Thanks for all the details about the grunge you hold against OOB Convoy Disruption rules.
For one part, I will try to defend it from an Historical feel POV.
I will not try to defend it from a game mechanism POV. You clearly show how many oddities there is into.
I can just say that Convoy Disruption is a unique rule develop for the most complex games of A&A EUR40&PAC40.
In itself, this can be enough to explain that you find nowhere else some of his special feature.
For another part, willing to find a different game mechanics which can be more abstract than OOB rules, I will try to show that Convoy Disruption is a riskier business than SBR and should not be put in competition against regular combat (doing only one, not both, as it is the rule for SBR).
My reasoning is that it will be detrimental to the Subs Convoy Disruption option, hence returning to square 1.
@Baron:
As showed above, the OOB G40 Convoy rule sticks to the tactical and economical dynamics of Subs and Merchant Marines warfare in the Atlantic.
I agree the G40 rules will work as far as achieving the gist of convoy raiding. Damage gets done to your economy. That’s the bottom line. But it is done by offending many of the principles of the game. Here are the rules cut and pasted from the Pacific '40 revised rules:
“Each enemy warship (except for aircraft carriers) and carrier based air units in the sea zone might cause the loss of 1 or more IPCs from your income for the turn.”
Here’s the first problem. Germany doesn’t have carriers, and most of their resources are tied up with land warfare. So they likely will never use planes to convoy raid. Britain and the US will, however.
Is it a problem that Allies can do it in their own way?
Many threads just say that G40 is unbalanced toward Axis.
Even with this advantage toward Fgs, it doesn’t seem to be enough to take advantage of this aspect of OOB Convoy Rule.
“The owners of enemy battleships, cruisers, and/or destroyers rolls one die for each such unit, and the owners of enemy submarines and/or air units roll two dice for each such unit.”
This makes planes just as good as submarines for convoy raiding. It actually makes them better than submarines because they are more versatile. (They can also fight land and air units.) BBs and CAs are also better because they can bombard coasts. DDs can also completely neuter subs. So what makes a sub special? Nothing. If I wanted to do major convoy raiding in G40 I’d buy a bunch of carriers, planes, and DDs.
This point about planes shows how the game developpers tried to stick to historical realism.
(Bismarck and his escort warships received explicit mission goal of Convoy Raiding in Northern Atlantic.)
If it is too much for planes, just let them roll 1 dice like other units. So only Subs can have two dices for damage.
Maybe all this procedure should be simplified and restricted to Submarines only but it would be against historical realism of the game.
At least, it would keep the historical feel of U-boats perils against Convoys.
"Any rolls of “4” or higher are ignored. The results of these rolls that are “3"or less are totalled, and the resulting number is the total convoy damage suffered in the disruption.”
Where else is this “special rule” found in the game?
It is a unique mechanism which allow for a No Result possibility on both sides.
In SBR, such a result is only possible because the Strategic Bombers crashed in flame.
Otherwise, there is always a low result of 1+2= 3 IPCs damage to IC.
There is no draw with SBR mechanics.
Again it is still realistic that U-boats didn’t find any or didn’t sink any significant amount of merchant’s ship. Hence, both sides are even.
From a game perspective, this mechanic can be change with a simpler method giving always a minimal result, as long as you reach the goal (creating an incentive) by increasing the reward of Convoy Disruption.
“After these limits are applied, the final total is subtracted from your income for the turn.”
This is the biggest flaw - you are happily involved in YOUR turn and just when you are about to collect your income, your enemies say “Just a minute! Time for us to roll a bunch of dice on YOUR turn and attack your convoys!” How out of place is that??
Here I disagree. As I said above, the On Patrol Raiders are on defensive stance. In fact, it would be more complicated to roll to know of many of your “X IPCs of supply Convoy” were not sink indeed and remain able to pass through the enemy infested controlled Convoy Sea Zone to finally reach your Capital Territory to deliver their IPCs load.
Just see Convoy Raiders as Interceptors in SBR which try to forbid the Bombers to deliver their destructive loads.
“A review of the map, specifically looking for such situations, is the responsibility of all the players. This is a step in this phase of the turn. All players should be on the lookout for such convoy attack situations and point them out.”
Dumb, dumb, dumb. Do the rules ever say “All players should be on the lookout for ways to bomb your factory and point them out.” or “All players should be on the lookout for ways to attack your capital and point them out.” All players - this includes YOU! Imagine “Hey there, Joe - just wanted to point out before I get my money at the end of MY turn that you can attack me here - and here - and also here…” Ludicrous! In my rules its more like “too bad, buddy - you didn’t attack my convoys when you had the chance during YOUR turn and you aren’t getting my money now.”
