ship conversions
Moderators: wdolson, Don Bowen, mogami
RE: ship conversions
According my info, effectiveness limit for AR is 4 by port.
Is that correct ?
Is that correct ?
RE: ship conversions
Where 32 came from is that you have 8 (well, actually 9, I was going to build 4 more)good-sized repair yards at large ports: Tokyo, Osaka, Hiroshima, Ise, Maizuru, Nagasaki, Hong Kong, Shanghai, and Singapore. Repair yards are all-important because they and they alone give you the chance to repair two points of damage on the same ship in one day. But you only get to roll the dice if you repair the first point. So, to maximize the chances of repairing that first point, at each major repair yard you need
- the largest port possible,
- a Fleet HQ, and
- 4 ARs (the maximum stackable)
Fear the kitten!
RE: ship conversions
I'm planning on having 40 AR's, 40 AD's, 20 AS, 20 AV/AVD total. I don't have them all converted yet, but I'm a good way there. I figure, as allies, I have 8-10 bases out there that have some kind of ship repair yards. To get the most out of those I need 4 AR's, and 4 AD's in each. Jeez, both sides start out with so much shipping you can spare a lot for conversions. Repair turnaround is going to be real important later on.

RE: ship conversions
You're so right about the repair turnaround. Spare shipping is not the only consideration for IJ like it is for the Allies, though. Allied conversions are free, IJ conversions cost merchant shipbuilding points.Jeez, both sides start out with so much shipping you can spare a lot for conversions. Repair turnaround is going to be real important later on.
Fear the kitten!
RE: ship conversions
ORIGINAL: AirGriff
Good point.
The stack limit for AD's is 4 also, isn't it? Same for AS?
AR is 4. All the others are just 1.
PO2 US Navy (1980-1986);
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
Naval Reserve (1986-1992)
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
Naval Reserve (1986-1992)
RE: ship conversions
ORIGINAL: irrelevant
Repair yards are all-important because they and they alone give you the chance to repair two points of damage on the same ship in one day. But you only get to roll the dice if you repair the first point.
Repair points are free, but if you don't use them you lose them. So you must maximize your chances that as few of them as possible are wasted.
(No offense intended by snipping, but I only wanted to address these points.)
I used to think repair points worked as you say, but as it turns out usage of Repairyard points is independent of inherent repair. I discovered this when I started carefully tracking ship repairs in several ports.
Which means that the only mechanism for minimizing your chances of losing Repair Points is to place multiple ships in the port. I don't know what the optimum numbers would be as it appears to that Repair Point usage may be at least partially dependant on the ship's DUR.
This game does not have a learning curve. It has a learning cliff.
"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

RE: ship conversions
AR is 4. All the others are just 1.
Holy Crap. You're kidding, right? I always thought AD's were the same, and I thought AS's could be stacked, but only to 2. I just tried to look it up in the manual and can't find it. If this is true, I guess I can stop converting stuff except for the AR's.

RE: ship conversions
ORIGINAL: AirGriff
AR is 4. All the others are just 1.
Holy Crap. You're kidding, right? I always thought AD's were the same, and I thought AS's could be stacked, but only to 2. I just tried to look it up in the manual and can't find it. If this is true, I guess I can stop converting stuff except for the AR's.
I don't think anyone knows for certain if or how AD/AS stack. (The same applies to AR, for that matter.) Frag and the developers give conflicting information in response to questions and testing has been inconclusive AFAIK.
This game does not have a learning curve. It has a learning cliff.
"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

RE: ship conversions
ORIGINAL: dtravel
ORIGINAL: AirGriff
AR is 4. All the others are just 1.
Holy Crap. You're kidding, right? I always thought AD's were the same, and I thought AS's could be stacked, but only to 2. I just tried to look it up in the manual and can't find it. If this is true, I guess I can stop converting stuff except for the AR's.
I don't think anyone knows for certain if or how AD/AS stack. (The same applies to AR, for that matter.) Frag and the developers give conflicting information in response to questions and testing has been inconclusive AFAIK.
The last information I have on this was that only the AR ships stacked (up to 4) and the others were only single. I've never heard anything about the AD or AS ships stacking (just think you only need 1 in a port to load torpedoes onto destroyers and subs).
PO2 US Navy (1980-1986);
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
Naval Reserve (1986-1992)
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
Naval Reserve (1986-1992)
RE: ship conversions
No, the manual specifically says AD's and AS's also help in repair. I can't seem to find anything in there on stacking rules, though.

