Getting damaged ship out

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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pmattiasn
Posts: 86
Joined: Fri Dec 07, 2007 8:29 am
Location: Stockholm

RE: Getting damaged ship out

Post by pmattiasn »

Hi all and thanks for advice. As per above, the scenario is allied player, damaged sub (0/54/0) in Darwin (no ARD present) and trying to get it out. Did not accept any combo of speed, mission and home port but RTB:d every turn.

Now all of a sudden it worked. Set it to "mission speed", "patrol" and homeport PM and it happily sailed there! Now it's halfway to Sydney and seems to be making it.

I'm mostly curious if this is completely random or if there are any parameters I can control to make a damaged ship more likely to stick to orders even if they run the risk of sinking enroute?

Cheers,
Mattias
erstad
Posts: 1949
Joined: Mon Aug 02, 2004 11:40 pm
Location: Midwest USA

RE: Getting damaged ship out

Post by erstad »

I've run into this. I do have a strategy that seems to help, although with all the randoms involved I can't be sure I haven't fooled myself.

My experience is that if you set a home port/destination a long ways away, the chances of just disbanding in the original port are high. But if I set a destination that is, say, 4 hexes away, it will often move there. Then, I move another short hop, etc.

As a specific case in point, I recently had a sub with something like 65 major float damage somewhere like Ambon. I tried twice (IIRC) to return it to Manila, didn't go but disbanded instead. I changed to short hops, and have made two hops of around 4 hexes each without problem.

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