ASW strategies
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ASW strategies
As I mentioned in another thread, I'm trying to shore up my game play in areas where I am weak. In my currently paused AAR, the UK had its convoy lines pretty savagely torn up. I hadn't mastered the concept of rotating ships through the 0 box during the RTB phase, so the Axis side was getting far too many free shots at unescorted convoys. In games I've fooled around with while waiting for the next patch so I could continue my AAR, I've been defending convoys in Faeroes Gap, Bay of Biscay and Cape St Vincent with rotating escorts, while moving the convoy lines out of the north atlantic entirely (shifting them north). This has done a pretty good job of keeping my convoys intact at least until a few turns after the fall of France and the repositioning of the Axis sub fleet to Brest.
I have a tendency with a new game to gestalt things in the beginning, then later delving into the details, so now I'm looking at what the most efficient type of convoy escort would be. Obviously including a CV with a CVP on it helps by forcing the axis to spend surprise points avoiding naval air combat. It also appears that each SCS up to the 4th increases the ASW column by one, but then you have to go from 8 to 11 asw points to make the next jump. So what do the veterans recommend for convoy defense prior to the arming of the merchantmen? What's the ideal allied strategy for fighting the battle of the Atlantic?
I have a tendency with a new game to gestalt things in the beginning, then later delving into the details, so now I'm looking at what the most efficient type of convoy escort would be. Obviously including a CV with a CVP on it helps by forcing the axis to spend surprise points avoiding naval air combat. It also appears that each SCS up to the 4th increases the ASW column by one, but then you have to go from 8 to 11 asw points to make the next jump. So what do the veterans recommend for convoy defense prior to the arming of the merchantmen? What's the ideal allied strategy for fighting the battle of the Atlantic?
Head Geek in Charge at politigeek.net - the intersection of politics and all things geeky
RE: ASW strategies
A key thing is to be have planes, preferably NAVs, but anything that can move into a sea box will do, that can react into a zero box of the key sea areas. The British short ranged NAVs are very good at this. Initially, one can't do that in the North Atlantic (hint -- build Sunderlands), so one has to cover that zone with carriers. It makes a big difference if you are playing with CiF or not, as to what the Allies should do. However, much of the Allied fleet should be out at sea each turn, with a reaction force ready to attack the German surface fleet if it comes out. One should never have a "naked" area; there should always be some defenders. I have generally done better at ASW than I have at submarine warfare. Of course, it could just be that I am lousy at submarine war. I would not even try to have more than 4 cruisers in the zero box; you don't have enough cruisers. Once France falls, I abandon the Bay of Biscay; you do not want to have to deal with Axis land based air. I have never abandoned the North Atlantic; that is the key to the Allied position, in my opinion, since it does not have any adjacent land. However, if you abandon the North Atlantic, you need a very large number of convoy points to make up for it. One should always have a large reserve of CPs. I do not even attempt to get the Australian or Malayan resources anywhere useful; I find that having a reserve of CPs to replace losses instantly is much more important than getting every last resource back to England.
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RE: ASW strategies
Do you play with LOS? I find that most of my German land based navs end up in the Med trying to ensure a steady flow of supplies to North Africa. It honestly hadn't occurred to me to put them in western France because they're always so tied up helping the Italians.
Conversely, I find myself short on fighters in Russia often, because British strat bombers force me to tie up a large part of the Luftwaffe defending my factories.
Conversely, I find myself short on fighters in Russia often, because British strat bombers force me to tie up a large part of the Luftwaffe defending my factories.
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- Majorball68
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RE: ASW strategies
I have found that having escorts in the zero box will not save your convoys. You may be able to dish out some punishment to the subs but if they get surprise and are able to pick the zero box your in big trouble with your convoys. As Courtenay stated aircraft are the key to ASW. Having the short range NAVs in the zero box will save a few surprise points if the convoys are attacked. The best defense is to have CV's, SCS and/or aircraft in the 4 box. This gives you the best opportunity to get surprise and therefore avoid combat or chew up the subs. In fine weather a roll of 5 or less will at least help you either get surprise or limit the Subs surprise points with a CV or aircraft. If both searches are successful you will not have a choice of what sea box joins the battle. All sea boxes that fall within the range of the search roll will be included if both sides have a successful sea search which means your convoys wont even see the battle. You need to kill subs and this is easier done from the 4 box.
