Kane and Unable ;] - Game over 1945.

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Mike McCreery
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RE: Kane and Unable ;]

Post by Mike McCreery »

I think I am gonna have to call my insurance company.....

The APA Doyen was on a transport mission when a freak collision damn near sunk her. She was able to limp into the port of Palmyra.

I 'thought' that she could be salvaged by the ARD AFB-2 which can lift ships up to size 55. When I put her into port the APA Doyen would not repair. I thought that maybe it has to do with the engines so I moved an AR to the port but no-go.

Is there anything else I can try to get this ship on the repair track or do I have to scuttle this one?



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Lowpe
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RE: Kane and Unable ;]

Post by Lowpe »

What is the major flotation damage?

You can fly/ship in some naval support to help drain it.

Switch the damaged ship to pierside.

Build the port up, which you are doing I see.
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Mike McCreery
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RE: Kane and Unable ;]

Post by Mike McCreery »

ORIGINAL: Lowpe

What is the major flotation damage?

You can fly/ship in some naval support to help drain it.

Switch the damaged ship to pierside.

Build the port up, which you are doing I see.

The major damage is 91 flotation 32 Engine. There is no minor damage.
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Mike McCreery
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RE: Kane and Unable ;]

Post by Mike McCreery »

I moved a US Naval Base Force to the port along with over 20,000 supplies in hopes that it would help.

I can improve the port up to lvl 5 but I am not sure the port size is a factor in why the ARD will not start repairing the flotation damage.

Is there a rule that a ship cannot be repaired by an ARD with a certain amount of damage? (over 100 combined damage maybe?)

There is already 100 naval support but I could move more in if necessary.



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Lowpe
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RE: Kane and Unable ;]

Post by Lowpe »

The computer might be confused by the AR being present and the ARD.

Is the ARD damaged at all...even 1 point.

I just put a sub into an ARD...I couldn't select it...but by putting the ship into pierside mode it moved automatically into the ARD.
dave sindel
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RE: Kane and Unable ;]

Post by dave sindel »

ORIGINAL: Wargmr

I moved a US Naval Base Force to the port along with over 20,000 supplies in hopes that it would help.

I can improve the port up to lvl 5 but I am not sure the port size is a factor in why the ARD will not start repairing the flotation damage.

Is there a rule that a ship cannot be repaired by an ARD with a certain amount of damage? (over 100 combined damage maybe?)

There is already 100 naval support but I could move more in if necessary.



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There was another thread recently that discussed the use of ARD's. I seem to recall the conclusion that they can not have even a single point of SYS damage. If they do, they dont start any repair work.
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Lecivius
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RE: Kane and Unable ;]

Post by Lecivius »

ORIGINAL: dave sindel

There was another thread recently that discussed the use of ARD's. I seem to recall the conclusion that they can not have even a single point of SYS damage. If they do, they dont start any repair work.

This is correct, and has been confirmed.
If it ain't broke, don't fix it!
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Mike McCreery
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RE: Kane and Unable ;]

Post by Mike McCreery »

As of this turn she appeared to be fully repaired. Juggling the ship between pierside and repair ship did not change anything.



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Mike McCreery
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RE: Kane and Unable ;]

Post by Mike McCreery »

ORIGINAL: Lowpe

The computer might be confused by the AR being present and the ARD.

Is the ARD damaged at all...even 1 point.

I just put a sub into an ARD...I couldn't select it...but by putting the ship into pierside mode it moved automatically into the ARD.

The presence of the AR was in response to the ARD not doing anything so there was at least a 5 day delay between the ARD arriving and the AR arriving afterwards.
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Lowpe
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RE: Kane and Unable ;]

Post by Lowpe »

ORIGINAL: Lecivius

ORIGINAL: dave sindel

There was another thread recently that discussed the use of ARD's. I seem to recall the conclusion that they can not have even a single point of SYS damage. If they do, they dont start any repair work.

This is correct, and has been confirmed.

True for all repair ships.
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Lowpe
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RE: Kane and Unable ;]

Post by Lowpe »

ORIGINAL: Wargmr

ORIGINAL: Lowpe

The computer might be confused by the AR being present and the ARD.

Is the ARD damaged at all...even 1 point.

I just put a sub into an ARD...I couldn't select it...but by putting the ship into pierside mode it moved automatically into the ARD.

The presence of the AR was in response to the ARD not doing anything so there was at least a 5 day delay between the ARD arriving and the AR arriving afterwards.

