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Force Z TF Changes - 7/27/2010 8:22:46 PM   
Whisper

 

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Joined: 1/20/2008
From: LA
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Plotted the times and positions of Force Z and set up TF delays and waypoints so Force Z is about where it was about when it was there. Putting them into the Babes Dec 8 scenarios for the grogs. Game is set up to start on Hawaii time and only uses the day phase on the Dec 7 turn. Time is loosey goosey but the night phase comes first and it is approximately 1800 to 0600 and has the date change. then the day phase is approximately 0600 to 1800, and here is the table using UTC and am/pm. phase/turn starts at dec. 7 turn.

Force Z course/time detail:
PH time ........ UTC time ...... Malaya time
08am 12/07 - 06pm 12/07 - 02am 12/08 - PH - Day Phase turn 1
12pm 12/07 - 10am 12/08 - 06pm 12/08 - sails - Night Phase turn 2
01pm 12/08 - 11pm 12/08 - 07am 12/09 - turns N - Day Phase turn 2
02am 12/09 - 12am 12/09 - 08pm 12/09 - turns S - Night Phase turn 3
07am 12/09 - 05pm 12/09 - 01am 12/10 - turns W - Night Phase turn 3
07pm 12/09 - 05am 12/10 - 01pm 12/10 - sunk - Day Phase turn 3

Came up with a TF definition that makes Force Z follow its real course and will put that into the Dec 8 babes scenarios. All a honest player has to do is just let it be for the first turn. Then you can do what you want next turn, a little thing but it is easier to dee-dee out if you want. Can do this for the dec 7 babes scenarios but the cheat window opens wider. Let me know and I will post the TF specs to make this happen.
Post #: 1
RE: Force Z TF Changes - 7/28/2010 3:08:09 AM   
TOMLABEL


Posts: 5096
Joined: 1/27/2006
From: Alabama - ROLL TIDE!!!!!
Status: offline

quote:

ORIGINAL: Whisper

Plotted the times and positions of Force Z and set up TF delays and waypoints so Force Z is about where it was about when it was there. Putting them into the Babes Dec 8 scenarios for the grogs. Game is set up to start on Hawaii time and only uses the day phase on the Dec 7 turn. Time is loosey goosey but the night phase comes first and it is approximately 1800 to 0600 and has the date change. then the day phase is approximately 0600 to 1800, and here is the table using UTC and am/pm. phase/turn starts at dec. 7 turn.

Force Z course/time detail:
PH time ........ UTC time ...... Malaya time
08am 12/07 - 06pm 12/07 - 02am 12/08 - PH - Day Phase turn 1
12pm 12/07 - 10am 12/08 - 06pm 12/08 - sails - Night Phase turn 2
01pm 12/08 - 11pm 12/08 - 07am 12/09 - turns N - Day Phase turn 2
02am 12/09 - 12am 12/09 - 08pm 12/09 - turns S - Night Phase turn 3
07am 12/09 - 05pm 12/09 - 01am 12/10 - turns W - Night Phase turn 3
07pm 12/09 - 05am 12/10 - 01pm 12/10 - sunk - Day Phase turn 3

Came up with a TF definition that makes Force Z follow its real course and will put that into the Dec 8 babes scenarios. All a honest player has to do is just let it be for the first turn. Then you can do what you want next turn, a little thing but it is easier to dee-dee out if you want. Can do this for the dec 7 babes scenarios but the cheat window opens wider. Let me know and I will post the TF specs to make this happen.



I like cause I don't cheat. Awesome...THANKS!


TOMLABEL


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WITP Admiral's Edition - Ship & Sub Art - Base Unit Art - Map Icon Art

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(in reply to Whisper)
Post #: 2
RE: Force Z TF Changes - 7/28/2010 4:28:14 PM   
Whisper

 

Posts: 121
Joined: 1/20/2008
From: LA
Status: offline
Make the Force Z TF data look like this. There was no way to force the path through the Singaore Strait, so it starts already in the Strait, 1 hex E of Singapore off Kota Tinggi. Destination is the hex E of Kuantan. Set the waypoints 1, 2, and 3 like in the box. Put 411208 for Delay in Dec 7 scenarios. Don’t need the delay for the Dec 8 scenarios. At the end of the Dec 8 turn, it will be somewhere in the S China Sea between Anamba archipelago and the cape at Ca Mau. This is roughly evening of Dec 8 game time and roughly 1400 Dec 9 local Malaya time. After that it can follow orders or get new ones.




