Admiral_Arctic -> (10/26/2002 5:27:34 AM)
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Yes. The smaller the TF size the more difficult it is to discover. From reading other forums: 1-2 hardest 4-5 gain some benefit in stealth 8-10 little benefit over 12 no benefit. oversized TF are penalised. Distance from the enemy bases/CV also makes it more difficult to spot enemy. Adverse weather will make it harder to see you. But as you know, the weather is not even so even if it is thunderstorms, you might be sitting in the sunshine. The reverse is also true. I'm not sure if Tf contents or speed have any benefit/penalty. I have had some success in sneaking up by dividing the ships into one ship Tfs. When I get to the hex that I want to perform the mission from, I regroup the ships into their mission TF and launch an attack. For example, If I want to attack Gili Gili from Cairns or Townsville. The ships will be in one TF each (so there might be 10-15 TFs). I set them to the same hex 11-12 from the target. Next turn when they are all together , I regroup into one or two Tf (depending on possible opposition) and go attack. Even though your CA and DD are separated and unescorted, I rarely get attacked by subs. Normally I set out in poor weather so that it is even more difficult to spot. But don't over do the weather thing, or every time there is thunderstorm, or opponent will be extra ready for you. If I don't think there will be opposition (particularly subs), I move AP individually, in the open sea hexes. I set them 3,,4,5 (depending on speed) hexes from the base, when they approach the base the escort comes out and I regroup them back into one TF. They go into the base where the subs are. If you count of the hexes and time it right you don't waste time waiting for escorts. But your ships will be escorted on the way in. For example, if I am moving supplies to Shortlands from Truk. If no sub at Truk, all the AP sail individually form there wilth their destination 3 or 6 hexes from Shortlands. When they approach their DH the PC escorts are sent from Shortlands. I regroup into one TF and go into the base. This way they are escorted in the danger area. I don't think many subs are going to attack me in the big blue. Also if you send the PC across from Truk to Shortlands, they need lots of refueling and slow everything down. If there was a sub at Truk, the TF would have been formed into one TF with three PC escorts. On the first turn out, I break up the TF. The AP go to Shortlands individually as described. The PCs either return to Truk in one TF or they will be regrouped with another Tf coming to Truk. Most returninmg AP are sent home in one TF because it is too much hassle to do in both directions and their is much chance of being attacked by air power. At the moment I own MP, GG, Lunga. If one of these falls, I will break down the AP down again. Sometimes if you want to get discovered, use an oversized TF. My TF of 20+ seem to get sighted in all weather and distances from enemy bases. Some times this is good if you are trying to let or opponent know where you are. You might want to be seen. Then next turn divide into smaller TF, dash 24 hexes on retire orders and attack an unexpected location. But don't go dashing everywhere if not necessay, or you will gain toooooo much system damage.
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