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Damage - 6/26/2004 2:43:22 AM   
Freddy Fudpucker

 

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Is there a table or anything available that explains the maths behind damage at all?

The manual is not very helpful at all. It doesn't say whats good, bad or indifferent about the level of damage caused, only that it affects certain things i.e loading/unloading of supplies or capability of your airfields.

I would like to learn more about what actually happens at different levels of damage in more exact detail for:

1. Port damage and port supply damage.
2. Airfield service damage and airfield runway damage.
3. Ships' systems damage and flood damage.

i.e. When will your ship actually sink or have no chance of recovering? or what does an airfield service damage level of 40 mean to me? etc, etc.

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RE: Damage - 6/26/2004 4:38:59 AM   
Rendova


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Port damage slows down loading/unloading rates for ships, also will slow ship repairs down.

Port Supply hits will wipe out 10% the supply at that base for each hit (although many LCU have thier own supply which is unaffected)

Airfield Service effect airplane repair and number of a/c able to launch

Runway damage effect Ops losses and after a certain amount (50%?) The field is closed.

Ships system damage is level of performce and ship can operate at (biggest noticible thing I find is speed) seems to max out at 99

Flood damage: this sinks ships, when it hits 100 it sinks also it will increase system damage when flooding. Only flood damage sinks ships.

A little of this is in the manual but most of this I have learned from reading this forum, the manual for UV is VERY vague, by all accounts WitP has a much better one.

(in reply to Freddy Fudpucker)
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RE: Damage - 6/26/2004 4:02:59 PM   
Freddy Fudpucker

 

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When you see the on screen messages during combat that say such things as *critical damage*, *severe fires below deck*, *massive explosion* etc, etc., are these abstract or do they represent a determinined amount of damage?

If each different message represents an actual amount of damage caused, does anyone know the maths for this?

_____________________________

Gentlemen, we're in the stickiest situation since Sticky the stick insect got stuck on a sticky bun'. -Capt. E. Blackadder.

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Post #: 3
RE: Damage - 6/26/2004 4:48:49 PM   
Rendova


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quote:

ORIGINAL: Freddy Fudpucker

When you see the on screen messages during combat that say such things as *critical damage*, *severe fires below deck*, *massive explosion* etc, etc., are these abstract or do they represent a determinined amount of damage?

If each different message represents an actual amount of damage caused, does anyone know the maths for this?

quote:

When you see the on screen messages during combat that say such things as *critical damage*, *severe fires below deck*, *massive explosion* etc, etc., are these abstract or do they represent a determinined amount of damage?


2by3 has keep all this very hush hush, the only sure thing will be in WitP when there will be some sort of "super critical hit" which sinks the ship then and there ala Hood

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RE: Damage - 6/26/2004 8:00:22 PM   
Freddy Fudpucker

 

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quote:

ORIGINAL: Rendova

2by3 has keep all this very hush hush, the only sure thing will be in WitP when there will be some sort of "super critical hit" which sinks the ship then and there ala Hood


Yeah, thats something thats definately missing in UV. Obviously you wouldn't expect it to be too common though. I particularly think subs should be able to sink their targets at the time of attack...when they actually manage to hit something that is.

_____________________________

Gentlemen, we're in the stickiest situation since Sticky the stick insect got stuck on a sticky bun'. -Capt. E. Blackadder.

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RE: Damage - 6/26/2004 10:36:03 PM   
CMDRMCTOAST


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quote:

ORIGINAL: Freddy Fudpucker

quote:

ORIGINAL: Rendova

2by3 has keep all this very hush hush, the only sure thing will be in WitP when there will be some sort of "super critical hit" which sinks the ship then and there ala Hood


Yeah, thats something thats definately missing in UV. Obviously you wouldn't expect it to be too common though. I particularly think subs should be able to sink their targets at the time of attack...when they actually manage to hit something that is.


Try having a sub 1 hex away from a port say Rabaul and another sub 2 hex away
on the other side of the port, and every turn criss cross the subs thru the port
I find that they get some pretty good attempts at ships as sometimes they are traveling right with them into the port.
also use your S-boats for ship attacks and use your other boats to lay mines
in the approaches to say Rabaul and place these mines in the 1 and 2 hex locations
that your subs are crisscrossing into, you will see results I garauntee it...
Plus you will eliminate some of those pesky little minesweepers the IJN desperately need to hold onto.