Attachment (1)

< Message edited by Whisper -- 7/28/2010 4:29:01 PM >

(in reply to TOMLABEL)
Post #: 3
RE: Force Z TF Changes - 7/28/2010 4:52:04 PM   
TOMLABEL


Posts: 5096
Joined: 1/27/2006
From: Alabama - ROLL TIDE!!!!!
Status: offline
Great! Thank you!

TOMLABEL

_____________________________


Art by the Rogue-USMC

WITP Admiral's Edition - Ship & Sub Art - Base Unit Art - Map Icon Art

"If destruction be our lot - it will come from within"...Abraham Lincoln

(in reply to Whisper)
Post #: 4
RE: Force Z TF Changes - 7/28/2010 5:13:06 PM   
witpqs


Posts: 21945
Joined: 10/4/2004
From: Argleton
Status: online
quote:

ORIGINAL: Whisper

Can do this for the dec 7 babes scenarios but the cheat window opens wider. Let me know and I will post the TF specs to make this happen.


I am in the "Do want you want with Force Z" crowd, which should be taken care of by a Dec 7th non-historical first turn with HR limitations on what orders can be given and to what forces they can be given. I assume you mean that the Dec 7th Force Z is going to stay flexible?

(in reply to Whisper)
Post #: 5
RE: Force Z TF Changes - 7/28/2010 6:32:23 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline
quote:

ORIGINAL: witpqs
quote:

ORIGINAL: Whisper
Can do this for the dec 7 babes scenarios but the cheat window opens wider. Let me know and I will post the TF specs to make this happen.

I am in the "Do want you want with Force Z" crowd, which should be taken care of by a Dec 7th non-historical first turn with HR limitations on what orders can be given and to what forces they can be given. I assume you mean that the Dec 7th Force Z is going to stay flexible?

Yes. Only in the Dec 8 scenarios and only to impress a more historical time and movement profile on the course track – just like we did with the Enterprise, Lexington and Indianapolis TFs. When the scen opens, Force Z is 1 hex E of Singers to model her 2400 12/7 (game time) departure (1800 12/8 local time). Her course track pretty much follows the timing and position profile, but the TF is accessible to movement modification at turn start. Strict accuracy grogs won’t mess with it till turn end, but others can do whatever.

Dec 7 Babes scenarios are not effected. It was not possible to put the TF where it was when it was there without adding the delay parameter, and that would bugger other options. The 12/7 delay and waypoint parameters are only for those perfectionists who want to modify their 12/7 scenarios. The nominal 12/7 Babes scenarios have Force Z acting just as fat, dumb, and happy as always.

Cheers

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Post #: 6
RE: Force Z TF Changes - 7/28/2010 9:56:16 PM   
Herrbear


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Joined: 7/26/2004
From: Glendora, CA
Status: offline
Thank you.

(in reply to Whisper)
Post #: 7
RE: Force Z TF Changes - 9/20/2010 6:20:39 PM   
Herrbear


Posts: 883
Joined: 7/26/2004
From: Glendora, CA
Status: offline
The one problem I had when using this is that the delay date could be changed if you are using variable reinforcements. In a game I was doing, it set the delay to 19 December when Force Z arrived.

(in reply to Whisper)
Post #: 8
RE: Force Z TF Changes - 9/20/2010 7:11:24 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline

quote:

ORIGINAL: Herrbear
The one problem I had when using this is that the delay date could be changed if you are using variable reinforcements. In a game I was doing, it set the delay to 19 December when Force Z arrived.

The 12/7 delay and waypoint parameters are only for those perfectionists who want to modify their 12/7 scenarios in order to be as accurate as possible. If one plays using variable reinforcements, then the requirement for accuracy is no longer valid and the introduction date will be … well … variable.

Can’t have accuracy on one hand, and on the other, have ahistorical switches = ‘on’. Gotta pick one or the other. Ciao.

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