Mining the Channel

Crackaces

Junior Member
Joined
Feb 24, 2011
Messages
73
Reaction score
1
Location
Cave Creek
I read advice that one should mine the channel as the HSF player. AFAIK there is no indication of what time a task force will arrive at a certain location unless you set up a patrol operation but that precludes mining. So with my other ships I set up a patrol in front of the English Channel to be sure that it is niightime before I enter the Straits of Dover. How does my fellow Jutland players ensure that their minelayers are getting throught the Straits at night? I thought I left at the right time but daylight came before my minelayers made it to the other side :OHNO: .. barely they survived the barrage. :mad:

Any thoughts?
 

MoToM

Junior Member
Joined
Jan 14, 2009
Messages
175
Reaction score
0
Location
Wales
Country
ll
If I mine the channel it would be with the Submarine minelayers in Flanders. Although they start off fairly small, with the steady reinforcment of the submarine fleet they soon are capable of laying large fields.
 

Crackaces

Junior Member
Joined
Feb 24, 2011
Messages
73
Reaction score
1
Location
Cave Creek
If I mine the channel it would be with the Submarine minelayers in Flanders. Although they start off fairly small, with the steady reinforcment of the submarine fleet they soon are capable of laying large fields.
OK good. The campaign I am working with now is in April and the Flanders Subs lay 84 mines each sortie. The Channel is clear of all resistance at this point and thus my thought is to use the HSF minelayers to drop 600 a shot in the open hex off Dover. I thought I had a pretty good routine of leaving at 6:30 am but any contact can delay and cause havoc. The game does not allow you to change the mission temporarly to patrol and then go back to mining. So I was wondering how some of the gamers got around this. I would think SES someday would add a strategic planner as a feature -- that is display the proposed time a task force will arrive at the highlighted hex. Select the task force and have a callout KM, esimated time of arrival as the mouse points to hexes.
 

Mustang03

Junior Member
Joined
Nov 11, 2010
Messages
13
Reaction score
0
Location
gypsy
But it does do that. Once a track is selected, if you point the mouse anywhere along it, one of the data is the length of time to reach that point on the track. Displays in hours/min so need to do a little finger counting, but it works.
 

Crackaces

Junior Member
Joined
Feb 24, 2011
Messages
73
Reaction score
1
Location
Cave Creek
But it does do that. Once a track is selected, if you point the mouse anywhere along it, one of the data is the length of time to reach that point on the track. Displays in hours/min so need to do a little finger counting, but it works.
Ahhh But you have to committ to a mission. That feature does not start to happen until you select sail or mine or bombard ... Now select mine .. decide to change your mind after selecting and in my limited experince the only options are patrol, sail, return to base and the mines all go away ... unless I am doing something wrong ...

Anyway it is approxmittly 50 hours from Cuxhaven to the target .. doing this estimation and then restarting the game ... :)
 
Last edited:

Bullethead

Storm Eagle Studios
Joined
Feb 17, 2006
Messages
3,890
Reaction score
3
Location
Wakefield, LA
Country
llUnited States
Ahhh But you have to committ to a mission. That feature does not start to happen until you select sail or mine or bombard ... Now select mine .. decide to change your mind after selecting and in my limited experince the only options are patrol, sail, return to base and the mines all go away ... unless I am doing something wrong ..
You don't have to commit to anything. Select a unit and drag the green arrow around the map. While you're doing this, the white text at the bottom of the screen will display the time required by the selected unit to make a round trip along the green arrow to the position of the cursor, and then from there straight back home (it also displays the total distance of the round trip, if you're worried about having the necessary range).

Thus, if you've done this carefully (see below), you can divide the round trip time in half to determine when to sail the unit to have it arrive at the objective at the desired time. In fact, you can use this to coordinate several units from different bases with different cruising speeds so they all arrive in the same place at the same time. And because you're just drawing green arrows but not actually issuing orders, you can deselect units at any time and they'll still be in port with no orders.

There are 2 things to remember while doing this. First, it takes 1 hour for units to get underway after you give them movement orders, so after you divide the round trip time by 2, remember to add 1 more hour to this to get the actual time to give the saililng order.

Second, to be able to divide the round-trip time by 2, the distance traveled both to and from the objective has to be the same. This is only an issue if you use waypoints to specify an indirect ingress path. As said above, the the round-trip time calculator assumes a straight shot back to base from the current position of the cursor, so if you have an indirect ingress and leave the cursor on the objective, the ingress time will be longer than the egress time so you can't divide by 2. To work around this, use more waypoints to specify an egress path tracing the ingress path as close as possible, even if you really want to take the direct route back when you actually execute the mission. Now the calculator will have about the same distance on both sides of the objective, so you can divide the round-trip time by 2, which is what you want.

Remember, this is all just planning at this state, so you're not committed to leaving base at all, let alone coming home by the same route you went out. The only reason for retracing the route is so you can get an accurate idea of how long ingress on that route will take, which is the purpose of the whole exercise :).

So for example, I want GF, BCF, and HF all to arrive near Horn Reef with H-Hour at 0500. All of them are going to take direct routes there so no worries about waypoints and I can just divide the displayed travel time by 2. Playing with the green arrows, I discover that the round trip time shown for Tyrwhitt is 20 hours, 22 for Beatty, and 27 for Jellicoe (more or less--this is just an example roughly based on memory). For them all to arrive at 0500, the time to give the order to each of them would be as follows:

HF: 20/2 +1 = H -11 hours = 1800 the day before.
BCF: 22/2 + 1 = H -12 hours = 1700 the day before.
GF: 27/2 +1 = H -14.5 hours = 1430 the day before.

I write all this down and watch the clock. As it approaches the time for each TF to sail, I slow the time acceleration, pause the game at the desired time, and give the order to the appropriate unit, repeat.
 

Crackaces

Junior Member
Joined
Feb 24, 2011
Messages
73
Reaction score
1
Location
Cave Creek
Excellent Bullethead ... I never noticed the white text on the bottom and always looked for a callout hovering over the hex ...:paperbag:

OK .. lesson learned ...
 
Top