Secrets of ASW combat

Share your gameplay tips, secret tactics and fabulous strategies with fellow gamers here.

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Halsey
Posts: 4688
Joined: Fri Feb 06, 2004 10:44 pm

RE: Secrets of ASW combat

Post by Halsey »

ORIGINAL: CV Zuikaku

in the 40ies... not too much, they are still learning the job- but no attacks... altitudes are set from 1000fts to 6000fts...


70+ and you'll start seeing some stellar results.
Also, remember the asw mission is only 1/2 of the normal range missions.

So, 14 range is really only 7 hexes.
Set others on regular search at 7, to match the asw mission.[;)]

Altitudes you'll have to figure out by trial and error.
More fun that way.[:D]
rockmedic109
Posts: 2429
Joined: Tue May 17, 2005 11:02 am
Location: Citrus Heights, CA

RE: Secrets of ASW combat

Post by rockmedic109 »

ORIGINAL: Smeulders

Well your post is actually a bit of a relief, I've started to bring in some ships that'll leave port and merge with the convoys once they are a couple days out from the ports, so I've got subs near eastern Australia covered (I hope). What I can't do is provide protection during the rest of transit, the route is just too long for most (all ?) destroyers on the WC at the start, so if subs go to my convoy routes in numbers (attracted by the "ship magnet" Yamato said the AI uses) I'm pretty much in trouble.
The short legged destroyers can feed off the transports enroute to make longer hauls. Also, they will refuel at the destination as well, so even if their range is "red" they still might be able to make the run.
John Lansford
Posts: 2664
Joined: Mon Apr 29, 2002 12:40 am

RE: Secrets of ASW combat

Post by John Lansford »

I've found that just one or two ASW capable ships in even a large TF is enough to keep the subs down.  They may not attack anything, but the subs prefer to attack easier prey (or big warships if they get the chance).
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Sardaukar
Posts: 12666
Joined: Wed Nov 28, 2001 10:00 am
Location: Finland/Israel

RE: Secrets of ASW combat

Post by Sardaukar »

ORIGINAL: bradfordkay

I never figured out why Sonar wasn't modeled in the game. It has always seemed to me that it would be relatively easy to do so - based upon the type of sonar a certain percentage chance is added to the sighting die roll or to the ASW attack die roll... The experts can argue over which of these choices is better, but I cna't imagine why it was never considered. 

Thanks for volunteering to program convergence zones, thermal layers, sonar cones, baffles etc.

There is nothing "relatively easy" to program when it comes to sonar. Sonar has been abstracted in game by modifying ASW weapons. Even nowadays simulation games and even real research and military simulations have big trouble with it, not to speak strategic game like WitP/AE.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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Dili
Posts: 4742
Joined: Fri Sep 10, 2004 4:33 pm

RE: Secrets of ASW combat

Post by Dili »

This issue can be fixed with a field in editor to put a value that is linked to and modifies the odds of finding a submarine. Let's say i put 200% this would mean twice the chances of finding a submarine. With this editable number we can have a simple, easy to use system.
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