels and make every reasonable effort to eliminate them. Sinking carriers is certainly ideal, but not always possible. There are however other alternatives. Without sufficient transports the Allies cannot invade despite their air power. No minesweepers mean severe losses to Allied amphibious invasions. And this leads in my view to the most important offensive, the one against Allied destroyers. For both sides destroyers are the most useful units in the game, air land or sea. In short however any of these strategies can work if carried through with icy consistency, with a manageable acceptance of friendly losses.

3. Effectively deploying the considerable Japanese LCUs. Imperial infantry, well supplied and dug in, is a terrible foe. It is possible to create a "crust" of positions anchored on Lunga/Irau, Gili Gili, and Port Moresby, thereby holding three divisions and two+ brigades in reserve for counter-invasions against these points. If the Allies succeed in seizing one of these they will pay heavily, considering that Allied ground losses count double in points to IJA casualties.

Above all, use your carriers judiciously. In #17 and #19 the Japanese receive a good allotment. If they are sunk however or sent back to Tokyo for repairs then the entire defensive plan can be compromised. In conjunction with Japanese airpower they can be nearly invincible. Good luck.

(in reply to crsutton)
Post #: 8
RE: Uncommon Valor Grand Strategy - 12/13/2004 7:30:32 PM   
crsutton


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From: Maryland
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I don't think so.

_____________________________

I am the Holy Roman Emperor and am above grammar.

Sigismund of Luxemburg

(in reply to tabpub)
Post #: 9
RE: Uncommon Valor Grand Strategy - 12/13/2004 7:51:24 PM   
crsutton


Posts: 9590
Joined: 12/6/2002
From: Maryland
Status: offline
quote:

ORIGINAL: Blitzer

I would expect nothing less from crsutton than his concise assessment.

His second point deserves a bit more comment, as I think against an able and alert Allied opponent it is the only realistic path to a Japanese victory.

Everything depends on points. Never forget this fundamental fact. In a grand-strategic sense the way for the Empire to prevail is by pursuing an essentially defensive approach.

Foregoing a rather risky lunge at an autovictory base, before 1943 the Japanese position can be very strongly - and effectively - fortified. There are are several issues involved here:

1. Utilizing construction units to augment key bases, namely Wewak, Lunga, Gili Gili, Munda, Vila, Dobadura, Madang, Finschhafen, the Admiralties, Buka, Buin, Gasmata, Kiriwina, Emirau, and Green Island among others. Contrary to conventional wisdom, the Japanese can outbuild the Allies in base construction. Airfield construction should take priority here, but ports should also be adequately developed where future unloading is anticipated. This has the additional advantage of confusing, dispersing and dissipating the inevitable Allied air offensives. In this manner Japanese air groups can be agilely shifted about to conduct operations without fear of excessive loss.

2. Conducting a narrowly focused assualt on Allied naval units. Choose a class of enemy vessels and make every reasonable effort to eliminate them. Sinking carriers is certainly ideal, but not always possible. There are however other alternatives. Without sufficient transports the Allies cannot invade despite their air power. No minesweepers mean severe losses to Allied amphibious invasions. And this leads in my view to the most important offensive, the one against Allied destroyers. For both sides destroyers are the most useful units in the game, air land or sea. In short however any of these strategies can work if carried through with icy consistency, with a manageable acceptance of friendly losses.

3. Effectively deploying the considerable Japanese LCUs. Imperial infantry, well supplied and dug in, is a terrible foe. It is possible to create a "crust" of positions anchored on Lunga/Irau, Gili Gili, and Port Moresby, thereby holding three divisions and two+ brigades in reserve for counter-invasions against these points. If the Allies succeed in seizing one of these they will pay heavily, considering that Allied ground losses count double in points to IJA casualties.

Above all, use your carriers judiciously. In #17 and #19 the Japanese receive a good allotment. If they are sunk however or sent back to Tokyo for repairs then the entire defensive plan can be compromised. In conjunction with Japanese airpower they can be nearly invincible. Good luck.


I pretty much agree, except that I don't believe in building up all the forward bases that you mentioned. I am a bit more selective. Problem is that the a number of small Japanese bases can make the Allies trip back to Rabual much easier. That is, you can not defend all of them heavily and a base with say 2 air factors is a prime target for an Allied invasion. The Allies can easily pound the base, take it with troops and engineers and then with the overwhelming number of seabees that they get, build the base up to level 4/3 in no time. If the game is balanced as far as losses, then any base taken by the Allies after May 1943 will most likely never be taken back. (corsairs) And given their late game air superiority, any base the Allies hold after May 1943 will effectively mean the effective closing of any Japanese base within P38 lightning and medium bomber range.

Since you are fighting for time, it is best to deny the Allies a number pre built up bases and force them to waste time buiding up the base themselves. It might give you a few more weeks.



On another note, I can think of two ways to balance all scenarios.

1. In any scenario where the Allies (or Japanese) are percieved to hold an advantage (historical), simply use a third party and bid for side. The player who offers the highest VP handicap gets the Allies. Just pick a friend for both of you to send your bids to. He then forward both bids back to each player. Easy.

2. CRSutton's proposed house rules. Allied forces may not attempt to invade an autovictory hex before Jan 1, 1943 and if the Allies do not hold either Rabaul or Lae by games end, the best result that they can have is a "draw".

I like the second choice for long games as it allows the Allied player to conserve and build up forces before the Japanese can attack. (Usually, if I shoot for auto victory-I go for it in late November), and promotes both players to play and plan for the end game-ensuring a long and well fought out campaign.

