Aux. ship tips needed

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bradfordkay
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RE: Aux. ship tips needed

Post by bradfordkay »

ORIGINAL: Feltan

ORIGINAL: cavalry

Are AE ships more vulnerable so to speak - have you seen the picture of the US AE exploding at Okinawa ( hit by a Kamikaze I think ) - I thought it was the A bomb ( poor chaps on there )

Cav

To show that the USN has a (somewhat odd) sense of humor -- ammunition ships are traditionally named after volcanoes.

Regards,
Feltan


I always figured that it served to remind the sailors aboard to be extra careful...
fair winds,
Brad
Halsey
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RE: Aux. ship tips needed

Post by Halsey »

ORIGINAL: John Lansford

I put AR's at medium/large ports that don't have shipyard repair facilities; they speed up minor repairs and can repair 5 points of major damage.

I put AS ships at ports outside of LBA air range (or ports with lots of fighter cover) to minimize turnaround times for my subs.  I also base AD ships at ports that are too small to reload DD torpedoes or rearm larger ships, helping to minimize their turnaround times as well.

I use AG's as cargo ships; the rearm ability they've got for small ships is duplicated by nearly any size port already, so what's the point?
AKE's are ammo ships and I use them a lot like AD's, put them in a forward port and rearm surface ships.


The point is, rearming capacity...[;)]

Almost all of the support ships take the pressure off of the main port facilities.
So, they expand your ability to rearm more ships, faster.
John Lansford
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RE: Aux. ship tips needed

Post by John Lansford »

What, exactly, does an AG class ship rearm, though?  We're talking PT boats and small escorts, right?  Those ships don't have a very high rearming value other than the PT's torpedoes, which IIRC the AG can't rearm anyway.
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wwengr
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RE: Aux. ship tips needed

Post by wwengr »

ORIGINAL: John Lansford

What, exactly, does an AG class ship rearm, though?  We're talking PT boats and small escorts, right?  Those ships don't have a very high rearming value other than the PT's torpedoes, which IIRC the AG can't rearm anyway.

AG’s can rearm gun ammunition, 5” and smaller, and depth charges for Destroyer Escort DE, Destroyer Transport APD, Destroyer Minesweeper DMS, Destroyer Minelayer DM, Aircraft Tender, Destroyer AVD, Escort E, Torpedo Boat TB, Corvette KV, Patrol Frigate PF, Patrol Boat PB, Patrol Craft PC, Sub Chaser SC, Minesweeper AM, Motor Launch ML, Harbor Defense Motor Launch HDML, Motor Gun Boat MGB, District Patrol Craft YP, District Minesweeper YMS, and Minesweeper Coastal AMc.

The cargo capacity of the AG must be greater than the rearm value of the weapon, so the Sm.Gouv.Mar. AG cannot rearm the Mk-7 depth charge devices and the Kinesaki cannot rearm Type-2 Depth charge

Additionally AG's will function as repair ships, including repair of major damage for any PT Boats PT, Motor Gun Boats MGB, Motor Launches ML, Patrol Craft PC, Patrol Boats PB, Sub Chasers SC, Minesweepers AM, Yard Minesweepers YMS, Coastal Minesweepers AMc, Yard Patrol Craft YP, Harbor Defense Motor Launches HDML, Landing Barge LB, Landing Craft, Vehicle and Personnel LCVP, Landing Craft Mechanized LCM, and Landing Craft Tank LCT. They will function for minor damage only on Destroyer Escort DE, Destroyer Transport APD, Destroyer Minesweeper DMS, Destroyer Minelayer DM, Aircraft Tender, Destroyer AVD, Escort E, Torpedo Boat TB, Corvette KV, and Patrol Frigate PF.

AG's are most useful in smaller, perhaps remote ports where they can keep your small escorts, PT's or landing craft repaired and armed.
I have been inputting my orders for the campaign game first turn since July 4, 2009. I'm getting close. In another month or two, I might be able to run the turn!
jimh009
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RE: Aux. ship tips needed

Post by jimh009 »

ORIGINAL: wwengr
ORIGINAL: John Lansford

What, exactly, does an AG class ship rearm, though?  We're talking PT boats and small escorts, right?  Those ships don't have a very high rearming value other than the PT's torpedoes, which IIRC the AG can't rearm anyway.

AG’s can rearm gun ammunition, 5” and smaller, and depth charges for Destroyer Escort DE, Destroyer Transport APD, Destroyer Minesweeper DMS, Destroyer Minelayer DM, Aircraft Tender, Destroyer AVD, Escort E, Torpedo Boat TB, Corvette KV, Patrol Frigate PF, Patrol Boat PB, Patrol Craft PC, Sub Chaser SC, Minesweeper AM, Motor Launch ML, Harbor Defense Motor Launch HDML, Motor Gun Boat MGB, District Patrol Craft YP, District Minesweeper YMS, and Minesweeper Coastal AMc.

