Sub Question

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

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RE: Sub Question

Post by jwilkerson »

ORIGINAL: Fallschirmjager

Let me also add that I am not advocating that subs only use their gun on the surface. The torpedo is there most powerful weapon and should be used on the surface as much as possible.

Well I wouldn't advocate for ONLY the gun .. but in an ideal simulation, the sub's gun should be able to slaughter un-armed merchantmen ... as per the U35 example ( and in fact the bulk of the MED campaign in WWI ) .. although the other key weapon was the "megaphone" ... i.e. the U-boat .. would steam in close to the merchant ship, firing a shot across the bow .. and then the merchant ship would surrender and be sunk and captured ( based on instructions received via the "megaphone" ). Which capability doesn't exist in the game. How quickly the merchantmen would be armed in a 1920s war is tough to say for sure, but it did take a while for the Brits to do it in WWII ( and this got into the issue about whether the U-boats had to follow the prize law - which applied to un-armed merchants - but not to armed ones - so it wasn't just "laziness" that delayed the arming ).



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RE: Sub Question

Post by Fallschirmjager »

ORIGINAL: jwilkerson

ORIGINAL: Fallschirmjager

Let me also add that I am not advocating that subs only use their gun on the surface. The torpedo is there most powerful weapon and should be used on the surface as much as possible.

Well I wouldn't advocate for ONLY the gun .. but in an ideal simulation, the sub's gun should be able to slaughter un-armed merchantmen ... as per the U35 example ( and in fact the bulk of the MED campaign in WWI ) .. although the other key weapon was the "megaphone" ... i.e. the U-boat .. would steam in close to the merchant ship, firing a shot across the bow .. and then the merchant ship would surrender and be sunk and captured ( based on instructions received via the "megaphone" ). Which capability doesn't exist in the game. How quickly the merchantmen would be armed in a 1920s war is tough to say for sure, but it did take a while for the Brits to do it in WWII ( and this got into the issue about whether the U-boats had to follow the prize law - which applied to un-armed merchants - but not to armed ones - so it wasn't just "laziness" that delayed the arming ).




I still stand beside my therory that subs should surface to attack any convoy that has something as powerful as a DD in it.
I stated the reasons why earlier.
And it would be extremly difficult to dertermine whether a cargo ship was indeed a cargo ship or a Q ship.
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RE: Sub Question

Post by jwilkerson »

ORIGINAL: Fallschirmjager

ORIGINAL: jwilkerson

ORIGINAL: Fallschirmjager

Let me also add that I am not advocating that subs only use their gun on the surface. The torpedo is there most powerful weapon and should be used on the surface as much as possible.

Well I wouldn't advocate for ONLY the gun .. but in an ideal simulation, the sub's gun should be able to slaughter un-armed merchantmen ... as per the U35 example ( and in fact the bulk of the MED campaign in WWI ) .. although the other key weapon was the "megaphone" ... i.e. the U-boat .. would steam in close to the merchant ship, firing a shot across the bow .. and then the merchant ship would surrender and be sunk and captured ( based on instructions received via the "megaphone" ). Which capability doesn't exist in the game. How quickly the merchantmen would be armed in a 1920s war is tough to say for sure, but it did take a while for the Brits to do it in WWII ( and this got into the issue about whether the U-boats had to follow the prize law - which applied to un-armed merchants - but not to armed ones - so it wasn't just "laziness" that delayed the arming ).





I still stand beside my therory that subs should surface to attack any convoy that has something as powerful as a DD in it.
I stated the reasons why earlier.
And it would be extremly difficult to dertermine whether a cargo ship was indeed a cargo ship or a Q ship.

Well regarding subs fighting from the surface - I think we are in violent agreement !!! [:D][:D]

I think the only area I disagreed with you about was whether the engine was totally broke ... for the past 18 months over on the WITP we've been told it was working "perfectly" even though we were playing "glug-boats in the pacific" ... over here on WPO side .. subs are NOT gluging at the drop of a hat ( or even a depth charge ) and the engine has NOT been rewritten ... pretty much proving that it can be drastically corrected .. without being rewritten. My guess as to the major difference ... is air search. And we've been saying that for 18 months on the WITP side and been told we are wrong - but WPO proves otherwise. What I don't want to see "corrected" away is the ability of subs to make hash out of unescorted merchant ships - which in WPO they can do - that the engine can perform that (with doctrines off ) is wonderful - in my book ( maybe not everyones ). So I certainly suggest that for those who want less subs - that they start by turning doctrine on ( in WPO ) ... and if there is still a problem ... then I'd still suggest caution in fixing it. It is very easy with this engine .. to fix one thing and break something else ( as we've seen numerous times over on the WITP side ).



