Ship/Weapons Repair Refresher

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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Dereck
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Joined: Mon Sep 06, 2004 10:43 pm
Location: Romulus, MI

Ship/Weapons Repair Refresher

Post by Dereck »

In trying to remember what I knew 13+ years ago I went through some old printed documentation and the game manual and re-worded it so I could remember it. This is just for ship repairs but I am also working on a ship re-arm document that when ready will post.

Does this make sense or is there something I'm missing? I should also say this is mostly Allied-centric. Thanks

----------------------------------------------------------------------------
-- UPFRONT QUESTIONS
----------------------------------------------------------------------------

In both the "Tenders and Support/Auxiliary Ship Guide" (at least the one I
have from 13 years ago) and the game manual in section 14.2.3.2 they have
the following ship types listed under BOTH Small Craft and Small Escorts
o AM
o ML
o PC
o SC

Since it sort of matters what category they are (i.e, an AD can repair
only minor damage on Small Escorts but all damage on Small Craft) which
are they really?

----------------------------------------------------------------------------
-- TENDER REPAIRS
----------------------------------------------------------------------------

Carriers : CV, CVL, CVE
o AR - repairs major engine and float damage <= 5
o ARD - repairs all float damage
Battleships : BB, BC
o AR - repairs major engine and float damage <= 5
o ARD - repairs all float damage
Cruisers : CA, CB, CL
o AR - repairs major engine and float damage <= 5
o ARD - repairs all float damage
Destroyers : DD
o AD - repairs minor damage
o AR - repairs major engine and float damage <= 5
o ARD - repairs all float damage
Submarines : SS, SST
o AR - repairs major engine and float damage <= 5
o ARD - repairs all float damage
o AS - repairs minor damage
Small Escorts : AM, APD, AVD, DE, DM, DMS, KV, ML, PC, SC
o AD - repairs minor damage
o AG - repairs minor damage
o AR - repairs major engine and float damage <= 5
o ARD - repairs all float damage
Small Craft : AM, AMc, HDML, MGB, ML, PC, SC, YMP, YP
o AD - repairs all damage
o AG - repairs all damage
o AGP - repairs all damage
o AR - repairs major engine and float damage <= 5
o ARD - repairs all float damage
Torpedo Boats : PT
o AGP - repairs all damage
o AR - repairs major engine and float damage <= 5
o ARD - repairs all float damage
Tenders/Auxiliaries : ACM, AD, AE, AG, AGP, AK/AKA, AKE, AKV, AO
AP/APA, AR, ARD, AS, AV, AVP
o AR - repairs major engine and float damage <= 5
o ARD - repairs all float damage
Merchant Ships : xAK, xAKL, xAP, TK
o AR - repairs major engine and float damage <= 5
o ARD - repairs all float damage
Barges : LB, LCVP, LCM, LCT
o AG - repairs all damage
o AGP - repairs all damage
o AR - repairs major engine and float damage <= 5

Tender Weapon Repair Points
o Set to 250 but limited to systems they support [14.2.3.2]

----------------------------------------------------------------------------
-- PORT REPAIR (no tender use)
----------------------------------------------------------------------------

Port Size 7+ [14.2.1.4]
o can repair major engine and float damage <= 5 if in pierside mode

Small Craft (AM AMc, HDML, MGB, ML, PC, SC, YMP, YP) [14.2.1.4]
o major damage can be repaired at Port 1+

Small Escorts (AM, APD, AVD, DE, DM, DMS, KV, ML, PC, SC) [14.2.1.4]
o major damage can be repaired at Ports 4+ if tonnage <= 499
o if tonnage > 499 damage repaired at Port size = tonnage/100

Merchant Ships (xAK, xAKL, xAP, TK) [14.2.1.4]
- Can be repaired in ports under the following criteria
o 1-100 tons major damage at Ports 1+
o 101-200 tons major damage at Ports 2+
o 201-300 tons major damage at Ports 3+
o 301-400 tons major damage at Ports 4+
o 401-500 tons major damage at Ports 5+
o 501-600 tons major damage at Ports 6+
o 601-700 tons major damage at Ports 7+
o 701-800 tons major damage at Ports 8+
o 801-900 tons major damage at Ports 9+
o 901+ tons major damage at Ports 10

Barges (LB, LCVP, LCM, LCT) [14.2.1.4]
o major damage can be repaired at Ports 4+

Naval Support Adjustments [9.3.3.2]
o 100 undamaged Naval Support equals an AR
o 50 undamaged Naval Support equals a Tender

----------------------------------------------------------------------------
-- WEAPONS REPAIR
----------------------------------------------------------------------------

Port Weapons Repair Points [14.2.4.2]
- weapons can be repaired in port if repair cost <= values below
o Port 10 = 250
o Port 9 = 225
o Port 8 = 200
o Port 7 = 175
o Port 6 = 150
o Port 5 = 125
o Port 4 = 100
o Port 3 = 75
o Port 2 = 50
o Port 1 = 25
o Port 0 = 0

Size of Shipyard Required to repair a weapon
o Repair cost|effect value of weapon / 20

Shipyard Weapon Repair Points
Base Shipyard Size * 20 up to a max of 300
PO2 US Navy (1980-1986);
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
Naval Reserve (1986-1992)
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pbiggar
Posts: 148
Joined: Sat Aug 31, 2002 3:51 am
Location: Surrey, BC, Canada

Re: Ship/Weapons Repair Refresher

Post by pbiggar »

Welcome back!

Here are links that might have appeared in your absence that I have found helpful.

Tender and Support/Auxillary Ship Guide
https://forums.matrixgames.com/viewtopi ... 4#p2777354

Ship Repair Guide 101
https://forums.matrixgames.com/viewtopi ... 3#p2847023

How Long to Build a Base
https://forums.matrixgames.com/viewtopi ... 8#p2742878
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Dereck
Posts: 3262
Joined: Mon Sep 06, 2004 10:43 pm
Location: Romulus, MI

Re: Ship/Weapons Repair Refresher

Post by Dereck »

pbiggar wrote: Thu Dec 04, 2025 10:00 pm Welcome back!

Here are links that might have appeared in your absence that I have found helpful.

Tender and Support/Auxillary Ship Guide
https://forums.matrixgames.com/viewtopi ... 4#p2777354

Ship Repair Guide 101
https://forums.matrixgames.com/viewtopi ... 3#p2847023

How Long to Build a Base
https://forums.matrixgames.com/viewtopi ... 8#p2742878
I have those. I used the Tender and Support/Auxiliary Ship Guide a lot in this and I'm actually re-reading the Ship Repair 101 while ignoring my meowing cat.

I just have learned if I read something I might forget it in an hour but if I write something down like above I tend to remember it.
PO2 US Navy (1980-1986);
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
Naval Reserve (1986-1992)
Chris21wen
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Re: Ship/Weapons Repair Refresher

Post by Chris21wen »

There's also section 4.2 of the manual.
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Sardaukar
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Re: Ship/Weapons Repair Refresher

Post by Sardaukar »

*bump*

Just found out I need to check something in Ship Repair 101. 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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btd64
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Re: Ship/Weapons Repair Refresher

Post by btd64 »

Sardaukar wrote: Thu Jan 15, 2026 12:01 pm *bump*

Just found out I need to check something in Ship Repair 101. 8-)
Don't forget to "bump" it....GP
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Sardaukar
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Re: Ship/Weapons Repair Refresher

Post by Sardaukar »

Bit annoying problem, BC Repulse doesn't repair front 15" turret in Cape Town...

Apparently, while shipyard is 80 000 t, port also needs to get bigger. I think that's the issue.
"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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