How do I tell a 9/4 TF to move EXACTLY 10 hexes in one turn?

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

Marty A
Posts: 213
Joined: Fri Aug 07, 2009 3:48 am

RE: How do I tell a 9/4 TF to move EXACTLY 10 hexes in one turn?

Post by Marty A »

depends on mission and air threat.
User avatar
aprezto
Posts: 824
Joined: Thu Jan 29, 2009 9:08 pm

RE: How do I tell a 9/4 TF to move EXACTLY 10 hexes in one turn?

Post by aprezto »

ORIGINAL: bradfordkay

At mission speed the TF will usually move in each phase a number of spaces equal to the number after slash. I say usually because I have noticed that many TFs with, say, a speed of 4/3 will move three spaces in the night phase and four in the day phase - but not often enough for me to count on it happening.

If memory serves this has something to do with having a cruise speed that doesn't quite fit into the games mathematical model. Happy to be corrected, but as I understand it. If the cruise speed of your TF is 10 (say), and the game uses 3 knots speed per hex travel (don't know this - being hyperthetical). Then it has a rated cruise speed per phase of 3 hexes.

But you DO NOT lose that extra knot in speed. The game keeps track of this speed and every 3 phases you will move 4 hexes in a phase.

Hope this is clearer than it sounds on re-reading.
Image

Image courtesy of Divepac
bradfordkay
Posts: 8602
Joined: Sun Mar 24, 2002 8:39 am
Location: Olympia, WA

RE: How do I tell a 9/4 TF to move EXACTLY 10 hexes in one turn?

Post by bradfordkay »

ORIGINAL: aprezto

ORIGINAL: bradfordkay

At mission speed the TF will usually move in each phase a number of spaces equal to the number after slash. I say usually because I have noticed that many TFs with, say, a speed of 4/3 will move three spaces in the night phase and four in the day phase - but not often enough for me to count on it happening.

If memory serves this has something to do with having a cruise speed that doesn't quite fit into the games mathematical model. Happy to be corrected, but as I understand it. If the cruise speed of your TF is 10 (say), and the game uses 3 knots speed per hex travel (don't know this - being hyperthetical). Then it has a rated cruise speed per phase of 3 hexes.

But you DO NOT lose that extra knot in speed. The game keeps track of this speed and every 3 phases you will move 4 hexes in a phase.

Hope this is clearer than it sounds on re-reading.


Wobbly, that sounds reasonable - and I seem to recall hearing something along those lines sometime back. The problem for me is that I'm too lazy to constantly figure out the math, so I just plan on them going the cruise speed in each phase and happily accept those extra hexes as a bonus! [;)]
fair winds,
Brad
User avatar
freeboy
Posts: 8969
Joined: Sun May 16, 2004 9:33 am
Location: Colorado

RE: How do I tell a 9/4 TF to move EXACTLY 10 hexes in one turn?

Post by freeboy »

perhaps mission speed with react on influences the number of hexes wven when they do not react?
"Tanks forward"
User avatar
aprezto
Posts: 824
Joined: Thu Jan 29, 2009 9:08 pm

RE: How do I tell a 9/4 TF to move EXACTLY 10 hexes in one turn?

Post by aprezto »

ORIGINAL: bradfordkay

ORIGINAL: aprezto

ORIGINAL: bradfordkay

At mission speed the TF will usually move in each phase a number of spaces equal to the number after slash. I say usually because I have noticed that many TFs with, say, a speed of 4/3 will move three spaces in the night phase and four in the day phase - but not often enough for me to count on it happening.

If memory serves this has something to do with having a cruise speed that doesn't quite fit into the games mathematical model. Happy to be corrected, but as I understand it. If the cruise speed of your TF is 10 (say), and the game uses 3 knots speed per hex travel (don't know this - being hyperthetical). Then it has a rated cruise speed per phase of 3 hexes.

But you DO NOT lose that extra knot in speed. The game keeps track of this speed and every 3 phases you will move 4 hexes in a phase.

Hope this is clearer than it sounds on re-reading.


Wobbly, that sounds reasonable - and I seem to recall hearing something along those lines sometime back. The problem for me is that I'm too lazy to constantly figure out the math, so I just plan on them going the cruise speed in each phase and happily accept those extra hexes as a bonus! [;)]

Oh yeah mate. No time to work that sort of rubbish out in the game itself. Just remembered that as a post somewhere in the dim past. In reality you should have seen me counting my fingers and attempting to 'carry the one' just so I could post my example!
Image

Image courtesy of Divepac
fbs
Posts: 1048
Joined: Thu Dec 25, 2008 3:52 am

RE: How do I tell a 9/4 TF to move EXACTLY 10 hexes in one turn?

Post by fbs »

ORIGINAL: fflaguna

Is there a way to tell a TF with 9/4 movement to move exactly 10 hexes in a turn WITHOUT burning 10 max-speed hexes worth of our precious fluids?


This is good way to tell a TF to move 10 hexes:

TURKEY TROTS TO WATER GG FROM CINCPAC ACTION COM THIRD FLEET INFO COMINCH CTF SEVENTY-SEVEN X DUDE!! I MEANT TO MOVE 10 HEXES THIS WAY, NOT THAT WAY!! RR THE WORLD WONDERS

Cheers [:D]
fbs
Post Reply

Return to “War in the Pacific: Admiral's Edition”