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Ship repair using AR/ ARD
Posted: Tue Jul 19, 2022 7:06 am
by ajarnlance
One of my carriers got hit hard and I need to conduct emergency repairs. I am sending an AR and an ARD in a support TF to Rabaul to repair her. Do I need to disband the AR and ARD that I'm sending when they arrive at the port in order for them to begin repairs? My biggest problem is with flotation. Can an AR or ARD even repair flot damage at a level 3 port?
Are disbanded ships more or less vulnerable to air attacks than ships that are docked at a port?
Re: Ship repair using AR/ ARD
Posted: Tue Jul 19, 2022 9:08 am
by Leandros
ajarnlance wrote: Tue Jul 19, 2022 7:06 am
One of my carriers got hit hard and I need to conduct emergency repairs. I am sending an AR and an ARD in a support TF to Rabaul to repair her. Do I need to
disband the AR and ARD that I'm sending when they arrive at the port in order for them to begin repairs? My biggest problem is with
flotation. Can an AR or ARD even repair flot damage at a level 3 port?
Are disbanded ships more or less vulnerable to air attacks than ships that are docked at a port?
Yes, you need to disband, as with other support ships. I also believe any damage on the ARD has to be repaired before it is of any use.
I am not sure about the port size but the ARD has specified its capacity in tonnage.
Fred
Re: Ship repair using AR/ ARD
Posted: Tue Jul 19, 2022 9:12 am
by Sardaukar
You need to disband them to port.
ARD works for flotation damage (BUT it has to have capacity equal or bigger than ship it repairs..otherwise ship won't fit into floating dock), AR helps with other damage and minor flotation.
Disband the CV to port and select Repair Ship option from repair menu. When minor damage is repaired, then it is way safer to sail ship to proper Repair Shipyard. In that there might be problem with that too, since large RS are few, so it will be mainland Japan for IJN or Sydney (size 30) or Pearl Harbor for USN and Allies.
Re: Ship repair using AR/ ARD
Posted: Tue Jul 19, 2022 11:05 am
by ajarnlance
Sardaukar wrote: Tue Jul 19, 2022 9:12 am
You need to disband them to port.
ARD works for flotation damage (BUT it has to have capacity equal or bigger than ship it repairs..otherwise ship won't fit into floating dock), AR helps with other damage and minor flotation.
Disband the CV to port and select Repair Ship option from repair menu. When minor damage is repaired, then it is way safer to sail ship to proper Repair Shipyard. In that there might be problem with that too, since large RS are few, so it will be mainland Japan for IJN or Sydney (size 30) or Pearl Harbor for USN and Allies.
Thanks for the tips. I don't think my ARD is big enough for the Ryujo Carrier so I'll have to limp back to Japan after some emergency repairs. Hope I can keep he afloat... flot damage is 75.
Re: Ship repair using AR/ ARD
Posted: Tue Jul 19, 2022 11:18 am
by btd64
Get system damage and any other minor damage fixed before you try to sail home....GP
Re: Ship repair using AR/ ARD
Posted: Tue Jul 19, 2022 12:51 pm
by BBfanboy
btd64 wrote: Tue Jul 19, 2022 11:18 am
Get system damage and any other minor damage fixed before you try to sail home....GP
+1, and use only cruise speed to reduce pressure on flooded compartments. Even beyond that, I use Absolute threat tolerance and Direct routing to ensure the ship does not try to run away from some patrol plane base 16 hexes away! I also try to route it past a string of my own bases (using waypoints) so that if flooding spreads too much, it can duck into a port and pump out the minor flooding (and fix any new system damage). I have seen ships saved after long, interrupted voyages lasting six months or more. It takes patience and click effort, but when it works out it is like a victory in battle.

Re: Ship repair using AR/ ARD
Posted: Tue Jul 19, 2022 1:25 pm
by dr.hal
If you are playing Japan, the options for using an ARD are limited as you only have small ones, unlike the Allied player. I believe the max lift is 3000 tons for the Japanese player. Thus only small ships and subs are able to use this system. But both ARs and ARDs are important as they can eliminate CRITICAL damage as well as "normal" damage. As was noted above the AR or ARD can not have damage itself in order to work, so be mindful of that. My tactic is to use these assets pretty far forward so that I can repair floatation damage (ARD) on small vessels without sending them back to shipyards which takes time AND fuel. An AR is useful forward for repairing pesky small amounts of critical engineering damage with the hope of bringing that warship/sub back to prestien condition without sending it back to Japan (note, an AR can repair critical engine damage on ANY size warship, although for larger warships even one or two points will take some time to repair).
Re: Ship repair using AR/ ARD
Posted: Tue Jul 19, 2022 5:40 pm
by btd64
dr.hal wrote: Tue Jul 19, 2022 1:25 pm
If you are playing Japan, the options for using an ARD are limited as you only have small ones, unlike the Allied player. I believe the max lift is 3000 tons for the Japanese player. Thus only small ships and subs are able to use this system. But both ARs and ARDs are important as they can eliminate CRITICAL damage as well as "normal" damage. As was noted above the AR or ARD can not have damage itself in order to work, so be mindful of that. My tactic is to use these assets pretty far forward so that I can repair floatation damage (ARD) on small vessels without sending them back to shipyards which takes time AND fuel. An AR is useful forward for repairing pesky small amounts of critical engineering damage with the hope of bringing that warship/sub back to prestien condition without sending it back to Japan (note, an AR can repair critical engine damage on ANY size warship, although for larger warships even one or two points will take some time to repair).
