Surface combat (Full Version)

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Spliffmaker -> Surface combat (7/9/2003 10:43:24 PM)

ok here's what happend:


Sighted the USN CV fleet and airstrikes went out.....1 CV battle later and both mine are ok-ish and the US ones have taken some hits, air ops are possibly down.


So......I withdraw my CVs to a safe distance away from Port Moresby and split off all IJN CAs and send em over to where the US CV fleet is.



next turn.

US CV fleet moved 3 hexes NW (just 3!) and my CA TF is sat there in the hex the US fleet *was* in.

It looks like the US fleet is moving slowly towards Port Moresby so I order my CA fleet to go there.......



next turn.

The US CV fleet didnt move. Not even 1 hex. *My* fleet sailed straight past them (even went though the same hex) and carried on to Port Moresby.

My CA fleet is set to do not retire / react to enemy. Why wasn't there a major surface action?




mbatch729 -> Re: Surface combat (7/9/2003 11:16:13 PM)

[QUOTE]Originally posted by Spliffmaker
[B]My CA fleet is set to do not retire / react to enemy. Why wasn't there a major surface action? [/B][/QUOTE]

Two main reasons.

#1) Both fleets have to end their movement in the same hex. Currently, there is no chance of combat if two TF's pass through the same hex.

#2) React to Enemy w/surface fleets only works for dots/bases. Your fleet won't react to an enemy fleet except at a base/hex. (There were entire threads discussing this issue, you can try searching on them for more info)

So, take your best guess at where your opponents fleet will end up and send your's to that hex. Good luck.




Curval -> Re: Re: Surface combat (7/10/2003 2:18:57 AM)

[QUOTE]Originally posted by mbatch729
[B] (There were entire threads discussing this issue, you can try searching on them for more info)[/B][/QUOTE]

When I get this response to a question my first thought is "When did these thread get started? Have there been updates since that have changed things?"

Frankly I would hate to rely on something said in an old thread that means nothing now because an update has changed the way it works in-game.




mbatch729 -> Mid-Ocean Intercept (7/11/2003 12:44:17 AM)

Most of the discussion was on whether a mid-ocean intercept should be part of UV. Lots of back of forth on why it should, and why it shouldn't. The only thing added to UV since these was to allow subs to have a chance to attack a TF passing through the hex they are in.




Veer -> (7/11/2003 2:21:22 AM)

But honestly their should be a way of surface combat TFs vectoring into spotted enemy TF's. Actually it can be done - if you are familar with all the odds and ends of the movement system so you can accurately make a guess as to which hex the enemy tf will end it's phase in. But it's all to complicated for me.... Thats the reason why people had a trained naval staff!!
I feel that surface combat TFs set to Patrol & React to enemy should have a chance for moving to inetrcept detected enemy TFs within 5-6 hexes dependent on the agreesiveness rating of the commander... and a chance of success of intercept dependent on luck (random), relative speed, commader overall skill rating, weather conditions and availibilty of radar. And if the TF was spotted by aircraft (from the same TF = better chance, from shore patrol = Moderate chance, another TF = Moderate chance), or sub = low chance.




Mr.Frag -> (7/11/2003 2:29:13 AM)

Lets hope something in WitP gets done to add support for mid ocean intercepts as the scale factor is really going to cause an awful lot of ships to pass by each other. Bad enough in UV with no interceptions, maybe thats why I complain about everything else so much as the naval forces are made trivial by this lack of action causing them to always need to hover near a base...

The exact same code hook that was added for subs to jump someone passing through the hex needs to be extended to all naval vessels.




OG_Gleep -> (7/15/2003 12:00:25 PM)

Especially if the TF has Aircraft that spot the enemy TF.




TIMJOT -> (7/15/2003 9:07:36 PM)

I think mid-ocean intercept is a must for WitP, If only to allow for blockades, otherwise I do not see how a player can effectively blockade places like the Philipines, Singapore, NEI ect... Sure make it difficult and contingent of things like leadership, radar, seaplanes ect..., but I really cant see any reason why it shouldnt be included particularly as Frag has pointed out that the code has already been written.




mbatch729 -> (7/15/2003 11:29:39 PM)

According to the WiTP forum, mid-ocean intercept is being added. It isn't in yet, so the alpha testers haven't seen it. But it will be there, and hopefully will be in a UV retrofit.




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