The Faeroes Gap can be defended by land based Navs while the North Atlantic can be defended with CV's and long range Nav's. My convoy setup at the start of the game for the CW only includes 6 convoys in the Bay of Biscay. I use no CW convoys in the Med. The reason for this is when France falls it is much easier to reset your convoys without losing much production. If you have most of your convoys in the Bay of Biscay and don't have many free convoys then to reset your convoys a lot have to return to port to be sent out again. Sometimes this will require a HQ to reorganize them in the same turn but this is not always available.
Hunting subs is a waste of time as they can always not commit to battle. A Smart Axis player will not commit to battle when presented with the possibility of being chewed up by CV's and NAV's. The only real defense against Subs is to deter them from committing to battle in the first place.
I don't play with LOS but it can be difficult keeping a sea zone occupied with a NAV or SCS even in the Med.
The Faeroes Gap can be defended by land based Navs while the North Atlantic can be defended with CV's and long range Nav's. My convoy setup at the start of the game for the CW only includes 6 convoys in the Bay of Biscay. I use no CW convoys in the Med. The reason for this is when France falls it is much easier to reset your convoys without losing much production. If you have most of your convoys in the Bay of Biscay and don't have many free convoys then to reset your convoys a lot have to return to port to be sent out again. Sometimes this will require a HQ to reorganize them in the same turn but this is not always available.
Hunting subs is a waste of time as they can always not commit to battle. A Smart Axis player will not commit to battle when presented with the possibility of being chewed up by CV's and NAV's. The only real defense against Subs is to deter them from committing to battle in the first place.
I don't play with LOS but it can be difficult keeping a sea zone occupied with a NAV or SCS even in the Med.
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RE: ASW strategies
If you're not going through Biscay or St Vincent, what route are you using to get the African and Near East resources home?
Obviously having a CV in the 4 box gives you the best chance at avoiding combat (or sinking a few subs) but you can't start the turn there. I've tried using the short range navs to protect Faeroes Gap, but being short range they aren't ever getting past the 1 box. Given that well over half my resources end up passing through FG, that seems to be a lynchpin for me and so one or two short range navs is probably not sufficient.
I like the LOS rule quite a bit, although the current bugs involved in overseas supply are making me think about turning it off for a while.
Obviously having a CV in the 4 box gives you the best chance at avoiding combat (or sinking a few subs) but you can't start the turn there. I've tried using the short range navs to protect Faeroes Gap, but being short range they aren't ever getting past the 1 box. Given that well over half my resources end up passing through FG, that seems to be a lynchpin for me and so one or two short range navs is probably not sufficient.
I like the LOS rule quite a bit, although the current bugs involved in overseas supply are making me think about turning it off for a while.
Head Geek in Charge at politigeek.net - the intersection of politics and all things geeky
RE: ASW strategies
Until you have played the CW. You have not truly played WiF. No other nation has a bigger responsibility than the CW convoy-line. Once you have completed a game successfully. No one can tell you how to protect convoys. You have the scars. Until you do it, you only think you know how.
Here is my outline. Its mine. I share it and hope you can make understanding of it. Expect the RNG to make a mockery of everything written here.
Its boring. Its repetitious. Its essential.
Based on your fleet available. Divide your force into 2 parts. Decide what is going to protect the Convoys. Whatever is left does whatever is required to the best of its ability. I call it the Fleet.
You may think this is silly. It is. But for everything there is a time. From the beginning of the war til the USA is active. Decide what is going to defend the convoys, everything else is the Fleet.
At some point in the game you will transition from convoy protection to Fleet projection. When will it happen? /shrugs Something you just figure out.
If the axis are not building subs. Well, you know.
For our purposes the axis are building subs. Everywhere. Even in the Antarctic secret sub facility. Thats an option right?
When convoy protection is primary. Make your builds reflect it. Don't live on a budget. Buy ASW war bonds and expand. NAV, Ships with ASW, Carriers, Pilots, convoys. Don't slack. Be prepared.
