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RE: Sub Feedback Request
Posted: Sat Aug 27, 2016 8:58 pm
by Jaimainsoyyo
I think that submarines work fine , imho there is no need to fix them .
RE: Sub Feedback Request
Posted: Sun Aug 28, 2016 8:20 pm
by Mantis
Is there a max amount that can be raided from a single convoy route per turn?
I have just taken 62 off Germany in the 1st turn, followed by 80 the 2nd. This could have been higher, but I bumped into a couple subs on turn one. (One of which is now sunk due to the massive naval presence in the area - it was unable to dive and was easy pickings; the 2nd took a decent pounding and fled the area).
RE: Sub Feedback Request
Posted: Sun Aug 28, 2016 9:26 pm
by Mantis
Now this is interesting. The German convoy from Norway appears to be worth 67 IPPs/turn, and I sunk almost all of it on my first Allied turn. (Note the Convoy Income amount).

RE: Sub Feedback Request
Posted: Sun Aug 28, 2016 9:31 pm
by Mantis
On the second turn I sunk 80 IPPs on a route that was worth 67 last turn. The blue graph shows convoy income becoming a negative value. This is also shown in the total convoy income
which is now lower than last turn!
My raiders are going back in time and sinking last turn's successful convoys!
(Or am I just not interpreting the graphs properly?)

RE: Sub Feedback Request
Posted: Sun Aug 28, 2016 10:01 pm
by Mantis
Here's turn 3. I did 80 IPPs worth of damage, and note the total convoy income has again dropped. More British Time Bandits!

RE: Sub Feedback Request
Posted: Sun Aug 28, 2016 10:46 pm
by Mantis
Turn 4. Convoy income down to 10.

RE: Sub Feedback Request
Posted: Sun Aug 28, 2016 11:04 pm
by Mantis
Now before I press enter and see if I can get Germany running deficit convoys, I wanted to show you the raiders. No doubt an astute Axis player would be using air to inflict what damage he could, but I've mostly kept the French to the south, and against a human I'd have a 3rd CV here by now to provide air cover. (I would also position the navy more carefully, set pickets, have the carriers set to full air cover instead of naval/mixed, etc).

RE: Sub Feedback Request
Posted: Sun Aug 28, 2016 11:08 pm
by Mantis
The positioning of the raiders (and my moves when it's my turn) have made it virtually impossible for the Germans to slip a sub by. In addition to the harsh economic damage I'm inflicting, the flip side is icing on the cake. Have a peek at the UK's convoy losses so far. (I've never seen this before).

RE: Sub Feedback Request
Posted: Sun Aug 28, 2016 11:43 pm
by Mantis
Yup. Negative losses. I'd have to play both sides to be sure of the effect, but that's not looking good. Not sure if I should continue this game. Would you guys like a save?

RE: Sub Feedback Request
Posted: Sun Aug 28, 2016 11:51 pm
by Mantis
Also - It does look like there is some type of cap on the IPPs sunk. I had a couple more / less ships on certain turns and it seems to be capped at 80/turn.
RE: Sub Feedback Request
Posted: Mon Aug 29, 2016 12:40 am
by skshrews3
April 1940 and earlier
FOW "on", Silent "on"
Crossing North Sea from Germany sub getting stopped and badly damaged in North Sea
In the North Atlantic, as long as I keep moving units (can we automate this?), no damage to subs/raiders
RE: Sub Feedback Request
Posted: Mon Aug 29, 2016 2:51 pm
by BillRunacre
ORIGINAL: Mantis
Also - It does look like there is some type of cap on the IPPs sunk. I had a couple more / less ships on certain turns and it seems to be capped at 80/turn.
Thanks for testing this out and reporting it, it looks like there is some sort of bug at work here.
RE: Sub Feedback Request
Posted: Mon Aug 29, 2016 2:53 pm
by BillRunacre
ORIGINAL: skshrews1
April 1940 and earlier
FOW "on", Silent "on"
Crossing North Sea from Germany sub getting stopped and badly damaged in North Sea
In the North Atlantic, as long as I keep moving units (can we automate this?), no damage to subs/raiders
Hi
If the Sub bumps into an enemy Destroyer then there is a chance of it being stopped, but the rules are the same wherever you are sailing, i.e. North Sea or North Atlantic, the chances are the same.
The other situation in which the Sub will get stopped is if it ends its move on or adjacent to an enemy naval unit.
Bill
RE: Sub Feedback Request
Posted: Tue Aug 30, 2016 1:41 am
by misesfan
My biggest issue is that I have no tools to do any kind of recon whether by land or by sea. Or if there is some recon abilities with my units, I am stumped at how to recognize this.
RE: Sub Feedback Request
Posted: Tue Aug 30, 2016 12:30 pm
by BillRunacre
Hi pwieland
Only air units and Carriers can carry out reconnaissance missions.
That said, all units do have a default spotting range, but for naval units it is generally just to the adjacent hex.
Just in case it helps, this is from the Manual:
Air Reconnaissance Missions
Air reconnaissance missions can be used to locate hidden enemy forces, and launching these missions before your ground forces advance will prevent the latter from from suffering heavy casualties should they inadvertently contact previously unseen enemy units. Ambushes can be painful!
Air reconnaissance missions can also be used to see if raider units shown with a '?' are still at the indicated location. These missions when targeted at such hexes will make the '?' disappear, and if an enemy naval unit is present then it will now be spotted.
Land units can only spot into territory belonging to neutral or non-belligerent Majors if they are placed immediately adjacent to the border, and they can never see further than 1 hex beyond the border. Air units cannot spot or fly over neutral or non-belligerent territory.
Air reconnaissance missions are possible within friendly territory as this is helpful to scout your own borders, to see if any enemy forces are building up on the front line if you don't have any ground units within spotting range.