Warning: 1500 cap APs are fragile!
Moderators: Joel Billings, wdolson, Don Bowen, mogami
Warning: 1500 cap APs are fragile!
I always split my Transport TFs into fast (MS 2/1) or slow (MS 1/1). When I create a TF I make sure that no speed 9 APs get in and slow down everyone else.
I have been trying various opening moves vs the AI while waiting for the new patch and a new PBEM victim..err...opponant.
I look at turn 2 and see that several TFs did not reach their objective and just wrote it off as bad planning on my part. A few turns later the same thing happens. When I examine the TF I see that the "Mesohorny Maru" a 1500 capacity speed 10 AP has suffered 1 sys damage and dropped to speed 9 and slowed the whole TF![:@] This is like a Honda Civic dropping from 60mph to 30mph because the blinker burned out![X(]
I ran a few more test and discovered that the Japanse 1500 AP will do this if it suffers any sys damage. Sadly it will maintain this speed if takes a torpedo.
I am not complaining about SYS damage (there was another thread for that) but if these ships slow down so easily they should be treated as speed 9 ships. I have even gone so far as to not repair them so I don't accidently mix them into a fast convoy after they get repaired.
I have been trying various opening moves vs the AI while waiting for the new patch and a new PBEM victim..err...opponant.
I look at turn 2 and see that several TFs did not reach their objective and just wrote it off as bad planning on my part. A few turns later the same thing happens. When I examine the TF I see that the "Mesohorny Maru" a 1500 capacity speed 10 AP has suffered 1 sys damage and dropped to speed 9 and slowed the whole TF![:@] This is like a Honda Civic dropping from 60mph to 30mph because the blinker burned out![X(]
I ran a few more test and discovered that the Japanse 1500 AP will do this if it suffers any sys damage. Sadly it will maintain this speed if takes a torpedo.
I am not complaining about SYS damage (there was another thread for that) but if these ships slow down so easily they should be treated as speed 9 ships. I have even gone so far as to not repair them so I don't accidently mix them into a fast convoy after they get repaired.
"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]
"No plan survives contact with the enemy." - Field Marshall Helmuth von Moltke
[img]https://www.matrixgames.com/forums/upfi ... EDB99F.jpg[/img]
- Oliver Heindorf
- Posts: 1911
- Joined: Wed May 01, 2002 2:49 am
- Location: Hamburg/Deutschland
RE: Warning: 1500 cap APs are fragile!
well, the same goes for allied AK's. one point of sys damage and boing, 1 knot less of speed and one point of hex speed moved off as well. nasty but nothing we can do. I tend to sent single ship TF's sometimes to counter this haveing multiple TF's heading for the same target hex/base.
RE: Warning: 1500 cap APs are fragile!
That's why I'm not a big fan of hex grid movement at sea. I'ld rather have it based on Lat/Long such as in the Harpoon series.
Chez
Chez
Ret Navy AWCS (1972-1998)
VP-5, Jacksonville, Fl 1973-78
ASW Ops Center, Rota, Spain 1978-81
VP-40, Mt View, Ca 1981-87
Patrol Wing 10, Mt View, CA 1987-90
ASW Ops Center, Adak, Ak 1990-92
NRD Seattle 1992-96
VP-46, Whidbey Isl, Wa 1996-98
VP-5, Jacksonville, Fl 1973-78
ASW Ops Center, Rota, Spain 1978-81
VP-40, Mt View, Ca 1981-87
Patrol Wing 10, Mt View, CA 1987-90
ASW Ops Center, Adak, Ak 1990-92
NRD Seattle 1992-96
VP-46, Whidbey Isl, Wa 1996-98
RE: Warning: 1500 cap APs are fragile!
I'ld rather have it based on Lat/Long such as in the Harpoon series.
Curved earth vector based math ... one day we'll get there!
BTW: even Harpoon III cheats, it's not quite true math. depending on where you are and the size of the area, it can be pretty distorted.
RE: Warning: 1500 cap APs are fragile!
Curved earth vector based math ... one day we'll get there!
