acclerated ship

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

Moderators: Joel Billings, wdolson, Don Bowen, mogami

User avatar
tsimmonds
Posts: 5490
Joined: Fri Feb 06, 2004 2:01 pm
Location: astride Mason and Dixon's Line

RE: acclerated ship

Post by tsimmonds »

Just as a fast example (not a recommendation but a possibility) wouldn't you rather take the points from those CVs abuilding that will arrive in spring 45, and use them to accelerate the 3 earlier Unryus so that they arrive, say 6 months early? Or accelerate all your DDs by 6 months?
Fear the kitten!
Tophat
Posts: 459
Joined: Tue Aug 06, 2002 5:07 am
Location: Cleveland,Ohio

RE: acclerated ship

Post by Tophat »

It's also easy enough to test in game whether you are currently paying for a ship or not. Go into the arrival schedule. Pick a ship. Click on the word "NORMAL". If you can change it to "HALTED" (or whatever it is), you are currently paying for it.



Thanks irrelevant,I also found this out! Trial and error,i couldn't halt the RO-subs on turn 2 yet!
User avatar
Tanaka
Posts: 5156
Joined: Tue Apr 08, 2003 3:42 am
Location: USA

RE: acclerated ship

Post by Tanaka »

ORIGINAL: irrelevant
ORIGINAL: esteban

Oh, another little chore that the Japanese player has to do in production (besides increasing his woefully undersized armament production by at least 3X, and increasing vehicle production by 50% or more, and tuning his air production so he isn't doing things like producing a ton of Nates he will never use) is to build up his naval ship yards so he can actually achieve on-schedule delivery of everything his navy has in the pipeline.

To date, I haven't seen a need to expand Japan's merchant shipyards, but frankly I am not looking that closely. But everything else going on in the Japanese production arena needs somewhere between significant and a-ton-of attention.
On the other hand, if the Japanese player halts construction on Shinano, that saves him enough shipbuilding points (193,680[X(]) to, say, accelerate the first 4 Unryus. Another good source of shipbuilding points is the coastal submarine program; foregoing just one of the RO boats will give you an additional 6250 points to play with; there are 33 of them in the program, you do the math. Do you really need the Oyodo and the Aganos? There's another 40,000 points. And so on....

going by what youve told me how does halting the Shinano give you 4 unryus? i get 180 points per day. just accelerating the Shoho takes 90 points per day from the examples we talked about. just curious here...
Image
User avatar
tsimmonds
Posts: 5490
Joined: Fri Feb 06, 2004 2:01 pm
Location: astride Mason and Dixon's Line

RE: acclerated ship

Post by tsimmonds »

going by what youve told me how does halting the Shinano give you 4 unryus? i get 180 points per day. just accelerating the Shoho takes 90 points per day from the examples we talked about. just curious here...

Notice I didn't say how much you dould accelerate them by?[;)]

Seriously, just looking at the points, by 1/1/44, you would have paid 135,720 points for Shinano. Accelerating an Unryu costs 136 points per day. Thats 1,000 days worth of acceleration.
Fear the kitten!
User avatar
String
Posts: 2661
Joined: Tue Oct 07, 2003 7:56 pm
Location: Estonia

RE: acclerated ship

Post by String »

so basically to accelerate a ship you need to halt atleast the same number of shipbuilding points (provided that there is no deficit already)?
Surface combat TF fanboy
User avatar
tsimmonds
Posts: 5490
Joined: Fri Feb 06, 2004 2:01 pm
Location: astride Mason and Dixon's Line

RE: acclerated ship

Post by tsimmonds »

Hypothetical example. Say this turn you would spend 1000 points on ships under normal construction, and you will also produce 1000 shipbuilding points. Assume that you now decide you would like to accelerate a ship with a durability of 50. This will cost an additional 100 points (50 x 2). So either you must halt construction of at least 100 durability points worth of ships, or the game will halt the construction of however many ships it takes to get the points requirement back under 1000, beginning with the most expensive one.
Fear the kitten!
User avatar
String
Posts: 2661
Joined: Tue Oct 07, 2003 7:56 pm
Location: Estonia

