fulcrum28
Posts: 660
Joined: 2/28/2010 Status: offline
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Thanks for all your interesting and useful comments. This issue is important to understand well the game mechanics. I have improved the management of the task forces thanks to your comments. However, specially when CVTFs are involved I still faced situations like the ones described above by Alpha77. So I feel like losing control of important task forces. Let me summarize the concepts and please correct if i am wrong: 1) For non-CVTFs: A TF will move to the ordered/indicated location "L1" by the player during the phase movement. Suppose it has a maximum reaction range set up (eg. 3 hex), when it arrives to the location L1 (perhaps even before arriving to L1), and, if and only if, the friendly TF has spotted an enemy TF, the enemy TF will be evaluated and it it is a similar or weaker force and the commander of the friendly TF has enough aggressive skills, it will move again up to 3 hexes in order to intercept the enemy TF. This can also occur more than one time in the same movement phase. (I wonder if it does not violate the maximum speed (space/time allowed) by each ship. It looks that ultra-high speed could be achieved if you move with reaction movement several times which could be not realistic, assuming the location "L1" was the maximum distance you could reach in a turn and you are, in addition, moving forward several times 3 hexes. 2) For CVTFs: The maximum reaction range will be "ignored" if the friendly CVTF identifies an enemy CVTF. Then, automatically, and based on the aggressive skills of the commander, the friendly CVFT will approach to the enemy CVTF (a maximum movement of 4 hex for the Japanese and 3 hex for the US Navy ?) in order to perform an aerial strike. Another question here is: If you still have a zero range setting for the torpedo and dive bomber squadrons, could the commander still order/perform the attack? looking forward to your comments, thanks!
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