KB Moving Slow

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Coach Zuck
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KB Moving Slow

Post by Coach Zuck »

Is it me or is it Nagumo?
(Scenario 2 now in March 1942)

Can't get the KB to move anywhere close to its full movement rate at Maneuver Speed.
The 8/4 is there but I am lucky to get them to move 9 and they typically move 7! (Which is a rarity and never back-to=back turns)
At Cruise speed the KB will move anywhere from 6-8 hexes.

Wtf

I think I am going to pull Yamaguchi from the Mini-KB and switch him and Nagumo and see if that makes a difference.

Anyone else have similar issues?
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RangerJoe
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Re: KB Moving Slow

Post by RangerJoe »

Coach Zuck wrote: Tue Feb 20, 2024 7:27 pm Is it me or is it Nagumo?
(Scenario 2 now in March 1942)

Can't get the KB to move anywhere close to its full movement rate at Maneuver Speed.
The 8/4 is there but I am lucky to get them to move 9 and they typically move 7! (Which is a rarity and never back-to=back turns)
At Cruise speed the KB will move anywhere from 6-8 hexes.

Wtf

I think I am going to pull Yamaguchi from the Mini-KB and switch him and Nagumo and see if that makes a difference.

Anyone else have similar issues?
How is your KB refueling? Is it constantly refueling its destroyers, slowing down the entire task force? Or is it not refueling until it reaches bases with fuel and/or TF with oilers?

I also suggest that you look up how the various speeds actually work . . .
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BBfanboy
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Re: KB Moving Slow

Post by BBfanboy »

The second number in 8/4. The 8 is the number of hexes it will move in the first (night) naval movement phase and the 4 is for the second (day) phase. It is obviously using up ops points to refuel DDs or take fuel from AOs.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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btd64
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Re: KB Moving Slow

Post by btd64 »

BBfanboy wrote: Tue Feb 20, 2024 8:12 pm The second number in 8/4. The 8 is the number of hexes it will move in the first (night) naval movement phase and the 4 is for the second (day) phase. It is obviously using up ops points to refuel DDs or take fuel from AOs.
I believe 8 is for flank speed number of hexes moved and 4 is cruze speed number of hexes....GP
Per movement phase....GP
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Coach Zuck
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Re: KB Moving Slow

Post by Coach Zuck »

No they have not been refueling the destroyers regularly limiting movement
I know this because when the KB refueled the destroyers it only moved one hex.
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RangerJoe
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Re: KB Moving Slow

Post by RangerJoe »

BBfanboy wrote: Tue Feb 20, 2024 8:12 pm The second number in 8/4. The 8 is the number of hexes it will move in the first (night) naval movement phase and the 4 is for the second (day) phase. It is obviously using up ops points to refuel DDs or take fuel from AOs.
Go by knots and distance, be like a navy person. If the hexes are 40 nautical miles (nm) across and the ships move at so many nautical per hour (knots). That is why sometimes ships move that little extra or don't quite make the next hex. If a ship moves at 10 knots (nautical miles per hour) it will take 4 hours to cross a hex, so it can do 3 hexes in 12 hours. But that is if something else does not happen. But if the hexes are 40 statute miles, then that changes the math. So one nm is 1.1508 miles which changes things. If the term "mile" is not defined, it is presumed to be a statute mile. The game description states that the hexes are 40 miles across but it does not state nautical miles or statute miles so the presumption is that the distance is statute miles. Someone else can do the math and figure out how long it will take a ships moving at 10 knots to move 40 statute miles!

There is only one night phase but two day air phases but I don't think that the movement is done that way, only the end result shows up when you look at the map. So there is no "interactive" movement with ships interacting during each phase.

I also think that for mission speed, the 8/4 is the full speed/cruise speed. The ships will move at cruise speed unless full speed is needed, such as bombardment task forces racing in to bombard at night, or any task force fleeing any possible enemy, or task forces racing to intercept the enemy or to get into position to launch air attacks.

https://science.howstuffworks.com/innov ... tion79.htm
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Chris21wen
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Re: KB Moving Slow

Post by Chris21wen »

Coach Zuck wrote: Tue Feb 20, 2024 11:13 pm No they have not been refueling the destroyers regularly limiting movement
I know this because when the KB refueled the destroyers it only moved one hex.
Move (m/c) 9/4 are the distances a TF can travel in a single pulse at max/criuse speeds with cruise being approx half max speed. Each turn has two pulses of the same length (night/day) and as fractions are not displayed (e.g. 4.5) then at cruise a TF would move 9 (4+5 or 5+4?) hexes in a day while at full speed it would move 18 (9+9) hexes.

