From: Cornucopia, WI
German subs are rendered virtually useless in this mod.
Where were you when I needed playtesters?
A few questions.
How many carriers does your opponent have? Historically it was the plane that was probably launched from a carrier, that closed the Gap that doomed the Uboat.
When in the game is this happening, from the very beginning? I don't think there are that many carriers around early on are there?
In 1944, the Japanese could scout to a range of 560 miles and attack at a range of 400 miles. In comparison, the US Navy could scout out to just 350 miles and attack to around 200 miles. (Reynolds 139)
The scale of the game is around 24 miles per hex.
Another challenge is a carrier would be sending out scouts as it was traveling in daylight. In game all ships have a 2 hex wide path while moving and then the search distance that is moddable only works at the end of the move. Theoretically, a carrier should have a 14 hexes scouting range as it's traveling. My thought was that an 8 hex range at the end was a good setting taking into account bad weather, night, mechanical problems.
What are you trying to do with your subs that involves carriers? Historically subs were responsible for sinking or damaging a good percentage of carriers. However, most of the carriers were torpedoed at known choke points. I don't believe many if any were damaged while on the open ocean. So, if you're trying to torpedo a Fast Carrier Task Force in the middle of the Atlantic, you should fail.
Canadian screening forces out duel German Raiders?
Could you give more details please? I don't know what you mean by "screening forces".
My purpose in modding the current system was to make it closer to reality. Did I go too far in one direction? Very possible, but easy to change. What would you suggest as far as changes go?
WW III 1946 Books
SC3 EAW WW Three 1946 Mod and Naval Mods
WarPlan and WarPlan Pac Alpha and Be