Naval Patrol Deciphering the results

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

Moderator: Joel Billings

Post Reply
con
Posts: 76
Joined: Mon Jul 09, 2012 7:43 pm

Naval Patrol Deciphering the results

Post by con »

Is there a way to see if you sink enemy shipping etc after a Naval patrol
I see that I have managed to convert interdiction so that I own the sea (actually lake hexes) on Lake Ladoga but I dont see any info apart from what I lost in bombers etc to Flak which I am assuming was from ships since it was on open water hexes.
Basically I am trying to understand if one big naval air offensive will destroy enough enemy shipping or if I have to dial it back and do continuous low level naval patrols with corresponding airframe ops losses to consider if it is worthwhile.

Con
User avatar
loki100
Posts: 11707
Joined: Sat Oct 20, 2012 12:38 pm
Location: Utlima Thule

RE: Naval Patrol Deciphering the results

Post by loki100 »

well shipping is very much abstracted, what you are really trying to do is create enough interdiction to deny your opponent resupply across sea hexes.

you'll find enemy transport losses on the loss report, if you alter this to show loss by phase you'll see the impact during the air phase (most likely nil) and during the logistics phase (which is where supply moves will have happened)

The problem here is this is an aggregate number, not by shipping zone.

edit - there is a low level of replacement production for shipping by sea or lake sector. 28.2.7 covers this and the Soviets get 1 new transport ship on Lake Ladoga per month, so yes hit it hard enough and it'll be a long time before they really recover.

The practical problem for your analysis is the phase when you actively generate interdiction (air execution) is not the phase where most relevant movement takes place (the logistics phase). Same problem can make it hard to discern the impact of ground interdiction on supply etc
con
Posts: 76
Joined: Mon Jul 09, 2012 7:43 pm

RE: Naval Patrol Deciphering the results

Post by con »

Follow up question
If I want to prevent units from escaping from a port city via ship transport is it better to have a wide naval interdiction air directive targeting a lot of sea hexes around the port or a tight one where I only target the sea hexes closest to the port but hit them hard?

I am trying to prevent Russians from evacuating from Osinovets in RtoL scenario but my depleted Ju88s are getting murdered by Soviet air patrols if I set the naval directive anything more than a couple of hexes
User avatar
loki100
Posts: 11707
Joined: Sat Oct 20, 2012 12:38 pm
Location: Utlima Thule

RE: Naval Patrol Deciphering the results

Post by loki100 »

depends on the layout, to stop any exits you need to isolate the port, so that means 2 more levels of interdiction than the defenders, in the combat phase (you need to isolate in their phase to stop supply so there is a trade off here).

If the port has one exit hex, that'll do you, but Odessa has 2 if I recall, so you need to interdict a 2*2 block at least.

Now there is a trick you might use, naval patrols drop interdiction along their in/out lines, so sometimes a one hex target with different routes can generate just the pattern you need
Post Reply

Return to “Gary Grigsby's War in the East 2”