RE: acclerated ship

Post by String »

ORIGINAL: irrelevant

Hypothetical example. Say this turn you would spend 1000 points on ships under normal construction, and you will also produce 1000 shipbuilding points. Assume that you now decide you would like to accelerate a ship with a durability of 50. This will cost an additional 100 points (50 x 2). So either you must halt construction of at least 100 durability points worth of ships, or the game will halt the construction of however many ships it takes to get the points requirement back under 1000, beginning with the most expensive one.

okies.. thanks for the explanation, i was under the impression that you only needed another 50 points to accelerate a 50 durability ship. Must have not read closely enough.. anyway, thanks [:)]
Surface combat TF fanboy
User avatar
Pocus
Posts: 1319
Joined: Wed Sep 22, 2004 8:17 pm

RE: acclerated ship

Post by Pocus »

how to upgrade some of the AK/AP to another type? I think its feasible, as other players has reported converting some, but dunno how to proceed. I suppose it will use merchant shipyards points too?
AGEOD Team
User avatar
String
Posts: 2661
Joined: Tue Oct 07, 2003 7:56 pm
Location: Estonia

RE: acclerated ship

Post by String »

ORIGINAL: Pocus

how to upgrade some of the AK/AP to another type? I think its feasible, as other players has reported converting some, but dunno how to proceed. I suppose it will use merchant shipyards points too?

on the first turn of the campaign you can convert those in either san francisco or Osaka.

You can only convert 7000 capacity AK's iirc to AE, AR, MLE, AV,AS and AD's. They need to be disbanded in port and if you go to the ship information screen you ought to see the options there. They take about 180 days to complete after that, depending on the class they convert to. This can be only done on the very first turn of the campaign
Surface combat TF fanboy
User avatar
tsimmonds
Posts: 5490
Joined: Fri Feb 06, 2004 2:01 pm
Location: astride Mason and Dixon's Line

RE: acclerated ship

Post by tsimmonds »

You need a capacity 7000 AK anchored in Osaka. Select the AK and look at the lower left corner of the ship information screen. They take 180 days and cost 20 or 22 merchant shipbuilding points apiece per day. Presumably you could accelerate one for an additional 40 or 44 MSP per day.
Fear the kitten!
User avatar
Pocus
Posts: 1319
Joined: Wed Sep 22, 2004 8:17 pm

RE: acclerated ship

Post by Pocus »

ouch, I dont remember seeing that in the manual. How a lambda player is supposed to know that nice feature??

Anyway, great and many thanks!
AGEOD Team
User avatar
jhdeerslayer
Posts: 1224
Joined: Sat May 25, 2002 3:24 pm
Location: Michigan

RE: acclerated ship

Post by jhdeerslayer »

Only first turn of the campaign??? I've been doing it afterwords myself with no problems. FYI
User avatar
tsimmonds
Posts: 5490
Joined: Fri Feb 06, 2004 2:01 pm
Location: astride Mason and Dixon's Line

RE: acclerated ship

Post by tsimmonds »

bump for vertical
Fear the kitten!
kevini100
Posts: 136
Joined: Tue Jun 29, 2004 8:18 pm

RE: acclerated ship

Post by kevini100 »

ORIGINAL: irrelevant
ORIGINAL: esteban

Oh, another little chore that the Japanese player has to do in production (besides increasing his woefully undersized armament production by at least 3X, and increasing vehicle production by 50% or more, and tuning his air production so he isn't doing things like producing a ton of Nates he will never use) is to build up his naval ship yards so he can actually achieve on-schedule delivery of everything his navy has in the pipeline.

To date, I haven't seen a need to expand Japan's merchant shipyards, but frankly I am not looking that closely. But everything else going on in the Japanese production arena needs somewhere between significant and a-ton-of attention.
On the other hand, if the Japanese player halts construction on Shinano, that saves him enough shipbuilding points (193,680[X(]) to, say, accelerate the first 4 Unryus. Another good source of shipbuilding points is the coastal submarine program; foregoing just one of the RO boats will give you an additional 6250 points to play with; there are 33 of them in the program, you do the math. Do you really need the Oyodo and the Aganos? There's another 40,000 points. And so on....


