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submarine warfare

Posted: Fri May 08, 2015 9:22 am
by apec
In my opinion one of the best feature introduced in OoBP is the mechanism of the submarine warfare.
I confess, initially I was a bit frustrated by the fact that I could not move my destroyers and attack subs in the same turn, however as soon as I became more used to the system I realised that this is really great design decision. It force you to plan carefully when positioning your destroyers to protect your capital ships and slow down your fleet movements if a potential sub treat is anticipated ahead your path. Considering that subs can attack just once every three turns, the "slow" submarine hunting process fits nicely in the overall scheme.

Re: submarine warfare

Posted: Fri May 08, 2015 9:56 am
by Acererak
Agreed, although sub torpedos need to be a bit more deadly (I believe thats going to happen in next patch) and I would also like to see sub speed increased, maybe by 1 or 2 hexes.

Re: submarine warfare

Posted: Fri May 08, 2015 10:20 am
by apec
I have to agree on 1 or 2 hexes speed increase. However this should be limited to the surface movement (i.e. submerged speed max. 2 hexes and surface speed 4 or 5 hexes). This will allow a quicker sub redeployment on the map, convoy chasing etc. but will not impair the balance with the sub hunting escorts. Consider that the sonar ping has currently the same range of the sub submerged movement.