Next setup ASW Task Forces. Any sea zone a sub can reach, must have an ASW TF in the Zero and One box. These 2 TF's rotate at the EndOfTurn. Always have a TF in the Zero box with convoys still at sea. This force is mainly there to protect the convoys if the axis move 1st and get the jump with the subs.
If outside enemy Air range. Have a Surface Hunter/Killer TF in the Four box. You have to play this one as you see it and have the naval forces to spare.
Any Sea Zone in Range of enemy Air must be confronted with Air power. If that convoy can be hit by air. Get some Long range fighters. Get these in the Zero box and One box. Air power should slowly work its way into every sea zone that a sub can reach. It will take time. Be patient.
Carrier TF's need to be on the lookout for enemy fleets. Some player love the surface action. Those little baby flattops. Work them into your ASW TF's. Your Fleet is your trump. Learn when to lead and when to follow. Each player is a different dance partner. You are playing the person not the game.
Using Air vs Sub may seem optimal. Free up some ships for other tasks. Don't send all ships away. Using Air and ships vs Subs is much better because no one controls inclement weather.
Seed convoys around the Main convoy line. Expand air coverage. Always know how far subs can reach. Think a turn in advance. Where can they get next turn if they move 1st.
Have a disaster plan ready.
If the convoy line is broken. Go turtle. Put Humpty Dumpty back together next turn. Take the hit and produce with minimum BP's Vow to return and rule the waves.
The hardest part of convoy protection. Its the waiting. The subs instigate action. They are not gonna start something if they think they will lose. So your best hope is they do nothing.
When they do. And you feel that pang of dread. Ask your loved ones to leave the room. Like a harsh cold wind from the north, your mouth will pour forth much in the way that is salty and bitter.
May luck be with you.
Here is my outline. Its mine. I share it and hope you can make understanding of it. Expect the RNG to make a mockery of everything written here.
Its boring. Its repetitious. Its essential.
Based on your fleet available. Divide your force into 2 parts. Decide what is going to protect the Convoys. Whatever is left does whatever is required to the best of its ability. I call it the Fleet.
You may think this is silly. It is. But for everything there is a time. From the beginning of the war til the USA is active. Decide what is going to defend the convoys, everything else is the Fleet.
At some point in the game you will transition from convoy protection to Fleet projection. When will it happen? /shrugs Something you just figure out.
If the axis are not building subs. Well, you know.
For our purposes the axis are building subs. Everywhere. Even in the Antarctic secret sub facility. Thats an option right?
When convoy protection is primary. Make your builds reflect it. Don't live on a budget. Buy ASW war bonds and expand. NAV, Ships with ASW, Carriers, Pilots, convoys. Don't slack. Be prepared.
Next setup ASW Task Forces. Any sea zone a sub can reach, must have an ASW TF in the Zero and One box. These 2 TF's rotate at the EndOfTurn. Always have a TF in the Zero box with convoys still at sea. This force is mainly there to protect the convoys if the axis move 1st and get the jump with the subs.
If outside enemy Air range. Have a Surface Hunter/Killer TF in the Four box. You have to play this one as you see it and have the naval forces to spare.
Any Sea Zone in Range of enemy Air must be confronted with Air power. If that convoy can be hit by air. Get some Long range fighters. Get these in the Zero box and One box. Air power should slowly work its way into every sea zone that a sub can reach. It will take time. Be patient.
Carrier TF's need to be on the lookout for enemy fleets. Some player love the surface action. Those little baby flattops. Work them into your ASW TF's. Your Fleet is your trump. Learn when to lead and when to follow. Each player is a different dance partner. You are playing the person not the game.
Using Air vs Sub may seem optimal. Free up some ships for other tasks. Don't send all ships away. Using Air and ships vs Subs is much better because no one controls inclement weather.
Seed convoys around the Main convoy line. Expand air coverage. Always know how far subs can reach. Think a turn in advance. Where can they get next turn if they move 1st.
Have a disaster plan ready.
If the convoy line is broken. Go turtle. Put Humpty Dumpty back together next turn. Take the hit and produce with minimum BP's Vow to return and rule the waves.
The hardest part of convoy protection. Its the waiting. The subs instigate action. They are not gonna start something if they think they will lose. So your best hope is they do nothing.
