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CV TF reaction setting - 7/22/2017 8:06:20 PM   
RolandHorn

 

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Haven't been able to find anything on the forum that specifically addresses this but what do folks recommend reaction be set at for carrier task forces when the presence of enemy carrier task forces is suspected? Thanks!
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RE: CV TF reaction setting - 7/22/2017 8:57:03 PM   
Lokasenna


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The Reaction setting doesn't matter a whit for carrier TFs.

The special carrier reaction to other carriers is a completely separate feature in the code altogether.

The Reaction "spinner" in the bottom right is for Surface Combat TFs, ASW TFs, and sub patrol TFs that are actually on patrol (not set to a destination and remain on station). It does nothing else except control the distance that TFs on such patrols are allowed to react.

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RE: CV TF reaction setting - 7/22/2017 10:14:20 PM   
rustysi


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quote:

The Reaction setting doesn't matter a whit for carrier TFs.


Is that true? I've read in the manual that CV TF's have an automatic reaction of one, but not that the setting is unused.

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RE: CV TF reaction setting - 7/22/2017 10:21:45 PM   
witpqs


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AFAIK it is used but the 'TF commander' override is more aggressive than with other TF types. That probably is realistic although it certainly can be frustrating when a player wants to exercise positive control in some circumstance.

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RE: CV TF reaction setting - 7/22/2017 10:24:33 PM   
rustysi


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quote:

ORIGINAL: witpqs

AFAIK it is used but the 'TF commander' override is more aggressive than with other TF types. That probably is realistic although it certainly can be frustrating when a player wants to exercise positive control in some circumstance.


Agreed, and that is what I thought as well.

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RE: CV TF reaction setting - 7/24/2017 2:22:51 AM   
Lokasenna


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quote:

ORIGINAL: rustysi

quote:

The Reaction setting doesn't matter a whit for carrier TFs.


Is that true? I've read in the manual that CV TF's have an automatic reaction of one, but not that the setting is unused.


If they have an automatic reaction of one, then the setting doesn't matter, does it?

The previous CV reaction behavior with CVs reacting multiple times was a bug that I finally got Michael to fix (insert chest puffing here, because I mean seriously how had that not been fixed before). I still don't think it's working properly as it doesn't appear to occur at ranges longer than 4 or 5 hexes, but my attitude on it now is kinda "whatever."


quote:

ORIGINAL: witpqs

AFAIK it is used but the 'TF commander' override is more aggressive than with other TF types. That probably is realistic although it certainly can be frustrating when a player wants to exercise positive control in some circumstance.


The TF commander being more aggressive would influence whether or not they reacted towards enemy CV TFs within the parameters of the automatic TF reaction, which does not care whether your reaction spinner is at 0 or at 6 or anything in between.

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RE: CV TF reaction setting - 7/24/2017 11:07:18 PM   
rustysi


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quote:

If they have an automatic reaction of one, then the setting doesn't matter, does it?


It does if you want them to react further. One is one, not six.

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Post #: 7
RE: CV TF reaction setting - 7/25/2017 12:42:11 AM   
Lokasenna


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quote:

ORIGINAL: rustysi

quote:

If they have an automatic reaction of one, then the setting doesn't matter, does it?


It does if you want them to react further. One is one, not six.


But the CV reaction is not six, it is always and forever one (1). Which is irrespective of the setting, hence the setting doesn't matter.

Unless you haven't updated to at least the beta patch where Michael fixed the bogus chain reactions.

I'll restate it for emphasis: the reaction setting for TFs is only for various surface forces and submarine patrol TFs that are set to patrol. Nothing more, and nothing less. Transport TFs won't do anything with it. CV TFs won't do anything with it. TFs that are set to "remain on station" will not react. TFs that are heading to a destination, not patrolling a zone, will not react.

Feel free to test it and prove me wrong about the latter two, but color me skeptical.

