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RE: Auto Sub Ops
Posted: Tue Feb 04, 2020 8:49 pm
by rsallen64
I found the best option was not to use auto sub ops, but to set up patrol zones and go from there. As others have mentioned, strange things happen with the auto sub ops. I get this gives the AI an advantage, but the AI part running your auto sub ops does stuff Lockwood and others would never do, so there's that.
RE: Auto Sub Ops
Posted: Wed Feb 05, 2020 10:44 am
by Sardaukar
It gets bit easier when you find "patrol around"-button. So no need to set patrol zone totally manually.
And check the sub CO, some have abysmal ratings. Hood Naval and decent aggressivenes. Until your sub crews get good experience level, giving them extremely aggressive commander may get them killed. on the other hand, low aggesivenes commanders are too timid and you get less attacks.
RE: Auto Sub Ops
Posted: Wed Feb 05, 2020 12:05 pm
by HansBolter
ORIGINAL: Sardaukar
It gets bit easier when you find "patrol around"-button. So no need to set patrol zone totally manually.
And check the sub CO, some have abysmal ratings. Hood Naval and decent aggressivenes. Until your sub crews get good experience level, giving them extremely aggressive commander may get them killed. on the other hand, low aggesivenes commanders are too timid and you get less attacks.
I go the aggressive route in the hope of getting more encounters and more opportunities to increase crew experience.
You still get experience gains even if you are shooting blanks.
I probably take a higher level of losses before my fish become effective, but the Allied side gets sooooo many subs that the losses don't result in any real handicap.
It's interesting to note that in 1946 with the Japanese navy gone and the Home Islands invaded, my hundreds of subs have nothing to do but transport supply.
RE: Auto Sub Ops
Posted: Wed Feb 05, 2020 5:13 pm
by Kull
ORIGINAL: Sardaukar
It gets bit easier when you find "patrol around"-button. So no need to set patrol zone totally manually.
+1
This one option spares you an enormous amount of clicking, and still gives you the ability to choose which regions to patrol. It's also much easier to edit the computer-selected patrol points (and linger times), but frankly I don't even bother anymore. Just don't select a land hex as the "patrol around" point, or you'll only get 2 locations, not 3.
RE: Auto Sub Ops
Posted: Wed Feb 05, 2020 10:45 pm
by CaptBeefheart
Scenarios like DBB with the smaller ARDs (such as 3000-ton ones) allow you to create very efficient forward bases for your subs. An ARD, AS and AR at Adak, for instance, will handle about 99% of your sub sorties. Otherwise, it's a PITA to send the more damaged subs back to Prince Rupert or another repair yard.
I'm with Jorge. I eventually get bored with setting up patrol zones and the subs start piling up in port.
Cheers,
CB
RE: Auto Sub Ops
Posted: Wed Feb 05, 2020 11:09 pm
by btd64
ORIGINAL: CaptBeefheart
Scenarios like DBB with the smaller ARDs (such as 3000-ton ones) allow you to create very efficient forward bases for your subs. An ARD, AS and AR at Adak, for instance, will handle about 99% of your sub sorties. Otherwise, it's a PITA to send the more damaged subs back to Prince Rupert or another repair yard.
I'm with Jorge. I eventually get bored with setting up patrol zones and the subs start piling up in port.
Cheers,
CB
You do have to check your sub bases every other turn or so. That way the subs don't pile up....GP
RE: Auto Sub Ops
Posted: Wed Feb 05, 2020 11:23 pm
by RangerJoe
In your Operations Report, it will state that a sub terminated its patrol and is now in port.
RE: Auto Sub Ops
Posted: Thu Feb 06, 2020 5:40 am
by Kursk1943
I bit annoying for me is the game routine that subs with even an engine damage of only 1 leave their patrol zones and auto-disband in their homeports, while subs with a lot more system damage but no engine damage coninue to cruise their patrol zones happily as a pig in the mud...[8|]
Therefore I have to keep a steady and wary eye on the homeports, because the subs with high system damage will immediately leave again for their patrol zones after replenishing and the subs with neglectable engine damage have immediatly auto-disbanded.[:@]
RE: Auto Sub Ops
Posted: Thu Feb 06, 2020 7:03 am
by LeeChard
Although I run my subs manually I've often wondered if I were to use auto would the computer AI
assign boats to a subtender that I manually place in a port. For instance Townsville?
