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RE: Fleet HQ's role
Posted: Tue Mar 15, 2005 9:26 pm
by Skyros
The problem is, if you do not get it out you have to wait for it to die before it goes back into the pool. If you can get it out then you get the use of its repair and supply concetrating abilities now.
RE: Fleet HQ's role
Posted: Wed Mar 16, 2005 8:37 am
by Sardaukar
ORIGINAL: Feinder
Why do you need to evac the Fleet HQ in PI. I thought all HQs came back as a reinforcement?
If not, then which types do, and which types don't?
I've never bothered with the Fleet HQ in Manilla. But I also never bothered to check the reinforcement list to see when/if it ever came back.
-F-
I don't think Asiatic Fleet and ABDA etc. come back when destroyed. Other Command HQs are supposed to be back when destroyed. I haven't gotten ABDA or Asiatic Fleet HQ back and it's Dec 1943 in Scen 16.
Cheers,
M.S.
RE: Fleet HQ's role
Posted: Wed Mar 16, 2005 4:38 pm
by Bradley7735
ABDA and USAFFE are exceptions to the respawning HQ rule. If they are destroyed, they don't come back. You have to take part of them to save them.
I think there may be some of the SE Asia HQ's that don't come back as well, but I've always saved part of them so I don't know for sure.
RE: Fleet HQ's role
Posted: Wed Mar 16, 2005 6:32 pm
by steve99x
I read in the manual that PT's, Subs and Destroyer Tenders also aid in ship repair...
anyone see this happening????
RE: Fleet HQ's role
Posted: Thu Mar 17, 2005 12:28 pm
by Sardaukar
ORIGINAL: steve99x
I read in the manual that PT's, Subs and Destroyer Tenders also aid in ship repair...
anyone see this happening????
AS and AD do speed up the repairs of corresponding ship classes quite considerably (+2 increase to port size for repairs). Subs and DD/DE definitely reapir faster with AS/AD or 2 in port in my game. I've not used AGP to anything, so don't know about them and PT boats.
Cheers,
M.S.
RE: Fleet HQ's role
Posted: Fri Mar 18, 2005 6:09 pm
by foliveti
AS and AD do speed up the repairs of corresponding ship classes quite considerably (+2 increase to port size for repairs). Subs and DD/DE definitely reapir faster with AS/AD or 2 in port in my game. I've not used AGP to anything, so don't know about them and PT boats.
Cheers,
M.S.
Keep in mind that the number of ships that can be helped to repair by the auxiliary ships is limited. AR can only boost repair on 4 ships at a time. I think the AD and AS can only assist two at a time. I also believe that you can stack an AR with an AD or AS to get a double bonus. However, I have read conflicting posts on whether you can stack multiple AR to get a double bonus on the same ship.
RE: Fleet HQ's role
Posted: Sat Mar 19, 2005 8:31 am
by Sardaukar
ORIGINAL: foliveti
Keep in mind that the number of ships that can be helped to repair by the auxiliary ships is limited. AR can only boost repair on 4 ships at a time. I think the AD and AS can only assist two at a time. I also believe that you can stack an AR with an AD or AS to get a double bonus. However, I have read conflicting posts on whether you can stack multiple AR to get a double bonus on the same ship.
ARs stack up to 4..thus max increase to port size with them is +4. They help unlimited number of ships.
Others won't stack, but modify the port size +2. One AD/AS/AGP can service 4 vessels each and (IIRC) 2 can be used in one port. There has been no truly clear answer if more than 2 AS/AD/AGP is helpful, I'd think so if having more than 8 vessels of corresponding class in port needing repairs, but I don't know that for sure.
And add Naval HQ and one should have quite sizable repair port created...they can modify port size +3 or +4.
Cheers,
M.S.
RE: Fleet HQ's role
Posted: Sat Mar 19, 2005 6:18 pm
by Grotius
The manual was poorly written and not indexed at all.
I actually compiled a formal index for the manual, in PDF form, six months ago. I passed it on to Matrix and 2by3 for their review before I made it publicly available. I doubt their consent is legally required, but it would have made me feel more comfortable about it. Anyway, I didn't ever get a final word back from them. Maybe I should just send it to Spooky and have him post it?
RE: Fleet HQ's role
Posted: Sat Mar 19, 2005 8:57 pm
by Tristanjohn
ORIGINAL: Grotius
The manual was poorly written and not indexed at all.
I actually compiled a formal index for the manual, in PDF form, six months ago. I passed it on to Matrix and 2by3 for their review before I made it publicly available. I doubt their consent is legally required, but it would have made me feel more comfortable about it. Anyway, I didn't ever get a final word back from them. Maybe I should just send it to Spooky and have him post it?
Good for you. I suggested this a week ago. Would you please post it at Spooky's site? If not, then send me a copy? An index is certainly needed for that manual. (I wonder why you didn't hear back from Matrix. Afterall, you're doing their work for them! [8D])
RE: Fleet HQ's role
Posted: Mon Mar 21, 2005 7:42 am
by pauk
hi,
Does it help for accelerating repairs to have 4 AR's in the port or is it only helps to repair more ships (4+4=16 ships will benefit from presence of the AR)?
RE: Fleet HQ's role
Posted: Mon Mar 21, 2005 12:03 pm
by Sardaukar
ORIGINAL: pauk
hi,
Does it help for accelerating repairs to have 4 AR's in the port or is it only helps to repair more ships (4+4=16 ships will benefit from presence of the AR)?
ARs help unlimited number of ships. Max 4 ARs will stack, increasing port size for repairs by one each...thus, +4 max. Bigger the port size=higher the probability of repairs. Other repair ships (AS/AD/AGP) help only 4 vessels per repair ship, and they increase port size by +2.
Cheers,
M.S.