Lokasenna
Posts: 484
Joined: 3/3/2012 From: Iowan in MD/DC Status: online
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quote:
ORIGINAL: Blind Sniper Air Warfare I put some Zero in LRCAP to cover a transport TF and they made a good job, 3 P-39D Airacobra shot down for one Zero. Naval Warfare Now I made a very stupid mistake...I thought that when you set a bombardment mission it automatically choice the best distance before attack, therefore if the target is 10 hex away it moves a couple of hexes and then wait the next turn to attack in the night... My TF moved 9 hexes and now I am adjacent to PM, totally spotted The Tanaka's TF circumnavigated New Guinea to attack PM behind his recon area, all is going good until last turn. Surely I will do the mission anyway but he can move out the aircrafts...
I just had this same problem. I learned that I should have set the speed to Full instead of Mission because I used a waypoint. I was 5 hexes due east of Milne Bay and wanted to see if maybe the enemy SCTF (which was just hit by Bettys the day before and -1 CA ) was on patrol in the hex SW of Milne, so I set a waypoint there first. Apparently the game engine will use cruise speed (which was 4 hexes) to the waypoints and only then look at the destination. I thought that since the bombardment destination was 7 hexes away (including the waypoint), that the TF would move at full speed. To make matters worse, Shikinami rammed the Tone and caused 13 major Flt/6 major Eng. If I hadn't spent PPs on that commander, I'd have his head. I still might! If he hadn't decreased the speed of my TF by 1 hex for both Full and Cruising speeds, I could've bombarded Moresby and Milne (with another TF) undetected that turn. I wasn't willing to do Moresby without Tone, so Milne x2 it was. May your Moresby bombardment be as successful as my Milne Bay ones ;).
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