Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

AKE - Yamato

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> AKE - Yamato Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
AKE - Yamato - 10/13/2011 10:11:20 PM   
SoliInvictus202


Posts: 367
Joined: 8/27/2010
From: Austria
Status: offline
just a short question, to anyone who has any actual experience with it!

can the "largest" Japanese "AKE" rearm the main armament of a Yamato-class battleship?

we've been discussing this while we are preparing our first turn for our upcoming game - my team member says "I doubt it - if I look at the load capacity" - but I seem to remember someone typing here on the forum that the largest AKE can actually do it...

so if anyone has done it, or tried and failed - would be great to know for a fact!

thanks in advance

Post #: 1
RE: AKE - Yamato - 10/13/2011 11:39:45 PM   
Mike Solli


Posts: 15792
Joined: 10/18/2000
From: the flight deck of the Zuikaku
Status: offline
According to the manual, you need a capacity of 6440 to be able to rearm the 18.1" rounds. I don't believe there is a Japanese ship that can convert to an AKE that is that big. Also, if you look at the table on page 285, there is a "tenders" column showing what type of tenders can rearm each specific gun and it's blank for the 18.1" guns. So, I'd say you need to plan for a port to replenish at or your Yamatos will end up running around without any main gun ammo.

_____________________________


Created by the amazing Dixie

(in reply to SoliInvictus202)
Post #: 2
RE: AKE - Yamato - 10/14/2011 12:12:33 AM   
chesmart


Posts: 908
Joined: 1/14/2007
From: Malta
Status: offline
Iirc the largest Japanese ake with naval support can reload the Yamato's guns

(in reply to Mike Solli)
Post #: 3
RE: AKE - Yamato - 10/14/2011 12:55:21 AM   
SuluSea


Posts: 2358
Joined: 11/17/2006
Status: offline
From the manual the rearm cost for those guns are 6440 and no AKE makes the cut.  Here's a screen from the manual---



I also uploaded a Lima AKE and a Kashino Class for visuals.




_____________________________

"There’s no such thing as a bitter person who keeps the bitterness to himself.” ~ Erwin Lutzer

(in reply to chesmart)
Post #: 4
RE: AKE - Yamato - 10/14/2011 8:49:29 AM   
SoliInvictus202


Posts: 367
Joined: 8/27/2010
From: Austria
Status: offline
thanks a lot for the detailed answers... - my team-member came to the same conclusions... I just wanted to make sure, as I seem to remember that someone said he used the AKE to rearm the Yamato, or something like "which is why I keep this type of AKE in a replenishment TF close to the Yamato"...

but if all agree that it's impossible - good to know for sure!

so thanks again!


(in reply to SuluSea)
Post #: 5
RE: AKE - Yamato - 10/14/2011 9:48:27 AM   
travicl1

 

Posts: 14
Joined: 6/19/2009
Status: offline
I remembered rearming Yamato with an AKE not too long ago in my PBEM game. I reloaded the turn and sure enough I did. Port size was 3 with no naval support and a Lima class AKE docked. Yamato did run out of ops points before it finished rearming so it takes a couple days but at least it can be done.

(in reply to SoliInvictus202)
Post #: 6
RE: AKE - Yamato - 10/14/2011 2:17:14 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
In the stock game, no AK/AKE has the capability, which is factual.

Realistically, the transport Kashino (which was used to transport Yamato's main turrets) was converted after Musashi's main guns were transported to act as an ammo transport (not an AKE) to carry the shells around. In a mod, I would think it reasonable to have Kashino convertible to an AKE, but that is just my opinion.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to travicl1)
Post #: 7
RE: AKE - Yamato - 10/14/2011 2:18:09 PM   
sandman455


Posts: 209
Joined: 7/5/2011
From: 20 yrs ago - SDO -> med down, w/BC glasses on
Status: offline

quote:

ORIGINAL: Travix

I remembered rearming Yamato with an AKE not too long ago in my PBEM game. I reloaded the turn and sure enough I did. Port size was 3 with no naval support and a Lima class AKE docked. Yamato did run out of ops points before it finished rearming so it takes a couple days but at least it can be done.


