Japanese 1st turn move

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

Moderators: Joel Billings, wdolson, Don Bowen, mogami

Post Reply
User avatar
scout1
Posts: 3100
Joined: Mon Aug 23, 2004 11:26 pm
Location: South Bend, In

Japanese 1st turn move

Post by scout1 »

I thought (with dec 7th surprise on), japanese TF's move 20 times normal rate for turn 1.
That would put a transport tf (speed 10) which would normally move 240 nm in a day (or 4 hexes) should be capable of 80 hexes. However, I can't seem to get them to do this. What have I misinterpreted ?
User avatar
Feinder
Posts: 7177
Joined: Wed Sep 04, 2002 7:33 pm
Location: Land o' Lakes, FL

RE: Japanese 1st turn move

Post by Feinder »

How far are they moving?

Did they take sys dmg en route? If their speed is 10kt, it only takes 1 sys dmg to drop them to 9kts, which makes their move 1/2, instead of 2/2.

-F-
"It is obvious that you have greatly over-estimated my regard for your opinion." - Me

Image
User avatar
Sharkosaurus rex
Posts: 467
Joined: Tue Oct 19, 2004 6:25 am
Location: under the waves
Contact:

RE: Japanese 1st turn move

Post by Sharkosaurus rex »

I think there is only one movement phase on turn one. So you will only move 20 times your speed. Hope I'm right.
Is Sharkosaurus rex the biggest fish in the sea?
Why don't you come in for a swim?
User avatar
WiTP_Dude
Posts: 1434
Joined: Fri Jul 02, 2004 9:28 pm

RE: Japanese 1st turn move

Post by WiTP_Dude »

Are you sure the smaller Japanese AK move 4 hex per turn? I usually see something like 1/2 or 1/1 for these ships.
Image
________________________________________
I feal so dirty when I sink convoys with 4E bombers, makes porn feal wholsome. - Brady, Founding Member of the Japanese Fanboy Club
User avatar
Sharkosaurus rex
Posts: 467
Joined: Tue Oct 19, 2004 6:25 am
Location: under the waves
Contact:

RE: Japanese 1st turn move

Post by Sharkosaurus rex »

At full speed the small Jap AK and AP can go 10kn so that is four hexes a day (2x2). But one point of sys damage brings them back to 9 and only 1/1.
Is Sharkosaurus rex the biggest fish in the sea?
Why don't you come in for a swim?
User avatar
WiTP_Dude
Posts: 1434
Joined: Fri Jul 02, 2004 9:28 pm

RE: Japanese 1st turn move

Post by WiTP_Dude »

ORIGINAL: Sharkosaurus rex

At full speed the small Jap AK and AP can go 10kn so that is four hexes a day (2x2). But one point of sys damage brings them back to 9 and only 1/1.

OK. You have to set it to full speed to get this rate and one of your ships will get system damage very quickly.
Image
________________________________________
I feal so dirty when I sink convoys with 4E bombers, makes porn feal wholsome. - Brady, Founding Member of the Japanese Fanboy Club
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Japanese 1st turn move

Post by michaelm75au »

Doesn't the special 1st turn movement only apply to Japanese TFs already existing at start of scenario?

Michael
Michael
User avatar
scout1
Posts: 3100
Joined: Mon Aug 23, 2004 11:26 pm
Location: South Bend, In

RE: Japanese 1st turn move

Post by scout1 »

Michael,

On a case of two or three examples, I don't think so. Turn 1 bonus appears to apply to any tf, whether it is pre-defined or not. I'm just understanding why the movement is, what it is ..... ?

Any luck with the equation for AV calculation ?
User avatar
RUPD3658
Posts: 6921
Joined: Wed Aug 28, 2002 2:25 am
Location: East Brunswick, NJ

RE: Japanese 1st turn move

Post by RUPD3658 »

If the TF loads anything the op points slow down its movement. If it uses 500 op points it would move 10x it's normal rate. Also Fast Transport TFs do not get the bonus.
"The difference between genius and stupidity is that genius has limits"- Darwin Awards 2003

"No plan survives contact with the enemy." - Field Marshall Helmuth von Moltke
[img]https://www.matrixgames.com/forums/upfi ... EDB99F.jpg[/img]
Gilligan
Posts: 78
Joined: Wed Jun 19, 2002 10:35 am
Location: Seattle, WA

RE: Japanese 1st turn move

Post by Gilligan »

Well, then just move them as far as they'll go and be done with it. I mean, its not like your opponent is going to be reading this...finish the move next turn...btw, where ya trying to move em to? [:D][:D][:D]
Image
User avatar
tsimmonds
Posts: 5490
Joined: Fri Feb 06, 2004 2:01 pm
Location: astride Mason and Dixon's Line

RE: Japanese 1st turn move

Post by tsimmonds »

ORIGINAL: WiTP_Dude
ORIGINAL: Sharkosaurus rex

At full speed the small Jap AK and AP can go 10kn so that is four hexes a day (2x2). But one point of sys damage brings them back to 9 and only 1/1.

OK. You have to set it to full speed to get this rate and one of your ships will get system damage very quickly.

Pretty sure there is no check for sys damage during this special GT1 move. Just started a new game a few days back with many transports moving at full speed, and I don't believe any of them received any self-induced sys damage on GT 1.
Fear the kitten!
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Japanese 1st turn move

Post by michaelm75au »

Think in terms of hexes rather than nautical miles.
I formed a Transport TF and it moved 20 hexes on the first turn. Normal(cruise) speed for TF was 1.
Changed it to Full speed (2) and it moved 36 hexes on the first turn. Okay I didn't count enough hexes to get a distance of forty,[&o] but I would expect it to.

Michael
Michael
User avatar
Nikademus
Posts: 22517
Joined: Sat May 27, 2000 8:00 am
Location: Alien spacecraft

RE: Japanese 1st turn move

Post by Nikademus »

ORIGINAL: michaelm

Doesn't the special 1st turn movement only apply to Japanese TFs already existing at start of scenario?

Michael

No, formed TF's can also benefit from the bonus however you have to be careful to ensure that the TF can load everything it needs within a single turn otherwise it will be stuck in place (usually loading supplies/troops) still on turn 2.
User avatar
tsimmonds
Posts: 5490
Joined: Fri Feb 06, 2004 2:01 pm
Location: astride Mason and Dixon's Line

RE: Japanese 1st turn move

Post by tsimmonds »

however you have to be careful to ensure that the TF can load everything it needs within a single turn otherwise it will be stuck in place (usually loading supplies/troops) still on turn 2.

This is easy enough to avoid:

1) Do not load supplies onto any of your transports that you have loaded LCUs onto, and
2) When loading supplies onto AKs, pay attention to the size of the AK in comparison with the amount of supplies at that base. The most supplies that one AK will load in one turn is 10% of the supplies present at that base. Remember that loading is done by TF, so if you have multiple TFs of AKs loading supplies, there will be fewer supplies present at the base after the first TF has loaded.[:(]
Fear the kitten!
Post Reply

Return to “War In The Pacific - Struggle Against Japan 1941 - 1945”