Unrestricted submarine warfare (Full Version)

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ZeppoSpecs -> Unrestricted submarine warfare (7/23/2021 11:58:02 PM)

I have difficulty coming up with a coherent Entente response to unrestricted submarine warfare. So I has some dumb questions.

1. When I see the message "German morale boosted by unrestricted submarine warfare" at the beginning of the Entente turn, does that mean a German sub is on (not adjacent to, but on) one of the British NM sea hexes as of the beginning of the Entente turn?

2. Assuming that the triggering conditions are met, does the "German morale boosted by unrestricted submarine warfare" message appear before both the CP and Entente turn the same way the North Sea and distant blockade messages appear before both CP and Entente turns?

3. I recall seeing somewhere on the forum that subs in either silent or hunt mode on the NM hexes will cause the NM losses. Is this correct?

4. To spot a sub in silent mode with a naval unit, is it sufficient for the hex containing the sub to be revealed in the one hex FOW lifting around my naval unit, or do I have to attempt to move through the hex containing the sub?

Thanks again for all the help I've gotten from forum members!




mdsmall -> RE: Unrestricted submarine warfare (7/24/2021 5:02:16 PM)

Hi - the rules regarding unrestricted naval warfare puzzled me for a long time too, so these are good questions to ask. (Note that the term used in the game is "unrestricted naval warfare", not "unrestricted submarine warfare").

On the first turn of the game, the Central Power player is given a Decision Event (DE-610) which gives them the choice whether or not to engage in unrestricted naval warfare against shipping to the U.K. If the CP player says YES, then the effects of unrestricted naval warfare will be triggered by any Central power unit - German or not, submarine or not - that is on or adjacent to any of the red NM sea hexes that are west of the United Kingdom. Most of the time, the CP units carrying out this operation will be German subs, but in my most recent game I used a German destroyer to place naval mines on those hexes with the same effect.

If the CP player says NO to this Decision Event, a second DE (DE-626) pops up later in the game after the United States has entered the war, giving the CP player the option to start using unrestricted naval warfare. At this point, there are no downside risks to the Central Powers for doing so.

If you see the notification "German morale boosted by unrestricted naval warfare" it is because the Central Powers have at least one naval unit on or adjacent to one of those hexes. Germany receives a 75 NM boost each turn that they have a unit in each of the four different zones for unrestricted submarine warfare: the North Channel, the St.George's Channel, the Bristol Channel and the Irish Sea. The UK loses 75 NM for every NM hex that has a Central Powers unit on or adjacent to it. So, if the CP player has four different units on four different NM hexes, the UK will lose 300 NM per turn. If those four different units are each in a different zone, then Germany would gain 300 NM; if they are all in the same zone, then Germany only gains 75 NM.

Equally valuable for the CP player are the effects on U.K. supply lines of having naval units on or adjacent to those hexes. Each turn that there is one CP unit engaging in unrestricted attacks in:

- the North Channel, the ports of Glasgow and Liverpool each lose 1-2 supply points;
- the St. George's Channel, Liverpool loses 1-2 supply points and Bristol 0-2 supply points
- the Bristol Channel, Bristol loses 1-2 supply points and Liverpool loses 0-2 supply points
- the Irish Sea, Bristol loses 1-2 supply points, Liverpool loses 1-2 supply points and Glasgow 0-1 supply points

These UK ports have a default strength of 12, but if unrestricted naval warfare drives any of them below 5, they cease to be able to receive convoys. This creates a big hit to the UK's MPP income until the CP naval units are driven off those hexes and the port rises in strength to 5 or above.

Note that while the CP player knows in which zones and hexes they are carrying out these unrestricted attacks, all the Entente player sees is a general notification that Germany is using unrestricted naval warfare. The Entente player can partially work out where the attacks are coming from by observing the impact on UK ports, but to be sure the Entente player will have to send units to scout those sea-lanes for German naval units.

