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What to Do With All Those Darn Tenders!

 
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What to Do With All Those Darn Tenders! - 1/25/2010 2:44:58 AM   
wwengr


Posts: 655
Joined: 1/14/2007
From: Waukesha, Wisconsin, USA
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I'll edit this with any good suggestions

Relative usefulness of tenders:

AS – Submarine Tender

  • Repair submarines, but no major damage repair (except midget sub major engine damage – it will repair)
  • Will rearm all ammo on subs, including torpedoes ()
  • Use #1 – use at submarine forward operating base to cycle subs quickly back to the action
  • Use #2 – use at a repair base to speed repair of subs or to repair subs at anchor to lower base capacity limitations
  • Other low priority uses: transport cargo

Note: bulk cargo capacity must be greater than the rearm value, so the Janssens (Dutch) and Platypus (Australian) cannot rearm any of the 21” torpedoes except the Mk14’s.

AD – Destroyer Tender

  • Repairs including major damage on PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, AMc
  • Repairs minor damage only on DD, DE, APD, DMS, DM, AVD, E, TB, KV, PF, PB, PC, SC, AM, ML
  • Rearms including torpedoes on DD, DE, APD, DMS, DM, AVD, E, TB, KV, PF, PB, PC, SC, AM, ML, PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, AMc
  • Use #1 – Combine with AR’s, AG’s, AO’s, AE’s, AKE’s, AK’s, and/or xAK’s to enhance non-shipyard forward bases and small forward bases. Makes rapid refit depots for operational TF’s.
  • Use #2 – Use at forward bases to repair and rearm Destroyers. Even the destroyers from the big combat TF’s should be separated and refitted forward rather than running far to the rear.
  • Use #3 – Use at a repair base to speed repair of ships or to repair ships at anchor to lower base capacity limitations
  • Other low priority uses: transport cargo


AV – Aircraft Tender

  • Provide 24 aviation support to patrol planes operating out of a base in a coastal or atoll hex in which the AV is present.
  • Can transport airgroups. The airgroup arrives in the same state of readiness that it departed in.
  • Use #1 – Provide support for patrol planes operating at a remote base.
  • Use #2 – Provide support for patrol planes operating at a larger base that would otherwise exceed available aviation support capacity
  • Other low priority uses: Transport aircraft as an AKV; transport cargo


AVD – Aircraft Tender, Destroyer

  • Provide 6 aviation support to patrol planes operating out of a base in a coastal or atoll hex in which the AVD is present.
  • Use #1 – Provide support for patrol planes operating at a remote base, especially a forward area (AVD has greater fighting ability).
  • Use #2 – Provide support for patrol planes operating at a larger base that would otherwise exceed available aviation support capacity
  • Other low priority uses: Convoy escort; ASW hunter-killer groups, escort/picket in combat task force


AVP – Aircraft Tender, Patrol

  • Provide 6 aviation support to patrol planes operating out of a base in a coastal or atoll hex in which the AVD is present. (Dutch AVP = 4 AV Support)
  • Use #1 – Provide support for patrol planes operating at a remote base, especially a small patrol group.
  • Use #2 – Provide support for patrol planes operating at a larger base that would otherwise exceed available aviation support capacity
  • Other low priority uses: Transport cargo; Convoy escort; Small craft ASW hunter-killer groups


AR – Auxiliary Repair Ship

  • Performs ship repair in ports.
  • Repairs major engine damage or float damage of 5 points or less.
  • Repairs all major damage on PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, AMc
  • Use #1 – Provide forward repair services in mid-sized ports
  • Use#2 - Provide repair augmenting services in large ports or shipyards
  • Other low priority uses: Provide repair services in small forward bases to small craft.


