ORIGINAL: jmalter
Worried that only half your strike-aircraft launched.
I'm pretty sure any CV strike launched from costal waters is automatically halved.
Jim
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
ORIGINAL: jmalter
Worried that only half your strike-aircraft launched.
ORIGINAL: BBfanboy
APD ASW is not as good as DE's. IIRC the numbers are DE-6, APD-4, original DD configuration -2.
ORIGINAL: Jim D Burns
ORIGINAL: jmalter
Worried that only half your strike-aircraft launched.
I'm pretty sure any CV strike launched from costal waters is automatically halved.
Jim
ORIGINAL: BBfanboy
And the really neat thing is that APDs can do ASW duty too, even when they are loaded.
ORIGINAL: HansBolter
ORIGINAL: Jim D Burns
ORIGINAL: jmalter
Worried that only half your strike-aircraft launched.
I'm pretty sure any CV strike launched from costal waters is automatically halved.
Jim
Used to be all coastal, but was changed to port hexes only.
ORIGINAL: Bullwinkle58
ORIGINAL: BBfanboy
And the really neat thing is that APDs can do ASW duty too, even when they are loaded.
Yes, they're still excellent for the era as APDs. Not as good as some of the RN DDs, but really good versus the ASW 2 rating on most USN DDs before the first upgrade cycle. The non-APD route is DEs I think, and I don't recall the difference with an APD's ASW rating. But the Fast Transport capability is gold to me. It makes the Marine Raider LCUs very handy.
ORIGINAL: apbarog
Thanks for the advice everyone. I may go with the APD's after all. I was just feeling the real lack of ASW currently and thought this was a good way to remedy that situation. I will at least split the conversions, and possibly switch to all APD's. I need to learn more about future reinforcements as the Allied side, something that I am not familiar with. Thanks again all.
You did the right thing by ducking into the nearest port rather than take a chance the sub won't find it before you got to Sydney. Flotation damage is often exaggerated the first turn after being hit and getting to port lets you pump out the non-major flooding, and take care of the system damage. As Bullwinkle58 states, you can afford to be patient and let the small port do what it can before sending Otus on to Sydney. Meanwhile the sub will get tired of hunting and go elsewhere.ORIGINAL: apbarog
8 Mar 42
One of the great things about AE, for me, is the individual story of ships surviving the odds and making it to safety. One of those stories almost ended today, and may still end tomorrow. AS Otus, which I believe started out in the Philippines, made the long trek to Australia after (I think) taking a torpedo hit. It repaired all of its SYS damage at Perth, and left there with FLOT damage in the 30's. It then proceeded to Melbourne fine, but found the port crowded and a long repair time there with a small repair yard.
I knew that there was at least one sub between Melbourne and Sydney, but I decided to risk it and send Otus to Sydney for a quicker repair. On this turn, just 2 hexes from Sydney, I-169 put another torpedo into her, pushing the FLOT damage into the 60's and SYS damage into the 20's. With the engine damage, it can now move one hex. I chose to send it to the adjacent size 3 port, just south of Sydney. Hopefully it will make it, and the port will be big enough to save her. Fortunately there is no fire damage.
Big battles are great, but the little stories are great too.
The only other notable event this turn was that Jolo fell. My desperate shock attack there never happened as the base fell with the Japanese deliberate attack.
You know I have that issue as well in my game but I was just going to send a bunch of divisions there to meet it. Probably should have realized it was a bug in a mod.ORIGINAL: apbarog
The game is back on. I had to redo just this last turn, so nothing lost really. The Mukden issue turned out to be a typo in DBB-B version 14, with the garrison accidentally set to 2000 instead of 200. My opponent has gone back to version 13 to stay in synch with me.