U-boats ...

Commander – Europe at War Gold is the first in a series of high level turn based strategy games. The first game spans WW2, allowing players to control the axis or allied forces through the entire war in the European Theatre.
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HansBolter
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RE: U-boats ...

Post by HansBolter »

ORIGINAL: JudgeDredd

Also, I play with fog of war on (always), so perhaps I have to play with fog of war off for a while, because I'd swear the allies have more naval units than those described.


My experiences exactly. Even when I tried wolf pack tactics attacking with a minimum of 3 subs, I was swarmed by anywhere from 6-8 allied ships, losing 2 of the 3 subs while the third limped home severely damaged.

In one game I positioned 3 subs off the coast of Newfoundland and witnessed the AIs convoys being handed off from one wolf pack of secorts to another. The AI maintained one wolf pack to to pounce on any subs intercepting near the coast, another near mid Atlanitic and yet another near Britain (I had a 4th sub near enough to Britain to see the escorts there). At no time was there ever a sufficient gap in their coverage where the convoys could be hit without the subs being pounced on by a multiship group. This clearly represents a sophisticated approach to convoy coverage completely out of touch with reality for the early period of the war. I would have no criticism of seeing this in the latter half of 1943, but it is totally unrealistic for 1940/1941.
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RE: U-boats ...

Post by decaro »

ORIGINAL: Bossy573
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... Is anyone building subs or fleet consistently with the Axis ...

The German navy is worthless and an effective submarine campaign in the Atlantic is impossible ...

So the short answer is no. A viable Axis naval strategy in CEAW is non-existent.

That's a shame, considering Churchill once said the only thing that really frightened him during the war was the U-boat peril. But apparently England has nothing to worry about in CEaW
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RE: U-boats ...

Post by Spechtmeise »

I have 3 to 4 subs on patrol off Newfoundland and in the south Atlantic, and boy do they maul the convoys. Before the destroyers come close they bite half or more of the produktion points out of the convoy. Some get through, of course. I am in 1941 currently. I am thinking of building a lot more subs due to their successes.
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RE: U-boats ...

Post by firepowerjohan »

ORIGINAL: Stratocruiser

I have 3 to 4 subs on patrol off Newfoundland and in the south Atlantic, and boy do they maul the convoys. Before the destroyers come close they bite half or more of the produktion points out of the convoy. Some get through, of course. I am in 1941 currently. I am thinking of building a lot more subs due to their successes.

What difficulty level are you playing?
I think ppl could have trouble with the fact that on higher difficulty levels the AI will start with some bonus units including some extra naval units.
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CEAW http://www.slitherine.com/forum/viewforum.php?f=18
CNAW http://www.slitherine.com/forum/viewforum.php?f=52


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RE: U-boats ...

Post by decaro »

ORIGINAL: Stratocruiser

I have 3 to 4 subs on patrol off Newfoundland and in the south Atlantic, and boy do they maul the convoys. Before the destroyers come close they bite half or more of the produktion points out of the convoy. Some get through, of course. I am in 1941 currently. I am thinking of building a lot more subs due to their successes.

Compare this w/what happened to HansBolter's subs vs. the AI off New Foundland re 1940/41; very different results due to different game settings?
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RE: U-boats ...

Post by HansBolter »

It appears that what we are seeing here is a disparity between the forces/capabilities of the AI's land/air forces and it's naval forces.

We've been told that the normal settings with no advantage to either side is really an introductory mode that experienced gamers shouldn't use if they want any challenge at all from the AI.

This apparently holds true for the AI's use force size/use of land and air units, but, apparently, not for it's force size/use of naval units. When we give the AI advantages to get a decent fight out of the AI's land and air units, the AI also gets a boost in it's naval force size that seems to throws the naval game out of whack.

Does that seem like a sound assesment or am I again basing my interpretations on too few iterations as I haven't "tried hard enough" or played a suffficent number of games to make a fair assesment?
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RE: U-boats ...

Post by firepowerjohan »

On normal difficulty, No naval units are added for Allied AI. On Small, medium or hard setting both UK and USA get one BB and DD each.
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CEAW http://www.slitherine.com/forum/viewforum.php?f=18
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RE: U-boats ...

Post by HansBolter »

ORIGINAL: firepowerjohan

On normal difficulty, No naval units are added for Allied AI. On Small, medium or hard setting both UK and USA get one BB and DD each.


