Hi, I have noticed a few comments on how effective submarines are but I have found they just get sunk all the time. So can you suggest the ideal wolf pack size and the make up of patrol vs strike?
Thanks
Thanks
For convoy raiding you don't need "patrol" and "strike".
Here are some tips for Germany:
Production
- refit the starting sub fleet with more modern torpedoes and engine
- rush the 1940 sub with snorkels and sub designer
- build some cruiser sub minelayers with 2 minelaying slots and the tech that boosts sub minelaying. Subs have longer reach and lower visibility than destroyers and thus are great minelayers.
Operations
- Doenitz as admiral and upgrade his traits frequently!
- no-go zones: Channel and the other two around Britain
- main hunting zones: where you can ensure 100% air superiority and 200 naval bombers, like Bay of Biscay.
- mine the waters you're hunting in!!!
Against the a.i. your wolfpacks will not only sink thousands of convoys but also the entire Royal and US navy.
I had this crazy screenshot in another thread where I had sunk some 3000 ships in 1942 alone IIRC.
Hi, I have noticed a few comments on how effective submarines are but I have found they just get sunk all the time. So can you suggest the ideal wolf pack size and the make up of patrol vs strike?
Thanks
As another poster said, you have to be aware of the naval terrain, just like you do land terrain. "Shallow Seas" impose a +100% visibility penalty, which is huge. On the other hand, subs get a -15% visibility bonus when in "Deep Oceans" (although you get a speed penalty in that terrain, so your subs are more vulnerable in that respect).
I'd also echo the suggestion of refitting your SUB1's to minelayers. I think laying mines is critical, not because the mines themselves will sink ships but because they'll slow enemy ships down, thus making them easier to hit. Note that it's important to consider naval terrain when deciding whether a sea zone is worth mining because "Deep Oceans" reduce the chance of a ship being hit by a mine.
Here are some tips for Germany:
Production
- refit the starting sub fleet with more modern torpedoes and engine
- rush the 1940 sub with snorkels and sub designer
- build some cruiser sub minelayers with 2 minelaying slots and the tech that boosts sub minelaying. Subs have longer reach and lower visibility than destroyers and thus are great minelayers.
Operations
- Doenitz as admiral and upgrade his traits frequently!
- no-go zones: Channel and the other two around Britain
- main hunting zones: where you can ensure 100% air superiority and 200 naval bombers, like Bay of Biscay.
- mine the waters you're hunting in!!!
- Mines do not differentiate between enemy and friend.
Is that recent? I see through intel that the AI will reroute convoys if they are taking loses so the UK won't use the Bay of Biscay. You need to cover the 3 zones from Greenland to Gibraltar.
How many subs you use per task force? I have 5 packs of 4 subs each and I sunk 100 convoys, but British still have 700.... so it looks hopeless now, maybe I need to build more dockyards?
Yeah, that's the way!
In addition:
As Germany I only build subs; nothing else. In the Atlantic you can cut of the UK from the most supplies by deploying submarine-taskforces in 4 or 5 sea-zones; from Greenland down to the west-African coast. ( I normally put 30 subs in one task-force ).
But I do not mining the seas. In my opinion, mining in HOI4 is totally unrealistic.
In real life at those times:
- Mines do not differentiate between enemy and friend.
- Mines laying on the bottom of the sea are useless in waters deeper than 100m ( or even lower depths ). Their magnetic "trigger" wouldn't react, because of that "distance" to the surface.
- Mines with anchors were only deployed in coastal areas and sea-zones with water depth smaller than ~ 300m. Both axis and allies made trials to deploy mines in water depth ~ 500-600m but not with much success. The problem was and is to keep the mine in a specific depth so that it could be "hit" by ship. And with longer chains due to greater water-depth, factors like sea state and changing "power" of ocean-current have significant greater effects on the mine-depth )
I'd also echo the suggestion of refitting your SUB1's to minelayers. I think laying mines is critical, not because the mines themselves will sink ships but because they'll slow enemy ships down, thus making them easier to hit
Yeah, that's the way!
In addition:
As Germany I only build subs; nothing else. In the Atlantic you can cut of the UK from the most supplies by deploying submarine-taskforces in 4 or 5 sea-zones; from Greenland down to the west-African coast. ( I normally put 30 subs in one task-force ).
But I do not mining the seas. In my opinion, mining in HOI4 is totally unrealistic.
In real life at those times:
- Mines do not differentiate between enemy and friend.
- Mines laying on the bottom of the sea are useless in waters deeper than 100m ( or even lower depths ). Their magnetic "trigger" wouldn't react, because of that "distance" to the surface.
- Mines with anchors were only deployed in coastal areas and sea-zones with water depth smaller than ~ 300m. Both axis and allies made trials to deploy mines in water depth ~ 500-600m but not with much success. The problem was and is to keep the mine in a specific depth so that it could be "hit" by ship. And with longer chains due to greater water-depth, factors like sea state and changing "power" of ocean-current have significant greater effects on the mine-depth )
What's funny is that basic minelaying is so effective, I've never actually tried using the advance minelaying techs, like the ones that let STRs lay mines and let planes sweep them.![]()
To other players. Its good to remember there is a 1940 Tech in Mine Warfare that gives +50% mine evasion. Basically making mines useless on Deep Ocean (100% evasion) and greatly reducing its efficiency.
I think, it's a bit different:
1. There is a 1938 tech called "degaussing" with this effect:
- naval_mines_effect_reduction = 0.5
The "naval_mines_effect" is defined by this
- naval_mines_effect = {
naval_accidents_chance = 0.15
naval_speed_factor = -0.8
naval_invasion_penalty = 0.5
}
2. In deep ocean you have a 50% mine evasion.
Result: With degaussing-tech in deep ocean both scenarios could happen with 50/50 chance:
A) you succeed in eveasion or
B) you "hit" the mine by having 7.5% chance to get an accident
and 100% chance of 40% speed-reduction
and 100% chance of 25% invasion-penalty.
Those effects apply to each mined strategic region, scaled according to the quantity of mines.
This is my understanding of those effects.