Dutch AVP Arend: Scenario 1 Exploits

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Re: Dutch AVP Arend: Scenario 1 Exploits

Post by Ambassador »

BBfanboy wrote: Wed Dec 14, 2022 11:33 pm Alfred's Repair 101 talks about how damage is repaired in "bands" of about 15 points. It looks like repair of O-23's float damage is on hold while the system damage is being worked on (until it gets down to the same band level as the float damage). This is one of the reasons why it is desirable to repair the system damage at pierside using port repair points before putting the vessel in the SY where it can only use SY points.
This is important to remember, but also the fact that Alfred’s 101 guide doesn’t examine every factor in play (maybe because his so often-mentioned NDA clause…).

For example, tinkering with the editor, I noticed that a ship’s Durability, Armor and Tonnage will influence the length of the planned repair. Small ships, with lower durability and less (or no) armor will repair faster than similarly damaged ships. So I believe his « rule » of 100 IRP to repair 1 POD is only a guideline for a certain size of ships and actual numbers used depend on those other factors.
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Re: Dutch AVP Arend: Scenario 1 Exploits

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Ambassador wrote: Thu Dec 15, 2022 4:57 pm
BBfanboy wrote: Wed Dec 14, 2022 11:33 pm Alfred's Repair 101 talks about how damage is repaired in "bands" of about 15 points. It looks like repair of O-23's float damage is on hold while the system damage is being worked on (until it gets down to the same band level as the float damage). This is one of the reasons why it is desirable to repair the system damage at pierside using port repair points before putting the vessel in the SY where it can only use SY points.
This is important to remember, but also the fact that Alfred’s 101 guide doesn’t examine every factor in play (maybe because his so often-mentioned NDA clause…).

For example, tinkering with the editor, I noticed that a ship’s Durability, Armor and Tonnage will influence the length of the planned repair. Small ships, with lower durability and less (or no) armor will repair faster than similarly damaged ships. So I believe his « rule » of 100 IRP to repair 1 POD is only a guideline for a certain size of ships and actual numbers used depend on those other factors.
When looking at the individual ship on the "Manage ships under repair" screen, a player can see how many repair points are done and the percentage of completion. So the USS Nevada has 217 RPs which is 33% completed for the next point of major flotation damage to be repaired. A person could calculate from there just how many repair points are needed to repair one point of flotation damage. For damaged ships of the same class and upgrade level, a person could then determine if the engines and systems require the same number of repair points to repair a single point of damage. For me, I won't bother with that as I am not obsessive compulsive about that.
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Re: Dutch AVP Arend: Scenario 1 Exploits

Post by BBfanboy »

It's in the manual that tonnage and durability are factors in repair calculations, but armor is not mentioned. The durability factor should include the armor protecting the ship anyway.
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Re: Dutch AVP Arend: Scenario 1 Exploits

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RangerJoe wrote: Thu Dec 15, 2022 5:43 pm
When looking at the individual ship on the "Manage ships under repair" screen, a player can see how many repair points are done and the percentage of completion. So the USS Nevada has 217 RPs which is 33% completed for the next point of major flotation damage to be repaired. A person could calculate from there just how many repair points are needed to repair one point of flotation damage. For damaged ships of the same class and upgrade level, a person could then determine if the engines and systems require the same number of repair points to repair a single point of damage. For me, I won't bother with that as I am not obsessive compulsive about that.
I am, sometimes. :geek: :mrgreen: :twisted: :lol:

What I did, some time ago (and I kept some notes), is use a Guadalcanal scenario I used as editing test. I put BB Maryland (32600t, 130 Durability, 335/108/400 armor scheme), and a repair shipyard in Sydney.
With generalized 50 damage in each of Sys/Flt/Eng, repair estimates were 114 in repair shipyard (which is the only thing I tested, so all which follows is about shipyard repair, which is neat to discard all questions about port size, naval support, tenders, etc).
With only 50 Sys damage, repair estimates were 111 days.
With only 50 Flt, 4 days.
With only 50 Eng, 16 days.
Several turns in, estimates looked legit, albeit there is some randomness in the process (and Flt more accurately took 5 or 6 days).

