Where to begin?[:)]
The situation presented by Lokasenna is quite complex with many relevant actors of which very little hard evidence has been provided. Eg exactly which TF followed which, what were the specific orders and reactions, all the enemy DLs, fuel/ammo status for each (all surface and CV TFs) TF, the air power status and so on to mention just a few. There is a lot of data which is germane and I daresay most players would not be fully aware that it comes into play when dealing with naval reactions.
So rather than directly trying to explain precisely what happened here, I shall go through the relevant considerations that apply to reacting task forces. This should be of value because the manual does not do a good job in explaining the naval reaction concept. Having access to all the data, Lokasenna can then see if some anomaly has arisen.
1. Naval reaction is only available to combat TFs. Non combat TFs such as Transport, Cargo etc have neither the option to set a reaction range nor will react towards an enemy TF. Non combat TFs however may, under certain circumstances, retreat away from the enemy.
2. Due to technical coding issues, there is no reaction towards a sub TF. An ASW TF will not react towards a detected sub TF. The ASW TF may engage in combat with a detected sub TF if it comes across it in a hex traversed during the ASW TF normal or patrol movement path but it will not deviate from it's normal or patrol movement path towards the sub TF.
3. There are 2 distinct types of naval reaction. Type (A) is based on seahex range and applies to all types of combat TF, be they surface, carrier, sub
et al task forces, whilst type (B) is based on hex range and applies only to a carrier TF. It is type (B) which is meant to be explained by s.6.3.4 of the manual. Much of the confusion expressed by players over carrier TF reacting is due to the fact that both types of reaction are in play and not just s.6.3.4 of the manual.
4. The max react button on the TF screen is misunderstood. It's primary function is to toggle on/off whether a naval reaction might occur. Set the reaction button to a 0 range setting tells the code to not check for a type (A) reaction BUT remember that a CV TF also answers to a type (B) reaction where the 0 range setting can be overridden.
5. A reaction range setting >0 brings into play a type (A) reaction. It does very little otherwise
per se. On 14 July 2010 JWE (aka Symon) stated:
"React just means that a TF is orientated to do something, somewhere. So 'react' means 'what to do -if' and the number is how close."
Players who find JWE's statement to be somewhat underwhelming do so because they erroneously ascribe too much value to the reaction button. Probably Don Bowen's comment of 25 March 2013 conveys the concept better
"'React' means move to attack any detected enemy nearby".
The entire subject of naval reaction was much discussed by the devs during AE development. To give a feel for the sort of issues they had to grapple with consider what does a TF with a 6 hex naval reaction range setting really mean. Does it mean reacting
- only 6 hexes from the initial start position, or
- 6 hexes from each hex along the path, or
- 6 hexes from the current position of the TF (including any prior reaction)
The final decision was that it could mean any of the above. For example, what should be the outcome when a TF with a naval reaction of 6 moves detects an enemy TF 6 hexes distant, moves 6 hexes towards the enemy which in turn during the same timeframe has moved 2 hexes further away. Would a highly aggressive pursuing TF commander simply say "
Fair cop guv, you got me, we'll stop the pursuit now". Accordingly it was coded so that the more aggressive the TF commander is the more likely he is to order continued reaction. Conversely, the less aggressive is the commander or the less favourable conditions present for a reaction, the sooner a reaction move is called off or not even commenced.
What all this means is that a reaction range setting of 6 does not mean that a reacting TF is restricted to a 6 hex reaction move towards the detected enemy TF. Nor does it mean that the enemy TF will never be reacted towards if it is located at 7 or more hexes distance. It is all governed by the suite of factors taken into account in determining when naval reaction occurs, and this is without taking into account the ever present random factor in the game. Range is therefore not set in concrete.
6. Unlike classical WITP, naval movement in AE is on a hex by hex basis. The naval reaction algorithm is checked every single hex travelled through. Furthermore, excluding the factors which terminate or prevent in the first place a naval reaction which are listed in point 8 below, there is no limit to the number of enemy TFs that a reacting TF can move towards or engage. Also a reacting TF can switch targets in the middle of a reaction move if a closer or better target is detected.
7. Naval reaction is not dependent on the TF's movement orders. A TF with "remain on station" orders but also given a reaction range, will react and override the remain on station order and return home after the reaction (which is why one should never give a reaction range to a remain on station TF) whereas other movement orders (eg patrol, follow, waypoints) would see the TF react and subsequently return to its previous movement orders. In all instances a naval reaction move is possible only against a detected enemy TF, the higher the DL, the more likely reaction will result.
8. The naval reaction algorithm has the following checks:
- detection levels
- relative strength of both reactor and reactee TF
- relative speed of both reactor and reactee TF
- where reaction entails moving into dangerous waters (eg shallow water, under enemy air cover), the aggressiveness rating of the TF commander
- ammo and fuel levels
- hex characteristics (deep water being preferred)
- damage and ops points levels of ships in the TF
- range to enemy TF
- in the case of a CV TF, the number of operational aircraft on board
- in the case of a CV TF, the number of remaining aircraft sorties
- known enemy minefields
- in the case of a sub TF, a naval reaction will not occur into a medium or large sized port
- and the ever present Grigsby random
Each combat TF with a range reaction >0 set is checked against this criteria on every hex it travels. In the case of a CV TF, it is checked for both type (A) and type (B) naval reactions.
9. The point of type (B) and s.6.3.4 of the manual is to cover the unique combat situation which only applies to carriers. For all other types of task forces, naval combat only occurs when both friendly and enemy TF (or enemy base) are co-located on the same hex. This is not the case with carriers, whose aircraft can strike at an enemy TF or base located in a different hex. Thus type (A) naval reaction is all about bringing the two opposing masses into direct contact whereas the type (B) naval reaction is about facilitating the activation of aircraft.
10. To round off, I'll provide a pertinent example because I strongly suspect the principle it demonstrates exists in Lokasenna's situation.
TF #1 is an amphibious TF.
TF #2 is a surface combat TF. It has been given movement orders to follow TF #1 and has also been given a naval reaction range of 6.
If an enemy surface TF is detected and all the relevant boxes are ticked, TF #2 will react towards the enemy because the follow order tells it to protect TF #1 and it's own reaction range tells it to move towards the enemy anyway. Remember a reaction move overrides existing movement orders (see point 7 above).
If, however, TF #2 does not have a follow TF #1 order, then it will not react towards the enemy in order to protect TF #1 but will only react on the basis of the threat/opportunity to itself alone. Most players will not notice this situation because they usually set following TFs at a range of zero and hence any enemy TF is simultaneously a threat to both friendly TFs which are in the same hex.
Alfred