Thanks Alvaro for looking into it.AlvaroSousa wrote: Wed Nov 09, 2022 1:30 pm Blocking all 6 hexes doesn't do anything. It is worse.
A larger fleet has a better chance of spotting. You only need one.
If anything there might be a bug because all 6 hexes are blocked.
How the system works is that it looks for interceptors, then it puts the moving fleet in a holder variable, fights the combat, then it resumes the path. If the fleet loses it retreats.
I will take a look for next patch to make sure this is how it is working.
WP2 has interception along the way BTW.
My tests show that the issue persists independant of surrounding the island. In fact, you could have an extremely large fleet performing a blockade next to a port hex size 1 and it will not attack any fleet entering the port in both games (even in fleet mode)
The surrounding island strategy simply doesn't allow resupply off shore to any unit within the blockade. Subs work best in raider mode as they are hard to sink and break the blockade.
If the fleet performing the blockade contains a CV or if their is a TF with CVs in it off shore withing interdiction range, it will attack the enemy fleet once it finishes it's move in port.