_____________________________

The essence of military genius is to bring under
consideration all of the tendencies of the mind
and soul in combination towards the business of
war..... Karl von Clausewitz

(in reply to Freddy Fudpucker)
Post #: 6
RE: Damage - 6/27/2004 4:06:06 PM   
scorryuk

 

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Good tip, never read that one before. Will definately have to give it a go/

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RE: Damage - 6/27/2004 4:51:01 PM   
AmiralLaurent

 

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quote:

ORIGINAL: Freddy Fudpucker

Is there a table or anything available that explains the maths behind damage at all?

The manual is not very helpful at all. It doesn't say whats good, bad or indifferent about the level of damage caused, only that it affects certain things i.e loading/unloading of supplies or capability of your airfields.

I would like to learn more about what actually happens at different levels of damage in more exact detail for:

1. Port damage and port supply damage.
2. Airfield service damage and airfield runway damage.
3. Ships' systems damage and flood damage.

i.e. When will your ship actually sink or have no chance of recovering? or what does an airfield service damage level of 40 mean to me? etc, etc.

quote:

Try having a sub 1 hex away from a port say Rabaul and another sub 2 hex away
on the other side of the port, and every turn criss cross the subs thru the port
I find that they get some pretty good attempts at ships as sometimes they are traveling right with them into the port.
also use your S-boats for ship attacks and use your other boats to lay mines
in the approaches to say Rabaul and place these mines in the 1 and 2 hex locations
that your subs are crisscrossing into, you will see results I garauntee it...
Plus you will eliminate some of those pesky little minesweepers the IJN desperately need to hold onto.


As far as I know,

port damage reduce the speed of unloading/loading and also the repair of ships. A 100% damaged port is unable to save a damaged ship for example.

Airfields are closed when the runway damage is > 50% and are unable to repair planes if sservices is > 50%. Runway damage between 0% and 50% increases the irsk of crash in landing/taking off, services damage between 0% and 50% reduces the ability of the base to repair and made servicable planes.

As for ships damage:
_ SYS damage will reduce the speed (speed = max speed * (100 - SYS)/100) and also the ability of the ship to fire.
_ Flood damage will sink the ship, and also increase the SYS damage.
_ Fires will rise the SYS damage quickly if not dealt out in a big port.

(in reply to Freddy Fudpucker)
Post #: 8
RE: Damage - 6/29/2004 3:32:11 PM   
Freddy Fudpucker

 

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At what level of systems damage do you generally decide to withdraw a ship from operations and disband or send to PH/Japan?

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Gentlemen, we're in the stickiest situation since Sticky the stick insect got stuck on a sticky bun'. -Capt. E. Blackadder.

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RE: Damage - 6/29/2004 3:49:17 PM   
scorryuk

 

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I try to keep any ship with damage over 10 back in port and will send back if over 15. Though will make exceptions depending on how needed the ship is especially CVs. Sending back ships increases your chances of being sent re-inforcements.

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RE: Damage - 6/29/2004 3:53:23 PM   
scorryuk

 

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On the topic of damage get this for inconsistant! 6 PT boats attack 2 IJN CAs and 1 DD. CA Atago fires 5in guns at 2000yds hitting PT68. Sunk insantly with 1 hit! PT 67 responds with MG fire (!!) and for its troubles recieves 27 hits from CA Suzuya`s 5in guns. Sunk before end of day. Needless to say no torps launched.

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RE: Damage - 6/29/2004 4:58:15 PM   
AmiralLaurent

 

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quote:

ORIGINAL: Freddy Fudpucker

At what level of systems damage do you generally decide to withdraw a ship from operations and disband or send to PH/Japan?


Depends heavily of the type of the ship and the strategic situation. The main questions are:
1) do I need this ship ?
If the answer is no, send it back immediatly, even if she is undamaged
2) are better replacement available in home country, and are they likely to be sent (probability of release high or moderate)
I will probably send back any ship with damage over 5 (transport) or 10 (combat ship)
3) Can I use this ship in the current state of damage, or repair it in a port without risk of further hits ?
In some special case, I may keep on theater ships with up to 30 SYS damage and even use them. But most of the times, 15 SYS is the superior limit to be sent back..

quote:

ORIGINAL: Freddy Fudpucker

On the topic of damage get this for inconsistant! 6 PT boats attack 2 IJN CAs and 1 DD. CA Atago fires 5in guns at 2000yds hitting PT68. Sunk insantly with 1 hit! PT 67 responds with MG fire (!! ) and for its troubles recieves 27 hits from CA Suzuya`s 5in guns. Sunk before end of day. Needless to say no torps launched.


