Naval and Air Intercept (Full Version)

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Essro -> Naval and Air Intercept (6/26/2019 5:13:49 PM)

Do non-active player units intercept the active player?




AlvaroSousa -> RE: Naval and Air Intercept (6/26/2019 6:58:09 PM)

No because it is too easy to bait another player and create a number of bad situations.

What there is is the following.

Fleets have 2 operation points. These points are used for movement and combat.

Almost all, with the exception of the Bismark if I remember, naval battles went near some land mass. So players move, the other player reacts. How close their fleets are to the location determines if they just move or move and attack on their turn. Fleets in an area automatically affect supply either by attacking it or defending it.

So if you are the English and have a fleet based in London while the Germans are attacking the Murmask route with raiders you won't be able to move and engage before they can run away. But if you are in Scapa Flow then you can.

Or lets take a more "what if" approach... Sealion.

Germans move their load units, move across the channel and invade 5 hexes on the English coast. The Royal navy comes down and destroyes most of the German navy because they are in Bristol which is less than 24 hexes away which uses only 1 operation point. Now those German units ashore will not get supplies or not much. They don't have sea control even if they have a port. They eventually get so weak they die.

The naval system is about spotting, positioning, and a bit of deception.

It was the section that took me the longest to develop.




Essro -> RE: Naval and Air Intercept (6/26/2019 9:12:18 PM)


quote:

ORIGINAL: fuzzypup

No because it is too easy to bait another player and create a number of bad situations.

What there is is the following.

Fleets have 2 operation points. These points are used for movement and combat.

Almost all, with the exception of the Bismark if I remember, naval battles went near some land mass. So players move, the other player reacts. How close their fleets are to the location determines if they just move or move and attack on their turn. Fleets in an area automatically affect supply either by attacking it or defending it.

So if you are the English and have a fleet based in London while the Germans are attacking the Murmask route with raiders you won't be able to move and engage before they can run away. But if you are in Scapa Flow then you can.

Or lets take a more "what if" approach... Sealion.

Germans move their load units, move across the channel and invade 5 hexes on the English coast. The Royal navy comes down and destroyes most of the German navy because they are in Bristol which is less than 24 hexes away which uses only 1 operation point. Now those German units ashore will not get supplies or not much. They don't have sea control even if they have a port. They eventually get so weak they die.

The naval system is about spotting, positioning, and a bit of deception.

It was the section that took me the longest to develop.


Okay, sounds simple and smooth.

And for air?


Let's say I have some strategic bombers (western allies) and want to bomb german resources.

Do they get intercepted? If so, can I escort my bombers?




AlvaroSousa -> RE: Naval and Air Intercept (6/26/2019 9:55:36 PM)

Yes air is easy to implement interception. So they escort and the enemy intercepts automatically.




juntoalmar -> RE: Naval and Air Intercept (6/27/2019 9:10:41 AM)


quote:

ORIGINAL: fuzzypup
So if you are the English and have a fleet based in London while the Germans are attacking the Murmask route with raiders you won't be able to move and engage before they can run away. But if you are in Scapa Flow then you can.



Can a player send a fleet to patrol a sea region or do the fleet only intercept from port?



quote:

ORIGINAL: fuzzypup

No because it is too easy to bait another player and create a number of bad situations.



What do you mean with bad situations? Isn't defection and baiting part of a wargame? (and war itself)


That the interceptions happen automatically without the non-phasing player interaction will definitelly help to make multiplayer games (particularly PBEM) more fluent.

Thanks for the time you spend clarifying questions to future players.




AlvaroSousa -> RE: Naval and Air Intercept (6/27/2019 1:00:54 PM)

You can place a fleet where ever you like at sea. It just can't stay out there forever unless you expend oilers to replenish it's supplies. But it still doesn't automatically intercept. Keeping a fleet near a potential hotspot is important. Because then you can move once and attack on your turn. So it is prudent if the British player keeps fleets in Canada, Gibraltar, and England to engage raiders.

Bad situation means that if Auto-intercept is allowed it will be very easy for a player to destroy a fleet. One can simple put 10 air counters in an area move 1 crappy naval unit which gets intercepted automatically. Now the air can wipe out the fleet. This doesn't even include how do you set it? What are the limitations? How large is the intercept force? What's its composition? Now you are complicating the game quite a bit.

