Alamander
Posts: 147
Joined: 4/29/2020 Status: offline
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You can also have Magic move TFs link up with other TFs and "carry them" to a destination... by setting the other TF to "meet" the magic move TF and then "merge" with the magic move TF. This is complex, and the TFs often do not link up, unless the magic move TF routs very near the TF that it is to meet, so it is only helpful for a couple of specific moves. This can be helpful in a stock game, because you have a 2 DD TFs in the home islands that can "carry" your CVLs or BBs or an amphibious TF (such as the one at Okinawa) to a destination near Malaysia or Mindanao. Also, be careful using waypoints with magic move TFs. They will sometimes stop their magic move at the first waypoint, and then take 1 regular movement phase (3 or 4 hexes) after this first waypoint. Also, you can load ships in a magic move TF and still get the magic move, but be sure not to load supplies, troops only: otherwise the TF will still be loading once the movement phase begins and miss its magic move. What I do typically is transfer all but one ship out of a magic move TF (so as not to destroy the TF), then dock it (after undocking everything else), fill up this TF with xAKs or xAPs until the docking capacity is reached (especially at Samah and Pescadores) and then load what I want to add to my initial amphibious moves (usually an HQ, naval support, or air support). This TF will then benefit from the magic move after loading troops only and you can get a few additional essential units to couple destinations on turn one.
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