TF travel at the speed of the slowest ship in the TF. The only things I know that will prevent a TF travelling it's full distant is TF refuelling and/or possible ship damage resulting in the speed being reduced. Neither surface combat nor air ops cause a ship to reduce speed unless damage occurs. Mission speed uses a combination of both full and cruise to carry out it's movement.

One other thing that can cause a TF to apparently not travel it's full distance towards it's objective and that is enemy threats. Threats can cause a TF to deviate from it's intended objective but that is controlled by TF threat setting. It doesn't slow it down it just deviates.
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BBfanboy
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Re: KB Moving Slow

Post by BBfanboy »

RJ, the manual is quite clear on the mile standard - 40 nm on the sea and 46 statute miles on land (conversion of the nm to statute mile). No need to do a statute mile calculation for the sea unless you are also converting the ship speed in knots to statute mph.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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RangerJoe
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Re: KB Moving Slow

Post by RangerJoe »

BBfanboy wrote: Wed Feb 21, 2024 3:26 pm RJ, the manual is quite clear on the mile standard - 40 nm on the sea and 46 statute miles on land (conversion of the nm to statute mile). No need to do a statute mile calculation for the sea unless you are also converting the ship speed in knots to statute mph.
I went by the description of the game on the Matrix site. It states that the hexes are 40 miles but it does not state which type of mile it is.
Seek peace but keep your gun handy.

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BBfanboy
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Re: KB Moving Slow

Post by BBfanboy »

RangerJoe wrote: Wed Feb 21, 2024 3:34 pm
BBfanboy wrote: Wed Feb 21, 2024 3:26 pm RJ, the manual is quite clear on the mile standard - 40 nm on the sea and 46 statute miles on land (conversion of the nm to statute mile). No need to do a statute mile calculation for the sea unless you are also converting the ship speed in knots to statute mph.
I went by the description of the game on the Matrix site. It states that the hexes are 40 miles but it does not state which type of mile it is.
Good catch - they should have made that distinction!
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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RangerJoe
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Re: KB Moving Slow

Post by RangerJoe »

BBfanboy wrote: Thu Feb 22, 2024 2:06 am
RangerJoe wrote: Wed Feb 21, 2024 3:34 pm
BBfanboy wrote: Wed Feb 21, 2024 3:26 pm RJ, the manual is quite clear on the mile standard - 40 nm on the sea and 46 statute miles on land (conversion of the nm to statute mile). No need to do a statute mile calculation for the sea unless you are also converting the ship speed in knots to statute mph.
I went by the description of the game on the Matrix site. It states that the hexes are 40 miles but it does not state which type of mile it is.
Good catch - they should have made that distinction!
I would like to show pictures of good catches but I would get banned! :twisted:
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
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BBfanboy
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Re: KB Moving Slow

Post by BBfanboy »

RangerJoe wrote: Thu Feb 22, 2024 3:15 am
BBfanboy wrote: Thu Feb 22, 2024 2:06 am
RangerJoe wrote: Wed Feb 21, 2024 3:34 pm

I went by the description of the game on the Matrix site. It states that the hexes are 40 miles but it does not state which type of mile it is.
Good catch - they should have made that distinction!
I would like to show pictures of good catches but I would get banned! :twisted:
Yes, overfishing is illegal and should not be encouraged!
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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RangerJoe
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Re: KB Moving Slow

Post by RangerJoe »

BBfanboy wrote: Thu Feb 22, 2024 7:42 am
RangerJoe wrote: Thu Feb 22, 2024 3:15 am
BBfanboy wrote: Thu Feb 22, 2024 2:06 am

Good catch - they should have made that distinction!
I would like to show pictures of good catches but I would get banned! :twisted:
Yes, overfishing is illegal and should not be encouraged!
I don't know about that . . .
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“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
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