Mike_B20
Posts: 389
Joined: 2/13/2003 From: Sydney, Australia Status: offline
|
Thanks for that information Mike. I really didn't know about the 'move adjacent then move to mined hex next turn' trick...will try it. "1) Never use "Retirement Allowed" option, for bombardment or surface task forces, when moving to bases where mines are suspect. They will make a high speed night run. This dramatically increases the chances of hitting a minefield." I'd have thought bombarding BB's unaccompanied by DD's CA's etc should be virtually immune to mines, whether or not they have retirement orders. On a related note, why are bombardment tf's assumed to close to the range of the smallest calibre gun in the fleet...wouldn't it be more logical to stay at the largest gun in the fleets range, with the lighter ships serving the escort role? "2) If you must enter a known minefield, try moving adjacent to the hex on one turn and then advancing into the field on the second turn. The ships will move at a slower rate and hit fewer mines." This seems to make the whole mine warfare thing even more convoluted...there is already quite a bit of micro-management involved. "3) If you suspect enemy sub activity in the mined area, send a submarine hunter-killer task force of many destroyer type ships to the adjacent hex, as described in item 2, and then advance into the hex. In they arrive in daytime, moving slowly, the destroyer types will most likely be able to "sweep" some of the mines. You might also place a similar force 2 hexes closer to the Japanese side of the map, so that if the submarine runs from the first group, he may run into the second." Why are subs so effective at enemy bases in the first place? Most of my encounters with subs at my own bases have occurred at night, in shallow water with the sub on the surface, with the sub maneuvering in or around friendly and enemy minefields, ie virtually unmaneuverable...yet the sub not only gets in a strike on my tf's but is at leisure to pick and choose it's target, then somehow get away most of the time. "4) A mine sweeper will remove 50% of the mines in each minefield it sweeps on the first sweep and then 50% of the remaining mines on each subsequent sweep. You might try creating a transport task force with a couple minesweepers and a dozen destroyers. This should do the trick, if they approach slowly. If you feel the enemy submarine is targeting the minesweeper, to the exclusion of the destroyers, you might also include a sort of Q-ship. This would be a nice, fat transport or cargo ship. The submarine would most likely target this type ship, first." When I have included MSW with DD's SC's etc in a transport tf without the Q-ship, the sub has [B]never[/B] targetted anything but the MSW. What is the probabilty of the sub targetting a ship other than the MSW in those circumstances? "5) Lastly, if the mines and enemy submarines are close to your bases, you might increase air based anti-submarine forces. Move several bomber, patrol, dive bomber and torpedo bomber groups as close as you can get them, along with your carriers, and put everything on 100% ASW. This should chase off the submarine, if not destroy it." Well, even with virtually everything on ASW, my planes have about as much chance of sinking these subs as I have of winning lotto. Even an attack is a real surprise. You are joking with your suggestion to move everything, including carriers to anti-sub patrol the bases in question every time a sub shows up...right? PS. Another MSW, escorted by 20 SC's DD's just sunk at my base by Laurent's subs while posting this. This aspect of the game is totally broken Mike and I must say that if you do not see it the prospects of WITP turning out well seem pretty remote. I understand you are not in charge of design but at least some semblance of recognition that a problem or two might exist would be reassuring. I never thought I'd say this but maybe Tristanjohn is right, WITP is doomed :eek:
_____________________________
Never give up, never surrender
|