Following Ship Repair 101, the RSY should generate 50x10 IRP per day, or 500. Which should translate to 5 POD repaired every turn. Maths don’t compute.
If taking the 114 days for 150 total damage, it would have consumed 15.000 IRP (at 100 IRP/POD). In 114 days, the RSY would have created 114x500 = 57.000 IRP. Repair should have been completed in less than 40 days, so one can assume that 50/50/50 damage requires approximately 57.000 IRP.
For the 50 Sys damage alone : 111 days = 55.500 IRP. 50 Flt damage alone : 2000 IRP. 50 Eng damage alone : 8.000 IRP. In each case, according to the manual and 101, each category should have cost 5.000 IRP : Sys and Eng are higher, Flt is lower.

As you can see, adding the IRP « cost » for each of the separate damage types brings the total to 65.500 IRP, more than the test with 50/50/50 damage.

Now, another finding of my test is that Durability and the Armor of the ship had a certain influence on the estimates for the Sys damage (I have neither written down nor remember any influence on Flt/Eng separately). When reducing Durability to 80 and all Armor to 0, the estimate for the full 50/50/50 damage was reduced to (I think, as I haven’t noted the exact result) around 100.
But tonnage had a greater influence. When tailoring Maryland to the RSY’s size, 50.000t, full repair estimate was slightly over 150 days (maybe even over 160, my notes are lacking). But reducing to 25.000t was reducing the estimate to 57 (roughly a third of the time for half the displacement), and reducing to 10.000t brought to 25 (from memory again - my notes are not complete). At 50kt, compared to normal 32kt (so +50% increase), the increase in duration was hardly +30/40%
Reducing to 600 or 1000t (not clear), the full RSY estimate was 16 days (so roughly 10% of the time it took for 2% of the displacement), with the full 130 Durability and normal Armor scheme, but with 13 Durability and no armor, the RSY estimate was 4 days.

Therefore, my conclusions were :
- type of damage does not cost the same IRP quantity
- Durability and Armor seem to moderately increase the repair time, ergo the IRP cost
- tonnage greatly but non-linearly influences the IRP cost

Like often, Alfred made authoritative arguments which were not confirmed by actual testing (nor actual play). Ship Repair 101 is useful, but certainly not the most reliable nor complete analysis of the actual game engine.
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Re: Dutch AVP Arend: Scenario 1 Exploits

Post by Ambassador »

BBfanboy wrote: Thu Dec 15, 2022 6:30 pm It's in the manual that tonnage and durability are factors in repair calculations, but armor is not mentioned. The durability factor should include the armor protecting the ship anyway.
I tested those separately, and they each had some influence, but Durability’s was more important. Armor’s increase in repair duration was very moderate (except when putting cruiser/battleship grade armor on ships the size of a DD or smaller). Tonnage is much more important than either.
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Re: Dutch AVP Arend: Scenario 1 Exploits

Post by RangerJoe »

As per my understanding, for a civilian ship and a military warship of the same tonnage, the military ship has the higher durability due to higher construction standards.
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Re: Dutch AVP Arend: Scenario 1 Exploits

Post by WEXF »

RangerJoe wrote: Thu Dec 15, 2022 5:43 pm When looking at the individual ship on the "Manage ships under repair" screen, a player can see how many repair points are done and the percentage of completion.
I thank all of you for the detailed discussion presented above. I do want to return to what is actually happening to O23 as the repair process continues at Perth.
Here is the most recent "Repair Summary" screen. It shows that O23 is now at the same 39 System, 17 Flotation and 6 Engine damage. This is an improvement of 2 flotation major damage from the previous day. It also shows "Repair Points: 8 (14%) which calculates out to 57.1 points needed to get the next damage reduced.
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Looking at the data for O23 over the last 4 days:
Days required to Repair: Damage Repair Points
27: 39-22-6 23(41%)=56.1
26: 39-21-6 53(96%)=55.2
25: 39-19-6 26(47%)=55.3
24: 39-17-6 8(14%)=57.1

