Another discovered superexploit raises the need for a new Hint Guide
Another discovered superexploit raises the need for a new Hint Guide
So yes, I found yet another superexploit in Pacific War: Matrix Edition v3.2
It's ship teleportation fun again. Not via submarines this time — via Replenish TFs. A Replenish-Teleport Trick, if you will. RTT.
However, I should first mention a perhaps not widely known feature - Unconventional TF Composition.
I am going to write a series of posts here. Stay tuned.
It's ship teleportation fun again. Not via submarines this time — via Replenish TFs. A Replenish-Teleport Trick, if you will. RTT.
However, I should first mention a perhaps not widely known feature - Unconventional TF Composition.
I am going to write a series of posts here. Stay tuned.
Unconventional TF Composition
In PACWAR every task force type ordinarily has requirements for which types of ships it can contain.
Thus, if you try to assemble a new TF from the ships in port you'll find out that:
Air Combat TF does not accept: {APs, APAs, MCSs, AOs and TKs}
Surface Combat TF does not accept: {CVs, CVLs, APs, APAs, MCSs, AOs and TKs}
Bombardment TF does not accept: {CVs, CVLs, APs, APAs, MCSs, AOs and TKs}
Cargo TF does not accept: {CVs and CVLs}
Transport TF does not accept: {CVs and CVLs}
Replenish TF does not accept: {CVs, CVLs, BBs, BCs, CAs, CLs, CLAAs, AVs, APs, APAs and MCSs}
Evacuation TF does not accept: {CVs and CVLs}
Tokyo Express TF does not accept: {CVs, CVLs, CVEs, BBs, BCs, CAs, CLAAs, AVs, APs, APAs, APDs, DEs, CDs, MCSs, AOs and TKs}
With Unconventional TF Composition all those limitations are lifted.
SHIP TRAN button is your friend here. Simply transfer the needed ships from other TFs. That's it.
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A simple example to illustrate the technique:
So you want to bring 2 CVs, 2 BBs, 2x6 MCSs with supplies and 2x6 APs with troops into a Replenish TF.
Step 1 - Create an empty Replenish TF.
Step 2 - Create an Air Combat TF with 2 CVs, 2 BBs + any other eligible ship. Select the other ship first, so that it will become a TF's leader.
Step 3 - Create a Transport TF with 2x6 MCSs, 2x6 APs + any other eligible ship. Make the other ship a flagship. Load the transports with LCUs. Load the cargo ships with supplies.
Step 4 - Now transfer all those non-leader ships to the empty Replenish TF. You're done.
A non-empty TF must always contain a leader ship/ship stack - aka flagship, which can't be transferred away.
(there are ways to make a TF flagshipless, like using STT to snatch the flagship and put it in one of your ports)
As you can gather from the list above, Cargo, Transport and Evacuation TFs have the least restrictions. Cargo, Transport and Tokyo Express TFs are the only ones in which ships can be loaded with LCUs, supplies etc. Cargo and Transport TFs are thus the best ones to transfer ships from.
Remember that the GET TRANSPT command can be (ab)used for almost unlimited pp-free MCS teleportation.
Those MCSs can serve as temporary flagships, if you don't have enough.
Thus, if you try to assemble a new TF from the ships in port you'll find out that:
Air Combat TF does not accept: {APs, APAs, MCSs, AOs and TKs}
Surface Combat TF does not accept: {CVs, CVLs, APs, APAs, MCSs, AOs and TKs}
Bombardment TF does not accept: {CVs, CVLs, APs, APAs, MCSs, AOs and TKs}
Cargo TF does not accept: {CVs and CVLs}
Transport TF does not accept: {CVs and CVLs}
Replenish TF does not accept: {CVs, CVLs, BBs, BCs, CAs, CLs, CLAAs, AVs, APs, APAs and MCSs}
Evacuation TF does not accept: {CVs and CVLs}
Tokyo Express TF does not accept: {CVs, CVLs, CVEs, BBs, BCs, CAs, CLAAs, AVs, APs, APAs, APDs, DEs, CDs, MCSs, AOs and TKs}
With Unconventional TF Composition all those limitations are lifted.
SHIP TRAN button is your friend here. Simply transfer the needed ships from other TFs. That's it.
---
A simple example to illustrate the technique:
So you want to bring 2 CVs, 2 BBs, 2x6 MCSs with supplies and 2x6 APs with troops into a Replenish TF.
