Solve my TF movement problem

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Lokasenna
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Solve my TF movement problem

Post by Lokasenna »

I've got a TF whose movement is giving me trouble. I don't know why they are only moving 1 hex per phase (well, 2 hexes per turn) when they are:

1. Set to mover farther than that
2. All ships are in "green" on Endurance, and have more than enough fuel for the destination and return trip
3. Regardless of that, the TF is set to Do Not Refuel
4. Set to direct/absolute routing and threat tolerance

What is happening is that I have a CV TF which was supposed to be escorting ships to a landing zone (from Port Blair to Tavoy). At first, I had set the TF to follow one of my landing TFs, whose destination hex was 49,60 which is 5 hexes away from Port Blair. Since the CVTF has a movement of 8/4 Mission/Cruise, and speed was set to Mission, this is well within the expected maximum movement of the CVTF and within the expected movement range for the amphibious TF (speed rating of 3/2).

Instead, the TF group moved 1 hex southeast to 46,59. This was likely due to the amphibious TF finishing up its load at Port Blair - it was almost complete on the prior turn.

Thinking this was normal, I left the settings and advanced the turn. The TF group was at 46,59 and still set to follow the amphibious TF to 49,60 - again, well within the expected maximum movement. This time, the TF group did move there as expected.

It is at this point that I change the settings, because we are within movement range of Tavoy. I take all TFs off of follow and set all destinations to Tavoy (yes, I realize this penalizes the CVs/CVLs). From hex 49,60 Tavoy is 5 hexes distant, at 54,60.

Upon resolving the turn with my PBEM opponent, the CVTF moves to hex 51,60: a movement of 2 hexes. This leaves the ships at Tavoy without CAP as I did not set any LRCAP, looking to rely only on CAP from the CVTF which was supposed to be in the same hex. This is costly. I don't know why the CVTF only moved 2 hexes, but they did not redistribute fuel within the TF. There are no other TFs in the same hex as the CVTF either.

So on the next turn, just in case the same thing occurs, I set LRCAP so at least Tavoy has some protection. Again, the CVTF moves only 2 hexes: from hex 51,60 to 53,60. They did not redistribute fuel, so I have no explanation for the movement being only 2 hexes for the turn.

In neither turn was the TF detected, let alone engaged by anything at any point.

Movement history of TF from Tracker by selecting one of its ships (this is not the first time they visited Tavoy):


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Lokasenna
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RE: Solve my TF movement problem

Post by Lokasenna »

Ah, follow me on this journey, will you?

When taking a screenshot of the TF for posting here, I noticed something. Here is the TF on the latest game turn before I have done any orders. I was wrong in stating that the threat tolerance was set to absolute for this TF, it is in fact set to normal. However, this shouldn't matter for CV TFs and indeed has not affected its routing at all. But I noticed something else. Do you see the *** in the routing there? One should pay attention to the symbols displayed in this location, as they signify different things (such as threat tolerance, but also apparently if a TF is being followed).

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Lokasenna
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RE: Solve my TF movement problem

Post by Lokasenna »

A look inside the routing screen. It says the TF is being followed by TF 286.

This is unexpected news to me... so I investigate further. It turns out that, on the previous trip, there was an amphibious TF full of xAKs that I set to follow this CVTF. It is still unloading what remained on it at Port Blair. This is causing the CVTF to only move 2 hexes in an attempt to wait for the TF following it to catch up.

I started this thread because I have been genuinely baffled for 3 turns. I am no longer confused. Let this be a cautionary tale [:'(].

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BBfanboy
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RE: Solve my TF movement problem

Post by BBfanboy »

ORIGINAL: Lokasenna

A look inside the routing screen. It says the TF is being followed by TF 286.

This is unexpected news to me... so I investigate further. It turns out that, on the previous trip, there was an amphibious TF full of xAKs that I set to follow this CVTF. It is still unloading what remained on it at Port Blair. This is causing the CVTF to only move 2 hexes in an attempt to wait for the TF following it to catch up.

I started this thread because I have been genuinely baffled for 3 turns. I am no longer confused. Let this be a cautionary tale [:'(].

Image
One of my wish list for features in the User Interface is to be able to set the default threat tolerance as you can set the default routing control. I use Direct/Absolute most of the time (because I assess threats myself and decide what I want the TF to do). It would be great not to have to do the extra three clicks to set it for every new TF.

I have been screwed up by the follow command in the past and mostly do not use it. I work out where the slowest TF of a group will end up and send all the rest of them to that hex. PIA, but predictable. I DO use follow when I want a TF to go in behind minesweepers (and if I can I also embed minesweepers in the main TF).
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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Lokasenna
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RE: Solve my TF movement problem

Post by Lokasenna »

ORIGINAL: BBfanboy

One of my wish list for features in the User Interface is to be able to set the default threat tolerance as you can set the default routing control. I use Direct/Absolute most of the time (because I assess threats myself and decide what I want the TF to do). It would be great not to have to do the extra three clicks to set it for every new TF.

I have been screwed up by the follow command in the past and mostly do not use it. I work out where the slowest TF of a group will end up and send all the rest of them to that hex. PIA, but predictable. I DO use follow when I want a TF to go in behind minesweepers (and if I can I also embed minesweepers in the main TF).

I typically set my TFs to follow the slowest TF in the group, so that I only have to order the slowest TF around until they are 1 day from the target. I do the same on routing/threat because I evaluate threats myself. This can burn me if I forget to set return by same route when using waypoints.
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