BBfanboy
Posts: 18046
Joined: 8/4/2010 From: Winnipeg, MB Status: offline
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To add to what Korvar's picture shows, you can also get your TF to go where you want more consistently by plotting the destination hex as a Patrol Zone. To do this, the TF must first have its home port as destination. This just ensures that when the patrol ends you have consciously decided where you want to TF to go. Next, click on the button that says "Set TF Routing". This brings up a box with a number of "Routing Instructions". Click on the one for "Set Patrol" and then click on Set Patrol Point 1 (or similar wording). This will take you to the map where you just click on the first hex that you want the TF to patrol. The hex is plotted and you are returned to the Routing screen where you can add patrol points or just click "Back" to go back to your TF screen. The big advantage of a Patrol Zone is that even if the TF gets sidetracked, it will resume the patrol when it can. For example, in "Remain on Station" setting, any combat at all (ASW, Air Attack, Surface Attack, Reaction to a nearby enemy) will cancel the order and send the TF back to base, but a patrol will go back to the patrol zone. It will even automatically return to base to replenish fuel and ammo if necessary and then go back to the patrol zone. As for Coral Sea - you may have to "Think Outside the Box" and land your troops at Buna and have them march overland to Port Moresby, or perhaps you need to race your carriers south to smash Allied reinforcements (can't remember if there are any) for PM before they get there, then deal with the US CVs next turn. How about sending a surface TF off to try and intercept the US CVs at night? It is all risky, but you have already seen that doing the expected stuff does not gain you the victory you need, so you need to go All-In.
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No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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