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RE: Sub Question

Post by Fallschirmjager »

It is not broken [:)]

Just in need of some tweaks to give it a semblence of 1920s naval warfare.

There is a basic problem at hand which will never get fixed.
Most subs in the 1920s were lost due to accidents.

This will NEVER me modeled into WPO

Therefore we have a problem. Subs have to die somehow or else they become too powerful.
ASW is not the answer since that would not be historical. The only way to not let them be too powerful is to force them to attack on the surface and have a chance of being engaged by escort ships.

I think the ideas I laid out above are the best ideas ATM for modifying the combat routines for making subs attack on the surface.
It will make subs more realistic based on 1920s doctrine and will it possible for subs to actualy die.
Otherwise subs will almost never have a chance of being destroyed and will overpower the game.
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RE: Sub Question

Post by jwilkerson »

ORIGINAL: Fallschirmjager

It is not broken [:)]

Just in need of some tweaks to give it a semblence of 1920s naval warfare.

There is a basic problem at hand which will never get fixed.
Most subs in the 1920s were lost due to accidents.

This will NEVER me modeled into WPO

Therefore we have a problem. Subs have to die somehow or else they become too powerful.
ASW is not the answer since that would not be historical. The only way to not let them be too powerful is to force them to attack on the surface and have a chance of being engaged by escort ships.

I think the ideas I laid out above are the best ideas ATM for modifying the combat routines for making subs attack on the surface.
It will make subs more realistic based on 1920s doctrine and will it possible for subs to actualy die.
Otherwise subs will almost never have a chance of being destroyed and will overpower the game.


Realistically - knowing a bit about how the resources are shaking out - modifying the combat routines has very little chance of happening - especially any time soon ( Tanker can jump in here if he thinks I'm wrong ) ... we can change the data ... that is pretty much what we control. Because this is a non-production scenario ( meaning the so called production routines are turned off ) - we could consider reducing the durability - though this will lower the VP. But lowering the durability will make subs more vulnerable ( although considerable effort has just been made to make them LESS vulnerable ! )

We could mess with torpedoes but then that would detract from the ability to sink merchant ships - which feels about right to me at this point.

I guess we need some more examples about exactly what the problem is. In my games to date - my subs have been driven over by opposing warships and very little has happened. I've been playing with doctrine off mostly ( although just started game with it on ) and I've seen subs getting lots of hits against merchantmen ( though very few sinkings ) .. but almost no hits against warships. Yet others are saying warships are being sunk by subs in large clumps. Certainly OBB were pretty darn vulnerable to subs IRL .. with many of them having a 10 knot cruising speed ( IRL ) and little designed protection against torpedoes - so I don't much wonder about that. But if the OBB are primarily what is getting sunk - then that may not be wrong. But I've seen BC and fast cruisers running over my subs and either not getting attacked ... or getting attacked but not getting hit.

What exactly are you seeing as the problem ?

If we can define exactly what the problem is - maybe we can come up with a way to fix it in the database without messing up something else - maybe.

( and BTW I think your "algorithms" are pretty much right - but I'm not sure that isn't what it is there already ... though there are probably a pile of additional modifers that may obsure things a bit )



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RE: Sub Question

Post by Tankerace »

Just so everyone knows I am not turning a deaf ear, but I am watching this discussion carefully. I have no problem asking Mike to tweak it, but I would rather a general player consensus as to how to tweak it.

As to the sub accidents, I actually thought up a way to model that.

FOr each hex, a ship/sub has a chance to accumulate a point of sys damage, correct? How about adding another routine, that if it does, there is a .5 to 1 percent chance of encountering 50 flood damage points, coupled with a message SS whateer suffers mechanical failure, takes heavy flooding.

Not sure if its doable, but it could simulate accidents.
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RE: Sub Question

Post by Mike Wood »

Hello...

The War in the Pacific (WIP) anti-submarine rules were rewritten for the latest patch. The War Plan Orange (WPO) rules were written after that and many of the changes from WIP were included. In addition, a number of new anti-submarine rules were written specifically for WPO. In other words, the 'engine' has been rewritten.