It is clear that all of the repairs have been made to the flotation damage (all major). Nothing has changed with regard to system or engine damage. The repair points needed are somewhat variable but in the same general range.
As we wait for the next update it would be expected that O23 will get about the same 86 Repair points it has been getting in the yard which will reduce the flotation damage to 16. (unless something different happens!
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Re: Dutch AVP Arend: Scenario 1 Exploits

Post by WEXF »

At the officer's club the commanders of John D. Edwards and Arend shared their days frustrations over another beer. The only update that had been received on the plan for Arend was that TF 236 was progressing safely toward its destination and was about 3-4 days out from reaching port. No enemy contact had been made. Repairs on Arend were progressing at the same pace as the previous few days, with 14 RP being credited this last day. (The RP% previously had been unlisted suggesting it was a balance of zero).
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Re: Dutch AVP Arend: Scenario 1 Exploits

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WEXF wrote: Thu Dec 15, 2022 7:21 pm I thank all of you for the detailed discussion presented above. I do want to return to what is actually happening to O23 as the repair process continues at Perth.
Here is the most recent "Repair Summary" screen. It shows that O23 is now at the same 39 System, 17 Flotation and 6 Engine damage. This is an improvement of 2 flotation major damage from the previous day. It also shows "Repair Points: 8 (14%) which calculates out to 57.1 points needed to get the next damage reduced.

Looking at the data for O23 over the last 4 days:
Days required to Repair: Damage Repair Points
27: 39-22-6 23(41%)=56.1
26: 39-21-6 53(96%)=55.2
25: 39-19-6 26(47%)=55.3
24: 39-17-6 8(14%)=57.1

It is clear that all of the repairs have been made to the flotation damage (all major). Nothing has changed with regard to system or engine damage. The repair points needed are somewhat variable but in the same general range.
As we wait for the next update it would be expected that O23 will get about the same 86 Repair points it has been getting in the yard which will reduce the flotation damage to 16. (unless something different happens!
It indeed looks like it invalidates the « simple » « repair band » theory. Maybe it’s because it’s a submarine, maybe because Flt damage requires less IRP to get repaired. The game has an automatic repair manager ; simple supposition on my part, based on nothing but logic, but it could allocate repair points on the basis of cost.


BBfanboy,
Addendum on the effect of tonnage (I found my old test scenario) : at 32.600t, and 50 Sys damage only, Maryland would require 110 days at Readiness, 82 days at Pierside and 111 days at Shipyard. Reducing the tonnage to 2.600t (roughly 8%), the durations are reduced to 68 days (61%), 48 days (58%) and 17 days (15%) respectively.
50 Flt damage were 21 days, 14 days and 4 days at 32.600t, and respectively 10, 6 and 1 days at 2600t.
50 Eng damage is 29, 21 and 16 days at 32600t, and 15, 10 and 3 days at 2600t.
Tonnage has a magnified effect on the duration of shipyard repair, but considerably reduced on Readiness and Pierside repairs.
Now, if I use as variable the fact of removing the armor (0/0/0 instead of 335/108/400), I get the following reductions :
- 50 Sys go from the same 110 Readiness, 82 Pierside and 111 Shipyard to 101 Readiness, 74 Pierside, 89 Shipyard
- 50 Flt go from 21, 14 and 4 to 18, 11 and 4 (yes, indeed, belt armor hardly has any effect on repair duration for Floatation damage…)
- 50 Eng go from 29, 21 and 16 to 26, 18 and 13.
For information, Sydney in that situation is a Port 8 with 9 naval support and no repair ship, which may explain why Readiness and Pierside durations don’t decrease as much.