ARD – Auxiliary Repair Dock

  • Very efficient for repairing major flotation damage on all ships. Repairs nothing else.
  • Very slow to move, low manueverability, low durability. Should consider only using in home shipyards.
  • Use #1 – Provide repair services in major shipyard
  • Other low priority uses: None


AGP – Torpedo Boat Tender

  • Repair major and minor damage on PT, PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, AMc
  • Rearm all ammunition, including torpedoes for PT, PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, AMc
  • Use #1 – Provide repair and rearm for PT squadrons and other small craft in forward bases.
  • Use #2 – Augment the facilities of a larger port or shipyard for the repair of small craft at anchor to lower base capacity limitations.
  • Other low priority uses: transport cargo


AG – Miscellaneous Auxiliary

  • AG’s can rearm gun ammunition, 5” and smaller, and depth charges for DE, APD, DMS, DM, AVD, E, TB, KV, PF, PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, and AMc.
  • Repairs all damage, including major damage for any PT, MGB, ML, PC, PB, SC, AM, YMS, AMc, YP, Launches HDML, LB, LCVP, LCM, and LCT.
  • Repairs minor damage only for DE, APD, DMS, DM, AVD, Escort E, TB, KV, and PF.
  • Use #1 – Rearm and repair small craft and landing craft in forward operating bases.
  • Use #2 – rearm and repair small escort and small craft at remote ports.
  • Use #3 – Augment the facilities of a larger port or shipyard for the repair of small craft and small escorts at anchor to lower base capacity limitations.
  • Other low priority uses: transport cargo


AO – Oiler

  • Provides fuel replenishment underway, at anchor, or at dock port.
  • Carries liquid cargo.
  • Use #1 – Provide underway replenishment
  • Use #2 – Provide in port replenishment at small ports with limited capacity
  • Use #3 – Act as a tanker to transport liquid cargo


AE – Ammunition Ship

  • Provides ammunition replenishment underway in late 1945.
  • Provide replenishment of ammunition.
  • Can rearm other ships when in both ships are anchored at the same location. US Navy Pyro class cannot rearm gun ammunition larger than 14”.
  • Use #1 – Provide underway replenishment
  • Use #2 – Provide in port replenishment at ports with limited capacity
  • Other low priority uses: transport cargo


AKE – Ammunition Transport

  • Can rearm other ships when in both ships are anchored at the same location. Gun ammunition is limited by the size of the AKE. Cargo capacity must be at least equal to the rearm points of the ammunition.
  • Use #1 – Provide in port replenishment at ports with limited capacity
  • Other low priority uses: transport cargo



< Message edited by wwengr -- 1/31/2010 11:54:27 PM >


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RE: What to Do With All Those Darn Tenders! - 1/25/2010 4:34:13 AM   
oldman45


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From: Jacksonville Fl
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It seems to work much better if you have a AR with a floating drydock.

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RE: What to Do With All Those Darn Tenders! - 1/25/2010 6:28:23 AM   
witpqs

 

Posts: 14618
Joined: 10/4/2004
From: Argleton
Status: online
Query: Will an AD reload the torpedoes on a PT?

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Post #: 3
RE: What to Do With All Those Darn Tenders! - 1/25/2010 6:52:41 AM   
d0mbo

 

Posts: 577
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From: Holland
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hmmmmm.. hw do you load cargo on, say, an AV? their capacity lists as zero!


d0mbo.




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RE: What to Do With All Those Darn Tenders! - 1/25/2010 10:06:32 AM   
snuffl

 

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I would like to know what to do with the torpedoes, wich are loaded on AV's, provide for me. Planes stationed on for example japanese AV's don't carry torps.

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RE: What to Do With All Those Darn Tenders! - 1/25/2010 10:27:38 AM   
d0mbo

 

Posts: 577
Joined: 8/21/2009
From: Holland
Status: offline
you can equip some floatplanes with torpedoes that way in a small base, should you so wish.

i think that's a rather bad use of your precious patrol planes, but it can be done....

i think the PBY for allies and e.g. the Mavis for the japanese can carry and launch torpedoes.


d0mbo.


