Trying to Simulate the Blockade

PC/MAC : Commander the Great War is the latest release in the popular Commander series to bring the thrill, excitement and mind-breaking decision making of these difficult times to life.

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majpalmer
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
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Trying to Simulate the Blockade

Post by majpalmer »

I thought I had a great idea. I modified the 1914 data file to include a second German convoy--worth a full 10 points--and had it enter from the edge of the map north of Scapa Flow.

My concept was that this convoy would represent German overseas trade. The British fleet would, of course, destroy the convoy easily, preventing its 100 PPs from reaching the Reich.

This would achieve two things. First, it would give the Entente player something meaningful to do with his sea power. Second, it would give the Central Powers player an incentive to use his own naval forces, and perhaps to even build additional forces, in an effort to break the blockade and gain those extra 100 PPs.

Sure sounded good. And the mod worked as I hoped. On Turn 6 the convoy spawned and made its way southeast toward Germany. Great! I thought. Next Entente turn--BAM!

If only it were that simple. The Entente AI ignored the convoy that turn, and the next, and it arrived safely in Germany.

But I guess it would work in a multi-player game.
Myrddraal
The Artistocrats
The Artistocrats
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Re: Trying to Simulate the Blockade

Post by Myrddraal »

Do you know if the Entente AI spotted the convoy? If they never saw it, they'd never know it existed...
majpalmer
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
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Re: Trying to Simulate the Blockade

Post by majpalmer »

I assumed that was the problem. I thought of sticking an air unit up there to spot it. But I fear the AI will move it to France.

I also tried to run the convoy even further west to force it to steam past Scapa, and insure that it gets spotted. But the prospect of the German fleet operating that far north, and that close to Scapa, doesn't work either. What I was hoping for was a mid-North Sea intercept somewhere off the Norwegian coast. That would be something that a more powerful German naval force might be able to counter.

What it would need would be a new unit that could be placed off the Norwegian coast that was unable to move, had no attack capability, had a several hex observation range, but was indestructible, representing . . . "British sea power."
Evans
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
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Re: Trying to Simulate the Blockade

Post by Evans »

I like this idea, German could use the buff too, especially in MP.
Aryaman
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
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Re: Trying to Simulate the Blockade

Post by Aryaman »

majpalmer wrote:I thought I had a great idea. I modified the 1914 data file to include a second German convoy--worth a full 10 points--and had it enter from the edge of the map north of Scapa Flow.

My concept was that this convoy would represent German overseas trade. The British fleet would, of course, destroy the convoy easily, preventing its 100 PPs from reaching the Reich.

This would achieve two things. First, it would give the Entente player something meaningful to do with his sea power. Second, it would give the Central Powers player an incentive to use his own naval forces, and perhaps to even build additional forces, in an effort to break the blockade and gain those extra 100 PPs.

Sure sounded good. And the mod worked as I hoped. On Turn 6 the convoy spawned and made its way southeast toward Germany. Great! I thought. Next Entente turn--BAM!

If only it were that simple. The Entente AI ignored the convoy that turn, and the next, and it arrived safely in Germany.

But I guess it would work in a multi-player game.
I think that is a great idea for MP games. I wonder also if it could be simulated the detremental effect to NM of the blockade by, for instance, Germany paying 1 NM point everytime the Convoy is sunk, can this be done?
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