In terms of spotting subs, moving a friendly ship adjacent to an enemy sub in silent mode will spot it. Aircraft will spot a silent sub as well, which is why airships and maritime bombers are so useful for scanning sea areas within range of land. Note that their spotting ranges increase dramatically with investment in airship tech or long-range aircraft tech, so use of these aircraft for maritime patrol is one important Entente strategy for combatting unrestricted submarine warfare. Seaplanes can also be very useful for spotting enemy naval units including subs on the high seas beyond the range of land-based aircraft. The great advantage of using airships or airplanes for this purpose is of course that they do not trigger a surprise combat - unlike ships that spot a previously hidden sub.

A good way of experimenting to see how these effects of naval combat work is to start a campaign in Hot Seat mode and play both sides with the FOW on. The 1917 campaign is useful for this purpose, as more naval units on both sides start at sea and you do not have to click through all the initial mobilization notifications as you make your hot seat moves.

Good luck!

Michael




Tanaka -> RE: Unrestricted submarine warfare (7/25/2021 7:05:17 PM)


quote:

ORIGINAL: mdsmall

Hi - the rules regarding unrestricted naval warfare puzzled me for a long time too, so these are good questions to ask. (Note that the term used in the game is "unrestricted naval warfare", not "submarine warfare).

On the first turn of the game, the Central Power player is given a Decision Event (DE-610) which gives them the choice whether or not to engage in unrestricted naval warfare against shipping to the U.K. If the CP player says YES, then the effects of unrestricted naval warfare will be triggered by any Central power unit - German or not, submarine or not - that is on or adjacent to any of the red NM sea hexes that are west of the United Kingdom. Most of the time, the CP units carrying out this operation will be German subs, but in my most recent game I used a German destroyer to place naval mines on those hexes with the same effect.

If the CP player says NO to this Decision Event, a second DE (DE-626) pops up later in the game after the United States has entered the war, giving the CP player the option to start using unrestricted naval warfare. At this point, there are no downside risks to the Central Powers for doing so.

If you see the notification "German morale boosted by unrestricted naval warfare" it is because the Central Powers have at least one naval unit on or adjacent to one of those hexes. Each side will also see more specific notifications about where the unrestricted attacks are taking place. Germany receives a 75 NM boost each turn that they have a unit in each of the four different zones for unrestricted submarine warfare: the North Channel, the St.George's Channel, the Bristol Channel and the Irish Sea. The UK loses 75 NM for every NM hex that has a Central Powers unit on or adjacent to it. So, if the CP player has four different units on four different NM hexes, the UK will lose 300 NM per turn. If those four different units are each in a different zone, then Germany would gain 300 NM; if they are all in the same zone, then Germany only gains 75 NM.

Equally valuable for the CP player are the effects on U.K. supply lines of having naval units on or adjacent to those hexes. Each turn that there is one CP unit engaging in unrestricted attacks in:

- the North Channel, the ports of Glasgow and Liverpool each lose 1-2 supply points;
- the St. George's Channel, Liverpool loses 1-2 supply points and Bristol 0-2 supply points
- the Bristol Channel, Bristol loses 1-2 supply points and Liverpool loses 0-2 supply points
- the Irish Sea, Bristol loses 1-2 supply points, Liverpool loses 1-2 supply points and Glasgow 0-1 supply points

These UK ports have a default strength of 12, but if unrestricted naval warfare drives any of them below 5, they cease to be able to receive convoys. This creates a big hit to the UK's MPP income until the CP naval units are drive off those hexes and the port rises in strength to 5 or above.

In terms of spotting subs, moving a friendly ship adjacent to an enemy sub in silent mode will spot it. Aircraft will spot a silent sub as well, which is why airships and maritime bombers are so useful for scanning sea areas within range of land. Note that their spotting ranges increase dramatically with investment in airship tech or long-range aircraft tech, so use of these aircraft for maritime patrol is one important Entente strategy for combatting unrestricted submarine warfare. Seaplanes can also be very useful for spotting enemy naval units including subs on the high seas beyond the range of land-based aircraft. The great advantage of using airships or airplanes for this purpose is of course that they do not trigger a surprise combat - unlike ships that spot a previously hidden sub.

