Subs make a mess of fleets when you strip away their destroyers, I think someone should test a LC + sub Zerg fleet because I suspect that this can strip the screens for the loss of LCs then watch as the subs whack capitals
That is so completely wrong.
I literally get 100s of kills with my subs even in MP games.
The most important thing to remember is that putting them in a large group is the absolutely worst thing you can do. I put them in pairs or sometimes in groups as big as 3 or 4 but no bigger. Put them in areas where the enemy is less likely to patrol. Expect to lose some and have to replace them, but over time you will kill many convoys and a few warships. By the time you consider that some of those convoys were carrying troops, the subs are very cost effective,
Do you worry about assigning an Admiral to your small groups? Germany only starts with 4 decent Admirals and two old guard. . .
Follow Dalwin's advice:
I'd also say if you are playing as a major power scrap all the level 1 (WW1 ?) subs at the beginning, with the exception of the Soviet subs in the Black Sea. They may be worth hanging on to for minors. Use level II + as advised by Dalwin.
Someday maybe they'll fix the submarine / ASW warfare and make it perhaps more like the new air warfare. At the moment it's like a badly functioning extension of surface naval warfare. Surface naval warfare also needs fixing as battles last too long and in doing so probably take out too many ships in one action.
This sounds more like a TAC thing than a sub thing though - wouldn't the TACs be close to being able to do the job on their own, and wouldn't a surface fleet work just as well (and potentially better than) subs here? Once the TACs are dominating the sky and smashing enemy fleets, then the unit on the surface sounds like it's secondary. I don't play MP, apologies if I've missed any obvious MP things here.
Add a Fascist Sweden to the mix doing the same strategy in the North Atlantic and the situation only gets worse. There are certainly counters, and ways the mitigate the effects of this strategy, but at the most you're just slowing the bleeding.
The idea of a wolfpack, iirc, was a doctrine developed by Donitz in the interwar period wasn't it?
Surface naval warfare also needs fixing as battles last too long and in doing so probably take out too many ships in one action.
@Axe99 do you think that a minimum of alterations (a hotfix, if you will) would be a "modified" version of the armor/piercing mechanic, only for detection/visibility? So, the first check is do those fleet units have a higher detection than the sub's visibility? If DD-Detect < Sub-Viz, then the subs get to attack faster and hit harder. If DD-Detect > Sub-Viz, the opposite happens. And if they're == then we have a reroll as both sides get closer.
My intent would be a scaling system that as the range closes the viz of the Sub increases, and as the range opens, the detect capability goes down. Dunno if that works.
- Cost. They're the cheapest ships. It's alot easier to put 1 submarine into a great number of sea regions across the globe and still have plenty left over to pile larger groups into your TAC covered zones.
- Surface Detection. Best available in the game. Only light cruisers match their base detection, but since you're certainly investing in trade interdiction doctrine, submarines get the +100% bonus that outclasses the light cruisers +60%. They also get the best raiding coordination bonus and org bonus from trade interdiction doctrine. They're simply the best ship for the job of detecting and sinking convoys.
- Stealth. They're more likely to survive engagements with superior convoy protection by virtue of their option to go invisible. Which makes them cheap to maintain as well as build up front.
- Slow speed. This is a virtue when combined with Tactical bomber support. Takes them longer to reach combat range, which buys more time for TACs to do work against any convoy protectors, potentially driving them off to allow the subs to work unmolested against the convoys once it reaches combat range. Destroyers or light cruisers will reach combat twice as quickly, and thus be vulnerable to enemy convoy protectors earlier.
Correct me if I am wrong but as far a Germany is concerned their submarine warfare was most effective at the end of the WW1 and the beginning of WW2. It lost it effectiveness as WW2 went on. The reason it lost effectiveness is the expanding air cover of shipping lanes, the increase in the number of convoy escorts, and the adaption of ship borne radar. Also the braking of German codes allowed for the rerouting of shipping around German subs. The German doctrine and sub design was focused on commerce raiding and attack of opportunity.
