The Good The Bad & The Indifferent
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: The Good The Bad & The Indifferent
More planes than torpedoes?
- Canoerebel
- Posts: 21099
- Joined: Fri Dec 13, 2002 11:21 pm
- Location: Northwestern Georgia, USA
- Contact:
RE: The Good The Bad & The Indifferent
That's it, apbarog. I went back and added 20 more torps to the HQ, and the TBF then had torps enabled. (What threw me be, beyond sheer ignorance, was the fact that the squadron WAS enabled at Jaluit - same number of planes, same HQ, same number of torps; so when I moved the planes, I didn't think to check that again.)
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
RE: The Good The Bad & The Indifferent
ORIGINAL: apbarog
More planes than torpedoes?
Winner, most of your TBFs will fly with torps, but some will not. Add more Torps and all of them
should fly with torps.
- Canoerebel
- Posts: 21099
- Joined: Fri Dec 13, 2002 11:21 pm
- Location: Northwestern Georgia, USA
- Contact:
RE: The Good The Bad & The Indifferent
Here's the information Michael (NYGiants) asked for (I think):


- Attachments
-
- 080743M..aseInfo.jpg (435.51 KiB) Viewed 173 times
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
- Canoerebel
- Posts: 21099
- Joined: Fri Dec 13, 2002 11:21 pm
- Location: Northwestern Georgia, USA
- Contact:
RE: The Good The Bad & The Indifferent
You've probably seen this video before. I had. But it really brought the game to life since John and I are fighting hard in the Marshalls/Gilberts right now.
https://www.youtube.com/watch?v=-HIYYvgpqFM
https://www.youtube.com/watch?v=-HIYYvgpqFM
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
RE: The Good The Bad & The Indifferent
Also... click on the show TOE button (text) to show the air HQ's TOE. You will see the torpedo line change a bit. Enter the number of torpedoes that you want the air HQ to automatically rearm. If you enter "200" and air HQ only has 100 torpedoes, next turn is will automatically get 100 more torpedoes (to bring stock to 200). This does require that it be set to accept Replacements. This makes it easier to deal with air HQs and torpedoes.ORIGINAL: Canoerebel
That's it, apbarog. I went back and added 20 more torps to the HQ, and the TBF then had torps enabled. (What threw me be, beyond sheer ignorance, was the fact that the squadron WAS enabled at Jaluit - same number of planes, same HQ, same number of torps; so when I moved the planes, I didn't think to check that again.)
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: The Good The Bad & The Indifferent
Always stock your HQs with enough torps that any aircraft that can carry them can fly two strikes on the same day. It doesn't happen very often but if the enemy is close enough and you have good enough DL to get a morning strike, you might also get an afternoon one.ORIGINAL: witpqs
Also... click on the show TOE button (text) to show the air HQ's TOE. You will see the torpedo line change a bit. Enter the number of torpedoes that you want the air HQ to automatically rearm. If you enter "200" and air HQ only has 100 torpedoes, next turn is will automatically get 100 more torpedoes (to bring stock to 200). This does require that it be set to accept Replacements. This makes it easier to deal with air HQs and torpedoes.ORIGINAL: Canoerebel
That's it, apbarog. I went back and added 20 more torps to the HQ, and the TBF then had torps enabled. (What threw me be, beyond sheer ignorance, was the fact that the squadron WAS enabled at Jaluit - same number of planes, same HQ, same number of torps; so when I moved the planes, I didn't think to check that again.)
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
RE: The Good The Bad & The Indifferent
ORIGINAL: Canoerebel
That leaves me with one CV (Victorious) extra. I'll have to figure out what to do with her.
May be as spare, just behind the CV fleet, and with aircraft on ASW duties. In order to quickly replace a CV in case of damage by sub or air combat.
War Options 1941 mod : https://sites.google.com/site/waroptionswitpaemod/
RE: The Good The Bad & The Indifferent
ORIGINAL: witpqs
Also... click on the show TOE button (text) to show the air HQ's TOE. You will see the torpedo line change a bit. Enter the number of torpedoes that you want the air HQ to automatically rearm. If you enter "200" and air HQ only has 100 torpedoes, next turn is will automatically get 100 more torpedoes (to bring stock to 200). This does require that it be set to accept Replacements. This makes it easier to deal with air HQs and torpedoes.