A good way of experimenting to see how these effects of naval combat work is to start a campaign in Hot Seat mode and play both sides with the FOW on. The 1917 campaign is useful for this purpose, as more naval units on both sides start at sea and you do not have to click through all the initial mobilization notifications as you make your hot seat moves.

Good luck!

Michael


Great write up! Cheers for that! [&o]




AshFall -> RE: Unrestricted submarine warfare (7/26/2021 5:46:51 PM)

Great guide, thanks! Didnt know the Uk lost that much NM for every square, or that the areas were the important bit for Germany. Nice. :)




ZeppoSpecs -> RE: Unrestricted submarine warfare (7/28/2021 7:14:03 PM)

Thanks for the fantasatic write-up, Michael! Super helpful stuff.

I took your advice and ran a Hot Seat game to gt a better handle on naval spotting. Posting airships to the extreme north and south of Ireland worked well. The airships in Ireland were not attached to a HQ, but this has no effect on spotting/strike range (only on combat effectiveness), correct?

Thanks again [&o]




Bavre -> RE: Unrestricted submarine warfare (7/29/2021 2:41:35 PM)


quote:

ORIGINAL: ZeppoSpecs

Thanks for the fantasatic write-up, Michael! Super helpful stuff.

I took your advice and ran a Hot Seat game to gt a better handle on naval spotting. Posting airships to the extreme north and south of Ireland worked well. The airships in Ireland were not attached to a HQ, but this has no effect on spotting/strike range (only on combat effectiveness), correct?

Thanks again [&o]


HQ's directly affect readiness, which is a multiplier to combat stats (atk, def, ...). Spotting and strike range are not affected, action points can be affected by a HQ but only via supply.

Also great compilation as always, Michael!




mdsmall -> RE: Unrestricted submarine warfare (7/30/2021 3:47:12 AM)

Glad everyone found my post above useful. I learned things by writing it. Note that I have edited it to add a short paragraph on the difference between the notifications that the CP player receives versus the Entente player, and thus the importance for the Entente of having a spotting capability in order to counter unrestricted German naval attacks in these zones.

Michael




OldCrowBalthazor -> RE: Unrestricted submarine warfare (8/1/2021 12:16:48 AM)

Jeez..thanks Michael..now Tanaka will have an even clearer picture on how to give me even more U-boat headaches and frustrations when he and I spar again.[sm=duel.gif]

Great write up....all this content you have provided here on the forums should be included in a new strategy guide.[8D]




Tanaka -> RE: Unrestricted submarine warfare (8/1/2021 5:29:15 PM)


quote:

ORIGINAL: OldCrowBalthazor

Jeez..thanks Michael..now Tanaka will have an even clearer picture on how to give me even more U-boat headaches and frustrations when he and I spar again.[sm=duel.gif]

Great write up....all this content you have provided here on the forums should be included in a new strategy guide.[8D]


[sm=sterb029.gif]




ZeppoSpecs -> RE: Unrestricted submarine warfare (8/2/2021 7:14:42 PM)

Michael-

Thanks for the heads-up about the edits in your post. As always, a highly informative and useful contribution to the forum [&o]




AshFall -> RE: Unrestricted submarine warfare (8/16/2021 10:32:19 PM)


quote:

ORIGINAL: mdsmall

Hi - the rules regarding unrestricted naval warfare puzzled me for a long time too, so these are good questions to ask. (Note that the term used in the game is "unrestricted naval warfare", not "unrestricted submarine warfare").

