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ship withdrawl quandary

 
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ship withdrawl quandary - 5/4/2011 8:58:36 PM   
bush

 

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I have a ship overdue for being withdrawn (BB Ramilles). It is pretty heavily damaged (70 FLT.). I have moored her in both Colombo and Bombay, but no "withdraw ship" option was given - I am assuming because of the damage. I thought about just scuttling her, but that option is not available either.

This is eating up 65 PPs per day, so I am thinking about sending her on a one-way mission to visit Tokyo. Anybody have another suggestion?
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RE: ship withdrawl quandary - 5/4/2011 9:16:26 PM   
beppi

 

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Run it with forced full speed a few turns and chances are very good that it will sink in a few turns. Quicker than a trip to Tokio.

(in reply to bush)
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RE: ship withdrawl quandary - 5/4/2011 9:21:39 PM   
jeffk3510


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quote:

ORIGINAL: beppi

Run it with forced full speed a few turns and chances are very good that it will sink in a few turns. Quicker than a trip to Tokio.


I would send her to Tokyo before I would send her to Tokio.

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RE: ship withdrawl quandary - 5/4/2011 9:36:10 PM   
Bullwinkle58


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quote:

ORIGINAL: bushpsu

I have a ship overdue for being withdrawn (BB Ramilles). It is pretty heavily damaged (70 FLT.). I have moored her in both Colombo and Bombay, but no "withdraw ship" option was given - I am assuming because of the damage. I thought about just scuttling her, but that option is not available either.

This is eating up 65 PPs per day, so I am thinking about sending her on a one-way mission to visit Tokyo. Anybody have another suggestion?


You could send her off-map to Aden and withdraw and save the VPs. I think, don't quote me, that you can withdraw as soon as she gets of map; doesn't have to get to Aden. I don't think damage matters in off-map withdrawls.

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RE: ship withdrawl quandary - 5/4/2011 10:08:02 PM   
LargeSlowTarget


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From: Hessen, Germany - now living in France
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You consider sending your men on a suicide mission? With this leadership style you should rather play the Japanese side, shouldn't you?  

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RE: ship withdrawl quandary - 5/4/2011 10:44:42 PM   
AW1Steve


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quote:

ORIGINAL: LargeSlowTarget

You consider sending your men on a suicide mission? With this leadership style you should rather play the Japanese side, shouldn't you?  


A willingness to throw his subordinates under a bus to advance his career is a requirement to make high rank in the modern USN.

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RE: ship withdrawl quandary - 5/5/2011 12:55:39 AM   
erstad

 

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I had a similar situation in my game with cuttlefish. I tried to move off map but the TF would auto-disband in columbo during turn execution instead of returning to the off map base. I assume because of the high damage. I ended up riding it out, probably cost something like 2000 PPs.

The one thing I didn't think to try at the time is whether ship/TF commanders with high aggression would have worked better.

(in reply to AW1Steve)
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RE: ship withdrawl quandary - 5/5/2011 3:13:30 AM   
Fallschirmjager


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PP's as the Allies are moot by 1942 anyways. After the first 12 months I never have problems having enough to do whatever I want.

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RE: ship withdrawl quandary - 5/5/2011 4:29:35 AM   
Pascal_slith


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IIRC the ship must not have damage above a certain level for withdrawl to be acceptable. As some others have said, use it on a high-risk mission and get it sunk.

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RE: ship withdrawl quandary - 5/8/2011 3:57:59 AM   
jdcorley

 

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I discovered by accident that a ship which must withdraw can safely sail thru enemy waters without being attacked! I had a ship on the way back to SF when it went direct instead of safe... right from Australia past TRUK in spring 42... made it all the way to Hawaii unmolested!!!

Tried it again and it worked. Had a withdrawing DD escorting a CVG, no attacks on the DD but the CV and CLs were almost sunk. The glitch only works on the ship needing withdrawl, it isn't a magical shield charm.


Just a glitch, but it might be there to prevent suicide missions designed to save PolPoints.

(in reply to Pascal_slith)
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RE: ship withdrawl quandary - 5/16/2011 8:21:55 PM   
bush

 

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UPDATE:

I went with trying to get off-map first and that proved to be the winner. Once I reached the safe confines of Aden I was able to withdraw.

(in reply to jdcorley)
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RE: ship withdrawl quandary - 5/16/2011 9:07:30 PM   
Don Bowen


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From: Georgetown, Texas, USA
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quote:

ORIGINAL: jdcorley

I discovered by accident that a ship which must withdraw can safely sail thru enemy waters without being attacked! I had a ship on the way back to SF when it went direct instead of safe... right from Australia past TRUK in spring 42... made it all the way to Hawaii unmolested!!!

Tried it again and it worked. Had a withdrawing DD escorting a CVG, no attacks on the DD but the CV and CLs were almost sunk. The glitch only works on the ship needing withdrawl, it isn't a magical shield charm.


Just a glitch, but it might be there to prevent suicide missions designed to save PolPoints.


Nothing in the code to support this. I'd vote for "luck".

(in reply to jdcorley)
Post #: 12
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