I have never seen more than 3 PT boats from any TF attack in the same battle phase. Larger PT TF are only surprised more often and once 3 PT boats has been sunk without firing back during the surprise phase, the battle is fought...
Best attacks by PT boats are when they surprise IJN so smaller TF are more able to do that. WHen there are no surprise, the PT have to sail across the IJN fire before launching and more usually then not are sunk while trying.

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RE: Damage - 6/29/2004 8:49:19 PM   
Feinder


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1st, regarding the CA vs. PTs...

Not sure if I read you correctly, but as I understood, you were complaining that the 5" gun from the Atago sank the PT in 1 shot.

Not a problem at all. The PTs were made largely of plywood. A single 5" shell would sufficiently level your house (depending on the size of your house). No way! Yes way. A 5" shell ~ 127mm, that's a big friggen HE shell against a "soft" target like a PT boat.

1 5" shell = no more PT boat.

The first thing a weapon has to do is penetrate the armor of it's target. This is a fairly straightforward calculation. There are ratings for weapons, whether they are a bomb, or a 30cal tailgun of your Dauntless. 30cals have a penetration of 1, and and 18" gun has a penetration of 850. You take the armor rating of whatever is hit (usually deck armor for bombs and plunging (long range) naval fire, belt armor for close range naval fire and strafing. If the armor isn't penetrated, probably nothing happens, or if you're lucky, maybe 1 or two sys damage. However, if penetration > armor then...

The relative damge caused, is rated by the "effectiveness". That is the relative amount of "kablam!" of the shell. A Mk 16 - 6" gun has an effectiveness of 130. So if it hits something with an armor value of 200 or less, it will penetrate and use it's "kablam" of 130 against...

The "durability" of the target. This number roughly equates to the size/displacement of the vessal. A PT boat with a durability of 1 or 2, can be swatted with 50 cals (effect 10) and go down at the end of the engagement. The higher the "durability" (loosely translated, displacement) the ship, the harder it is to damage it (regardless of armor).

The durability of the Atago is 55, while the durability of the Saratoga is 110. These aren't so much "hit points" as they are "hit ability to absorb". Hitting the Saratoga with a 6" gun (200 penetration vs. belt armor of 175 = success), compares the effectiveness (123) vs. durability (110). This is going to cause about 10 - 15 sys damage (my guestimate, I have no idea of the formula). Whereas if the same 6" gun hit the Atago (200 penetration vs. belt 125 = success), compares effectiveness (123) vs. durability (55), is probably on the order of 15 - 20 sys damage. So the same shell, penetrating both ships, will do more damage to the smaller vessal (the Atago).

The 50 cals of the PTs can't penetrat the Atago's armor to begin with (50 cal penetration of 2 vs. Atago's belt armor of 125). But even if they did, the effectiveness of the 50 cal (10) vs. the durability of the Atago (55), is minimal.

Now the other way around. Assume it's the 5" guns of the Atago (not even the 8"ers), firing at your PT. The 3YT - 5.5" gun, has a penetration of 60, vs. the ZERO armor of the PT boat (which means that ANYTHING will penetrate it). Since the shell has penetrated, the "effectiveness" of the 5.5" gun (82) is rolled against the durability of the PT (which is 1). Bascially, all that is left is driftwood and a few arms and legs.


* This is one of my pet peeves tho. While in-game you CAN you pretty well whack a DD by strafing it (because your MGs penetrate 1, and DD armor is normally 0), I think it's a bit overpowered. While I don't think that DDs should be immune to MG fire (example Wake Island defense), I -do- think that the sys damage from aircraft 30/50 cals and the PTs 50cals and 20mms guns do far more sys damage than would actually be reasonable. Maybe give the DDs an armor rating of 2 or so (the P39 has an armor rating of 1 after all, more than DD!), would cut down on the (sometimes HUGE) sys damage that can be caused by a couple of strafing fighters.

.
.
.

When do I withdraw ships?

