sillyflower
Posts: 3455
Joined: 8/4/2010 From: Back in Blighty Status: online
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quote:
ORIGINAL: AlvaroSousa escorts get the bonus from sub hunters. I did a little research before I developed this system. Just stick a CV group + a DD group out in a convoy lane and sit there. They add +3% (in this case) to all sub convoy attacks within a 24 hex radius to each escort. If someone cheeses early and just puts all the DDs and DVs in convoy lanes its a +10% bonus in 1939. But the subs can still split up and force the fleets to split up also. Overall this should reduce wild swings from CV attacks and reduce micromanagement of CV vs sub. I was noticing CV - Sub cat mouse chances really skewed the early game too often. It should have some variance in effectiveness but this would be due to tricky, deception and over many variables not just getting lucky twice with a CV fleet crippling subs. It was well received in Pacific. So I back implemented it here. Players shouldn't have to chase down subs with CVs. In no particular order Looks like the wild swings have moved rather than dampened down. What does a 6% bigger chance of a hit by escorts mean? I assume it means that a 5% chance now becomes 11%. That would be worthwhile, though 30% to 36 would be a lot less so. I don't think I've ever got a double hit vs subs at sea - and to get 1 is a time for rare rejoicing. This will make subs more effective, so shouldn't the price to up, or the escort cost go down especially as keeping all the allied CVs and patrol grps at sea will cost a fortune for oilers re Pacific - that's very different because both sides benefit from the new rules. Allied ships in WP have no useful function as convoy raiders, apart from when the Baltic freezes, and most Gs turn that route off anyway My biggest concern gripe is the new rule allowing 2 attacks every turn even if you have spent the whole turn moving 48 hexes moving at max speed. Not sure how ships can do this whilst aircraft and land units rightly can't. Defies the logic of the game, and is is a massive bonus for the axis. Surface raiders effectively become untouchable unless what is sauce for the goose is sauce for the gander so that pursuers can also move full distance and attack them twice and if you can do that at sea you should be able to attack ships in port the same way; not that catching up with someone who moves as fast as you is usually possible, to say the least. If you can catch up somehow, attacks vs raiders are unlikely to be successful.Not that catching up with someone who moves as fast as you is usually possible, to say the least. Further if you can do that at sea you should be able to attack ships in port the same way. It all gets a bit silly, and not in a good way IMHO. The uboats with 48 MPs will also simply be able to move out of the 24 hex radius of the sub hunters making them ineffective. With a good axis naval player, this could well be a game breaker. I currently have no enthusiasm for playing with the changes in this beta NB I love this game (at least until now) so I hope I am proved wrong or else the changes are balanced out before the official patch.
< Message edited by sillyflower -- 11/22/2020 5:00:22 PM >
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web exchange Post: I am always fearful that when I put this game down on the table and people see the box-art they will think I am some kind of neo-Nazi Reply: They already know you're a gamer. What other shame can possibly compare?
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