I thought that might be the case...I would put the AR into a task force, the ship into pierside and see what happens. If it works it mentions the ship in the op report moving to the ARD...but nowhere else. So you won't be able to see the ship actually in the ARD.

Plus, it might take many days to generate enough repair points to fix a point of major flotation.

Tracker will help you tell...perhaps the manage ship repair screen might as well. I will look at it on my next turn.
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Lowpe
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RE: Kane and Unable ;]

Post by Lowpe »

I used the manage ships under repair screen, from the port screen, and had no problems assigning a ship to an ARD thre. Try that screen.

Once the ship is in the dry dock, it should only take 1 day to remove a point of major flood damage.
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Mike McCreery
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RE: Kane and Unable ;]

Post by Mike McCreery »

ORIGINAL: Lowpe

I used the manage ships under repair screen, from the port screen, and had no problems assigning a ship to an ARD thre. Try that screen.

Once the ship is in the dry dock, it should only take 1 day to remove a point of major flood damage.

I think one of your suggestions worked Lowpe. I put the AR in a TF and the next turn the ship went into the ARD and began repairs. Thanks for your help.
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Mike McCreery
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RE: Kane and Unable ;]

Post by Mike McCreery »

Solomon Islands Campaign, Battle of Munda

MrKane and I have been fighting over Munda for about 2 weeks or so. The island had a good fortification level and 300AV in a brigade and 1 smaller unit. I landed the 2nd marine division along with 2 tank battalions and some artillery and support and have been grinding him down from there.

Recently it has become clear that the island would soon fall to the attacks. MrKane brought in what appeared to be a reinforcement convoy escorted by a cruiser STF, a battleship STF and a CVE carrier group. They were located offshore of the shortlands.

Munda is a tough base to take because the Wake CD guns are there and MrKane has used sub based mines to make it dangerous to fight in those waters.

I decided that it would be a good idea to try to disrupt his plans before he could drop reinforcements on Munda and extend the campaign

My forces consisted of a heavy cruiser group with 4 cruisers led by 'ching' lee, a light cruiser with destroyer escort, a 4 destroyer STF converted from sub patrol and a 2 destroyer STF that had hidden at a dot base nearby. I figured that I had a 3 out of 5 chance of hitting something important before some or all of my cruisers met an ugly end.



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Mike McCreery
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RE: Kane and Unable ;]

Post by Mike McCreery »

The night begins with a very unfair fight. I threw the destroyers in because I had hoped to empty some of the enemies magazines on smaller targets. This one went very well however.

In the 2nd round of battle from 7K yards the Henley puts a torpedo into heavy cruiser Ashigara. Not to be outdone it's partner immediately puts another one into the heavy cruiser. The Ashigara did the only sensible thing and sunk on the spot. Unfortunately, the destroyers were not so lucky with the other cruisers and were pummeled into the history books.



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Mike McCreery
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RE: Kane and Unable ;]

Post by Mike McCreery »

The 2nd combat of the evening involves the 4 destroyer task force. As hoped the combat runs 4-6 turns with no significant damage to either side.

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RE: Kane and Unable ;]

Post by Mike McCreery »

The 3rd combat of the evening was a reversal of the first with 2 Japanese destroyers going against my cruiser force. The first thing that happened is the DD Bush took a torpedo. I was holding my breath for most of this combat. DD Bush managed to take a second torpedo.

The combat was short lasting no more than 3 turns with it ending by a torpedo into the last surviving Destroyer.



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RE: Kane and Unable ;]

Post by Mike McCreery »

The 4th combat of the evening finally saw the cruisers getting together. It was a long bruising close up fight.

It started badly with the Flagship New Orleans running into a mine along with a destroyer. A short way into the fight the New Orleans took a torpedo and later another one that doomed the ship along with at least a handful of penetrating hits from the Japanese cruisers.

The Nachi got Pummeled with 8" shells. It had 2 belt armor penetration causing serious damage, one causing critical damage and another causing an internal explosion along with 3 super structure hits causing fires.



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Mike McCreery
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RE: Kane and Unable ;]

Post by Mike McCreery »

So I am beginning to worry about the Battleships I saw when the phase ends and bombardment begins on Munda.

Now I am worried that there are battleships behind me and my cruisers are seriously out of ammo....



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Mike McCreery
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RE: Kane and Unable ;]

Post by Mike McCreery »

If 'Ching' wasnt one of my favorite admirals already, he would be now.... Not only did they find the CVE's, they found more ammo....



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