Ship repair at a size 0 port

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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MosheDayan
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Ship repair at a size 0 port

Post by MosheDayan »

Hi. I'm pretty new to the game, though enjoying it immensely. I read the forum religiously. A question for the old timers.

In my first GC as the allies against the AI, I had a CA badly damaged during surface combat near Midway. Given the enemy activity in and around Midway, I decided to risk sailing her under escort to Pearl. As she approached French Frigate Shoal, her damage started to increase markedly (now 42/89/49), so I disbanded her at French Frigate, which has a port of 0/0, and a supply limit of 5k. I hoped that by sending an AR to disband there it would help repair the ship, but that didn't have any effect. I'm wondering what I should do? She's too far away to sail her elsewhere (I think I'll lose her). I thought of putting 2 regiments of engineers on FF Shoal to increase the port to 1, but with the supply limit I don't know if I can maintain over the 20k supplies required to actually build up a port. Any advice or ideas on how to save this ship?

Thanks.
"If you want to make peace, you don't talk to your friends. You talk to your enemies." - Moshe Dayan
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Don Bowen
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RE: Ship repair at a size 0 port

Post by Don Bowen »


In a size zero port the ship gets no repair from the port itself. It does get normal crew repair, which is slightly better because the ship is not underway.

Whether or not the AR can help depends on the type of damage. Large amounts of major damage are beyond the capabilites of an AR. The AR can help with minor damage.

If the ship has over five points of major floatation damage, your best bet is to get an ARD to here. Failing that, there's little hope. Remember, large amounts of major float damage equates to big holes in the hull
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Dereck
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RE: Ship repair at a size 0 port

Post by Dereck »

ORIGINAL: MosheDayan

Hi. I'm pretty new to the game, though enjoying it immensely. I read the forum religiously. A question for the old timers.

In my first GC as the allies against the AI, I had a CA badly damaged during surface combat near Midway. Given the enemy activity in and around Midway, I decided to risk sailing her under escort to Pearl. As she approached French Frigate Shoal, her damage started to increase markedly (now 42/89/49), so I disbanded her at French Frigate, which has a port of 0/0, and a supply limit of 5k. I hoped that by sending an AR to disband there it would help repair the ship, but that didn't have any effect. I'm wondering what I should do? She's too far away to sail her elsewhere (I think I'll lose her). I thought of putting 2 regiments of engineers on FF Shoal to increase the port to 1, but with the supply limit I don't know if I can maintain over the 20k supplies required to actually build up a port. Any advice or ideas on how to save this ship?

Thanks.

I had something like this happen in a previous game against the AI. I kept the ship at Midway until all the minor damage was fixed and then was able to successful sail her to Pearl Harbor.
PO2 US Navy (1980-1986);
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
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MosheDayan
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RE: Ship repair at a size 0 port

Post by MosheDayan »

Thanks Don, much appreciated.
Does the AR effect repairs on the portion of damage over and above the major damage? Or does a large amount of major damage preclude the AR from effectuating repairs on any of it? For example, let's say that there's 80 float damage, 45 of which is major float damage. Would the AR's presence help fix the 35 non-major float damage, or would it be unable to repair any of the damage due to the high level of major damage? And would it help with system damage regardless?

Thanks.
"If you want to make peace, you don't talk to your friends. You talk to your enemies." - Moshe Dayan
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Oliver Heindorf
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RE: Ship repair at a size 0 port

Post by Oliver Heindorf »

hmm, that far away and if you are in 42, the ship is doomed. scuttle it. it saves 10% victory points for the enemy. 89 flood damage that far away is beyond hope.
Rainer
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RE: Ship repair at a size 0 port

Post by Rainer »

Setting speed to Cruise Speed (NOT Mission Speed!) is vital for survival of badly damaged ships.
But it's probably to late now for that ...
WitP/AE
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Don Bowen
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RE: Ship repair at a size 0 port

Post by Don Bowen »

ORIGINAL: MosheDayan

Thanks Don, much appreciated.
Does the AR effect repairs on the portion of damage over and above the major damage? Or does a large amount of major damage preclude the AR from effectuating repairs on any of it? For example, let's say that there's 80 float damage, 45 of which is major float damage. Would the AR's presence help fix the 35 non-major float damage, or would it be unable to repair any of the damage due to the high level of major damage? And would it help with system damage regardless?

Thanks.

