![]() ![]() In the past there was a bug that prevented subs from engaging Battleships with no other ships present. In the past naval warfare was basically: I have x hundred ships and you don't so I win. And when you need it you have your slow attack group come out of port to assist the raider group. Fast patrol groups can outrun slower ships like battleships and carriers. This matters because there is a new meta where you make super fast patrol groups. You can make a 1944 Battlecruiser with something like 41 speed, 33 armor with decent heavy attack and insane light attack. Man the guns changes everything about naval warfare. An even more rare event is the destroyers get to attack the subs before they attack the convoy. Rarely you lose one as it didn't get the chance to run away or was spotted early. Most of the time they blow up a few convoys and run away with zero losses. Now subs have a mechanic where they can appear and attack convoys "out of nowhere". With Man the guns I can make a custom 1936 sub that retains functionality through the entire game. No matter what you did before that DLC subs would always be spotted. Like Airplane variants there was very little you could do. Before that DLC you just clicked a sub and thats what you got. Man the guns completely changed everything you know about ships. I'm struggling to believe that will have solved the problem. Originally posted by Andy:Although, i don't have man the guns. It may be better for late game subs, but they are so poor to start with don't waste my research on them anymore.Īlthough, i don't have man the guns. But if i want to raid enemy shipping anywhere opposition is possible, a small force of surface vessels will do. I rarely bother with subs any more, i will use the ones i have at the start. Probably better to look at them as small surface vessels. So a few destroyers can seem to lay waste to dozens of subs with little consequence to themselves, and little chance of the subs to evade. You may also get some joy in the Caribbean, or West Africa.īut the second they face opposition, they can't seem to escape. You may find German merchant shipping in Asia with no German warships ever going to get there. Problem is, that submarines attack muuuuuuch slower than surface vessels, which becomes apparent in mixed engagements: Your surface vessels get all the kills (as long as they're not sunk).They can bring alot of damage to enemy merchant shipping 'if' that area is unprotected by enemy warships.įor example, before Japan join the war, as Great Britain. They're not super fast, but patrolling with Always Engage yields decent results. Submarines are really cheap to build, you`d probably be better off using the strongest available designs. I'm also building some cheaper, less well-equipped submarines for the convoy-raiding role. Originally posted by Imhotep:I'm building some high-quality attack submarines - 1940 hull, 3 x Level III torpedoes, Level III engine, basic snorkel. ![]() Unless it's participating in a battle with other ships or naval bombers, will a flotilla of five or six submarines be large enough for it to attempt to take on enemy fighting ship task forces? I wonder about task force size with attack submarines. I'll see how they do and adjust accordingly. The third I'm going to add to my spotting fleet, again in Patrol or Strike Force role. It won't be under a submarine admiral, but it should at least - hopefully - participate in fleet battles in a support role.Īnother I'm going to add to my main submarine fleet, which will be operating in convoy-raiding areas and be under a submarine admiral. One I'm going to add to my main battleship fleet (as a separate task force). I'm going to build three task forces/flotillas of five attack submarines each to experiment with. I'm building some high-quality attack submarines - 1940 hull, 3 x Level III torpedoes, Level III engine, basic snorkel. ![]()
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