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unmerged(35801)

Colonel
Nov 1, 2004
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SS John W. Brown, one of two surviving
operational Liberty ships.
General Characteristics
Size: Displacement: 14,245 tons; Gross Tons: 7,176.5
Length: 441 ft 6 in (135 m)
Beam: 56 ft 10.75 in (17.3 m)
Draft: 27 ft 9.25 in (8.5 m)
Propulsion: Two oil fired boilers,
triple expansion steam engine,
single screw, 2500 horsepower (1.9 MW)
Speed: 11 to 11.5 knots (20 to 21 km/h)
Range: 23,000 miles (37,000 km)
Complement: 41
Armament: Stern-mounted 4 in (102 mm) deck gun for use against surfaced submarines, variety of anti-aircraft guns.
Capacity: 9,140 tons cargo
The Liberty ships were cargo ships built in the United States during World War II. They were British in conception but adapted by the USA, cheap and quick to build, and came to symbolize U.S. wartime industrial output. Based on vessels ordered by Britain to replace ships torpedoed by German U-boats, they were purchased for the U.S. fleet and for lend-lease provision to Britain. Eighteen American shipyards built 2,751 Liberties between 1941 and 1945, easily the largest number of ships produced to a single design.

The production of these vessels mirrored, on a much larger scale, the manufacture of the Hog Island ship and similar standardized types during the First World War. The immense effort to build Liberty ships, the sheer number of ships built, and the fact that some of the ships survived far longer than the original design life of five years, make them the subject of much study.

Contents [hide]
1 History and service
1.1 Problems
1.2 After the war
2 U.S. shipyards
3 Fictional appearances
4 See also
5 Notes
6 External links
7 References


ok guys...check the speed of the liberty ship.....not even 12 knots.....a sub could catch them for christs sake!!!!!!!....once again i ask the question.....how could they ever expect to get away from ANY enemy warship!!!!!![/hide]
 

mike8472

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major ball said:
I agree no need to argue about it. If you send unescorted transports you deserve to lose them all but not if they are stuck in a sea zone for more than 4 hours unable to retreat. Geo was saying that transport should stay in a sea zone until sunk even if this is more than 4 hours. I dont agree...they should be given a chance to move to the next zone after 4 hours.

Ofcourse. But if you retreat before the 4 hours becuase you didnt allow for the 4 hours its your own fault.

The reason we have bugs some times is people are not using there ships properly.

If you transporting troops with say 20 TPs then set it as that mission (sea transportation) and set the slider bar for strength/org to like 80%. So when an enemy fleet engages you it will automaticly retreat after the 4 hours. If the org on your ships drop below say the 80% you set your fleet will retreat once one ship reaches that level, I have seen this happen with my subs even before the 4 hours is reached. Its very simple and elimates mircomangement. This is how the game was designed. So use it.

If you move fleets over long distances just by right clicking you are not setting a mission and you will be vulernable. Do smaller shorter trips with missions set and you wont have much of an issue.

This more for information so people who dont know how it works now do.
 

mike8472

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major ball said:
Now how about discussion on this rule not ships, seeing as no one can remember it except me, I think its fair to prevent game breaking air unit losses to all players:

21) Air units:

a) Air units that have been given a rebase command and keep retreating back to a base about to be captured must be permitted to leave such a province. To keep engaging them to prevent such a rebasing mission is not in the spirit of the game. The damage done to such units is more then enough penalty.

b) This does not apply to normal missions only to those on a base about to be captured by enemy ground units.

Sorry I strongly disagree with this.

If you gain air superioty over an airbase your enemy is using and your troops are advancing or about to land via invasion you should not have the option to just simply leave. If you cannot fight your way out, you dont get out. Just becuase you rebase from an airbase under threat does not give you the right to simply fly through swarms of enemy fighters who control the skies.

If you want you planes to leave from an airbase under threat then you fight your way out via the air and defeat the enemies airforce.

I WILL STATE THIS AGAIN. YOU CANNOT REBASE THROUGH AN ENEMY THAT CONTROLS THE SKIES. WIN CONTROL OF THE SKIES BEFORE REBASING. IF YOU CANT WIN THE AIR THEN YOU HAVE LOST.

As far as im conerned gunny should not have let your planes out of guam last night and he regretted it later. Me and boof both said not to do it. Major took the risk of sending them there knowing its risky. You cant play this game without risk or losing units. If you cant get your planes out due to the enemy controling the air that is called airsuperioty. You should not be able to get your planes out and you should lose them. This is the risk in the game.

I wont do an gentlemens agreements over this, its rubbish. Play the game.

