RE: TF Movement Speed (Full Version)

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dorjun driver -> RE: TF Movement Speed (5/28/2011 11:30:17 PM)

Well I'll be damned. You can explain that!




dorjun driver -> RE: TF Movement Speed (5/28/2011 11:31:54 PM)

{I have no idea...]




Mac Linehan -> RE: TF Movement Speed (5/29/2011 2:03:27 AM)

Don -

Thank You for your insight. Lots of variables, really makes each turn exciting and interesting.

Mac




steamboateng -> RE: TF Movement Speed (6/9/2011 12:28:48 PM)

Random factors in RL are wind, currents, hull fouling, weather, etc. I've been on ships that actually went backwards over a 24 hour peroid, due to weather. In a heavy seas, keeping the pointy end into the seas is rather important, and the necessity to do so more often than not, will take a ship off her original course line. Also heavy seas can cause a ship to 'pound' on her bottom. Continuous operation in this condition can lead to severe structural damage, even cause a break-up. The remedy for this situation is to reduce speed. Mother Nature and 'Acts of God' are real enough factors to all deep water sailors.




Smeulders -> RE: TF Movement Speed (6/9/2011 3:34:10 PM)


quote:

ORIGINAL: erstad

quote:

ORIGINAL: Mistmatz

Isn't strategic road movement depending on the LCUs motorisation level (Motorised Support, aka trucks)?


If there is any linkage, it's pretty subtle. As a quick test, I was able to order 36th Indian Brigade from Calcutta to Imphal via major road movement in 12/41 of Scenario 1; said unit starts with no motorized support.



It's completely decided by nationality. For the Allies, the Chinese, Commonwealth (Those actually designated Commonwealth, so Briths, Ozzies, etc. can use major roads), USMC and USN can't use strategic move on major roads.




rev rico -> RE: TF Movement Speed (6/15/2011 1:29:59 PM)

In a single 2 day turn I had a surface TF warp 25 hexes into enemy air range and lost 4 CAs. Air cover was moving into position for the next turn when the TF was supposed to be there. Mmm... that's 12.5 hexes per day - way further than full speed. Excruciating![:@]




Durbik -> RE: TF Movement Speed (6/15/2011 1:41:37 PM)

my experience is, that if TF's home base is nearby, TF is moving as it's supposed to. If you set the home base far from the battle, TF may react randomly.

And funny thing is that this close home base may be a God - forsaken dot rock, no matter. I think it's all about refuelling, but that probably isn't all this effect is about.




witpqs -> RE: TF Movement Speed (6/15/2011 2:03:24 PM)

quote:

ORIGINAL: rev rico

In a single 2 day turn I had a surface TF warp 25 hexes into enemy air range and lost 4 CAs. Air cover was moving into position for the next turn when the TF was supposed to be there. Mmm... that's 12.5 hexes per day - way further than full speed. Excruciating![:@]


I've never heard about that kind of movement - you might want to post a save and info in Tech Support.




Chris21wen -> RE: TF Movement Speed (6/15/2011 2:54:13 PM)


quote:

ORIGINAL: Don Bowen


OK guys. TF movement speed allows a slight increase each phase (Half Day). The amount per half day differs but the total adjustment for each day is the same.

Don't know why, always been that way.

So a TF movement that starts in a PM phase might be different than if it started in the AM phase.

That's all, no big deal, no need to go off like Chicken Little.

Lots of other things affect TF movement. Basically if it comsumes op points it reduces movement.


I concur that, most notieable when you have a crippled ship/sub.

Also
For single TF use mission speed unless its a supply run behind the lines
For TF following another, follow the slowest at mission speed. Turn off TF reaction. The lead TF will slow down for a trailing TF that refuel but I'm not entirely sure what happens if the trailing TF has a damaged ship in it. I'd like to think it slows down as well.

To stop a TF wandering off set TF Reaction to zero.




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