From: Cornucopia, WI
Sorry LordofPants, I didn't mean to imply that the mod is perfect by any means. And I have to take responsibility for not explaining the concepts well enough. For that I apologize. Sometimes when you work upon a project for a year you forget that others are not on the same wavelength that you are.
Let's move on. Your situation with the trapped Fast Carrier Task Force is almost impossible IMHO to rectify under the current game system. At the same time the situation is highly ahistorical. The only way to have the Fast Carrier Task Force easily join Davey Jones is to turn off two of the most important modifications that makes the mod close to simulating reality.
In the vanilla game, regularly, a BB unit will evade all other screening forces, slide up to a CV in the open ocean and blow it out of the water, then blithely slip away totally unharmed. IMHO this is even more unrealistic than what is happening to you. It never happened, so why make it even a possibility?
If we wanted to rectify your situation, I would have to turn off the 70% defensive evasion rating and the automatic retreat choice as well. These two tools are either on or off and can't be turned off/on for a special situation. You would have to turn them off and play the entire scenario, which is the unmodded game. Having units come out of nowhere, destroy your units and then disappear is, I believe, the number one complaint with the system.
In the Naval Mods the unit markers represent the possibility, that the actual TF is there. In the case of Fast Carrier Task Force, there is a 30% chance that the TF will be in the marked location. In the case of a Screening TF it is a 50% chance, etc. That is the only way, besides hard coding, that you can prevent the kind of behavior that drives players wild about the vanilla game.
If we turned off the “teleporting” then we would have the situation of six enemy units surrounding a single TF and preventing it from moving during it’s turn. Have you ever heard of task forces surrounding another TF so that they can’t move? Once again the retreat function represents the uncertainty of the location of the TF and prevents unrealistic tactics and their outcome. I suggest that a Fast Carrier Task Force staying alive for months in the Mediterranean, is far more realistic than a task force being surrounded in the open ocean and unfortunately that is our choice. Your ridiculously hard to kill Fast Carrier Task Force, helpless and trapped in the Mediterranean is one of the more unusual situations that are bound to happen. A Task Force being surrounded so they can't move happens quite often.
The major challenge of a turn-based game is how do you mitigate the fact that when the other player is moving you have no way to attack or impede his progress in a traditional game like SC3WW. Naval units have a huge movement radius that allows them to attack after moving 24(?) hexes. This creates a real challenge to work through and in my case, try and find some way to change such behavior.
WW III 1946 Books
SC3 EAW WW Three 1946 Mod and Naval Mods
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