The bug only happens when you rebase over long distances and are engaged. Lesson here is you cannot rebase unless you have first one control of the air. So if you cant get out of guam as your org is to low to gain control of the air from Japans fighters, well your stuffed. You lost the battle. You cant expect low org planes to fly out through swarms of enemy fighters to safety.

I wont agree to any rules like that and nor will I allow any one to escape. You put them there its your risk. I also expect the same in return, its my risk. Fair for all sides.
 

mike8472

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Geofactor said:
SS John W. Brown, one of two surviving
operational Liberty ships.
General Characteristics
Size: Displacement: 14,245 tons; Gross Tons: 7,176.5
Length: 441 ft 6 in (135 m)
Beam: 56 ft 10.75 in (17.3 m)
Draft: 27 ft 9.25 in (8.5 m)
Propulsion: Two oil fired boilers,
triple expansion steam engine,
single screw, 2500 horsepower (1.9 MW)
Speed: 11 to 11.5 knots (20 to 21 km/h)
Range: 23,000 miles (37,000 km)
Complement: 41
Armament: Stern-mounted 4 in (102 mm) deck gun for use against surfaced submarines, variety of anti-aircraft guns.
Capacity: 9,140 tons cargo
The Liberty ships were cargo ships built in the United States during World War II. They were British in conception but adapted by the USA, cheap and quick to build, and came to symbolize U.S. wartime industrial output. Based on vessels ordered by Britain to replace ships torpedoed by German U-boats, they were purchased for the U.S. fleet and for lend-lease provision to Britain. Eighteen American shipyards built 2,751 Liberties between 1941 and 1945, easily the largest number of ships produced to a single design.

The production of these vessels mirrored, on a much larger scale, the manufacture of the Hog Island ship and similar standardized types during the First World War. The immense effort to build Liberty ships, the sheer number of ships built, and the fact that some of the ships survived far longer than the original design life of five years, make them the subject of much study.

Contents [hide]
1 History and service
1.1 Problems
1.2 After the war
2 U.S. shipyards
3 Fictional appearances
4 See also
5 Notes
6 External links
7 References


ok guys...check the speed of the liberty ship.....not even 12 knots.....a sub could catch them for christs sake!!!!!!!....once again i ask the question.....how could they ever expect to get away from ANY enemy warship!!!!!![/hide]
[hide]

I agree with you Geo. This is replecated in game though to a degree with the warships being faster. Its not hard to get to the next sea zone in front of the retreating TPs and finish them off.[/hide]
 

unmerged(35801)

Colonel
Nov 1, 2004
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i also agree with mike about rebasing aircraft......in the game we played with me as UK.....with luck i got most of my air out of gran canarie....but only after several trys and sacrificing several subs to keep you from landing there....even the best of air superiority can leave momentary gaps when you can fly to saftey......makes the game fun if you ask me!
 

unmerged(35801)

Colonel
Nov 1, 2004
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what this game really needs is a CAP option for land and CV based fighters....and also the ability to destroy planes that are on the ground.....so if you dont devote enuff air to CAP you run the risk of losing all your air force that are based there.......i.e. 300 planes destroyed at the bases in and around pearl harbor......oh btw...CAP=counter air patrol
 

unmerged(62373)

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Nov 5, 2006
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mike8472 said:
That seems pretty silly mighty. You got only 3 people to play in this game now, whats the point. You could have, me, major, nolan and boof all playing as well in our big game with a long session.

Show me the logic mate.

Rastius cant make it. Play this game during the week when rastius here like tuesday or so as hes not here tonight or monday. Dosnt that make alot more sense rather then runin a good chance for a uber long session with our big games so all of us can play.


But I am here monday, in afct im herre right now with nothing to do, what time start tonight?
 

Majorball

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Geofactor said:
ok guys...check the speed of the liberty ship.....not even 12 knots.....a sub could catch them for christs sake!!!!!!!....once again i ask the question.....how could they ever expect to get away from ANY enemy warship!!!!!!

Geo this I agree with..no way they could get away. But I guarantee that if they were jumped by a Battleship fleet they wouldnt sit together waiting to get sunk. They would head in all 360 degrees direction. Thats a lot of ships all heading in different direction from where they started. On top of that night time would interfere. It is uncommon for such a large transport fleet to be unescorted as Mike said you have to be an idiot. But to say they have to sit there for more than the 4 hours just cause they are transports is not really fair. Like Mike said most warships are quick enough to beat them to the next zone anyway. The game allows all ships to retreat from combat after 4 hours..it doesnt make exceptions cause they might all be transports.
 

mike8472

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major ball said:
Geo this I agree with..no way they could get away. But I guarantee that if they were jumped by a Battleship fleet they wouldnt sit together waiting to get sunk. They would head in all 360 degrees direction. Thats a lot of ships all heading in different direction from where they started. On top of that night time would interfere. It is uncommon for such a large transport fleet to be unescorted as Mike said you have to be an idiot. But to say they have to sit there for more than the 4 hours just cause they are transports is not really fair. Like Mike said most warships are quick enough to beat them to the next zone anyway. The game allows all ships to retreat from combat after 4 hours..it doesnt make exceptions cause they might all be transports.