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Post #: 6
RE: What to Do With All Those Darn Tenders! - 1/25/2010 10:56:36 AM   
Iron Duke


Posts: 520
Joined: 1/7/2002
From: UK
Status: offline

quote:

ORIGINAL: d0mbo

hmmmmm.. hw do you load cargo on, say, an AV? their capacity lists as zero!


d0mbo.






All AV,AVP and AVD's recieved bulk cargo space in one of the last patch's

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RE: What to Do With All Those Darn Tenders! - 1/25/2010 11:11:29 AM   
d0mbo

 

Posts: 577
Joined: 8/21/2009
From: Holland
Status: offline
hmmm... maybe just not in the guadalcanal scenario.... or wait that was already running, i guess DB updates can't be done during a PBEM.......

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RE: What to Do With All Those Darn Tenders! - 1/25/2010 11:42:52 AM   
wwengr


Posts: 655
Joined: 1/14/2007
From: Waukesha, Wisconsin, USA
Status: offline
quote:

ORIGINAL: Iron Duke


quote:

ORIGINAL: d0mbo

hmmmmm.. hw do you load cargo on, say, an AV? their capacity lists as zero!


d0mbo.






All AV,AVP and AVD's recieved bulk cargo space in one of the last patch's


Also, I believe that they have to be in a cargo TF to load.


quote:

ORIGINAL: witpqs

Query: Will an AD reload the torpedoes on a PT?


I have not tried, so I do not know. AD's are fully functional with repair of small craft as well as Destroyers, but the manual leaves PT's off of the small craft list and the Readme provides no insight. My guess is one of two things.

1) PT's were intentionally left off of the list and AGP's are the only ones that can tend them,

--OR--

2) PT's were inadvertantly left off the list and are actually "Small Craft" so can be rearmed and repaired by most tenders.

I am curious if anyone knows.

< Message edited by wwengr -- 1/25/2010 12:00:12 PM >


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RE: What to Do With All Those Darn Tenders! - 1/25/2010 8:48:08 PM   
fflaguna

 

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Joined: 12/29/2009
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This is GREAT! Thanks so much again, wwengr!

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Post #: 10
RE: What to Do With All Those Darn Tenders! - 1/26/2010 12:03:55 AM   
freeboy

 

Posts: 8513
Joined: 5/16/2004
From: Colorado
Status: offline
wht aboutthe most important one the agc?

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RE: What to Do With All Those Darn Tenders! - 1/26/2010 12:16:28 AM   
Mitchell


Posts: 144
Joined: 4/25/2002
From: Grand Rapids, MI, USA
Status: offline
quote:

ORIGINAL: fflaguna

This is GREAT! Thanks so much again, wwengr!


+1 Some good nuggets I don't usually think about - Thanks!


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RE: What to Do With All Those Darn Tenders! - 1/26/2010 1:31:04 AM   
freeboy

 

Posts: 8513
Joined: 5/16/2004
From: Colorado
Status: offline
I wish we could pre order the ones we want, after all in the war thye looked at what was needed and said, we could do this ...
I just ran the list of inbound ships for the allies, WOW!!! There are alot of lsi lst types of ships... not types but in those types the numbers are very high....

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Post #: 13
RE: What to Do With All Those Darn Tenders! - 1/26/2010 3:00:54 AM   
Bongo

 

Posts: 26
Joined: 10/16/2004
Status: offline
Hey thanks for this. I have playing this game since it came out and there were a couple of nuggets on this list I didn't know.

(in reply to oldman45)
Post #: 14
RE: What to Do With All Those Darn Tenders! - 1/26/2010 3:49:08 AM   
Laxplayer

 

Posts: 202
Joined: 8/30/2006
From: San Diego
Status: offline
quote:

ORIGINAL: witpqs

Query: Will an AD reload the torpedoes on a PT?


No. But an AGP will!