Step 1 - Create an empty Replenish TF.
Step 2 - Create an Air Combat TF with 2 CVs, 2 BBs + any other eligible ship. Select the other ship first, so that it will become a TF's leader.
Step 3 - Create a Transport TF with 2x6 MCSs, 2x6 APs + any other eligible ship. Make the other ship a flagship. Load the transports with LCUs. Load the cargo ships with supplies.
Step 4 - Now transfer all those non-leader ships to the empty Replenish TF. You're done.
A non-empty TF must always contain a leader ship/ship stack - aka flagship, which can't be transferred away.
(there are ways to make a TF flagshipless, like using STT to snatch the flagship and put it in one of your ports)
As you can gather from the list above, Cargo, Transport and Evacuation TFs have the least restrictions. Cargo, Transport and Tokyo Express TFs are the only ones in which ships can be loaded with LCUs, supplies etc. Cargo and Transport TFs are thus the best ones to transfer ships from.
Remember that the GET TRANSPT command can be (ab)used for almost unlimited pp-free MCS teleportation.
Those MCSs can serve as temporary flagships, if you don't have enough.
Unconventional TF Composition - continued
Unconventional TF Composition opens up a bunch of possibilities.
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1. MCSs can now participate in surface combat/coastal bombardment missions. They are not very useful as surface combatants/bombardment platforms, but the good flak they provide is welcome everywhere. A stack of x6 MCSs (or any other stackable ship type, in fact) provides the maximum flak value.
Furthermore, they can prove to be invaluable in helping to abort enemy amphibious invasions.
Even a SINGLE lowly MCS in a Surface Combat TF may be able to divert an ENTIRE 15-stack enemy Transport TF or even several!
And that MCS has a good chance to avoid surface combat and survive, too!
2. CVs and CVLs can now perform coastal bombardments as well as provide CAP over their own Bombardment TF.
They'll actually provide CAP over other friendly TFs in the same hex too, when used in such a role.
However, in that case only 4 fighters/fighter bombers will be flown from each friendly carrier, regardless of type.
3. APs and APAs (as well as troop-capable Japanese DDs and CLs) can unload troops even when included in a Bombardment TF. In this case that Bombardment TF will usually (always?) remain at the target base. For this reason, if you're going to invade a well-fortified base, your Bombardment TF probably should include carriers itself and be escorted by a dedicated Air Combat TF or several. MCSs with supplies can also be included here and they'll unload them during combat phase just as well. You get the 3-in-1 functionality in the end.
IIRC sometimes APs/MCSs won't unload and you have to do it manually during the next turn. Might be something to do with home base and orders choice. (Commander Decision, Return to Port, Remain on Station) I may be mistaken on this one and they do work flawlessly - don't have much willingness to recheck.
As for Replenish TFs... I'll get to them soon enough.
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1. MCSs can now participate in surface combat/coastal bombardment missions. They are not very useful as surface combatants/bombardment platforms, but the good flak they provide is welcome everywhere. A stack of x6 MCSs (or any other stackable ship type, in fact) provides the maximum flak value.
Furthermore, they can prove to be invaluable in helping to abort enemy amphibious invasions.
Even a SINGLE lowly MCS in a Surface Combat TF may be able to divert an ENTIRE 15-stack enemy Transport TF or even several!
And that MCS has a good chance to avoid surface combat and survive, too!
2. CVs and CVLs can now perform coastal bombardments as well as provide CAP over their own Bombardment TF.
They'll actually provide CAP over other friendly TFs in the same hex too, when used in such a role.
However, in that case only 4 fighters/fighter bombers will be flown from each friendly carrier, regardless of type.
3. APs and APAs (as well as troop-capable Japanese DDs and CLs) can unload troops even when included in a Bombardment TF. In this case that Bombardment TF will usually (always?) remain at the target base. For this reason, if you're going to invade a well-fortified base, your Bombardment TF probably should include carriers itself and be escorted by a dedicated Air Combat TF or several. MCSs with supplies can also be included here and they'll unload them during combat phase just as well. You get the 3-in-1 functionality in the end.
IIRC sometimes APs/MCSs won't unload and you have to do it manually during the next turn. Might be something to do with home base and orders choice. (Commander Decision, Return to Port, Remain on Station) I may be mistaken on this one and they do work flawlessly - don't have much willingness to recheck.
