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2 ship damaged task force - 5/21/2004 11:44:24 AM   
Lex Talionis


Posts: 32
Joined: 2/11/2004
From: United Kingdom of Great Britain
Status: offline
Hi I'd just like to ask if damaged capital ships still splinter off into 2 ship taskforces escorted by a lone DD like in UV?

This has been a major bugbear for me, when a very valuable already damaged CV/BB is left to survive the enemies onslaught with nothing to defend them except a pointy stick and a lot of verbal abuse. Surely its up to us whether we want to sacrifice it to the God of damnation like an unwanted ex-girlfriend, or if we want it to be protected, nurtured, given some TLC, and save it like we would the Playboy Bunnies.

Can anyone please clarify?

Many thanks in advance.

_____________________________

"Time is an adversary that suffers no casualties and never retreats; only advances."

(formerly "Skeletor" until the hack attack)
Post #: 1
RE: 2 ship damaged task force - 5/21/2004 1:03:55 PM   
2ndACR


Posts: 5665
Joined: 8/31/2003
From: Irving,Tx
Status: offline
The testers said that a new "escort" task force had been created that will allow you to place your damaged ships WITH escort and they will stay there until you say.

When Kid or one of the other testers gets here they can answer better.

Unless Luskan wants to field this one.

(in reply to Lex Talionis)
Post #: 2
RE: 2 ship damaged task force - 5/21/2004 2:32:35 PM   
siRkid


Posts: 6650
Joined: 1/29/2002
From: Orland FL
Status: offline
quote:

ORIGINAL: 2ndACR

The testers said that a new "escort" task force had been created that will allow you to place your damaged ships WITH escort and they will stay there until you say.

When Kid or one of the other testers gets here they can answer better.

Unless Luskan wants to field this one.


True there is now an escort mission for this. If the TF is not an escort the damaged ships will still split off so as not to endanger the rest or the mission. You can then form an escort mission with the damaged ships and add as many ships as you like. I use the escort TF to get damaged ships from PH back to the west coast.

< Message edited by Kid -- 5/21/2004 12:28:27 PM >


_____________________________

Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


(in reply to 2ndACR)
Post #: 3
RE: 2 ship damaged task force - 5/21/2004 2:49:17 PM   
barbarrossa


Posts: 359
Joined: 3/25/2004
From: Shangri-La
Status: offline
quote:

ORIGINAL: Kid

quote:

ORIGINAL: 2ndACR

The testers said that a new "escort" task force had been created that will allow you to place your damaged ships WITH escort and they will stay there until you say.

When Kid or one of the other testers gets here they can answer better.

Unless Luskan wants to field this one.


True there is now an escort mission for this. If the TF is not an escort the damaged ships will still split off so as not to endanger the rest or the mission. You can then form an escort mission with the damaged ships and add as many ships as you like. I use the escort TF to get damaged ships from PH back to the west coast.


I know it's late in development, and I know that this has probably been brought up and discussed quite a bit before I debuted here on the forum, but....is there any way code-wise or otherwise to make "taking a ship in tow" a possibility?

(in reply to siRkid)
Post #: 4
RE: 2 ship damaged task force - 5/21/2004 3:20:11 PM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

quote:

ORIGINAL: barbarrossa

I know it's late in development, and I know that this has probably been brought up and discussed quite a bit before I debuted here on the forum, but....is there any way code-wise or otherwise to make "taking a ship in tow" a possibility?


I think this is already done in UV (and thus in WitP).

Every TF can move at least 1 HEX during movement phase (i.e. MAX of 2 HEXes through whole day).

IMHO this represents towing approximation...


Leo "Apollo11"

(in reply to barbarrossa)
Post #: 5
RE: 2 ship damaged task force - 5/21/2004 5:18:40 PM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline
quote:

ORIGINAL: Lex Talionis

Hi I'd just like to ask if damaged capital ships still splinter off into 2 ship taskforces escorted by a lone DD like in UV?

This has been a major bugbear for me, when a very valuable already damaged CV/BB is left to survive the enemies onslaught with nothing to defend them except a pointy stick and a lot of verbal abuse. Surely its up to us whether we want to sacrifice it to the God of damnation like an unwanted ex-girlfriend, or if we want it to be protected, nurtured, given some TLC, and save it like we would the Playboy Bunnies.

Can anyone please clarify?

Many thanks in advance.

There are times that you WANT the disabled ship to separate. "The needs of the many outweigh the needs of the few." Case in point:

During a WitP test game against Mogami, I ran an IJN fast BB TF to Tulagi to break up the landings there. Timed it wrong and was hit by carrier planes. One BB was badly damaged and had broken off with 1 DD into its own TF. I reformed the main battle group into an Escort TF so that they would all stay together and provide AA support. As I crept away, the entire TF was hammered the next day by airstrikes with the other 3 BBs taking major damage. Had I left that 1 BB behind, I would have had 3 BBs with minor damage and 1 BB sunk, instead of 1 BB severely damaged, 2 BB seriously damaged, 1 BB moderately damaged, and 3 CAs with varying amounts of damage.

_____________________________

Scenario 127: "Scraps of Paper"
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CVB Langley:

(in reply to Lex Talionis)
Post #: 6
RE: 2 ship damaged task force - 5/21/2004 6:24:56 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
quote:

ORIGINAL: barbarrossa

I know it's late in development, and I know that this has probably been brought up and discussed quite a bit before I debuted here on the forum, but....is there any way code-wise or otherwise to make "taking a ship in tow" a possibility?


Not necessary. Even a ship with 0 speed for it's propulsion (or alternatively, out of fuel) will always be able to move a minimum of 1 hex per turn.

_____________________________


(in reply to barbarrossa)
Post #: 7
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