ORIGINAL: macgregor
The British commander Crutchley, in charge of mostly American ships(not that this should matter) did not have these ships patrolling around but rather on station, where they were indeed most vulnerable.
That's in real life. I'm talking about the game system you're proposing. Under that system, they would be "fortified" (whether you call it "patrol" or not the effect will be the same). In fact, the sea will be filled with "fortified" ships. It will look like someone built the Maginot line at sea. Restricted sea lanes will be especially clogged with such. And it will all be nonsense.
I may have suggested using the entrenchment symbol(location on the unit symbol), but there is no way for stationary ships to 'fortify' on station. They fortify by staying mobile -if you want to call it that.
It's irrelevant what you call it or how you represent it. The effect would be the same.
What my 'patrol level' would represent is a larger radius as to where these ships may or may not actually be. If enemy ships enter this radius, there's a chance that the patrolling ships will find them. The value of spotting first in a surface engagement is not the huge advantage it would be in a carrier battle. so I wouldn't make the advantage that great, beyond having the phasing player listed first in the combat sequence. The ability for carriers to strike patrolling units should be randomized as the exact location can be anywhere in this patrol radius.
We already have recon in the game system. Ships will either be spotted or not as per the enemy's recon. In fact, we need recon planes as well, so carriers can scout as they move. That's another can of worms. Regardless, unspotted ships will have to be sought out. When searchers get close enough, they will interdict them (by air or gun) once Naval interdiction is implemented (suffering counterbattery/counterstrikes in the process). Or there could eventually be a "Naval Combat Procedure" triggered. There is no need to massively abstract everything. We want the game to become more realistic, not less.
personally think that getting too detailed with naval combat can detract from the land. A single ASW value should be all that's necessary. At this level, we're not commanding individual subs, but wolfpacks and desrons. I don't think we should have to make tactical decisions beyond staying or leaving.
So subs can't attack with torpedoes? If an ASW rating is necessary, so are torpedoes. And, since TOAW is equipment based, why shouldn't there be ASW equipment that forms that ASW rating? And, again, the subs can't be allowed to be detected by just moving a ship next to them. And they can't be allowed to chase down surface ships. They have to have special treatment separate from normal surface vessels.
And there's no real need for subs until we get sea supply.
It's the IGOUGO system the requires this kind of ability to have ships 'in an area' as opposed to a fixed location. I expect that you have Ralph's ear. But let's be clear; you're the one wanting all this added detail. I've come up with an idea that I think not only works, but won't detract from ground combat.
I don't want all this extra detail. I'm pointing out the difficulties involved in Naval Reaction. Basically we have two choices: Massive detail, or errant nonsense. I don't want either one.
And I haven't covered all the detail yet. There would have to be a suite of settings for the forces set to react, spelling out just what they would react to. You don't want the full fleet to react to a row boat - that would be a waste. Similarly, you don't want a tiny fleet to react to a powerful one - that would be suicide. And you don't want a BB fleet to react to a CV one either - that's also suicide (assuming the reaction method allows the CVs to interdict the BBs as they approach). Another can of worms - and it would still be easy for the enemy player to game.
I think this could possibly be handled a different way. For one thing, if your scenario is about a contested amphibious landing, then use a short turn interval. That way, the players themselves can decide when, where, and how to react. If, on the other hand, you're doing a strategic scale scenario, there might be a way to use
variable turn-intervals to effect reaction. So, if the normal turn-interval was one-week, then when a reaction would be triggered, the turn-interval would automatically shorten to, say, one-day, for a week (or whatever the designer specified). Again, this would allow the players to make reaction decisions – far better than the computer can do.
Amphibious operations would require units to be 'on station' thus guaranteeing successful engagement by enemy aircraft and ships.
The issue was sea supply. Again, we don't have it yet, and it will be very non-trivial to implement.
You are loathing the difficulty, and at the same time insisting we need to make things more complicated.
I am loathing only the complexity we don't need. Not the stuff we do need. This is needed. What we have now is, as I've said, like floating artillery units.
Every gun or weapon has to be considered a hit just like a hull.
Different weapon systems hit different things. Bombs and guns hit the superstructure. Torpedoes and mines hit the hull. Different systems on the ship affect different things besides firepower (speed, C&C, damage control).
We have one ship speed right now. Would it be that tough to have 5 or 6? Perhaps they could be stacked on the unit equipment list so that slower speed hulls 'backup' the faster ones, thus slowing down the unit after being damaged.
I think it would be far better to have the ship design specify the fraction of the current naval speed that the ship could maintain at full repair. Damage would lessen that - till repaired.
Naval units can be modeled by the scenario to have a given number of hits, at which point they do sink. Damaged ship currently go to port where they are repaired in the form of receiving replacements. Am I simplifying too much? Why make it more complicated than that?
That's not how it works at all. A ship unit can
evaporate just like a land unit. It's equipment (usually the entire ship itself) can then be sent to the "on hand" pools - even if it was in an impossible situation and should have been sunk. "On hand" equipment can then end up in another ship unit the very next turn.
Strength is already represented because some of the hits received will be in the form of weapons hits.
Only to the extent that that kluge actually works (I'm not even sure if it does). And, as I said there is no way to represent armor. Ships are attacked by cumulative AP values.
A simple version of this would be to just have two structures: Hull and Superstructure. Each would have its own damage value and armor value.
Here's the good news: There are some things we can do that are easy and should be effective:
First, Naval Interdiction. Air units set to NI and artillery (including the guns on Naval vessels and coastal artillery) will interdict sea movement that occurs in their range.
Ad hoc Task Forces: Naval units moving by group movement will defend against interdiction as a group. So, the lead unit triggers interdiction, but the interdiction attack is delayed until the entire group is in the hex.
Target Priority: Ability to target naval stuff in the hex, and the ships given target priorities that heavily favor CVs over others etc.
Spotting: Units on coastal hexes and naval units treated like peak hexes for purposes of spotting enemy naval/embarked units. Like peak hexes, it happens in real time. So, the Yamato spots those DDs and interdicts them long before they get close enough to fire at it. Same for coastal guns.
Embarked units defense strengths: Treated like in transport vessels with naval strengths based upon weight (ground defense and armor values no longer used).