Bye...

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ORIGINAL: jwilkerson
...subs are NOT gluging at the drop of a hat ( or even a depth charge ) and the engine has NOT been rewritten ...
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RE: Sub Question

Post by Fallschirmjager »

ORIGINAL: Tankerace

Just so everyone knows I am not turning a deaf ear, but I am watching this discussion carefully. I have no problem asking Mike to tweak it, but I would rather a general player consensus as to how to tweak it.


Right now only me and Wilkerson seem interested in the topic.

Here is what we agree on.
Subs do the proper amount of damage. Torpedo dud rates and hit rates might need to be tweaked a bit but subs so seem to be a good weapon.
I would also consider adding in a message along the lines of...
"SS-16 unable to manuevar for attack on BC Hiei"
That would mean that a sub is under the surface and is unable to get into a good posistion to attack. That happened alot in real war.

Here is what I see the problem as.
Subs do not attack on the surface when any weapon is larger than an AA machine gun.
This is ahistorical and needs to be fixed. I think Wilkerson would agree with me.
Subs should attack on the surface almost EVERY time when a TF has no ships above DD class.
To add even more to the game you could base this upon several factors.
Commander rating
Agressiveness
Size of TF
Number of escorts who are actualy armed
Speed and MNV rating of the sub

Cautious commanders who are good commanders would probably not risk an attack when a TF has a few Q ships or DD present.
While really agressive commanders or bad commanders would try to attack anything no matter how many escorts were present.

Size of the TF would play a big role.
A giant TF with a few escorts would give the sub an advantage in that it could attack a merchant and probably get away before an escort could arrive on the scene.

I hope I made my posistion clear.
Using what I laid out above would do wonders for sub combat.
It would make it far more realistic and make that aspect of the game alot more fun.
Subs would not be the super weapon they are now.
The games in its current state makes it near impossible for subs to ever get sunk since they do not attack on the surface.

Using my outline above would make surface combat much more likley and balence out the sub war.
Good subs with good commanders and some luck would be able to make successful surface attacks while bad commnaders with poor luck would bite off more than they could chew and would get sunk.

What I am NOT advocating is that subs attack true warships above DD class on the surface.
No matter how awful a commander was or how agressive, they would not commit suicide.


There are my views on the issue made as clear as I can make them.
I think players with knowledge of 1920s sub doctrine would agree with me.

Using my points above or a variation of them would add alot of spice and varity to sub combat and help to make it alot more fun while balencing it out.
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RE: Sub Question

Post by Fallschirmjager »

On the issue of accidents

I love the idea that you want to include them.
I asked several times for accidents to be put into WitP but was never listened to.

The idea that gamers will not like them I think is pure shit based on no fact.
The people who play these games are wargamers. Among the most anal people on the face of the earth. I think they will accept accidents and enjoy them being added to their games.


In reguards to Tanker, I like your idea but I think you could take it farther.
I am not sure what the engine is capable of but here are some thoughts.
I think subs should have a chance of being completly lost at any time. Don't even give us a reason.
Just a message like 'SS-16 lost due to accident' would be good enough for me.
This happened alot during the 1920s
Batteries were still in their infancy and leaked cholrine or sometimes outright explode
Torpedos malfuntioned
Disels stopped working
Hatch closure indicators did not function right and subs surface with hatches open

A very dangerous arm of naval warfare

I would go even further.
I would not mind even warships taking damage or being lost due to accident.
Navagational areas
Unintentioal fires
Magazine mishaps
Storms
etc

Players are ok with planes being lost due to accident. Why not ships?
No reason I can see not to allow this to happen.
And better yet.
Give us a chance to turn it off if we dont like it. Just put it in the options screen.


I also would not mind seeing accidents happen in ports.
Cargo ships explosions
Storms
Native uprisings

I am for allowing as much random chaos to happen as possible [:)]
Makes the game that much more realistic and fun
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RE: Sub Question

Post by Helpless »

ORIGINAL: Fallschirmjager

Right now only me and Wilkerson seem interested in the topic.

Well, WPO forum has no such activities as WITP's, but this statement is not exactly correct... [;)]

Through whole Jutland scenario game vs AI (doctrines off), only one Allied sub was sunk and none Japanese. I think this is not very good example, because there was numerous hits, but since big ports are quite close they manage to stay alive. The situation may be quite different in case of hit in the middle of Pacific. And this was AI after all.

