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flyboy999 -> ARD (11/10/2011 11:32:24 PM)

How do we use the ARD?

Thx




bradfordkay -> RE: ARD (11/11/2011 2:49:24 AM)

I believe that if you disband them in a port with no shipyard, they can repair major hull damage on ships smaller than or equal to their capacity in tonnes. I am shooting from memory rather than consulting my manual, so somebody please correct this if I am wrong. 




m10bob -> RE: ARD (11/11/2011 4:55:13 AM)

Correct, and the ARD will show a "capacity" limit. Make sure the port is in supply and having a support HQ and construction units there will help as well.

IRL the Allies had many more floating dry docks in theatre, wish AE had more as well.




beppi -> RE: ARD (11/11/2011 12:16:20 PM)

As a side note to the information provided. You actually have to put the ship you want to repair into repair mode too. And as already said a floating dock disbanded in the port. Then you can repair major hull damage at quite good rates.

If you have an ARD in the port and the ship has only major hull damage you actually see the # leaving behind the repair time.




Sardaukar -> RE: ARD (11/11/2011 3:08:43 PM)

They make great forward emergency repair bases.

I often put them into forward submarine base together with AR & AS. AR can repair small amount of major damage, so the combination is very useful for sub base.




crsutton -> RE: ARD (11/11/2011 4:51:33 PM)


quote:

ORIGINAL: Sardaukar

They make great forward emergency repair bases.

I often put them into forward submarine base together with AR & AS. AR can repair small amount of major damage, so the combination is very useful for sub base.



Yep a great combination. Near the front but not too near as they are too valuable.

On another note. I was moving one to Pearl and got the message that the tow line parted or something like that. About 10 sys, 9 flotation damage. Neat..




m10bob -> RE: ARD (11/11/2011 5:49:09 PM)


quote:

ORIGINAL: crsutton


quote:

ORIGINAL: Sardaukar

They make great forward emergency repair bases.

I often put them into forward submarine base together with AR & AS. AR can repair small amount of major damage, so the combination is very useful for sub base.



Yep a great combination. Near the front but not too near as they are too valuable.

On another note. I was moving one to Pearl and got the message that the tow line parted or something like that. About 10 sys, 9 flotation damage. Neat..


Now, How cool is that!




Sardaukar -> RE: ARD (11/11/2011 6:04:06 PM)

quote:

ORIGINAL: crsutton

On another note. I was moving one to Pearl and got the message that the tow line parted or something like that. About 10 sys, 9 flotation damage. Neat..


IIRC, I had one sunk in storm when trying to move ARD from Seattle to Adak I. in Aleutian Islands later in war.... Fortunately, at that time, I hade more ARDs than in current situation I could really use.




Knyvet -> RE: ARD (11/11/2011 7:02:55 PM)

My notes on ARDs and using Repair Ships:

ARD – Auxiliary Repair Dock
Assists the repair of any ship type, but only floatation damage, including Major floatation damage [14.2.3.2]. An ARD is a floating drydock used to repair damage below the waterline [20.1.2]. Although ARDs can only repair hull (flotation) damage, they do it much better than any other type of Tender or Repair Ship [20.1.2].
Use #1 – Stabilize flotation damaged ships before sending ships to repair yards.
Use #2 – Enable ports of size 6 and below the capability to repair Major Flotation Damage.
Use #3 – Augment repair services provided by ports size 7 and larger and enables the repair of Major Floatation Damage over five points.
Use #4 –Augment shipyard repair services.
Note: ARDs are very efficient at floatation repair, but are limited to hosting a single ship per cycle [14.2.3.2.1.2].
Note: An undamaged, “fresh” ARD may contribute, up to a maximum of, 100 Repair Points per turn [14.2.3.2.1.2]. An ARD may repair, therefore, up to a maximum of 1 floatation damage point per turn on a single ship.
Note: The “Shift Lift Capacity” value on the right side of the ARD’s Ship Information Screen is the maximum damaged ship tonnage that the ARD can repair.
Note: [As of 9/29/11] Public beta pitch change #049 is “Fixed ARD repair”. Not clear what this is but it may be that with the beta patch installed ARDs do not have to have a disbanded AR, AS or AD in port to function.

Repair Ships
AR, ARD, AS, AD, AGP, and AG ships have the ability to repair other ships – these ships are collectively “Repair Ships” [14.2.3.2]. Each type of Repair Ship is limited in the type of ship and damage it can repair [14.2.3.2]. If a Repair Ship is available to assist with a ship’s repair (i.e., the Repair Ship is in port, capable of repairing the damaged ship, capable of repairing the type of damage, and not busy with other repairs), the “Repair Ship” option will be selectable when the “Repair Mode” is clicked for the ship you want to repair [14.2.2.1]. Repair Ships cannot repair if they are in a TF docked at a port [14.2.2.2]. An undamaged Repair Ship that does nothing else in a will generate 1000 non-cumulative Ops points in that turn [14.2.3.2.1]. Undamaged, “fresh” Repair Ships may contribute, up to a maximum of 83 Repair Points per turn [14.2.3.2.1.1]. Therefore, Repair Ships may repair up to a maximum of 0.83 damage points per turn [14.2.3.2.1.1]. Repair Ships may also repair on a High-Priority basis [14.2.3.2.1.3]. In this case, a Repair Ship’s entire aggregate of Ops points is used and may repair up to a maximum of 1.4 damage points per turn, with a consequent total Ops point penalty [14.2.3.2.1.3]. Repair Ships can assist damaged ships that use either Readiness Repair mode [14.2.2.1] or Pierside Repair mode [14.2.3.3].
Note: You are often better off repairing System Damage using Pierside repair mode, then using a Repair Ship mode to repair the remaining damage [forum].
Note: You cannot assign a specific damaged ship to a specific Repair Ship [forum].
Note: If a damaged ship is using “Repair Ship” mode (e.g., a DD) and the only Repair Ships for that damaged ship (e.g., AD and AR) become unavailable (e.g., you put the AD and AR into a TF and move them away from the port hex), the damaged ship is automatically changed to Pierside repair mode [forum].
Note: Steps to use the Repair Ship option for a Repair Ship that is capable of repairing the damaged ship and the type of damage: 1) disband the Repair Ship in a port; 2) disband the ship to be repaired in the same port; 3) stand down the ship to be repaired; 4) click “Pierside” to get the “Repair Ship” option [forum].
Note: Supplies are expended for repairs [15.0]. Therefore, a Repair Ship must have supply onboard to conduct repairs. As Repair Ships operate, their supplies will decrease, so you need to periodically put them in a TF and load supplies onto them.
Note: [forum strategy post by don bowen 6/2010] “Repair ships can aid in pierside repairs but a ship assigned to repair ship uses only the repair ship function. If you want the best overall repair, do not use the repair ship repair option. Let the Repair module decide how to allocate them. If you want a specific ship to get extra attention, use the repair ship option for it and let the remainding ships use port facilities. This is especially true for floating drydocks. If you only have one ship, use pierside - it optimizes all port/repairship resources. Repair ships are best used at smaller ports that lack the functions provided by a repair ship (or floating drydock). Also at a larger port when you have lots of activity and the port can get overloaded with repairs.”





flyboy999 -> RE: ARD (11/13/2011 5:13:51 PM)

thank you [&o]




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