Well that certainly doesn't seem like a sufficient quantity to throw things "out of whack".

My impressions must be a result of my lack of effort following initial negative experiences once I realized I could win easily without even participating in the naval game.

I know I have been a harsh critic but I am trying to be fair as well.
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RE: U-boats ...

Post by Bigfish »

Hi at all,

what a thread [X(] - Boys this is still a game with an silly AI. If you play with "House Rules" then you are in trouble with your subs - ok this is correct. But if you play with game rules only it is quit easy to do a good naval strategic work as the german player.

Early in war 39-40 move all your sub forces in the south atlantic and kill the african convois - i never see any allied ship heading southward to attack my navy in the south. This is because the allied navy want to protect convois - but the small african convois are sunk in 1-2 turns - no convoi no Royal Navy! Let the canadian and us convois pass - this ist no problem. Build 2-4 subs and 1-2 Battleships if you want 1 carrier. If you have 4-5 subs and 2-3 BBs kill the Royal Navy ship by ship - this is quit easy. Hit enemy destroyers with your BBs an do the rest to them with your subs. If you build an carrier use it for reconnaissance only!

Now you're in the position to rule the sea - till the us enters war. By this event you're navy should be now at 6-7 subs and 3-4 battleships maybe 1 carrier. - the only job of this ships and subs ist to sunk the russian convois - no convoi pp is permitted to reach murmansk! - So you're able to do a fast job at the eastern front because russia do not have enough pp they need.

Damage Destroyers with your BBs finish them with your subs. And while you sunk the allied navy the AI produces new ships this is the reason while allied convois are nonrelevant because the AI uses this pp for the replacement of the losses. At one point the AI changes the focus on ground forces and air - so you could rule the hole atlantic -> Allways think about that it is no russian convoi permitted to reach Murmansk!

EDIT: When the Suez is yours - send the italian navy to the atlantic for reinforcement of the german navy...

I think the only challenge of the naval war is to play against another human - but till now i have'nt done this...



Regards
Bigfish
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RE: U-boats ...

Post by HansBolter »

ORIGINAL: Bigfish

Hi at all,

what a thread [X(] - Boys this is still a game with an silly AI. If you play with "House Rules" then you are in trouble with your subs - ok this is correct. But if you play with game rules only it is quit easy to do a good naval strategic work as the german player.

Early in war 39-40 move all your sub forces in the south atlantic and kill the african convois - i never see any allied ship heading southward to attack my navy in the south. This is because the allied navy want to protect convois - but the small african convois are sunk in 1-2 turns - no convoi no Royal Navy! Let the canadian and us convois pass - this ist no problem. Build 2-4 subs and 1-2 Battleships if you want 1 carrier. If you have 4-5 subs and 2-3 BBs kill the Royal Navy ship by ship - this is quit easy. Hit enemy destroyers with your BBs an do the rest to them with your subs. If you build an carrier use it for reconnaissance only!

Now you're in the position to rule the sea - till the us enters war. By this event you're navy should be now at 6-7 subs and 3-4 battleships maybe 1 carrier. - the only job of this ships and subs ist to sunk the russian convois - no convoi pp is permitted to reach murmansk! - So you're able to do a fast job at the eastern front because russia do not have enough pp they need.

Damage Destroyers with your BBs finish them with your subs. And while you sunk the allied navy the AI produces new ships this is the reason while allied convois are nonrelevant because the AI uses this pp for the replacement of the losses. At one point the AI changes the focus on ground forces and air - so you could rule the hole atlantic -> Allways think about that it is no russian convoi permitted to reach Murmansk!

EDIT: When the Suez is yours - send the italian navy to the atlantic for reinforcement of the german navy...

I think the only challenge of the naval war is to play against another human - but till now i have'nt done this...



Regards
Bigfish


All of what you say makes perfect sense and appears to be a perfectly viable strategy. However, when one can easily drive to Perm and Teheran, winning the game hands down while COMPLETELY IGNORING THE NAVAL GAME, where is the incentive to even make the effort to develop a viable naval strategy?

If the naval game had a significant influence on the outcome of the game and the German player could NOT win while ignoring it there would be a reason to pursue it. As things stand now, there is no rerason beyond satisfying one's own desire to engage in naval combat.
Hans

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RE: U-boats ...