RE: Auto Sub Ops
Posted: Thu Feb 06, 2020 7:18 am
by btd64
ORIGINAL: LeeChard
Although I run my subs manually I've often wondered if I were to use auto would the computer AI
assign boats to a subtender that I manually place in a port. For instance Townsville?
Nope. The AI won't do that....GP
RE: Auto Sub Ops
Posted: Thu Feb 06, 2020 7:22 am
by btd64
ORIGINAL: Kursk1943
I bit annoying for me is the game routine that subs with even an engine damage of only 1 leave their patrol zones and auto-disband in their homeports, while subs with a lot more system damage but no engine damage coninue to cruise their patrol zones happily as a pig in the mud...[8|]
Therefore I have to keep a steady and wary eye on the homeports, because the subs with high system damage will immediately leave again for their patrol zones after replenishing and the subs with neglectable engine damage have immediatly auto-disbanded.[:@]
System damage can be fixed while at sea. Major engine damage can not be fixed at sea. That's the main reason for that behavior....GP
RE: Auto Sub Ops
Posted: Thu Feb 06, 2020 9:58 am
by Squamry
I run with auto ops off. I tend to run from only a few home ports so makes checking these locations easier and easier to manage supplies and fuel stocks.
One other thing I do at the beginning of each turn is use the ships display and sort by damage. This helps pick up damaged subs that are on patrol and need to be sent back to port for repair, esp for those hit by air ASW.
Over the years I've gone from patrolling areas to patrolling a single hex and then use multiple subs to cover an area. One advantage this is that it does not use any fuel. A bit cheesy but the only expenditure in fuel is moving to a new patrol zone.
RE: Auto Sub Ops
Posted: Thu Feb 06, 2020 11:42 am
by BBfanboy
ORIGINAL: Squamry
I run with auto ops off. I tend to run from only a few home ports so makes checking these locations easier and easier to manage supplies and fuel stocks.
One other thing I do at the beginning of each turn is use the ships display and sort by damage. This helps pick up damaged subs that are on patrol and need to be sent back to port for repair, esp for those hit by air ASW.
Over the years I've gone from patrolling areas to patrolling a single hex and then use multiple subs to cover an area. One advantage this is that it does not use any fuel. A bit cheesy but the only expenditure in fuel is moving to a new patrol zone.
That has been changed in the latest official patch - while remaining in a single hex all ships and subs use a small amount of fuel. But most subs are good for months of sitting on a single hex station. The disadvantage is that they are more easily discovered - probably a low D/L from SIGINT sets them up for discovery by enemy aircraft or ships.
RE: Auto Sub Ops
Posted: Thu Feb 06, 2020 11:46 am
by Jorge_Stanbury
+1
you need at least 2 hex points, ideally not so close so that DL gets down when moving back and forth
a detected sub is only a danger for itself
RE: Auto Sub Ops
Posted: Thu Feb 06, 2020 11:46 am
by Sardaukar
As Allies, my forward sub bases are Adak I. and Midway.
ARD, AS, AR etc. and you are set.
Brisbane and Darwin in Ozzie-land.
Sub war is actually good stuff in game. It's easy to check every turn for subs that are too damaged. My treshold is combined 10.
RE: Auto Sub Ops
Posted: Sat Feb 08, 2020 6:05 am
by LeeChard
ORIGINAL: btd64
ORIGINAL: LeeChard
Although I run my subs manually I've often wondered if I were to use auto would the computer AI
assign boats to a subtender that I manually place in a port. For instance Townsville?
Nope. The AI won't do that....GP
That's what I figured. Oh well, I don't mind doing it myself. I have to satisfy my streak of OCD anyway.
What I do now is set my subs with the 'patrol around target' button. I think that sort of balances the
game a bit for what I assume is the AI's weak asw planning.
RE: Auto Sub Ops
Posted: Sat Feb 08, 2020 11:58 am
by dr.hal
ORIGINAL: BBfanboy
That has been changed in the latest official patch - while remaining in a single hex all ships and subs use a small amount of fuel. But most subs are good for months of sitting on a single hex station. The disadvantage is that they are more easily discovered - probably a low D/L from SIGINT sets them up for discovery by enemy aircraft or ships.
There is a simple way to reduce the click burden with subs, I deploy them to a single hex and in subsequent turns I mouse over each patrol and if the sub is detected, I then move it, if not, I leave it alone (unless other things such as sightings of the enemy demand a move). Simple. It saves fuel AND my time.