(in reply to rustysi)
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RE: CV TF reaction setting - 7/25/2017 1:22:58 AM   
witpqs


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quote:

ORIGINAL: Lokasenna

quote:

ORIGINAL: rustysi

quote:

If they have an automatic reaction of one, then the setting doesn't matter, does it?


It does if you want them to react further. One is one, not six.


But the CV reaction is not six, it is always and forever one (1). Which is irrespective of the setting, hence the setting doesn't matter.
In my last PBM my opponents carriers reacted more than one hex on at least one occasion. The way it works they can react one hex at a time and might pass the checks to do so at various points during the turn. It is most often only one hex.

Unless you haven't updated to at least the beta patch where Michael fixed the bogus chain reactions.

I'll restate it for emphasis: the reaction setting for TFs is only for various surface forces and submarine patrol TFs that are set to patrol. Nothing more, and nothing less. Transport TFs won't do anything with it. CV TFs won't do anything with it. TFs that are set to "remain on station" will not react. TFs that are heading to a destination, not patrolling a zone, will not react.
False. I have tested it, and I have used it extensively. I wrote a piece on it for the forum a long time ago that got posted to the wiki. In summary: *ONLY* Remain on Station cancels React orders. Combat TFs that are on patrol do React (as you
said) *AND* those that have Retirement Allowed (or whatever the silly wording is) also React. We are only talking about the various flavors of combat TF, merchants, tankers, transports, and such react only to save their own skin.


Feel free to test it and prove me wrong about the latter two, but color me skeptical.



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RE: CV TF reaction setting - 7/25/2017 1:38:57 AM   
BBfanboy


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Doesn't reaction also apply to fleeing from a superior enemy? I.E. if an ASW TF got a whiff of a nearby enemy SCTF with powerful ships, the reaction setting would figure into whether they flee or not - either the range from the threat, or the distance the ASW TF would flee?

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Post #: 10
RE: CV TF reaction setting - 7/25/2017 2:11:21 AM   
witpqs


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quote:

ORIGINAL: BBfanboy

Doesn't reaction also apply to fleeing from a superior enemy? I.E. if an ASW TF got a whiff of a nearby enemy SCTF with powerful ships, the reaction setting would figure into whether they flee or not - either the range from the threat, or the distance the ASW TF would flee?

I don't know if those situations use the React range setting. I certainly see convoys "fleeing from enemy surface threat" and so on.

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RE: CV TF reaction setting - 7/25/2017 10:22:47 AM   
HansBolter


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quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Lokasenna

quote:

ORIGINAL: rustysi

quote:

If they have an automatic reaction of one, then the setting doesn't matter, does it?


It does if you want them to react further. One is one, not six.


But the CV reaction is not six, it is always and forever one (1). Which is irrespective of the setting, hence the setting doesn't matter.
In my last PBM my opponents carriers reacted more than one hex on at least one occasion. The way it works they can react one hex at a time and might pass the checks to do so at various points during the turn. It is most often only one hex.

Unless you haven't updated to at least the beta patch where Michael fixed the bogus chain reactions.

I'll restate it for emphasis: the reaction setting for TFs is only for various surface forces and submarine patrol TFs that are set to patrol. Nothing more, and nothing less. Transport TFs won't do anything with it. CV TFs won't do anything with it. TFs that are set to "remain on station" will not react. TFs that are heading to a destination, not patrolling a zone, will not react.
False. I have tested it, and I have used it extensively. I wrote a piece on it for the forum a long time ago that got posted to the wiki. In summary: *ONLY* Remain on Station cancels React orders. Combat TFs that are on patrol do React (as you
said) *AND* those that have Retirement Allowed (or whatever the silly wording is) also React. We are only talking about the various flavors of combat TF, merchants, tankers, transports, and such react only to save their own skin.


Feel free to test it and prove me wrong about the latter two, but color me skeptical.