Wouldn't that be nice? No matter what system is used currently, there will be trade offs in accuracy.
It just sucks to basically lose 50% of movement for a 1 knot loss in speed, especially if your 4 hexes from invading! A smaller hex scale would help but then you'ld have a map that would take forever to scroll across.[X(] I wouldn't even want to begin to think of memory requirements...
Chez
Ret Navy AWCS (1972-1998)
VP-5, Jacksonville, Fl 1973-78
ASW Ops Center, Rota, Spain 1978-81
VP-40, Mt View, Ca 1981-87
Patrol Wing 10, Mt View, CA 1987-90
ASW Ops Center, Adak, Ak 1990-92
NRD Seattle 1992-96
VP-46, Whidbey Isl, Wa 1996-98
VP-5, Jacksonville, Fl 1973-78
ASW Ops Center, Rota, Spain 1978-81
VP-40, Mt View, Ca 1981-87
Patrol Wing 10, Mt View, CA 1987-90
ASW Ops Center, Adak, Ak 1990-92
NRD Seattle 1992-96
VP-46, Whidbey Isl, Wa 1996-98
RE: Warning: 1500 cap APs are fragile!
Guys you are incorrect, speed has appropriate effect on distance traveled, look at this table:
- TFs moves correct (unrounded) number of hexes over a sequence of 5 turns:
- For every 1 kts over a whole, unrounded speed (5, 10, 15, 20, 25, 30, 35), TF will move 1 turn out of 5 at a speed
of +1 hex/Phase, at both Phases in that turn.
TFs Speed Table (hexes traveled)
Speed Turn1 Turn2 Turn3 Turn4 Turn5 TOTAL HEXES
5 1+1 1+1 1+1 1+1 1+1 10
6 1+1 1+1 1+1 1+1 2+2 12
7 1+1 1+1 1+1 2+2 2+2 14
8 1+1 1+1 2+2 2+2 2+2 16
9 1+1 2+2 2+2 2+2 2+2 18
10 2+2 2+2 2+2 2+2 2+2 20
11 2+2 2+2 2+2 2+2 3+3 22
12 2+2 2+2 2+2 3+3 3+3 24
13 2+2 2+2 3+3 3+3 3+3 26
14 2+2 3+3 3+3 3+3 3+3 28
15 3+3 3+3 3+3 3+3 3+3 30
16 3+3 3+3 3+3 3+3 4+4 32
17 3+3 3+3 3+3 4+4 4+4 34
18 3+3 3+3 4+4 4+4 4+4 36
19 3+3 4+4 4+4 4+4 4+4 38
20 4+4 4+4 4+4 4+4 4+4 40
21 4+4 4+4 4+4 4+4 5+5 42
22 4+4 4+4 4+4 5+5 5+5 44
23 4+4 4+4 5+5 5+5 5+5 46
24 4+4 5+5 5+5 5+5 5+5 48
25 5+5 5+5 5+5 5+5 5+5 50
26 5+5 5+5 5+5 5+5 6+6 52
27 5+5 5+5 5+5 6+6 6+6 54
28 5+5 5+5 6+6 6+6 6+6 56
29 5+5 6+6 6+6 6+6 6+6 58
30 6+6 6+6 6+6 6+6 6+6 60
- TFs moves correct (unrounded) number of hexes over a sequence of 5 turns:
- For every 1 kts over a whole, unrounded speed (5, 10, 15, 20, 25, 30, 35), TF will move 1 turn out of 5 at a speed
of +1 hex/Phase, at both Phases in that turn.