The AR can repair the non-major damage. In your example it can work the float damage to 45 but no lower. It could also fix the systems damage and any non-major engine damage.
MosheDayan
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RE: Ship repair at a size 0 port

Post by MosheDayan »

Thanks Don. Again, much appreciated.

Rainer: had it on cruise, but that didn't seem to stop float from going from 40 to 89 in 5 turns, and system from 20 into the 40's.
Should'a parked it at Midway to begin with. Live and learn I guess.
"If you want to make peace, you don't talk to your friends. You talk to your enemies." - Moshe Dayan
Alfred
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RE: Ship repair at a size 0 port

Post by Alfred »

ORIGINAL: MosheDayan

... I thought of putting 2 regiments of engineers on FF Shoal to increase the port to 1, but with the supply limit I don't know if I can maintain over the 20k supplies required to actually build up a port...

You don't need 20k supply to build the port to size 1. Just drop off, via Amphibious TF, supply up to the max of 5k before spoilage occurs and that will be more than enough to feed your engineers building up the port.

Alfred
MosheDayan
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RE: Ship repair at a size 0 port

Post by MosheDayan »

Thanks Alfred.
Is that true even though French Frigate Shoal is a 0(0) port? I thought that in order to build a port or airfield over the maximum size you needed 20k supply?
"If you want to make peace, you don't talk to your friends. You talk to your enemies." - Moshe Dayan
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dr.hal
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RE: Ship repair at a size 0 port

Post by dr.hal »

As for ships crew and AR repair of the "minor" damage, does the crew or AR have a priority? Do they go after flotation damage first and then hit systems? Do they try to hit the highest numbers first? After the attack on Pearl, I've got a number of BBs in the hurt locker and would like to have the systems damage tackled first which mitigates the spiraling out of control of the flood damage (as systems also means Damage Control) if I try to limp them back to the west coast. Thoughts? Hal
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cookie monster
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RE: Ship repair at a size 0 port

Post by cookie monster »

ORIGINAL: MosheDayan

Thanks Alfred.
Is that true even though French Frigate Shoal is a 0(0) port? I thought that in order to build a port or airfield over the maximum size you needed 20k supply?

You may be confusing that with fort building over level 5's 20K supply requirement.
MosheDayan
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RE: Ship repair at a size 0 port

Post by MosheDayan »

Wow. I must be getting old. I went back and checked the manual and, well, I have no idea why I remembered that incorrectly. Thanks.
"If you want to make peace, you don't talk to your friends. You talk to your enemies." - Moshe Dayan
Alfred
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RE: Ship repair at a size 0 port

Post by Alfred »

ORIGINAL: dr.hal

As for ships crew and AR repair of the "minor" damage, does the crew or AR have a priority? Do they go after flotation damage first and then hit systems? Do they try to hit the highest numbers first? After the attack on Pearl, I've got a number of BBs in the hurt locker and would like to have the systems damage tackled first which mitigates the spiraling out of control of the flood damage (as systems also means Damage Control) if I try to limp them back to the west coast. Thoughts? Hal

Read pages 239-249 of the manual for the details on ship repairs. It is a bit complex and most people will be very glad to simply leave it up to the computer to handle.

As your first "wish" to the repair genie has been wasted because it will not be granted, here are a few comments to point you in the right direction for the second wish.

There are 4 repair modes.

1. Shipyard
2. Repair ship (aka tenders)
3. Pierside
4. Readiness

Ships in repair mode use up repair capacity in decreasing order from shipyard down to readiness. Within each repair mode, the "facilities" provide, at different rates, repair points. These repair points are aggregated. To remove a single damage point, 100 repair points are consumed.

In simple terms, the application of this repair effort will "usually" be directed towards the type most damaged. The complication is that damage is sub divided into the following bands:
  • 90+
  • 75-89
  • 60-74
  • 45-59
  • 30-44
  • 15-29
  • 8-14
  • 4-7
  • 2-3
  • 1

Within each band, the damage type to be repaired is "favoured" in the following decreasing order:
  • Flotation
  • Engine
  • System

Then to further complicate the process, because of the existence of bands, damage is repaired in stages rather than say repairing flotation down to zero before commencing work on engine damage. But wait there is more, different priority is accorded to "major" and "normal" damage.[:)]

So to get back to your embedded questions and wishes (which the genie will refuse to grant):

(a) No, your systems damage will not be tackled first (unless it meets the above band criteria etc)
(b) The tender's repair points will be first consumed but this is really an irrelevant consideration as what matters is the repair mode and the aggregated repair points generated.

Alfred
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