AR and capitol ship repair
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RE: AR and capitol ship repair
The manual says that docked ships don't repair below 5 sys damage - but I have seen such repairs. It seems to be slower, though. Maybe the check is made for the "free repair", but not for the shipyard repair. Or vice versa. It's against the manual, so it's a bug (in the game or in the manual).
The captain's admin rating seems to be very important for handling floatation. I have seen a Japanese (!) sub with ~35 SYS and 91 float damage survive all the way from west of Colombo to Malaia. The captain had great admin rating (ca. 60, don't recall exactly). With "normal" captains, Japanese ships with float above 60 are usually doomed... Weather also has a big effect on floatation.
Maybe the captain's admin rating helps in sys repair, too. But I'm not that sure about this. A naval HQ seems to make the biggest difference in sys repair.
The captain's admin rating seems to be very important for handling floatation. I have seen a Japanese (!) sub with ~35 SYS and 91 float damage survive all the way from west of Colombo to Malaia. The captain had great admin rating (ca. 60, don't recall exactly). With "normal" captains, Japanese ships with float above 60 are usually doomed... Weather also has a big effect on floatation.
Maybe the captain's admin rating helps in sys repair, too. But I'm not that sure about this. A naval HQ seems to make the biggest difference in sys repair.
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John Lansford
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RE: AR and capitol ship repair
Damaged ships WILL repair while being docked; I had every SC in San Francisco go through their automatic upgrade process in my game, so to avoid them eating up port repair points I created an ASW TF with all the 'damaged' ships (SC SYS damage around 20 each) in it and then docked it.
They all immediately began repairing the SYS damage each turn, and rapidly reached SYS 5 damage. I had two AR's in port, plus the generic port repair, plus the shipyard repair going on. They then repaired BELOW the SYS 5 damage repair level while still being docked.
Seeing as I had Alabama coming in for repairs (she'd been torpedoed and was at SYS 50, Float 90 until I got her to a port with two AR's), I had to move all the SC's down to San Diego to keep them from eating up all the repair at SF.
I find that AR's are most effective in medium sized ports; I can't see any difference in the repairs at big ports but the forward bases with no repair facilities themselves appear to benefit the most from having an AR (or AS, etc) there.
They all immediately began repairing the SYS damage each turn, and rapidly reached SYS 5 damage. I had two AR's in port, plus the generic port repair, plus the shipyard repair going on. They then repaired BELOW the SYS 5 damage repair level while still being docked.
Seeing as I had Alabama coming in for repairs (she'd been torpedoed and was at SYS 50, Float 90 until I got her to a port with two AR's), I had to move all the SC's down to San Diego to keep them from eating up all the repair at SF.
I find that AR's are most effective in medium sized ports; I can't see any difference in the repairs at big ports but the forward bases with no repair facilities themselves appear to benefit the most from having an AR (or AS, etc) there.
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RE: AR and capitol ship repair
One thing I with pretty great success so far for my campaign as the allies (its September 42) - I stuck an AD/AS/AR in Port Moresby which is level 5 Port right now, I sent an AR with 8 DD Escort (also to use them on ASW from Gili Gili later on) to Brisbane. The idea was when I go on offense around Guadalcanal the ships can dock at Moresby for repair, at least repair enough to ship them back to a repair dock down in australia.
Plus those escorts being hit by single torps on ASW have much better chance to live having near by repair. Only problem is early in the allies game you have limited AR ships, right now I think I have two at Pearl Harbor, one Moresby and one Brisbane or Sydney (whichever has the repair dock).
Plus those escorts being hit by single torps on ASW have much better chance to live having near by repair. Only problem is early in the allies game you have limited AR ships, right now I think I have two at Pearl Harbor, one Moresby and one Brisbane or Sydney (whichever has the repair dock).
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RE: AR and capitol ship repair
Docked ships will repair under 5 sys dam, IF there is shipyard in port in WitP. It seems that normal repair roll IS NOT made in that case for ship, since it's in TF and can only have "crew emergency repairs", but additional shipyard repair roll IS made. I suspect that is actually a bug and not intented.
