jwilkerson -> RE: Bombardment TF movement (4/13/2006 5:48:50 PM)
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quote:
ORIGINAL: alfrake quote:
ORIGINAL: rogueusmc quote:
ORIGINAL: alfrake Patrol/do not retire, explicitly ordered to full speed, not mission speed, There are the key mistakes right there. Then how else do I get it to bombard during the day starting from 8 hexes away? How to ensure surface forces reach a target hex during the day (and not during the night) has been especially important for those of us who have been playing WPO. This is because in WPO, the BBs start with night experience in the 20s range, versus DDs being in the 40s. So you don't want your BBs fighting the enemy DDs at night. Because of the game system's hardcoded turn sequence, placing the night phase before the day phase, it is necessary to use the patrol order, otherwise you will not stay in the hex and you will be unlikely to fight in the hex (at least in the day time). And you need to start at a distance that will preclude you from arriving at night. For a speed 4 TF this means starting from ideally 4, but possibly 3 hexes away. Note that because you are using patrol orders, you will not get a bonus move and so you will have to start closer. It is possible to use full speed movement, but again you must start from far enough away that you do not arrive at night. I would start from as far away as possible, at a distance still allowing me to reach the hex. I will also say that I practiced doing this many times with task forces of varying speeds before trying in a PBEM, you don't get "replays" in PBEM, so you have to get it right. And I still follow the rule that "You fight like you train". So I recommend pratice first. But similar to the idea in WITP that carrier TFs must use patrol orders to fight in a particular locale, surface forces must also use patrol orders when desiring to fight during the day, otherwise you are just taking a crap-shot.
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