Dive Bomber1
Posts: 670
Joined: 10/30/2006 Status: offline
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June 22, 1942 – I've run into a very odd yet consistent problem in LCU movement that is showing up in all of my pbems, but is a particular problem in this pbem. The situation occurs when I have a number of LCUs in a friendly, uncontested base, with no enemy zones of control or enemy units anywhere nearby, and a number of additional LCUs in an adjacent road or rail hex (which is also uncontested and not subject to any enemy zones of control) which leads to and from the base. I can look at the LCUs in the Base, scroll through them, move planes in and out, change Base facility orders and so on with no problem. I can also look at the LCUs at the road/rail hex next to the base, scroll through them; give them movement orders and so on. But when I try to order an LCU in the Base to move to the adjacent road/rail hex and join the LCUs in that adjacent hex, the LCU in the Base doesn't move, and instead an LCU in the adjacent road/rail hex gets orders to "move" to its current position! If I simply give a movement order to an LCU in the Base hex and "exit" from the LCU screen I don't notice anything odd unless I go back and look at that LCU again, in which case there will be no indication that it was given an order to move. However, if I now look at the LCUs in the adjacent road/rail hex which was the "movement objective" then I will see that one of the LCUs in that adjacent hex now indicates that it has received orders to move to its own hex, with a "direction" that corresponds to the direction that the original LCU in the Base hex would have received if it "accepted" the movement orders. Now, if I give the same movement order to an LCU in the Base hex and click on the "next unit" button, instead of showing me the next LCU in the row of LCUs at the bottom of the Base screen, the screen will now "jump" to show me the "row screen" of the LCUs in the adjacent hex! I can now scroll through all of the LCUs in the adjacent hex, and my cursor is now "active" in the adjacent hex instead of the Base hex where it was! This effect will happen repeatedly, regardless of which LCU in the Base hex is chosen for the move. However, if a different end objective is chosen for any LCU in the Base hex, other than that adjacent hex, the LCUs in the Base will now "accept" the movement order and eventually move to the "different" location. I can't imagine a rationale to justify this as a "design feature", and it certainly costs time in Ground operations, so I would like to know if there is a way to prevent this, other than not setting up the conditions that result in this problem. As you can well imagine, not being able to send LCUs along a road/rail in the direction that you want can be a real pain at times in this Game. Okay, back to the rest of the Game. The Weather was in my favour this turn to an extent, as AuTiger moved his CVs to the hex directly to the northeast of Adak this turn, but his bombers only flew patrols and didn't attack any of the transports that were unloading at Adak. I was also surprised that AuTiger didn't send any surface combat TFs in, but I'll take all the breaks that I can at this stage. AuTiger must have expected me to try to use Air Transport for troops or supplies to Adak, but his naval Wildcats on LR CAP over the base only found my Zeros on LR CAP over the base. Oddly enough, the two opposing fighter units didn't attack one another. My troops aren't making much progress at Adak so I've set them back to doing bombardments for now while I regroup the rest of my forces. I've put myself into a really poor position, but it isn't unrecoverable if I take the time to regroup properly. In China AuTiger has brought up a large number of Chinese troops to besiege Canton. The problems that I mentioned above are preventing me from sending massive numbers of reinforcements in response, so I will have to be satisfied with "dribs and drabs" slipping in along the Coast for now. The Chinese units don't usually show much ability against well-entrenched opponents, so we'll see if that holds here. I've moved a large number of bombers to various bases in the region so that I can start to attack the Chinese ground units in a serious manner. AuTiger will likely bring up all of his good fighters to provide CAP, so I am moving my best A6M3 units to the battle too. This time I am not wasting my time bringing up Nates, so I will be at a numerical disadvantage in the Air, but if I can avoid having too many planes caught on the ground I might be able to wear down the Allied planes, other than the 4E bombers. Speaking of 4E bombers, AuTiger sent a large number of B-17Es against the airfields at Koepang this turn. I had a good Oscar Daitai in place, but they couldn't do much. I would like to think that the Second Generation Japanese planes will improve the situation a bit later on, but somehow I suspect that this won't really be the case, and anyway, it will take a lot of time for enough planes to get built to change over my better units, let alone my weaker units.
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