If instead of using the tonnage and armor as variable, I reduce Durability to 13 (from 130), estimates go :
- for 50 Sys damage only, from 110, 82, 111 to 106, 79 and 102 days
- for 50 Flt damage only from 21, 14, 4 to 20, 13, 4
- for 50 Eng damage, from 29, 21, 16 to 28, 20, 15.

As you can see, armor does indeed have an incidence on the duration of repairs.

Now, the fun fact. Remember when the Ship Repair 101 guide indicates that every POD’s repair cost is 100 IRP, irrespective of the type (already disproved) but also irrespective of the severity (normal/major) ? Well, if I give Maryland 50 major Flt damage instead of 50 normal Flt damage, Shipyard repair duration is not 4 days but … 240 days. Likewise, with 50 major Eng damage, duration is not 16 days but 235 days.
If I reduce tonnage to 2600t, 50 major Flt damage takes 43 days, while 50 major Eng takes 37 days.
If instead I reduce Durability to 13, it takes 240 days (no reduction) for Flt, and 216 days for Eng.
If I remove armor, Flt takes 217 days while Eng takes 189 days.
So, Ship Repair 101 is plainly wrong on asserting major damage is not more expensive to repair. Which is probably what most actual players already felt, I guess, but « official » word stated otherwise.

Now, just to be thorough, if I restore my poor mistreated Maryland to full 32.600t, 130 Durability, full armor, and give her 50 Sys, 50 major Flt, 50 major Eng damage, in the same RSY 50 Sydney, Shipyard repair estimates show … 240 days. Exactly as much as for 50 major Flt damage only.
If I increase the RSY to 500, estimates for this 50/50/50 with 50/50 major damage stays 240 days. Apparently, there is a possibility of concurrent repairs in different categories (it might be worth to conduct a larger study).
If I use that 500 RSY but with only normal damage (50 in each category), estimate duration is 54 days (instead of 114). With only 50 Sys damage, repair would take 46 days in that 500 RSY. Same duration with a 150 RSY.
If I set Sydney to Port 10, with 300 Naval Support and RSY 100, 50 Sys damage on Maryland will take 85 days on Readiness, 60 days on Pierside and 68 days on Shipyard. That’s it : 300 NS in a Port 10 will repair faster on Pierside than a 100 Repair Shipyard (but not faster than a 150 RSY).

So, WETF, as you see, there are no clear analysis of the way the repair engine works in this game. Many factors are taken into consideration, which is logical and realistic when you think about it (well, except I still find the relative lack of influence of Belt Armor on Flt damage repair quite disturbing), and many things written in the 101 guide are either incomplete or plain wrong. So, read the guide and the manual to understand how the things roughly work, but don’t fixate on the finer points, but tinker yourself to get a grasp of the way things work, rather than over-analyze the manual or the ramblings on the forum.
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Re: Dutch AVP Arend: Scenario 1 Exploits

Post by WEXF »

The screens showing the repairs being done on the ships being refitted during upgrades and conversions show something I missed previously.
As the repairs approached being completed the % sign with the number of days disappeared after there was only one day remaining. The % sign is present when the ship is "refitting from repairs". Does that mean that in the final screen shown below the refitting had been completed but the ship was not quite ready to be placed back in service?
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If you look back on page 4 of this thread you will see all of the DMs and the AM with 1 day remaining and with the % sign.
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Re: Dutch AVP Arend: Scenario 1 Exploits

Post by Ambassador »

Exactly. The % sign indicates the ship is currently offline for the upgrade or conversion, and can’t be used. In the last screenshot, the conversion is finished, but the ships still have one point of damage. You should be able to set them on readiness if you are in a hurry, or leave them on Pierside to repair that damage.
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Re: Dutch AVP Arend: Scenario 1 Exploits

Post by WEXF »