Hmmmm. . . and the plot thickens.

Screen shots would have been to die for. Are you sure you were reloading the main armament?

Alas we need a tester. Seeing how mine will make her maiden voyage in 32 days, and I can barely get 2-3 days done in a week (yeah I'm one those) I might be able to give you some in game analysis come December.

It's funny how I'm more excited about getting the Yamato on a bombardment mission along the Chinese coast, than I was of sailing KB-1 across the North Pacific, stealthing her south thru the shipping lanes, to hit San Diego from 200 miles off the Mexician coast on 1/2/1942.

Only a battleship can do that to you. There's no household game called Carriers! No sir. Boys will have their toys and they will come with big guns, thank you very much.

_____________________________

Gary S (USN 1320, 1985-1993)
AOCS 1985, VT10 1985-86, VT86 1986, VS41 1986-87
VS32 1987-90 (NSO/NWTO, deployed w/CV-66, CVN-71)
VS27 1990-91 (NATOPS/Safety)
SFWSLANT 1991-93 (AGM-84 All platforms, S-3 A/B systems)

(in reply to travicl1)
Post #: 8
RE: AKE - Yamato - 10/14/2011 5:14:13 PM   
SoliInvictus202


Posts: 367
Joined: 8/27/2010
From: Austria
Status: offline

quote:

ORIGINAL: Shark7

In the stock game, no AK/AKE has the capability, which is factual.

Realistically, the transport Kashino (which was used to transport Yamato's main turrets) was converted after Musashi's main guns were transported to act as an ammo transport (not an AKE) to carry the shells around. In a mod, I would think it reasonable to have Kashino convertible to an AKE, but that is just my opinion.


thanks a lot for the answer - how come that some people seem to be able to use it? (i.e. Travix)...


(in reply to Shark7)
Post #: 9
RE: AKE - Yamato - 10/14/2011 5:17:02 PM   
nashvillen


Posts: 3836
Joined: 7/3/2006
From: Christiana, TN
Status: offline
I should have some data on this in a couple of days. I just creamed Tabiteuea with the Yamato and other BBs in my PBEM game with rjopel and will see if I can rearm the Yamato with what I have positioned. I am not going to give any details right now as rjopel reads this forum regularly, but once I have tried what I am going to try, I will post here.

_____________________________


(in reply to sandman455)
Post #: 10
RE: AKE - Yamato - 10/14/2011 5:17:44 PM   
SoliInvictus202


Posts: 367
Joined: 8/27/2010
From: Austria
Status: offline

quote:

ORIGINAL: nashvillen

I should have some data on this in a couple of days. I just creamed Tabiteuea in my PBEM game with rjopel and will see if I can rearm the Yamato with what I have positioned. I am not going to give any details right now as rjopel reads this forum regularly, but once I have tried what I am going to try, I will post here.


thanks a lot! - also to all other posters!

(in reply to nashvillen)
Post #: 11
RE: AKE - Yamato - 10/14/2011 5:24:44 PM   
CV 2

 

Posts: 376
Joined: 2/21/2011
Status: offline
If he had 1280+ nav support at that base, it would have been rearmed from that and not the AKE. I suspect this is the case.

Either that or there is a bug in the game that totals ALL AKEs present for size calculations.

(in reply to SoliInvictus202)
Post #: 12
RE: AKE - Yamato - 10/14/2011 5:27:20 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
I'm sure I've done it (loaded Yamato class with AKE), all I can think of is that the AKE was in a port.  So the port size along with AKE must have met the min requirements to load?  And not that big of a port ... like size 3 or so.  I run the Kashino with her (adding the Irako and Mamiya when they arrive) and you can re-load.  I'll have to pay more attention next time I do it to where I'm doing it and what size the port is .... but I've done it in the DEI area ...  I'm sure Babeldoab, prolly Mindinao, ... those types of places ...

