RE: Moving damaged ships to shipyards
Posted: Thu Oct 04, 2018 4:51 pm
Not everything.
Really? Ah, what do I know.[:D]
What's your Strategy?
https://forums.matrixgames.com:443/
Not everything.
I'm glad you read my post. Now please read it again, and don't skip the 1st line this time. Actually it's good advice in MOST places , just not PH. Often I assign a AR to escort a critically damaged ship trying to make PH from elsewhere. The thought is , the moment the damage rapidly goes up on the damaged ship (for whatever reason ) you pull into any island or even a dot square , and begin repairs. When they are down to a safer level, you start your trek to a shipyard again. Rinse , apply , repeat as needed. It will take a while , but I once brought Enterprise back across the Pacific to PH that way. After four serious torpedo hits. 76 float damage (after I reduced her system damage). She was out of commission due to this trek, and permanent repairs for two years.ORIGINAL: rustysi
I assign a AR to escort a critically damaged ship trying to make PH from elsewhere. The thought is , the moment the damage rapidly goes up on the damaged ship (for whatever reason ) you pull into any island or even a dot square , and begin repairs.
Now that's a really good idea. But tell me what islands you can pull into between PH and the WC?[:)]
In port, if there is an AR and no ship has been specifically assigned to it, its repair points are added to the port repair points (not the shipyard, if there is one).
Also good to note as ports, crew, and support ships are separate from any repair yard.
ORIGINAL: Bullwinkle58
WC is not the only option either. In one game I sent them to the Canal Zone with escorts, peeling the DDs off when they were about ten hexes from the map edge and sending the DDs back to Pearl for another round. The Zone, then EC, which is a huge yard, usually empty. Going to the Canal Zone lets you dogleg and take odd exit courses away from PH that subs often are not squatting upon.