RAIDER EFFICIENCY EXPERIMENT
1) Introduction:
Up to now I have little experience with raiders. Mostly I try to win some decisive battles fast, and then to block the enemy. This works well for stronger economies like Germany, Great Britain or USA. Have´nt played much as Japan or A-H yet, but planning to to, so raiders will be much more important for me then.
This is the background for some statistical comparison. I set up a game and tested different raider ship types in the same (mostly) environment, ceteris paribus so to say.
2) The environment:
- I played the French side against GB
- Start 1920
- XL size, normal settings
- designed all compared raider ship types in 01/1920
- built them, commissioned them, and waited until crews were good
- in the meantime developed tension level with GB
- war started in 06/1924
- I tweaked my prestige and the funding situation beforehand, so I could´t run out of anything. This was not relevant for the experiment itself.
3) The experiment:
- starting at the begin of the war 06/1924 I run totally seven playthroughs
- each time I used one of the ready ship types as raiders, the other ones just stayed for AF or TP in home area.
- I started each type with 10 ships sent to 10 different areas, staying there (some areas with bases, some without)
- I played 18 months, until 11/1925 (seems to me like the average war duration)
- lost or interned ships were not replaced
- I counted the merchants sunk, and remaining raiders, also the survival rate (surviving plus interned ships, re-usable after war)
- same with subs, but starting with 50 boats
- the rest of the gameplay I skipped: just declined all battles (including unexpected --> x), and accepted the enemy VP gain (I ended up with 2000 to 100.000 or so, but still my recommendations for a prolongued war were accepted by the government - in no playthrough the war was ended against my will)
4) The ship types compared:
- AMC: (1800 ts, 2 planes, 21 kn), build when the war started, so these were in action for only 11 months, after build and workup
- AVR: a small AV (2000 ts, 3 planes, 30 kn), as an AMC substitute without the need to scrap it after each war
- CLR: a small CL (3000 ts, 1 gun, 1 plane, 30 kn), as a specialised raider type - fast, but sooo weak
- CLF: a fleet CL (6000 ts, 4x6", 2 planes, 30 kn), to test a "normal" CL which is also usable for other fleet duties
- CAR: a small CA (6300 ts, 1x7", 3 planes, 30 kn), only for raiding, and for "showing the flag" in peacetime (exploiting upheavals!)
- CAF: a normal CA (15000 ts, 9x10", 2 planes, 29 kn), for comparison purposes
- SUB: standard SS subs
5) Modelling of efficiency:
Because of the abstract level of raider trade war this seems to be a purely economical problem: how expensive is it to sink one merchant, using the different raider types? Therefore I calculated the cost of the ship type, including building the ships, and using them up to three "cycles" of 48 month of peace (normal maintenance - not mothballed) and 18 month of war (increased maintenance). Of course the building costs are playing the major role, so it is extremely relevant for amortisation if you can use the ship only in one war, or in several ones. Regarding machine and speed development it is questionable if you can use raiders for more than 15 years. On the other side I very rarely encountered a direct battle between a patrolling cruiser and one of my raiders. It is possible to avoid or decline nearly all battles.
6) Findings:
The ship types showed the following results for the first cycle (build, 48 month peace, 18 month war):
AMC: 24,2 merch/ship sunk, cost 250.000/merch
AVR: 11,6 merch/ship sunk, cost 572.000/merch
CLR: 20,5 merch/ship sunk, cost 716.000/merch
CLF: 26,2 merch/ship sunk, cost 1.271.000/merch
CAR: 25,4 merch/ship sunk, cost 980.000/merch
CAF: 19,6 merch/ship sunk, cost 2.110.000/merch
SUB: 3,0 merch/ship sunk, cost 1.095.000/merch
AMCs are the most efficient raider in this scenario, but this can change easily if the war lasts less than 18 months. And because of the scrapping the AMC have to be build again, loosing important months in which no enemy merchant is sunk.
AVRs seem to be the cheapest alternative, if usable for 3 or more cycles. After 3 cycles the cost/merch is only 238.000. And they can get into action from first month of war on.
CLRs are not much more expensive and maybe a little bit more versatile.
CLFs are nearly double in cost, but usable in different roles, so they can be used as an in-between for trade war, if neccessary (In RTW1 I used to build standard CLs like this and utilize them for everything. In RTW2 I tend to use CLs only for foreign station needs).
CARs are not so much more cost intensive than CLRs, but I think they are not worth the additional charge.
CAFs (and capitals of course) are way to expensive to just hunt merchants.
SUBs are astonishingly inefficient. Even in the chosen period of the mid 20ies, which should be the golden time of the subs, they get diminished very quickly, so the effect of a second and third cycle is minimal here.
7) Conclusion:
AMCs seem to be a very good choice if you expect a longer war. They are effective and efficient, doing a good job. Maybe they need a support for the first months of the war.
The different types of small raiders from AVs to CLs up to small, specialized raider CAs seem to be roughly equivalent in effect. Maybe some more optimization is possible with different machinery or plane specifications. But to me it seems rather a question of personal preferences. For any of the types you can find some good reasons.
Bigger ships are not as efficient. This may be different if you re-use old ships like obsolent BCs or so. In this case you dont have to calculate the building cost, which changes everything. I haven´t checked this scenario.
Subs are not advisable. I can´t see any good reason to employ subs at the moment. The occasional sinking of a warship on top of the trade war is nice, but it is too easy to melt down the sub number by old DDs etc. So the buildup of a big sub fleet seems like a waste of money, which can´t be used for more reasonable goals, like shiny new BCs...
8) Data:
Here is a little Excel file with the data, the calculations, etc. You may check it for mistakes (after midnight now, so there should be some), or for comparing own types. Have fun!
9) Closure:
Sorry if this post resembles a scientific paper. Professional socialization effect, I guess...