I have NEVER seen a combat TF that does not have a patrol order react.
I have had combat TFs sitting in a port with a reaction range of 6 sit there and do nothing when an enemy TF invades another port three hexes away.
In fact I struggled with this considerably in my early days playing this game because I could never seem to get the reactions the manual described.
It wasn't until I started giving TFs patrol orders that I started seeing reactions.
A TF with a one hex patrol pattern occupying a port with a reaction range of 6 will defend the port against incursions AND react up to six hexes.
It just worked for me a couple of nights ago as I had a British cruiser TF patrolling Rangoon that reacted to the AIs attempt to sea lift troops into Moulmien, sinking the entire force.
Had the cruiser TF simply been sitting in the port without a patrol order they would NOT have reacted.

Patrolling is also the best way to set up an at sea intercept. Don't just sortie hoping to cross paths.
Lay out a patrol path in the vicinity of where you expect the enemy TF to be and the reaction function will do the rest.


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RE: CV TF reaction setting - 7/25/2017 1:42:51 PM   
Lokasenna


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I have never seen a combat TF that does not have a patrol setting react, either. I'm thinking in particular of my many invasions where I've seen small groups of IJN E's on the way in and set one TF to patrol for them while others head to the beaches. I never miss messages in the movement phases - never once seen the TFs without patrol orders react. Maybe they do, but I've never seen it in what - 5000 turns now? Maybe some kind soul will post up a detailed, multi-run test of:

1) TF sitting in port with Retirement Allowed and a reaction setting, but no patrol zone. Then have enemy TFs with methods of detecting them sitting just 1 hex outside the port.

2) TF with Retirement Allowed transiting past a detected enemy TF while having a reaction setting.


And no, the reaction setting does not affect fleeing from enemy threats. That is all in the routing (whether or not they will flee) and in their speed/operations points (whether or not they have enough movement left to continue fleeing from threats). Reaction is entirely an offensive action - combat forces reacting to enemies that they are going to attempt to hunt down and kill.

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RE: CV TF reaction setting - 7/25/2017 1:49:04 PM   
szmike

 

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quote:

ORIGINAL: Lokasenna

2) TF with Retirement Allowed transiting past a detected enemy TF while having a reaction setting.



This one is confusing, as CTF will engage in combat when crossing paths, I don't recall whether it reacts too

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RE: CV TF reaction setting - 7/25/2017 3:00:10 PM   
Lowpe


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I believe I have had SAG Task Forces react with no patrol setting when moving from point A to point B while enroute.

I have not had any reaction from a TF sitting in a port base with no movement orders, however a 1 hex patrol destination does seem to be the best method for getting reactions/engagements

I was under the impression that patrolling ASW task forces never react....






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RE: CV TF reaction setting - 7/25/2017 3:38:04 PM   
Lokasenna


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quote:

ORIGINAL: szmike


quote:

ORIGINAL: Lokasenna

2) TF with Retirement Allowed transiting past a detected enemy TF while having a reaction setting.



This one is confusing, as CTF will engage in combat when crossing paths, I don't recall whether it reacts too


They would attempt to flee. What is actually happening is the enemy combat TF is engaging, or else it is a chance encounter between a CV TF and another non-combat TF (say, amphibious or cargo) and both TFs will attempt to evade rather than engage.

That is not really what I meant by "transiting past." By that I meant a TF sailing by a detected enemy TF that is outside of their hex and reacting to it. Perhaps I should capitalize Reacting because it is a specific action that I am referring to.

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RE: CV TF reaction setting - 7/25/2017 3:39:47 PM   
Lokasenna


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quote:

ORIGINAL: Lowpe

I believe I have had SAG Task Forces react with no patrol setting when moving from point A to point B while enroute.

I have not had any reaction from a TF sitting in a port base with no movement orders, however a 1 hex patrol destination does seem to be the best method for getting reactions/engagements

I was under the impression that patrolling ASW task forces never react....



They definitely do. Watch your replays carefully.

