Movement radius (Full Version)

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UncleBuck -> Movement radius (8/13/2004 9:40:34 PM)

I got a quick question on Movement of TF. Is the nice green circle that surrounds a TF the distance it will travel in one pulse or for the whole day? Since I know that TF's zig zag and such the do not cover teh linear distance that thier speed implies. I keep trying to figure out hwo long it will take for a TF to get someplace and I am unable to get it down.

UB




Toro -> RE: Movement radius (8/13/2004 9:43:17 PM)

Green: movement that turn at cruise speed.
Yellow: movement that turn at flank speed.

(Manual, pg. 20)




UncleBuck -> RE: Movement radius (8/13/2004 10:16:30 PM)

Thanks Toro, Figured it was in there somewhere and i missed it.

I am on my second copy. My First is a rag.

UB




Toro -> RE: Movement radius (8/13/2004 10:50:55 PM)

I've gotten use to just pulling up the electronic version and looking things up. My first hard copy turned into a rag, too, in short order!




DJAndrews -> RE: Movement radius (8/15/2004 2:14:13 AM)

Careful when you use those circles, especially when its crucial that your TF retires after the night phase. The TF will move the distance printed in the upper left corner (max/cruise speeds). Because the game is in hexes rather than squares the radius shown graphically is sometimes larger than the number of hexes that will be traveled. If you come up one short, your TF will enter the destination hex in the day's second pulse and so will not retire as you desire.

Also if any of the ships in the TF use operational points during the turn, it reduces the number of hexes moved by the entire TF in the first pulse, and hence the total distance in a day. If you send MSWs, SCs, PTs or PC/PGs as escorts within a transport TF they will have to refuel at sea every few days. Over a long voyage, this can end up adding a week or more to the travel time.




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