It depends on alot of things.

a. How long is the scenario? In a 2 month scenario, sending a ship back would be meaningless. By the time it was repaired and returned, the game would be over. Even if it has 25 sys damage, as long as it can make 20kts, it's good for SOMETHING. If the number gets to where it isn't useful, I'll send it back to Rabaul/Noumea/Brisbane (wounded reserve sort of thing), but only if I'm worried about losing the vps, would I send it back. In a long scenario, where you actually can get your ships back, it's more tempting to return them. Natually, if I have a "wounded reserve" that has a valid replacement waiting in Pearl/Kure, then send it back.

b. Even for long scenarios (when you -might- get your ship back), consider the date (esp for Japan). For IJN, the "allowable points" (your ship commitment) rises thru about Sept 42, and then decreases ever more rapidly thru 1943 (which means that by Dec 43, you don't have many toys to play with, even if they're not sunk). So sending back the Kaga with 15 sys damage might be ok in Sept 42, because you'll still have ample points to have it returned to you in Jan 43. However, sending Kage back in Jul of 43 with 15 sys damage is worthless, because even after she is repaired, you're not likely to have sufficient "allowable points" in your pool in Sept 43 to get her back.

c. For the USA, send back all you want. Obviously, you don't want to send back all your CVs at once and be left with a handful of cruisers to face the IJN onslaught, but use your head. But USA "allowable points" are an ever increasing number, so sending a damaged ship back whenever, isn't usually a problem (unless it's Nov 43 and the scenario ends in a month anyways).

d. USN also get Flak and ASW upgrades (IJN does NOT upgrade, anything, ever). WONDERFUL stuff. VERY worth it. Keep your ships on a good rotation so that they get the upgrades (usually an increase of about +75% AAA and ASW). For the USA, I genearlly start sending a ship back at 15 sys damage. Again, use your discretion. If IJN has 4 CVs in theater, it's probably a good idea to keep 4 CVs of your own (unless there's already a CV waiting in Pearl to replace the one you send back).



*** edit : gave some explicit examples for you. I think this is what you're looking for.

< Message edited by Feinder -- 6/29/2004 3:39:57 PM >


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RE: Damage - 6/30/2004 5:39:09 PM   
scorryuk

 

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No sinking a PT with one hit is fine- its realistic. But a PT taking 27 hits isn`t. And why couldn`t PT launch torps if in MG range?

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RE: Damage - 6/30/2004 8:20:58 PM   
crsutton


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quote:

ORIGINAL: scorryuk

No sinking a PT with one hit is fine- its realistic. But a PT taking 27 hits isn`t. And why couldn`t PT launch torps if in MG range?


There are many varibles in a unsucessfull torpedo launch, and many reasons why your PT failed to launch. These varibles are abstracted in the game but represent a realistic probability. In real life, most torpedo attacks by PTs failed and this is abstracted in the game. The reasons for this could be as such (take your pick): boat commander died or wet himself and chickened out, boat failed to get in suitable position, torpedo or launcher malfunctioned. torpoedoman died or WHP, boat ate a shell before launching. boat was blocked by other PTs, and so on. There were very few sucessful PT attacks against warships (for obvious reasons). A successful torpedo hit was very rare.

I pretty much count myself lucky when my PTs hit but every hit counts.

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RE: Damage - 6/30/2004 9:00:05 PM   
Feinder


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Why didn't it launch torps?
Dunno. There is usually a "roll" against the commander's Leadership/Inspiration to determine attacks. And maybe the TF commander to see if the whole squadron launches torps. Or is it possible that he -did- launch, and just missed? If the torps missed, you wouldn't see it on the combat.txt. You'd have to sit thru the entier battle and see that he didn't launch or missed (and I know I never watch the whole battle). But the short is, I don't know. There are a lot of dice rolls that have to happen, but that's the best answer I can give you.

Why did it take 24 hits to sink?
They were shelling the survivors? This is an annoyance that many of us have had with UV, is the tendancy to over-kill. It's the same thing as the "titanium transports". Ever notice those things take about 15 bombs and/or 4 torps to sink? It's actually that they take forever to sink (even though they're already mortally wounded); so you bombers keep unloading on them (or in the case of the PT, the Atago puts 27 rounds into it). If you actually do a controlled test, the APs only take about 3 - 4 bombs to sink(!), but it takes them about 3 days to sink if you "only" put 4 bombs into them. I think ships should be sinking faster (and therefor ships NOT throwing 24 shells into a single PT boat).

-F-

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RE: Damage - 7/1/2004 5:55:48 AM   
CMDRMCTOAST


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quote:

ORIGINAL: crsutton

quote:

ORIGINAL: scorryuk

No sinking a PT with one hit is fine- its realistic. But a PT taking 27 hits isn`t. And why couldn`t PT launch torps if in MG range?


