RE: Dave, David; Potato, Potahto -- CaptDave (A) v. David the Great (J)
Posted: Sun Jun 26, 2016 1:40 am
3861
Still waiting for the next turn, but I'm determined to be 100% ready for it this time and turn it around within a day! What I'm learning, though, is that's it's exhausting to have to figure everything out again every time; it's even worse than the opening move. I really have to learn to take better notes.
In the meantime, I've done the initial review of my sub patrols. As expected, I discovered that I must be missing a lot of opportunities. I have 72 submarines active, including 2 that are new and waiting at their opening ports so they don't count in this discussion. In addition, one other is new and en route to its first base and another is just starting out after resupply so they don't count, either. That leaves 68 submarines to talk about; of those 68 a full 30 haven't fired a single torpedo. Ignore the misses and duds; after a month 44% haven't even fired a shot!
Now, that's to be expected (and hoped for) with the subs on west coast patrol duty. Where targets should be plentiful, though, I think some of the problem is that I make my patrol areas a bit too compact, typically triangles only 2 or 3 hexes on a side. This is appropriate in some cases, but in the open ocean I need to be willing to enlarge the patrol areas.
Of course, I also suspect that some of my sub commanders are somewhat lacking in aggression, but I can't check them until they're back in port (that's not one of the values displayed on the ship screen). There are lots of candidates for submarine command in my pool, so I'll be watching the subs as they arrive.
Speaking of that, here's a tip for any newbies who might be unaware: if a task force is assigned a patrol area, it will return to port for reprovisioning and then head right back out; auto-disband commands are ignored. This is great for an ASW patrol around the base that just needs to get more depth charges, but it's a PITA when a sub is involved. When you see a submarine leaving its station to return to port, if you don't want it to automatically go right back where it was then you need to clear the patrol zone. I just now figured that out, after how many years playing this game?
I'd like to go into more detail about my sub operations, which actually are my primary interest, but I'm suspicious there might be a security leak. Every time I've posted detailed plans in the past my opponent almost magically happens to be in position to thwart them. I don't suspect him of espionage, but I need to run a few turns in silence to convince myself that it's all just coincidence. Shouldn't be long before I can talk about such things again. (Besides that, I've only reviewed the existing problems -- I'm still looking into how I want to address them!)
Next update will probably come when the turn comes and is returned.
Still waiting for the next turn, but I'm determined to be 100% ready for it this time and turn it around within a day! What I'm learning, though, is that's it's exhausting to have to figure everything out again every time; it's even worse than the opening move. I really have to learn to take better notes.
In the meantime, I've done the initial review of my sub patrols. As expected, I discovered that I must be missing a lot of opportunities. I have 72 submarines active, including 2 that are new and waiting at their opening ports so they don't count in this discussion. In addition, one other is new and en route to its first base and another is just starting out after resupply so they don't count, either. That leaves 68 submarines to talk about; of those 68 a full 30 haven't fired a single torpedo. Ignore the misses and duds; after a month 44% haven't even fired a shot!
Now, that's to be expected (and hoped for) with the subs on west coast patrol duty. Where targets should be plentiful, though, I think some of the problem is that I make my patrol areas a bit too compact, typically triangles only 2 or 3 hexes on a side. This is appropriate in some cases, but in the open ocean I need to be willing to enlarge the patrol areas.
Of course, I also suspect that some of my sub commanders are somewhat lacking in aggression, but I can't check them until they're back in port (that's not one of the values displayed on the ship screen). There are lots of candidates for submarine command in my pool, so I'll be watching the subs as they arrive.
Speaking of that, here's a tip for any newbies who might be unaware: if a task force is assigned a patrol area, it will return to port for reprovisioning and then head right back out; auto-disband commands are ignored. This is great for an ASW patrol around the base that just needs to get more depth charges, but it's a PITA when a sub is involved. When you see a submarine leaving its station to return to port, if you don't want it to automatically go right back where it was then you need to clear the patrol zone. I just now figured that out, after how many years playing this game?
I'd like to go into more detail about my sub operations, which actually are my primary interest, but I'm suspicious there might be a security leak. Every time I've posted detailed plans in the past my opponent almost magically happens to be in position to thwart them. I don't suspect him of espionage, but I need to run a few turns in silence to convince myself that it's all just coincidence. Shouldn't be long before I can talk about such things again. (Besides that, I've only reviewed the existing problems -- I'm still looking into how I want to address them!)
Next update will probably come when the turn comes and is returned.