submarine warfare

Order of Battle is a series of operational WW2 games starting with the Pacific War and then on to Europe!

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apec
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 96
Joined: Thu Apr 30, 2015 7:18 am

submarine warfare

Post by apec » Fri May 08, 2015 9:22 am

In my opinion one of the best feature introduced in OoBP is the mechanism of the submarine warfare.
I confess, initially I was a bit frustrated by the fact that I could not move my destroyers and attack subs in the same turn, however as soon as I became more used to the system I realised that this is really great design decision. It force you to plan carefully when positioning your destroyers to protect your capital ships and slow down your fleet movements if a potential sub treat is anticipated ahead your path. Considering that subs can attack just once every three turns, the "slow" submarine hunting process fits nicely in the overall scheme.

Acererak
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 327
Joined: Wed Aug 11, 2010 10:55 am

Re: submarine warfare

Post by Acererak » Fri May 08, 2015 9:56 am

Agreed, although sub torpedos need to be a bit more deadly (I believe thats going to happen in next patch) and I would also like to see sub speed increased, maybe by 1 or 2 hexes.

apec
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 96
Joined: Thu Apr 30, 2015 7:18 am

Re: submarine warfare

Post by apec » Fri May 08, 2015 10:20 am

I have to agree on 1 or 2 hexes speed increase. However this should be limited to the surface movement (i.e. submerged speed max. 2 hexes and surface speed 4 or 5 hexes). This will allow a quicker sub redeployment on the map, convoy chasing etc. but will not impair the balance with the sub hunting escorts. Consider that the sonar ping has currently the same range of the sub submerged movement.

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