Rules re Ship damage & repairs

Uncommon Valor: Campaign for the South Pacific covers the campaigns for New Guinea, New Britain, New Ireland and the Solomon chain.

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DEB
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Joined: Sat Jan 29, 2005 6:39 pm
Location: Bristol , England

Rules re Ship damage & repairs

Post by DEB »

For everyones information re ship damage & repairs ( all taken from the UV pdf rules ).

( Apologies to those who know this ( or most of it ) already, but I thought it might be a useful "reminder" to some bearing in mind some of the queries posted in the past.)

The bold highlighted areas in particular should be noted.

11.5 A ship with any floatation damage or fires on board may suffer additional damage of any kind as a result of flooding/fire/explosions during each turn. Each turn all ships attempt to repair Sys, Flt and Fires. It is much easier to repair damage in a port. The amount of repairs made as well as well as the likelihood of additional damage is impacted by the amount of current damage, the experience of the crew, and if the ship is in port, the size of that port.

11.6 Whenever a ship is at sea ( not docked ), it has a chance of suffering system damage due to wear and tear on the ship.

16.1 Repair times required for ships in port ( or docked at the port as part of a TF ) are directly related to the size of a port. However, even a current size 9 port will not repair ships as quickly as Tokyo or Hawaii , so heavily damaged ships should be sent home for extensive repairs. Specific weapons systems that have been destroyed on a ship can only be repaired at a port with a current size of at least 5.

16.1 Ships can avoid operational system damage and improve their repair capacity if they are docked at a friendly base ( including friendly beach hexes, which are considered anchorages). Ships at a friendly port with a current size of at least 3 may exsist in a port separate of a Task Force in which case they will maximise their repair capacity at the expense of additional vulnerability to enemy attacks ( this is considered being at anchor ). Ships docked or at anchor at a port with a current size of at least 3 are immune to enemy submarine attacks.

16.2 Port damage slows the repair and refuelling of ships, as well as the loading and unloading of ships at the port.


DEB note: 16.1 suggests that repairs are maximised whilst at anchor if in a port of size 3 or greater ( although you can still get system damage), and presumably therefore, that repairs at a port of size two or less are best done whilst docked ( with no system damage possible ). It may be that you cannot anchor at a size two ( or less ) port at all.
( NB. tested; you can't , therefore you can ONLY repair at a size 2 or less port whilst docked. )
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