I didn't know that. Thank you kindly, sir.[&o]
- Bullwinkle58
- Posts: 11297
- Joined: Tue Feb 24, 2009 12:47 pm
RE: The Good The Bad & The Indifferent
ORIGINAL: Canoerebel
BB Resolution Quandary: This BB suffered light/moderate damage during Roller Coaster and retired to San Fran to repair and upgrade. Sadly, the upgrade takes about 70 days (all RN ships seem to take a long, long, long time). She still has 69 days to complete upgrades and she's due for withdrawal in 39 days. The math doesn't work well for me. I checked, and I don't have the option to withdraw her. Am I screwed? I'm probably screwed, right?
I dimly remember there is a way to stop an upgrade. Maybe. I think witpqs posted about it months ago. Or it might have been Michael.
I think it involved not going in through the Manage Ships Under Repair button, but another way. Maybe the Show Ships Under Repair button on the right side of the lower base screen.
Anyway, I think it can be done, but I've never done it. If it can't be done, yeah, you're in for some hefty PP penalties.
The Moose
RE: The Good The Bad & The Indifferent
The only way I know of is to set "No" to the upgrade button on the ship's display. After an upgrade goes, you're just stuck waiting for the ship to finish upgrading or repairing, whichever is longer.ORIGINAL: Bullwinkle58
ORIGINAL: Canoerebel
BB Resolution Quandary: This BB suffered light/moderate damage during Roller Coaster and retired to San Fran to repair and upgrade. Sadly, the upgrade takes about 70 days (all RN ships seem to take a long, long, long time). She still has 69 days to complete upgrades and she's due for withdrawal in 39 days. The math doesn't work well for me. I checked, and I don't have the option to withdraw her. Am I screwed? I'm probably screwed, right?
I dimly remember there is a way to stop an upgrade. Maybe. I think witpqs posted about it months ago. Or it might have been Michael.
I think it involved not going in through the Manage Ships Under Repair button, but another way. Maybe the Show Ships Under Repair button on the right side of the lower base screen.
Anyway, I think it can be done, but I've never done it. If it can't be done, yeah, you're in for some hefty PP penalties.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
- Canoerebel
- Posts: 21099
- Joined: Fri Dec 13, 2002 11:21 pm
- Location: Northwestern Georgia, USA
- Contact:
RE: The Good The Bad & The Indifferent
I double-checked and there is a Withdraw Ship button on the Resolution screen. I'm not sure how I missed it the first time. Total damage (battle + upgrade) is less than 50, so I'm good to go.
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
- Bullwinkle58
- Posts: 11297
- Joined: Tue Feb 24, 2009 12:47 pm
RE: The Good The Bad & The Indifferent
ORIGINAL: Canoerebel
I double-checked and there is a Withdraw Ship button on the Resolution screen. I'm not sure how I missed it the first time. Total damage (battle + upgrade) is less than 50, so I'm good to go.
That might have been what I was remembering. On one screen it doesn't show if in upgrade, and the other it does. It's hell getting old. I just remember it was in a discussion of this very problem, and the screen most people use to manage the ship doesn't show it.
The Moose
- Canoerebel
- Posts: 21099
- Joined: Fri Dec 13, 2002 11:21 pm
- Location: Northwestern Georgia, USA
- Contact:
RE: The Good The Bad & The Indifferent
Thanks. You got me to double-checking, which led to the right button.
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
RE: The Good The Bad & The Indifferent
ORIGINAL: BBfanboy
Must have been very good die rolls to get her to burn up with only 15 bomb hits. Mostly I have seen IJN BBs need about 25-30 bomb hits to get enough systems damage and heavy fires to get runaway damage and burn up.ORIGINAL: Crackaces
ORIGINAL: JohnDillworth
It would have been nice if one or two of those bomb hits were torpedo hits instead. What have you got in the way of ship killers? you don't what to waste strike aircraft armed with bombs against BB's.
I think Canoerebel is doing pretty good with the resources he has ... I count 17 1000 pound bomb strikes on the Musashi .. I have sank a Yamato class BB with less 1000 pounders (15) and no torps
Still, the hits and fires on Musashi and Nagato probably caused ~ 30 points of systems damage which would make them vulnerable to further attacks and poor in SCTF or Bombardment TF effectiveness. He must send them for lengthy repairs. I figure six weeks to two months.
Well first I owe an apology to John Dillworth, because his orginal post spurred a great discussion on why Canoerebel had not placed Torpedo Bombers in the Marshalls .. Great discussion!
I agree with you 100% that sinking a big BB with 15 1K pounders is about -3 standard deviations .. not very likely ... but like the lottery slogan you can't win if you don't play [:'(]
My thought was that Canoerebel was not sending in the TB's evaluating the risk benefit .. if a torp does hit there is some P(x) that it is not going to work vs. P(y) getting shot down by flak
In my case I got 2 critical hits out of 15 ...and the fires did the job ... I did not know until I got an Email with a "this game sucks ..." What I also do not know and might be a huge factor in this case is the damage prior to my assault ..doing the bombardment thing at full speed and taking on shore batteries has it toll
I think 2 sys per hit is a good estimate of damage given no critical hits and whatever random float/engine damage
One thing I do like to do is train my B-25's and P-39's for skip bombing .. I find I get some excellent results against the big girls... just get fires going ..