But a AR will only fix up to a maximum of 5 accumulated major damage....GP
Re: Ship repair using AR/ ARD
Posted: Tue Jul 19, 2022 8:30 pm
by dr.hal
btd64 wrote: Tue Jul 19, 2022 5:40 pm
But a AR will only fix up to a maximum of 5 accumulated major damage....GP
True GP, sorry, meant to say that. It WILL fix as many of the "ordinary" damage points as the player wants, albeit slowly in comparison to big shipyards. Which is to be expected.
Re: Ship repair using AR/ ARD
Posted: Tue Jul 19, 2022 8:46 pm
by btd64
dr.hal wrote: Tue Jul 19, 2022 8:30 pm
btd64 wrote: Tue Jul 19, 2022 5:40 pm
But a AR will only fix up to a maximum of 5 accumulated major damage....GP
True GP, sorry, meant to say that. It WILL fix as many of the "ordinary" damage points as the player wants, albeit slowly in comparison to big shipyards. Which is to be expected.
No problem hal.

....GP
Re: Ship repair using AR/ ARD
Posted: Tue Jul 19, 2022 9:48 pm
by Seasick
Please refresh my memory on using ships like AE and AS (etc.) - should they be docked or merely in port?
Re: Ship repair using AR/ ARD
Posted: Tue Jul 19, 2022 10:17 pm
by Nomad
Seasick wrote: Tue Jul 19, 2022 9:48 pm
Please refresh my memory on using ships like AE and AS (etc.) - should they be docked or merely in port?
Disbanded into the port works well.
Re: Ship repair using AR/ ARD
Posted: Wed Jul 20, 2022 1:30 am
by btd64
Nomad wrote: Tue Jul 19, 2022 10:17 pm
Seasick wrote: Tue Jul 19, 2022 9:48 pm
Please refresh my memory on using ships like AE and AS (etc.) - should they be docked or merely in port?
Disbanded into the port works well.
With supplies on board....GP
Re: Ship repair using AR/ ARD
Posted: Wed Jul 20, 2022 11:24 am
by GetAssista
Seasick wrote: Tue Jul 19, 2022 9:48 pm
Please refresh my memory on using ships like AE and AS (etc.) - should they be docked or merely in port?
Allied AE can resupply ammo underway after some date. Otherwise all shoud be disbanded to work AFAIR. AKE certainly only work when disbanded. Don't remember about AS, but there is no reason to keep them in TF anyway
Re: Ship repair using AR/ ARD
Posted: Wed Jul 20, 2022 4:46 pm
by BBfanboy
GetAssista wrote: Wed Jul 20, 2022 11:24 am
Seasick wrote: Tue Jul 19, 2022 9:48 pm
Please refresh my memory on using ships like AE and AS (etc.) - should they be docked or merely in port?
Allied AE can resupply ammo underway after some date. Otherwise all shoud be disbanded to work AFAIR. AKE certainly only work when disbanded. Don't remember about AS, but there is no reason to keep them in TF anyway
Underway ammo replenishment from AEs starts Jan. 1, 1945. Only the Allies have AEs so Japan is out of luck.
Underway fuel replenishment from AOs is available to both sides from game start.
Re: Ship repair using AR/ ARD
Posted: Sat Jul 23, 2022 8:57 am
by ajarnlance
BBfanboy wrote: Tue Jul 19, 2022 12:51 pm
btd64 wrote: Tue Jul 19, 2022 11:18 am
Get system damage and any other minor damage fixed before you try to sail home....GP
+1, and use only cruise speed to reduce pressure on flooded compartments. Even beyond that, I use Absolute threat tolerance and Direct routing to ensure the ship does not try to run away from some patrol plane base 16 hexes away! I also try to route it past a string of my own bases (using waypoints) so that if flooding spreads too much, it can duck into a port and pump out the minor flooding (and fix any new system damage). I have seen ships saved after long, interrupted voyages lasting six months or more. It takes patience and click effort, but when it works out it is like a victory in battle.
I forgot about using cruise speed. The Ryuho sank before I could get her back into Rabaul... we live and learn...
Re: Ship repair using AR/ ARD
Posted: Sat Jul 23, 2022 8:59 am
by ajarnlance
btd64 wrote: Tue Jul 19, 2022 5:40 pm
dr.hal wrote: Tue Jul 19, 2022 1:25 pm
If you are playing Japan, the options for using an ARD are limited as you only have small ones, unlike the Allied player. I believe the max lift is 3000 tons for the Japanese player. Thus only small ships and subs are able to use this system. But both ARs and ARDs are important as they can eliminate CRITICAL damage as well as "normal" damage. As was noted above the AR or ARD can not have damage itself in order to work, so be mindful of that. My tactic is to use these assets pretty far forward so that I can repair floatation damage (ARD) on small vessels without sending them back to shipyards which takes time AND fuel. An AR is useful forward for repairing pesky small amounts of critical engineering damage with the hope of bringing that warship/sub back to prestien condition without sending it back to Japan (note, an AR can repair critical engine damage on ANY size warship, although for larger warships even one or two points will take some time to repair).
But a AR will only fix up to a maximum of 5 accumulated major damage....GP
Thanks guys. My AR had some minor damage itself which explains why it wasn't in the mood to repair anything
