CV Indomitable
Port Level 1(94%) of 3 with one AR now on-site and two more ~fifteen days outs. Dropped the # of Day to repair from 201 to 98. This might be doable.......
98 is the number of days it will take you to repair system and minor float/ engine... still higher than the days you have left before withdrawal
you should think about expending all your PP points before you get the hit
ORIGINAL: Jorge_Stanbury
98 is the number of days it will take you to repair system and minor float/ engine... still higher than the days you have left before withdrawal
you should think about expending all your PP points before you get the hit
Jorge,
100% agree the hope is in ~20 days we can move the ship to Sidney and speed the process along faster with 200+ Naval Support and a Level 9 port. Plus by then I should have three AR's. But to your point I have though a lot about how to burn my 1100 PP in storage just in case.
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some smaller ports with no enemy nearby. Ships can always be withdrawn from any off- map port or from any TF that is currently off map. Ships that are not badly damaged can be withdrawn from some on-map ports or from TFs in certain on-map regions. For on map, ship may not be on fire, total damage may not exceed 99 and no individual damage type (system, floatation, engine) may exceed 50. Ships may not be withdrawn from any on-map location where the enemy has air superiority. The
intent is to prevent withdrawal as a method of saving a ship that stands a good chance of being lost or further damaged. On map withdrawal ports are set based on the historical exit locations for ships leaving the Pacific:
1. Any level 9 port.
2. National home ports of the United States, Canada, India, Australia, and New
Zealand (with no port level requirement)
3. Any level 7 or larger port on the US or Canadian West Coast.
4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some smaller ports with no enemy nearby. Ships can always be withdrawn from any off- map port or from any TF that is currently off map. Ships that are not badly damaged can be withdrawn from some on-map ports or from TFs in certain on-map regions. For on map, ship may not be on fire, total damage may not exceed 99 and no individual damage type (system, floatation, engine) may exceed 50. Ships may not be withdrawn from any on-map location where the enemy has air superiority. The
intent is to prevent withdrawal as a method of saving a ship that stands a good chance of being lost or further damaged. On map withdrawal ports are set based on the historical exit locations for ships leaving the Pacific:
1. Any level 9 port.
2. National home ports of the United States, Canada, India, Australia, and New
Zealand (with no port level requirement)
3. Any level 7 or larger port on the US or Canadian West Coast.
4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
6. Any level 7 or larger port in New Zealand.
Thanks Bullwinkle58!!!!
So I have 191 points of damage that needs to be removed to include 6 major Flotation damage. Say it takes ten days to reach Sydney. There are 55 days left, 25 days to get the speed back up to ten and 10 days to get Sydney -- this leave 20 days in port fix the rest of the damage.
If I put the ship in "shipyard mode" does it fix the major Flotation Damage or Engine Damage 1st?
If I get to Sydney and fix the six points of major damage with the shipyard. With the LVL 9 Port, 200 Naval support and three ARs using preside & critical I could only run over a couple of days getting the total damage down under 100. But Does Flotation or Engine Major Damage get repair 1st?
If I run over ten days (call it a reserve) that would cost me 500 PP if I drain the pool to zero points. How many political points does everyone feel another CV in 1944 is worth plus denying him a couple 100 VPS????
What cannot be changed by the player and is fully under the control of the “repair manager” is the order in which the individual IR is undertaken. The “repair manager” prioritises the RW and the expenditure of IRP on the basis of damaged area and degree of the damage.
The first priority of the “repair manager” is to work, in descending order on:
• Flotation
• Engine
• System
The second priority is to work until damage in an area is reduced to a commensurate damage level in the other areas. This work is done within the following bands.
In practice this means that a ship with 77 flotation, 48 engine and 17 system damage will see the “repair manager” directing the RW to work on the flotation damage until it is reduced to 45 at which point the RW are redirected to work on the engine damage until it is reduced to 45. At that point the RW restart work on flotation until it is reduced to 30, then switch over to work again on engine until it is reduced to 30. At that point the process starts over again with the RW on flotation until it is reduced to 15, then engine until it is reduced to 15 and only now do the RW start to work on reducing the system damage down from 17 to 15. When that is accomplished the RW again work on reducing flotation to 8, engine to 8, system to 8 and so on.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
The cost you will pay is in USA divisions, air groups, etc you won't be able to purchase for use in 1942, when they are critical.
In exchange for victory points and a British carrier back in 1944 or even 1945, as it will take additional days to repair damage accrued; as most likely you will withdraw it as soon as you can (meaning still in a heavy damaged state).
By the time it returns you will already be operating at least a dozen of Essex and Independence class carriers, this against an already significantly diminished KB
That being said....
I remember in my own Allied game, I had a carrier in relatively similar conditions:
If you look at my AAR: Jorge's(A) crusade to the fabled kingdom of PresterJohn(J) DBB-C --- A
pages 23 - 24 you will get the idea;
but thing is, I was able to withdraw a British carrier under heavy damage; certainly more than 50 combined.