What are the Oyodo and Aganos? Aren't these Crusiers? Seems they would be usefull.
User avatar
tsimmonds
Posts: 5490
Joined: Fri Feb 06, 2004 2:01 pm
Location: astride Mason and Dixon's Line

RE: acclerated ship

Post by tsimmonds »

They are. I've since then figured out a way to do what acceleration I want without cancelling these CLs.
Fear the kitten!
User avatar
Charles2222
Posts: 3687
Joined: Mon Mar 12, 2001 10:00 am

RE: acclerated ship

Post by Charles2222 »

ORIGINAL: String
ORIGINAL: Pocus

how to upgrade some of the AK/AP to another type? I think its feasible, as other players has reported converting some, but dunno how to proceed. I suppose it will use merchant shipyards points too?

on the first turn of the campaign you can convert those in either san francisco or Osaka.

You can only convert 7000 capacity AK's iirc to AE, AR, MLE, AV,AS and AD's. They need to be disbanded in port and if you go to the ship information screen you ought to see the options there. They take about 180 days to complete after that, depending on the class they convert to. This can be only done on the very first turn of the campaign

If by saying "very first day of the campaign" you are talking about 7000 AK's conversions, I've done it lots of times beyond those dates. My memory is a little vague on this, but all I know is that I sent AK's to Osaka and when they arrived I converted them and they went into the build queue (which of course means that the converting was done day two at the earliest). Technically, whether it matters or not, I might had been converting AK's which were already at Osaka on day one, and perhaps the real rule is it will only let you convert those, but not only on day one, but if so I would have expected just from the randomness of picking ships that I would've failed to convert one once and that never occured.

Have you seen this stated in the manual? That seems awfully restrictive if so. Have they screwed this up on a later version?
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: acclerated ship

Post by el cid again »

Accelerating a ship uses twice as many and does twice as much towards movig the ship to completion. (It advances 2 days instead of 1)

IF the manual is correct (a moderately big if), Mogami has not put it quite right:

while the ship does move 2 days instead of 1

the cost is TRIPLE what it would normally be.

Since you are getting 2 days at 3 times the cost of 1 day, that means each day costs you 1.5 times - or this is 50% higher in cost - not double the cost.

User avatar
von Beanie
Posts: 290
Joined: Mon Jun 03, 2002 8:57 pm
Location: Oak Hills, S. California

RE: acclerated ship

Post by von Beanie »

You can convert AKs to other ships anytime in the game at the two ports (SF and Osaka). I do it all of the time without problems (and I learned I could do it in a game when I forgot to do the conversions on turn 1).

On the other hand, does the Japanese player spend any naval construction points to repair ships? I have always assumed that if I have a damaged BB in a repair facility it must be eating up large numbers of industrial points of some kind.
"Military operations are drastically affected by many considerations, one of the most important of which is the geography of the area" Dwight D. Eisenhower
User avatar
tsimmonds
Posts: 5490
Joined: Fri Feb 06, 2004 2:01 pm
Location: astride Mason and Dixon's Line

RE: acclerated ship

Post by tsimmonds »

On the other hand, does the Japanese player spend any naval construction points to repair ships? I have always assumed that if I have a damaged BB in a repair facility it must be eating up large numbers of industrial points of some kind.
Strangely enough, it appears that Repair Points have no cost of any kind.
Fear the kitten!
User avatar
tsimmonds
Posts: 5490
Joined: Fri Feb 06, 2004 2:01 pm
Location: astride Mason and Dixon's Line

RE: acclerated ship

Post by tsimmonds »

Technically, whether it matters or not, I might had been converting AK's which were already at Osaka on day one, and perhaps the real rule is it will only let you convert those, but not only on day one, but if so I would have expected just from the randomness of picking ships that I would've failed to convert one once and that never occured.

Have you seen this stated in the manual? That seems awfully restrictive if so. Have they screwed this up on a later version?

No, AK conversions can be done at any time, using any large AK that is anchored at Osaka, whether it was there on day 1 or not.
Fear the kitten!
Post Reply

Return to “War In The Pacific - Struggle Against Japan 1941 - 1945”