As for Replenish TFs... I'll get to them soon enough.
Replenish-Teleporting like a boss
It is a known fact that when trying to refuel a TF in need with a Replenish TF usually one of two things happens.
Either the Replenish TF refuels the target TF and retires to its original location, or it moves to the target TF and gets stuck there without refueling the latter.
Two other outcomes are:
- Replenish TF doesn't move at all.
- Replenish TF gets teleported to one of your distant ports and sits there / to a place you-don't-know-where and becomes inaccessible.
With Unconventional TF Composition one can pack a Replenish TF with a number of any ship types.
Loaded AOs and TKs are not necessary and may even be undesirable.
Obviously if you want your Replenish TF to actually get anywhere, you want it to get stuck at its destination.
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Either the Replenish TF refuels the target TF and retires to its original location, or it moves to the target TF and gets stuck there without refueling the latter.
Two other outcomes are:
- Replenish TF doesn't move at all.
- Replenish TF gets teleported to one of your distant ports and sits there / to a place you-don't-know-where and becomes inaccessible.
With Unconventional TF Composition one can pack a Replenish TF with a number of any ship types.
Loaded AOs and TKs are not necessary and may even be undesirable.
Obviously if you want your Replenish TF to actually get anywhere, you want it to get stuck at its destination.
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RE: Replenish-Teleporting like a boss
I'm lazy so I'll just quote my emails to zeke99 on the topic here:
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>>> Re teleportation move, no idea what you mean?
Well, you are familiar with Unconventional TF Composition.
CVs in bombardment TFs, MCSs in surface combat TFs etc. All those combinations game disallows to do
directly, but which can be made via Ship Transfer from TF command.
In case of a Replenish TF, it does not even have to contain oilers/tankers to be able to teleport.
Empty Replenish TF will attempt to refuel another empty TF just as well. Sometimes it will retire to
its original position, sometimes it will get stuck. You want it to get stuck.
One can pack many CVs/BBs together with escorts into a Replenish TF and it will often be able to
teleport to another TF nearby, whether the latter is at sea or at base.
If a Replenish TF keeps retiring to its original position, just keep pressing Y. It should stuck
eventually.
Sometimes it’ll plainly refuse to do it, though. Also in rare cases it might teleport to void.
Changing TF ship composition might help those problems.
(for AOs/TKs I’ve seen loading/unloading fuel to help too)
Not all nearby TFs can be teleported to. Don’t know why a TF 1 hex away cannot be teleported to while
a TF 3 hexes away can be.
Max tele range I’ve seen was 12 hexes. Theoretical maximum is probably around 15.
It is evidently possible to execute multiple teleportations of the same ships per turn. Replenish TFs
need to be re-formed several times for this to succeed.
RE: Replenish-Teleporting like a boss
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Example:
In campaign 41 scenario, Allied player usually (always?) starts first turn with Pearl Harbor isolated.
(if playing historical)
There are 4 Henderson APs there, unavailable for use this turn.
There is also a small TF at sea, not far from New Caledonia with 2 Henderson APs. Those are also
unavailable this turn.
Utilizing the powers of Replenish TF short-range teleportation I was able to free these transports for
immediate use.
Additionally I teleported most of the ships in Lexington and Enterprise TFs to Palmyra.
With Lexington TF I left the AV behind and forced my TF to get stuck at Enterprise TF’s hex. Then I
created an empty cargo TF at Palmyra and forced the Lex TF to link up with it.
With Enterprise TF I left a single Porter DD behind. However, this may not be the end to it. I’ll see
if I can base-hop my CVs to Emirau. (which is set to be invaded)
If it turns out to be possible I’ll need to rethink this technique’s power potential. It might end up
to be OP after all.
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RE: Replenish-Teleporting like a boss
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Well, what do you know! I’ve finally got my 2-CV TF to Emirau, where it is now waiting to ambush the
Japs. AI is due for some surprise.
Exact route was: Palmyra – Canton I. – Ellice I. – Makin I. – Santa Cruz I. – Rabaul – Emirau I.
It seems straight line is not necessarily the best route when it comes to Replenish TF teleportation. :)
Sometimes you just can’t teleport to a desired base directly – your ships either retire and refuse to
come again or they don’t move at all.
