AR`s

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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Blackie
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AR`s

Post by Blackie »

I have a rather large important ship docked at a size 1 port it is heavily damaged 85 SYS
75 FLT no Fire. It is the only port I could get it to so that is where it sits. I am the Japanese. I have an AR with it now docked in port I cannot disband it of course. There is supply aplenty in the port. Am I doing everything I can to save her at this point or is the AR not doing anything. I think I am fighting a losing battle here but wanted to try. The ship is a CV don`t want to gave away any more than that.[&:]
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Rob Brennan UK
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RE: AR`s

Post by Rob Brennan UK »

get 3 more AR's there is the only thing you can do. and pray to the shinto god of ship survival and weather. im sorry to say i think she's finished ..

good luck however ..

p.s .. can you build up the port at all ? esp to a level 3 if possible
sorry for the spelling . English is my main language , I just can't type . and i'm too lazy to edit :)
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Mike Solli
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RE: AR`s

Post by Mike Solli »

Cross your fingers because ARs only work if they can disband in a port. So, you need a size 3 port or larger to use them. Sorry.
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dtravel
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RE: AR`s

Post by dtravel »

We have conflicting claims on when ARs will work then. Some people say as long as they are in the same hex, regardless of whether there is even a base or not. Others in any base, regardless of size or disband status. And some say only when disbanded.

This is the kind of information that is supposed to included in the manual!
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Blackie
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RE: AR`s

Post by Blackie »

ORIGINAL: dtravel

We have conflicting claims on when ARs will work then. Some people say as long as they are in the same hex, regardless of whether there is even a base or not. Others in any base, regardless of size or disband status. And some say only when disbanded.

This is the kind of information that is supposed to included in the manual!
Well this turn her FLT stopped growing it was growing at 1 per turn for 3 turns. So it is at 75, hope it will now decrease. I know there is a chance she will flounder anyway even if I do manage to reverse the damage. I will have to move her at least 700 miles to level 5 port. [:(]
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Mike Solli
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RE: AR`s

Post by Mike Solli »

I once had a CV with 97 flt damage in Jaluit with 1 AR survive to make the long trek to Japan. Anything is possible.
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crsutton
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RE: AR`s

Post by crsutton »

Just had the Ryuho make it to Gili-Gili (size 3 port) with about 90 flotation and 80 sys. Disbanded her there with one AR-plenty of supply. She hovered around 88-92 damage for about a week and then spiked to 98 flotation damage. I scuttled her. Personally, I think your ship is doomed. Small ports are death to heavily damaged ships. Makes sense actually.
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niceguy2005
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RE: AR`s

Post by niceguy2005 »

ORIGINAL: dtravel

We have conflicting claims on when ARs will work then. Some people say as long as they are in the same hex, regardless of whether there is even a base or not. Others in any base, regardless of size or disband status. And some say only when disbanded.

This is the kind of information that is supposed to included in the manual!
d, this is confusing, but last I heard ARs had to be disbanded at the port to help.

Blackie, if you can get a fleet HQ there pronto that might help...best of luck and keep us posted.
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Mike Solli
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RE: AR`s

Post by Mike Solli »

She stayed in Jaluit until her flt damage was 0. Then she made the trip to Japan where she is now. Her sys damage was in the 70s. It's considerably lower now. She'll be back in service in a few months. I couldn't scuttle her because she her full complement of planes and Soryu's full complement of planes. I couldn't voluntarily kill 120 irreplacable pilots. I don't think I'd ever scuttle a CV. I don't play for points. I play to "win".
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Mike Solli
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RE: AR`s

Post by Mike Solli »

ORIGINAL: niceguy2005

ORIGINAL: dtravel

We have conflicting claims on when ARs will work then. Some people say as long as they are in the same hex, regardless of whether there is even a base or not. Others in any base, regardless of size or disband status. And some say only when disbanded.

This is the kind of information that is supposed to included in the manual!
d, this is confusing, but last I heard ARs had to be disbanded at the port to help.

Blackie, if you can get a fleet HQ there pronto that might help...best of luck and keep us posted.

Yup, the AR has to be disbanded. In my case, I eventually put 2 ARs and a Fleet HQ in the hex to support the repair efforts. They worked.[:D]
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The Duke
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RE: AR`s

Post by The Duke »

What effect does a Fleet HQ have on repair?

