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tf movement

Posted: Sun Apr 13, 2008 4:38 pm
by borner
Can someone please explain something to me before I put my head through a wall? Sometimes, a TF will fail to go up to it's stated range, others, ot goes well beyond it... for example. I had a force of DD's leave shortland for Lugna, and it ended short of the base and got pounded. On another, I moved a bombardment group 10 hexes off Russell, then gave it orders to hit the island, and it stopped one hex off even though it was wlee within it's yellow circle. On others, I can have a force of Gili Gili, and have it move to PM and back, well beyond the number of hexes it should be able to go. I can understand a TF doing different things based on it's commanders ratings and what is sighted... but this is really getting me mixed up.

RE: tf movement

Posted: Sun Apr 13, 2008 5:50 pm
by decaro
Not sure I understand what's going on, but when a TF is set at "bombardment," it tries to time the bombardment run for the night cycle, which may explain why your TFs may not be going the full distance.

For example, as the Allies, whenever my PBYs spot an IJN TF a hex or two outside of Shortland, it's a good bet that the Tokyo Express is coming to pay Lunga an after-hours visit; the IJN TF will get just close enough to Lunga to do a hit and run back to Shortland, where it will be out of retaliatory range.


RE: tf movement

Posted: Sun Apr 13, 2008 5:55 pm
by Ike99
Make sure they are marked ¨retirement allowed¨ & ¨Do not react¨

Make sure they have enough fuel to get there and back without going red on the fuel number. If some of your ships go red they go to normal speed.

Other than these things I think it´s out of your hands.

RE: tf movement

Posted: Mon Nov 24, 2008 1:11 am
by borner
Just had this happen again in another game. I am Japan. US TF's went from off the Aussie coast, to off Port M in one turn. 12-15kt transport TF's apparently.
 
what gives?

RE: tf movement

Posted: Mon Nov 24, 2008 10:43 am
by HansBolter
With fast transport TFs if the distance form the base to the target is less than the full speed distance of the TF it can create problems because the TF can't "position" itself for a night run on the last leg of the run because there is only one leg.

I have seen this happen running Fast Transports from Luganville to Nevea, which almost always get stuck in the target hex and bombed the next day. If I base them at Efate, they make the run perfectlly.

I think the same may be true of bombardment runs.