Wolfpack Tactic (Full Version)

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irishman -> Wolfpack Tactic (7/24/2004 4:54:53 AM)

Wolfpack


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I'm sure that this has been asked before but please indulge me. I'm a recent convert from UV. In WITP, with the bigger scale, are wolfpack tactics punished? In UV it was very inadvisable to have more than one sub in a hex but I've noticed that in WITP scenarios there are many hexes with multiple subs in them. Are there penalties for this? It would appear to me that at 60 mile/hex multiple subs should be OK. Anybody?

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rogueusmc -> RE: Wolfpack Tactic (7/24/2004 5:02:29 AM)

It has to do with detection factors...the more subs in a hex, the higher the detection rating.




irishman -> RE: Wolfpack Tactic (7/24/2004 5:17:48 AM)

But without knowing the exact number used in the equation, at what point does the concentration of force become self defeating? Clearly there are certain choke points and various base hexes that are vital but how may many subs can you place there before the law of diminishing returns starts to take hold?




rogueusmc -> RE: Wolfpack Tactic (7/24/2004 5:22:48 AM)

I guess how I work it is the way I would if it were a real sub with real men on board. It torps a ship once, it broadcasts it's position...I move them. Same with the multi sub hex thing, it raises their detection value. The higher the detection value, the higher chance it's gonna get DC'd.

I play as if those are real guys that wanna go home to momma, and if they don't go home, I have to write the letters.




irishman -> RE: Wolfpack Tactic (7/24/2004 5:39:22 AM)

Sorry to keep banging on about this but I'm about to start a PBEM game (thus the issue is vitally important!). The question is this - in a 60 mile hex, 2 subs could exist independently without a problem but 20 subs clearly would raise an alarm. How many subs should you have in a single hex to get the best return?

Together in Guinness!




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