Ambassador wrote: Sat Dec 17, 2022 2:35 am You should be able to set them on readiness if you are in a hurry, or leave them on Pierside to repair that damage.
Your comment brought up another aspect of the game that confuses me a bit. Yes, I am able to now put the DMs in "readiness" but that really doesn't do anything for me. In
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fact, it actually delays the availability of the ships for use in a TF. I did a test and set the John D. Edwards into readiness. That moved her out of the "ships under repair" list. In looking at the ships at Perth, she is listed but has the issue of needing 3 days before she can be placed in a TF. This is due to her being moved out of "stood down" status.
If she is left stood down in repair at pier side, I believe she will not have the 3 day delay when the final point of damage is repaired.
This was only a test, I did not make the change of the status of John D. Edwards. I am awaiting the next move in the game to see what actually happened to the ships. The info on the right side of the screen shows:
1 ship under repair at Perth- that is the DM John D Edwards.
7 ships under repair: O23, Arend, AM Bunbury and the other 4 DMs that are still stood down.
Hopefully, my opponent in our game doesn't see that there are 50 ships at Perth!
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Re: Dutch AVP Arend: Scenario 1 Exploits

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WEXF wrote: Sat Dec 17, 2022 3:29 pm
Ambassador wrote: Sat Dec 17, 2022 2:35 am You should be able to set them on readiness if you are in a hurry, or leave them on Pierside to repair that damage.
Your comment brought up another aspect of the game that confuses me a bit. Yes, I am able to now put the DMs in "readiness" but that really doesn't do anything for me. InJDETest2.jpg fact, it actually delays the availability of the ships for use in a TF. I did a test and set the John D. Edwards into readiness. That moved her out of the "ships under repair" list. In looking at the ships at Perth, she is listed but has the issue of needing 3 days before she can be placed in a TF. This is due to her being moved out of "stood down" status.
If she is left stood down in repair at pier side, I believe she will not have the 3 day delay when the final point of damage is repaired.
This was only a test, I did not make the change of the status of John D. Edwards. I am awaiting the next move in the game to see what actually happened to the ships. The info on the right side of the screen shows:
1 ship under repair at Perth- that is the DM John D Edwards.
7 ships under repair: O23, Arend, AM Bunbury and the other 4 DMs that are still stood down.
Hopefully, my opponent in our game doesn't see that there are 50 ships at Perth!
Yeah, sorry about that, i did not realize my comment was a bit misleading. The « in a hurry » part was meant in a general scope, when you have several days of repairs left. But indeed, the 3-day delay to be available for a TF only applies when you interrupt the reparation process, not when you let it run its course.

However, as you already pointed the relative lack of mine production, you shouldn’t hurry to use the DMs.
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Re: Dutch AVP Arend: Scenario 1 Exploits

Post by RangerJoe »

When manually moving ships out of pier or shipyard repair modes to readiness, it takes three days. But if they finished, they are available the next day f I remember correctly.
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Re: Dutch AVP Arend: Scenario 1 Exploits

Post by WEXF »

However, as you already pointed the relative lack of mine production, you shouldn’t hurry to use the DMs.
[/quote]

