Great work, many thanks for your efforts.
For fleet 1, no surprise here, the carriers have no sub attack and get sunk easily. Fleet 6 is also somewhat predictable, destroyers and submarines have approximately the same firing distance, so they both fire and sink.
The strange thing is in fleet 4, why are heavy cruisers immune to submarines ? My first bet was the floatplanes that gives them extra firing distance and some sub attack, so they can hit them before any torpedo shows up. But this should make the Battleships and Escort carriers fleets also powerful against submarines, which is not the case. So I guess that fleets behave differently when having capital ships or having only escorts, and having only escorts makes them better against submarines. But again Fleet 5 with Light Cruisers should be better at sub hunting, their firing range is greater than submarines ones and they are faster, but still not good results.
So it's either :
- Heavy cruisers have just the right combination of Firing distance and speed to be able to sink any submarine incoming without any risk, but adding another type of ship reduces the positionning or speed and makes them vulnerable again. Kind of the 6 CV fleet thing.
- A bug that makes heavy cruisers only fleets immune to submarines
- Another thing that i missed ?
First, you are very welcome. I am glad these tests are useful to all of you.
Basically, the issue is range.
The magic number that keeps your fleets preferred range to out range the submarines is 21km. (21 * 0.9 = 18.9 > 18)
CL-5 ('30) is the first light cruiser to have that kind of range without add-ons.
Even a badly obsolete 1888 CA-2 has a range of 22km. (CA-1 also has a range of 22km, but is slower than a sub)
Remember, I am using an AI-built Royal Navy for these tests and they only have 3 such modern CLs (well 4, but the HMS Orion was badly damaged by the time I got to it.)
Keeping that in mind, Let's look at the BB issue.
The British commander is trying to keep combat close enough for his CLs to participate too. So, that explains that.
Lets look at what happens if we up the range a little by stealing some more sea-planes from the rest of the navy for Fleets 2 & 5.
Again, what a difference range makes.
I am coming to the conclusion that a fleet is only as good as the worst ship in it.
I guess the big conclusions for sub hunting are:
- CAs & modern CLs do a decent job.
- Modern Sea-Planes can make even an obsolete CL serviceable and give a nice little boost to sub-attack.
- A DD-7+sFC-1 ('37 tech) has the magic range of 21km and a sub-attack of 12, four times better most of the above
- This gets even better with '42 tech DD-8+sFC-2 has a sub-attack of 14 and range of 24km (enough to out-range even '50's era subs)
Edit: I feel I should say something on the topic of immunity to subs. Because of how the tests are set up, each combat begins at long range with the subs being spotted. If the subs are on a mission where they try to engage and catch a fleet, they get a sneak attack.
PS: What is the 6CV thing?