The cargo capacity of the AG must be greater than the rearm value of the weapon, so the Sm.Gouv.Mar. AG cannot rearm the Mk-7 depth charge devices and the Kinesaki cannot rearm Type-2 Depth charge

Additionally AG's will function as repair ships, including repair of major damage for any PT Boats PT, Motor Gun Boats MGB, Motor Launches ML, Patrol Craft PC, Patrol Boats PB, Sub Chasers SC, Minesweepers AM, Yard Minesweepers YMS, Coastal Minesweepers AMc, Yard Patrol Craft YP, Harbor Defense Motor Launches HDML, Landing Barge LB, Landing Craft, Vehicle and Personnel LCVP, Landing Craft Mechanized LCM, and Landing Craft Tank LCT. They will function for minor damage only on Destroyer Escort DE, Destroyer Transport APD, Destroyer Minesweeper DMS, Destroyer Minelayer DM, Aircraft Tender, Destroyer AVD, Escort E, Torpedo Boat TB, Corvette KV, and Patrol Frigate PF.

AG's are most useful in smaller, perhaps remote ports where they can keep your small escorts, PT's or landing craft repaired and armed.


Thanks for the info. I hadn't found any use whatsoever for AG's (compared to xAK's) so had stopped converting ships to the AG class. Guess they have some uses after all.
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wwengr
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RE: Aux. ship tips needed

Post by wwengr »

I have found the AG's to be useful for mission specific things. An AG with an AGP and a small tanker can turn the meagerest forward operating base into a fully functional PT/Landing Craft/Small Craft operations base with the ability to rapidly repair, including major damage, rearm, and refuel. The AGP is only necessary to rearm torpedoes.

Moving convoys long distances, I like to use small hunter-killer groups of the ash and trash (DE's, SC's and such) combined with search planes patrolling the remote lanes between remote islands to try to suppress enemy activity. I find this to be a better approach than trying to directly escort all convoys. Few of the escort ships have long enough legs to stay with the cargo ships and tankers without ultimately slowing them down, so it is hard to directly escort long distance convoys. Rather than spend the effort to build up these remote bases, I like to use the tenders. An AG with adequate AV, AVP, or AVD and a small TK makes these remote islands into fully functional bases for this specifc purpose. All you have to do is run in a tanker and a cargo ship from time to time to keep the group topped up.

AG's can also be used as an instant temporary upgrade of a base while the engineers are just starting work.
I have been inputting my orders for the campaign game first turn since July 4, 2009. I'm getting close. In another month or two, I might be able to run the turn!
Central Blue
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RE: Aux. ship tips needed

Post by Central Blue »

ORIGINAL: wwengr

I have found the AG's to be useful for mission specific things. An AG with an AGP and a small tanker can turn the meagerest forward operating base into a fully functional PT/Landing Craft/Small Craft operations base with the ability to rapidly repair, including major damage, rearm, and refuel. The AGP is only necessary to rearm torpedoes.

Moving convoys long distances, I like to use small hunter-killer groups of the ash and trash (DE's, SC's and such) combined with search planes patrolling the remote lanes between remote islands to try to suppress enemy activity. I find this to be a better approach than trying to directly escort all convoys. Few of the escort ships have long enough legs to stay with the cargo ships and tankers without ultimately slowing them down, so it is hard to directly escort long distance convoys. Rather than spend the effort to build up these remote bases, I like to use the tenders. An AG with adequate AV, AVP, or AVD and a small TK makes these remote islands into fully functional bases for this specifc purpose. All you have to do is run in a tanker and a cargo ship from time to time to keep the group topped up.

AG's can also be used as an instant temporary upgrade of a base while the engineers are just starting work.

You are a font of useful information. Thank you. [:)]

Now that my logistics are starting to come together, I will look into converting some of these suckers and finding a use for the fleet of small oilers provided in the Babe's Lite mod.
USS St. Louis firing on Guam, July 1944. The Cardinals and Browns faced each other in the World Series that year
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wwengr
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RE: Aux. ship tips needed

Post by wwengr »

Relative usefulness of tenders:

AS – Submarine Tender
  • Repair submarines, but no major damage repair (except midget sub major engine damage – it will repair)
  • Will rearm all ammo on subs, including torpedoes ()
  • Use #1 – use at submarine forward operating base to cycle subs quickly back to the action
  • Use #2 – use at a repair base to speed repair of subs or to repair subs at anchor to lower base capacity limitations
  • Other low priority uses: transport cargo
Note: bulk cargo capacity must be greater than the rearm value, so the Janssens (Dutch) and Platypus (Australian) cannot rearm any of the 21” torpedoes except the Mk14’s.