It doesn't directly result in combat, but ASW TFs react to detected subs (there may be a 1-hex limit on this, I'm not sure, but I haven't seen large reaction moves by ASW TFs). This will place the ASW TF in the same hex as the subs (ideally) where there is a chance for either a regular ASW action or for the sub itself to initiate contact against a target that it shouldn't want to engage.

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RE: CV TF reaction setting - 7/25/2017 3:44:57 PM   
Lecivius


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I can confirm seeing ASW groups react.

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RE: CV TF reaction setting - 7/25/2017 4:08:50 PM   
witpqs


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quote:

ORIGINAL: HansBolter

I have NEVER seen a combat TF that does not have a patrol order react.
I have.
I have had combat TFs sitting in a port with a reaction range of 6 sit there and do nothing when an enemy TF invades another port three hexes away.
In fact I struggled with this considerably in my early days playing this game because I could never seem to get the reactions the manual described.
It wasn't until I started giving TFs patrol orders that I started seeing reactions.
A TF with a one hex patrol pattern occupying a port with a reaction range of 6 will defend the port against incursions AND react up to six hexes.
It just worked for me a couple of nights ago as I had a British cruiser TF patrolling Rangoon that reacted to the AIs attempt to sea lift troops into Moulmien, sinking the entire force.
Had the cruiser TF simply been sitting in the port without a patrol order they would NOT have reacted.

Patrolling is also the best way to set up an at sea intercept. Completely agree! Don't just sortie hoping to cross paths.
Lay out a patrol path in the vicinity of where you expect the enemy TF to be and the reaction function will do the rest.




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RE: CV TF reaction setting - 7/25/2017 4:09:35 PM   
witpqs


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quote:

ORIGINAL: Lecivius

I can confirm seeing ASW groups react.

I've seen it too and been told on this forum that it does not happen!

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RE: CV TF reaction setting - 7/25/2017 4:10:54 PM   
Lecivius


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quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Lecivius

I can confirm seeing ASW groups react.

I've seen it too and been told on this forum that it does not happen!


Yeah, but I'm special

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RE: CV TF reaction setting - 7/25/2017 4:13:15 PM   
witpqs


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quote:

ORIGINAL: Lokasenna

I have never seen a combat TF that does not have a patrol setting react, either. I'm thinking in particular of my many invasions where I've seen small groups of IJN E's on the way in and set one TF to patrol for them while others head to the beaches. I never miss messages in the movement phases - never once seen the TFs without patrol orders react. Maybe they do, but I've never seen it in what - 5000 turns now? Maybe some kind soul will post up a detailed, multi-run test of:

1) TF sitting in port with Retirement Allowed and a reaction setting, but no patrol zone. Then have enemy TFs with methods of detecting them sitting just 1 hex outside the port.

2) TF with Retirement Allowed transiting past a detected enemy TF while having a reaction setting.


And no, the reaction setting does not affect fleeing from enemy threats. That is all in the routing (whether or not they will flee) and in their speed/operations points (whether or not they have enough movement left to continue fleeing from threats). Reaction is entirely an offensive action - combat forces reacting to enemies that they are going to attempt to hunt down and kill.

I ran tests for research writing that article. The results have served me well. I have also seen them react in PBM. As noted above I do agree that Patrol is the *best way* to to conduct surface intercepts.

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RE: CV TF reaction setting - 7/25/2017 4:48:03 PM   
HansBolter


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quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Lecivius

I can confirm seeing ASW groups react.

I've seen it too and been told on this forum that it does not happen!



I can confirm this one as well. I get reaction messages for ASW TFs quite frequently.

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Post #: 23
RE: CV TF reaction setting - 7/25/2017 8:22:45 PM   
pontiouspilot


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I play a beta from Nov 2015 (3 games ongoing) and I have seen rxns on all combat TF types. I watched my opponent react into the guns of Manila Bay. The most common rxns are ASW or surface combat but likely only because they are the most common types of TFs. I am very careful about keeping air rxns to minimum (usually set to 0) as I find it too unpredictable for my liking. The bulk of rxns are while a TF is on patrol but this is likely since that is the most common setting, not because the TFs with routing do not react....I believe they do!