On the first turn of the game, the Central Power player is given a Decision Event (DE-610) which gives them the choice whether or not to engage in unrestricted naval warfare against shipping to the U.K. If the CP player says YES, then the effects of unrestricted naval warfare will be triggered by any Central power unit - German or not, submarine or not - that is on or adjacent to any of the red NM sea hexes that are west of the United Kingdom. Most of the time, the CP units carrying out this operation will be German subs, but in my most recent game I used a German destroyer to place naval mines on those hexes with the same effect.

If the CP player says NO to this Decision Event, a second DE (DE-626) pops up later in the game after the United States has entered the war, giving the CP player the option to start using unrestricted naval warfare. At this point, there are no downside risks to the Central Powers for doing so.

If you see the notification "German morale boosted by unrestricted naval warfare" it is because the Central Powers have at least one naval unit on or adjacent to one of those hexes. Germany receives a 75 NM boost each turn that they have a unit in each of the four different zones for unrestricted submarine warfare: the North Channel, the St.George's Channel, the Bristol Channel and the Irish Sea. The UK loses 75 NM for every NM hex that has a Central Powers unit on or adjacent to it. So, if the CP player has four different units on four different NM hexes, the UK will lose 300 NM per turn. If those four different units are each in a different zone, then Germany would gain 300 NM; if they are all in the same zone, then Germany only gains 75 NM.

Equally valuable for the CP player are the effects on U.K. supply lines of having naval units on or adjacent to those hexes. Each turn that there is one CP unit engaging in unrestricted attacks in:

- the North Channel, the ports of Glasgow and Liverpool each lose 1-2 supply points;
- the St. George's Channel, Liverpool loses 1-2 supply points and Bristol 0-2 supply points
- the Bristol Channel, Bristol loses 1-2 supply points and Liverpool loses 0-2 supply points
- the Irish Sea, Bristol loses 1-2 supply points, Liverpool loses 1-2 supply points and Glasgow 0-1 supply points

These UK ports have a default strength of 12, but if unrestricted naval warfare drives any of them below 5, they cease to be able to receive convoys. This creates a big hit to the UK's MPP income until the CP naval units are driven off those hexes and the port rises in strength to 5 or above.

Note that while the CP player knows in which zones and hexes they are carrying out these unrestricted attacks, all the Entente player sees is a general notification that Germany is using unrestricted naval warfare. The Entente player can partially work out where the attacks are coming from by observing the impact on UK ports, but to be sure the Entente player will have to send units to scout those sea-lanes for German naval units.

In terms of spotting subs, moving a friendly ship adjacent to an enemy sub in silent mode will spot it. Aircraft will spot a silent sub as well, which is why airships and maritime bombers are so useful for scanning sea areas within range of land. Note that their spotting ranges increase dramatically with investment in airship tech or long-range aircraft tech, so use of these aircraft for maritime patrol is one important Entente strategy for combatting unrestricted submarine warfare. Seaplanes can also be very useful for spotting enemy naval units including subs on the high seas beyond the range of land-based aircraft. The great advantage of using airships or airplanes for this purpose is of course that they do not trigger a surprise combat - unlike ships that spot a previously hidden sub.

A good way of experimenting to see how these effects of naval combat work is to start a campaign in Hot Seat mode and play both sides with the FOW on. The 1917 campaign is useful for this purpose, as more naval units on both sides start at sea and you do not have to click through all the initial mobilization notifications as you make your hot seat moves.

Good luck!

Michael


Is this counted for every turn just like sieges of resources, I.e. on both the Central powers and Entente turns, or just one of them?




OldCrowBalthazor -> RE: Unrestricted submarine warfare (8/17/2021 12:59:04 AM)

Its counted at the end of the CP turn, and the Entente gets the notification on his turn.




AshFall -> RE: Unrestricted submarine warfare (8/17/2021 8:18:55 AM)


quote:

ORIGINAL: OldCrowBalthazor

Its counted at the end of the CP turn, and the Entente gets the notification on his turn.


Ah, gotcha! Thanks!

So the blockade is only counted at the end of the Entente turn I'm guessing, but the "siege" effect on resources is counted on both turns as normal?




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