byron13
Posts: 1589
Joined: 7/27/2001 Status: offline
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No, it's like Jaegermeister says - no real captain is going to stay on station until is fuel bunkers run dry. The exception would be a suicide type mission ala Capt. Rock Torry's suicide search for the Pearl Harbor striking force in "In Harm's Way," but wanting a ship to stay on station until fuel runs out is too uncommon to model in the game. So the captain of the ship returns home on his own initiative when the Dumb A-- Commander in Chief forgets where he left his ships. If the ship really does return at one hex per turn, that seems like an inordinately steep penalty to me. Seems to me it should stay on station until it has just enough fuel to reach the nearest port, nearest port with fuel, nearest port with anchored ships, or whatever parameter makes sense, and then sets sail for that location at regular cruise or maybe at a slightly reduced speed (to, duh, conserve fuel). But one hex per turn? Playtesters: What happens after a surface battle when you've got a couple of cripples that need to be escorted to, say, Australia? If I recall in PacWar, the cripples split from the fleet and returned to their home port without escort. Once there, you could form a new task force that included the cripple and a couple of escorts and then send the task force to the U.S. for repair. Thus, the cripple was unescorted from the time it was crippled to the time it reached its home port which, of course, is the most dangerous time. In UV, can I assume that you can (i) create a new task force right after the battle and near the battle area that might comprise of, say, a crippled cruiser and two destroyers, (ii) send it on its way so that the cruiser is escorted from the moment it heads for home, and (iii) leave the rest of the task force of which the cruiser was a part on station to patrol?
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