(in reply to witpqs)
Post #: 15
RE: What to Do With All Those Darn Tenders! - 1/26/2010 4:38:37 AM   
Marty A

 

Posts: 213
Joined: 8/7/2009
Status: offline

quote:

ORIGINAL: wwengr

I'll edit this with any good suggestions

Relative usefulness of tenders:

AS – Submarine Tender

  • Repair submarines, but no major damage repair (except midget sub major engine damage – it will repair)
  • Will rearm all ammo on subs, including torpedoes ()
  • Use #1 – use at submarine forward operating base to cycle subs quickly back to the action
  • Use #2 – use at a repair base to speed repair of subs or to repair subs at anchor to lower base capacity limitations
  • Other low priority uses: transport cargo

Note: bulk cargo capacity must be greater than the rearm value, so the Janssens (Dutch) and Platypus (Australian) cannot rearm any of the 21” torpedoes except the Mk14’s.

AD – Destroyer Tender

  • Repairs including major damage on PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, AMc
  • Repairs minor damage only on DD, DE, APD, DMS, DM, AVD, E, TB, KV, PF, PB, PC, SC, AM, ML
  • Rearms including torpedoes on DD, DE, APD, DMS, DM, AVD, E, TB, KV, PF, PB, PC, SC, AM, ML, PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, AMc
  • Use #1 – Combine with AR’s, AG’s, AO’s, AE’s, AKE’s, AK’s, and/or xAK’s to enhance non-shipyard forward bases and small forward bases. Makes rapid refit depots for operational TF’s.
  • Use #2 – Use at forward bases to repair and rearm Destroyers. Even the destroyers from the big combat TF’s should be separated and refitted forward rather than running far to the rear.
  • Use #3 – Use at a repair base to speed repair of ships or to repair ships at anchor to lower base capacity limitations
  • Other low priority uses: transport cargo


AV – Aircraft Tender

  • Provide 24 aviation support to patrol planes operating out of a base in a coastal or atoll hex in which the AV is present.
  • Can transport airgroups. The airgroup arrives in the same state of readiness that it departed in.
  • Use #1 – Provide support for patrol planes operating at a remote base.
  • Use #2 – Provide support for patrol planes operating at a larger base that would otherwise exceed available aviation support capacity
  • Other low priority uses: Transport aircraft as an AKV; transport cargo


AVD – Aircraft Tender, Destroyer

  • Provide 6 aviation support to patrol planes operating out of a base in a coastal or atoll hex in which the AVD is present.
  • Use #1 – Provide support for patrol planes operating at a remote base, especially a forward area (AVD has greater fighting ability).
  • Use #2 – Provide support for patrol planes operating at a larger base that would otherwise exceed available aviation support capacity
  • Other low priority uses: Convoy escort; ASW hunter-killer groups, escort/picket in combat task force


AVP – Aircraft Tender, Patrol

  • Provide 6 aviation support to patrol planes operating out of a base in a coastal or atoll hex in which the AVD is present. (Dutch AVP = 4 AV Support)
  • Use #1 – Provide support for patrol planes operating at a remote base, especially a small patrol group.
  • Use #2 – Provide support for patrol planes operating at a larger base that would otherwise exceed available aviation support capacity
  • Other low priority uses: Transport cargo; Convoy escort; Small craft ASW hunter-killer groups


AR – Auxiliary Repair Ship

  • Performs ship repair in ports.
  • Repairs major engine damage or float damage of 5 points or less.
  • Repairs all major damage on PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, AMc
  • Use #1 – Provide forward repair services in mid-sized ports
  • Use#2 - Provide repair augmenting services in large ports or shipyards
  • Other low priority uses: Provide repair services in small forward bases to small craft.


