From: My Mother, although my Father had some small part.
ORIGINAL: Randy Stead
To clarify my first paragraph, above. My routine of checking each TF is to see if they have taken any operational damage. I also go through in fine detail any TF that was involved in combat. That is when you get the serious damage, from bombs, torpedoes, mines, etc. Depending on various factors, you then have to decide if you separate the damaged ship from the TF and send them back, or plod on. Losses are a part of combat, the key is knowing when to abort and when to carry on. For example, in my current game I have North Carolina with some moderate flooding damage. I kept her with the TF for one more turn as I swung back toward Guadalcanal from the New Britain area. I wanted to get her further away from Rabaul before I cut her out with an escort and sent her for repair. If it had been only a few minor points I likely would have kept her with the TF until the whole group returned to base. Being under the umbrella of the carrier air cover was of benefit and she did not have engine damage slowing everyone down. It was important for me to cover the supplies coming into Guadalcanal and Tulagi.
If/when I get her to Sydney I will make sure the TF is disbanded automatically, and if not do it manually. I lost a ship or two when learning Coral Sea because I overlooked this important aspect. The ship was in the base hex, but just sitting out in deep water until it sank. Pay attention to damage ships!!! All ships, of course, but especially the cripples. Once disbanded, I bring up the list of ships at the base and click on each ship showing any damage points and make orders for repair. I have other things to do at the base, but before leaving I have another look before moving on. That's when I will click on the "manage ships under repair" button. If there are any damage points that cannot be repaired in a particular mode or at that base, there will be symbols like "#" that indicate which types of damage points cannot be removed. You then either have to bring in other assets that can help, or you repair down the system and flotation damage points until the ship is relatively seaworthy, then send her off with a good escort to the appropriate repair facility.
In my current game I have one cargo ship that has 1 major damage point that cannot be repaired at Townsville, for whatever reason. Tomorrow [because it is late and I am tired and don't think will when tired] I will read up on what the problem might be. If I cannot come up with a better solution to repair her locally, she will be off down the coast to the shipyard at Sydney.
Hope this helps. Let us know how you get on.
You put an s in Brackets  instead of these things: (s)
I would not worry about 1 major point of damage but if you have an AR handy, that will repair those.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child