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How much damage do ships get by port attack?

 
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All Forums >> [Current Games From Matrix.] >> [World War II] >> Uncommon Valor - Campaign for the South Pacific >> How much damage do ships get by port attack? Page: [1]
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How much damage do ships get by port attack? - 4/1/2003 9:05:11 AM   
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Full Moon
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My Betties and Nells just did a port attack on Noumea from Lunga in one of my PBEM games. They hit CV Yorktown twice and BB North Carolina once with bombs. I don't play Allied so I have no idea how much damage they get by bombs dropped by Bettie and Nells. Could any Allied player tip me? That intelligence is very important for my future strategy. Thanks in advance! :)

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- 4/1/2003 9:28:18 AM   
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Admiral DadMan
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It does less damage, as the ship is not underway and has the immediate benefit of the port "die roll" for repairs to help it.

[SIZE=1]P.S.: Hurry up with my turn :)[/SIZE]

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- 4/1/2003 10:06:29 AM   
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Full Moon
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I just sent you a turn Scott.:)

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- 4/1/2003 10:15:58 AM   
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Admiral DadMan
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Internet mail getting to be like snail mail, lol

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- 4/1/2003 11:38:07 AM   
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crsutton
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If in normal range, the Bettys and Nells are dropping 250 kg bombs. They can hurt a carrier or crusier but will not generally do much to a BB.

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- 4/1/2003 11:53:03 AM   
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Admiral DadMan
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Except maybe re-arrange the deck chairs

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- 4/1/2003 8:20:45 PM   
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Mr.Frag
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Huh?

You guys did notice the kg after the bomb eh?

This is not a 250 lb bomb. It's 551!

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- 4/1/2003 9:41:49 PM   
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Feinder
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The 250kg bombs that your Betties and Nells are dropping, should be the same 250kg bombs that Vals are dropping (or did I get my games mixed up, and the Stuka drops a 250kg bomb, and the Val drops a 500kg bomb?). Either way, the IJN 250kg bombs are similar (slightly larger) than the USN 500lb bombs; so you could also cosider if your fleet had gotten hit by a couple of Marauders or B-17s (which use the 500lb GP bombs).

The advantage of hitting ships in Port is that they're easier to hit, seeing as they're tied up.

Ships in port do have the benefit of the port facilities tho, so it would be my guestimate that any fires and flooding would reduced quickly. But you're still gonna HURT ships in port, and "hurting" an enemy ship can be almost as useful as "sinking".

-F-

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- 4/1/2003 11:27:39 PM   
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Yamamoto
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[QUOTE]Originally posted by Feinder
[B] But you're still gonna HURT ships in port, and "hurting" an enemy ship can be almost as useful as "sinking".

-F- [/B][/QUOTE]


“Hurting” an enemy ship isn’t worth any points. If the attack cost you even one plane you just got behind in the score game. If the ship you hurt was Japanese then it was probably worth it because when they send ships home for repair there is a good chance they won’t see them again in 1943. If the ship you hurt was an American one they it was probably a waste of time. They will see it back in 1943 and in the meantime they will have a replacement. Only if it was a CV would I consider it worthwhile to trade planes for DAMAGE to ships in port.

If I want to go after ships in port I get all of my CVs together and try to remain on station until I sink everything in port. Here’s a little fact some of you may not be aware of: ships in port never re-arm their AA guns. Eventually they will run out of ammo and then you can pound away without taking any plane losses. I usually only do this when I have 6+ CVs and my opponent isn’t likely to have more than 2 or 3 on the map. It’s also not worthwhile doing this at Noumea because your opponent can teleport damaged ships home and you will never see any points for your effort.

Yamamoto

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- 4/1/2003 11:43:40 PM   
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Mr.Frag
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[QUOTE]ships in port never re-arm their AA guns[/QUOTE]

Quit giving away trade secrets! :(

While it is technically probably a bug, forming a TF, and docking then disbanding fixes this reloading. If people don't pay attention to their ships, it's their own fault for trying to hide in a port instead of coming out to play! :D

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- 4/1/2003 11:51:07 PM   
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Feinder
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"If the ship you hurt was Japanese then it was probably worth it because when they send ships home for repair there is a good chance they won’t see them again in 1943." - The renowned Yamamato.

Actually yes, this was exactly what I was talking about. I rarely play IJN (actually my ONLY game at the moment is Scen19 : PBEM vs Knavey where I'm USN). And my entire stratagy for the last 3 months have simply to attrit him (evidenced by the redundancy of my reports on the AAR boards). I haven't actually KILLED anything larger than a CL in quite some time. But I've HURT most of his fleet units, and many of his CAs, BBs, and CVs have are no longer "front-line" capable, or have been sent back to Truck entirely. Meanwhile, it's closing in on December 42, and I have several fleet units on the way. While it's true I'd much rather have gotten POINTS for actually killing his ships, I'm happy to settle for not having to face them in the coming months. My whole stratagy thus far tho, was to simply stay alive, and attrit his fleet and pilots until January, THEN start moving forward.

Interesting point about running out ot ammo in port. Seems like a bug and should be fixed (IMHO). Could you get around it, but deploying them as a TF, refuel from port, and then disbanding them? Doesn't this cause it to auto-rearm? Is there a way to address the situation if you're the guy getting bombed?

-F-

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- 4/2/2003 12:05:24 AM   
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Mr.Frag
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Yep, form a TF, refuel from Port, disband ... All better now.

A bug? hmm, don't know about that. Why should the ship just magically decide to do something unless ordered to do so? It's bad enough they steal fuel from ports without our consent, lets not have them steal supplies too!

Perhaps I would prefer that my CD batteries get fully supplied instead of some worthless AP's that happen to be sitting in the port. CD's sink invaders, AP's eat shells ...

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- 4/2/2003 12:14:03 AM   
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Yamamoto
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Isn't the amount of supply used up in re-arming ships trivial?

Yamamoto

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- 4/2/2003 12:15:58 AM   
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Mr.Frag
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That really depends on the base and how many times those CV's parked offshore have been hammering you :D

Remember the other catch to re-arming. It automatically eats all 1000 Ops points limiting you to 1 move maximum. This means that any ships in port being hit would have a permanent move speed of 1 hex due to auto-reloading. Not like you could even run if you wanted to at that speed. As long as the CV's sat 2 hexes away, you couldn't even rush out and try and attack them because your move speed is capped.

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Ops points - Night Turn / Day Turn - 4/2/2003 6:45:57 PM   
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rich91a
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Is that right about 1000 Op points used, no move?

Do you get 2 x 1000 Op points, 1 x for night then 1 x for day.

If so then in this case you couldn't dash out for a night attack but you would reach the CVs the following day.

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- 4/2/2003 8:05:49 PM   
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Mr.Frag
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Yea, you get ops points for each phase. I'm just pointing out that if they added auto-rearm, the implications would be you get bombed during day phase then rearm and then start your turn. You aitn't gonna get very far with 1000 ops points burnt.

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Re: Ops points - Night Turn / Day Turn - 4/2/2003 10:30:33 PM   
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Yamamoto
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[QUOTE]Originally posted by rich91a
[B]If so then in this case you couldn't dash out for a night attack but you would reach the CVs the following day. [/B][/QUOTE]

That brings up an important point. ALWAYS move your CVs at least one hex a day when bombing a port. Otherwise he can send a surface combat group to get you during the night. Also, have most of your planes on "Port Attack" and not "Naval combat/port attack" otherwise he can send out 1 PC and your 200+ plane strike will all go after that 1 PC and leave the ships in port alone.

Yamamoto

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