Ok back to your AAR ..
"What gets us into trouble is not what we don't know. It's what we know for sure that just ain't so"
- Canoerebel
- Posts: 21099
- Joined: Fri Dec 13, 2002 11:21 pm
- Location: Northwestern Georgia, USA
- Contact:
RE: The Good The Bad & The Indifferent
8/8/43
An interesting turn, but it's been a long day, so my post will be briefer than it out to be.
Roller Coaster: Snapper fires a spread of four torps at CVL Ryujo two hexes SE of Wake Island. CA Kumano is part of this TF. Meanswhile, 35 hexes south (and just NE of Tabituea) is that large CVE TF (NavSearch reports 10 CVEs, but also reports Zuikaku's fighters are there).
This is very strange. John has two carrier TFs widely dispersed and entering waters that aren't friendly to him. He must feel he knows where my carriers are. Wasp and Lex will be ready to steam in three days, at which time I'd gladly take a shot at striking a divided carrier force. But John may combine them or withdraw before any of that happens.
The raiding DD force east of the Marshalls turned out to be CL Isuzu and about five DDs. They sank one xAK. Now they seem to be retiring towards CVL Ryujo's TF.
18th Canadian Bde. upgraded everything except the infantry squads. I'll give it one more day to see what happens. Then this unit loads.
It looks like things are shaping up for a mighty clash in the Marshalls, though John may pull back.
Circus: No signs of an imminent enemy move on Ulak. I'd like that to continue for awhile. I don't want to lose Ulak prior to Operation Carnival, yet I'm not in a position to rally strongly to its defense.
An interesting turn, but it's been a long day, so my post will be briefer than it out to be.
Roller Coaster: Snapper fires a spread of four torps at CVL Ryujo two hexes SE of Wake Island. CA Kumano is part of this TF. Meanswhile, 35 hexes south (and just NE of Tabituea) is that large CVE TF (NavSearch reports 10 CVEs, but also reports Zuikaku's fighters are there).
This is very strange. John has two carrier TFs widely dispersed and entering waters that aren't friendly to him. He must feel he knows where my carriers are. Wasp and Lex will be ready to steam in three days, at which time I'd gladly take a shot at striking a divided carrier force. But John may combine them or withdraw before any of that happens.
The raiding DD force east of the Marshalls turned out to be CL Isuzu and about five DDs. They sank one xAK. Now they seem to be retiring towards CVL Ryujo's TF.
18th Canadian Bde. upgraded everything except the infantry squads. I'll give it one more day to see what happens. Then this unit loads.
It looks like things are shaping up for a mighty clash in the Marshalls, though John may pull back.
Circus: No signs of an imminent enemy move on Ulak. I'd like that to continue for awhile. I don't want to lose Ulak prior to Operation Carnival, yet I'm not in a position to rally strongly to its defense.
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
RE: The Good The Bad & The Indifferent
Nice sub use.[:)]
Usually CVLs get hit...should have fired 6.
Usually CVLs get hit...should have fired 6.
-
- Posts: 392
- Joined: Thu Oct 04, 2012 4:14 pm
- Location: Comfy Chair in Baton Rouge
RE: The Good The Bad & The Indifferent
You need an HQ at Ailinglaplap. You can try to transport some of the HQ from Jaluit using PBYs. You may get a large enough fragment of the HQ to requisition torpedoes. The drawback is that you pull the PBYs off of search.
Never trust a man who's ass is wider than his shoulders.
RE: The Good The Bad & The Indifferent
See CR's post # 5742. He got the torps he needed with the Air HQ still at Jaluit.ORIGINAL: poodlebrain
You need an HQ at Ailinglaplap. You can try to transport some of the HQ from Jaluit using PBYs. You may get a large enough fragment of the HQ to requisition torpedoes. The drawback is that you pull the PBYs off of search.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
RE: The Good The Bad & The Indifferent
This is very strange. John has two carrier TFs widely dispersed and entering waters that aren't friendly to him.
Perhaps it's alone, aside from escorts, and inbound to join KB?
If he was upgrading a couple of weeks back, it could be that Ryujo was a laggard about getting her upgrades done. Now, she's catching up with the main fleet.
Or, maybe she's running a sweep to get rid of your pickets?
Just some thoughts.