When they do. And you feel that pang of dread. Ask your loved ones to leave the room. Like a harsh cold wind from the north, your mouth will pour forth much in the way that is salty and bitter.
May luck be with you.

“We never felt like we were losing until we were actually dead.”
Marcus Luttrell
- Majorball68
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RE: ASW strategies
ORIGINAL: Zartacla
If you're not going through Biscay or St Vincent, what route are you using to get the African and Near East resources home?
Obviously having a CV in the 4 box gives you the best chance at avoiding combat (or sinking a few subs) but you can't start the turn there. I've tried using the short range navs to protect Faeroes Gap, but being short range they aren't ever getting past the 1 box. Given that well over half my resources end up passing through FG, that seems to be a lynchpin for me and so one or two short range navs is probably not sufficient.
I like the LOS rule quite a bit, although the current bugs involved in overseas supply are making me think about turning it off for a while.
Your far east resources are not that important. I don't play with oil rules either which makes it a little easier. There are more than enough resources without having to use these. You lose a little production with the French and is by no means the most efficient but it makes it easy to organize once France falls. I just add 6 convoys to Central Atlantic, North Atlantic and 6+ in the Faeroes gap and remove the 6 in Bay of Biscay and St Vincent sea zones. Once the option for the USA is taken than you can add additional convoys to get resources to the UK. It reduces the number of sea zones the CW needs to concentrate in which will be Faeroes Gap and the North Atlantic.
Playing oil rules you are probably not going to be using oil for production so it is probably not suitable.

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RE: ASW strategies
What do you think of this setup? It maxes out CW production without relying on CsV or BoB. I'm playing with LOS, so I have a single CP running through the Med and the Red Sea. I'm not playing with oil rules, largely because the production planner is such a chore to use just to get the convoys doing what I want them to do - I can't even begin to fathom the masochism that would be involved in saving oil as well.
This set up leaves me 4 CP's to spare at the start of the game, and I'll be sure to keep some building in the pipeline.

This set up leaves me 4 CP's to spare at the start of the game, and I'll be sure to keep some building in the pipeline.

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RE: ASW strategies
Say you are setting this up before any subs have had a chance to attack. This is likely. For the main sea zones you need one or two CAs in the 4-box, at least a BB and a CA in both the one and zero boxes. Ideally you want to be able to react an aircraft into the zero box of any of the main sea zones. Even a 3 range FTR requires subs to waste 4 surprise just to call sub combat. For the North Atlantic you need two of the CVEs with planes aboard. One each in the one and zero boxes.
When the turn ends, the zero box goes home (sans CPs) and the one and four boxes slide down. Ideally your first impulse of a new turn, you want to take a Naval. CAs that went home go to the 4-box. CAs now in the 3-box go down to join the BBs that went home in the one box. Rinse and repeat.
Build the short range Navs. Build the long range Navs. Build some more CVPs so you won't miss the ones that came off the good CVs and were transferred to the CVEs. Once you've got some long range Navs you can react to the 3-box or if you move first, fly out to the 4-box. Now your sub-hunters are in place.
Don't bother protecting sea zones with one or 2 CPs - or maybe just cycle a CA through the 4-3 boxes if you can afford to. If the axis sends a wolfpack to attack one or two CPs, that's one group of subs that won't go after the main sea zones this turn.
If you get caught by a wolfpack unprepared or it has so much surprise it nails some escorts - ABORT. Don't indulge the gambler's fallacy. ("Well it just happened bad to me on a 30% chance, so it can't possibly do that twice in a row. I'll stick around and watch the subs miss.") Come back with replacements and a bigger bunch of ships later in the turn. Be careful though that the turn may end before you can get back out. At the height of the sub war, Alexander and whatever TRSs you have in the Atlantic and some ATRs are what you need to re-org aborted CPs so they can go back out. Try to keep a reserve.
If you play with oil and saved oil, then US Entry Action 15 is your highest priority for getting passed as early as possible. Then try and save extra oil in the UK every turn as insurance against a "bad day in CP land". Also if your CP chain does take a bashing, try to send non-oil resources and save oil whenever and wherever possible.