Game play tactics will deal with any unescourted fleet that is found by a large fleet. The enemy fleet will just follow the TP fleet to where it retreats to and continue to engage it and sink it. So no need for any rules or anything like that.

I look forward to sinking large US TPs fleets, loaded with lots of nice armour, mech for Europe or Africa. :rolleyes:
 
Nov 13, 2005
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Guys i got a problem with tonight,

My boss is in Mackay at the moment but when they get back in this evening im gonna be tied up for about 3 hours helping to unload these ATM's they are coming back with, im trying to get my hands on someone else to fill in for me but it aint looking good at the moment.

I won't be home till about 9:30 (could be earlier could be later) but around there somewhere.

At this stage id have to assume i wont be able to get a fill in to help them so sucks to be me on a Friday night. I can play till the wee hours of the morning though so we can still get in a good few hours in.

Sorry i wasnt expecting this and it is out of my control, i just took the call about 15minutes ago. Ill post back later hopefully i can find a way to worm my way out of it
 

Majorball

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Mighty G said:
Guys i got a problem with tonight,

My boss is in Mackay at the moment but when they get back in this evening im gonna be tied up for about 3 hours helping to unload these ATM's they are coming back with, im trying to get my hands on someone else to fill in for me but it aint looking good at the moment.

I won't be home till about 9:30 (could be earlier could be later) but around there somewhere.

At this stage id have to assume i wont be able to get a fill in to help them so sucks to be me on a Friday night. I can play till the wee hours of the morning though so we can still get in a good few hours in.

Sorry i wasnt expecting this and it is out of my control, i just took the call about 15minutes ago. Ill post back later hopefully i can find a way to worm my way out of it

What country you playing?
 
Nov 13, 2005
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major ball said:
Might be a bit hard to Sub Russia now USA at war with Japs.Thats where they are pushing on Moscow?

Theres alot of work to be done in Russia, with you at war itll be impossible to focus on both properly.

I would prefer if you guys can wait for me, but herr Gamer Hitler will want action tonight no doubt.

And i cant guarantee what time im going to get home. :(
 
Nov 13, 2005
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Can we swap nights for the weekend game? Gunny or someone could sub me they only have to finish off france and make preperations for Norway, no big issue there.

Then we could get this one in tomorrow night for a full length session....

Maybe would be the best idea?
 

mike8472

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Mighty G said:
Theres alot of work to be done in Russia, with you at war itll be impossible to focus on both properly.

I would prefer if you guys can wait for me, but herr Gamer Hitler will want action tonight no doubt.

And i cant guarantee what time im going to get home. :(

How about this. It is winter on the Russian front. I will not do an attacks now until summer.

So that probably gives us a good few hours at least of nothing on the Russian front. All some one would have to do is your techs.

I wont position any forces or move them until mighty is back. That allows the game to play with the Japs and USA doing most of there fighting.

Is that acceptable mighty, considering its winter and you and me cant do much now, too damm cold. Is this ok so the others can continue there wars as that is where most the action will be, not much for you and me for the next 5-6 months.

I'll be here at 6.30.
 
Last edited:
Nov 13, 2005
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mike8472 said:
How about this. It is winter on the Russian front. I will not do an attacks now until summer.

So that probably gives us a good few hours at least of nothing on the Russian front. All some one would have to do is your techs.

I wont position any forces or move them until mighty is back. That allows the game to play with the Japs and USA doing most of there fighting.

Is that acceptable mighty, considering its winter and you and me cant do much now, too damm cold. Is this ok so the others can continue there wars as that is where most the action will be, not much for you and me for the next 5-6 months.

I'll be here at 6.30.

Mate i dont want to stall your attacks is my only thing, If your not going to atack then all i need is someone to watch my techs as you say. But dont delay your caimpaign as i have to do this crap, know what i mean.. that was my only drama.

But as i say i should be back 9 - 9:30, SHOULD being the key word :( these ATM's weigh a couple hundred kilos from the safes in them and where we have to get them is a bugger of a spot.

I guess even if Major can just keep an eye on my techs, and make sure my builds keep running. Ill send major a quick pm and he can debrief himself or someone else if we have a sub.