So, the contributing variables to ship repair I see are:

1) port size
2) ARs
3) repair shipyard/available repair points
4) fleet HQ (would multiple fleet HQ improve repair more?)
5) supply???

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niceguy2005
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RE: AR`s

Post by niceguy2005 »

ORIGINAL: The Duke

What effect does a Fleet HQ have on repair?

So, the contributing variables to ship repair I see are:

1) port size
2) ARs
3) repair shipyard/available repair points
4) fleet HQ (would multiple fleet HQ improve repair more?)
5) supply???

As I understand it, supply is NOT a consideration, although I can't imagine why it wouldn't be. It is for everything else.
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Blackie
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RE: AR`s

Post by Blackie »

I am amazed at the level of knowledge of the players on this forum. And I am also amazed at the lack of knowledge. I think Dtravel said it best this should be in the manual.
In any event I will post on this later if the ship makes it. I may try to fly in some Fleet HQ
but probably won`t know if it helps or not.
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dtravel
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RE: AR`s

Post by dtravel »

ORIGINAL: niceguy2005

ORIGINAL: dtravel

We have conflicting claims on when ARs will work then. Some people say as long as they are in the same hex, regardless of whether there is even a base or not. Others in any base, regardless of size or disband status. And some say only when disbanded.

This is the kind of information that is supposed to included in the manual!
d, this is confusing, but last I heard ARs had to be disbanded at the port to help.

Heard from who? There is a lot of guessing going on among players and there was some incorrect information distributed on other subjects by Matrix/2by3 reps. This is why I'm doing my statistical study on ship repair, because there is so much conflicting information floating around. As it is, measuring the effect of ARs is already so hard to do that we may never be able to determine what the correct answer is by observation.

This is part of why I am so angered by the WiTP manual. In this case, we're not asking for formulas or optimal tactics. We're just trying to figure out the program mechanics to use something for its intended purpose!
This game does not have a learning curve. It has a learning cliff.

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Don Bowen
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RE: AR`s

Post by Don Bowen »


In order to be helped by the presence of an AR, the damaged ship must be disbanded into a port. The AR itself need not be disbanded into the port but may be in a task force at the port.

Blackie
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RE: AR`s

Post by Blackie »

ORIGINAL: Don Bowen


In order to be helped by the presence of an AR, the damaged ship must be disbanded into a port. The AR itself need not be disbanded into the port but may be in a task force at the port.

Thank You Sir short and to the point I may as well send my AR home then.[:)]
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RE: AR`s

Post by benway9 »

so in order for an AR to have any effect, it must be at a port 3 or more? that's contrary to what i thought an AR was supposed to do. aren't they just repair ships that could be moored alongside a ship in any calm area?
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Belce
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RE: AR`s

Post by Belce »

There also needs to be available support for an AR to do its work. Ports smaller than a size 3 would not have those available. Just like airbases of size 4 can support multi engine bombers better than a size 3 can or why fighters operate reasonably better at a size 2 compared to a size 1 airbase, infrastructure is added as the size increases.
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BigJ62
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RE: AR`s

Post by BigJ62 »

ORIGINAL: Don Bowen


In order to be helped by the presence of an AR, the damaged ship must be disbanded into a port. The AR itself need not be disbanded into the port but may be in a task force at the port.

Does this also apply to AS, AD and AGP ships as well. Also the manual doesn't specify what ships they
can repair and service, I assume AS repairs only subs, AD repairs only DDs and so-on. BTW great job
on the patch.

Thanks...
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Arkady
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RE: AR`s

Post by Arkady »

ORIGINAL: The Duke

What effect does a Fleet HQ have on repair?

So, the contributing variables to ship repair I see are:

1) port size
2) ARs
3) repair shipyard/available repair points
4) fleet HQ (would multiple fleet HQ improve repair more?)
5) supply???


yep but order of importance should be as follows
1) port size
2) fleet hq (number of support squads/50 increase port size by one level for repair check)
3) AR (increase port size for repair chech by one level, each AR can support four ships, max four ARs counted)
4) Tender ship (Tender ship for DD, PT or Subs can increase port size for repair check by 2 levels !, each tender ship can support two ships, max four tenders of each type counted)
5) acumulated repair points (they are used ONLY if ship passed previous reapir check and one point of damage is repaired, then if repair points are equal or greater then ships's durability additional sys damage point is removed and repair points equal to ship's durability are expended)

I have no proof about supplies at the base affect ship's repairs, maybe except effectivness of fleet HQ...
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