RvT (Dickie)
Junior Member
RtW2 YouTube Channel https://www.youtube.com/@RvTWarGames
Posts: 54
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Post by RvT (Dickie) on Aug 5, 2023 2:57:07 GMT -6
Any modelling of submarine effectiveness would seem to be very tricky. They were either very effective, with their happy times, or ineffective and sidelined. This depended on the relative level of submarine versus ASW research, the design of the submarines (looking at you, larger Italian inter-war submarines), the environment they operated in (weather, target availability, distance to targets). In WW2 some 2,825 merchants were sunk by submarines (ish) versus 785 U-boats lost - so 3.5 merchants per U-boat, with an average lifetime of 6 months. The ratio for WW1 is much higher, with only 202 U-boasts lost, but then the merchants were much smaller in size. But behind these averages, the figures would vary wildly depending on happy time of not. Obviously, our ability to exert operational control over submarines is a lot better in RtW3, being able to switch areas (to a degree) and change policies, and a better understanding of the factors that go to make up success / failure in the trade war - see my soon to be released video (tomorrow probably) on the trade and mine war. Dickie - youtube.com/@rvtwargamesNow live: youtu.be/OxS1-eFRk3c
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Post by brygun on Nov 1, 2023 0:12:23 GMT -6
Still looking from feedback from others.
In a new game: = Start 1900 = UK = normal tech progress = 1907 = Coastal sub effective from start to ~55 = 48 subs ranging from start tech 0 effectiveness 43 to tech 8 effectiveness 61
At war with germany Subs dispersed across the world, as UK I have colonies basically everywhere, so sub range isnt really a factor
with Unrestricted warfare 48 subs managed 1 TR sunk >_< merfmrmafmfmm
meanwhile 21 of CLR 2,600 ton raiders got 19 TR
>>>>
For someone having success or decent rates with subs in RTW3 what are your settings?
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Post by xteam25boyz on Jan 6, 2024 20:31:36 GMT -6
For SSG, 0.5TR/Sub or even higher. You will need hundreds of sub and unrestricted submarine warfare. In prize rule, less than 0.1 TR/Sub even with SSG.
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Post by t3rm1dor on Jan 9, 2024 10:51:44 GMT -6
I think your raiders may be sinking the TR starving the subs from targets. From observation, medium subs work and can rack up to 300-400 vp in a turn with enough targets (very noticable in a 3 vs 1 for example). SSC in particulat however don't appear to be effective, but on the other hand they are dirty cheap.
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Post by brygun on Jan 12, 2024 14:12:24 GMT -6
t3rm1dor when you 300-400 vp how many subs are you running?
>>>
I was largely going on SSC being short ranged which if you have colonies you can deal with by having them dispersed.
While the mediums are more time period compatible their main features is more fuel and more ammo. When you have a longer range you also spend more time cycling to and fro so its not or shouldn't be quite so linear.
IIRC sample SSC have ranges of 5,000 nm (rough recall) which is enough for 1,000 nm or 1,500 out, cruise around and come back. If you draw a 1,000 nm around each and every colony you might have then you do get a range of possible encounters.
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Post by t3rm1dor on Jan 14, 2024 7:22:26 GMT -6
t3rm1dor when you 300-400 vp how many subs are you running? >>> I was largely going on SSC being short ranged which if you have colonies you can deal with by having them dispersed. While the mediums are more time period compatible their main features is more fuel and more ammo. When you have a longer range you also spend more time cycling to and fro so its not or shouldn't be quite so linear. IIRC sample SSC have ranges of 5,000 nm (rough recall) which is enough for 1,000 nm or 1,500 out, cruise around and come back. If you draw a 1,000 nm around each and every colony you might have then you do get a range of possible encounters. Last game my sub force was around 60-80, half of then SSC , around 40% medium subs and a small number of minelayer, long range and latter on around 6 missile subs. I concentrate the sub forces in either North Europe or North east asia ( I was playing as Russia) with some subs in the baltic. They aren't as OP as in RTW 2, where I had wars won on a single turn by 100+ sub raiding, but it does seem to be still worthwhile to increase unrest in enemy nations.
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Post by larcrivereagle on Apr 9, 2024 19:34:55 GMT -6
I'm noticing a very large spike in submarine effectiveness once SSGs are first introduced and then again at the 'improved SSG' tech, to the point that I just don't even bother with surface raiding anymore. Equally, I've noticed that the AI never builds SSGs. This is with 48 of these subs, 0 normal, 18 improved. If I set it to prize rules, VP per turn drops to a bit over 100. When it was just the 20 original SSGs (plus about 40 older subs, 20 SSL and 20 SSM), it would spike to around 600 VP in one turn, then down to at or below 100 the next, not sure what was up with that. Maybe it was only picking non SSG subs to attack that turn? Is that a thing?
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