Alfred...straighten us blind men out!!

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RE: CV TF reaction setting - 7/26/2017 1:20:54 AM   
Lowpe


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quote:

ORIGINAL: pontiouspilot

Alfred...straighten us blind men out!!


Alfred has written on this subject before, search the forum.

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RE: CV TF reaction setting - 7/26/2017 1:24:33 AM   
Lowpe


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quote:

ORIGINAL: HansBolter


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Lecivius

I can confirm seeing ASW groups react.

I've seen it too and been told on this forum that it does not happen!



I can confirm this one as well. I get reaction messages for ASW TFs quite frequently.


I typically don't use my ASW task forces this way...to patrol a certain area which is most likely why I don't see them reacting.

I have seen Allied destroyer groups follow a sub a long way, many hexes,...but of course I don't know what the orders were for the Allied tf.

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RE: CV TF reaction setting - 7/26/2017 2:58:58 AM   
Lokasenna


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Once again, Air Combat TFs do not react via the Reaction (0-6) setting. Their reaction to enemy carrier TFs is a special thing that is a 100% separate mechanism that just uses the same verb (react).


Lowpe, you should use patrol zones for your ASW. They will perform better. With Remain On Station or simply sitting in port, they are relying on the sub engaging or attempting to engage them first. By setting a patrol zone, they will be actively looking for subs.

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Post #: 27
RE: CV TF reaction setting - 7/26/2017 6:45:23 AM   
Alfred

 

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quote:

ORIGINAL: Lokasenna

Once again, Air Combat TFs do not react via the Reaction (0-6) setting. Their reaction to enemy carrier TFs is a special thing that is a 100% separate mechanism that just uses the same verb (react).


Lowpe, you should use patrol zones for your ASW. They will perform better. With Remain On Station or simply sitting in port, they are relying on the sub engaging or attempting to engage them first. By setting a patrol zone, they will be actively looking for subs.


I have bolded and underlined the accurate statement. Whilst I understand the point Lokasenna has been trying to make regarding the special rules applying to CV TFs, his earlier statements have not been quite 100% accurate both in terms of "standard" CV TF reactions and what michaelm altered.

I went into great detail regarding reactions in this thread.

http://www.matrixgames.com/forums/tm.asp?m=3981268&mpage=1&key=reaction�

In particular see my posts:


  • 14
  • 34
  • 38
  • 39
  • 41


For ease of reference I quote below (from post #14) the summary on the rules regarding reaction

1. Naval reaction is only available to combat TFs. Non combat TFs such as Transport, Cargo etc have neither the option to set a reaction range nor will react towards an enemy TF. Non combat TFs however may, under certain circumstances, retreat away from the enemy.

2. Due to technical coding issues, there is no reaction towards a sub TF. An ASW TF will not react towards a detected sub TF. The ASW TF may engage in combat with a detected sub TF if it comes across it in a hex traversed during the ASW TF normal or patrol movement path but it will not deviate from it's normal or patrol movement path towards the sub TF.

3. There are 2 distinct types of naval reaction. Type (A) is based on seahex range and applies to all types of combat TF, be they surface, carrier, sub et al task forces, whilst type (B) is based on hex range and applies only to a carrier TF. It is type (B) which is meant to be explained by s.6.3.4 of the manual. Much of the confusion expressed by players over carrier TF reacting is due to the fact that both types of reaction are in play and not just s.6.3.4 of the manual.

4. The max react button on the TF screen is misunderstood. It's primary function is to toggle on/off whether a naval reaction might occur. Set the reaction button to a 0 range setting tells the code to not check for a type (A) reaction BUT remember that a CV TF also answers to a type (B) reaction where the 0 range setting can be overridden.