TFs Speed Table (hexes traveled)
Speed Turn1 Turn2 Turn3 Turn4 Turn5 TOTAL HEXES
5 1+1 1+1 1+1 1+1 1+1 10
6 1+1 1+1 1+1 1+1 2+2 12
7 1+1 1+1 1+1 2+2 2+2 14
8 1+1 1+1 2+2 2+2 2+2 16
9 1+1 2+2 2+2 2+2 2+2 18
10 2+2 2+2 2+2 2+2 2+2 20
11 2+2 2+2 2+2 2+2 3+3 22
12 2+2 2+2 2+2 3+3 3+3 24
13 2+2 2+2 3+3 3+3 3+3 26
14 2+2 3+3 3+3 3+3 3+3 28
15 3+3 3+3 3+3 3+3 3+3 30
16 3+3 3+3 3+3 3+3 4+4 32
17 3+3 3+3 3+3 4+4 4+4 34
18 3+3 3+3 4+4 4+4 4+4 36
19 3+3 4+4 4+4 4+4 4+4 38
20 4+4 4+4 4+4 4+4 4+4 40
21 4+4 4+4 4+4 4+4 5+5 42
22 4+4 4+4 4+4 5+5 5+5 44
23 4+4 4+4 5+5 5+5 5+5 46
24 4+4 5+5 5+5 5+5 5+5 48
25 5+5 5+5 5+5 5+5 5+5 50
26 5+5 5+5 5+5 5+5 6+6 52
27 5+5 5+5 5+5 6+6 6+6 54
28 5+5 5+5 6+6 6+6 6+6 56
29 5+5 6+6 6+6 6+6 6+6 58
30 6+6 6+6 6+6 6+6 6+6 60
RE: Warning: 1500 cap APs are fragile!
ORIGINAL: kkoovvoo
Guys you are incorrect, speed has appropriate effect on distance traveled, look at this table:
- TFs moves correct (unrounded) number of hexes over a sequence of 5 turns:
- For every 1 kts over a whole, unrounded speed (5, 10, 15, 20, 25, 30, 35), TF will move 1 turn out of 5 at a speed
of +1 hex/Phase, at both Phases in that turn.
TFs Speed Table (hexes traveled)
Speed Turn1 Turn2 Turn3 Turn4 Turn5 TOTAL HEXES
5 1+1 1+1 1+1 1+1 1+1 10
6 1+1 1+1 1+1 1+1 2+2 12
7 1+1 1+1 1+1 2+2 2+2 14
8 1+1 1+1 2+2 2+2 2+2 16
9 1+1 2+2 2+2 2+2 2+2 18
10 2+2 2+2 2+2 2+2 2+2 20
11 2+2 2+2 2+2 2+2 3+3 22
12 2+2 2+2 2+2 3+3 3+3 24
13 2+2 2+2 3+3 3+3 3+3 26
14 2+2 3+3 3+3 3+3 3+3 28
15 3+3 3+3 3+3 3+3 3+3 30
16 3+3 3+3 3+3 3+3 4+4 32
17 3+3 3+3 3+3 4+4 4+4 34
18 3+3 3+3 4+4 4+4 4+4 36
19 3+3 4+4 4+4 4+4 4+4 38
20 4+4 4+4 4+4 4+4 4+4 40
21 4+4 4+4 4+4 4+4 5+5 42
22 4+4 4+4 4+4 5+5 5+5 44
23 4+4 4+4 5+5 5+5 5+5 46
24 4+4 5+5 5+5 5+5 5+5 48
25 5+5 5+5 5+5 5+5 5+5 50
26 5+5 5+5 5+5 5+5 6+6 52
27 5+5 5+5 5+5 6+6 6+6 54
28 5+5 5+5 6+6 6+6 6+6 56
29 5+5 6+6 6+6 6+6 6+6 58
30 6+6 6+6 6+6 6+6 6+6 60
That may be true when you have some distance to go. But using my example of being 4 hexes from invading an enemy hex when they take that 1 point of sys damage, your ships will complete that day's movement 2 hexes away from the enemy base instead of in it. And if he has any land-based air, he will get 2 days of airstrikes before you begin to unload. Ouch!