Post by IainMcNeil »

The point was not to force you to play a naval game but to offer strategic options. You can ignore it, dabble in it or really focus on it. It should not be required to invest in naval units to win a game.
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RE: U-boats ...

Post by firepowerjohan »

We are trying to make the game a challenge for everyone and that is why we have difficulty levels. The moment we make for example Subs too powerful ppl will post strategies where they were able to prevent D-Day and any convoy support by just buying Subs and placing them in the Atlantic and that the game is broken which actually happened early on before the patches. We changed WALLIES AI so that it is focusing alot more of its money into naval purchase especially in the mid-game and that is just the AI's choice of strategy.

Currently the subs are not way off, just need perhaps abit rearrange of their tech levels and their cost of purhase. As for the Atlantic, the size of it is shortened alot in game so the Atlantic sub warfare is a semi-abstraction that in order to not make the big map too big!

That said, I do not think we should be too conerned if a Sub attack seems to be near the US coast and not in the "middle of the Atlantic" since the Atlantic is altered. In the same way, movement rates are considerable lower than in real WW2 when it comes to crossing the Atlantic. If we were to make that more realistic we would probably have to make a turn represent 3 days instead of 10 days unless we want Navakl units to have movement=80 hexes or something. Whatever we choose it is always a trade-off and abstraction from reality unless we have a simulation based on hours instead of like now when one turn is 10 days [;)]

You can also argue in historical games that we know more than what they knew in 1939 so the Allied player knows that Subs can kill their economy and will be even more concerned building up destroyers. Same with USSR, Germany knows that USSR winter will kill them so will advance more cautiously, which in real WW2 they did not know exactly how the importance of certain factors would be...until too late [;)]

We also have to boil down issues into their cause whether it is strategies or a general problem since if the problem is not general then what we change to make the AI games more "realistic" might cause PBEM and TcpIP suddenly to become unplayable so therefore we aim to get as much info as possible to not overcoompensate. I woudl like to see some screenshots of the Sub wars if someone can post them [:)]

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Lead developer of:
World Empires Live http://www.worldempireslive.com/
CEAW http://www.slitherine.com/forum/viewforum.php?f=18
CNAW http://www.slitherine.com/forum/viewforum.php?f=52


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RE: U-boats ...

Post by HansBolter »

ORIGINAL: Iain McNeil

The point was not to force you to play a naval game but to offer strategic options. You can ignore it, dabble in it or really focus on it. It should not be required to invest in naval units to win a game.


I couldn't disagree more strongly, but that is only my opinion and I am only one customer.
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RE: U-boats ...

Post by HansBolter »

ORIGINAL: firepowerjohan

We are trying to make the game a challenge for everyone and that is why we have difficulty levels. The moment we make for example Subs too powerful ppl will post strategies where they were able to prevent D-Day and any convoy support by just buying Subs and placing them in the Atlantic and that the game is broken which actually happened early on before the patches. We changed WALLIES AI so that it is focusing alot more of its money into naval purchase especially in the mid-game and that is just the AI's choice of strategy.

Currently the subs are not way off, just need perhaps abit rearrange of their tech levels and their cost of purhase. As for the Atlantic, the size of it is shortened alot in game so the Atlantic sub warfare is a semi-abstraction that in order to not make the big map too big!

That said, I do not think we should be too conerned if a Sub attack seems to be near the US coast and not in the "middle of the Atlantic" since the Atlantic is altered. In the same way, movement rates are considerable lower than in real WW2 when it comes to crossing the Atlantic. If we were to make that more realistic we would probably have to make a turn represent 3 days instead of 10 days unless we want Navakl units to have movement=80 hexes or something. Whatever we choose it is always a trade-off and abstraction from reality unless we have a simulation based on hours instead of like now when one turn is 10 days [;)]

You can also argue in historical games that we know more than what they knew in 1939 so the Allied player knows that Subs can kill their economy and will be even more concerned building up destroyers. Same with USSR, Germany knows that USSR winter will kill them so will advance more cautiously, which in real WW2 they did not know exactly how the importance of certain factors would be...until too late [;)]

We also have to boil down issues into their cause whether it is strategies or a general problem since if the problem is not general then what we change to make the AI games more "realistic" might cause PBEM and TcpIP suddenly to become unplayable so therefore we aim to get as much info as possible to not overcoompensate. I woudl like to see some screenshots of the Sub wars if someone can post them [:)]


Those are acceptable responses. However, perhaps some accounting for the truncated geography of the Atlantic should be considered with regard to how easy that makes it for the Allied side to position "interception" groups that provide complete coverage of the entire route between America and England.