5. A reaction range setting >0 brings into play a type (A) reaction. It does very little otherwise per se. On 14 July 2010 JWE (aka Symon) stated:

"React just means that a TF is orientated to do something, somewhere. So 'react' means 'what to do -if' and the number is how close."

Players who find JWE's statement to be somewhat underwhelming do so because they erroneously ascribe too much value to the reaction button. Probably Don Bowen's comment of 25 March 2013 conveys the concept better

"'React' means move to attack any detected enemy nearby".

The entire subject of naval reaction was much discussed by the devs during AE development. To give a feel for the sort of issues they had to grapple with consider what does a TF with a 6 hex naval reaction range setting really mean. Does it mean reacting


only 6 hexes from the initial start position, or

6 hexes from each hex along the path, or

6 hexes from the current position of the TF (including any prior reaction)

The final decision was that it could mean any of the above. For example, what should be the outcome when a TF with a naval reaction of 6 moves detects an enemy TF 6 hexes distant, moves 6 hexes towards the enemy which in turn during the same timeframe has moved 2 hexes further away. Would a highly aggressive pursuing TF commander simply say "Fair cop guv, you got me, we'll stop the pursuit now". Accordingly it was coded so that the more aggressive the TF commander is the more likely he is to order continued reaction. Conversely, the less aggressive is the commander or the less favourable conditions present for a reaction, the sooner a reaction move is called off or not even commenced.

What all this means is that a reaction range setting of 6 does not mean that a reacting TF is restricted to a 6 hex reaction move towards the detected enemy TF. Nor does it mean that the enemy TF will never be reacted towards if it is located at 7 or more hexes distance. It is all governed by the suite of factors taken into account in determining when naval reaction occurs, and this is without taking into account the ever present random factor in the game. Range is therefore not set in concrete.

6. Unlike classical WITP, naval movement in AE is on a hex by hex basis. The naval reaction algorithm is checked every single hex travelled through. Furthermore, excluding the factors which terminate or prevent in the first place a naval reaction which are listed in point 8 below, there is no limit to the number of enemy TFs that a reacting TF can move towards or engage. Also a reacting TF can switch targets in the middle of a reaction move if a closer or better target is detected.

7. Naval reaction is not dependent on the TF's movement orders. A TF with "remain on station" orders but also given a reaction range, will react and override the remain on station order and return home after the reaction (which is why one should never give a reaction range to a remain on station TF) whereas other movement orders (eg patrol, follow, waypoints) would see the TF react and subsequently return to its previous movement orders. In all instances a naval reaction move is possible only against a detected enemy TF, the higher the DL, the more likely reaction will result.

8. The naval reaction algorithm has the following checks:


detection levels

relative strength of both reactor and reactee TF

relative speed of both reactor and reactee TF

where reaction entails moving into dangerous waters (eg shallow water, under enemy air cover), the aggressiveness rating of the TF commander

ammo and fuel levels

hex characteristics (deep water being preferred)

damage and ops points levels of ships in the TF

range to enemy TF

in the case of a CV TF, the number of operational aircraft on board

in the case of a CV TF, the number of remaining aircraft sorties

known enemy minefields

in the case of a sub TF, a naval reaction will not occur into a medium or large sized port

and the ever present Grigsby random

Each combat TF with a range reaction >0 set is checked against this criteria on every hex it travels. In the case of a CV TF, it is checked for both type (A) and type (B) naval reactions.

9. The point of type (B) and s.6.3.4 of the manual is to cover the unique combat situation which only applies to carriers. For all other types of task forces, naval combat only occurs when both friendly and enemy TF (or enemy base) are co-located on the same hex. This is not the case with carriers, whose aircraft can strike at an enemy TF or base located in a different hex. Thus type (A) naval reaction is all about bringing the two opposing masses into direct contact whereas the type (B) naval reaction is about facilitating the activation of aircraft.


