pasternakski -> (1/5/2003 10:41:49 AM)
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Easy, my friend, don't get frustrated, it's a long, strange trip... First, your cruiser TF, which I assume to have been a surface combat TF. Was it ordered to "patrol - do not retire," or "retirement allowed?" If retirement is allowed, your TF will head for home for various reasons, one of which is presence of superior enemy forces (particularly CV TFs). As you didn't indicate that you had seen a "TF reacting to enemy carriers" message, I am guessing that your cruisers got to Gili-Gili (or the specific hex you assigned them to) and, with retirement being allowed, figured that their mission was over and did just that - retired. BTW, don't rely on surface combat TFs to engage enemy ships that come near their location just because "react to enemy" is the order of the day. You must be in the hex that the enemy TF you wish to engage is in at the "surface combat check" phase of the turn in order for the two TFs to have a chance to engage each other. Second, your ground units at Cooktown, which I assume to have been non-Northern Command units (these cannot leave Australia proper). The stance of a unit as "defensive" does not affect their movement toward a march destination. If you access the unit's information screen, you will see a little block of information at the upper right that tells you where the unit has been ordered to march (if such an order has been given) and the progress that has been made toward that destination. Remember that UV hexes are 30 miles across, and you are, apparently, playing one-day turns. Units trying to move along tracks only do so at a rate of four miles a day, so it takes awhile to move units by march (the full details are in manual section 10.2). Stick with it, man. Next thing you know you'll be drilling four of Mogami's carriers and wearing the laurels of sweet victory ...
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