Random ship damage in task force at sea.

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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htrowklis
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Random ship damage in task force at sea.

Post by htrowklis »

Turn 1 after PH (Dec 8th, 1941) I had the Lexington and Enterprise task forces moving south at full speed to avoid the KB, merging and ending the turn somewhere southwest of Christmas Island. Starting the next turn (Dec 9th, 1941) every single ship in the merged carrier task force has between 1-6 engine damage and 1-5 system damage. What happened??? Did they take damage moving at full speed? Was there a storm that damaged them? Doesn't show any enemy action that would have caused the damage.
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IdahoNYer
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Re: Random ship damage in task force at sea.

Post by IdahoNYer »

Yes. Full speed will cause a random amount of damage as well as increased fuel costs.

Use sparingly.
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BBfanboy
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Re: Random ship damage in task force at sea.

Post by BBfanboy »

Fuel usage is the big problem - your DDs may be nearly out and have to refuel from the carrier- leaving the whole TF short on fuel. Start working your way toward a fuel source ASAP. Send an AO of fuel if you have one. If you head back to PH beware of patrolling subs covering the usual approaches. I would loop around and come in from the SE.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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Nomad
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Re: Random ship damage in task force at sea.

Post by Nomad »

Also, Canton Island starts with 8,000 fuel, you can use it to refuel your CV TFs.
Chris21wen
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Re: Random ship damage in task force at sea.

Post by Chris21wen »

No matter what the speed stuff brakes at sea resulting in system damge, sometimes this can be repaired at sea but often requires a return to port. The faster and longer you go the quicker stuff brakes. Running out of fuel will cause large amounts of system damage so be careful. The real problems occur when the ice cream maker packs in :D
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Sardaukar
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Re: Random ship damage in task force at sea.

Post by Sardaukar »

Note that there is always chance of ship collision, bigger change the bigger TF is (not sure how much exp and naval skill affects that, if any).

Sys and Eng damage is usually normal wear and tear.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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BBfanboy
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Re: Random ship damage in task force at sea.

Post by BBfanboy »

Sardaukar wrote: Sun Feb 19, 2023 8:12 am Note that there is always chance of ship collision, bigger change the bigger TF is (not sure how much exp and naval skill affects that, if any).

Sys and Eng damage is usually normal wear and tear.
I have been experimenting with making the officer with best Leadership the commander of my TFs. There seems to be a correlation, especially with large xAP/xAK TFs which don't get the best leaders unless you swap them in (usually at no PP cost).

The chance of engine damage definitely increases from high speed runs. Running at flank speed puts the maximum heat stress on boilers, engines, turbines and other equipment (pumps, etc). I am certain it has been programmed into the high speed run algorithm - a riskier die roll table than normal steaming.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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Sardaukar
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Re: Random ship damage in task force at sea.

Post by Sardaukar »

BBfanboy wrote: Sun Feb 19, 2023 9:43 pm
Sardaukar wrote: Sun Feb 19, 2023 8:12 am Note that there is always chance of ship collision, bigger change the bigger TF is (not sure how much exp and naval skill affects that, if any).

Sys and Eng damage is usually normal wear and tear.
I have been experimenting with making the officer with best Leadership the commander of my TFs. There seems to be a correlation, especially with large xAP/xAK TFs which don't get the best leaders unless you swap them in (usually at no PP cost).

The chance of engine damage definitely increases from high speed runs. Running at flank speed puts the maximum heat stress on boilers, engines, turbines and other equipment (pumps, etc). I am certain it has been programmed into the high speed run algorithm - a riskier die roll table than normal steaming.
Yea, I have seen also (although not "scientific study") that better TF CO helps. Thus, every convoy has CO bit better than someone with 15-25 naval skill 8-)
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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