b?ORIGINAL: Chuckycheese
a
Sub patrol zones
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Sub patrol zones
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
RE: Sub patrol zones
ORIGINAL: BBfanboy
b?ORIGINAL: Chuckycheese
a
OK, c.[:D]
It is seldom that liberty of any kind is lost all at once. Hume
In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche
Cave ab homine unius libri. Ltn Prvb
In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche
Cave ab homine unius libri. Ltn Prvb
RE: Sub patrol zones
Is there any difference, if you set submarine in Remain on station and set Patrol zone in hex?
RE: Sub patrol zones
ORIGINAL: Edward75
Is there any difference, if you set submarine in Remain on station and set Patrol zone in hex?
Yes, patrol zones will allow for automatic replenishment and remain on station won't....GP
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RE: Sub patrol zones
I mean. Is there any difference in attack or detection of enemy for submarine?
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RE: Sub patrol zones
Be careful about "patrol around hex" settings in areas with high ASW activity. The legs on each section of the patrol zone are so short that your sub will rarely lower its detection level, making it more vulnerable to attack and less likely to get off one of its own attacks. I prefer to set fairly long legged patrol zones along known shipping routes, thus bringing the sub into and out of high ASW patrol areas and keeping its detection level down.
fair winds,
Brad
Brad
RE: Sub patrol zones
Is there any difference, if you set submarine in Remain on station and set Patrol zone in hex?
Absolutely. IIRC 'remain on station' will do just that and not attack. They will respond if attacked. Don't know why, but that's how I remember it. Vessels set to 'patrol' will engage.
It is seldom that liberty of any kind is lost all at once. Hume
In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche
Cave ab homine unius libri. Ltn Prvb
In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche
Cave ab homine unius libri. Ltn Prvb
- HansBolter
- Posts: 7457
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- Location: United States
RE: Sub patrol zones
ORIGINAL: rustysi
Is there any difference, if you set submarine in Remain on station and set Patrol zone in hex?
Absolutely. IIRC 'remain on station' will do just that and not attack. They will respond if attacked. Don't know why, but that's how I remember it. Vessels set to 'patrol' will engage.
Remain on Station also overrides reaction and cancels it out.
Subs patrolling will react out of their patrol pattern to chase after a target.
Subs set to remain on station will never react.
Patrolling a one hex 'pattern' is always better than remaining on station or just sitting in place with no orders.
All of my 'port maintenance' ASW and Coastal Minewsweeping TFs get one hex patrol patterns set at the port they are maintaining.
Hans
RE: Sub patrol zones
Thanks for the add Hans.
It is seldom that liberty of any kind is lost all at once. Hume
In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche
Cave ab homine unius libri. Ltn Prvb
In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche
Cave ab homine unius libri. Ltn Prvb
RE: Sub patrol zones
I think this depends on where exactly you click. If you wanted to set a patrol around Marcus Island and click on the island, you should get a patrol with the island itself at one corner of the three waypoint hexes. If you click one hex away from Marcus, you get a fairly tight patrol zone around Marcus. But if you click at about 4 or 5 hexes from Marcus, you should get a PZ with much longer legs. Been a while since I used that feature but that is how I recall it.ORIGINAL: bradfordkay
Be careful about "patrol around hex" settings in areas with high ASW activity. The legs on each section of the patrol zone are so short that your sub will rarely lower its detection level, making it more vulnerable to attack and less likely to get off one of its own attacks. I prefer to set fairly long legged patrol zones along known shipping routes, thus bringing the sub into and out of high ASW patrol areas and keeping its detection level down.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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- Joined: Sun Mar 24, 2002 8:39 am
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RE: Sub patrol zones
ORIGINAL: BBfanboy
I think this depends on where exactly you click. If you wanted to set a patrol around Marcus Island and click on the island, you should get a patrol with the island itself at one corner of the three waypoint hexes. If you click one hex away from Marcus, you get a fairly tight patrol zone around Marcus. But if you click at about 4 or 5 hexes from Marcus, you should get a PZ with much longer legs. Been a while since I used that feature but that is how I recall it.ORIGINAL: bradfordkay
Be careful about "patrol around hex" settings in areas with high ASW activity. The legs on each section of the patrol zone are so short that your sub will rarely lower its detection level, making it more vulnerable to attack and less likely to get off one of its own attacks. I prefer to set fairly long legged patrol zones along known shipping routes, thus bringing the sub into and out of high ASW patrol areas and keeping its detection level down.