10. To round off, I'll provide a pertinent example because I strongly suspect the principle it demonstrates exists in Lokasenna's situation.

TF #1 is an amphibious TF.
TF #2 is a surface combat TF. It has been given movement orders to follow TF #1 and has also been given a naval reaction range of 6.

If an enemy surface TF is detected and all the relevant boxes are ticked, TF #2 will react towards the enemy because the follow order tells it to protect TF #1 and it's own reaction range tells it to move towards the enemy anyway. Remember a reaction move overrides existing movement orders (see point 7 above).

If, however, TF #2 does not have a follow TF #1 order, then it will not react towards the enemy in order to protect TF #1 but will only react on the basis of the threat/opportunity to itself alone. Most players will not notice this situation because they usually set following TFs at a range of zero and hence any enemy TF is simultaneously a threat to both friendly TFs which are in the same hex.



It cannot be too strongly emphasised the distinction between Type A and Type B reactions. It is the nature of Type B reactions which Lokasenna is attempting to draw attention to in his various posts. Where he is theoretically incorrect is in stating Type A does not apply to CV TFs. Type A also applies to CV TFs but in practice this will be extremely rare to see because other code makes a CV TF attempt to evade surface combat. However, just as sometimes a CV TF does not evade surface combat, the same theoretical possibility exists for a Type A reaction. Leader ratings and die rolls resulting in a desire for the carriers to specifically engage in a surface combat instead of flying off air strikes (because they wold be reacting to a TF without aircraft) would need to perfectly align for a Type A carrier reaction.

The other point which has led to Loasenna's inaccuracy stems from misreading what michaelm altered. The relevant thread (in particular post #13) is:

http://www.matrixgames.com/forums/tm.asp?m=3982254&mpage=1&key=reaction�

When michaelm's states in post #13 in the above thread:

The CVTF are NOT reacting as in the normal sense of reaction to TFs

he is noting that in the saved gamefile Lokasenna had sent him, the carrier TFs were executing a Type B, not a Type A reaction. He was not saying that a carrier TF can never execute a Type A reaction. The code alteration which michaelm made to Type B reactions was that the reaction was now restricted to only one enemy CV TF. Previously the reacting rule explained in point 6 of my quote above equally applied to Type B reactions.

As to the issue of ASW reacting, which several posters have raised, in the above hyperlink I redirect readers to the links back to the devs who quite unequivocally state no reaction exists for technical reasons.

Over the years the devs, in particular JWE/Symon, consistently made the point that AE messages are only string variables. They do not necessarily accurately represent what the code has done. As I stated in the many posts in the link, an ASW TF will not deviate from its programmed path to move towards a sub TF. But they can "react" to a sub TF which is "found" to be on a hex which is on its programmed path. IOW the string variable is called up when the "combat" is going to occur in another hex from that currently occupied by the "reacting" TF.

The "remain on station" setting is also covered by me in the above link.

Alfred

(in reply to Lokasenna)
Post #: 28
RE: CV TF reaction setting - 7/26/2017 10:58:39 AM   
Lowpe


Posts: 22133
Joined: 2/25/2013
Status: offline

quote:

ORIGINAL: Lokasenna

Lowpe, you should use patrol zones for your ASW. They will perform better. With Remain On Station or simply sitting in port, they are relying on the sub engaging or attempting to engage them first. By setting a patrol zone, they will be actively looking for subs.


Thanks for the suggestion, but I don't use them that way either.

(in reply to Lokasenna)
Post #: 29
RE: CV TF reaction setting - 7/26/2017 4:32:23 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline
I still maintain that I see ASW TFs react to subs that are within 1 hex of their patrol nodes or movement paths when on patrol. There's no other way they would end up outside of their patrol zones. Besides that, if you slow the replay down to a crawl (such as by continually pausing via Ctrl-P), you can see the ASW TF move 1 hex during the "TF 165 reacting to enemy TF" message being displayed.

(in reply to Lowpe)
Post #: 30
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