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RE: Is it a waste of repair ships to have them in size 9 bases?

Posted: Sun Jun 28, 2009 5:57 am
by Chris21wen
ORIGINAL: JWE

ORIGINAL: Chris H
ORIGINAL: JWE
... gobs ...
In non-US speak what does this mean? Probably not what I umderstand the word to mean.
A very old term, refering to US Navy sailors, much as grunts refers to US Army soldiers. Don't know where it came from.

Keep forgetting there's other language speakers who look here, and use American shorthand a bit.

I suspected it was some such, just never heard that term used like that. By the way 'gob' as used in the UK is slang for mouth, but usually a derogatory remark. E.g. He has a big gob (He talks too much).

RE: Is it a waste of repair ships to have them in size 9 bases?

Posted: Sun Jun 28, 2009 10:20 am
by spence
There would have been three instead of two targets, and Force Z would have had some CAP. Experience in WWII was that anti-shipping attacks by IJN bombers were much less effective if they encountered opposition, and without escorting fighters, they were extremely vulnerable to interceptors. Look at what happened to the same air group in the South Pacific. Yes, this could be an interesting "what if" scenario.

My experience is that surviving Bettys and Nells tend to push through to score hits. I suspect the game engine would tend to smash Force Z up pretty badly even if it included a carrier with CAP.

ARs can speed repair of 4 ships/each

Posted: Tue Jun 30, 2009 3:15 pm
by dtx175
Here's an answer to the original question.

tm.asp?m=1217165

"Each Repair Ship can only increase the chance for repairs on up to 4 ships per turn. So if you have 3 ARs in a port - they will extend their bonus up to 12 ships total. Same with AS/ADs. Up to 4 ARs will stack their bonus together while AD/AS do not stack."

I believe their bonus is the same regardless of the port size. Hence, a port with 4 ARs, 1 AD, 1 AS and a Naval HQ is optimal.

RE: ARs can speed repair of 4 ships/each

Posted: Tue Jun 30, 2009 5:13 pm
by rtrapasso
ORIGINAL: dtx175

Here's an answer to the original question.

tm.asp?m=1217165

"Each Repair Ship can only increase the chance for repairs on up to 4 ships per turn. So if you have 3 ARs in a port - they will extend their bonus up to 12 ships total. Same with AS/ADs. Up to 4 ARs will stack their bonus together while AD/AS do not stack."

I believe their bonus is the same regardless of the port size. Hence, a port with 4 ARs, 1 AD, 1 AS and a Naval HQ is optimal.
Alas, things stated in the manual often do not work as advertised.

ARs, ADs, ASs, etc. seem to be not quite working AS ADVERTISED - although they definitely do work, just not the way the manual claims - nor as claimed frequently in the forum.

RE: ARs can speed repair of 4 ships/each

Posted: Tue Jun 30, 2009 5:45 pm
by John Lansford
dtx175,
 
The repair ships also increase the size of a port for the ships they are servicing for repair purposes only, but I do not know if they are capable of increasing them over a size 10 or not.  I doubt they do but the manual doesn't say.  I put my AR ships in large ports that do NOT have repair facilities because I've seen the best results in doing that.  I also spread them around rather than putting 2-3 in any particular port; that way I always have a nearby port with improved repair capabilities nearby.  Eniwetok, Cairns, Port Moresby, Darwin, Lunga, etc, always get an AR as soon as I can get one there and disband it into the port so they won't get targeted by airstrikes.  I never put an AR in a Size 9+ port with repair facilities because I have never seen any change in how quickly ships get repaired with them there.