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Jap 1st turn non-moving TFs

Posted: Mon Mar 24, 2008 4:27 pm
by Exinfernis
Hi all, finally got the time to rub the rust off :)

Yet again, faced with a recurring problem. Stock scenario 16 - modified for A/C & ship values, vs. the Allied AI, surprise on, historical 1st turn off.

I issue the embarkation commands (taking care that all loading TFs are at loading supplies) and witness various TFs staying in port. The remarkable fact is that at each turn file load, I get different ones that move while others (that had moved) stay behind.

Even more noteworthy is that the sequence of the moving/not moving TFs is influenced by the issuing of fresh orders ie. I get some to move while others load to full and do not move just by issuing an additional order to any random unit.

I was faced with this situation in my two earlier games as Japan, and through trial & error (after a hefty number of replaying the turn, and by adjusting orders here and there) to get all or most of the TFs to move.

I build each transport TF as thus; APs - loaded. Then possibly a few AKs to carry supplies - loading. Merging the two TFs and finally adding some AA/ASW protection ships. I take care not to include ships with low endurance so as to not run the chance of a forced check.

Thanks for your attention.

RE: Jap 1st turn non-moving TFs

Posted: Mon Mar 24, 2008 5:03 pm
by Charbroiled
ORIGINAL: Exinfernis

Hi all, finally got the time to rub the rust off :)

Yet again, faced with a recurring problem. Stock scenario 16 - modified for A/C & ship values, vs. the Allied AI, surprise on, historical 1st turn off.

I issue the embarkation commands (taking care that all loading TFs are at loading supplies) and witness various TFs staying in port. The remarkable fact is that at each turn file load, I get different ones that move while others (that had moved) stay behind.

Even more noteworthy is that the sequence of the moving/not moving TFs is influenced by the issuing of fresh orders ie. I get some to move while others load to full and do not move just by issuing an additional order to any random unit.

I was faced with this situation in my two earlier games as Japan, and through trial & error (after a hefty number of replaying the turn, and by adjusting orders here and there) to get all or most of the TFs to move.

I build each transport TF as thus; APs - loaded. Then possibly a few AKs to carry supplies - loading. Merging the two TFs and finally adding some AA/ASW protection ships. I take care not to include ships with low endurance so as to not run the chance of a forced check.

Thanks for your attention.

It's been awhile since I did the first turn for japan, but IIRC, all troops and supplies fully load (or nearly fully load) on the first turn without using op points. If that is the case, after you tell the ships to load, click on the "unload button until it says "idle". Some times, if the ships is still loading supplies, it will not leave port until the next turn, and by then you will lose the first turn movement bonus.

RE: Jap 1st turn non-moving TFs

Posted: Tue Mar 25, 2008 5:41 pm
by Exinfernis
Thx for the input.

I made sure that all transport TFs were set to idle after they loaded with troops and split all AK/TK ships off them, forming new purely cargo TFs. Seems to work fine, none stayed in port