RE: Merchant Ship Math (Full Version)

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sveint -> RE: Merchant Ship Math (6/23/2021 5:30:24 PM)

I don't think it wise to skip the Netherlands as the Axis.

Anyway, as the UK, try this:
1. At the start of the game set Detection & Electronics tech to max
2. Set reinforcements to 0 until you save up 400
3. Once you have 400 production, build a strategic bomber with said tech, call it "U-boat Nightmare"
4. You can base it in Iceland, Ireland, Canada as needed, Iceland is a good default.




PL1 -> RE: Merchant Ship Math (6/23/2021 5:40:22 PM)

Really? I have never had any luck with Detection and Electronics.
Do you see a impact in your games? You seem to imply that you have only one Heavy B. with that tech.




Nirosi -> RE: Merchant Ship Math (6/23/2021 6:38:50 PM)

I must say I also find them almost useless. I invested often in them and they very very rarely find subs (even at 42 or 43+ tech). And by very rarely it is something around 15% or less probably for a huge cost. And when they do find, there is not even a guarantee for a hit! It is around 0 hits about 40% or so of the time. So once every 18 to 20 rolls or so (I swear it) there might be an effect! Been heavy bombers, they also lose 8% readiness just for patrolling, the same as bombing enemy cities covered with flak. After three games where I tried some, I came to wonder if there was not a problem with the code. Would be nice if Alvaro would have time to check it just to be sure. [:)]

But to be entirely fair, I must also say that once sank a full (or may 4 steps) u-boat in one shot. It was the only hit for almost a year, but it felt good.

PS : I suspect that tactical bombers would fare better (because of the increase anti-sub value), but they have too little range for the Atlantic.





ncc1701e -> RE: Merchant Ship Math (6/23/2021 7:16:05 PM)

Bombers have better chances to find subs in port than at sea.




Harrybanana -> RE: Merchant Ship Math (6/24/2021 3:31:46 AM)


quote:

ORIGINAL: Nirosi

I must say I also find them almost useless. I invested often in them and they very very rarely find subs (even at 42 or 43+ tech). And by very rarely it is something around 15% or less probably for a huge cost. And when they do find, there is not even a guarantee for a hit! It is around 0 hits about 40% or so of the time. So once every 18 to 20 rolls or so (I swear it) there might be an effect! Been heavy bombers, they also lose 8% readiness just for patrolling, the same as bombing enemy cities covered with flak. After three games where I tried some, I came to wonder if there was not a problem with the code. Would be nice if Alvaro would have time to check it just to be sure. [:)]

But to be entirely fair, I must also say that once sank a full (or may 4 steps) u-boat in one shot. It was the only hit for almost a year, but it felt good.

PS : I suspect that tactical bombers would fare better (because of the increase anti-sub value), but they have too little range for the Atlantic.



This has pretty much been my experience as well.




sveint -> RE: Merchant Ship Math (6/24/2021 4:10:00 AM)

In that case I stand corrected. I seem to recall my opponents doing all they could to stay out of bomber range, costing them turns moving.




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