ARD – Auxiliary Repair Dock

  • Very efficient for repairing major flotation damage on all ships. Repairs nothing else.
  • Use #1 – Provide repair services in major shipyard
  • Other low priority uses: None


AGP – Torpedo Boat Tender

  • Repair major and minor damage on PT, PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, AMc
  • Rearm all ammunition, including torpedoes for PT, PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, AMc
  • Use #1 – Provide repair and rearm for PT squadrons and other small craft in forward bases.
  • Use #2 – Augment the facilities of a larger port or shipyard for the repair of small craft at anchor to lower base capacity limitations.
  • Other low priority uses: transport cargo


AG – Miscellaneous Auxiliary

  • AG’s can rearm gun ammunition, 5” and smaller, and depth charges for DE, APD, DMS, DM, AVD, E, TB, KV, PF, PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, and AMc.
  • Repairs all damage, including major damage for any PT, MGB, ML, PC, PB, SC, AM, YMS, AMc, YP, Launches HDML, LB, LCVP, LCM, and LCT.
  • Repairs minor damage only for DE, APD, DMS, DM, AVD, Escort E, TB, KV, and PF.
  • Use #1 – Rearm and repair small craft and landing craft in forward operating bases.
  • Use #2 – rearm and repair small escort and small craft at remote ports.
  • Use #3 – Augment the facilities of a larger port or shipyard for the repair of small craft and small escorts at anchor to lower base capacity limitations.
  • Other low priority uses: transport cargo


AO – Oiler

  • Provides fuel replenishment underway, at anchor, or at dock port.
  • Carries liquid cargo.
  • Use #1 – Provide underway replenishment
  • Use #2 – Provide in port replenishment at small ports with limited capacity
  • Use #3 – Act as a tanker to transport liquid cargo


AE – Ammunition Ship

  • Provides ammunition replenishment underway in late 1945.
  • Provide replenishment of ammunition.
  • Can rearm other ships when in both ships are anchored at the same location. US Navy Pyro class cannot rearm gun ammunition larger than 14”.
  • Use #1 – Provide underway replenishment
  • Use #2 – Provide in port replenishment at ports with limited capacity
  • Other low priority uses: transport cargo


AKE – Ammunition Transport

  • Can rearm other ships when in both ships are anchored at the same location. Gun ammunition is limited by the size of the AKE. Cargo capacity must be at least equal to the rearm points of the ammunition.
  • Use #1 – Provide in port replenishment at ports with limited capacity
  • Other low priority uses: transport cargo




Real usefulness of tenders:
as - useful. with out as need port 7 or smaller with lots of naval support. repair not so much.
ad - useful. with out ad need port 7 or smaller with lots of naval support. repair not so much. refit not so useful. ally has plenty of dd types that sending to rear no effect. japan only a few days from any repair yard.
av/avd/avp - not so useful. forward base need supplies to fly seaplanes. always danger of fast small surface force come sink or landing on atoll and sink/destroy planes.
ar - minor useful. minor bonus to repair at base. not worth assign ship to ar repair.
ard - useful forward to fix major battle damage. slow to move.
agp - useful to resupply pt torpedo. repair pointless because small ships usually sink if any major damage.
ag - not useful. rearm 5 inch and less at level 1 port with less than 20 naval support. 1 full strength us naval base force [100 nav support] can reload up to 8 inch at level 1 by itself. repair as pt small ships with major damage are likely sink. use as aks.
ao - useful.
ae/ake - maybe useful. i find no need for these as naval support is not hard to find.

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Post #: 16
RE: What to Do With All Those Darn Tenders! - 1/26/2010 4:47:19 AM   
Nomad


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You don't think AE/AKEs are useful? Try finding 1000+ Naval Support to put on a level 5 port to rearm your BBs 16" guns!

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RE: What to Do With All Those Darn Tenders! - 1/26/2010 4:51:30 AM   
freeboy

 

Posts: 8513
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From: Colorado
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did anyone notice some of the brit air base support hq's have an adjustable topredo value, about crapped myself when I saw that you could click on a yellow number for this group in India and tell the units how much to carry fortorps... not that I need torps in India.. but that is a nice little tidbit forthe future when we are retaking SRA!