Finally if your CP chain does get bashed, send absolutely every CP you don't need at sea (to eke out whatever resources can struggle through) - send them to a port!. It's pointless to leave them at sea where they increase target profile and the subs know where they are. if possible, wait until the impulse before the turn has a chance to end before putting them back out. This means even if the Axis moves first, the only CPs at risk will be the remnants from last turn. All the replacements will go out after that along with max escorts again.
Of all the above the most important is getting aircraft into the zero box. Storm and Blizzard are not your friend. The Axis loses 2 pips on searching and you lose 4 on not being able to make them overcome an Air-to-Sea.
When the turn ends, the zero box goes home (sans CPs) and the one and four boxes slide down. Ideally your first impulse of a new turn, you want to take a Naval. CAs that went home go to the 4-box. CAs now in the 3-box go down to join the BBs that went home in the one box. Rinse and repeat.
Build the short range Navs. Build the long range Navs. Build some more CVPs so you won't miss the ones that came off the good CVs and were transferred to the CVEs. Once you've got some long range Navs you can react to the 3-box or if you move first, fly out to the 4-box. Now your sub-hunters are in place.
Don't bother protecting sea zones with one or 2 CPs - or maybe just cycle a CA through the 4-3 boxes if you can afford to. If the axis sends a wolfpack to attack one or two CPs, that's one group of subs that won't go after the main sea zones this turn.
If you get caught by a wolfpack unprepared or it has so much surprise it nails some escorts - ABORT. Don't indulge the gambler's fallacy. ("Well it just happened bad to me on a 30% chance, so it can't possibly do that twice in a row. I'll stick around and watch the subs miss.") Come back with replacements and a bigger bunch of ships later in the turn. Be careful though that the turn may end before you can get back out. At the height of the sub war, Alexander and whatever TRSs you have in the Atlantic and some ATRs are what you need to re-org aborted CPs so they can go back out. Try to keep a reserve.
If you play with oil and saved oil, then US Entry Action 15 is your highest priority for getting passed as early as possible. Then try and save extra oil in the UK every turn as insurance against a "bad day in CP land". Also if your CP chain does take a bashing, try to send non-oil resources and save oil whenever and wherever possible.
Finally if your CP chain does get bashed, send absolutely every CP you don't need at sea (to eke out whatever resources can struggle through) - send them to a port!. It's pointless to leave them at sea where they increase target profile and the subs know where they are. if possible, wait until the impulse before the turn has a chance to end before putting them back out. This means even if the Axis moves first, the only CPs at risk will be the remnants from last turn. All the replacements will go out after that along with max escorts again.
Of all the above the most important is getting aircraft into the zero box. Storm and Blizzard are not your friend. The Axis loses 2 pips on searching and you lose 4 on not being able to make them overcome an Air-to-Sea.
Paul
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RE: ASW strategies
ORIGINAL: Zartacla
What do you think of this setup? It maxes out CW production without relying on CsV or BoB. I'm playing with LOS, so I have a single CP running through the Med and the Red Sea. I'm not playing with oil rules, largely because the production planner is such a chore to use just to get the convoys doing what I want them to do - I can't even begin to fathom the masochism that would be involved in saving oil as well.
This set up leaves me 4 CP's to spare at the start of the game, and I'll be sure to keep some building in the pipeline.
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It will work. Any number of combinations is possible. It is just working out what is easier to defend and does not require too many convoys. It reduces the amount of fiddling you have to do when France falls.
RE: ASW strategies
All advice given here is sound. Going to add something else:
For a GW start it is worth considering the route through Central Atlantic -> Vincente -> Biscay. GE Subs from Kiel will loose one box on that route, besides Biscay. You also happen to have bases along that route (Caribbean islands, Gib, Britain). You can concentrate on putting up a show with your naval assets in home waters, while screening the others with the CV[1] + pickets/LBA. If IT reacts with builds or GE rebases to IT you can redistribute Vincente towards Northern Atlantic. Obviously this is overall weaker against France First, so the very moment you start having bad feelings about your defeatist, continental allies, start juggling your lines accordingly. Optimally you want to change for the northern route when US can escort and project LBA into the Northern Atlantic. But you want to have vacate before Brest becomes a wolfs den.
