US Carriers

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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inqistor
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RE: US Carriers

Post by inqistor »

ORIGINAL: Zubnik

Cool, read that wrong, so as long as OPS is <1000 (or zero in my case) and MS is > 0, my carrier task force should fly CAP and launch offensive missions, correct, because mine are not, why?
Not quite. IIRC every sortie uses 1 OPS, so you need some spare, but only rearming tends to use anything nearby 1000.
Weather might prevent your air operations, or terrible morale of your air groups. Or wrong orders. Or lack of fuel for ships.
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inqistor
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RE: US Carriers

Post by inqistor »

ORIGINAL: fcooke

I'm going to feel like an idiot here, because I've been playing the game since it came out, and did read the manual way back then, but what is the impact of what home port is assigned?
TF will try to return to Home Port, when mission is fulfilled, or aborted. That can be really painful, when some damaged ships get split.
It can also abort your mission prematurely, if AI recalculate, that your TF would not have enough fuel for return trip to remote Home Port.

Generally, you should set Home Port to nearest Base, so if one of your ship gets torpedoed, it will disband in the same turn. That would help fighting fire, and flotation damage.
rockmedic109
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RE: US Carriers

Post by rockmedic109 »

I think coastal hexes also cut flight ops by 50%. I think CVEs are exempt.
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witpqs
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RE: US Carriers

Post by witpqs »

ORIGINAL: inqistor

ORIGINAL: fcooke

I'm going to feel like an idiot here, because I've been playing the game since it came out, and did read the manual way back then, but what is the impact of what home port is assigned?
TF will try to return to Home Port, when mission is fulfilled, or aborted. That can be really painful, when some damaged ships get split.
It can also abort your mission prematurely, if AI recalculate, that your TF would not have enough fuel for return trip to remote Home Port.

Generally, you should set Home Port to nearest Base, so if one of your ship gets torpedoed, it will disband in the same turn. That would help fighting fire, and flotation damage.
+1

Home port is something to be careful with when a TF heads into danger. Think about making be a port in a favorable direction from where the action is taking place, that is to say favorable for retirement to that port. If your TF "retires" in a direction which you know to be toward greater danger that can really screw up your plans.
Zubnik
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RE: US Carriers

Post by Zubnik »

Thanks everyone, it was aircraft capacity that was the problem!!!!!
fcooke
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RE: US Carriers

Post by fcooke »

Thanks guys. I tend to learn something new every day, it just came extra early today.
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HansBolter
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RE: US Carriers

Post by HansBolter »

ORIGINAL: rockmedic109

I think coastal hexes also cut flight ops by 50%. I think CVEs are exempt.


Originally it WAS all coastal hexes, but was changed to be only port hexes.

And yes, CVEs are exempt.
Hans

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Trugrit
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RE: US Carriers

Post by Trugrit »

ORIGINAL: rockmedic109

I think coastal hexes also cut flight ops by 50%. I think CVEs are exempt.
No,

Base hexes cut CV's and CVL's flight ops by 50%.
They operate normally in coastal hexes.

CVE's can operate normally in base hexes and coastal hexes.

witpqs says "friendly" base hexes cut CV's and CVL's flight ops.
fb.asp?m=3825294

I'm not sure about that so I never run flight ops when I'm in a base hex.

As this thread has pointed out carrier operations are complex in this game.


"A man's got to know his limitations" -Dirty Harry
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