Originally posted by von Murrin
The only ships that can do that are the fast IJN BB's and any CA's. Either way, you can deploy a surface TF in PM and a CV TF just below Gili. If you do that, the damage caused in the surface action will leave them vulnerable to the CV's. In all my (limited?
)experience, the Japs never try this more than twice if you pound them in such a manner.
I think I am the annoying that person that first raised this issue in my thread 'Bombardment TF's not only cloaked but warp drives too'
The bottom line (eventually: admitted by the game designers) is that this is an exploitation of a feature in the turn phasing combined with the turn length/ground scale issue and the fact that surface/air detection is only tested at final destination.
The net result is that a TF can use its entire 12 hour night movement to close undetected with an enemy base and then because Surface Movement takes place before Air Attacks it can use the entire of its next daylight move to escape back out of air range again. Therefore a BB capable of 30 knots can leap a massive 824 miles (27 hexes) without risk of detection by enemy aircraft enroute.
So! any TF can pass directly through opposing surface forces and air umbrella's without risk of being detected providing it has a fast enough cruising speed and none of its end phase destination hexs are occupied by an enemy TF or lie within a air umbella.
This option is not limited to BB, CA and DD class vessels nor is it limited to TF's on Bombardment Missions. In fact any TF can do this its just that it becomes more noticeable with Bombardment Missions in which BB and CA vessels predominate.
My main objection to this feature is that it would be physically impossible to achieve historically (even with Fast BB's) and after some lengthy debate I think this point has finally been accepted.
This is probably the biggest issue I have with UV and unfortunately there is no easy solution.
Reducing the length of the game turn would put a stop to it simply because the TF's would not be able to cover enough distance between Air Attack Phases to get out of range.
Alternatively, testing for detection every time a TF crossed a hexside and allowing mid-phase interdiction would also work.
But both of these solutions would mean a major rework of the game engine and I don't see it happening. Therefore, I think we will be forced to live with this problem and no doubt veteran players will soon learn to exploit it in Email games.
My main hope is that the problem is not duplicated in WiTP.