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Allied Sub Patrol Zones Scen 1 - Strategy?

 
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Allied Sub Patrol Zones Scen 1 - Strategy? - 6/7/2020 3:19:58 PM   
Moltrey


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So I am playing Andy Mac's latest version of Scenario 1 as Allies (newer player here) and I have setup my forces mostly based on Kull's excellent Turn 1 spreadsheet.

In deciding what to do with all the Asiatic Fleet Submarines at Manila (as well as all the others), I had initially sent them to various choke points, etc. around the opening-days action. But in going back over my moves recently I think I made a mistake when choosing:
A. How big of a patrol "triangle" (3-leg) to use
B. When to make a point in shallow water and whether to linger
C. When to make use of linger and how long and finally, whether to refuel

It dawned on me that practically all my Sub Patrol TF (1 sub ea.) patrol zones were entirely too big; i.e., the distance between each point was much too high (5-7 hexes in some cases). Effectively, I had turned a patrol zone into some tangent lines with junctions where they may or may not linger.
My decision is currently that you should keep the size of the Patrol Zone down enough (2-4 hexes?) so that the sub in question is both efficient in covering the area time-wise, maximizing intercept potential and minimizing loitering in a given hex too long once detected, particularly in shallow water. Also not staying in too small an area that increases the likelihood of the Japanese maintaining contact.


I am interested in hearing what all you Lockwoods have to say on the matter.


< Message edited by Moltrey -- 6/27/2020 5:16:15 PM >


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RE: Allied Sub Patrol Zones Scen 1 - Strategy? - 6/7/2020 4:15:54 PM   
BBfanboy


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quote:

ORIGINAL: Moltrey

So I am playing Michael's latest version of Scenario 1 as Allies (newer player here) and I have setup my forces mostly based on Kull's excellent Turn 1 spreadsheet.

In deciding what to do with all the Asiatic Fleet Submarines at Manila (as well as all the others), I had initially sent them to various choke points, etc. around the opening-days action. But in going back over my moves recently I think I made a mistake when choosing:
A. How big of a patrol "triangle" (3-leg) to use
B. When to make a point in shallow water and whether to linger
C. When to make use of linger and how long and finally, whether to refuel

It dawned on me that practically all my Sub Patrol TF (1 sub ea.) patrol zones were entirely too big; i.e., the distance between each point was much too high (5-7 hexes in some cases). Effectively, I had turned a patrol zone into some tangent lines with junctions where they may or may not linger.
My decision is currently that you should keep the size of the Patrol Zone down enough (2-4 hexes?) so that the sub in question is both efficient in covering the area time-wise, maximizing intercept potential and minimizing loitering in a given hex too long once detected, particularly in shallow water. Also not staying in too small an area that increases the likelihood of the Japanese maintaining contact.


I am interested in hearing what all you Lockwoods have to say on the matter.


Forget patrolling an "area" - too much fuel expended and not the best chances to find the enemy. Look at where the enemy main bases are and guesstimate the shipping routes between them. Set patrol lines along the route, or across the route at a diagonal (so you travel two hexes along each likely enemy path).
Or patrol known choke points between islands/in straits.

I don't use linger times so that I do not have to check detection levels every turn. Once your subs get radar, going into a hex gives a good chance of spotting enemy TFs.

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RE: Allied Sub Patrol Zones Scen 1 - Strategy? - 6/7/2020 4:38:29 PM   
Trugrit


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Several long years ago Alfred put together some recommendations.

I tried to find it with a search but I think it is not available anymore.
I did save the core of it:

Alfred's 12 Sub Commandments:

1. Do not use Allied subs to guard important straits. That is a defensive task which is not suitable.
Important straits should be "guarded" by aircraft and surface combat task forces, both of which have a much greater
reaction range than do sub task forces.

2. Do not place sub task forces under "remain on station" orders. Doing so negates any patrol and reaction responses.

3. Avoid as much as possible sending sub task forces to operate where enemy air ASW coverage is strong.
If you do send them there, the sub TF should be given a 3 point barrier to patrol with zero lingering at each barrier point.

4. Set your barrier points to be the distance the sub TF can move at cruise speed each 12 hour period.
This will help to shake off the enemy DL on your sub TF.

5. A sub mine laying TF will very rarely attack enemy ships. Do not expect them to drop off their mines and then attack the enemy.

6. Pay careful attention to the distance between the patrol location and the sub TF home port.
Aim for the distance to be no greater than 25% of the endurance.
If the distance is greater than 33.3% you are wasting too much time transiting to and from the patrol zone.

7. Number one thing above all else, set patrol zones where you also have air naval search operating.
Unless you can DL enemy task forces, your subs will rarely find a target to attack on their own cognizance.

Wolf Packs are not effective with the following slight exception:
Some Japanese submarines can carry float planes. If a Japanese wolf pack is formed comprised of float plane carrying submarines,
it's chances of finding enemy TFs will be better. Not because of the additional boats in the TF but because of the additional
planes out searching. Of course heavy radio traffic in the middle of nowhere might just more easily alert the Allied player
that something significant is out there.