My current games either Yamato hasn't arrived (new Ironman) or is long gone (Downfall). So, it will be a while before I can get back to you on this.

< Message edited by PaxMondo -- 10/14/2011 5:30:19 PM >


_____________________________

Pax

(in reply to SoliInvictus202)
Post #: 13
RE: AKE - Yamato - 10/14/2011 7:39:15 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline
quote:

ORIGINAL: SoliInvictus202
just a short question, to anyone who has any actual experience with it!

can the "largest" Japanese "AKE" rearm the main armament of a Yamato-class battleship?

we've been discussing this while we are preparing our first turn for our upcoming game - my team member says "I doubt it - if I look at the load capacity" - but I seem to remember someone typing here on the forum that the largest AKE can actually do it...

so if anyone has done it, or tried and failed - would be great to know for a fact!

thanks in advance

No it cannot. To rearm the Yamato main guns requires 6438 rearm points. There is no ship in the data base, not even a US Mt Hood that has that high a 'rearm capacity'. This was done purposely, so if you can't rearm Yamato's main armament from AKE/AE it is WAD.

Idea is to force Japanese players to identify a few places to function as main fleet bases and populate them with sufficient NavSup so they can function as such (check manual at 20.1.2.2) as Japan actually did. Japan did not have a fleet train as such, and there was no planning to ever develop one, so one must kinda do it like the Japanese did it.

_____________________________


(in reply to SoliInvictus202)
Post #: 14
RE: AKE - Yamato - 10/14/2011 7:51:30 PM   
chesmart


Posts: 908
Joined: 1/14/2007
From: Malta
Status: offline
So John a AKE and naval support can rearm Yamato ?

(in reply to JWE)
Post #: 15
RE: AKE - Yamato - 10/14/2011 8:34:06 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline
quote:

ORIGINAL: che200
So John a AKE and naval support can rearm Yamato ?

Not quite. The paradigm is Yamato can rearm the main battery at specific Port/NavSup combinations as defined at 20.1.2.2. The paradigm is that an AE/AKE can rearm weapons with rearm cost up to their cargo capacity. So secondary armament (other than the 46cm guns) follows the paradigm.

Undertand the context of the question. Repair is a matrix of AR/NavSup/Port size. But Rearm is not. Much like Repair is limited to a few points of Major Flot, Rearm is limited by 'capability'. If an AE/AKE can't contribute anything, in broad, because its capacity is insufficient, why should it be allowed to do so just because it's in port B rather than port A. So no, it's either NavSup or a Tender, and since Japan doesn't have any requisite Tenders, it's NavSup in the "right" Port.

It's a great big bloody abstraction, and rearm is different from repair. Must ping on the differences and understand the whys therefore. Good question che200. Hope the answer helps put things in perspective for you. As always, ask and ye shall be answered.

Ciao, John

< Message edited by JWE -- 10/14/2011 8:35:47 PM >


_____________________________


(in reply to chesmart)
Post #: 16
RE: AKE - Yamato - 10/14/2011 8:37:44 PM   
chesmart


Posts: 908
Joined: 1/14/2007
From: Malta
Status: offline
Thanks John as always very informative

(in reply to JWE)
Post #: 17
RE: AKE - Yamato - 10/14/2011 8:44:16 PM   
fcharton

 

Posts: 1112
Joined: 10/4/2010
From: France
Status: offline
Hi John,

quote:

ORIGINAL: JWE
Idea is to force Japanese players to identify a few places to function as main fleet bases and populate them with sufficient NavSup so they can function as such (check manual at 20.1.2.2) as Japan actually did. Japan did not have a fleet train as such, and there was no planning to ever develop one, so one must kinda do it like the Japanese did it.


Merci beaucoup! This makes perfect sense (I'm SoliInvictus' teammate).