Furthermore the sequential nature of a turn based game is what is making it possible for ships hundreds of miles away from the sight of a uboat attack to automatically be able to pounce on the subs following the sub attack, who, in reality, would be long gone from the location of the attack by the time those "interceptors" ever arrived on the scene.

Perhaps a mechanism needs to be introduced whereby true "escorts" who are adjacent to the convoy when it gets attacked are the only enemy naval unist who can automatically find the sub and that enemy "patrolling" units moving multiple hexes to get to the attack location, as an after the fact reaction to the attack, have a very, very slim, but not no, chance of finding and attacking the sub.

After all, in the real world, as an "escort", in order to able to protect your "charge" from harm and destroy prospective attackers, you have to actually be "escorting" the convoy, not patrolling the general sea lanes hundreds of miles away.
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RE: U-boats ...

Post by IainMcNeil »

Everyone has an opinion and rarely do they agree, but that's why the world is such an interesting place :) What if the axis had not wasted effort on their subs and surface naval - who knows how that would have effected the war. What if they'd put more in to subs and starved the UK? Maybe we'd all be speaking German!
 
We have to go with our own opinions when designing games. You're free to do the same when you design yours! :)
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RE: U-boats ...

Post by Bossy573 »

What exactly is one sub or naval unit representing? Is it a single ship or some kind of combat group?
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RE: U-boats ...

Post by MemoryLeak »

Iain,

Hi, I would have to side with Hans on this issue. I don't think it is strictly a matter of opinion that we are addressing here, but more of a basic philosophy of a war game.

The better games, more intricate if you will, are the ones where each aspect, whether it is armour or air or inf or artty or naval forces has a purpose and can be utilized as part of the overall strategy of the player.

I personally believe that when a major component such as naval/submarine warfare can be almost totally ignored by players without consequence is a flaw and detracts from the potential enjoyment of the game.

I play the game frequently because I like it but I think it can be improved. Perhaps reduce the range of the units so that the subs can have a chance to leave the area of the last convoy attack. Or a roll of the dice (percentage) that after each attack the subs can't be located the next turn.

Anyway, I enjoy playing the game and I'm glad to see you are improving it with each patch.
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RE: U-boats ...

Post by IainMcNeil »

The point you're missing is that you can gain a significant advantage through good use of the naval units, so the options are there, you're just choosing not to use them. I agree the tactics required are not 100% realistic, but they do work. I'd like to see them become more realistic some time in the future but it requires fairly significant changes.
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RE: U-boats ...

Post by decaro »

ORIGINAL: HansBolter

... Furthermore the sequential nature of a turn based game is what is making it possible for ships hundreds of miles away from the sight of a uboat attack to automatically be able to pounce on the subs following the sub attack, who, in reality, would be long gone from the location of the attack by the time those "interceptors" ever arrived on the scene ...

I don't recall having this w/HoI2, which is somewhat similar to this game as CEaW is a cross between it and PG, but in real time.

Then again, in HoI, sub attacks on (routine cargo) convoys were heavilly abstracted; the only "real" battles happened when a sub/sub fleet engaged an enemy surface fleet, so maybe any comparison just doesn't apply.

But if turn-based is the problem, the obvious solution is a WEGO approach; but that would be asking too much of a game revision for just naval/sub tactics.
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RE: U-boats ...

Post by MemoryLeak »

Iain,

I respectfully submit that it is you who is missing the point. The submarine component is not used by many players. For me it is because the cost involved to build a sub unit versus the gain from doing so is not worthwhile. You can count on the sub unit being destroyed or nealy so during the first encounter with a naval combat unit. And the encounter is inevitable and usually quite soon after your attack on a convoy.\

I use the two orginal subs the Germans get very judiciously. I usully patrol at the northwest corner of the map and jump convoys that come by. I only hit them once and do not pursue them because means instant destruction. I usually get away with this for awhile but my turns are numbered. I really can't move about too much because the end is unavoidable. If I run into any naval combat unit I'm toast. No chance at all.
My point is the subs , being as weak defensively as they are, should have an opportunity to escape, or at least a roll of the dice to allow them to escape a certain percentage of the time. This would represent the illusive nature of subs.

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