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RE: What to Do With All Those Darn Tenders! - 1/26/2010 5:03:32 AM   
Marty A

 

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quote:

ORIGINAL: Nomad

You don't think AE/AKEs are useful? Try finding 1000+ Naval Support to put on a level 5 port to rearm your BBs 16" guns!


i do not often play allies. any place i have to reload 18 inch guns at is not more than a few days from anyplace i would deploy them. but even for the ally player other than marshall islands everything is close [2 or 3 days] to a base that can be made to 7 or larger.

freeboy most air hqs can. just hit the to&e button.

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Post #: 19
RE: What to Do With All Those Darn Tenders! - 1/26/2010 6:39:01 AM   
oldman45


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Marty you are giving some bad advice. Having forward bases to do repairs is very helpful. I currently own Rabaul and I put an AR/AD/AS combo in there. Now I operate a sub squadron and 2 DD squadrons. With out those ships I would have to send everything to Brisbane or Sidney. I also put 2 large AKE's for ammo, and 2 naval bases for support. The port is not even fully developed and I can repair major engineering and flotation damage up to the limits that and AR can do. The US gets a lot of float planes and putting them in key locations with support (AV/AVD) is a must to protect key convoy routes. Learning the how to use your assests is a major part of this game.

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RE: What to Do With All Those Darn Tenders! - 1/26/2010 4:36:06 PM   
Marty A

 

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Repairs at forward areas is not what i am saying not to do. better to do with naval support. ships can be sunk naval support can not. tenders moving shells to ships can be sunk naval support can not. best way to protect convoy is take unlikely routes. take routes where you can cover with air and guess what? that is where submarines are! take routes that are 10 hex off or more these 'usual' routes and you not need air to cover because submarine in this area rare if ever. japan should not use floats for asw anyway. japan best asw aircraft is lilly which can not use av for. i would guess that ally best asw aircraft is also not a float plane so again av not good. avd is good for forward search base for a few turns little else [other than as a normal dd].

< Message edited by Marty A -- 1/26/2010 4:37:04 PM >

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Post #: 21
RE: What to Do With All Those Darn Tenders! - 1/26/2010 6:44:34 PM   
John Lansford

 

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I agree that Marty has it all wrong about auxiliary ships.  I can greatly extend the range of both my subs and light surface forces by deploying an AS and an AD as close to the front as possible, usually Darwin, Rossel Island, one of the atolls just south of Tarawa, or Midway.  The subs can rearm and refuel at these bases instead of going all the way to Brisbane or Pearl, which extends their range quite a bit.  The same goes for DD's as long as you've got decent air cover over the port since LBA goes after surface ships fairly heavily.

AR's work best in medium/large ports without shipyards; that way they can speed up general repairs and repair 5 or less major damage all by themselves.  That takes some load off the shipyards and keeps your ships in better shape for a longer period of time.

I use AG's as cargo ships; I've yet to see much use for them since even small ports can rearm small surface ships.  AE and AD types can rearm nearly every warship depending on their cargo capacity, and being able to rearm a battlegroup at Efate instead of Suva is the difference in having them off station for nearly a week.  AO's and tankers at small ports function the same way in respect to refueling.

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Post #: 22
RE: What to Do With All Those Darn Tenders! - 1/26/2010 7:17:55 PM   
Marty A

 

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quote:

ORIGINAL: John Lansford

I agree that Marty has it all wrong about auxiliary ships.  I can greatly extend the range of both my subs and light surface forces by deploying an AS and an AD as close to the front as possible, usually Darwin, Rossel Island, one of the atolls just south of Tarawa, or Midway.  The subs can rearm and refuel at these bases instead of going all the way to Brisbane or Pearl, which extends their range quite a bit.  The same goes for DD's as long as you've got decent air cover over the port since LBA goes after surface ships fairly heavily.

