WITP AE AAR Feb 09 Cathartes-JRCAR (Jap)

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!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

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Grotius
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RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap)

Post by Grotius »

Rob, thanks for the helpful description of the new repair system. I like it.

So would it make sense to repair that system damage before moving the ship to a larger yard to do the FLT damage? Or is it more efficient to have the larger yard do both? Also, is the 32 days a hard-and-fast figure or an estimate?
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jrcar
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RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap)

Post by jrcar »

Grotius,

the 32 days is an estimate (usually good), but depend on what other ships come in, relative priorities, naval support being disabled, a random die roll.

There is risk in sending it on without repairing some of it, in particular if it gets into a fight (including a sub). So I will repair it first, I expect to have Singapore in 30 odd days so would prefer to fix it forward, rather than send it back. But if it goes back to a bigger yard I could fix it quicker as there are more assets.

I don't have a spare escort at the moment, having it out of service isn't a war winner (loser) at this stage. A BB or a CV though I'd try to get back to somewhere bigger.

Cheers

Rob
ORIGINAL: Grotius

Rob, thanks for the helpful description of the new repair system. I like it.

So would it make sense to repair that system damage before moving the ship to a larger yard to do the FLT damage? Or is it more efficient to have the larger yard do both? Also, is the 32 days a hard-and-fast figure or an estimate?
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bradfordkay
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RE: Ship Repair

Post by bradfordkay »

I can increase the size of the yard, or move it to a yard that can handle it.

I certainly hope that increasing the size of the yard will take longer than repairing this ship...
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Sardaukar
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RE: Ship Repair

Post by Sardaukar »

ORIGINAL: bradfordkay
I can increase the size of the yard, or move it to a yard that can handle it.

I certainly hope that increasing the size of the yard will take longer than repairing this ship...

Well, if I got it right, not really...if he keeps the ship in same port. Since Major Flooding Damage cannot be repaired by other means than Repair Shipyard (AFAIK), he would have 2 options:

1. Send it to Repair Shipyard big enough to handle the ship
2. Wait until the Repair Shipyard in this port is large enough to accommodate the ship (this would be akin to enlargening the drydock)

So, in latter case, time to repair Major Flood Damage would be time to expand the Repair Shipyard + time taken in actual repairs by that same shipyard.

I hope I got that right.
"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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m10bob
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RE: Ship Repair

Post by m10bob »

How does a floating drydock affect ship repair in port?
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jrcar
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RE: Ship Repair

Post by jrcar »

Sardaukar you have it right, buidling dry docks costs a lot of supply and I think HI.

M10bob an ARD acts like an AR but repairs flotation damage.

Cheers

Rob
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Sardaukar
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RE: Ship Repair

Post by Sardaukar »

The strategic implications of this change alone are huge for naval forces of both sides!

And very welcome. [&o]
"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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RevRick
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RE: Ship Repair

Post by RevRick »

Definitely not like the old days in PacWar when you could run the old boogers flat out forever until they get beat up somewhere. I LIKE THIS!!! It means we gotta think, if we are capable after looking at everything and ingesting the data.
"Action springs not from thought, but from a readiness for responsibility.” ― Dietrich Bonhoeffer
Dili
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RE: Ship Repair

Post by Dili »

It means we gotta think, if we are capable after looking at everything and ingesting the data.

Hehe, it is the inverse for me, in witp i was always thinking: could it happen in reality? Now it will be much less "gamey" for both sides.
Cathartes
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RE: Ship Repair

Post by Cathartes »

Ship repair adds a whole new dimension to the game. You do have to think a lot more about it, but you also have more control over which ships get repaired and how fast. 

With a high priority repair setting in a shipyard, I've seen subs with 5-6 system damage and 10 flotation damage repair as fast as one day. Keep in mind that you're ship is not ready as soon as it's repaired. It takes a turn or two to get out of the shipyard, get all systems "turned on", the ship crewed, and ready for a mission. 
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Sardaukar
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RE: Ship Repair

Post by Sardaukar »

And, like in real life..odd mine or torpedo hit can get really problematic.

Even when your CV or BB has not been sunk, you have to figure out, where to repair the hull damage. And if it is worth the risk.

I can see CV/BB "island hopping", from one port to another, before reaching major shipyard.

I like it! [8D]
"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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RE: Ship Repair

Post by USSAmerica »

I need another towel for wiping drool off my keyboard.  This one's soaked.  [:D]
Mike

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"They need more rum punch" - Me

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jrcar
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17-18 Dec

Post by jrcar »

17-18 Dec 1941

Another at sea intercept sees two Allied MTB sunk when engaged by 2 DD and a TB. The MTB where out of torpedoes and fuel.

Lost of sub action off the West Coats USA/Canada as ASW TF go hunting...

The Japanese air offensive begins over the Phillipines with sweeps by Zero's over San Fernando. The Zeros have height and numbers advantages and shred the P-40 for no loss (but some damage). Howvere strike aircraft get shredded by the P-40 when they arrive unescourted (user error, forgot to set the heights to be the same).

Allied light bombers are active on a column advancing into Burma from the south. This forces the column from "move" to "combat" modes. Combat moves slower but is much less vulnerable to air attack.

I win one battle, in china, and loose one. Supply is limiting how much I attack here, you have to be more careful. But I have a campaign plan....

The landings at Manado reduce the forts on day one, and take Manado on day two, aircraft are immediately moved in.

Forces are gathering in at least three locations in preperation for the next lot of attacks.

Cheers

Rob


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Cathartes
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RE: 17-18 Dec

Post by Cathartes »

Forces are gathering in at least three locations in preperation for the next lot of attacks.

Oh really.  Where?  [:D]

I'll get my turn out tonight (California time) and catch up on my side of the AAR!
jrcar
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RE: 17-18 Dec

Post by jrcar »

Ah nowhere don't worry, be happy... can I make you a cup of tea?

[:D]
ORIGINAL: Cathartes
Forces are gathering in at least three locations in preperation for the next lot of attacks.

Oh really.  Where?  [:D]

I'll get my turn out tonight (California time) and catch up on my side of the AAR!


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Chad Harrison
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RE: 17-18 Dec

Post by Chad Harrison »

Thanks for keeping the AAR going! Any change of seeing a screenshot or two of typical base force TO&E's? In other words, vanilla WitP just about every base force was 30 aviation support, 100 support, 40 squads and so many guns and engineers. That was pretty much across the board for both sides, except for the larger base forces. I am very, very curious to see what full strength typical base forces will be like for either side. As WitP tends to be more of base construction, maintenance and supply challenge, I enjoy working with these support units.
 
Thanks in advance!
 
Chad
jrcar
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RE: 17-18 Dec

Post by jrcar »

Here is a pic of a baseforce unit.

ORIGINAL: Chad Harrison

Thanks for keeping the AAR going! Any change of seeing a screenshot or two of typical base force TO&E's? In other words, vanilla WitP just about every base force was 30 aviation support, 100 support, 40 squads and so many guns and engineers. That was pretty much across the board for both sides, except for the larger base forces. I am very, very curious to see what full strength typical base forces will be like for either side. As WitP tends to be more of base construction, maintenance and supply challenge, I enjoy working with these support units.

Thanks in advance!

Chad


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jrcar
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RE: 17-18 Dec

Post by jrcar »

AirHQ are where all the BIG lots of air support are.



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jrcar
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RE: 17-18 Dec

Post by jrcar »

This is a typical battalion (supports a Sentai). basically you need one per unit, on top of a baseforce.

A number of these are broken down to company level for both sides.

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jrcar
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RE: 17-18 Dec

Post by jrcar »

Here is a special base force.

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