I just experimented with this and found that my earlier experience still rings true. Setting "patrol around target" on an empty sea hex - no matter where it is (I chose hexes in the middle of the open ocean between Truk and Marcus, between Saipan and Formosa, as well as between Midway and Wake) resulted in legs only 3-4 hexes long. This is not long enough to take your sub our of ASW a/c patrol range and reduce the detection level, IMO.
fair winds,
Brad
Brad
- HansBolter
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RE: Sub patrol zones
ORIGINAL: bradfordkay
ORIGINAL: BBfanboy
I think this depends on where exactly you click. If you wanted to set a patrol around Marcus Island and click on the island, you should get a patrol with the island itself at one corner of the three waypoint hexes. If you click one hex away from Marcus, you get a fairly tight patrol zone around Marcus. But if you click at about 4 or 5 hexes from Marcus, you should get a PZ with much longer legs. Been a while since I used that feature but that is how I recall it.ORIGINAL: bradfordkay
Be careful about "patrol around hex" settings in areas with high ASW activity. The legs on each section of the patrol zone are so short that your sub will rarely lower its detection level, making it more vulnerable to attack and less likely to get off one of its own attacks. I prefer to set fairly long legged patrol zones along known shipping routes, thus bringing the sub into and out of high ASW patrol areas and keeping its detection level down.
I just experimented with this and found that my earlier experience still rings true. Setting "patrol around target" on an empty sea hex - no matter where it is (I chose hexes in the middle of the open ocean between Truk and Marcus, between Saipan and Formosa, as well as between Midway and Wake) resulted in legs only 3-4 hexes long. This is not long enough to take your sub our of ASW a/c patrol range and reduce the detection level, IMO.
Interesting. I never assessed it from that perspective. I too typically see 3-4 hex legs on patterns I allow the AI to establish. I will typically run with that unless it is a particularly bad pattern.
However, I often establish distinct patterns with hexes chosen by me for the opposite reason you do because i want a tighter pattern.
Another thing to be wary of is letting the AI establish the pattern close to straits or enemy ports with minefields.
I'm in August of '45 in my current game and have had plenty subs venture into dangerous waters. Sometimes because I didn't look closely at the pattern established and sometimes because they chase prey out of their patrol patterns into mined straits.
The game has so much variability and randomization that we will never be able to efficiently plan and order perfect patterns that are adhered to religiously. After all I want my sub commanders to chase prey, just not into some of the places they have chosen to venture. [:D]
Hans
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RE: Sub patrol zones
I like to run my sub patrols into particular high traffic straits and then back out of them (no lingering). I have had excellent success with patrols that run from Mili to the strait between Formosa and Batan Island, from that strait to the approaches to Kyoto or Hiroshima, from Surabaya through the strait near Balikpapan to just off Mindanao. Open water straits don't hold mines very long so, unless my opponent is heavily (consistently) mining them it is not much of a risk (keep in mind that mining open water hexes is dangerous to TFs from both sides, so he is risking his own ships in doing that).
fair winds,
Brad
Brad
- geofflambert
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RE: Sub patrol zones
ORIGINAL: Elessar2
ORIGINAL: geofflambert
Human control always. The sub TF will try to return to port to replenish in a timely fashion, but sometimes waits too long, and subs cannot replenish at sea so if you don't have a friendly port that is closer, you may have a sub that is adrift at sea with little you can do about it. I don't let the AI do anything I can do myself, you need to keep an eye on your subs out there.
Hmm. So milk cows*/sub tenders can't do anything if they meet out in the open ocean, contingent on the above variable?
*Are these in fact modeled for this game?
Subs are the only ships that can neither refuel at sea or refuel another ship at sea. Sub tenders only do what they do in port.
- geofflambert
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RE: Sub patrol zones
ORIGINAL: bradfordkay
I like to run my sub patrols into particular high traffic straits and then back out of them (no lingering). I have had excellent success with patrols that run from Mili to the strait between Formosa and Batan Island, from that strait to the approaches to Kyoto or Hiroshima, from Surabaya through the strait near Balikpapan to just off Mindanao. Open water straits don't hold mines very long so, unless my opponent is heavily (consistently) mining them it is not much of a risk (keep in mind that mining open water hexes is dangerous to TFs from both sides, so he is risking his own ships in doing that).
I always have at least three squadrons of ASW patrolling that area and perhaps more in training to boot. Please visit the strait between Formosa and Batan Island.
- geofflambert
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RE: Sub patrol zones
Well, that happens... but I was just shocked when I checked my losses. It is mid Feb '43 in my present game and I have lost 1 US and 3 Dutch subs. That's it... I have had several sent to the shipyards for considerable repair, but I am surprised at such low losses.
fair winds,
Brad
Brad
RE: Sub patrol zones
When you've set the patrol zone what is the consensus on the reaction setting?
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RE: Sub patrol zones
Subs can only be set to react one hex, and it is definitely worth doing (though I often forget to do so).
fair winds,
Brad
Brad
- MakeeLearn
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RE: Sub patrol zones
ORIGINAL: LeeChard
When you've set the patrol zone what is the consensus on the reaction setting?
ORIGINAL: bradfordkay
Subs can only be set to react one hex, and it is definitely worth doing (though I often forget to do so).
If you want to keep your subs from entering shallow water or ports set reaction to 0.