As the two officers were finishing their beers they were joined by the commanders of the other 4 DMs and LCDR Emerson, the CO of Cavite USN Base Force, an engineering unit that had originally been based at Manila. When the Japanese attacked the decision was made to try and evacuate as much of the equipment of this unit as possible. It had been a long and difficult trip but eventually a sizable portion of the unit had made it first to Java and finally to Australia. They settled in Perth and started to rebuild after the portion of their unit surrendered when Manila fell. The unit was now at 70% of TOE and all that remained to be added was Motorized and Naval Support. Emerson had known several of the other officers when they were all in Manila.
The larger group of officers went over what might happen in the next few weeks. Clearly, the finishing touches would make the 5 DMs available for assignment. Other things were happening that they felt could impact them directly.
Gen. MacArthur had just arrived in Australia. What would he want to do with the American units in the region? He was very familiar with the Cavite Base Force as they were under his command in Manila.
The plans for use of the mines on the DMs were really unclear. Would they be used to augment existing minefields that likely contained different kinds of mines? Were there any ACMs in or arriving soon in Australia that would help maintain minefields going forward? The officers concluded that all they could do was wait and see what was in the cards going forward.
LCDR Emerson pointed out that the commander of the area, Australian BGEN Jackson, of III Corps was always looking for ways to improve the defenses of his area but that units were constantly being moved into and out of his region. He wanted very much to hang on to the aviation and naval support from the Cavite BF and was especially fond of the 90mm M1A1 AA guns and the SCR-270 Radar in his unit. The AA guns had a higher ceiling than other guns in his command and the radar improved his ability to detect enemy aircraft at a range of 7x that of the sound detectors his other units had.
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The commander of Arend listened to all the conversations and continued to drink his beer. He couldn't help but wonder how all of the activity of the American Command now in Australia would impact his small ship. He thought deeply about all of the Dutch soldiers and sailors that had been forced to leave their defense positions and the large numbers that had been lost in the few months of the war. He decided to switch to Scotch!
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Re: Dutch AVP Arend: Scenario 1 Exploits

Post by RangerJoe »

Scotch would be hard to get, a local whiskey would be easier.

With the mine production and the inability to increase production as well as the inability to convert those DMs to other types, I usually convert those to APDs to both increase their ASW, escort invasion TF while also carrying 60 units of supplies, while also allowing Fast Transport types of missions. Combine the APDs with the AVDs, and a small force can be quickly dropped off with supplies to quickly capture and undefended or lightly defended base or to reinforce a base that needs it. Those Fast Transport TFs also work nice to evacuate units or parts of units as well.

But wherever to place a defensive minefield, also have an ACM there. Don't worry about mixing types. Also, instead of one large minefield use several days to lay more but smaller minefields. All mines laid in one day become just one minefield. Once the minefield is detected, the enemy tends to avoid it even if they revisit the base.

But submarines are nice for laying offensive minefields. :D :D In my current beta testing, a lot of IJN ships have detonated a bunch of them and some of those ships, mostly destroyers, are now homes for the fishes! :lol:
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Re: Dutch AVP Arend: Scenario 1 Exploits

Post by WEXF »

LCDR Goerk hadn't shared everything he knew with the Americans. He knew that almost every Dutch ship that could make it out of the DEI headed to Australia and mainly to Perth. At present there were 17 Dutch ships anchored at Perth, some that would help in the repair of O23, with many more in various TF nearby and enroute to Cape Town. Goerk had heard that 5 Dutch AVPs had already been sent to Cape Town rather than being used to help defend against the Japanese. He wondered if the same fate would befall Arend following the completion of her repairs or if her capability of carrying a float plane would make a difference?
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Re: Dutch AVP Arend: Scenario 1 Exploits

Post by WEXF »

CDR Bren on DM John D. Edwards finally found out that all work had been completed on the conversion of his ship and that a full supply of 40 MK 6 mines had been loaded. The same was true for the other 4 converted DMs. The 5 ships now had 200 mines that could be deployed once command decided how that was to be done. Bren received no specific orders but was told that until a decision was made on using the mines, his ship and the others, would be used in escort and ASW operations out of Perth.

I have found a reference to the * in the Ammo column of the mine device. In the "What's New" folder of WITP-AE under "New Features" item 32 reads: "Added to ship with mine device an * printed in ammo column if there are devices in the pool; acts as a quick check if mines could be loaded."
It looks to me that this means that there are some of the mine type in the pool or at least the mine type is still in production. I have seen some ship screens for mines that are not in the pool currently but the mine device still has the *. So the * really doesn't tell you that you can load a full number of mines currently.
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The only ships remaining under repair at Perth are O23 and Arend. Discussions are under way to modify the way the two ships will be worked on to get the most out of the SY and the facilities at pier side and from the repair ships in port.
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Re: Dutch AVP Arend: Scenario 1 Exploits

Post by WEXF »

