Basically it's impossible for the CP to make that kind of investment without first winning the land-battle. More to the point, if Germany really did have a larger number of dreadnoughts, a fleet-in-being like that would deter Entente interception of their convoys even without a battle. A count of the battleship units on either side therefore looks like a good mechanism for triggering/un-triggering a blocade of the CP because it forces the weaker side to either build up or attack the opposition and hope to inflict greater casualties on them than they suffer in return.majpalmer wrote:I like the idea of the German convoys in the North Sea. I actually tried to mod the game to do that, but I couldn't get the Entente AI to go after the convoys.
I think to make your idea work, you also need to add more BB units to the force pools. The powers ought not to all have a single BB unit.
Another way to implement it would be to designate a hex between the Shetlands and Norway as the blockade hex (immune from submarine attack; subject only to surface attack). To stop the German convoy, the Entente would have to keep a CA or a BB in that hex. If the Germans could destroy the Entente blockader, the convoys would start running again.
My reasoning is that if you follow your suggestion about the British needing to keep a certain level of strength vis-a-vis the Germans in the North Sea, you can game it. What's to stop the Germans from building additional units and parking them right off their own coast? The Germans could have built 100 Dreadnoughts, but if they kept them in the Jade they would have ZERO impact on what was happening further north where the British implemented their blockade.
The essential situation of WW1 was that the Entente powers could out-wait the Central Powers as long as the front in Western Europe held firm. Conversely the only way the CP could win was either by gaining freedom of the seas through victory on land, or by placing a similar strangle-hold on the Entente powers.




