Dunedain
Posts: 224
Joined: 4/4/2000 Status: offline
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Paul wrote: "If a TF "Acts like minefield" and sits in a hex the entire turn, its easier to quickly figure out, that is the line along which possible future tweaks may be made, so you can patrol a choke point by begining the turn there with no movement orders (patrolling)." This would be a very big improvement over what we have now. :) And it would avoid the raised issue of TF's chasing each other all over the place in some sort of goofy chain reaction. As long as the player can send a surface combat TF to any hex he wants with orders to "react to enemy", so that if the TF spots enemy ships passing through that hex, the commander will make his best effort to intercept and engage those ships. P.S. I want to further clarify what I mean, since it might have come across wrong above. Surface combat TF's need the ability to intercept enemy TF's whether either of the TF's are in mid course or at a destination hex. Making TF's like mines once they get somewhere and don't move doesn't help, because I believe it's been pointed out that TF's can already be ordered to go to a destination hex and have the TF react once they are there sitting at the destination hex. So that wouldn't change anything. If the player sends a surface combat TF up the slot and a jap CA TF is coming down the slot, there should be a chance that they will spot each other once they both enter the same hex as they travel along their routes. Once one TF spots the other, and if the TF has previously been given orders to engage enemy ships, then the commander would try to intercept and fire on the enemy TF. If the other TF has orders to retire (or if the commander decides he had better run because he's not a very aggressive CO or because he sees he's outclassed), and if it's speed is close to, equal to or better than the attacking TF, then there is a very good chance that only a few shots would be traded, if any. But if the evading TF is significantly slower than the attacking one (or if the other TF commander also chooses to engage), then there should be a real chance that they can force the fight on the fleeing TF. The exact speed difference between each TF, commander experience, weather, time of day, etc. would obviously play a big role in all this. And this would only apply to TF's that pass through the same hex, not other nearby hexes. This will keep potential encounters from becoming common, and yet provide for realistic battle opportunities between surface combat TF's that want to fight it out (or slow TF's that can't get away from the attacking TF). :)
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