8. Just like point 1 above, use of subs as scouts is also sub optimal if the objective is to sink enemy ships.

9. Subs which are slower than the enemy ships will rarely be able to get into position to launch an attack.
This is a major factor why points 1 and 8 are sub optimal usage of subs as those are situations where the most
likely enemy ships encountered will be combat ships which are faster than the subs.

10. The desired primary skill level for your sub commander is "naval".
The secondary skill is "aggression". Aim for 60+ in "naval" skill, the higher the better.
The naval skill rating must not be below the aggression skill rating.

11. American sub torpedo problems do not stop being a problem until September 1943.

12. Avoid placing sub patrols in shallow water. They are much more vulnerable to enemy counter measures.
Focus on deep water locations.

Alfred on setting Sub Reaction:
In general terms, to improve the odds of reacting you need

1. Good detection, the higher the better

2. An aggressive TF commander

Both of the above are independent of the two options you posed but will be more important in generating a reaction.
I note that in the past you were loathe to select high aggression leaders for your sub TFs, preferring instead to choose
on the basis of naval skill. However, in this particularly defensive mindset environment, you might want to revisit the earlier decision.

I don't place subs into base hexes for defensive purposes. Nor can I find a dev directly commenting on this situation.
So I can't give a definitive answer. If I had to choose between having the sub TF without a PZ and one with a PZ,
I would plump for denoting a PZ. But not using "Patrol Around Target". IOW I would set using at least 2 boundaries
for the reason that there are important differences between surface and sub TFs with regard to reactions.

1. Surface Combat TFs have much higher speeds than sub TFs.

2. Surface Combat TFs may have embedded floatplanes which sub TFs don't, unless it is one of the Japanese
float plane equipped subs.

3. Surface Combat TFs tend to be comprised of many more vessels than sub TFs.

4. You can set a reaction range of up to 6 for a surface combat TF but only a range of 1 for a sub TF.

The importance of these details are as follow.

(a) Due to its higher speed, a Surface Combat TF which is loitering in its base hex, without a specified PZ, if it reacts,
will not be outrun by the enemy TF it is reacting to. The same cannot be said of a sub TF reacting.
This speed disparity is not much of an issue when subs are used offensively in a PZ because they will have plenty
of equally slow merchantmen/damaged ships to target in a reaction. In your hypothetical, unless it is that Maru heading
for Frisco noted at the beginning, you are almost certainly going to be confronted with high speed enemy warships.

(b) Consequently I would prefer to be out moving in the PZ and relying upon the hex by hex movement
deliberations rather than reaction to get an interception.

(c) With its own floatplanes, should one of them spot an enemy TF, the surface TF is more likely to react than the
sub TF which is relying upon a third party spotter. A surface TF just loitering is not particularly penalised
compared with one out in its PZ but the sub TF will only itself spot the enemy TF when it arrives at the base hex.
Which makes having a 1 hex range reaction rather moot for the sub.

(d) A multiple ship surface combat TF which reacts to an enemy TF, has the potential of sinking in toto the enemy.
That ain't gonna happen with a single sub intercepting at best 1 hex away from its port.
At least if the sub TF were at sea in its PZ some hexes away from its port you have the possibility of the contact
being renewed the next turn/s and some meaningful damage being inflicted before the enemy arrives at the port.

Bottom line to me is that subs are offensive weapon platforms best used in deepwater, interdicting enemy sea lanes.
Not underemployed on home port defence. But if they must be used defensively, giving them a PZ still retains
an offensive element to their operation.

Alfred

I don't follow it in certain situations. It is a good starting point




< Message edited by Trugrit -- 6/7/2020 4:40:02 PM >

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RE: Allied Sub Patrol Zones Scen 1 - Strategy? - 6/7/2020 4:44:06 PM   
Platoonist


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quote:

ORIGINAL: Moltrey

B. When to make a point in shallow water and whether to linger




As a general rule, I avoid shallow water in the early years of the war. Especially as it seems to be the only spot where Japanese ASW weapons are effective at that stage in the game.

I guess I chiefly got frustrated with those situations where a sub skipper would turn his nose up at attacking a lowly AKL, then promptly got detected by the Japanese escort in return and was pounded to pulp in shallow water with not even a shot attempted to show for it. Of course, most such skippers got fired or suspended upon their return.


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RE: Allied Sub Patrol Zones Scen 1 - Strategy? - 6/7/2020 5:00:26 PM   
kbfchicago


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Thanks for keeping that post and sharing Trugrit. If I'd seen it earlier I'd forgotten about it. Good guidance from the Sage himself.

Moltrey, how I've adapted over time;

A. How big of a patrol "triangle" (3-leg) to use
- Depends. Typically the triangle is small, based on point 4 above, big enough to shake off searches and lower detection but small enough to keep the patrol area focused, with high(er) probability of contact and subsequent attack. 3x3x3 hexes is default in deep water, may go to 4x4x4 to reach a shallow area or hybrid mix of 3s and 4s. later in the war when I'm also taking long shots mid-ocean just to keep my opponent on his toes I'll stretch to 5x5x5, realize these are low probability patrols. I usually try to pick a triangle that has two points in "high alert" areas, parallel with likely traffic lanes (and likely ASW and search) and on one in a more quiet spot to shake off the defense or at least lower detection.

