Ship Withdrawal

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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dcissell
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Ship Withdrawal

Post by dcissell »

I have a CA (Devonshire) in Madras (India). It has 2 sys BUT Red FLT is 60. It is 1 day but has, "Weapons at red 256X. If this was not bad enough, Interlligence on Ship Withdrawal Due is reading to go, but I can not get it out, its stuck. Could you help me on this, or where can you get it on the "Game Manual". Thanks.
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RangerJoe
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RE: Ship Withdrawal

Post by RangerJoe »

It has too much damage to flee. Get it to Columbo and into the shipyard. I do believe that the total damage as to be below 50 points. It can withdraw at Columbo if the enemy is not nearby.
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btd64
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RE: Ship Withdrawal

Post by btd64 »

Total damage of all 3 areas cannot exceed 50 damage points. If it does, it can't be withdrawn. Like RangerJoe said, move it to Colombo. Repair it for awhile and then withdraw the ship....GP
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btd64
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RE: Ship Withdrawal

Post by btd64 »

Oh, you said that the ship is stuck. If you had the ship in pierside repair, it takes 3 days to get operational after you move it out of repair....GP
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dcissell
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RE: Ship Withdrawal

Post by dcissell »

Thanks, I will try it, I'll report back
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RangerJoe
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RE: Ship Withdrawal

Post by RangerJoe »

Use cruise speed in an escort convoy with an automatic disband. Use as many escorts as you can. Repair any system damage first before going into the shipyard. Then use the shipyard to get the red float damage and red engine damage below 50 in total.
Seek peace but keep your gun handy.

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Kull
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RE: Ship Withdrawal

Post by Kull »

If it's already overdue, then you are paying "x" number of political points every day to keep it here. Depending on how many that is, it may make more sense to send it on an unescorted high speed bombardment run to Rangoon as soon as it's released from pierside repair. Yes there is a victory point loss, but even in Colombo it's going to take quite a while to get the red float damage down below 50.
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RangerJoe
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RE: Ship Withdrawal

Post by RangerJoe »

Does the ship come back? If so, you might want to repair it.

Compare the time that it will take to go to Rangoon to going to Columbo and repairing it. Since the damage may increase going to Rangoon, it may take longer than planned.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
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Kull
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RE: Ship Withdrawal

Post by Kull »

ORIGINAL: RangerJoe

Does the ship come back? If so, you might want to repair it.

Compare the time that it will take to go to Rangoon to going to Columbo and repairing it. Since the damage may increase going to Rangoon, it may take longer than planned.

It returns 6/29/45 - he won't need it. Also if "high speed" doesn't sink it, Japanese air certainly will, well before it reaches the destination. Which is the one sticking point. The damage levels will automatically turn it into an "Escort" TF, and I'm not sure you can get one of those to do anything other than return to the home port.

It's kind of a gamey strategy anyway, but going the repair route is definitely going to cost a lot of Political Points. That level of damage on a large ship doesn't repair quickly.
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RangerJoe
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RE: Ship Withdrawal

Post by RangerJoe »

Yes, it will cost PPs. But it is a good lesson to learn to watch these things. Those British cruisers are lighter than most of the Japanese CAs and the later American CAs/CLs. By setting the priority, it can get below 50 points fairly quickly especially if it is the only ship in the repair yard. Just keep checking on it and when it hits 49 total damage points, take it out of the repair mode.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
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rustysi
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RE: Ship Withdrawal

Post by rustysi »

I take you're new to the game. Bottom line is you will learn from your mistakes. You've just learned one the hard way, as do many Allied players, keep track of you ship withdrawals.[:D]
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Mercenary
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RE: Ship Withdrawal

Post by Mercenary »

There is a question for everyone:
if the option is enabled: "NO UNIT WITHDRAWALS - OFF"
Aircraft units that have a requirement for "WITHDRAWAL" - do i need to press the "Reform Group in 120 Days" button?
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Maallon
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RE: Ship Withdrawal

Post by Maallon »

If you click "yes" they will reform in 120 Days, even if the withdrawal date is exceed by then and yes you will need to pay PP for them daily because they are past their withdrawal date.
The "Reform Group in 120 Days" dialog is meant for groups with no withdrawal date (or withdrawal dates that are far in the future).
If you click "no" on that dialog you will need to buy the group back with PPs manually if you want to use it again.

Note that some groups withdraw at some point during the campaign, but will come back at a later point automatically, the "Reform Group in 120 Days" dialog does not influence this.

So no, you shouldn't press "yes" in that dialog if you withdraw groups when their withdrawal date is near.
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Mercenary
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RE: Ship Withdrawal

Post by Mercenary »

Maallon
Thank you friend!
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