crsutton
Posts: 9590
Joined: 12/6/2002 From: Maryland Status: offline
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quote:
ORIGINAL: witpaemail quote:
ORIGINAL: Justus2 quote:
ORIGINAL: crsutton quote:
ORIGINAL: Justus2 Maybe I'm missing something, but why would you need to set the home base differently to pull this off? You could just set the destination for a point 18 hexes away, and set it to Full Speed manually, it will still run the full 18 hexes, regardless of where the home base is. Unless you are worried about the TF thinking it wont have enough fuel, and stopping to refuel partway thru the turn. But it doesn't. Set it up and test it out yourself. Just did so with the Guadalcanal scenario. Set a DD to run full speed 20 hexes toward enemy occupied Guadalcanal from Noumea. It ran 10 hexes-its full speed movement allowance. Redirected the same DD to move 10 hexes towards friendly Port Moresby and it ran 20 hexes. Ending with 10 sys and 8 engine damage. Retirement allowed was set for both moves. Interesting... I just quickly tried it myself, with a few variations (not to digress too far from the thread, or get into the testing debate). First I advanced thru the first turn of the scenario, to get that possible modifier out of the way. I set 4 DDs with different orders: 1. set at full speed to go to destination Lunga - only moved 10 hexes 2. set at full speed to go to a patrol hex adjacent to Lunga - moved 20 hexes (10 per phase) 3. set at full speed to go to a destination in mid-ocean over 20 away - moved 18 hexes (speed 9 per phase) 4. set at full speed to go to destination, with home reset to Moresby - moved 18 hexes (9 per phase) (the last two had a max speed of 9 rather than 10) You were right in the first case, it only moved 10 hexes. No idea why, it should have moved two phases. Maybe because it was targeted at an enemy-held hex, it stopped short, to wait so it could run in the remaining distance with ops points remaining (similar to how shore bombardment works)? That's the only thing that seemed different compared to the other three, which all moved their full speed for both phases. The reasons for this could be many. Air zones affect movement. The type of mission. Enemy strength and location. The type of movement. The TF commanders stats also play into it. Nope, you are overthinking this. Try my experiment out for yourself. It only takes a minute or two. Do it in open ocean or set the threat level to absolute to avoid any outside effect. You run a full double movement by setting full speed, retirement allowed and a home base ahead of the path of the TF. That is all. Then set the same TF to run towards a distant enemy base with all of the same settings and your home base in your rear. (But set the distance hex at least double the movement or you will retire). It will only move it's full speed movement allowance and not double. Commanders or air threats should not be an issue but the expenditure of any op points during the move will. Experienced players are well familiar with this tactic.
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