In our current PBEM game (doctrines are on), the usual sub/ASW sequence is Sub atttack with torpedo mis or do not detonate and ASW with 1-2 near misses.

I do agree on most of you suggestions regarding surface and submerge attacks, but this would be really hard to get "historical" results in "hypotetycal" war.

And of cause sub accident events would give some RL flavour [:)]
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RE: Sub Question

Post by pkpowers »

I am very interested in the sub issue. We have reached turn 40 in the Pac Jutland scenario and surface ships cannot leave port now due the the deadly accuracy of the subs, this is even with multiple ASW TF's trying to help out...all it gets is DD's getting sunk with one or 2 torp hits PER turn.
One ship hit per week would seem more realistic./////and I also agree at this stage in history ASW should be a total failure....dragging chains off the sides of ships hoping to contact subs would be as accurate as anything else developed at this time, but the ASW TF's should keep subs submerged and at a distance.
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RE: Sub Question

Post by Helpless »

ORIGINAL: pkpowers

We have reached turn 40 in the Pac Jutland scenario and surface ships cannot leave port now due the the deadly accuracy of the subs, this is even with multiple ASW TF's trying to help out...all it gets is DD's getting sunk with one or 2 torp hits PER turn.

I never played Jutland except AI. Could be that there is a differenece between big and small scenarios due to sub and shipping density.

There is some Jutland AAR's are going on (Roger vs String), think that they can bring their opinion here...
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RE: Sub Question

Post by Fallschirmjager »

ORIGINAL: Helpless


I do agree on most of you suggestions regarding surface and submerge attacks, but this would be really hard to get "historical" results in "hypotetycal" war.

We do know what doctrine was in the 1920s
And that doctrine was that most attacks should happen on the surface
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RE: Sub Question

Post by jwilkerson »

ORIGINAL: pkpowers

I am very interested in the sub issue. We have reached turn 40 in the Pac Jutland scenario and surface ships cannot leave port now due the the deadly accuracy of the subs, this is even with multiple ASW TF's trying to help out...all it gets is DD's getting sunk with one or 2 torp hits PER turn.
One ship hit per week would seem more realistic./////and I also agree at this stage in history ASW should be a total failure....dragging chains off the sides of ships hoping to contact subs would be as accurate as anything else developed at this time, but the ASW TF's should keep subs submerged and at a distance.

Is this with the doctrines on or off ?

I've got 2 Jutlands going right now - one with doctrine on and one with it off ( the one with it on is with you ! ) - so we should have some more data soon as well.
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RE: Sub Question

Post by pkpowers »

the one on turn 40 I mentioned is using sub doctrines 'on'....we'll see if ours has the same super-subs
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RE: Sub Question

Post by pkpowers »

I guess I will wake up now....The Pac Jutland I just started with JW is sub doctrine ON

The 40 turns completed in my other Pac Jutland (with uber-sub action)is with sub doctrine OFF.................maybe sub doctrine OFF causes wild abnormal sub hits behavior?
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RE: Sub Question

Post by crsutton »

ORIGINAL: jwilkerson

I repeat my earlier vote from another thread ...

Don't change SUBs ( repeating - don't change subs !!! )

so why a skipper should attack on surface ... Every sub commander should try to attack submerged (it's the main strength of the sub!!) until forced not to do so!

This being said ... subs in WWI and WWII attacked on the surface as much as possible because it was more effective !!!

The most effective sub patrol of all time .. U35 ( patrol #4 I think ) sank 54 enemy ships with the firing of 4 torpedoes ( and of course many deck gun rounds ) ...

But both German and US skippers in WWII also learned to attack on the surface as much as possible .. because SPEED is a more important attack advantage ( at night ) than stealth ( in fact US subs had tough time attacking at night submerged due to not having a night capable periscope ).

And in WWI surface attacks against unarmed merchant ships was the RULE ... the exception was submerged attacks against warships.

Ideally merchant ships should start the game un-armed ... but gradually ( after a year or so ) should start gaining armament ...

But thus far, I am pleased with the sub/ASW model ... and repeat my vote ( Don't Change Subs in WPO !!! )


I don't think so. Before the age of radar and sonar the basic sub doctrine was to attack on the surface as much as possible. Of course conditions would have to favor this. You would not see a sub attack a warship on the surface in clear daylight conditions.

Subs were just too slow submerged.
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