So my suggestion would be to take it to Sydney at least;
EDIT: Do you have a naval HQ at Raoul? if not you should move some ASAP
All sound advice, the plan is to move the Carrier to Sydney and play it by ear. I have the Asiatic Fleet set to arrive(rebuilt) in 7 Days and the Eastern Fleet in Ceylon. No other Naval HQ's can be moved. Plan's are underway to move the Eastern Fleet to Sydney but this will take a long time.....
Then find the closest BF with "rich" naval support content.
Key is to eliminate all minor float and engine damage as quickly as possible. With ARs and naval support you might be able to reduce multiple points in a day. If you saw my AAR, there were days in which my damaged carrier reduced 10+ points of minor float. Once all minor float and engine are taken care I recommend you start the journey, assuming of course speed is within reason
Operation Hound in underway, after the Japanese withdrew overnight from their positions at Townsville. Our best estimate is they plan on pulling back and either -
1) Pulling out of Australia.
2) Falling back to Cairns to established fortified positions.
Neither of these can be allowed, I know the plan was to coordinate this offensive with the Operation Ironhide but the opportunity to eliminate the Japanese in the open is too great to pass up. All forces that were held in reserve (as to avoid tipping off the operation) at Brisbane are loading trains now and will move to their jump off positions. All forces at the front (Left, Center and Right) have all of their artillery, engineer and anti-air eliminated in place. The "left" wing has the AUS Armor and 19th UK Infantry Division in route and the "right" wing is still missing two US Infantry Divisions.
There is a low probability that this is a trap, but it is possible. To Counter this possibility four Australian Mounted Infantry Regiments were detached from the left wing and will move to Brisbane to act as a mobile reserve. Should the need arise we may need the Carrier Fleet to sortie from Auckland and take any landing forces from the flank.
The order of the day is to "Advance without Regard to the Rear or Flanks". The forces at Brisbane will simply have to catch up to the advancing army.
Then find the closest BF with "rich" naval support content.
Key is to eliminate all minor float and engine damage as quickly as possible. With ARs and naval support you might be able to reduce multiple points in a day. If you saw my AAR, there were days in which my damaged carrier reduced 10+ points of minor float. Once all minor float and engine are taken care I recommend you start the journey, assuming of course speed is within reason
Jorge_Stanbury,
You are very correct starting turn 172 you can see me removing 11 points of Minor Float per day, this is the day the first AR arrived and the port when to level 2. The question is how fast can I fix minor Engine Damage? Is it slower than ten points a day or the same basic rate? Speed is up from 1(0) to 5(1) after fixing the minor float damage.
System will need ~1 turn per point, which is why it might be better to send it as soon as you eliminate all minor damage
Thanks for all of the information!!! I have 146 Naval Support and growing at Sydney. I am also in the process of clearing out all of the submarines between Raoul and Sydney.
Operation Hound in underway, while the advance north has stalled with only two attacks the flanking movement is well underway. If the "Left" wing is successful it is possible the Japanese will not realize the 18th UK Division is on the left flank and that a third US Infantry Division is ready to reinforce the "right" wing. I understand additional air forces are in route to reinforce the two B-26, one B-25 and three Hudson air units in theater, do we know when they will arrive? The current bomber forces simply are having no real effect on the Japanese forces.
In the Attached Appendices please find summary for the engagements to date.....
CV Indomitable
The good news is that Major Float damage was worked off at 10 points a day and most of the Engine damage at 4 points a day. The bad news is that is taking 2/3 days to work off the system damage. As a result she will set sail for Sydney this turn 43 hexes away. Their will be three AR at this port and 350 Naval support at the level 9 port. The shipyard is a 30 point yard.
CV Indomitable
The good news is that Major Float damage was worked off at 10 points a day and most of the Engine damage at 4 points a day. The bad news is that is taking 2/3 days to work off the system damage. As a result she will set sail for Sydney this turn 43 hexes away. Their will be three AR at this port and 350 Naval support at the level 9 port. The shipyard is a 30 point yard.
You must make a choice between the shipyard or the Port + NS + ARs. I don't think the SY repair points can help the port and vice versa.
Looks like the ship should go in the SY to get at least 7 major float damage removed and then switch out to the port to remove enough points to get her below 99. At that point you can simply withdraw the CV at Sydney.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
ORIGINAL: BBfanboy
You must make a choice between the shipyard or the Port + NS + ARs. I don't think the SY repair points can help the port and vice versa.
Looks like the ship should go in the SY to get at least 7 major float damage removed and then switch out to the port to remove enough points to get her below 99. At that point you can simply withdraw the CV at Sydney.
That is the plan, all we need now is to avoid the submarines. [:D]