TF speed calculation?

War Plan Orange: Dreadnoughts in the Pacific 1922-1930, from the team that brought you War in the Pacific.

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greycat
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TF speed calculation?

Post by greycat »

I have created a TF of 4 battleships. Two of them have a speed of 21/10 (4/2 in hexes) and two of them have 20/10 (also 4/2). According to my reading of the manual, the TF speed should be 4/2; in fact it is 4/1. Needless to say, it takes them a long time to get anywhere! Strangely, if I split them into two TFs, the 21/10 ships now have a TF speed of 4/2 in hexes; the 20/10 ships still have a speed of 4/1. I have noticed other instances of this sort of thing. Is it a bug or a 'feature'? If the latter, what is the rationale behind it? Am I missing something?
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Connfire
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RE: TF speed calculation?

Post by Connfire »

Generally, the bigger the task force, the more ships are moving in formation, the slower the task force. Task forces of more than 15 ships suffer "diminishing returns in effectiveness", particulary in air and surface defense.
greycat
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RE: TF speed calculation?

Post by greycat »

ORIGINAL: Connfire

Generally, the bigger the task force, the more ships are moving in formation, the slower the task force. Task forces of more than 15 ships suffer "diminishing returns in effectiveness", particulary in air and surface defense.

[:)]Hello, thanks for the response. I'm aware of the '15 ship rule', however I am still baffled as to why a TF, consisting of two ships each with a top speed of 20 kts and a cruising speed of 10 kts, cruises at a combined speed of 5kts. I am trying to redeploy my battlefleet to Pearl Harbour and at this rate it is going to take them a very long time to get there!
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Connfire
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RE: TF speed calculation?

Post by Connfire »

That does sound a little extreme.

I'm probably not saying anything you don't already know, but I'd check system damage, fuel, and endurance off all ships in the task force. I've noticed the older CLs are especially short-legged, and can really slow task forces down on long trips. Also, like in real life, I established refueling bases along the way if I had to cross the Pacific - San Diego to Manila for instance - using places like Midway, Wake, Guam (or, if they've fallen, a nearby piece of real estate [8D]). I've had some success with speeding up my travel times using that. Other than that, in the absence of actually seeing what you're dealing with, that's all I can think of [:)]. Maybe some of the more experienced members of this forum have some other ideas.
greycat
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RE: TF speed calculation?

Post by greycat »

ORIGINAL: Connfire

That does sound a little extreme.

I'm probably not saying anything you don't already know, but I'd check system damage, fuel, and endurance off all ships in the task force. I've noticed the older CLs are especially short-legged, and can really slow task forces down on long trips. Also, like in real life, I established refueling bases along the way if I had to cross the Pacific - San Diego to Manila for instance - using places like Midway, Wake, Guam (or, if they've fallen, a nearby piece of real estate [8D]). I've had some success with speeding up my travel times using that. Other than that, in the absence of actually seeing what you're dealing with, that's all I can think of [:)]. Maybe some of the more experienced members of this forum have some other ideas.

Upon further investigation, it would appear that if one or more of the ships has just 1 point of damage, the TF cruising speed is reduced to one. In this example, the DD Champlin has a speed of 34/10 (6/2) in hexes, but when formed into a single ship TF it has a cruising speed of 1 hex. This seems a bit over the top - reducing a 1920's destroyer to the cruising speed of a Napoleonic frigate on account of a minute amount of machinery damage!

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Connfire
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RE: TF speed calculation?

Post by Connfire »

One thing I notice from your example, the DD Champlin is moving at Mission Speed, which is recommended in most cases.

So, using your example, she's going to move between 1 (cruise) and 6 (full) hexes per 12 hour turn. So keep in mind, moving at Mission Speed we're talking between 2 to 12 hexes per day. You need to look at the manual, starting at 6.1.9 on page 65, to see how each task force set at Mission Speed is going to move - variables include distance from the destination hex, TF mission type, enemy activity, and whether or not you are set at patrol/do not retire or retirement allowed. Take a look at 6.1.10, too. [;)]

Also, you may move a bonus hex or two every couple turns, depending in your slowest ship's speed. See 6.1.7. You'll also find the formula the game uses to translate speed into number of hexes traveled in that section, too.

I looked at some of the TFs in my single player campaign, and for everyone containing a DD with system damage, their cruising speed was, like you said, reduced to one. That's good to know, but it really doesn't bother me, since most of my TFs move at Mission Speed anyway, with the exceptions of those on Continuous Supply (cruising), and the occasional times where, despite the increased system damage I know I'm going to get, I really, really, want my ships somewhere in a hurry (full).
greycat
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RE: TF speed calculation?

Post by greycat »

ORIGINAL: Connfire

One thing I notice from your example, the DD Champlin is moving at Mission Speed, which is recommended in most cases.

So, using your example, she's going to move between 1 (cruise) and 6 (full) hexes per 12 hour turn. So keep in mind, moving at Mission Speed we're talking between 2 to 12 hexes per day. You need to look at the manual, starting at 6.1.9 on page 65, to see how each task force set at Mission Speed is going to move - variables include distance from the destination hex, TF mission type, enemy activity, and whether or not you are set at patrol/do not retire or retirement allowed. Take a look at 6.1.10, too. [;)]

Also, you may move a bonus hex or two every couple turns, depending in your slowest ship's speed. See 6.1.7. You'll also find the formula the game uses to translate speed into number of hexes traveled in that section, too.

I looked at some of the TFs in my single player campaign, and for everyone containing a DD with system damage, their cruising speed was, like you said, reduced to one. That's good to know, but it really doesn't bother me, since most of my TFs move at Mission Speed anyway, with the exceptions of those on Continuous Supply (cruising), and the occasional times where, despite the increased system damage I know I'm going to get, I really, really, want my ships somewhere in a hurry (full).

Now I know what's happening, at least I can work around it. Thanks for the tips!
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