B. When to make a point in shallow water and whether to linger
- When one or two points are in shallow the third is always in deep water, you often need to go there to catch convoys. When in shallow I do not linger.

C. When to make use of linger and how long and finally, whether to refuel
- My default is one day linger at each point. Very seldom more than that, in shallow as noted above typically no linger.

Note you can use the "6" key to see your patrol areas which help setup overlapping coverage. Very helpful.

Happy Gaming,

Kevin

Sorry didn't catch the "refuel" question with my first post. Not sure what you mean here... you can not (as far as I am aware) refuel your subs at sea. You do want to use your AS and (slow) AO support ships and seized ports later in the war to move your sub support as far forward as you are comfortable pushing it. As Alfred noted in one of his points, transit time is lost time. Minimize it!

p.s. to the p.s.... depending on the version you are playing you may also get a host of small ARDs very helpful in keeping subs in tip top shape while using forward bases.



< Message edited by kbfchicago -- 6/7/2020 5:05:47 PM >

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RE: Allied Sub Patrol Zones Scen 1 - Strategy? - 6/7/2020 5:25:30 PM   
Moltrey


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Thanks everyone. Much appreciated.
kbfchicago - by refueling I only meant when one of your patrol points is at a port and fuel is available. Not likely to be utilized for sure.

Trugrit: Thanks a bunch. Very informative.

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RE: Allied Sub Patrol Zones Scen 1 - Strategy? - 6/7/2020 9:01:25 PM   
rockmedic109

 

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The "6" hot key is your friends. I started with Triangles and some of my current patrol areas are lines. Some of these lines are from a hex spoke rather than straight hexes. If you have enough coverage with normal patrol areas, set up a few patrol lines that run in the parallel to expected ship routes {hoping they will be on the ship route and have more chances for an attack.

If you have enough that you can walk between islands without getting wet, send a boat to play lifeguard at the destination of an air attack. I do not know if subs in a carriers hex increase the chance of saving downed pilots or not. I have not done this yet, but am getting enough subs to begin considering it.

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RE: Allied Sub Patrol Zones Scen 1 - Strategy? - 6/7/2020 9:29:16 PM   
BBfanboy


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Yes, having a friendly vessel of any kind in the strike hex increases the chance the pilot can be saved. Call it the George HW Bush model of sub ops!

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RE: Allied Sub Patrol Zones Scen 1 - Strategy? - 6/14/2020 6:51:16 PM   
RangerJoe


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He was lucky. The next pilots that were shot down but survived were taken prisoner and had their livers eaten. The Japanese were not starving at the time.

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RE: Allied Sub Patrol Zones Scen 1 - Strategy? - 6/14/2020 7:06:02 PM   
Platoonist


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quote:

ORIGINAL: RangerJoe

He was lucky. The next pilots that were shot down but survived were taken prisoner and had their livers eaten.


Hmmm. Did they eat them with some fava beans and a nice chianti? fft fft fftt fftt.



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RE: Allied Sub Patrol Zones Scen 1 - Strategy? - 6/14/2020 7:11:50 PM   
RangerJoe


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I don't know.

BTW, I was not joking when I stated that their livers were eaten. Please be respectful to their memories.

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“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


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RE: Allied Sub Patrol Zones Scen 1 - Strategy? - 6/14/2020 8:01:30 PM   
Platoonist


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quote:

ORIGINAL: RangerJoe

I don't know.

BTW, I was not joking when I stated that their livers were eaten. Please be respectful to their memories.


Oh I know it's no joke. Apparently eating livers was practiced at least once by Colonel Masanobu Tsuji who was probably the most odious member of the Japanese officer corps. Tsuji was associated with atrocities in Malaya (including the Alexandra Hospital massacre and the massacre of Chinese civilians in Singapore. Japanese war correspondents claimed that he too ate the liver of a downed pilot in Burma.

As the war correspondents heard the story, the liver was cut up and roasted on skewers. "The more we consume," Tsuji proclaimed, "the more we shall be inspired by a hostile spirit towards the enemy." Some officers merely toyed with their portions, some ate a bit and spit it out. Tsuji called them cowards and ate until his own portion was finished.

How that guy escaped the post war Far East War Crimes Tribunals, I'll never know. He was actually elected to the Japanese Diet in 1952.



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RE: Allied Sub Patrol Zones Scen 1 - Strategy? - 6/14/2020 8:23:16 PM   
Shellshock


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quote:

ORIGINAL: Platoonist




How that guy escaped the post war Far East War Crimes Tribunals, I'll never know. He was actually elected to the Japanese Diet in 1952.




Hell, the guy was actually propelled to national fame in Japan by publishing his memoirs in the 1950s. Of course, his books glossed over his failures and ignored his crimes.

Historian John Toland covers his brutal career a great deal in The Rising Sun. Hannibal Lecter was an amateur compared to Tsuji.

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