So if you want to attack the enemy simply set up fleets within a 1 move range of important areas and move them on your turn.




juntoalmar -> RE: Naval and Air Intercept (6/27/2019 3:38:46 PM)


quote:

ORIGINAL: fuzzypup

You can place a fleet where ever you like at sea. It just can't stay out there forever unless you expend oilers to replenish it's supplies. But it still doesn't automatically intercept. Keeping a fleet near a potential hotspot is important. Because then you can move once and attack on your turn. So it is prudent if the British player keeps fleets in Canada, Gibraltar, and England to engage raiders.


Makes sense. Seems like a good system.

quote:

ORIGINAL: fuzzypup
Bad situation means that if Auto-intercept is allowed it will be very easy for a player to destroy a fleet. One can simple put 10 air counters in an area move 1 crappy naval unit which gets intercepted automatically. Now the air can wipe out the fleet. This doesn't even include how do you set it? What are the limitations? How large is the intercept force? What's its composition? Now you are complicating the game quite a bit.


But doesn't it work the other way around? If the non-phasing player is allowed to intercept, that (precisely) prevents those bad situations. Only if the interceptions are automatically handled by the AI they can occur. If the player choses to intercept or not and what ships to send, it's up to him to decide if it's worthy/risky or not the interception. If the interceptions are handled by the AI, then yes.

Sorry if I misunderstood but to make it clear:
- are there interceptions?
- if not, then can you make a sea invasion without fighting the opponent fleet? (even if he can't react next turn)
- if yes, are the interceptions handled by the AI or the non-phasing player?

Thanks again for your time!




AlvaroSousa -> RE: Naval and Air Intercept (6/27/2019 4:23:12 PM)


quote:

ORIGINAL: juntoalmar
Sorry if I misunderstood but to make it clear:
- are there interceptions?
- if not, then can you make a sea invasion without fighting the opponent fleet? (even if he can't react next turn)
- if yes, are the interceptions handled by the AI or the non-phasing player?

Thanks again for your time!


- There are no interceptions on the opponents turn by the non-moving player

- Yes you can make a sea invasion without fighting the enemy fleet. But you still need sea control to keep the invasion alive. Without control of the seas around the invasions port supplies get cut, beachhead supply can't he held as those fleets providing it will get destroyed.

- See answer #1.





juntoalmar -> RE: Naval and Air Intercept (6/27/2019 7:05:55 PM)

Thanks for the clear answers. I look forward to see how it works in a game.




toddtreadway -> RE: Naval and Air Intercept (11/5/2019 3:25:57 PM)

Is this post outdated?

It looks like fleets CAN intercept. I'm trying to figure out what type of hex they need to be in to intercept. It says a "non-port water hex", so does that mean any hex with water in it other than a port? I can leave my fleets in coastal non-port hexes that are supplied, and they will stay there in full supply. Can they intercept from there? Or do you mean only "Ocean" hexes?




AlvaroSousa -> RE: Naval and Air Intercept (11/5/2019 3:54:28 PM)

Yes, you can thank the beta testers. We came up with a solution for interception.

#1 set fleet in fleet mode or air in support mode
#2 have fleet NOT in port. For air units as close to the coast as possible although not required

Fleets have a chance to intercept within 5 hexes or the command radius of the game.
Air units have double command radius of 10 hexes.

Air tries to intercept 1st then naval but not both at the same time. That would be quite punishing.




Worg64 -> RE: Naval and Air Intercept (11/5/2019 4:40:33 PM)

When it comes to restrict port supply if I recall correct the fleet needed to be 4 hexes away and out in the sea.
Maybe it would be good if it the same 4 or 5 hexes?




TrogusP96 -> RE: Naval and Air Intercept (11/5/2019 6:36:16 PM)

I think this was an important change to prevent invasions or at least deter them. What is the intercept range of interceptors against strategic and other bombers? don't see it in the manual. Are there tables for interception success? Thank you.




AlvaroSousa -> RE: Naval and Air Intercept (11/5/2019 9:20:58 PM)

It is their range which I think is 6. Also defending over your own territory has a 50% chance of using no oil.




TrogusP96 -> RE: Naval and Air Intercept (11/16/2019 9:37:21 PM)

I got a message while moving a fleet that enemy tried to intercept and I have never seen before. Is this new. Very cool.




Hairog -> RE: Naval and Air Intercept (11/16/2019 9:46:21 PM)

It is very cool!




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