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Damaged Ships - 4/25/2010 3:30:13 PM   
Grit


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Barring a Sub attack. Will this TF of damaged ships make it from Pearl to the U.S. West Coast?

Thanks




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< Message edited by Grit -- 4/25/2010 3:32:05 PM >


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RE: Damaged Ships - 4/25/2010 3:50:32 PM   
USSAmerica


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The flotation damage is your biggest worry.  Make sure that all of the "minor" flotation damage is repaired before trying to make the run.  System damage includes your damage control pumps, so you want as much of that minor damage repaired as well.  After that, set the TF to Cruise Speed and they should make it. 

It's possible that they can make it now, without repairing any additional damage, as long as you set the speed to Cruise, but it could be an exciting trip. 


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RE: Damaged Ships - 4/25/2010 3:51:19 PM   
Smeulders

 

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Both BB are in danger, but it will depend on the roll of the dice, not sure what % change I'd give them though. Repairing all sys in Pearl Harbour is probably the safest move.

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RE: Damaged Ships - 4/25/2010 3:58:04 PM   
Grit


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Thank you both.

I did the readiness repair at Pearl. In fact I had them all and several more in the Shipyard when I realized it was way overstacked. Part of learning I guess.

I'll give it the roll of the dice and change the speed.

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RE: Damaged Ships - 4/25/2010 4:06:14 PM   
Smeulders

 

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quote:

ORIGINAL: Grit

Thank you both.

I did the readiness repair at Pearl. In fact I had them all and several more in the Shipyard when I realized it was way overstacked. Part of learning I guess.

I'll give it the roll of the dice and change the speed.


I'd suggest putting them at pierside, getting all the minor/system damage off will seriously increase the chances of survival on the trip. This will not tax your repair resources that hard.

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RE: Damaged Ships - 4/25/2010 4:22:28 PM   
latosusi

 

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And attach some escort as well

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RE: Damaged Ships - 4/25/2010 5:37:34 PM   
Grit


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quote:

ORIGINAL: Smeulders


quote:

ORIGINAL: Grit

Thank you both.

I did the readiness repair at Pearl. In fact I had them all and several more in the Shipyard when I realized it was way overstacked. Part of learning I guess.

I'll give it the roll of the dice and change the speed.


I'd suggest putting them at pierside, getting all the minor/system damage off will seriously increase the chances of survival on the trip. This will not tax your repair resources that hard.


When I asked the question they were already about 1/4 to 1/3 the distance to San Francisco from Pearl. I started getting worried when they were moving so slow. I noticed the speed of one of the BB's is 8.

For future reference is there a repair ship I could have attached to the TF to help?

I know I should have had some escorts, my mistake. The sub activity has been pretty low and and just on the coast. I have quite a few ASW out and haven't had a ship hit in the area yet. Of course with my luck they will run right into a Japanese sub.

I just had a Cruiser sink in the Java Sea after an encounter with Japanese Carrier Force. I got several warnings that the pumps were failing and then it sank. Will I get warning if one of these BB's run into trouble and is there anything I can do about it after it starts taking on water?

Thank you for the advice.

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RE: Damaged Ships - 4/25/2010 5:46:13 PM   
Smeulders

 

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Repair ships only help when in a port, but there aren't any between PH and SF so that's no use in this case.

Speed is indeed reduced with damage, you noticed that correctly.

You can get warnings like "temporary flotation devices failing" which can lead to fast increases in damage, but damage can still increase even if you don't get this kind of report. The only thing you can do if you get these messages it to get it to a port as fast as possible.

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RE: Damaged Ships - 4/25/2010 6:04:28 PM   
topeverest


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If these are at pearl, I agree with a pierside critical repair to get the BB's SYS and floatation damage reduced. The other ships should be good to go to make USA as is.

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RE: Damaged Ships - 4/25/2010 6:06:58 PM   
vonTirpitz


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Grit,

As a couple of others have stated, set your TF to 'Cruise Speed' otherwise you risk accumulating a lot of Flotation and/or System damage which can cause the ships to sink.

T

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RE: Damaged Ships - 4/25/2010 6:15:07 PM   
Grit


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quote:

ORIGINAL: vonTirpitz

Grit,

As a couple of others have stated, set your TF to 'Cruise Speed' otherwise you risk accumulating a lot of Flotation and/or System damage which can cause the ships to sink.

