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Japanese 1st turn move
Posted: Sun Oct 02, 2005 11:39 pm
by scout1
I thought (with dec 7th surprise on), japanese TF's move 20 times normal rate for turn 1.
That would put a transport tf (speed 10) which would normally move 240 nm in a day (or 4 hexes) should be capable of 80 hexes. However, I can't seem to get them to do this. What have I misinterpreted ?
RE: Japanese 1st turn move
Posted: Mon Oct 03, 2005 1:22 am
by Feinder
How far are they moving?
Did they take sys dmg en route? If their speed is 10kt, it only takes 1 sys dmg to drop them to 9kts, which makes their move 1/2, instead of 2/2.
-F-
RE: Japanese 1st turn move
Posted: Mon Oct 03, 2005 1:45 am
by Sharkosaurus rex
I think there is only one movement phase on turn one. So you will only move 20 times your speed. Hope I'm right.
RE: Japanese 1st turn move
Posted: Mon Oct 03, 2005 2:32 am
by WiTP_Dude
Are you sure the smaller Japanese AK move 4 hex per turn? I usually see something like 1/2 or 1/1 for these ships.
RE: Japanese 1st turn move
Posted: Mon Oct 03, 2005 2:37 am
by Sharkosaurus rex
At full speed the small Jap AK and AP can go 10kn so that is four hexes a day (2x2). But one point of sys damage brings them back to 9 and only 1/1.
RE: Japanese 1st turn move
Posted: Mon Oct 03, 2005 2:43 am
by WiTP_Dude
ORIGINAL: Sharkosaurus rex
At full speed the small Jap AK and AP can go 10kn so that is four hexes a day (2x2). But one point of sys damage brings them back to 9 and only 1/1.
OK. You have to set it to full speed to get this rate and one of your ships will get system damage very quickly.
RE: Japanese 1st turn move
Posted: Mon Oct 03, 2005 6:53 am
by michaelm75au
Doesn't the special 1st turn movement only apply to Japanese TFs already existing at start of scenario?
Michael
RE: Japanese 1st turn move
Posted: Mon Oct 03, 2005 10:21 pm
by scout1
Michael,
On a case of two or three examples, I don't think so. Turn 1 bonus appears to apply to any tf, whether it is pre-defined or not. I'm just understanding why the movement is, what it is ..... ?
Any luck with the equation for AV calculation ?
RE: Japanese 1st turn move
Posted: Mon Oct 03, 2005 10:46 pm
by RUPD3658
If the TF loads anything the op points slow down its movement. If it uses 500 op points it would move 10x it's normal rate. Also Fast Transport TFs do not get the bonus.
RE: Japanese 1st turn move
Posted: Mon Oct 03, 2005 11:32 pm
by Gilligan
Well, then just move them as far as they'll go and be done with it. I mean, its not like your opponent is going to be reading this...finish the move next turn...btw, where ya trying to move em to? [:D][:D][:D]
RE: Japanese 1st turn move
Posted: Tue Oct 04, 2005 12:34 pm
by tsimmonds
ORIGINAL: WiTP_Dude
ORIGINAL: Sharkosaurus rex
At full speed the small Jap AK and AP can go 10kn so that is four hexes a day (2x2). But one point of sys damage brings them back to 9 and only 1/1.
OK. You have to set it to full speed to get this rate and one of your ships will get system damage very quickly.
Pretty sure there is no check for sys damage during this special GT1 move. Just started a new game a few days back with many transports moving at full speed, and I don't believe any of them received any self-induced sys damage on GT 1.
RE: Japanese 1st turn move
Posted: Tue Oct 04, 2005 2:17 pm
by michaelm75au
Think in terms of hexes rather than nautical miles.
I formed a Transport TF and it moved 20 hexes on the first turn. Normal(cruise) speed for TF was 1.
Changed it to Full speed (2) and it moved 36 hexes on the first turn. Okay I didn't count enough hexes to get a distance of forty,[&o] but I would expect it to.
Michael
RE: Japanese 1st turn move
Posted: Tue Oct 04, 2005 3:00 pm
by Nikademus
ORIGINAL: michaelm
Doesn't the special 1st turn movement only apply to Japanese TFs already existing at start of scenario?
Michael
No, formed TF's can also benefit from the bonus however you have to be careful to ensure that the TF can load everything it needs within a single turn otherwise it will be stuck in place (usually loading supplies/troops) still on turn 2.
RE: Japanese 1st turn move
Posted: Tue Oct 04, 2005 3:13 pm
by tsimmonds
however you have to be careful to ensure that the TF can load everything it needs within a single turn otherwise it will be stuck in place (usually loading supplies/troops) still on turn 2.
This is easy enough to avoid:
1) Do not load supplies onto any of your transports that you have loaded LCUs onto, and
2) When loading supplies onto AKs, pay attention to the size of the AK in comparison with the amount of supplies at that base. The most supplies that one AK will load in one turn is 10% of the supplies present at that base. Remember that loading is done by TF, so if you have multiple TFs of AKs loading supplies, there will be fewer supplies present at the base after the first TF has loaded.[:(]