I pretty much count myself lucky when my PTs hit but every hit counts.


From a previous post of mine.
THEY SURE DO...




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RE: Damage - 7/1/2004 5:58:01 AM   
CMDRMCTOAST


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and...




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< Message edited by CMDRMCTOAST -- 6/30/2004 9:16:01 PM >


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and soul in combination towards the business of
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Post #: 18
RE: Damage - 7/1/2004 5:58:03 AM   
CMDRMCTOAST


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and...




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< Message edited by CMDRMCTOAST -- 6/30/2004 9:23:39 PM >


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The essence of military genius is to bring under
consideration all of the tendencies of the mind
and soul in combination towards the business of
war..... Karl von Clausewitz

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RE: Damage - 7/1/2004 6:04:32 AM   
CMDRMCTOAST


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And lastly.....
So never count PT's out....




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The essence of military genius is to bring under
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and soul in combination towards the business of
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RE: Damage - 7/1/2004 6:04:33 AM   
CMDRMCTOAST


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And lastly.....
So never count PT's out....




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The essence of military genius is to bring under
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and soul in combination towards the business of
war..... Karl von Clausewitz

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RE: Damage - 7/1/2004 4:19:12 PM   
Black Cat

 

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That`s just so Great ! Thanks for the screen shots

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RE: Damage - 7/1/2004 8:26:18 PM   
Freddy Fudpucker

 

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Yet another question:

I see that ships take a small amount of sys damage just through general usage.

Is there anything in particular that adds to this i.e sailing in bad weather, being at sea for long periods or sprinting around the entire map with hardly a break etc, etc?

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RE: Damage - 7/1/2004 8:37:42 PM   
scorryuk

 

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Was curious about that too. Have wondered wether speed (cruise/flank) affects damage. Those coloured rings denoting range (if my understanding of it is correct!) seem dependant on speed, the outer one being max distance covered in turn at full speed. So would moving in stages to stay within green circle/range slow sys damage?

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RE: Damage - 7/2/2004 8:58:10 AM   
CMDRMCTOAST


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Ships at sea acrue sys damage, thunderstorms, broken props, slamming into one another
especially combatants.
if you run fast transport convoys over extended periods of time they will acrue damage
sometimes it is necassary to keep the material moving and let sys damage buildup.
I wait till I am in the 24 to 35 range then send them back to pearl.
you should rotate back to pearl for AA upgrades anyway so not to worry.
I try not to go into combat with too much damage ( under 20 )


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The essence of military genius is to bring under
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A pt boat torping a battleship. - 7/4/2004 7:13:55 PM   
CMDRMCTOAST


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Got this one this morning....


AFTER ACTION REPORTS FOR 09/01/43

Weather: Rain

--------------------------------------------------------------------------------
Night Time Surface Combat, near Woodlark Island at 22,39

Japanese Ships
BB Haruna, Torpedo hits 1, on fire
BB Kirishima
CA Chokai
CL Oyodo
DD Kuroshio
DD Hayashio
DD Hamakaze
DD Natsugumo
DD Akatsuki
DD Ikazuchi
DD Hatsuyuki
DD Sazanami

Allied Ships
PT 67, Shell hits 4, heavy damage
PT 123, Shell hits 1, and is sunk
PT 169, Shell hits 5, and is sunk
SC 703, Shell hits 7, on fire, heavy damage


--------------------------------------------------------------------------------
I will try to capture a screen shot and post it.

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RE: A pt boat torping a battleship. - 7/4/2004 7:54:27 PM   
CMDRMCTOAST


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A screen shot for ya.




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RE: A pt boat torping a battleship. - 7/4/2004 7:54:29 PM   
CMDRMCTOAST


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A screen shot for ya.




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RE: A pt boat torping a battleship. - 7/4/2004 7:57:44 PM   
CMDRMCTOAST


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And the utimate dream of all PT commanders.




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RE: A pt boat torping a battleship. - 7/4/2004 7:57:45 PM   
CMDRMCTOAST


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And the utimate dream of all PT commanders.




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_____________________________

The essence of military genius is to bring under
consideration all of the tendencies of the mind
and soul in combination towards the business of
war..... Karl von Clausewitz

(in reply to CMDRMCTOAST)
Post #: 30
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