You can rebase the terribad LND2/NAV2 (Fairley, Battle/nonCVP Swish/Albas) as interceptors to the Antilles or New Foundland. They are more than up to the task of fending of the subs and usually not of much use with the BEF. Of course Sunderlands are awesome, yet mostly for other reasons (by the time you have them, they might have better uses with their white 20 range)!
My doctrine in ASW is always: no freebies! Beyond methodical conservation of your merchant fleet, this also means building up as much retaliatory power as possible. This will be more colourful when CoiF hits the table, as it really means to stack the most LBA/CV[1] possible without. At least 2CP/turn is a given in the build plan until you have enough reserve to manage emergency rerouting in the Atlantic (should be about 10 CP in CAN and UK each, but thats a matter of taste).
For a GW start it is worth considering the route through Central Atlantic -> Vincente -> Biscay. GE Subs from Kiel will loose one box on that route, besides Biscay. You also happen to have bases along that route (Caribbean islands, Gib, Britain). You can concentrate on putting up a show with your naval assets in home waters, while screening the others with the CV[1] + pickets/LBA. If IT reacts with builds or GE rebases to IT you can redistribute Vincente towards Northern Atlantic. Obviously this is overall weaker against France First, so the very moment you start having bad feelings about your defeatist, continental allies, start juggling your lines accordingly. Optimally you want to change for the northern route when US can escort and project LBA into the Northern Atlantic. But you want to have vacate before Brest becomes a wolfs den.
You can rebase the terribad LND2/NAV2 (Fairley, Battle/nonCVP Swish/Albas) as interceptors to the Antilles or New Foundland. They are more than up to the task of fending of the subs and usually not of much use with the BEF. Of course Sunderlands are awesome, yet mostly for other reasons (by the time you have them, they might have better uses with their white 20 range)!
My doctrine in ASW is always: no freebies! Beyond methodical conservation of your merchant fleet, this also means building up as much retaliatory power as possible. This will be more colourful when CoiF hits the table, as it really means to stack the most LBA/CV[1] possible without. At least 2CP/turn is a given in the build plan until you have enough reserve to manage emergency rerouting in the Atlantic (should be about 10 CP in CAN and UK each, but thats a matter of taste).
"If we come to a minefield, our infantry attacks exactly as it were not there." ~ Georgy Zhukov
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RE: ASW strategies
I recommend reading section 3.4.3 in the Players Manual volume 1. And then reread it several more times. It distills the wisdom of some very experienced WIF players on just this topic. I really have nothing to add to what is contained in section 3.4.3.ORIGINAL: Zartacla
As I mentioned in another thread, I'm trying to shore up my game play in areas where I am weak. In my currently paused AAR, the UK had its convoy lines pretty savagely torn up. I hadn't mastered the concept of rotating ships through the 0 box during the RTB phase, so the Axis side was getting far too many free shots at unescorted convoys. In games I've fooled around with while waiting for the next patch so I could continue my AAR, I've been defending convoys in Faeroes Gap, Bay of Biscay and Cape St Vincent with rotating escorts, while moving the convoy lines out of the north atlantic entirely (shifting them north). This has done a pretty good job of keeping my convoys intact at least until a few turns after the fall of France and the repositioning of the Axis sub fleet to Brest.
I have a tendency with a new game to gestalt things in the beginning, then later delving into the details, so now I'm looking at what the most efficient type of convoy escort would be. Obviously including a CV with a CVP on it helps by forcing the axis to spend surprise points avoiding naval air combat. It also appears that each SCS up to the 4th increases the ASW column by one, but then you have to go from 8 to 11 asw points to make the next jump. So what do the veterans recommend for convoy defense prior to the arming of the merchantmen? What's the ideal allied strategy for fighting the battle of the Atlantic?
