Torpedo Boats Reloading

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Anthropoid
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Torpedo Boats Reloading

Post by Anthropoid »

So TB boats in the 1926 sceanario do not seem to count as either subs or destroyers with respect to getting their torpedoes to unload in a port size <9.

I've got all the starting Dutch TBs and Brit TBs transferred over to Bataan which has maxed out port size at about 4. I've got the AD Black Hawk, AE Nitro, and AS Beaver all in Bataan. Nitro has 2000 supply in it. Bataan has 83K fuel and 84K supply, and about 500 excess support.

But when I replenish the PT TF in which these TBs are assigned no change on the empty torpedo mount slots. I've tried disbanding and reforming in several different ways, and still no dice.

Am I doing something wrong or is this just the way it is? If it is the way it is, is it intentionally meant to be that neither an AD nor an AS can help a TB reload its torpedoes?
The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
http://www.youtube.com/watch?v=IkIIlkyZ ... playnext=3
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JagdFlanker
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RE: Torpedo Boats Reloading

Post by JagdFlanker »

torps on any ship can only reload torps (and mines) in a size 9 or 10 port only, with the exception of DD/SS torps with AD/AS. less of a loss in PBEM since the UK/dutch/french are usually neutral the whole game.
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Anthropoid
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RE: Torpedo Boats Reloading

Post by Anthropoid »

Thanks Flanker. So from a game play standpoint TBs cannot be reloaded by an AD.

But from a real-life standpoint does that make sense? If a Destroyer Tender will have a belly full of torps, and the gear and personnel to be able to transfer and install those torpedos into a DD, why would the same boat not be able to transfer and install them in a Torpedo Boat? Or for that matter other boats too? Maybe this DOES make sense from a real life naval operations standpoint?

I love the additional realism in the WiTP engine (and in WPO) such that mines and torps cannot be reloaded everywhere. But honestly the system is a slight 'abstraction' to begin with . . . (now I'm just blathering, so don't feel compelled to respond unless you are feeling conversational about this topic [:'(] ). As long as you keep shipping enough supplies to a forward base (IIRC it is 20K? min supplies for an AD or AS to be able to reload there) an AD (or an AS) can conceivable reload an 'infinite' number of torpedoes from its original complement when it departed its large home port. Either that or, a limited number of torpedoes of all varieties (as well as bullets, beans, and bricks, AND shells) are part of every single 'unit' of supply.

Example, lets say you got some piddly little size 1 port out on the hinterland. You stock up with 30K supply then a couple turns later an AD shows up, and then right after that a couple DDs show up and replenish from sea. The AD is pulling supply from the island, and reloading the torps shells, and fuel on the DD. That means that each ton of supply in the game has to include a proportion of every possible type of ammo, as well as mines, food, various fuels, office supplies, medical supplies, etc., etc.

Again I'm just blathering, but wouldn't it be cool if the game were modded so that "supply" was expanded into a few different categories of supply. I suppose the most basic set would be:

1) Aviation Supply (including airplane fuel since aircraft do not seem to use fuel in the game? Actually is that true?)
2) Troop Supply (would include food, bullets, med supplies, arty ammo, tank gear)
3) Building and Base Supply (CD gun ammo, building materials & tools, office supplies)
4) Naval Supply (would include metal shop stuff, shells, torps, mines)

Then you could say that, Avi Supp and Troop Supp can be airlifted, but Building/Base Supp and Naval Supp cannot be airlifted?

Probably would be too complicated, and maybe not even practical to actually create such a mod?

The cool thing about this is it would create the opportunity for more realistic sieging types of situations. Maybe a different sort of breakdown would be better, but it is an interesting idea to think about.
The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
http://www.youtube.com/watch?v=IkIIlkyZ ... playnext=3
engineer
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Carrier Replenishment

Post by engineer »

Carrier aircraft do use fuel in the game.&nbsp; Each carrier has an Avgas/Ordnance capacity which limits the total number of sorties that can be flown from the carrier between touching base in a port.&nbsp; If you do an "at-sea" replenishment from an AO, your bunker oil is replenished, but the Avgas/Ordnance for the carrier&nbsp;is not.&nbsp;
&nbsp;
WITP in general has a lot more flexibility with replenishing weapons than WPO which turns WPO into more of a positional game where major ports have more weight.
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Anthropoid
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RE: Carrier Replenishment

Post by Anthropoid »

Hey enginner, I sent you a PM with my email so you could send me your Western Citadel mod. Did you get it?
The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
http://www.youtube.com/watch?v=IkIIlkyZ ... playnext=3
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