BBfanboy -> RE: 1000 mile war - liberating the Aleutians (7/21/2017 4:16:25 PM)
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ORIGINAL: Energisteron BBfanboy For the two BB and CA bombarding TFs:- Routing instructions : Normal, no refuelling Threat tolerance : Normal Reaction : 4 hexes Bombard range : minimum 0 Home port : Dutch Harbor Re-test 1: So, restarting the pre-turn auto-save again, I now change routing to direct, threat tolerance to absolute, and reaction to zero hexes. Remember I've changed their mission to surface combat from bombardment also! That's better! Both TF pass through Attu Island hex (I presume so since because nothing happens this not actually shown) and emerge returning to Dutch Harbor unscathed and entirely still under my control. Re-test 2 : Now I will try the same but re-set the CA TF mission to bombardment, leaving the BB mission to surface combat. Excellent! CA TF bombards Attu (and I get a result reported this time) and both the CA and BB TF are on the map returning to Dutch Harbor at the end of the turn. Re-test 3 : Now, both the BB and CA TF will bombard with routing at direct, threat at absolute, and reaction at zero. Minimum bombardment range is 1 for BBs (seems cannot be 0) and 0 for CAs. Even more excellent! Both TF bombard immediately after each other on the same night and emerge on their way back home in the morning. Now I will continue to the subsequent day and allow the third bombardment TF, the CLs, to go in to Attu and bombard without changing its settings (route normal, threat normal, reaction zero, bombard range 0). And, of course, it disappears! It would appear to become part of the original ghost TF symbol which now lists 2 TF present. So, what's happened? What's the solution? It would seem the jump to the map-edge is NOT dependent on the TF making a bombardment nor is it dependent on the reaction setting. It does seem to be dependent on the TF traversing the Attu hex and on the routing and / or threat tolerance settings. As a precaution I will set all bombarding TF to direct routing and absolute threat tolerance on the turn they go into the attack. This really should not be necessary but I don't want any more glitches! The key part of my previous advice was setting the set tolerance and routing to Direct/Absolute! It does not matter that it is night or that you have no direct indication of air threat, the AI knows about air threats, including if it has Bettys at PJ set to naval attack and it will cause your TFs to flee. Given the proximity of the map edge they seem to be choosing to flee in that direction rather than back to their base. Always set bombardment TFs to "Direct/Absolute" to keep them on course. If you don't, sometimes the AI reacts to a sub threat a hex or so away and makes a wide loop around it, causing your TF to use up its movement points too soon. I don't think this happens in PBEM games but the AI knows too much in games against it. You can test this a little by picking a location with a known threat and routing a TF close to that threat to a point beyond, then play with the threat tolerance and see what the routing does.
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