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: ASW strategies
warspite1ORIGINAL: Zartacla
As I mentioned in another thread, I'm trying to shore up my game play in areas where I am weak. In my currently paused AAR, the UK had its convoy lines pretty savagely torn up. I hadn't mastered the concept of rotating ships through the 0 box during the RTB phase, so the Axis side was getting far too many free shots at unescorted convoys. In games I've fooled around with while waiting for the next patch so I could continue my AAR, I've been defending convoys in Faeroes Gap, Bay of Biscay and Cape St Vincent with rotating escorts, while moving the convoy lines out of the north atlantic entirely (shifting them north). This has done a pretty good job of keeping my convoys intact at least until a few turns after the fall of France and the repositioning of the Axis sub fleet to Brest.
I have a tendency with a new game to gestalt things in the beginning, then later delving into the details, so now I'm looking at what the most efficient type of convoy escort would be. Obviously including a CV with a CVP on it helps by forcing the axis to spend surprise points avoiding naval air combat. It also appears that each SCS up to the 4th increases the ASW column by one, but then you have to go from 8 to 11 asw points to make the next jump. So what do the veterans recommend for convoy defense prior to the arming of the merchantmen? What's the ideal allied strategy for fighting the battle of the Atlantic?
Zartacla can you explain what you mean by this in a little more detail please?
Now Maitland, now's your time!
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
RE: ASW strategies
I think he means that he didn't use the option "stay at sea" to lower convoy escorts into the zero box end of turn, thus providing the convoys the necessary escorts at the beginning of next turn, even if you don't move first.
Peter
RE: ASW strategies
warspite1ORIGINAL: Centuur
I think he means that he didn't use the option "stay at sea" to lower convoy escorts into the zero box end of turn, thus providing the convoys the necessary escorts at the beginning of next turn, even if you don't move first.
Yes - I guessed that, but what would be useful is how experienced players allocate the forces required for such a tactic.
Now Maitland, now's your time!
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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- Location: Canada
RE: ASW strategies
See posts 6, 9 and 11.ORIGINAL: warspite
Yes - I guessed that, but what would be useful is how experienced players allocate the forces required for such a tactic.
Edit: Make that 2, 4, 6, 9 and 11.
Paul
RE: ASW strategies
warspite1ORIGINAL: paulderynck
See posts 6, 9 and 11.ORIGINAL: warspite
Yes - I guessed that, but what would be useful is how experienced players allocate the forces required for such a tactic.
Edit: Make that 2, 4, 6, 9 and 11.
I will re-read as maybe I missed it - but I don't think they answer the question I am trying to ask.
Edit: Yes I did miss it.
If I read it right, Post 9 has 2 CA's in the 4-box, a BB and CA each in the 1 and zero-box.
So nothing in the 3-box and that is where I get confused with your second sentence which suggests there is. Can ships move down two boxes?
Now Maitland, now's your time!
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
- paulderynck
- Posts: 8494
- Joined: Sat Mar 24, 2007 5:27 pm
- Location: Canada
RE: ASW strategies
They move down if they stay at sea at the end of the turn. If you don't get to move first, they are in the three box if and when the subs come out in Impulse 1 of that turn.
Paul
RE: ASW strategies
I think Paul explained how to do the cycling, and it is layed out in more detail in PM1, p34-35. Was that your question?
Summary:
You want 6+ point of ASW factors in the zero box at all times. That means you also need them in the one box, so they can stay at sea and drop down to the zero box. If you have spare assets at hand, you can also get pickets into the four (highest possible) box, in order to deny surprise points. AC help for the same reason.
Summary:
You want 6+ point of ASW factors in the zero box at all times. That means you also need them in the one box, so they can stay at sea and drop down to the zero box. If you have spare assets at hand, you can also get pickets into the four (highest possible) box, in order to deny surprise points. AC help for the same reason.
"If we come to a minefield, our infantry attacks exactly as it were not there." ~ Georgy Zhukov
RE: ASW strategies
warspite1ORIGINAL: Dabrion
I think Paul explained how to do the cycling, and it is layed out in more detail in PM1, p34-35. Was that your question?
Summary:
You want 6+ point of ASW factors in the zero box at all times. That means you also need them in the one box, so they can stay at sea and drop down to the zero box. If you have spare assets at hand, you can also get pickets into the four (highest possible) box, in order to deny surprise points. AC help for the same reason.
Yes, thanks for all the responses - I am clear on this now. Just got to find the best way of implementing [:)]
Now Maitland, now's your time!
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815