T


Thank you everyone.

The speed has been changed. I'm just hoping for the best now. I won't make the same mistakes again.

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RE: Damaged Ships - 4/25/2010 6:36:04 PM   
traskott


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I would put a great number of ASW vessels escorting that TF. Specially on the first months, the japanese SS are very powerful and allied ASW is a bit weak, so, 4-6 DDs in the same TF and 4-6 ASW vessels escorting can be a good idea.

Signed: One guy who lost the Arizona at the gates of SF, when think BB was safe

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RE: Damaged Ships - 4/25/2010 6:42:13 PM   
Grit


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quote:

ORIGINAL: traskott

I would put a great number of ASW vessels escorting that TF. Specially on the first months, the japanese SS are very powerful and allied ASW is a bit weak, so, 4-6 DDs in the same TF and 4-6 ASW vessels escorting can be a good idea.

Signed: One guy who lost the Arizona at the gates of SF, when think BB was safe



Now you've got me scared. I think when it gets closer to San Francisco I'll send some DD's out to meet and merge.

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RE: Damaged Ships - 4/25/2010 7:48:17 PM   
Smeulders

 

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Question to all the people setting your TF to cruise speed, why ? I agree, cruise speed is safest, but if you leave them at mission speed they will use their cruise speed as default anyway. If a dangerous situation should arise, mission speed also gives your TF a chance to get out of dodge using full speed and if it's only needed for one phase or turn, it probably won't sink your ships.

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RE: Damaged Ships - 4/25/2010 7:51:59 PM   
Bullwinkle58


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quote:

ORIGINAL: Smeulders

Question to all the people setting your TF to cruise speed, why ? I agree, cruise speed is safest, but if you leave them at mission speed they will use their cruise speed as default anyway. If a dangerous situation should arise, mission speed also gives your TF a chance to get out of dodge using full speed and if it's only needed for one phase or turn, it probably won't sink your ships.


I know that in other areas of the game Mission=Cruise in effect, but in transitting float damaged ships I support those who say that not setting THE BUTTON ITSELF to Cruise will accumulate float damage and lose you the ship on a long haul to the shipyard. It's just the way it is.

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RE: Damaged Ships - 4/25/2010 8:10:37 PM   
Don Bowen


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quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: Smeulders

Question to all the people setting your TF to cruise speed, why ? I agree, cruise speed is safest, but if you leave them at mission speed they will use their cruise speed as default anyway. If a dangerous situation should arise, mission speed also gives your TF a chance to get out of dodge using full speed and if it's only needed for one phase or turn, it probably won't sink your ships.


I know that in other areas of the game Mission=Cruise in effect, but in transitting float damaged ships I support those who say that not setting THE BUTTON ITSELF to Cruise will accumulate float damage and lose you the ship on a long haul to the shipyard. It's just the way it is.


This is correct. It is better to force the TF to Cruise Speed. Leaving it at Mission Speed will slightly increase the chance of damage. Mission speed is not exactly the same as cruise speed. Mission speed indicates cruise speed unless full speed is needed (usually for combat). However, it infers a state of readiness that reduces damage control and increases chances of movement damage.

I'd recommend:
1. If possible, reduce systems damage to zero. Systems damage includes damage to ship's fire fighting and flood control systems. You want those to be at full capability before you set out.
2. Reduce floatation damage to "just major". Minor floatation damage is water in the hull. Not a good thing.
3. Group ships by speed. One slow ship keeps the whole TF at sea longer.
4. Specify cruise speed.
5. Always include an undamaged ASW escort.
and, lastly
6. If in doubt, move a repair ship or tender to the damaged ship location. Better to move an undamaged ship than loose a leaky one half-way home.


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RE: Damaged Ships - 4/25/2010 8:19:02 PM   
Smeulders

 

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Thanks, interesting hints

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RE: Damaged Ships - 4/25/2010 10:46:21 PM   
FOW

 

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As well as all the comments above I would add the following:

Split such TFs as these according to the speed the ships can do - the two BBs are slowing them all down making the TF a juicy target for subs. Put the 14-19 knot ships together, the 20+ knot ships together and add a few escorts.

As mentioned put the BBs back in pierside mode until Sys and minor flot are reduced.

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