AR's work best in medium/large ports without shipyards; that way they can speed up general repairs and repair 5 or less major damage all by themselves.  That takes some load off the shipyards and keeps your ships in better shape for a longer period of time.

I use AG's as cargo ships; I've yet to see much use for them since even small ports can rearm small surface ships.  AE and AD types can rearm nearly every warship depending on their cargo capacity, and being able to rearm a battlegroup at Efate instead of Suva is the difference in having them off station for nearly a week.  AO's and tankers at small ports function the same way in respect to refueling.


I guess you not read what i say then. i say as/ad/ao are useful. it is others that are not. i say use ar in back port to make repair faster but not assign ship to ar repair. and i say use ag as supply ship [ak]. i say everything you just said yet you say i have it all wrong? only real different is ae. and i said ae 'maybe useful'.



< Message edited by Marty A -- 1/26/2010 7:19:17 PM >

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Post #: 23
RE: What to Do With All Those Darn Tenders! - 1/26/2010 8:39:14 PM   
John Lansford

 

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Putting an AR in the rear areas is a waste of time; put them in ports near where the fighting is and you'll increase the usefulness of your ships by reducing minor damage on them faster.  Your major shipyards are in the rear areas; why put an AR behind the lines where it's the same distance to a shipyard as it is to them?

Same with your AS, AE, AD ships; put them in ports close to where you expect fighting and all those ships will be able to stay on station longer, or get back to the fighting faster.  The AGP is a special case since it rearms PT boats, so use it the same as an AS/AD.

It's not that you think they are "somewhat useful" or "maybe useful"; they are all VERY useful if you put them further up near the fighting and not back in the rear areas.  For example, I've got an AS at Exmouth; now, instead of a sub having to travel to Perth, they can refuel/rearm at Exmouth and stay off of Java and Borneo that much longer.  That's an advantage over sending them all the way down to Perth.

Another example: I've got an AD at Dutch Harbor, with a cruiser/DD TF there too.  Now if a fight takes place nearby, the ships don't have to go back to Anchorage to rearm.  Again, an advantage.

Yet another example: I've got an AR at Darwin.  I send a cruiser TF at high speed to bombard Timor, they return to Darwin with 10 pts of minor damage.  The AR can repair all that faster than Darwin can by itself, plus 5 pts of major damage (often shows up on high speed runs).  Yet another advantage since major damage can only be fixed at Brisbane or Sydney (a long way off from Darwin).

Another example: I've got an AV at one of those little atolls south of Tarawa.  It's operating a dozen PBY's flying naval search, covering the approaches to both Baker and Tarawa.  That gives me an advance warning if ships approach from these directions towards my other bases, and alerts me when a TF is headed towards their bases as well.  A valuable BF would have to be moved to one of those atolls if I didn't use the AV, which I can pick up and move at a moment's notice if need be.

One more: I've got two AE's at Luganville.  My surface TF's can bombard Rabaul or Shortlands and return there instead of Noumea, knocking at least 4 days from their transit time.  Again, another example of an advantage the auxiliary gives me.

(in reply to Marty A)
Post #: 24
RE: What to Do With All Those Darn Tenders! - 1/26/2010 10:37:06 PM   
Marty A

 

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quote:

ORIGINAL: John Lansford

Putting an AR in the rear areas is a waste of time; put them in ports near where the fighting is and you'll increase the usefulness of your ships by reducing minor damage on them faster.  Your major shipyards are in the rear areas; why put an AR behind the lines where it's the same distance to a shipyard as it is to them?



