dwbradley
Posts: 197
Joined: 3/21/2004 Status: offline
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OK, I¡¦m back with some more impressions from my play so far. This time the subject is the new surface TF routines. As I say, these are impressions, not rigorous analysis, but I think how players respond to the game is feedback that may be of value. I have played the Coral Sea (completed) and Guadalcanal scenarios (early Oct. so far) so this includes a fairly small sample size, yet I feel like I am getting a reasonable feel for how the play goes. First let me say that I am a big fan of what the new routines can bring to the game. The added action of mid-ocean intercepts and enhanced reaction adds a lot of excitement. Big kudos to whoever thought this through and worked it into the game. That said, I hope you don¡¦t mind if I say that for me the overall result misses the mark a little bit. To be a bit more specific: 1. It almost seems as if the action level is TOO high. Maybe it is just the comparison with WITP but it almost seemed that every time two TFs crossed paths a surface action ensued. Is there a probability of intercept variable that could be tuned? 2. Little big men. I¡¦ve seen the buzz about killer PTs and such. I saw no PT action but did see more that a few underdog TFs come off no worse then even and in some cases better than even. I¡¦m not sure there is an issue here but I am leaning that way. 3. Who fights who first? When a raiding surface combat TF enters a hex with multiple TFs what decides the order of actions. On a couple of occasions I had some fairly weak transport TFs absolutely destroyed by the raiding force and THEN the raiders would face off against protecting surface combat TF(s). And then break contact and slip away with a great victory. Could this happen? Certainly, and there are no doubt may examples. But I would think if you send a raiding TF into such a situation you would be taking a great risk of encountering the defenders first, which I would think should be the more probable outcome. How probable? I can¡¦t say and yes I have only a few examples to build a case on. It¡¦s feedback, yes? 4. Run away, run away!!! This comment is based upon but a single example, but it was quite confusing to me. I had an invasion fleet consisting of two amphibious TFs, a surface combat TF, an air combat TF, and a replenishment TF. The lead TF was one of the amphibious TFs with orders to go to Port Moresby and unload. All of the rest were set to follow the lead TF except for the replenishment TF which was set to follow the air combat TF. The lead TF was set to Remain on station (I¡¦m pretty sure, but can¡¦t prove it now and doubt does creep in). The fleet reached PM and began unloading in the first portion of the first day of a 2-day turn. The lead TF thereupon reacted to the presence of an enemy TF which consisted of a single damaged DD. The lead TF fled, dragging all the rest along. There are two possible cases here. One is that I indeed did have the TF set to Remain On Station in which case I don¡¦t think this should ever have happened, or maybe it would be the rarest of events. In the second case, If I had screwed up ( not the most unlikely of events ƒº) and had the TF set on Retirement Allowed doesn¡¦t the presence of the covering forces count for anything? Any of the TFs, including the amphibious ones had sufficiently powerful warships to take on this DD and win. Puzzling. In summary, I am excited by the promise of the enhanced surface routines. I hope this feedback (in sum with everyone else) helps any review and improvements that may be needed. Dave Bradley
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