Larry Smith
Posts: 203
Joined: 4/14/2001 From: Williams Lake, BC, Canada Status: offline
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Actually, the Battle of the Atlantic used to move more smoothly with the old Fifth Edition. Back then, all the Sub attacks and ASW was handled at the turn's end, and all one had to do was ensure that by turn's end, escorts were in place. Subs could attack a pipeline, "killing" resources and BP in transit, and occasionally, killing an entire section of convoy. Then during the next turn, the owner had to replace that section by converting a TRANS to a CONV. There was no worry about getting the bits all the way to the far-flung corners of the globe - the new CONV was just put in place. And sometimes, SUBS got lost - more as the game progressed, and the ASW abilities were assumed to improve. It also made no difference how much was going through a section of convoy pipeline - 1 resource, or 100, it was all the same as long as there was a CONV marker in each Sea Zone of the route. Finally, SUB's stayed at sea all the time, so even without an attack, just being out there was enough to draw away enemy assets. The new system is quite taxing, and I think the requirement to return-to-port your CP before you can move them further out is what really overtaxes the system. CP at sea in one zone should be able to move to another zone in range, and still remain at sea, without having to put into port first [and also being re-organized before moving back out again]. This would help the CW and Japan greatly. I also believe that they should be granted a final convoy-only move at the close of any turn, just to patch up such holes. But that's more of a WiF issue than a MWif issue. There was a time when I thought they were going to go as far as to introduce a "Cargo in Flames" where every resource and BP was tracked, moving a set distance each phase or turn! I'm just glad they never went that far!
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