On the other hand you have American subs (specifically in the Pacific) as an example. The American navy never had a large fleet of subs. Their doctrine and design was focused on fleet support. They were design to be large and fast enough to keep up with the surface ships. Their were to be used as a screen for the fleet and to clean up any enemy surface ships after a battle had finished. If I remember correctly they where never very effective in this role mostly due to design deficiencies. There was also the "small" issue of the effectiveness of their torpedoes. They were eventually sent out to patrol Japanese sea routes from Indonesia and the sounding waters. By the end of the war the Japanese no longer had a merchant fleet.
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Donitz started work on the idea during WWI, according to his memoirs.
(The idea didn't get very far at the time, because he was defeated and captured at one point.)
The idea of a wolfpack, iirc, was a doctrine developed by Donitz in the interwar period wasn't it?
I'm no developer, but even playing around with the base stats to get a better balance of things takes a fair bit of time and effort (for example, I've found my initial tweaks work alright at the start of the war, but once I start rolling out SS_3s in numbers, they're taking down the RN a tad too easily, for not enough losses). I'd think a new system more like the air warfare system would be easier to balance, as there's no need to test battles individually (so you need a lot of tests, with lots of different situations, to see how everything is working).
If I had to suggest a hotfix for the game, I'd suggest that when a convoy battle starts, subs appear next to the escorts and convoys (so they appear in range of both), and then get the 'opening shot', before the escorts retaliate, and once the escorts retaliate the subs attempt to disengage immediately (but DDs have a chance to have a shot at them). I'd also have it so that every single sub didn't show up for the battle (it works this way for surface fleets, so there's something set up for this). It wouldn't really allow for big convoy battles, but it would allow for a 'tussle' between DDs and SS, allow escorted convoys to be attacked and sunk, allow escorts and subs to have a go at each other, but hopefully could be balanced such that neither convoys nor escorts would be entirely wiped out.
For unescorted convoys, perhaps give the subs three (or some other multiple) times as long to attack before retreating? And then balance the time/sub attack values to get sensible numbers of convoys/escorts/subs sunk with technology and doctrines over time.
At the moment, DDs use both torpedo and sub attack to attack subs - it's not a big issue in vanilla as sub attack is larger than torpedo attack, but it does make balancing DD strength vs subs and DD strength vs surface ships tricky, so having it so that sub attack was all that DDs (and CLs) used when going after subs would also help getting things balanced.
That's just thinking off the cuff though (although based on a fair bit of testing and tinkering with what can be adjusted). If I was able to play with those things, but not change the system overall that's probably what I'd try first - then see how it turned out, and adjust as appropriate.
On the US subs, I'm going from my ever-shaky memory, but I'm fairly sure the US declared 'unrestricted submarine warfare' against Japan fairly early on in the Pacific War, and got to it pretty quickly. They definitely built and had thoughts of fleet submarine use in the interwar years, but my recollection (shaky, so could well be wrong) was that this had gone out of favour by the outbreak of war. Japan, on the other hand, was still very much focussed on sub-fleet coordination.
I've also read it's best to be a little careful about taking Donitz' memoirs at face value, but I'd expect on something like this his memoirs would be reliable.
I get where you are coming from, but I feel like my suggestion would be an idea for a quick and dirty way to alter the calculus quickly with a way to make subs better at things they were historically good at. Namely, coming across poorly or even unescorted capital ships and convoys and getting kills. Taking the values that matter, adding a certain amount such that the DDs/CLs/SS have a rate that could handle the low numbers would be nice as a quick and dirty way which wouldn't introduce any "new" mechanics.
I know this is offtopic, but when playing Germany I resort to researching carrier II immediately and then invest all my dockyards into construction. I also put 5 MIC into constructing carrier naval bombers in early 38. That way, you will have 3 operationable aircraft carriers by october 1939. Puts you into a position to launch Seelöwe so early that you even might get peace for a couple of months (until the american AI starts justifying a war goal against you, anyway)
You would think so... if you have a coast line why wouldn't you just use an airfield?Why do you need carriers for Seelöwe? Carriers are good for the deep sea but not so much useful in coastal waters as i understand.
Why do you need carriers for Seelöwe? Carriers are good for the deep sea but not so much useful in coastal waters as i understand.