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Clearing Harbor
Posted: Tue Nov 26, 2002 9:55 pm
by Nova538
Hi Folks,
I have what I think will be a simple question to answer. How do task Forces clear the harbor....? I've tried undocking one turn and trying to move them the next, and just giving them a move order from the dock, neither seems to work. Is there a delay in movement? I am currently trying the coral sea scen, and have tried the "Tutorial" scen, which was interesting except for the TFs in port. The manual seemed pretty moot on this point.
Thanks Nova538
more detail
Posted: Tue Nov 26, 2002 9:59 pm
by mogami
Hi, I will help if I can but do not really understand the question.
To move a TF select destination and click. TF will move. If loading transports then it takes more then one turn to load.
Tried That
Posted: Tue Nov 26, 2002 10:04 pm
by Nova538
Mogami,
Thanks for the info on the transports. I wondered about how long it would take. I've tried giving a destination, and they either stay in the same hex, or go back into port.
By the way, I'm using Ver2.0
Thanks
Nova
Lets start over
Posted: Tue Nov 26, 2002 10:15 pm
by mogami
Hi, OK lets start from square one
You have a TF (what type?) That you want to move from (where to where)
It is fueled and has used zero OP points.
Carrier Group, West
Posted: Wed Nov 27, 2002 5:13 am
by Nova538
Mogami, et al
I'm trying to get a carrier group out of Noumea in the Coral Sea scen. . Its the one that starts the scen there. I did manage to get it under way the most recent time I tried, but at the start of each turn it has its dest already set to noumea. The surface group in Brisbane does pretty much the same thing. I did'nt have any trouble handling the groups already underway, and out to sea, in the totorial scen. Still think I'm missing something...
NoVa
Posted: Wed Nov 27, 2002 5:51 am
by Wolftrap
If the task force is set to retirement allowed it will return to it's home port after reaching the destination you tell it to goto. I wonder if this is your problem.
Posted: Fri Nov 29, 2002 9:23 pm
by Toro
Nova,
Some things to note (as mentioned by the others):
1. Ops points -- ships get 1000 per turn, and everything they do uses ops points (refueling, loading, moving, a/c launches for CVs). You can see the ops points used in the TF detail screen.
2. Retirement -- if you have "retirement allowed" set, the TF will return to it's home port when it reaches it's destination.
3. Destination, Follow TF, and Home Port -- these are on the TF detail screen (top-center).
- Destination is where you want the TF to go; click the arrow next to this option and you'll see the map again; click the hex you want the TF to go to and back on the detail screen, that hex (or port) will be noted. Also note that the ship won't note a destination on the map (the yellow line of hexes) until they're done loading, etc.
- Follow TF is used if you want the TF to actually tag along with another TF (good for protection, refueling TFs, etc); only use this when you intend to, as it will override "destination."
- Home Port allows you to tell the TF where you want it to return to.
Hope that helps.
Thanks All
Posted: Sat Nov 30, 2002 1:28 am
by Nova538
Hey There !
Happy Thanksgiving ! (to U.S.)
My thanks to those who followed up here. I think I figured out what I was doing wrong. It seems that the TFs all start out with the retire option on. I'd move em out, and they'd move themselves back....
My only problem now is co ordinating onloading of troops etc. I'm working it out though. I guess I'll have to get used to it, HOI will be out shortly.
Take Care
NoVa