Reloading mines?

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cartman101
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Reloading mines?

Post by cartman101 »

So i've read the manual, and maybe i'm just too dumb to get it, but how do I reload mines on a minelayer? Do I need a certain port size? Ressources? Supplies? Or is there an actual mine production, and if so, how do I get them to a certain base so I can set a second minefield? Thanks!
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Cheesesteak
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RE: Reloading mines?

Post by Cheesesteak »

dependent on the factors you listed, as well as stock of the mines in question. You may want to check the armament pool.
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RE: Reloading mines?

Post by BBfanboy »

ORIGINAL: cartman101

So i've read the manual, and maybe i'm just too dumb to get it, but how do I reload mines on a minelayer? Do I need a certain port size? Ressources? Supplies? Or is there an actual mine production, and if so, how do I get them to a certain base so I can set a second minefield? Thanks!
You need:
- Mines of the right type in the pools (check Intelligence Report, Industry/Troops/Resources screen and filter for mines)
- A port that can handle the load cost of the individual mines, or a combination of port/naval support, or an AE/AKE support ship with enough supplies aboard
- Enough supply at the port

Then dock your minelayer TF and hit "Replenish TF". If the TF and the port have enough Ops points left and all the other conditions are met the mines will load instantly.
Alternatively, if your minelayer is disbanded, just create minelayer TF and the mines will load when you move the ship/sub into it.

EDIT: Take care that your TF has "Do Not Lay Mines" set when you start moving or you might end up laying them in a place you did not intend (e.g. if your mission is aborted and the TF RTB, it will lay the mines at its home port when it arrives back). And when you get close to your target hex, remember to remove the "Do Not Lay Mines" restriction and ensure the target hex is still showing as the destination. It also helps to set the routing to Direct/Absolute because minelayers often go into high risk environments.
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Cheesesteak
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RE: Reloading mines?

Post by Cheesesteak »

ORIGINAL: BBfanboy
ORIGINAL: cartman101

So i've read the manual, and maybe i'm just too dumb to get it, but how do I reload mines on a minelayer? Do I need a certain port size? Ressources? Supplies? Or is there an actual mine production, and if so, how do I get them to a certain base so I can set a second minefield? Thanks!
You need:
- Mines of the right type in the pools (check Intelligence Report, Industry/Troops/Resources screen and filter for mines)
- A port that can handle the load cost of the individual mines, or a combination of port/naval support, or an AE/AKE support ship with enough supplies aboard
- Enough supply at the port

Then dock your minelayer TF and hit "Replenish TF". If the TF and the port have enough Ops points left and all the other conditions are met the mines will load instantly.
Alternatively, if your minelayer is disbanded, just create minelayer TF and the mines will load when you move the ship/sub into it.

EDIT: Take care that your TF has "Do Not Lay Mines" set when you start moving or you might end up laying them in a place you did not intend (e.g. if your mission is aborted and the TF RTB, it will lay the mines at its home port when it arrives back). And when you get close to your target hex, remember to remove the "Do Not Lay Mines" restriction and ensure the target hex is still showing as the destination. It also helps to set the routing to Direct/Absolute because minelayers often go into high risk environments.

This. Much improved and comprehensive response compared to mine :)
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cartman101
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RE: Reloading mines?

Post by cartman101 »

So say I wanted to reload mines at Babeldaob, how would I go about that theoretically? Assuming I have the right type of mines in the pool?
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RE: Reloading mines?

Post by Shellshock »

ORIGINAL: cartman101

So say I wanted to reload mines at Babeldaob, how would I go about that theoretically? Assuming I have the right type of mines in the pool?

Mines are in a universal pool, not in any one specific geographical location. So, just create a Minelaying Task Force in a port, add a CM (minelayer) if there are any available there. Assuming the right type of mines are in the pool and you meet the conditions BBfanboy listed above it should be fully laden, as in this example with 75 Type 93 mines. Sometimes, if not enough mines are available in the pool you will come up short on the total allotment of mines. If none of that type are available you get an Minelaying Task Force with no mines.

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RE: Reloading mines?

Post by RangerJoe »

Some Japanese light cruisers can also carry mines as well as the Ansyu-C PB. Some of the CLs start with them loaded, the PB does not.
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RE: Reloading mines?

Post by kbfchicago »

Babeldaob starts the game at Port size "2" (at least it does in LST's mod which I'm currently playing), from the manual (also know as the Book of Armaments in some circles) 6.6.1.4 MINE REARMING: "Rearm capacity is based on port size, increased by naval support. Mine load cost is based on the load cost of the specific mine type. Generally, loading of mines functions just like any other ammunition except for “pool” requirement."