It is a demand for Fair-play. It is like making addition for NOs or IPCs count on territory gains. Not a strategical mistake. The Subs owner have already done his attack move on his turn when he put them at risk in this Convoy Sea Zone.
In fact, it should be the contrary: “Sorry man. You forgot to move the invisible merchant marines Cargo ships which are bringing IPCs to Homeland. You won’t get any of all these 10 IPCs loaded in your Convoy Zone.” Have you rolled them, then some of these IPCs would have reach the Homeland.
With your chips idea, it can be done exactly like this. Put the Maximum chips in the Convoy Zone, when the player want to collect them, then any surviving unit On Patrol roll to see what remains in the hand of the player.
And then you have the problem that comes up with defenseless transports. You have gain with no risk. In a G40 convoy raid there is no risk that any of your units might be lost in action. You can’t lose anything as an attacker - only gain by adding up the dice you roll. This violates a staple principle the rules have had since 1984. Nothing is done without risk. In my rules the subs risk getting depth charged after they attack a convoy.
Here we are to the main point of disagreement. By putting Subs in Convoys Zone, which are within reach of Air Units and just produced Warships, you already placing them in an arm’s way Dead Zone, specially Subs are very weak on defense (a low 1) (and in this case, this show that Carrier and planes are way more stronger when On Patrol than any Subs.) In addition, the Raiders must survive a whole game round, U-boats for instance need to survived against Allied players attack (Russia, UK, France remnants, USA), and in Halifax HR this also means against Commonwealth attack coming from Canada. There is a lot of risks in fact. It is just correct to finally gives the reward to the surviving units On Patrol. Because it means whether the defensive fleet has enough units to survive or No Allies care about it, so they have to pay accordingly to their strategic decision.
SBR are, in fact, far less riskier because it is a controlled decision, the odds of survival for the attacker can be known. In Convoy, unless you have many dumb players around the table (so in no possible way any enemy unit can reach your subs), the enemy’s will control their odds of survival and how many units they will throw against your Subs in this SZ.
In addition, putting an escort roll @1 will be also against the A&A system where any significant combat unit get a sculpt: there is no unit in the Convoy SZ while in SBR the IC is clearly visible on the board and defend with is in-built AA gun. To get such a convenient roll, it costs 6 IPCs and you need to move a Sub in this SZ or (a Classic Transport).
@Baron:
Does it make sense that the same sub can attack your navy and also attack your convoys in the same round of play?
Here I disagree, U-boats commander “should walk and chew gums altogether”.
In regular combat, there is many, many combat rounds.
What do you think the merchants were doing while the subs and surface ships duked it out? They were scattering at full speed. And usually DDs had subs pinned for hours before they could get away.
This point can go both ways. What are doing Military defenseless Transport instead of being bluntly sunk?
For my part, I would like to see a Transport with combat value and able to defend at 1.
I just want to say that a player’s turn represent many months and a whole game rounds much more.
The system allowed for destruction of both Warships and all defenseless transports in a single Combat Move and resolution Phase.
This point shouldn’t be a problem when trying to develop a better Convoy Rule.
The OOB Convoy Rule doesn’t interfere with the prime offensive and defensive strategic value of all Raiding units.
This point should be kept to get the most incentive system instead of putting the player in a dilemma to ponder what is the most beneficial tactical move: combat or economic plunder.
@Baron:
However, the defending interceptors can attack on the owner’s turn of play.
But can you think of an example where a unit ATTACKS TWICE in the same round of play?
As said earlier, I don’t see it as an attack but a defensive action. A kind of blockus privilege because you control a given SZ.
@Baron:
Sometimes, even more than 1 defense Combat Move.
(Ex.: UK’s Fighters on IC defending against 1 German’s SBR and 1 Italian’s SBR.)
On defense, this could represent a unit attacked on multiple sides during the same time frame by different nations.
Maybe. It is impossible to really have a multi-force attacks inside A&A system. But it will be truer to say “same time frame” about a multi-forces defenses.
@Baron:
This, I hope, explain why this is a different economic warfare than SBR.
I agree here - I tried to make convoy raising EXACTLY like a SBR and it didn’t feel right. First of all it was boring repeating the same steps. And, after all, we are comparing air and water here - they are different.
Ok. I take notice.
Once this said, since it is clear that you prefer a more streamlined mechanics, in what direction do you want to go?
1- a more destructive capacity for Subs.
(If you find that Subs have of no real impact in actual game of G40 Atlantic TO.)
Or 2- a better rate of survival against attacker for Subs performing such Convoy raiding.
(Because more Subs can do more damage, while keeping the same OOB damage roll.)
Let us know.
(I’m asking because I think your Convoy HR is weak on both points.)