Looking at the rearmament table, it seems that for Yamato-class, you either need a level 7+ port with a few naval support teams, or a smaller port with lots of them (more than 1100). One thing that puzzles me is that, below 7, port size doesn"t really matter (you need 1150 NavSupp in a 6-port, and 1280 in a 1-port).

In other words, once you jump over the fence, and decide to concentrate fleet support in a few forward bases, port sizes seem to become irrelevant (with respect to rearmament, of course). Right? Or am I missing something (like docking restrictions, cargo limits, that would come on top of that)?

Thanks in advance,
Francois




< Message edited by fcharton -- 10/14/2011 8:49:19 PM >

(in reply to JWE)
Post #: 18
RE: AKE - Yamato - 10/14/2011 9:19:06 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline

quote:

ORIGINAL: fcharton
Hi John,
Merci beaucoup! This makes perfect sense (I'm SoliInvictus' teammate).

Looking at the rearmament table, it seems that for Yamato-class, you either need a level 7+ port with a few naval support teams, or a smaller port with lots of them (more than 1100). One thing that puzzles me is that, below 7, port size doesn"t really matter (you need 1150 NavSupp in a 6-port, and 1280 in a 1-port).

In other words, once you jump over the fence, and decide to concentrate fleet support in a few forward bases, port sizes seem to become irrelevant (with respect to rearmament, of course). Right? Or am I missing something (like docking restrictions, cargo limits, that would come on top of that)?

Thanks in advance,
Francois

Bienvenue, mon ami. ... um ... oui, je pense que vous le comprenez. C'est paradigme .. Um, smaller ports are not considered to have sufficient infrastructure to help NavSup squads perform their duties efficiently. As port size, and infrastructure, increases, the "marginal" amount of NavSup per port size, decreases. Est-ce que ceci semble raisonnable ?

Ciao. John

_____________________________


(in reply to fcharton)
Post #: 19
RE: AKE - Yamato - 10/14/2011 9:52:21 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline

Huh, so I must have been mistaken and it must have been Truk et al. And here I always thought the AKE was helping. Great news! I can leave them behind. Learn something new everyday.

_____________________________

Pax

(in reply to JWE)
Post #: 20
RE: AKE - Yamato - 10/14/2011 10:32:30 PM   
Dan Nichols


Posts: 863
Joined: 8/30/2011
Status: offline

quote:

ORIGINAL: PaxMondo


Huh, so I must have been mistaken and it must have been Truk et al. And here I always thought the AKE was helping. Great news! I can leave them behind. Learn something new everyday.


Why leave the AKEs behind? A Lima AKE can rearm all other ships but the Yamatos.

(in reply to PaxMondo)
Post #: 21
RE: AKE - Yamato - 10/14/2011 11:09:10 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline

quote:

ORIGINAL: Dan Nichols


quote:

ORIGINAL: PaxMondo


Huh, so I must have been mistaken and it must have been Truk et al. And here I always thought the AKE was helping. Great news! I can leave them behind. Learn something new everyday.


Why leave the AKEs behind? A Lima AKE can rearm all other ships but the Yamatos.

I had AKE's in the replishment TF trailing the Yamato types to (mistakenly) help re-arm. Don't need to now. Not referring to the other BB's.

_____________________________

Pax

(in reply to Dan Nichols)
Post #: 22
RE: AKE - Yamato - 10/15/2011 3:44:02 AM   
nashvillen


Posts: 3836
Joined: 7/3/2006
From: Christiana, TN
Status: offline
Well, my bombardment TF didn't fire the BB main guns. So much for testing.

_____________________________


(in reply to PaxMondo)
Post #: 23
RE: AKE - Yamato - 10/15/2011 6:53:22 AM   
inqistor


Posts: 1813
Joined: 5/12/2010
Status: offline
PzB few months ago was able to reload Yamato main guns at Christmas Island (at Line Islands). It can be build up to IIRC lvl 4, so he needed really lots of Naval Support, and I am not sure he had actually that many, so maybe something will stack? Like Naval HQ Command Radius?

