Local Yokel
Posts: 1494
Joined: 2/4/2007 From: Somerset, U.K. Status: offline
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Following on from my post #706, I am still having considerable problems with task forces that disregard the orders I have given them. I have already posted two relevant saves in a Tech Support thread, in which I gave the following details of one set of problems I had encountered: quote:
ORIGINAL: Local Yokel Final problem. There are various TF's with 'follow' orders, with the lead ASW TF 51 being followed by other TF's, each with an order to trail TF 51 by 1 hex, but with no stand-off at destination. In turn these following TF's are followed by other TF's but with NO separation. Thus, for example, TF 52 is to trail TF 51 by 1 hex, and in turn TF 12 is to trail TF 52 by 0 Hex - hope that's clear! Problem is that save 010 shows all these TF's in the same hex (short of their destination); i.e. the orders issued have failed to make TF 51 perform its role as a vanguard anti-submarine sweep. Another turn has now passed, before which I had modified these TFs' orders so that TF 51 should still remain out in front by one hex, and all the other TF's should stand off TF 51 by one hex when it reached its destination hex. Following the combat resolution phase of the turn in which these amended orders were entered, the position is now as follows: (1) TF 51 is one hex short of its destination hex. (2) One TF that was ordered to trail TF 51 by one hex is occupying the same hex as TF 51 (3) Three TFs that were ordered to trail TF 51 by one hex are trailing it by 2 hexes (4) Three more TFs that were ordered to trail the TFs mentioned in (3) by zero hexes are trailing them by three hexes. As a result of the orders issued these last three TFs should have ended up one hex behind TF 51, along with the TFs mentioned in (3); in fact they have ended up five hexes behind. This outcome bears no resemblance to what should have happened, and has resulted in my major fleet units being spread out over a distance of 200 miles rather than 40. I could have no complaint if my ships had been dispersed by enemy action, but nothing like that has occurred, and my careful attempts to advance the fleet in mutually supporting task groups have been completely nullified by this failure to follow the orders I gave. This isn't the only problem I am having with disobedient TFs. In this same turn I had a FT TF ordered to meet, then follow, an ASW TF ordered to sortie from its base then return. Instead, the FT transport simply went straight to the ASW TF's home base, leaving the ASW TF stranded at the point at which I had expected the meeting to take place and from which I expected it to return. It did not return ahead of the FT TF as ordered. Another ASW TF was ordered out to meet an incoming convoy which it was then ordered to follow. It appears to have gone out to the meeting point, since it is now showing expenditure of op points, no doubt from refuelling. Trouble is, it didn't stay with the TF it was ordered to meet, but just went out and came straight back to base. I'm sorry to have to say that I have lost all confidence in the game's ability to make task forces follow what appeared to me to be reasonably straightforward and sensible orders of the kind for which I assume the 'meet' and 'follow' mechanisms were devised. I can accept that some departure from given orders could take place, reflecting the effects of the elements and enemy action. However, when there is such a total failure of TFs to follow the movement orders I have given, there really isn't much point in my attempting to make effective plans for the use of my units. Instead, I might as well order a headlong charge at the enemy on the basis that the outcome is going to be determined entirely by chance and in no way influenced by anything I've done to enhance my prospects of victory. I suppose I could follow Chad Harrison's suggestion and move the individual TFs manually to explicit destination hexes, but I can't say that I'm any more confident about how far task forces are going to move per turn. Rather than have a whole lot of new features for task force movement that cannot be relied upon to work, I would much rather have a few simple features that do work and that I can rely upon. Otherwise playing the game is just a waste of my time. There. I've probably given much useful intelligence to my PBEM opponent in this post, but I'm past caring. Sorry, but I have well and truly exceeded my exasperation quotient for the day.
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