Fireplug sprinkles dog (Full Version)

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LargeSlowTarget -> Fireplug sprinkles dog (11/13/2018 6:41:45 AM)

Those merchant mariners know how to use a 8cm DP gun - their gun captain must be ex-IJN [sm=fighting0083.gif]




[image]local://upfiles/1313/F2508C9E348E48FDB4BD47B3AF36C424.jpg[/image]




Yaab -> RE: Fireplug sprinkles dog (11/13/2018 7:12:10 AM)

I guess he is an ex-CV Shinano guy.




Barb -> RE: Fireplug sprinkles dog (11/13/2018 7:31:52 AM)

Hehe.. in one of my PBEMs the US Banana boats (xAKL Masaya/Matagalpa/Teapa) were used in supplying New Guinea in early 1942 running independently. One was sunk by a sub. The other put 3 or 4 Jap subs into repair yards in several battles with slight damage to herself. :D




GetAssista -> RE: Fireplug sprinkles dog (11/13/2018 7:39:36 AM)

quote:

ORIGINAL: LargeSlowTarget
Those merchant mariners know how to use a 8cm DP gun - their gun captain must be ex-IJN [sm=fighting0083.gif]

Jokes aside I usually go through the chores of replacing xAP and largets xAK captains down to Aden class. They get to have ~50 nav captains for zero pp cost, and I believe it helps




LargeSlowTarget -> RE: Fireplug sprinkles dog (11/13/2018 7:58:10 AM)

Where do you find the PPs to do that? I always have something more important to do with them...




Yaab -> RE: Fireplug sprinkles dog (11/13/2018 8:23:57 AM)

You also need to review AR and ACM captains. Those guys sit in port all the time and don't need any naval skills,heheh. Those ships get the worst captains I can find.




Leandros -> RE: Fireplug sprinkles dog (11/13/2018 9:04:40 AM)


Topping commanders is gamey….[;)]

Fred




BBfanboy -> RE: Fireplug sprinkles dog (11/13/2018 3:19:22 PM)


quote:

ORIGINAL: LargeSlowTarget

Where do you find the PPs to do that? I always have something more important to do with them...

About 70% of the captain replacements can be done at no cost. What your run out of are captains with naval skill between 30 and 50. I start with my most valuable (fastest, then largest) xAKs and work down to the xAKLs. Makes a big difference in evading torps and bombs - not 100% of course, but much better chances than with a poor captain.




AcePylut -> RE: Fireplug sprinkles dog (11/13/2018 3:28:24 PM)

Why couldn't the SS Flier submerge?




BullwinkleMogami -> RE: Fireplug sprinkles dog (11/13/2018 3:52:35 PM)

Hi, You can still train captains right? (put them on short safe routes)




rustysi -> RE: Fireplug sprinkles dog (11/13/2018 5:06:12 PM)

quote:

Why couldn't the SS Flier submerge?


Probably engaged on the surface, took damage and therefore not able to submerge.




rustysi -> RE: Fireplug sprinkles dog (11/13/2018 5:08:39 PM)

quote:

~50 nav captains for zero pp cost


Did not know that, thanks. Not sure I'll use it... Maybe some.




rustysi -> RE: Fireplug sprinkles dog (11/13/2018 5:10:03 PM)


quote:

ORIGINAL: BullwinkleMogami

Hi, You can still train captains right? (put them on short safe routes)


Yup, but there are limits.




GetAssista -> RE: Fireplug sprinkles dog (11/13/2018 8:47:57 PM)

quote:

ORIGINAL: BullwinkleMogami
Hi, You can still train captains right? (put them on short safe routes)

I'm not sure if you can reliably train captains. Skill increases are far and few between. You can train ship crew experience this way though




IdahoNYer -> RE: Fireplug sprinkles dog (11/14/2018 5:09:36 AM)

quote:

ORIGINAL: AcePylut

Why couldn't the SS Flier submerge?


Flier was pretty banged up from a previous engagement and was heading home to repair - and blundered into the merchie.....


so....nothing to see here....move along....

....and L_S_T...stop extolling your victories and finish out your turn!




rustysi -> RE: Fireplug sprinkles dog (11/15/2018 5:41:54 PM)

quote:

You can train ship crew experience this way though


Oops. Yeah, that's what I meant.




GetAssista -> RE: Fireplug sprinkles dog (11/16/2018 10:43:56 AM)

quote:

ORIGINAL: BBfanboy
quote:

ORIGINAL: LargeSlowTarget
Where do you find the PPs to do that? I always have something more important to do with them...

About 70% of the captain replacements can be done at no cost. What your run out of are captains with naval skill between 30 and 50. I start with my most valuable (fastest, then largest) xAKs and work down to the xAKLs. Makes a big difference in evading torps and bombs - not 100% of course, but much better chances than with a poor captain.

I fired up the last beta and it looks like zero PP costs for merchant captains are no longer the case in Stock, hmm. Even xAKLs demand minimum 3 PP for a captain change, while previously only tankers and APs had those. This, of course, makes sweeping captain change unfeasible.
Sorry for the outdated info, all my games started in the previous versions so far.

Edit: scratch that, mistake on my part, most merchant captains can still be changed for free




rustysi -> RE: Fireplug sprinkles dog (11/16/2018 5:56:47 PM)

quote:

Even xAKLs demand minimum 3 PP for a captain change,


Even that's too much for me, due to my personal use choices. I'm in Mar '43 and I still have three ID's I could get outta Manchukuo. I've got my PP's spent through Jun/Jul and it doesn't even include those three. They'll cost ~1950 and that's 39 days each. So now I'm into Nov. and by that time I'll be looking at more units in China.




BBfanboy -> RE: Fireplug sprinkles dog (11/16/2018 11:40:08 PM)

quote:

ORIGINAL: rustysi

quote:

Even xAKLs demand minimum 3 PP for a captain change,


Even that's too much for me, due to my personal use choices. I'm in Mar '43 and I still have three ID's I could get outta Manchukuo. I've got my PP's spent through Jun/Jul and it doesn't even include those three. They'll cost ~1950 and that's 39 days each. So now I'm into Nov. and by that time I'll be looking at more units in China.

That quoted statement is not correct for xAKLs. If you get a match in the PP value of the captain, the cost is 0. If the difference is +, i.e. the departing captain is worth more PP than the new one, the cost is still 0. Only if you are trying to place a new captain with a higher PP cost than the departing one do you pay PP (the amount varying by the amount of difference in PP cost. The same applies to xAKs.

When you get into NAVAL vessels like AKs, AOs, APs and APAs there is usually a minimum cost to change skippers. The difference of PP cost of the two captains still determines just how much extra you have to pay for NAVAL captain changes. If the two cost the same in PP, the standard tithe for that type of vessel still has to be paid. E.G., for BB captains I think the tithe is 6. For large CAs or CLs it is 4.




GetAssista -> RE: Fireplug sprinkles dog (11/17/2018 8:01:35 AM)

quote:

ORIGINAL: BBfanboy
quote:

ORIGINAL: rustysi
quote:

Even xAKLs demand minimum 3 PP for a captain change,

Even that's too much for me, due to my personal use choices. I'm in Mar '43 and I still have three ID's I could get outta Manchukuo. I've got my PP's spent through Jun/Jul and it doesn't even include those three. They'll cost ~1950 and that's 39 days each. So now I'm into Nov. and by that time I'll be looking at more units in China.

That quoted statement is not correct for xAKLs. If you get a match in the PP value of the captain, the cost is 0. If the difference is +, i.e. the departing captain is worth more PP than the new one, the cost is still 0. Only if you are trying to place a new captain with a higher PP cost than the departing one do you pay PP (the amount varying by the amount of difference in PP cost. The same applies to xAKs.

When you get into NAVAL vessels like AKs, AOs, APs and APAs there is usually a minimum cost to change skippers. The difference of PP cost of the two captains still determines just how much extra you have to pay for NAVAL captain changes. If the two cost the same in PP, the standard tithe for that type of vessel still has to be paid. E.G., for BB captains I think the tithe is 6. For large CAs or CLs it is 4.

Woohoo, thanks for the correction, you are right, it's all good. I was looking at the wrong part of the table, missed the red underlined and should've checked for the total PP after the change. Was a hectic day I guess..


[image]local://upfiles/32892/6DDB0D501C6E4ED9843BE5FC05093683.jpg[/image]




mogami -> RE: Fireplug sprinkles dog (11/17/2018 9:03:51 AM)

Hi, You know I will not even worry about this. I don't see enough of a benefit for the time. And I will spend the time if I think it will yield a positive result but merchant captains? Not before every IJN ship is looked at. Now TF leaders that is something i will look at. (make a TF and then insure the flag ship has the best available)




rustysi -> RE: Fireplug sprinkles dog (11/20/2018 5:02:15 PM)

quote:

You know I will not even worry about this. I don't see enough of a benefit for the time.


+1




BBfanboy -> RE: Fireplug sprinkles dog (11/20/2018 9:42:37 PM)

I didn't bother with xAK/xAKL/TK/xAP captains in my first few games. Then I tried changing the captains as they came into port and found that there were noticeably fewer losses from sub attacks, bomb attack and collisions. And if a ship does get damaged it is much more likely to survive if the captain has better naval skill. So the valuable ships get the first dibs on the high naval skill captains but for the US and Britain there should be enough left with 28+ naval skill to swap most of them and remove the guys with Naval Skill in the teens or below.




mogami -> RE: Fireplug sprinkles dog (11/21/2018 4:28:45 AM)

Hi, I think I will try more escorts before spending PP on Ak capt




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