So you have to hop to some other bases first, which too might not always be possible.
An example to further illustrate the technique:
After Replenish TF 69 makes a move towards a base and successfully stucks, it usually will not teleport
further. You’ll need to create Replenish TF 70 from the 69’th if you want further hopping.
When the 70’th stucks, swap back to 69’th. Repeat the process.
Replenish TFs accept DDs, which is quite handy. When there aren’t any AOs/TKs/DDs around just summon
MCSs with Get Transport and use those as a temporary flagship. That’s it.
Sometimes when there is another Replenish TF nearby the game can give strange results:
I had the British Rep TF (2 BBs, CA, CL and 2xAO loaded with fuel) at Trincomalee and the Saratoga CV
Rep TF at Addu I. (used sub teleporters to place it there) (-:
Then I created an empty Cargo TF at Vizagapatam and pressed Y. My Saratoga Rep TF got stuck at
Vizagapatam as I hoped it would, but my British Rep TF ended up at Addu. Weird.
The other time I had my Stuart APD at Perth set to refuel an empty Rep TF at Broome. Stuart teleported
to Los Angeles instead. Super weird.
RE: Replenish-Teleporting like a boss
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Tele range is somehow affected by Replenish TF speed. The max I’ve seen was 19 hexes for Saratoga, from
Perth to Broome. It didn’t stuck, however. And I was unable to move it during another test.
Now that I think about it, it might be possible to bring Saratoga from San Diego to Emirau as well, via
North Pacific.
BTW, I also rescued Hong Kong brigade with this technique. Its transports (+ Tenedos DD) are now
floating around Cebu&Bohol together with most of the Asiatic Fleet.
I may be able to evacuate many Philippine Divisions in this way. (Cagayan in particular)
Either Get Transport (if the base is not isolated and your transports actually respond) or
Replenish-teleport there (if it is and your Replenish TF can actually get there) > Load LCU >
> Replenish-teleport to safe place > Unload LCU.
Then either Get Transport again (if you have enough pps left) or Replenish-teleport to where needed.
(again, if your Replenish TF can get there)
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So... We probably have to ban this technique in our game. Shame.
RE: Replenish-Teleporting like a boss
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Just wanted to add one other little thing: remember that empty TFs can be formed even at
enemy-controlled bases.
So if you really want it you can eventually Replenish-Teleport to, say, Iwo Jima and drop troops
there, deep behind the enemy front. Or station a carrier fleet there. Or set up a surface combat ambush.
And all these things may be accomplished during your turn’s orders phase.
However, you'll have to leave a flagship with your former Replenish TF every time you create a new one
and transfer ships to it. If done at a protected enemy port this can obviously be dangerous.
Fun fact: When creating an empty Allied TF at Japanese-controlled base you can select the Escort Carrier
mission. The mission assigned will actually be Tokyo Express.
Allied carriers riding the Tokyo Express to Tokyo are possible. :)
Empty TFs can be formed at ANY sea hex. Just press C and select desired TF type. Your Replenish TFs can teleport to those too!
RE: Replenish-Teleporting like a boss
To sum it all up:
You can fill your Replenish TF with any ship type and make it to get stuck at its destination. (ANY sea hex)
Then you can either disband it (if at friendly port) or transfer its ships to other TFs in the same hex.
And then you may create a new Replenish TF with the same ships and continue replenish-teleporting to other places etc.
If not at friendly port, you'll have to leave a flagship with your former Replenish TF every time you create a new one.
You can fill your Replenish TF with any ship type and make it to get stuck at its destination. (ANY sea hex)
Then you can either disband it (if at friendly port) or transfer its ships to other TFs in the same hex.
And then you may create a new Replenish TF with the same ships and continue replenish-teleporting to other places etc.
If not at friendly port, you'll have to leave a flagship with your former Replenish TF every time you create a new one.
Sea Lion. It can be done.
Do you see something wrong with this picture? 



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Roosevelt's worst nightmare come true
USA is now fatally crippled.


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Nothing new under the sun
This replenish-teleporting bug was first mentioned in a thread called 'Some minor bugs v2.2' by Mika Väliviita, 13 years ago.
It would have been really nice if the threads in which such massively game-changing bugs are described (like this one) were pinned or something.
It would have been really nice if the threads in which such massively game-changing bugs are described (like this one) were pinned or something.