Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Japanese 1st turn move

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Japanese 1st turn move Page: [1]
Login
Message << Older Topic   Newer Topic >>
Japanese 1st turn move - 10/3/2005 2:39:23 AM   
scout1


Posts: 2899
Joined: 8/24/2004
From: South Bend, In
Status: offline
I thought (with dec 7th surprise on), japanese TF's move 20 times normal rate for turn 1.
That would put a transport tf (speed 10) which would normally move 240 nm in a day (or 4 hexes) should be capable of 80 hexes. However, I can't seem to get them to do this. What have I misinterpreted ?
Post #: 1
RE: Japanese 1st turn move - 10/3/2005 4:22:12 AM   
Feinder


Posts: 6589
Joined: 9/4/2002
From: Land o' Lakes, FL
Status: offline
How far are they moving?

Did they take sys dmg en route? If their speed is 10kt, it only takes 1 sys dmg to drop them to 9kts, which makes their move 1/2, instead of 2/2.

-F-

_____________________________

"It is obvious that you have greatly over-estimated my regard for your opinion." - Me


(in reply to scout1)
Post #: 2
RE: Japanese 1st turn move - 10/3/2005 4:45:07 AM   
Sharkosaurus rex


Posts: 467
Joined: 10/19/2004
From: under the waves
Status: offline
I think there is only one movement phase on turn one. So you will only move 20 times your speed. Hope I'm right.

_____________________________

Is Sharkosaurus rex the biggest fish in the sea?
Why don't you come in for a swim?

(in reply to Feinder)
Post #: 3
RE: Japanese 1st turn move - 10/3/2005 5:32:16 AM   
WiTP_Dude


Posts: 1434
Joined: 7/3/2004
Status: offline
Are you sure the smaller Japanese AK move 4 hex per turn? I usually see something like 1/2 or 1/1 for these ships.

_____________________________


________________________________________
I feal so dirty when I sink convoys with 4E bombers, makes porn feal wholsome. - Brady, Founding Member of the Japanese Fanboy Club

(in reply to scout1)
Post #: 4
RE: Japanese 1st turn move - 10/3/2005 5:37:57 AM   
Sharkosaurus rex


Posts: 467
Joined: 10/19/2004
From: under the waves
Status: offline
At full speed the small Jap AK and AP can go 10kn so that is four hexes a day (2x2). But one point of sys damage brings them back to 9 and only 1/1.

_____________________________

Is Sharkosaurus rex the biggest fish in the sea?
Why don't you come in for a swim?

(in reply to WiTP_Dude)
Post #: 5
RE: Japanese 1st turn move - 10/3/2005 5:43:19 AM   
WiTP_Dude


Posts: 1434
Joined: 7/3/2004
Status: offline
quote:

ORIGINAL: Sharkosaurus rex

At full speed the small Jap AK and AP can go 10kn so that is four hexes a day (2x2). But one point of sys damage brings them back to 9 and only 1/1.


OK. You have to set it to full speed to get this rate and one of your ships will get system damage very quickly.

_____________________________


________________________________________
I feal so dirty when I sink convoys with 4E bombers, makes porn feal wholsome. - Brady, Founding Member of the Japanese Fanboy Club

(in reply to Sharkosaurus rex)
Post #: 6
RE: Japanese 1st turn move - 10/3/2005 9:53:22 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Doesn't the special 1st turn movement only apply to Japanese TFs already existing at start of scenario?

Michael

(in reply to WiTP_Dude)
Post #: 7
RE: Japanese 1st turn move - 10/4/2005 1:21:16 AM   
scout1


Posts: 2899
Joined: 8/24/2004
From: South Bend, In
Status: offline
Michael,

On a case of two or three examples, I don't think so. Turn 1 bonus appears to apply to any tf, whether it is pre-defined or not. I'm just understanding why the movement is, what it is ..... ?

Any luck with the equation for AV calculation ?

(in reply to michaelm75au)
Post #: 8
RE: Japanese 1st turn move - 10/4/2005 1:46:07 AM   
RUPD3658


Posts: 6922
Joined: 8/28/2002
From: East Brunswick, NJ
Status: offline
If the TF loads anything the op points slow down its movement. If it uses 500 op points it would move 10x it's normal rate. Also Fast Transport TFs do not get the bonus.

_____________________________

"The difference between genius and stupidity is that genius has limits"- Darwin Awards 2003

"No plan survives contact with the enemy." - Field Marshall Helmuth von Moltke


(in reply to scout1)
Post #: 9
RE: Japanese 1st turn move - 10/4/2005 2:32:50 AM   
Gilligan

 

Posts: 78
Joined: 6/19/2002
From: Seattle, WA
Status: offline
Well, then just move them as far as they'll go and be done with it. I mean, its not like your opponent is going to be reading this...finish the move next turn...btw, where ya trying to move em to?

_____________________________


(in reply to RUPD3658)
Post #: 10
RE: Japanese 1st turn move - 10/4/2005 3:34:35 PM   
tsimmonds


Posts: 5498
Joined: 2/6/2004
From: astride Mason and Dixon's Line
Status: offline

quote:

ORIGINAL: WiTP_Dude

quote:

ORIGINAL: Sharkosaurus rex

At full speed the small Jap AK and AP can go 10kn so that is four hexes a day (2x2). But one point of sys damage brings them back to 9 and only 1/1.


OK. You have to set it to full speed to get this rate and one of your ships will get system damage very quickly.


Pretty sure there is no check for sys damage during this special GT1 move. Just started a new game a few days back with many transports moving at full speed, and I don't believe any of them received any self-induced sys damage on GT 1.


_____________________________

Fear the kitten!

(in reply to WiTP_Dude)
Post #: 11
RE: Japanese 1st turn move - 10/4/2005 5:17:18 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Think in terms of hexes rather than nautical miles.
I formed a Transport TF and it moved 20 hexes on the first turn. Normal(cruise) speed for TF was 1.
Changed it to Full speed (2) and it moved 36 hexes on the first turn. Okay I didn't count enough hexes to get a distance of forty, but I would expect it to.

Michael

(in reply to tsimmonds)
Post #: 12
RE: Japanese 1st turn move - 10/4/2005 6:00:07 PM   
Nikademus


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

quote:

ORIGINAL: michaelm

Doesn't the special 1st turn movement only apply to Japanese TFs already existing at start of scenario?

Michael


No, formed TF's can also benefit from the bonus however you have to be careful to ensure that the TF can load everything it needs within a single turn otherwise it will be stuck in place (usually loading supplies/troops) still on turn 2.


_____________________________


(in reply to michaelm75au)
Post #: 13
RE: Japanese 1st turn move - 10/4/2005 6:13:25 PM   
tsimmonds


Posts: 5498
Joined: 2/6/2004
From: astride Mason and Dixon's Line
Status: offline
quote:

however you have to be careful to ensure that the TF can load everything it needs within a single turn otherwise it will be stuck in place (usually loading supplies/troops) still on turn 2.


This is easy enough to avoid:

1) Do not load supplies onto any of your transports that you have loaded LCUs onto, and
2) When loading supplies onto AKs, pay attention to the size of the AK in comparison with the amount of supplies at that base. The most supplies that one AK will load in one turn is 10% of the supplies present at that base. Remember that loading is done by TF, so if you have multiple TFs of AKs loading supplies, there will be fewer supplies present at the base after the first TF has loaded.

_____________________________

Fear the kitten!

(in reply to Nikademus)
Post #: 14
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Japanese 1st turn move Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.719