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Posted: Mon 21 Nov - 23:06 (2016) Post subject: Submarines
This is an awaited featureThe first high-level rules would look like what follows
Submarines are not controlled by the player and are not shown on map They ar likely to ambush and attack any interesting target such as carriers, transport or crippled ships
Movement - 2 hexes every 3 turns at night (surfaced) - 1 hex every 6 turns at day (submerged) - subs are set-up randomly around historical positions of the corresponding period of the scenario.
Subs are undetected while submerged. It is likely not to encounter any of them during a game
Battle: - if a sub achieves surprise, it fires torpedoes without return fire by the escort ships - if the escorts gains surprise, they get a free depth-charge attack agains the sub which has not opportunity to launch its torpedoes - otherwise, both the sub and the escorts fire - only DD are able to fire at a DD - ? Subs could get caught in a surface battle at night while surfaced - the surprise is determined by the number of escorts and a die-roll
Subs can be forces to surface as a result of a battle damage
Posted: Tue 22 Nov - 04:22 (2016) Post subject: Submarines
No detection, no player control okay. But I doubt a SS is submerged all the day time, it is fine to simplify things.
Escorts will attempt to locate the SS after being attacked. Die is rolled for each surviving DD in the victim. A success roll with attempt to send deep charge attack on the SS. Any damage by DD is determined by another die roll. If one hit damaged the SS and caused the SS to surface, any subsequent attacks treat the SS as on surface. So there is only one pass of combat resolution
Escorts get surprise if there is at least 1 DD, and only at night, likeliness increase if at least 1 DD has surface radar (not by much of a degree)
IJN only attacks warships (no TRS)?
(edit) I still think this should be of a low priority