_____________________________

I am the Holy Roman Emperor and am above grammar.

Sigismund of Luxemburg

(in reply to Blitzer)
Post #: 10
RE: Uncommon Valor Grand Strategy - 12/14/2004 12:23:23 AM   
tabpub


Posts: 1019
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From: The Greater Chicagoland Area
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quote:

ORIGINAL: crsutton

I don't think so.

Yep, you're right....incomplete reading on my part. Wasn't the old, old victory conditions something like any base south of a certain line that included Cooktown and Cairns? That was probably too easy for the Japanese to accomplish, ergo the change. For some reason, I had thought that Luganville had been removed also, but I sit corrected.

Regarding your above statements in a prior post about the 43 situation, only have to add that my opinion is that the crucial aspect for the Japanese on defense is to make the Allies pay in gross lots for the terrain that they go after. I am currently conducting a defense in the 4/43 period and it is a real tight situation. Trying to massage your airgroups that have "substandard" pilots can be a real PITA.

(in reply to crsutton)
Post #: 11
RE: Uncommon Valor Grand Strategy - 12/14/2004 8:02:10 AM   
Blitzer

 

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From: Chicago
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quote:

I don't believe in building up all the forward bases that you mentioned. I am a bit more selective.


Yes I agree. The list of bases I furnished was meant to encourage intelligent selection of defensive positions rather than full-bore development of every volcanic outcropping in sight. Excessive building at Port Moresby for example is generally not wise, unless the Japanese deploy 2+ divisions there and support it with a huge air effort from Lae, Gili Gili, and Dobadura. Even then a concerted Allied assault is likely to succeed eventually, with significant loss to the Japanese air arm.

As for the temptation for the Allies to seize Japanese bases built to a certain level, there are other variables than you mention. First of all is their location. Built in concentric geographic belts behind the frontline, they can be essential. Also, everything depends on when the Allies try to take them. If it is before the Spring of 1943 then the Yanks can be seriously punished, and in fact these bases can serve as bait to draw in valuable ground troops which can be savaged by counterattack either at sea or on the beaches. More importantly, Allied players will most like seek to support such landings with their flattops - a priceless opportunity to pit 9 IJN carriers + heavy LBA against American air combat TFs out of range of their own LBA. If properly employed, Japanese forces can come out on top of opponents equipped even with Corsairs and Avengers, though not of course without loss to themselves.

After April-May-June of 1943, the going is much tougher for the Empire. But by this point the Japanese should have fortified a highly defensible line which will cost the Allies plenty to penetrate. In any case, successfully landed CBs can hike any base from 0/0 to 3/4 in a very short time.

As stated, the key to this entire approach is attrition. Attack where you can and defend like a wolverine everywhere else.

Points points points...always watch the balance.

(in reply to Blitzer)
Post #: 12
RE: Uncommon Valor Grand Strategy - 12/20/2004 1:53:36 PM   
Popeye USN


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Thank you for the insight. Currently playing 19 as IJN. Normal settings except US is at 120% and the UJN 200%. Kind of evens it out. It's 7/42. I have taken a lot of bases since my oppenent has pulled back and I've got lot's of toys.

Have taken Luganville and Port Vila to the east, and PM, GG, Cookstown and Carins to the west. Not going for auto victory, but the long haul. Took these bases in an effort to slow my opponent down.

My problem is what bases to fortify and those to slowly abandon? Most noteably Luganville and PM. Both are hard to supply without getting hit by LBA. Northern Oz has only minimal forces as a delaying action and they will be removed shortly...getting pounded to dust already.

Supply ships are only in port long enough to load supplies/fuel and let the crew get some fish heads and rice. KB slowly patrols in the center of the Coral Sea trying to find some US transports. Now what? Want to do something but don't want to push the envelope too far.

Leaning toward letting him have PM at a cost from my LBA from Lea and Buna. Too hard to supply. However, would put hard nosed well supplied troops on Luganville. Base is a lot closer to Lunga and a easier run.
Thoughts gentlemen?

(in reply to Blitzer)
Post #: 13
RE: Uncommon Valor Grand Strategy - 12/22/2004 7:03:55 PM   
crsutton


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Cooktown and Cairns have no strategic value other than to deny the Allies the use of the base. If you are in possession of them, you are well on your way to victory. If you you are playing the long campaign. Just leave small garrisons there, perhaps with mines and a good CD unit. Make him take them and try to bleed him a bit. However, if I was in your position, I would take Townsville and go for the autovictory. He is still weak at this stage. Taking Townsville and then moving a unit to cut the road to Charter Towers (don't worry about taking it, should give you an easy win. He really can't threaten Guadacanal much until after the first of the year. Well stocked with zeros and AA-his bomber attacks will suffer constant attrition. He really can threaten it enough until he gets an ample supply of lightnings. Some players fortify Irau. (I do) but if you are playing for a long game, perhaps leave it garrisoned but not built up. I develop one of the smaller bases to the rear of the Canal and that is where I would put a lot of air support. Once he is strong enough and is flying heavies from Lunga and mediums from Nevea, he can close the canal. He eventually can take it back. The goal is to make him pay.

The big questions is does he have all of his carriers. If so, he can still put up a fight. If not, you have already won.

_____________________________

I am the Holy Roman Emperor and am above grammar.

Sigismund of Luxemburg

(in reply to Popeye USN)
Post #: 14
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