What is your tolerance for damage? (Full Version)

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Mattremote -> What is your tolerance for damage? (9/23/2005 6:11:46 PM)

How much systems damage do you allow your naval units to accumulate before bringing them back to a repair yard?

I am somewhat more tolerant of systems damage to my merchant fleet than to my combat or combat/auxiliary ships. It seems wasteful and potentially confusing to sail useful fleet units around whenever they get their paint scratched, yet I don't want to sacrifice too much speed or leave units more vulnerable to enemy action.




saj42 -> RE: What is your tolerance for damage? (9/23/2005 6:38:17 PM)

When ships reach 10 sys then i consider pulling them in for a spot of repair. If major action is coming i'll use ships up to 20 sys damage. Detection levels rise the higher the damage (see smoke on the ship info screen), so choose the situation carefully.

If the damage has knocked out any AA weapons then they stay til they're fixed




John 3rd -> RE: What is your tolerance for damage? (9/23/2005 6:52:12 PM)

I will keep my ships in action until they reach 10-12 Sys Dam. After that, I try to bring them home for repairs. If in trouble, I will use them up to about 15 Sys Dam.

Better to keep them in good shape!




AmiralLaurent -> RE: What is your tolerance for damage? (9/23/2005 7:30:15 PM)

quote:

When ships reach 10 sys then i consider pulling them in for a spot of repair. If major action is coming i'll use ships up to 20 sys damage. Detection levels rise the higher the damage (see smoke on the ship info screen), so choose the situation carefully.


Ships won't leave port if they have SYS above 5 and will return to it if they have more than 10. No ship leaves a repair yard with SYS > 0. Subs returning from patrol (with no more fuel or torpedo) are disbanded and sailed again when SYS is at 0.




Feinder -> RE: What is your tolerance for damage? (9/23/2005 8:29:18 PM)

The "pain threshold" varies by fleet. As Allies, my ships usually get pulled at 10 sys dmg. As Japan, you have to get considerably more milage out of them (yanked as sys dmg goes over 15).

Naturally, an important op may trump the situation.

-F-




Yamato hugger -> RE: What is your tolerance for damage? (9/23/2005 8:46:56 PM)

quote:

ORIGINAL: Feinder

The "pain threshold" varies by fleet. As Allies, my ships usually get pulled at 10 sys dmg. As Japan, you have to get considerably more milage out of them (yanked as sys dmg goes over 15).

Naturally, an important op may trump the situation.

-F-


I have to agree. Jap has to cover more ground and needs to stay away longer. I rotate my ships home 8 TF's at a time (I have 50 "static" TFs with very defined missions. 3CV, 3 surf combat, 2 repl, 1 PT, 2 APD, 6 gunfire support, no less than 30 ASW TFs [4-6 ships ea], ect). Japs have 10 repair yards (counting Singapore and HK) and I usually have 1 TF repairing in each of 8 of them, plus 1 for AKs et al, and 1 for subs.




Wolfie1 -> RE: What is your tolerance for damage? (9/23/2005 9:07:38 PM)

I tend to send them to the repair yard as soon as the exceed 10 sys




Captain Cruft -> RE: What is your tolerance for damage? (9/24/2005 12:03:55 AM)

quote:

ORIGINAL: AmiralLaurent
Ships won't leave port if they have SYS above 5 and will return to it if they have more than 10. No ship leaves a repair yard with SYS > 0. Subs returning from patrol (with no more fuel or torpedo) are disbanded and sailed again when SYS is at 0.


That's almost exactly the same as what I do. Keep 'em green! :)

All ships suffer from non-linear combat penalties as sys damage goes up. In other words, a ship with 15% sys damage is a lot more than 15% less effective ...

This is not documented but verified by experience and the occasional comment by Mike Wood.




Bradley7735 -> RE: What is your tolerance for damage? (9/24/2005 12:41:13 AM)

quote:

ORIGINAL: Captain Cruft

quote:

ORIGINAL: AmiralLaurent
Ships won't leave port if they have SYS above 5 and will return to it if they have more than 10. No ship leaves a repair yard with SYS > 0. Subs returning from patrol (with no more fuel or torpedo) are disbanded and sailed again when SYS is at 0.


That's almost exactly the same as what I do. Keep 'em green! :)

All ships suffer from non-linear combat penalties as sys damage goes up. In other words, a ship with 15% sys damage is a lot more than 15% less effective ...

This is not documented but verified by experience and the occasional comment by Mike Wood.



I think you're right. I don't recall seeing a ship with 30 damage actually doing anything offensive. At least ASW ships won't attack when they have 30 sys. (from my experience)

PS, my tolerance for sys damage is about 5. I usually won't use ships with more than 0, but if no other ships are in port, I'll use em if less than 5.




medicff -> RE: What is your tolerance for damage? (9/24/2005 3:47:16 AM)


quote:

ORIGINAL: AmiralLaurent

quote:

When ships reach 10 sys then i consider pulling them in for a spot of repair. If major action is coming i'll use ships up to 20 sys damage. Detection levels rise the higher the damage (see smoke on the ship info screen), so choose the situation carefully.


Ships won't leave port if they have SYS above 5 and will return to it if they have more than 10. No ship leaves a repair yard with SYS > 0. Subs returning from patrol (with no more fuel or torpedo) are disbanded and sailed again when SYS is at 0.



I agree however getting ships to SYS at 0 is sometimes tough especially in the none super shipyard ports so I may sail away at SYS=1 as that last one can take forever. :)




bradfordkay -> RE: What is your tolerance for damage? (9/24/2005 7:48:14 AM)

With Allied subs in the long campaign, I usually keep them sailing until in and out of the forward (AS supported) ports until they reach sys damage level of 5. Then their next sortie is given a major port (with repair yard) as their homeport. When reaching one of those, they are disbanded until sys damage reaches 0.