(in reply to nashvillen)
Post #: 24
RE: AKE - Yamato - 10/15/2011 8:15:04 AM   
Insano

 

Posts: 228
Joined: 7/23/2009
From: Joplin, Missouri
Status: offline
Nav support will contribute throughout the command radius so you don't need to have all the Nav support at the base, just nearby. I don't think it contributes 100% though, can't remember for sure. I think it fell off linearly like when you were half of the command radius away then you only got half of the nav support.

(in reply to inqistor)
Post #: 25
RE: AKE - Yamato - 10/15/2011 11:32:52 AM   
Mike Solli


Posts: 15792
Joined: 10/18/2000
From: the flight deck of the Zuikaku
Status: offline

quote:

ORIGINAL: inqistor

PzB few months ago was able to reload Yamato main guns at Christmas Island (at Line Islands). It can be build up to IIRC lvl 4, so he needed really lots of Naval Support, and I am not sure he had actually that many, so maybe something will stack? Like Naval HQ Command Radius?


Page 285 in the manual will tell you exactly how many naval support is needed. In the case of a level 4 port, it's 1266 naval support in order to replenish the 18.1" guns.

_____________________________


Created by the amazing Dixie

(in reply to inqistor)
Post #: 26
RE: AKE - Yamato - 10/15/2011 1:51:36 PM   
rjopel

 

Posts: 614
Joined: 12/19/2007
From: Charlottesville, VA, USA
Status: offline

quote:

ORIGINAL: nashvillen

I should have some data on this in a couple of days. I just creamed Tabiteuea with the Yamato and other BBs in my PBEM game with rjopel and will see if I can rearm the Yamato with what I have positioned. I am not going to give any details right now as rjopel reads this forum regularly, but once I have tried what I am going to try, I will post here.



So where do I need to send my subs to check on this reloading activity?


(in reply to nashvillen)
Post #: 27
RE: AKE - Yamato - 10/15/2011 4:12:16 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline

quote:

ORIGINAL: rjopel


quote:

ORIGINAL: nashvillen

I should have some data on this in a couple of days. I just creamed Tabiteuea with the Yamato and other BBs in my PBEM game with rjopel and will see if I can rearm the Yamato with what I have positioned. I am not going to give any details right now as rjopel reads this forum regularly, but once I have tried what I am going to try, I will post here.



So where do I need to send my subs to check on this reloading activity?




If I were wagering a guess...Los Angeles.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to rjopel)
Post #: 28
RE: AKE - Yamato - 10/15/2011 7:38:16 PM   
SoliInvictus202


Posts: 367
Joined: 8/27/2010
From: Austria
Status: offline
thanks again everyone for the effort of posting!....

now a newer version of the Yamato might also have some difficulties rearming from a Lima-class AKE...

http://www.youtube.com/watch?v=Row0rYFQCHs

(in reply to Shark7)
Post #: 29
RE: AKE - Yamato - 10/15/2011 9:16:19 PM   
travicl1

 

Posts: 14
Joined: 6/19/2009
Status: offline
Ok, I know the manual says an AKE can't rearm Yamato's main guns. However, I know I did it in my PBEM and reproduced it again now. I originally rearmed her in stock 1106i and did it again before my last post in the beta. Either the manual is wrong, there's a bug or I am really missing something. Here's some screen shots:


Munda, base where the rearming took place. If there were naval support it would be listed below the fortification line. There is none.




Yamato before being rearmed:





And Yamato after clicking replenish TF at sea with the AKE docked, not disbanded in port. You'll see most of the main gun armament is full now. All of Yamato's ops points were burned before the rearmament was completed.



The Lima class AKE before rearmament:




And the Lima class AKE after rearmament. Supplies were removed from the ship. None were taken from Munda.


(in reply to SoliInvictus202)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> AKE - Yamato Page: [1] 2   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.344