Re: best practices for TF escorts
Posted: Thu Jan 12, 2023 1:14 pm
Same setup as above except that the Umikaze waits 9 days until there
is zero percent moonlight to make the run in. Also rain but
RADM Tanaka does not care about the rain; he wants to close to
very close range and archive surprise if possible.
There is zero moonlight on 18 December 1941.
As a side note the phases of the moon in this game are historical.
You can look up on the internet what the phase of the moon are for
Every day during the Pacific War. That is useful information.
Weather and moonlight can play a significant factor in naval combat
As we can see below. It can be overlooked by inexperienced players.
There was a lot of maneuvering during the combat. Many range changes
As the combatants tried for position. The Japanese did not achieve surprise.
CPT Colton on the St.Louis crossed the “T” but was still not able to score a hit.
Maximum visibility was 2,000 yards and the combatants continued
to fire at each other from ranges well beyond max visibility.
I presume firing blind at the direction of sound and incoming rounds.
Another thing I’ve observed in the above tests is that the Japanese and
also probably the Allies as well don’t like to fire torpedoes at 1,000 yards.
They will do it but they prefer to fire at 2,000 to 3,000 yards which makes
real world sense because if a torpedo runs wild it can easily run in a circle.
I would not have thought the game would be this sophisticated but after
years of observation of this game I take nothing for granted.
Is this a great game or what?
is zero percent moonlight to make the run in. Also rain but
RADM Tanaka does not care about the rain; he wants to close to
very close range and archive surprise if possible.
There is zero moonlight on 18 December 1941.
As a side note the phases of the moon in this game are historical.
You can look up on the internet what the phase of the moon are for
Every day during the Pacific War. That is useful information.
Weather and moonlight can play a significant factor in naval combat
As we can see below. It can be overlooked by inexperienced players.
There was a lot of maneuvering during the combat. Many range changes
As the combatants tried for position. The Japanese did not achieve surprise.
CPT Colton on the St.Louis crossed the “T” but was still not able to score a hit.
Maximum visibility was 2,000 yards and the combatants continued
to fire at each other from ranges well beyond max visibility.
I presume firing blind at the direction of sound and incoming rounds.
Another thing I’ve observed in the above tests is that the Japanese and
also probably the Allies as well don’t like to fire torpedoes at 1,000 yards.
They will do it but they prefer to fire at 2,000 to 3,000 yards which makes
real world sense because if a torpedo runs wild it can easily run in a circle.
I would not have thought the game would be this sophisticated but after
years of observation of this game I take nothing for granted.
Is this a great game or what?