Chez
Ret Navy AWCS (1972-1998)
VP-5, Jacksonville, Fl 1973-78
ASW Ops Center, Rota, Spain 1978-81
VP-40, Mt View, Ca 1981-87
Patrol Wing 10, Mt View, CA 1987-90
ASW Ops Center, Adak, Ak 1990-92
NRD Seattle 1992-96
VP-46, Whidbey Isl, Wa 1996-98
VP-5, Jacksonville, Fl 1973-78
ASW Ops Center, Rota, Spain 1978-81
VP-40, Mt View, Ca 1981-87
Patrol Wing 10, Mt View, CA 1987-90
ASW Ops Center, Adak, Ak 1990-92
NRD Seattle 1992-96
VP-46, Whidbey Isl, Wa 1996-98
RE: Warning: 1500 cap APs are fragile!
Not that I want to delay the patch anymore but a "drop slow ships" toggle would be nice.
An "execute leader to motovate others" button would also help.
An "execute leader to motovate others" button would also help.

"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]
"No plan survives contact with the enemy." - Field Marshall Helmuth von Moltke
[img]https://www.matrixgames.com/forums/upfi ... EDB99F.jpg[/img]
- Bradley7735
- Posts: 2073
- Joined: Mon Jul 12, 2004 8:51 pm
RE: Warning: 1500 cap APs are fragile!
I'm guessing that if you want to cover 4 hexes in 1 day, use minimum of 11 knot ships. Seems like a simple solution to me.
I don't know much about Japanese AP's, but I definitely don't have this problem with allied AP's. Even with CHS, where you have many many many different speed transports. Slow ones ferry troops in safe areas. Fast ones do it in dangerous areas.
I don't know much about Japanese AP's, but I definitely don't have this problem with allied AP's. Even with CHS, where you have many many many different speed transports. Slow ones ferry troops in safe areas. Fast ones do it in dangerous areas.
The older I get, the better I was.
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- Posts: 15974
- Joined: Tue Sep 11, 2001 8:00 am
- Location: Reading, England
RE: Warning: 1500 cap APs are fragile!
Very OT here but Frag mentioned Harpoon. I played and liked Harpoon 1 & 2. Anymore in the pipeline?
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- Location: Pensacola, FL
RE: Warning: 1500 cap APs are fragile!
"AK-47. When you absolutely, positively got to kill every m****rf****r in the room. Accept no substitutes." Ordell Robbie - "Jackie Brown"
RE: Warning: 1500 cap APs are fragile!
H3 = H2 with fixes running on Windows
H3 MP = multiplayer support
H3 Pro = not for humans <snicker> but probably most witp folks fit that catagory [:D]
H3 MP = multiplayer support
H3 Pro = not for humans <snicker> but probably most witp folks fit that catagory [:D]
RE: Warning: 1500 cap APs are fragile!
I like how that link says that Matrix Games will be the publisher.[:D]
Only they have not announced it yet.
Only they have not announced it yet.
RE: Warning: 1500 cap APs are fragile!
ORIGINAL: 2ndACR
I like how that link says that Matrix Games will be the publisher.[:D]
Only they have not announced it yet.
i think Matrix announced a while back that they had acquired the rights to Harpoon, so if anyone is going to publish it...
RE: Warning: 1500 cap APs are fragile!
Will they be doing H4? It's been on and off for quite awhile.
- Oliver Heindorf
- Posts: 1911
- Joined: Wed May 01, 2002 2:49 am
- Location: Hamburg/Deutschland
RE: Warning: 1500 cap APs are fragile!
irrc H4 will be continued on private by the community.
RE: Warning: 1500 cap APs are fragile!
H4 will be continued on private by the community.
Did they get the source code or was it all junked?
RE: Warning: 1500 cap APs are fragile!
Hi, All I can say is the 1.5k AP are your assault ships so it is in your best interest to use their speed when planning operations. The 1.5k AP are the "Catherd"

I'm not retreating, I'm attacking in a different direction!
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- Posts: 15974
- Joined: Tue Sep 11, 2001 8:00 am
- Location: Reading, England
RE: Warning: 1500 cap APs are fragile!
On a related topic. When it came to Japanese invasions. Did they use Daihatsu (sp?) etc for general landings from AP's?
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RE: Warning: 1500 cap APs are fragile!
Nope, Cowlphins. Much faster.
"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown