To Save a Carrier... (Full Version)

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John III -> To Save a Carrier... (7/19/2005 10:04:23 AM)

I need to collective wisdom of the forum to help with a rapidly detoriating situation. I have a CVL that is crippled--Sys 98 and Flot 88 that has (by some miracle) made port. She has been in port for three days and is continuing to sink VERY slowly. What is there that I can do to save my little CV?

Port size is 4, it is supplied, and has plenty of fuel. There are TONS of engineers present. They are expanding the port and airfield.

Thoughts? Comments??




dpstafford -> RE: To Save a Carrier... (7/19/2005 10:11:28 AM)


quote:

ORIGINAL: John III
Port size is 4, it is supplied, and has plenty of fuel. There are TONS of engineers present. They are expanding the port and airfield.

If that ship is Japanese, then she won't be saved at a level 4 port. If a bigger port is nearby, make a run for it. Otherwise, scuttle, to reduce the enemy score (after off-loading any remaining aircraft).

LCU engineers make no difference. Nor does supply or fuel at the port. An AR would help!




John III -> RE: To Save a Carrier... (7/19/2005 10:43:08 AM)

Don't have an AR!! [X(] She is TOO far to sail to anywhere else. This looks bleak...

Would a HQ Fleet unit help?




dpstafford -> RE: To Save a Carrier... (7/19/2005 10:48:25 AM)


quote:

ORIGINAL: John III
Would a HQ Fleet unit help?

I believe it would. But probably too little & too late.




Ian R -> RE: To Save a Carrier... (7/19/2005 11:32:11 AM)

In a perfect world :

1 Put in at least one if not four AR, to improve repair capacity

2 Send a fleet HQ, to improve repair capacity

3 turn off all expansion except port expansion - the land engineer's only contribution here would be to increase the port's size

4 send in as much supply as you can to assist the engineers increase the port size

5 offload the air units and put the fighters on zero range escort with 90% cap (they don't fatigue like they do at 100% LRCAP - even at 0 range)

I see you can't do 1 but 2 might just stabilise it long enough for the port to expand and repair the flotation damage. Then it can go home (with a heavy ASW escort).

5 is to reduce the chance of being bombed again. Even a lucky 500 lb'er from some sort of high flying patrol aircraft would be painful.




Sharkosaurus rex -> RE: To Save a Carrier... (7/20/2005 7:44:43 AM)

You can fly in a naval HQ with your air transports. That might be enough to stabilise until something else can arrive. Maybe concentrate only on the port.




Sharkosaurus rex -> RE: To Save a Carrier... (7/20/2005 7:55:22 AM)

I had the BB Kongo badly damaged with 70 float at Kuching. I decided to make a run for Saigon which had a Naval HQ and size 6 port. Made it across the water with 89, disbanded in the port and thought made it. Two turns later it sank in the port:(




John III -> RE: To Save a Carrier... (7/20/2005 9:19:49 AM)

Got a Naval Fleet HQ headed there. Don't know if it will make it in time...




rtrapasso -> RE: To Save a Carrier... (7/20/2005 4:09:02 PM)


quote:

ORIGINAL: John III

Got a Naval Fleet HQ headed there. Don't know if it will make it in time...



So, what was the outcome? Or is it classified info?




John III -> RE: To Save a Carrier... (7/20/2005 10:03:31 PM)

My CVL is still hanging on. It is at 89 Flot after 4 days. I have a Navy HQ on Fast Transport on the way and should get there in 2 days. We'll see!




rtrapasso -> RE: To Save a Carrier... (7/20/2005 11:13:34 PM)


quote:

ORIGINAL: John III

My CVL is still hanging on. It is at 89 Flot after 4 days. I have a Navy HQ on Fast Transport on the way and should get there in 2 days. We'll see!


Keep us posted!




John III -> RE: To Save a Carrier... (7/21/2005 12:28:06 AM)

POSITIVE news! The flot damage DROPPED on the new turn from 89 to 82! If I could get a few more drops like that then I think we MIGHT be coming out of the woods.




John III -> RE: To Save a Carrier... (7/21/2005 6:10:35 PM)

Still continuing to come down--73% at this point. Things are looking positive. Course, if she survives, it will be a year before the Japanese get her repaired...[8D]




ny59giants -> RE: To Save a Carrier... (7/21/2005 6:51:15 PM)

The advantage I have is that I am playing as the Allied with so much AK's available, I have over 25 AR's across the Pacific. [:D]
In "My" Coral Sea off the East coast of Oz against the AI, the Hornet got hit with Sys at 92 and made port (only 4 hexes). That was in May/June '42 and left Sydney with it at 89 and arrived at San Fran with only 82. It is now Jan '43 and she is down to sys 43. Hopefully, you will make it back safely. I have the Long Island in Gili Gili (port size 3 - but being built up) with over 70 sys and 60 float damage (but with 64 Kittykawks flying cap) and 2 AR's coming from Brisbane at high speed[:D][:D].
Since I have only played as the Allied, I don't know how much flexibility the Japanese have in building AR's, but as the Allies I have them everywhere.[;)]




moses -> RE: To Save a Carrier... (7/21/2005 7:38:24 PM)

I have noticed that in the current version it is very hard for ships to sink in port. Until recently I would say that your carrier is toast. No way it survives until the last couple patches.

Right now though It seems ships are pretty safe once they reach port. (Maybe this only applies to good ports however)

Case in point: I had a British carrier which made it too port with 97 sytem damage. (Its the port on the other side of the island with Columbo off India). It slowly reduced its floatation and fires and I was ready to sail it to a safer location when Jap bombers hit. It took 6 500lb bomb hits at least two of which penetrated. My sytem damage went up only 2 points !!!! to 99 with some fires. The fires are almost out now and I sit at 99 sys.

I'm hoping he will bomb me again so I can see if it can be sunk. (plus I have more fighters now.[:D])

As for your carrier--Just send it to Ankarage where I have a nice safe port for you.




John III -> RE: To Save a Carrier... (7/22/2005 1:08:40 AM)

Flot now at 65 and a HQ unit just arrived. I think she gonna keep herself alive! Knock on wood...




John III -> RE: To Save a Carrier... (7/22/2005 1:09:43 AM)

Note about the carrier--I changed her Captain to one with higher stats. I wonder if that might nave helped. Does anyone know about if a leader impacts damage control on the warship?




madflava13 -> RE: To Save a Carrier... (7/23/2005 2:20:47 AM)

I don't believe leader ratings affect damage control...

As for the 99 SYS ships - they don't usually sink unless fire or flooding kills them, in my experience. But a ship at 99 SYS will take years to repair...




AmiralLaurent -> RE: To Save a Carrier... (7/23/2005 9:14:48 AM)

quote:

2 Send a fleet HQ, to improve repair capacity

3 turn off all expansion except port expansion - the land engineer's only contribution here would be to increase the port's size

4 send in as much supply as you can to assist the engineers increase the port size

5 offload the air units and put the fighters on zero range escort with 90% cap (they don't fatigue like they do at 100% LRCAP - even at 0 range)

I see you can't do 1 but 2 might just stabilise it long enough for the port to expand and repair the flotation damage. Then it can go home (with a heavy ASW escort).


Agree fully with this.

A very important thing to do for the Japanese is to convert 5-10 7000-ton AK to AR from the start of the game and to accelerate them. In accelerated mode, they are available in 3 months. Then you will be able to have some AR teams (I usually use them by teams of 2-3) on the frontline.

In WITP ships only sink when FLT is over 100. They can be at 99 SYS for years without any risk. The SYS damage is only important as it slows the ship and so reduces her hability to reach a port, but once th FLT is at 0 is no more a problem.
On the other hand fires damage is very important. If a ship is still on fire, its SYS and FLT damage are increasing quickly. A ship with 90 SYS 80 FLT 0 FIR has more chance to survive than one with 80 SYS 70 FLT 20 FIR.




Raverdave -> RE: To Save a Carrier... (7/23/2005 2:18:03 PM)

I hope she makes it....................there are never enough targets for the allies in the latter part of the game.[;)]




kkoovvoo -> RE: To Save a Carrier... (7/23/2005 2:43:00 PM)


quote:

ORIGINAL: madflava13

I don't believe leader ratings affect damage control...

As for the 99 SYS ships - they don't usually sink unless fire or flooding kills them, in my experience. But a ship at 99 SYS will take years to repair...


CVL have low durability, so they repair quickly. I think the ship will be ready for service in 4 months since docked in repair yards in Japan




Titanwarrior89 -> RE: To Save a Carrier... (7/23/2005 5:42:01 PM)

My worst day with Witp was when I had 4 sinking carriers(allied) all CV's. They all went down!

I still have "nightmares from that"[:(]




olperfessor -> RE: To Save a Carrier... (7/24/2005 12:22:08 AM)

Just reading this thread reminds me (while I am unable to continue my own AI game because of upgrading to 1.6 CTD problems [&:]) of how truly wonderful this game is. [&o]. Bugs schmugs. My thanks to all involved.




EasilyConfused -> RE: To Save a Carrier... (7/24/2005 1:33:37 AM)

quote:

ORIGINAL: moses

I have noticed that in the current version it is very hard for ships to sink in port. Until recently I would say that your carrier is toast. No way it survives until the last couple patches.

Right now though It seems ships are pretty safe once they reach port. (Maybe this only applies to good ports however)

Case in point: I had a British carrier which made it too port with 97 sytem damage. (Its the port on the other side of the island with Columbo off India). It slowly reduced its floatation and fires and I was ready to sail it to a safer location when Jap bombers hit. It took 6 500lb bomb hits at least two of which penetrated. My sytem damage went up only 2 points !!!! to 99 with some fires. The fires are almost out now and I sit at 99 sys.

I'm hoping he will bomb me again so I can see if it can be sunk. (plus I have more fighters now.[:D])

As for your carrier--Just send it to Ankarage where I have a nice safe port for you.


Tricomalee is the port opposite Colombo. 99 is the maximum system damage. I don't think it has to do with the ship going down, thats presumably flooding (and maybe fire). After all if you tore out all the equipment on a ship it wouldn't sink (unless you tore wholes in the hull) it would just be unoperative, in other words 99 system damage.




John III -> RE: To Save a Carrier... (7/26/2005 12:18:31 AM)

Well...my lovely CVL will make it! Flot down to less then 20% and will soon be going home.

I WANT the damned Hermes that Moses mentioned above! Hit that damned carrier with over a dozen bombs and a TT or two and it WON'T sink! Yaaa...he better have Fighters over that port!




Terminus -> RE: To Save a Carrier... (7/26/2005 12:32:01 AM)

You just got unlucky. Two turns ago, I sank the Hermes with 3 bomb hits and 2 torpedoes. Boom, and it's gone...




moses -> RE: To Save a Carrier... (7/26/2005 12:53:15 AM)

The key is to stay in port. My carrier is just sitting on a sand bar just daring the Japs to bomb it again. The crews been on shore leave for the last week except for the AA gunners and some poor LT. At night engineers show up to lash whatevers left back together.





Bradley7735 -> RE: To Save a Carrier... (7/26/2005 1:04:40 AM)

Trincomalee is a size 9 port (I think). It's almost impossible to sink a ship in a size 9 port (hence the whole Dec 7th crys from the Japanese side). You have to hit a capital ship with at least 3 torps in one day to sink it. Even then, it's hard. Magazine explosions will definitely sink them. But, you can hit ships with dozens of bombs and they'll stay at 99 sys damage. As long as flot damage doesn't go above 99, it won't sink. Now, if it were a size 5 port, then it'd be a lot easier to sink her. But, not in a size 9. You really need several torpedoes in a row to do her in.

Saving a ship that's almost impossible to save is one of my favorite parts of the game. It's much more exciting to see a ship survive from near impossible odds than to see it sink right away. I like the AAR's that have examples from this (see Admiral Spruance's AAR. His opponent had the CVL Ruyjo hit by 8 or so bombs/torpedoes. And she made it. That was fun to read. Much more fun than just one more dead ship.)

bc




John III -> RE: To Save a Carrier... (7/27/2005 9:48:01 PM)

I agree. It has been a blast trying to save my CVL. First thing I did every turn was check to see what her flotation was. Trying to rush a HQ there was fun and a nail-biter!




John III -> RE: To Save a Carrier... (8/3/2005 7:40:54 AM)

FINAL NOTE: IJN Ryujo entered Sapporo Japan roughly 6 weeks after being crippled. She entered sapporo at a speed of ONE knot with 96 Sys Damage! The sojourn is over. A CVL will live to fight the imperialist Americans again! How 'bout that!




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