The results of the repairs on O23 and Arend during the previous day fall about where they were expected.
Arend did not reduce any of its major flotation damage but did add the same 14 repair points it had been getting. Arend stands at Repair Points: 28(68%) which calculates to 41.2 repair points needed reduce the damage by 1 (consistent with previous data).
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Results on O23 are also pretty close to previous data. O23 now has Repair Points: 45(81%) which calculates to 55.6. Major flotation damage was, as expected, reduced to 16. Interestingly, the days needed remained at 24.
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After reviewing this data and taking into account that there were no other ships being repaired at Perth, command decided to move O23 out of the SY and place it stood down at pier side with a "Critical" priority while Arend remains in the SY with a "High" priority. Estimates are that O23 can spend 6 days in this category and that the 39 system damage will be removed in that time.
One question is whether the 1 engine damage that is not major will also be removed while O23 is at pier side? The plan for O23 also includes placing it under "Repair Ship" status after 6 days, to try and deal with the 5 major engine damage before moving her back into the SY to complete all repairs. The "X" next to Flotation Damage and Engine Damage clearly tells us that not all of these damage points can be repaired at pier side.
It will be an interesting process to watch.
O23newRP426b.jpg
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WEXF
Posts: 869
Joined: Mon Sep 07, 2020 1:51 pm

Re: Dutch AVP Arend: Scenario 1 Exploits

Post by WEXF »

One of the main reason I decided to do this AAR was to learn what to expect during the game in areas that were confusing to me after reading the manual and scanning the forum. One of those areas was the "repair process" for damaged ships. I have already learned a lot from what has transpired so far in this AAR. I hope to learn a lot more in the next few days of data generated by the repair of O23 as it sits stood down in pier side mode.
Looking at the manual and the "Ship Repair Guide 101", I have separated what I think is key into 2 sections:
1. How many IRP (Integrity Repair Points) will be generated in Perth each turn?
2. How many of those IRP will be applied to the repair of O23?
Question 1: IRP will be generated by:
Port of Perth: Since Perth is a P6 it will generate 63.0 IRP according to SRP101.
Crew Experience: O23 has a crew experience of 59. 59/8=7.4 IRP
The Naval Support in Perth is 125. At pier side 125/2=62.5. There is 40 (non-major) damage on O23. 40/5=8. Combining these terms: 62.5-8=54.5.
These factors add up to 7.4+54.5+63=124.9.
The remaining source of IRP are repair ships. In section 10 of SRP101 there are tables of repair ships. Included are: AD, AG, AGP, AR, ARD, AS. In Perth there are the following from this group: AR, AS, AD, AGPx2. The 101 guide has two statements that are key.
The first (in Table E: IRP generated by repair ships) says that "undamaged. disbanded, unused tender generates 83 IRP." This statement is similar to but not the same as the statement in the manual. The Manual in Section 14.2.3.2.1.1 says: "Repair Ships may contribute up to a maximum of 83 repair points per turn". I read this to mean that on any given turn any repair ship may or may not contribute repair points and if it does the number of repair points it contributes could be anywhere between 1-83. Sounds like there must be some die rolls happening here!
Since there are 5 ships that fit the definition of "tender/repair ship" in the 101 guide the number of IRP they could contribute in any turn would be between 0-415.
Adding this to the 124.9 results in a range of 124.9-539.9. Quite a range.
Question 2: How many of the IRP generated will be applied to O23? Not an easy question. The following statement in the 101 guide as the rule. Section 9 says: "When there are ships in repair ship mode, IRP generated by repair ships are not expended on ships in any other repair mode. However, if there are no ships in repair ship mode the IRP generated by repair ships will be directed automatically by the repair manager to ships in pier side mode only."
In our situation there is only one ship that is being repaired outside of the SY and it is in pier side mode. Will O23 benefit from the IRP generated by all 5 of the "repair ships/tenders" or will it only benefit from the IRP generated by ships that are listed as being relevant to submarines? Only the AS and the AR are listed as relevant to subs.
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