Vote on a new Convoy feature

War Plan Orange: Dreadnoughts in the Pacific 1922-1930, from the team that brought you War in the Pacific.

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Tankerace
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Vote on a new Convoy feature

Post by Tankerace »

To allow convoy interceptions, as well as model the long stretches of the Pacific, I am mulling over making small cargo ships (Small Tankers, Small APs and AKs) cruise speed 5 knots. This has a negative impact, but it will also allow commerce raiders to have a good chance at disrupting the convoy system. Here is the premise:

At a cruise speed of 5, all Convoys under AI control (CS convoys for example) will travel 5 knots. This means 60nm in 12 hours, or 120nm a day. So, let us assume that One of your subs makes contact with a convoy, traveling NW at the Speed of 5 knots. At this speed, in the night phase, he will have moved one hex, and by the next day he will have moved a total of 2. It is not the best method of accomplishing this, but it does provide for universal movement of convoys, plus an easy way to intercept. It will also force the player on important convoys to relegate battleship support (at least in the form of escort missions). Large cargo ships, tankers, and Q ships will have a cruise speed of around 7-8 knots.

While I am in favor of doing this, I'd like some player comments before I implement it, as I would rather find out players hate it before putting it in, or love it and I didn't put it in. Vote ASAP, because next week I am going to stop adding improvements and concentrate on bugfixes.

So vote: Yes, you want a cruise speed of 5 knots to make convoys vulnerable, or
No, you'd rather keep convoys the same as in WitP
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Author of Million-Dollar Barrage: American Field Artillery in the Great War coming soon from OU Press.
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RE: Vote on a new Convoy feature

Post by rogueusmc »

I believe it is closer to the speeds at which they ran. One of the fastest liners at the time I think clocked a run at 23 prewar. That was a large one. and a feat not repeated to often by the same ship.
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Tankerace
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RE: Vote on a new Convoy feature

Post by Tankerace »

Bascially, as I would plan it, the larger ships would retain their 8-10 knot cruise speeds, but the smaller ones (which obviously were nowhere near as fast) would be 5. After all, a small merchant could not go 10 knots across the Pacific without stopping... If it did, the thing would be so worn out it would need drydocking.
Designer of War Plan Orange
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Author of Million-Dollar Barrage: American Field Artillery in the Great War coming soon from OU Press.
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Onime No Kyo
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RE: Vote on a new Convoy feature

Post by Onime No Kyo »

Its certainly more realistic, but how would it pan out for the overall supply model?
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RE: Vote on a new Convoy feature

Post by Tankerace »

Basically, convoys (as I had intended) will play a greater part in the game. All it means is that more convoys (or larger ones) will need to be created.

Lets assume that Hawaii is 20 hexes from San Diego (its not, but I am going to use those numbers in the demonstration). At a cruise speed of 5 knots, it will take convoys 10 days to arrive. (5 knots=120nm a day, = 2 hexes a day). Let us assume that the distance to the PI from Hawaii is 100 hexes. A Convoy form there would take 50 days to arrive. So, to ensure a good convoy rotation, you would need to set up 2 different convoys as follows.

Convoy 1: Departs Hawaii for Manila.
Convoy 2: Departs Hawaii for Manila exactly 60 days later, the same day Convoy 1 leaves Manila.

This way, assuming a 10 day unload time, you can have a convoy arrive (from the time the 1st convoy docks) every 50 days. Now, if your convoy is about 25 ships or so (good size), then you will be fine.

The main detriment to the model is that you must keep an eye on your convoy routes. If you forget somebody, and they run out of supplies, then it will take longer to get there. Also, with a universal speed, convoy routes will become regular, meaning that the enemy can have a chance to blockade them, and you must defend them. No more can you allow convoys of ships to roam even backwater areas without protection. With aircraft not being terribly potent until the late 1920's, in the early campaign at least merchant raiders (for example) based out of Kwajelein can operate a few hexes off Hawaii. That is not to say they wouldn't sustain losses, but no longer are backwater areas safe.
Designer of War Plan Orange
Allied Naval OOBer of Admiral's Edition
Naval Team Lead for War in the Med

Author of Million-Dollar Barrage: American Field Artillery in the Great War coming soon from OU Press.
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