BananaConvention wrote: Tue May 30, 2023 2:35 pm
I think we would be remiss if we didn’t at least investigate what full speed does to the range as Evoken pointed out. I am satisfied that 30x cruise is the value to use for mission speed TF moving, but we should try to figure out the effects on range with all the same convoys tested this way, so we can have a better data set.
Don't disagree with provisos. The Japanese would not have gone where it thought the Allies had significant air and sea assets without strong naval or air support or where it would be nigh impossible to keep them supplied or rearm.
You can manipulate these special TF in a lot of ways, transfer ships in and out, change destination, change way points merge them etc. You can even merge none special TFs with specials although some may consider that gamey, I don't I look on it as different Japanese planning which is what these special TF are all about. They put to sea days before the PH attack.
Let just take the hyperthetical case of Mersing in a different post. I want to invade it quickly and assuming I still want to attack all the original special move targets I'll need other troops. Looking around I can see TF123 in Hiroshima is destined for follow up to Pattani why not send them to Mersing. This is not a special move TF and will take days to reach it but there is a special move TF17 consisting of two DD in Okayama. Using that I change it to an Amphib TF, setting destination too Mersing with a waypoint set to Hiroshima using direct routing. After removing the AS out (it shouldn't be in an amphib TF), TF123 is set to merge with TF17. Next turn the merged TF will be two hexes from Mersing or is it. Well the remnants are, TF Z intercepted with these consequencies.
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Day Time Surface Combat, near Mersing at 52,82, Range 21,000 Yards
Japanese Ships
CL Kinu, Shell hits 4, heavy fires
DD Yugumo, Shell hits 5, and is sunk
DD Hokaze, Shell hits 3
SC Ch 21, Shell hits 5, and is sunk
SC Ch 22, Shell hits 8, and is sunk
SC Ch 23, Shell hits 1, and is sunk
xAK Keisyo Maru, Shell hits 16, and is sunk
xAK Koto Maru, Shell hits 12, and is sunk
xAK Toba Maru, Shell hits 9, heavy fires, heavy damage
xAK Manyo Maru, Shell hits 10, and is sunk
xAK Holland Maru, Shell hits 11, and is sunk
xAK Hukusei Maru, Shell hits 6, and is sunk
xAK Kotohira Maru, Shell hits 4, heavy fires
xAK Yamabuki Maru, Shell hits 11, and is sunk
xAK Nihonka Maru, Shell hits 4, heavy fires
xAKL Jokuja Maru, Shell hits 3, and is sunk
xAKL Kaisho Maru, Shell hits 6, heavy fires, heavy damage
xAKL Bokuei Maru, Shell hits 5, and is sunk
xAKL Chosen Maru, Shell hits 16, and is sunk
xAKL Kokuei Maru, Shell hits 6, heavy fires, heavy damage
Allied Ships
BB Prince of Wales, Shell hits 11, Torpedo hits 1
BC Repulse, Shell hits 2
DD Vampire
DD Tenedos
DD Electra, Shell hits 2, on fire
DD Express, Shell hits 4, on fire
Japanese ground losses:
12457 casualties reported
Squads: 232 destroyed, 257 disabled
Non Combat: 376 destroyed, 221 disabled
Engineers: 47 destroyed, 36 disabled
Guns lost 137 (96 destroyed, 41 disabled)
Vehicles lost 75 (64 destroyed, 11 disabled)
TF Z did not get off scot free, it suffered damage but was also attacked later by air unitss from Saigon as they did in real life. I't still floating but for how long?
Yes you can juggle these special TF but going somewhere without adequate cover is dangerous to the point of stupidity and the Japanese were not stupid.