Transport blocking - What could be changed in GS 2.2?
Posted: Fri Aug 31, 2012 11:31 am
In my current game with Joe Rock I'm playing the Axis and decided to go for the "Close the Med" strategy. Currently this is working not so bad as it is late Summer 1943 and the western Allies did not get a foothold in Europe or North Africa. Of course the Soviets are strong as I did a 1942 Barbarossa. They are quickly advancing in the North and Center of the eastern front and managed to cut off an entire Army group in the Baltics commanded by Manstein. The army group orderly retreated and bagan evacuation from Baltic ports. However, just before I could evacuate the most valuable units Joe cleverly blockaded my last remaining port of Tallin:

I quickly moved some naval units into the theater. First to reach the Baltics is an experienced max tech SUB. Furthermore, two DDs were (one Italian) were also moved into the Baltic sea. Nevertheless, the blockade stopped the evacuation effort for 1-2 turns. Even on the third turn it was not possible to get through the blockade with my naval units. Even my max tech SUB with 2 stars, leadership bonus by Manstein and attacking from a port against the crappy Soviet naval tech transport was not able to kill a transport in one shot. In fact I got a 9:0 hit (calculator said 8:0) against the transport which would have made an escape by sea possible.
Of course blocking ports with transports is a legal move under the current rules, but from my point of view this should be changed as soon as possible. I still feel that it is completely unrealisitic that a corps is loaded on a transport and used as a blocker in critical situations. From my experience transports are only used as blocker in really decisive situations as the costs are usually high (costs for loading and possible losses).
Furthermore, I think a maxed out SUB should be able to sink an unescorted low tech transport easily with one attack.
Nevertheless, from a "ingame" point of view the blockade was not unrealistic. At the beginning of the blockade the Axis had no naval presence in the Baltic Sea, i.e. any evacuation attempt could be at least challenged by the Soviet navy, as they have at least a BB + SUB in the Baltic Sea. Furthermore, I doubt that the Germans had any capability to evacuate a complete Army Group, especially with heavy equipment. I also think it should be possible to block ports, which is currently not really easy if the port has many sea hexes around it.
Therefore I propose the following changes:
1. Naval units (including other transports) can move through transports, i.e. blockades would not be possible anymore.
2. Warships and Subs can block ports. To do this they need to move adjacent to the port hex. Then no transports can be formed in the port. If this is too strict alternatively any transport formed is attacked (like an interception) by the blocking naval unit. A warship or sub attacked by air or any other naval unit can't block a port in the same turn.
I don't know if these changes would be too difficult to implement and perhaps somebody has even a better idea to handle the problem, but wanted to start a new discussion about this issue.

I quickly moved some naval units into the theater. First to reach the Baltics is an experienced max tech SUB. Furthermore, two DDs were (one Italian) were also moved into the Baltic sea. Nevertheless, the blockade stopped the evacuation effort for 1-2 turns. Even on the third turn it was not possible to get through the blockade with my naval units. Even my max tech SUB with 2 stars, leadership bonus by Manstein and attacking from a port against the crappy Soviet naval tech transport was not able to kill a transport in one shot. In fact I got a 9:0 hit (calculator said 8:0) against the transport which would have made an escape by sea possible.
Of course blocking ports with transports is a legal move under the current rules, but from my point of view this should be changed as soon as possible. I still feel that it is completely unrealisitic that a corps is loaded on a transport and used as a blocker in critical situations. From my experience transports are only used as blocker in really decisive situations as the costs are usually high (costs for loading and possible losses).
Furthermore, I think a maxed out SUB should be able to sink an unescorted low tech transport easily with one attack.
Nevertheless, from a "ingame" point of view the blockade was not unrealistic. At the beginning of the blockade the Axis had no naval presence in the Baltic Sea, i.e. any evacuation attempt could be at least challenged by the Soviet navy, as they have at least a BB + SUB in the Baltic Sea. Furthermore, I doubt that the Germans had any capability to evacuate a complete Army Group, especially with heavy equipment. I also think it should be possible to block ports, which is currently not really easy if the port has many sea hexes around it.
Therefore I propose the following changes:
1. Naval units (including other transports) can move through transports, i.e. blockades would not be possible anymore.
2. Warships and Subs can block ports. To do this they need to move adjacent to the port hex. Then no transports can be formed in the port. If this is too strict alternatively any transport formed is attacked (like an interception) by the blocking naval unit. A warship or sub attacked by air or any other naval unit can't block a port in the same turn.
I don't know if these changes would be too difficult to implement and perhaps somebody has even a better idea to handle the problem, but wanted to start a new discussion about this issue.