Naval support more useful close to fighting than ar is all other things being equal. ar ship can ONLY repair. naval support can repair ships and load shells and make loading unload at that port faster all at same time. not saying ar near front is not good. not saying ar in rear not good. i say i repair MORE damage FASTER with naval support than ar. clear? you play ai i play human. human not make same error ai make. put ar close to fight and human WILL sink. play ai like kissing sister to me. no excite: yawn.

quote:



Same with your AS, AE, AD ships; put them in ports close to where you expect fighting and all those ships will be able to stay on station longer, or get back to the fighting faster.  The AGP is a special case since it rearms PT boats, so use it the same as an AS/AD.



i say this exact thing. why you think i not? i say they useful.

quote:



For example

Another example:

Yet another example:

Another example: I've got an AV at one of those little atolls south of Tarawa.
One more:



i say av at atoll in front useful also i say EXACT thing and again you think i say no why? as for ae again NAVAL SUPPORT do same job FASTER and less risk and can do many other jobs while it does so.

ed. and what i mean by 'in the rear' may not be what you think i mean. when i say 'in the rear' i mean 15-20 hexes back. not mean in san francisco.

< Message edited by Marty A -- 1/26/2010 11:04:42 PM >

(in reply to John Lansford)
Post #: 25
RE: What to Do With All Those Darn Tenders! - 1/26/2010 11:29:30 PM   
John Lansford

 

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Naval support is harder to come by than an auxiliary ship, and unless you use one of the port support units (as Allied), you either have to move a HQ or a BF to the port you want to use as a rearming station.  As I said, BF's can be cumbersome to move around and you often need those elsewhere.  The ships are there, why not use them?  I don't like putting one of those valuable BF's at a small port that it may not even be able to unload at.

(in reply to Marty A)
Post #: 26
RE: What to Do With All Those Darn Tenders! - 1/27/2010 2:02:33 PM   
xj900uk

 

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Just be careful you don't overextend your auxiliries/tenders & put them where the enemy can do a fast hit&run on them (either from sea or air)...

(in reply to John Lansford)
Post #: 27
RE: What to Do With All Those Darn Tenders! - 1/29/2010 12:13:12 AM   
wwengr


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Guys, let's not get personal about this. My post was actually about the potential usefulness of each tender. The relative usefulness varies with style of play and philosophy. As an Allied player, I just love AG's and I accept that there are people who find no use at all for them. That doesn't mean that I think that they are wrong. They just play differently than I do.

_____________________________

Disagreement is not disrespect!

(in reply to xj900uk)
Post #: 28
RE: What to Do With All Those Darn Tenders! - 1/29/2010 1:41:59 PM   
xj900uk

 

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The dutch also have a number of small but useful seaplane tenders.  Ok so they can't oversee/service/maintain as many planes as the US ones (I think it is 6 but I might be wrong), however they are very useful if you can get them out of the DEI to send them to small islands or atolls where they can then hide away behind teh coral reefs and keep a small batch of PBY's operating as your eyes and ears.  Far better and quicker than landing a BF or engineering unit onto an otherwise deserted place and building it up.  Also any base could in theory be spotted by the IJN's own search or recce planes, but a seaplane tender (particularly a small easy-to-hide one) may not...

(in reply to wwengr)
Post #: 29
RE: What to Do With All Those Darn Tenders! - 1/29/2010 3:44:35 PM   
Marty A

 

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quote:

ORIGINAL: xj900uk

The dutch also have a number of small but useful seaplane tenders.  Ok so they can't oversee/service/maintain as many planes as the US ones (I think it is 6 but I might be wrong), however they are very useful if you can get them out of the DEI to send them to small islands or atolls where they can then hide away behind teh coral reefs and keep a small batch of PBY's operating as your eyes and ears.  Far better and quicker than landing a BF or engineering unit onto an otherwise deserted place and building it up.  Also any base could in theory be spotted by the IJN's own search or recce planes, but a seaplane tender (particularly a small easy-to-hide one) may not...


I find the reverse to be true. better to fly in a fragment of a base force [6 or 8 av support squads] and operate. the tender if spotted will be sunk. all that will be tied down of japan is 1 air strike. a base fragment requires him to send troops eating supplies and fuel for the move plus maybe makes a target for your sub or airplanes. plus the tender when sunk is gone where a fragment can be replaced.

(in reply to xj900uk)
Post #: 30
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