AD – Destroyer Tender
  • Repairs including major damage on PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, AMc
  • Repairs minor damage only on DD, DE, APD, DMS, DM, AVD, E, TB, KV, PF, PB, PC, SC, AM, ML
  • Rearms including torpedoes on DD, DE, APD, DMS, DM, AVD, E, TB, KV, PF, PB, PC, SC, AM, ML, PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, AMc
  • Use #1 – Combine with AR’s, AG’s, AO’s, AE’s, AKE’s, AK’s, and/or xAK’s to enhance non-shipyard forward bases and small forward bases. Makes rapid refit depots for operational TF’s.
  • Use #2 – Use at forward bases to repair and rearm Destroyers. Even the destroyers from the big combat TF’s should be separated and refitted forward rather than running far to the rear.
  • Use #3 – Use at a repair base to speed repair of ships or to repair ships at anchor to lower base capacity limitations
  • Other low priority uses: transport cargo

AV – Aircraft Tender
  • Provide 24 aviation support to patrol planes operating out of a base in a coastal or atoll hex in which the AV is present.
  • Can transport airgroups. The airgroup arrives in the same state of readiness that it departed in.
  • Use #1 – Provide support for patrol planes operating at a remote base.
  • Use #2 – Provide support for patrol planes operating at a larger base that would otherwise exceed available aviation support capacity
  • Other low priority uses: Transport aircraft as an AKV; transport cargo

AVD – Aircraft Tender, Destroyer
  • Provide 6 aviation support to patrol planes operating out of a base in a coastal or atoll hex in which the AVD is present.
  • Use #1 – Provide support for patrol planes operating at a remote base, especially a forward area (AVD has greater fighting ability).
  • Use #2 – Provide support for patrol planes operating at a larger base that would otherwise exceed available aviation support capacity
  • Other low priority uses: Convoy escort; ASW hunter-killer groups, escort/picket in combat task force

AVP – Aircraft Tender, Patrol
  • Provide 6 aviation support to patrol planes operating out of a base in a coastal or atoll hex in which the AVD is present. (Dutch AVP = 4 AV Support)
  • Use #1 – Provide support for patrol planes operating at a remote base, especially a small patrol group.
  • Use #2 – Provide support for patrol planes operating at a larger base that would otherwise exceed available aviation support capacity
  • Other low priority uses: Transport cargo; Convoy escort; Small craft ASW hunter-killer groups

AR – Auxiliary Repair Ship
  • Performs ship repair in ports.
  • Repairs major engine damage or float damage of 5 points or less.
  • Repairs all major damage on PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, AMc
  • Use #1 – Provide forward repair services in mid-sized ports
  • Use#2 - Provide repair augmenting services in large ports or shipyards
  • Other low priority uses: Provide repair services in small forward bases to small craft.

ARD – Auxiliary Repair Dock
  • Very efficient for repairing major flotation damage on all ships. Repairs nothing else.
  • Use #1 – Provide repair services in major shipyard
  • Other low priority uses: None

AGP – Torpedo Boat Tender
  • Repair major and minor damage on PT, PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, AMc
  • Rearm all ammunition, including torpedoes for PT, PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, AMc
  • Use #1 – Provide repair and rearm for PT squadrons and other small craft in forward bases.
  • Use #2 – Augment the facilities of a larger port or shipyard for the repair of small craft at anchor to lower base capacity limitations.
  • Other low priority uses: transport cargo

AG – Miscellaneous Auxiliary
  • AG’s can rearm gun ammunition, 5” and smaller, and depth charges for DE, APD, DMS, DM, AVD, E, TB, KV, PF, PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, and AMc.
  • Repairs all damage, including major damage for any PT, MGB, ML, PC, PB, SC, AM, YMS, AMc, YP, Launches HDML, LB, LCVP, LCM, and LCT.
  • Repairs minor damage only for DE, APD, DMS, DM, AVD, Escort E, TB, KV, and PF.
  • Use #1 – Rearm and repair small craft and landing craft in forward operating bases.
  • Use #2 – rearm and repair small escort and small craft at remote ports.
  • Use #3 – Augment the facilities of a larger port or shipyard for the repair of small craft and small escorts at anchor to lower base capacity limitations.
  • Other low priority uses: transport cargo

AO – Oiler
  • Provides fuel replenishment underway, at anchor, or at dock port.
  • Carries liquid cargo.
  • Use #1 – Provide underway replenishment
  • Use #2 – Provide in port replenishment at small ports with limited capacity
  • Use #3 – Act as a tanker to transport liquid cargo

AE – Ammunition Ship
  • Provides ammunition replenishment underway in late 1945.
  • Provide replenishment of ammunition.
  • Can rearm other ships when in both ships are anchored at the same location. US Navy Pyro class cannot rearm gun ammunition larger than 14”.
  • Use #1 – Provide underway replenishment
  • Use #2 – Provide in port replenishment at ports with limited capacity
  • Other low priority uses: transport cargo

AKE – Ammunition Transport
  • Can rearm other ships when in both ships are anchored at the same location. Gun ammunition is limited by the size of the AKE. Cargo capacity must be at least equal to the rearm points of the ammunition.
  • Use #1 – Provide in port replenishment at ports with limited capacity
  • Other low priority uses: transport cargo






I have been inputting my orders for the campaign game first turn since July 4, 2009. I'm getting close. In another month or two, I might be able to run the turn!
herwin
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RE: Aux. ship tips needed

Post by herwin »

ORIGINAL: robotech

How do you use the AV's? I saved both but have yet to decipher what they can be used for. Almost wish I could convert Langly back to a CVL.

Major Patwing base.
Harry Erwin
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