So...Naval support will add to the capacity to load but I don't recall there being an abundance at this location (at start of game). Nor do I recall the specific ratio needed for IJ mines...my general rule of thumb, without doing all the math is a size 4 or 5 port is needed. Could be off a bit here, those who dabble in game calculus could tell you exactly.



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RE: Reloading mines?

Post by Platoonist »

Even in the stock game Babeldaob starts at size 3 with 118 Naval support. Very likely your best bet for rearming mine-layers based there would be to the east at Truk. A size 6 port with 428 naval support and ample supplies.

Also, some Japanese mines have a rather anemic build rate. The Type 88 is stated at only 35 a month. Hard to keep in stock.
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RE: Reloading mines?

Post by Ian R »

The answers are all in the manual.
15.2 Ports: Ports have an ability to rearm Naval vessels, depending on their size, and the availability
of sufficient supply at the port. Ports have Rearm points and expend those points on the basis
of the “Load Cost” of the weapons desiring rearming. If a Port has sufficient Rearm points
available for the weapons desiring rearming, those weapons will receive a suitable load of
ammunition. The supplies expended are based on the amount of ammo needed to replenish
the ship and the type of ammo needed.
6.6.1.4 MINE REARMING
Mines are reloaded from the pool. The pool must have a sufficient number of appropriate
mines to reload/rearm any mine capable ship. Mines can be loaded at any port with sufficient
rearm capacity for the specific mines. Rearm capacity is based on port size, increased by naval
support. Mine load cost is based on the load cost of the specific mine type. Generally, loading of
mines functions just like any other ammunition except for “pool” requirement.

I doubt this table format will translate, but the re-arm level is the righthand column -
9.3.3 PORT SIZE
A large number of capabilities are linked to port size (with adjustments). These items and their
basic values are:
Port Size
Largest Ship Docked Port
Total Ships Docked in Port
Cargo Handling
Fueling
Rearm Level
0 0 0 100 100 0
1 6,000 6,000 2,500 2,500 15
2 9,000 12,000 6,250 6,250 25
3 12,000 24,000 11,250 11,250 40
4 24,000 48,000 18,750 18,750 110
5 36,000 60,000 33,000 25,000 300
6 48,000 84,000 54,500 27,500 700
7 60,000 104,000 72,800 34,375 5500
8 72,000 128,000 108,800 62,500 6000
9 78,000 172,000 150,500 93,750 6500
10 84,500 196,000 176,000 125,000 9999

Basic values are adjusted by port damage. Thus a port with a damage level of 10 would lose
10% of its capacity in all functions.

Port size is 'adjusted' for some operations by having naval support present.
Note the large jump at a level 7 port, which basically insures that torpedoes, most mines, and
Battleship size guns cannot be rearmed at smaller ports.
Rearm Limit is applied to each device on a ship being rearmed. Depending on the load cost
of each weapon and the adjusted capability of the port, some or all of the weapons may not
be rearmed. A medium sized port might be able to rearm cruiser guns and smaller, but not BB
guns, torpedoes, or mines.

Naval Support Adjustments for:
»» Cargo Handling = plus 10 for each undamaged Naval Support Device Present.
»» Rearm Level = plus 5 for each undamaged Naval Support Device Present.
»» Repairs = 100 undamaged Naval Support Devices(NS) approximately
equals an AR, 50 NS approximately equals a tender.

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Ian R
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RE: Reloading mines?

Post by Ian R »

The IJN device #120 type 88 mine has a load cost of 2116. Any size 7 port can reload it, even one with 60% port damage.

For a size 3 port Babeldaob, you would need to put [2116 - 40] / 5 = 416 naval support* to re-arm a ship with a type 88.

However, your scenario probably uses the revised version device #1711 type 88 mine, which "only" has a load cost of 794.

Therefore, a minelayer could rearm that device at a size 3 Babeldaob if there are [794 - 40]/5 = 151 nav support* available.

[* undamaged, with the port also undamaged.]
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RE: Reloading mines?

Post by Ian R »

ORIGINAL: Platoonist

Even in the stock game Babeldaob starts at size 3 with 118 Naval support.

(118 x 5) + 40 = 630. So it can re-arm type 3 & type 4 mines, but not the other two types.

For clarity I am referring to the load costs inn the revised devices #s 1710 - 1713, not the old witp values in the low numbered slots.
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