RE: ship conversions
ORIGINAL: AirGriff
No, the manual specifically says AD's and AS's also help in repair. I can't seem to find anything in there on stacking rules, though.
Yes but as far as I know only one is required. I have no idea what more than 1 AD or AS would do in a port. Only time I would ever have 2 AS in the same port would be if one was Dutch and the other American and I was playing with a version of the game when they would only service ships of their specific nationalities.
I'm pretty sure all you need in each major repair port would be 4 AR, 1 AD, 1 AS to get max repair benefits since I'm pretty sure you can't stack the AD and AS ships.
PO2 US Navy (1980-1986);
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
Naval Reserve (1986-1992)
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
Naval Reserve (1986-1992)
RE: ship conversions
ORIGINAL: AirGriff
Well, o.k. It sure would be nice to hear official word on that one.
Yeah that's just it. It could be that they DO stack but the only one people know for SURE are the ARs.
PO2 US Navy (1980-1986);
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
Naval Reserve (1986-1992)
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
Naval Reserve (1986-1992)
- Ron Saueracker
- Posts: 10967
- Joined: Mon Jan 28, 2002 10:00 am
- Location: Ottawa, Canada OR Zakynthos Island, Greece
RE: ship conversions
This is from an older thread and I remember Frag confirmed it for me a while back that AS/AD/AGP can stack to 2 per port and AR to 4 per port....
Mr Frag stated in an old thread
quote:
ORIGINAL: Mr. Frag
(effects as if the port size was x larger then it really is when rolling for repairs)
AR = +1 to port, repair bonus against any ship
AS = +2 to port for subs only
AD = +2 to port for dd's only
Fleet HQ = +2/+3 to port (based on hq unit size)
That gives you a maximum bonus potential of 6 (since AS & AD can't help each other)
Repair Yards are separate from this *chance* of repair roll as they buy repairs at the cost of repair points vs durability.
As to stacking, thats an urban legend, no one is really sure. It was either one of two things (they stack effects or there is a limit to how many ships each can help and having more means more ships get helped).
Mr Frag stated in an old thread
quote:
ORIGINAL: Mr. Frag
(effects as if the port size was x larger then it really is when rolling for repairs)
AR = +1 to port, repair bonus against any ship
AS = +2 to port for subs only
AD = +2 to port for dd's only
Fleet HQ = +2/+3 to port (based on hq unit size)
That gives you a maximum bonus potential of 6 (since AS & AD can't help each other)
Repair Yards are separate from this *chance* of repair roll as they buy repairs at the cost of repair points vs durability.
As to stacking, thats an urban legend, no one is really sure. It was either one of two things (they stack effects or there is a limit to how many ships each can help and having more means more ships get helped).


Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
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bradfordkay
- Posts: 8602
- Joined: Sun Mar 24, 2002 8:39 am
- Location: Olympia, WA
RE: ship conversions
Ron, your post appears to be self-contradictory. If you can effectively stack up to 4ARs in a hex, and 2 ADs, then the max bonus should be more than 6 - unless it is limited to no more than 6.
+1 for each of four ARs = +4
+2 for each of two ADS (assuming the vessel being repaired is a DD) = +4
+3 for a top rated Fleet HQ = +3
total bonus +11
I can accept that there is an absolute limit of +6, in which case you have no need for the AD or AS repair bonus if you already have a Fleet HQ and four ARs.
+1 for each of four ARs = +4
+2 for each of two ADS (assuming the vessel being repaired is a DD) = +4
+3 for a top rated Fleet HQ = +3
total bonus +11
I can accept that there is an absolute limit of +6, in which case you have no need for the AD or AS repair bonus if you already have a Fleet HQ and four ARs.
fair winds,
Brad
Brad
RE: ship conversions
ORIGINAL: AirGriff
Hmmmm. Well, D, as an experienced player, what do you do?
I'm still waiting for the game to be debugged enough to spend the time to become an "experienced" player. In the meantime I'm just trying to get accurate, verifiable information on the game mechanics.
Even if that ever happens I will probably still never be an "experienced" player because I'm not interested in PBEM.
This game does not have a learning curve. It has a learning cliff.
"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

- ny59giants
- Posts: 9893
- Joined: Mon Jan 10, 2005 12:02 pm
RE: ship conversions
I was under the impression that the AR's max was 4 while the AS's & AD's were 3. That is how I plan my conversation and distribution of them as the Allies.
I think it was Frag who spoke at lenght about it a long time ago.
I think it was Frag who spoke at lenght about it a long time ago.
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