I know, my submariners hate me...




ChezDaJez -> RE: What is your tolerance for damage? (9/24/2005 9:29:31 AM)

Depends on the needs at the time.

For submarines, they will not leave port until they are at ZERO damage.

For carriers, any FLOT or FIRE damage and their out of there. Sys damage I'll allow to go to 10% before making an extended port call.

For BBs and CAs, up to 15 sys damage before they head in. Destroyers and fast ships head in as soon as their speed drops below 30 knots or they suffer a device casualty.

BTW, smaller ports (non-repair yards) can slowly remove sys damage but won't repair device casualties. I've brought DDs into Kendari at 10-15 damage and 2-3 weeks later had them down to 5-10 damage. It seems to me that some ships will also attempt to repair themselves of system damage while at sea, albeit extremely slowly. Device damage never, ever gets repaired at sea.

Chez




Twotribes -> RE: What is your tolerance for damage? (9/24/2005 11:38:58 AM)

The rules say that a ship at sea wont repair below 50 percent, a taskforce in port wont repair below 5 percent.

I send ( as Allies) my ships in to port for repairs at 10 ( preferring to get them to port before they exceed 10. At smaller ports I leave them in task forces to repair to 5. At major ports I get them down to zero if I can.

I am in April 42 now. My remnants of the Far East fleet and the Australian Fleet are in Darwin , I had 3 TFs of 2 CA/CL and 5 DD each ( including dutch fleet) until the Japanese slipped a carrier Force in and nearly sunk the Dutch fleet. I do not put the ships in to port or send them south for major repairs unless over 20. I have all the Subic and (3500 endurance)Dutch Subs based out of Darwin also with one Dutch AS and an American AS as well. I try to only use the subs with under 5 damage.

In the rest of the Pacific I try to keep my ships better repaired. But the game makes that hard, getting major ships below 5 is hard work, it is like the game has a built in program to not repair major fleet elements after they reach 5 damage. I have had BB sitting in West Coast ports at 5 damage with max repair points in port for days before repairing, once under 5 though repair seems to be normal again.

When the Pacific heats up I doubt I will keep ships at zero damage, but anything above 5 will get repaired as soon as tempo of ops allows it and anything above 10 will be sent in to repair unless so critical the loss of a ship is insignificant.

As for Subs out of Pearl Harbor, there are enough of them barring catastophic losses, to have only 4 on station in Japanese waters and maybe 2 in transit. They will be repaired to zero for sure unless something major changes.




Tom Hunter -> RE: What is your tolerance for damage? (9/24/2005 2:02:22 PM)

I prefer to keep sys damage low so that when opportunites present themselves I am able to take advantage of them.

Basically if you run your fleet in a state of relatively high damage your less able to react.

Important to remember that I have never had a game go past September, and all the games I am in now are Allied and very early in the war. So abillity to react is very important to me now, because the Japanese have the initiative in all my games.

If it was 1944 and I had the initiative I might have a different policy.




Sardaukar -> RE: What is your tolerance for damage? (9/24/2005 3:12:13 PM)

No vessel goes out when sys dam >5. And I pull back to port when it's 10 or more. Only in emergency evacuations and such I send out damaged ships. Sys >10 is making your ships/subs more visible to enemy too. I guess it simulates engines being in bad shape and making smoke etc. IIRC, it increases with every 10 points.




Mike Solli -> RE: What is your tolerance for damage? (9/24/2005 6:10:20 PM)


quote:

ORIGINAL: Wolfie1

I tend to send them to the repair yard as soon as the exceed 10 sys


I'll try to sink them all so you don't have to fill up your repair yards. [:D]




niceguy2005 -> RE: What is your tolerance for damage? (9/24/2005 7:24:06 PM)


quote:

ORIGINAL: Sardaukar

No vessel goes out when sys dam >5. And I pull back to port when it's 10 or more. Only in emergency evacuations and such I send out damaged ships. Sys >10 is making your ships/subs more visible to enemy too. I guess it simulates engines being in bad shape and making smoke etc. IIRC, it increases with every 10 points.


Everyone sounds so well organized. I try not to use ships with greater than 10 sys damage, but it depends greatly on the situation. In all major campaigns I have played to date as the Allies, I have been hard pressed to find enough ships early in the war to be that systematic about it. For instance, in my current PBEM game my opponent sunk two BBs at PH and significantly damaged most of them. While I suspect that most will be laid up in repair yards for a while, I also expect one or two may be pressed into limited service for a while.

In other games I often find that my BBs run frequent missions, bombardment or otherwise, with 5 - 15 sys damage. Early in the war the allies just don't have that many ships and a less effective BB is better than none at all. On the other hand, I am very careful with my CV's and CA's. If I recall, the manual states that float and sys damage are combined and at some very low threshold, like 30%, CV's won't fly missions. Therefore, I think every point of sys damage on carriers is critical. CA's just don't take that long to repair, so I try to keep them, how does the saying go, ship shape and bristol fashion.

Since the allied player has plenty of cargo and transport ships, I try to keep them well repaired. I don't see any point in running less efficient transport fleets. It takes longer to get to port and longer to unload, etc. However, I don't seldom send them to a repair yard. They are repaired in my supply ports to an exceptable level, ususally less than 5% sys damage.

[image]local://upfiles/17264/44B8694624564122856203B958930DC4.gif[/image]




RUPD3658 -> RE: What is your tolerance for damage? (9/27/2005 5:19:08 PM)

If it floats it fights!




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