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Naval Units and damage

 
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Naval Units and damage - 6/2/2019 3:29:11 PM   
MBogdasarian

 

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In playing the Russo-Japanese War some ships have taken damage and used up ammunition. While in port how are replenishment and repair performed and how long is the process? Is there a requirement for ships to be in a particular status (moving, tactical, etc.) to be repaired or replenished? Are only certain squadrons repaired in certain ports? I cannot find this information in the game manual. Also: when ships leave port a menu asks for "fixed weapons" to be left behind before the ships can move. What are "fixed weapons" on ships?
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RE: Naval Units and damage - 6/2/2019 3:41:04 PM   
larryfulkerson

 

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quote:


In playing the Russo-Japanese War some ships have taken damage and used up ammunition. (1)While in port how are replenishment and repair performed and how long is the process? (2)Is there a requirement for ships to be in a particular status (moving, tactical, etc.) to be repaired or replenished? (3)Are only certain squadrons repaired in certain ports? I cannot find this information in the game manual. (4)Also: when ships leave port a menu asks for "fixed weapons" to be left behind before the ships can move. What are "fixed weapons" on ships?

(1)From what I understand the rate of repair depends on the size of the ship. I've monitored the repair rate of various ships and it does differ. From what I can descern the rate of repair for a DD is 1 point of damage per turn when it's parked in the Saigon hex. I was using the house rule that BB's have to go to a much larger port to get repaired like Manila ( after it's capture ) or Hong Kong ( after it's capture ). Playing with WITP-AE, I discovered that the Japs were severely limited in the number of shipyards.

(2) From what I understand a ship must be in a port hex and not moved during the turn.

(3) The only limit on what ship can go to what port depends only on any house rules in effect.

(4) "Fixed Weapons" on ships? I've not heard of that one before. Does the ship unit have skindivers that don't want to go with the ship? I'd like to see a screenshot of the unit display for that unit.


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there's two things that everyone needs to know: (1) 90% of the human race lives near the coast. (2) human beings can't breathe under water.

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RE: Naval Units and damage - 6/2/2019 4:03:15 PM   
Curtis Lemay


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quote:

ORIGINAL: MBogdasarian

In playing the Russo-Japanese War some ships have taken damage and used up ammunition. While in port how are replenishment and repair performed and how long is the process? Is there a requirement for ships to be in a particular status (moving, tactical, etc.) to be repaired or replenished? Are only certain squadrons repaired in certain ports? I cannot find this information in the game manual.


See 19.5 in the Manual.

quote:

Also: when ships leave port a menu asks for "fixed weapons" to be left behind before the ships can move. What are "fixed weapons" on ships?


That's a peculiarity of that specific scenario and how that designer modeled ships.

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My TOAW web site:

Bob Cross's TOAW Site

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RE: Naval Units and damage - 6/2/2019 4:20:31 PM   
Lobster


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Not seen this scenario. In the war more ships were lost to mines than to gunfire or torpedoes. Do we have mines in TOAW?

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RE: Naval Units and damage - 6/2/2019 4:23:26 PM   
larryfulkerson

 

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quote:

Do we have mines in TOAW?

I don't think so. Nor have I ever seen them modeled in someway. It could probably be done somehow using events.
I think TOAW needs mines and submarines to give a polish to the naval rules.


< Message edited by larryfulkerson -- 6/2/2019 4:24:26 PM >


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there's two things that everyone needs to know: (1) 90% of the human race lives near the coast. (2) human beings can't breathe under water.

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RE: Naval Units and damage - 6/2/2019 4:59:28 PM   
MBogdasarian

 

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I think this answer relates to WITP-AE rather than OAWIV. True?

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RE: Naval Units and damage - 6/2/2019 5:01:12 PM   
larryfulkerson

 

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quote:

I think this answer relates to WITP-AE rather than OAWIV. True?

I'm not sure what you're asking.

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there's two things that everyone needs to know: (1) 90% of the human race lives near the coast. (2) human beings can't breathe under water.

(in reply to MBogdasarian)
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RE: Naval Units and damage - 6/2/2019 5:03:19 PM   
Lobster


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quote:

ORIGINAL: larryfulkerson


I think TOAW needs mines and submarines to give a polish to the naval rules.



Aye, maybe some day.


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RE: Naval Units and damage in Operational Art of War IV - 6/2/2019 5:49:01 PM   
MBogdasarian

 

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It appeared to me your answer referencing Saigon, etc., related to the game War in the Pacific rather than Operational Art of War IV. You made specific reference to the former game in your answer, but I think the dynamics are different with OAW-IV. Thoughts?

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Post #: 9
RE: Naval Units and damage in Operational Art of War IV - 6/2/2019 7:48:17 PM   
larryfulkerson

 

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quote:

It appeared to me your answer referencing Saigon, etc., related to the game War in the Pacific rather than Operational Art of War IV. You made specific reference to the former game in your answer, but I think the dynamics are different with OAW-IV. Thoughts?

I was referencing a TOAW scenario called "Pacific at War v.3.63" and I helped Thomas Harvey playtest it and it's not much like WITP-AE but it IS playable. I like it a lot.

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there's two things that everyone needs to know: (1) 90% of the human race lives near the coast. (2) human beings can't breathe under water.

(in reply to MBogdasarian)
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RE: Naval Units and damage in Operational Art of War IV - 6/2/2019 9:33:08 PM   
MBogdasarian

 

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Perfect! Thanks. We haven't gotten that far although we played WITP several times and enjoyed that game as PBEM.

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