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John Lansford
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RE: AR and capitol ship repair
Yes, the shipyard repair facilities will definitely work on any damaged and disbanded or docked ships, making San Francisco nearly useless for getting critically damaged ships repaired. A supply TF with 20 AK's, all with SYS damage of 5 or less, will eat up repair points you intended for the damaged and disbanded BB sitting there waiting to be worked on...
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RE: AR and capitol ship repair
To prevent supply TF's with slightly damaged ships from sucking up all the shipyard repair points at SF, or elsewhere, you can "undock" the TF and select "Patrol/Do not Retire". The TF can and will still happily load supplies/fuel/troops, etc, while "undocked", and will not use up the shipyard repair points.
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RE: AR and capitol ship repair
ORIGINAL: John Lansford
Yes, the shipyard repair facilities will definitely work on any damaged and disbanded or docked ships, making San Francisco nearly useless for getting critically damaged ships repaired. A supply TF with 20 AK's, all with SYS damage of 5 or less, will eat up repair points you intended for the damaged and disbanded BB sitting there waiting to be worked on...
True, which is why I move out anything with "green" damage and send little groups to Seattle, L.A., and San Diego.
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RE: AR and capitol ship repair
I made that mistake tonight of sending a couple of transports to Diego and ate up all my points, good thing I do most my repairs at Pearl or Oz
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RE: AR and capitol ship repair
ORIGINAL: Misconduct
I made that mistake tonight of sending a couple of transports to Diego and ate up all my points, good thing I do most my repairs at Pearl or Oz
i like to order up a bunch of fresh ARs and put em at all the west coast yards, pearl and anywhere else with repair facilities or a large port, or a *safe* front line port
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John Lansford
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RE: AR and capitol ship repair
Yes, undocked TF's don't drain a shipyard of repair points. What's annoying is that 'some' TF's will automatically dock when they get to the port, so you've got to check each turn and make sure they're all undocked if you want the shipyard to work on the badly damaged CV/BB instead of the stupid AK that needs repainting...
RE: AR and capitol ship repair
In a carrier battle I fought as jap.
I got badly damaged Kaga.
It reached nearby port Tarawa and disbanded.
Luckily at Kwajalein there were an AR an AE. Sailed to Tarawa.
When the replenishment ships tf reach Tarawa I disbanded them.
At this moment Kaga have no fires but floatability deeps to 93%.
Immediately dispatched 2 Task forces full of supplies (80k) from homeland Japan.
When the supplies arrived Kaga was sinking to 96%.
But finally she was saved................it spent 7 months out of war but survived.
As a conclusion I found this steps the key to save ships.
1-Disband damaged ships in port size 3.
2-Send a Replenishment TF comprising an AR and AE.
3-Load the AE with full supplies and disband it when full.(repeat it over and over again)
4-Be sure to have the port with 30K + supplies.
I hope this helps.
I got badly damaged Kaga.
It reached nearby port Tarawa and disbanded.
Luckily at Kwajalein there were an AR an AE. Sailed to Tarawa.
When the replenishment ships tf reach Tarawa I disbanded them.
At this moment Kaga have no fires but floatability deeps to 93%.
Immediately dispatched 2 Task forces full of supplies (80k) from homeland Japan.
When the supplies arrived Kaga was sinking to 96%.
But finally she was saved................it spent 7 months out of war but survived.
As a conclusion I found this steps the key to save ships.
1-Disband damaged ships in port size 3.
2-Send a Replenishment TF comprising an AR and AE.
3-Load the AE with full supplies and disband it when full.(repeat it over and over again)
4-Be sure to have the port with 30K + supplies.
I hope this helps.
RE: AR and capitol ship repair
i really doubt the AE had much to do with the recovery...ORIGINAL: Ric
In a carrier battle I fought as jap.
I got badly damaged Kaga.
It reached nearby port Tarawa and disbanded.
Luckily at Kwajalein there were an AR an AE. Sailed to Tarawa.
When the replenishment ships tf reach Tarawa I disbanded them.
At this moment Kaga have no fires but floatability deeps to 93%.
Immediately dispatched 2 Task forces full of supplies (80k) from homeland Japan.
When the supplies arrived Kaga was sinking to 96%.
But finally she was saved................it spent 7 months out of war but survived.
As a conclusion I found this steps the key to save ships.
