ORIGINAL: Curtis Lemay
That's in real life. I'm talking about the game system you're proposing. Under that system, they would be "fortified" (whether you call it "patrol" or not the effect will be the same). In fact, the sea will be filled with "fortified" ships. It will look like someone built the Maginot line at sea. Restricted sea lanes will be especially clogged with such. And it will all be nonsense.
I don't profess to have everything worked out. I was asked to come up with ideas and I'm doing that. I've proposed that there be a %50 chance for each side to see the other along with a chance no one sees anyone. Per enemy movement point spent in a patrol area, I'm not proposing more than a %10 chance of intercept. This doesn't sound like a 'can of worms' to me. If I've proposed too large of a patrol area potential then make the max area smaller. That offers the kind of uncertainty that is always present in naval warfare. Units on patrol would be allowed to move to intercept, but I'm not suggesting they get any advantage in combat. They will still occupy a physical location that can be attacked if spotted -again with the %50 rule. Newsflash; there were sea areas saturated with patrols. You can use the word 'fortified' all you want, but it's equally 'errant nonsense'. If a unit is supporting ground ops, it will be 'on station'. If it is 'on patrol' it won't be able to support ground ops.
Which is it? We have a recon system or we need recon planes? I'm not against having recon planes, but the current system takes aircraft and air superiority into account already. Your conclusion is however predictable. Not that it matters, but I mentioned naval interdiction for aircraft some 7 years ago. The game already has a complex combat model for land that takes into account ranged weapons. Why can't we simply inject naval weapons into that sequence?ORIGINAL: Curtis Lemay
We already have recon in the game system. Ships will either be spotted or not as per the enemy's recon. In fact, we need recon planes as well, so carriers can scout as they move. That's another can of worms. Regardless, unspotted ships will have to be sought out. When searchers get close enough, they will interdict them (by air or gun) once Naval interdiction is implemented (suffering counterbattery/counterstrikes in the process). Or there could eventually be a "Naval Combat Procedure" triggered. There is no need to massively abstract everything. We want the game to become more realistic, not less.
ORIGINAL: Curtis Lemay
So subs can't attack with torpedoes? If an ASW rating is necessary, so are torpedoes. And, since TOAW is equipment based, why shouldn't there be ASW equipment that forms that ASW rating? And, again, the subs can't be allowed to be detected by just moving a ship next to them. And they can't be allowed to chase down surface ships. They have to have special treatment separate from normal surface vessels.
And there's no real need for subs until we get sea supply.
No. They'll just ram their periscopes into ships, or drill holes in their hulls. This is ridiculous. An ASW value (anti-submarine warfare) will be what some surface vessels and planes will use to attack submarines, not the other way around. You can have depth charges, hedgehogs, whatever you want, as long as you give it an ASW value. Subs can attack with whatever weapons systems or torpedoes they have. These systems will have to be injected into the current combat sequence.
This is the false choice you offer, and it seems your mind is made up. There will be another game that beats the pants off this one eventually. I can play SC-GC until then if you prefer.ORIGINAL: Curtis Lemay
Basically we have two choices: Massive detail, or errant nonsense. I don't want either one.
Rowboats? One of us is certainly getting ridiculous. Let me elaborate. This %50 one side sees the other rule could occur with every round, with one result being a retreat. Isn't that what can happen with mismatches on land? Personally I would suggest not putting tiny fleets on patrol. I can lead you to how the game can work, but not how to play it.ORIGINAL: Curtis Lemay
And I haven't covered all the detail yet. There would have to be a suite of settings for the forces set to react, spelling out just what they would react to. You don't want the full fleet to react to a row boat - that would be a waste. Similarly, you don't want a tiny fleet to react to a powerful one - that would be suicide. And you don't want a BB fleet to react to a CV one either - that's also suicide (assuming the reaction method allows the CVs to interdict the BBs as they approach). Another can of worms - and it would still be easy for the enemy player to game.
CoW = Can of worms. To argue how ships/subs would affect supply, I'd have to better understand how supply across sea actually works. Personally I think supplies should first go to HQs that can act as beacheads. Perhaps equip certain HQs with 'supply ships' that can act like trucks do over land. I do know the game has supply interdiction now. I would hope there would be some way of applying this to sea supply.ORIGINAL: Curtis Lemay
I think this could possibly be handled a different way. For one thing, if your scenario is about a contested amphibious landing, then use a short turn interval. That way, the players themselves can decide when, where, and how to react. If, on the other hand, you're doing a strategic scale scenario, there might be a way to use variable turn-intervals to effect reaction. So, if the normal turn-interval was one-week, then when a reaction would be triggered, the turn-interval would automatically shorten to, say, one-day, for a week (or whatever the designer specified). Again, this would allow the players to make reaction decisions – far better than the computer can do. The issue was sea supply. Again, we don't have it yet, and it will be very non-trivial to implement.
ORIGINAL: Curtis Lemay
Different weapon systems hit different things. Bombs and guns hit the superstructure. Torpedoes and mines hit the hull. Different systems on the ship affect different things besides firepower (speed, C&C, damage control).
Every gun or weapon has to be considered a hit just like a hull. Didn't I just say that? There is an equipment editor. Whatever kind of hits makes you happy. Again you're adding trivial detail that's not necessary in order to make your 'can of worms'.
ORIGINAL: Curtis Lemay
I think it would be far better to have the ship design specify the fraction of the current naval speed that the ship could maintain at full repair. Damage would lessen that - till repaired.
Tell that to the crew of HMS Hood. What about isolated land units that are out of supply? You're making this hard.ORIGINAL: Curtis Lemay
That's not how it works at all. A ship unit can evaporate just like a land unit. It's equipment (usually the entire ship itself) can then be sent to the "on hand" pools - even if it was in an impossible situation and should have been sunk. "On hand" equipment can then end up in another ship unit the very next turn.
Here's even better news. YOU'RE ON THE DEVELOPMENT TEAM. You have the power to implement or not implement whatever your little heart desires, while I can tap my keyboard for another 7 years with no impact at all. I'm telling you right now; I won't do it. Which for you, is probably the best news of all.ORIGINAL: Curtis Lemay
A simple version of this would be to just have two structures: Hull and Superstructure. Each would have its own damage value and armor value.
Here's the good news: There are some things we can do that are easy and should be effective:
First, Naval Interdiction. Air units set to NI and artillery (including the guns on Naval vessels and coastal artillery) will interdict sea movement that occurs in their range.
Ad hoc Task Forces: Naval units moving by group movement will defend against interdiction as a group. So, the lead unit triggers interdiction, but the interdiction attack is delayed until the entire group is in the hex.
Target Priority: Ability to target naval stuff in the hex, and the ships given target priorities that heavily favor CVs over others etc.
Spotting: Units on coastal hexes and naval units treated like peak hexes for purposes of spotting enemy naval/embarked units. Like peak hexes, it happens in real time. So, the Yamato spots those DDs and interdicts them long before they get close enough to fire at it. Same for coastal guns.Embarked units defense strengths: Treated like in transport vessels with naval strengths based upon weight (ground defense and armor values no longer used).