1-Disband damaged ships in port size 3.
2-Send a Replenishment TF comprising an AR and AE.
3-Load the AE with full supplies and disband it when full.(repeat it over and over again)
4-Be sure to have the port with 30K + supplies.
I hope this helps.
The thing i have found effects floatation damage the most is WEATHER... if you have thunderstorms, flooding will increase in iffy situations. If the weather is good, flooding will decrease in iffy situations.
Of course, there is not much you can do about it unless you have activated the 666th Druid Battalion... [X(] [:'(]
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John Lansford
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RE: AR and capitol ship repair
Port size and supplies have little to do with repairing a ship using an AR. The AR is a self contained repair facility and doesn't need supplies to operate, and docking the ship instead of disbanding it will work just as well.
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eastwindrain
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RE: AR and capitol ship repair
Guys I am sure it's the captain's or should I say Task Force commander's ( as you will have to pay Political Points ) who are in command of the ship you wish to repair and the AR, which is the crucial factors. AND BOTH OF THESE SHIPS ARE DOCKED ONE SHIP TASK FORCES, DO NOT DISBAND IN PORT.
The damaged is receeding each turn and the supplies in the port are in a state of flux as convoys come and go. Was over 20K but well below at present. So to sum up if you want to save a ship get an experienced commander onboard.
Get the fires out, flotation damage to zero then move the ship with a heavy escort to a good repair yard.
As the Japanese player I ordered 6 AR's then 12 AR's and finally another 6 AR's that's 24 in total which will eventually be distributed around the Empire.
The damaged is receeding each turn and the supplies in the port are in a state of flux as convoys come and go. Was over 20K but well below at present. So to sum up if you want to save a ship get an experienced commander onboard.
Get the fires out, flotation damage to zero then move the ship with a heavy escort to a good repair yard.
As the Japanese player I ordered 6 AR's then 12 AR's and finally another 6 AR's that's 24 in total which will eventually be distributed around the Empire.
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John Lansford
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RE: AR and capitol ship repair
I'm fairly certain the TF commander or ship captain has little to do with which ship gets repaired with shipyard points. Unless you can explain how an ASW TF made up of nothing but SC's with 5-12 SYS damage each and a random TF commander gets priority over a capital ship in the shipyard. If what you said was true, then disbanding ships would automatically put them behind any docked TF in priority simply due to rank.
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RE: AR and capitol ship repair
One question, does an AR require a port? I added an AR to my Replenishment TF with 3 AO and an AD to follow my carriers around (with an escort carrier escorting the replenishment ships and landing party). My Idea why behind this is simple, my carriers are used to supress airfields, however I tend to use destroyer "raiders" for shipping instead of having to burn up aircraft for tankers and such I simply send in the destroyers, however anything gets damaged the AR is there to fix it up so I can send to a repair facility later on, this a good tactic or no?
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RE: AR and capitol ship repair
I agree with everyone saying docked ships repair below sys 5 damage. I had a CV docked at San Fran a while back and she repaired from 8 to 3 within a week or two. Meanwhile, I've had a BB in drydock in the same place and it repaired a whopping one point in the same span of time, almost certainly for all the reasons previously posted. It's a pity, since that's the best repair port the allies have.

RE: AR and capitol ship repair
One question, does an AR require a port? I added an AR to my Replenishment TF with 3 AO and an AD to follow my carriers around (with an escort carrier escorting the replenishment ships and landing party). My Idea why behind this is simple, my carriers are used to supress airfields, however I tend to use destroyer "raiders" for shipping instead of having to burn up aircraft for tankers and such I simply send in the destroyers, however anything gets damaged the AR is there to fix it up so I can send to a repair facility later on, this a good tactic or no?
A good tactic is to put a couple of those support ships in forward bases. When you're capital ships are out looking for trouble make sure their home port is one of those forward bases so they'll limp their for quick repairs. AR's and such are very useful in this way to uncripple a ship for a healthier limp to bigger ports.
If you use those support ships to tail your combatants you risk losing them in a variety of ways, not to mention the bad guys might spot them and know something's afoot. I'm talking about the AR's, AD's, etc., not the AO's. You need the oilers for oiling obviously.






