@radar231:
In Global 1939, with the D12 system, the american subs hit on a 3 or less untill turn 9 then hit on a 4 after. Since I got Global 1939, I don’t play Global 1940 anymore. I know there are still some trimmings to do with G1939 but with all the new units from HBG and FMG, that’s the only way to go for me.
Sounds like they are still a bit overpowered if they are hitting on a 3 with twelve sided dice (that is what D12 means, right?) I would be tempted to start them at 1 for defense, and 2 for offense in a D12 system, then take them to 2 and 4. The useful thing about doing this with subs is that it only impacts surface combat since they can’t score against aircraft anyway. They still function as fodder for combat though…
The increased granularity of D12 would even allow for some difference in destroyers with respect to the torpedoes, perhaps give the Japanese an extra point for attack with a destroyer because of their “long lance torpedoes” and expertise in conducting torpedo attacks.
Japanese cruisers benefitted from their long range torpedoes as well (and could reload the tubes during combat), while U.S. cruisers had deleted them…but the U.S. cruisers had other advantages so I would rate this a wash in the cruiser category. The one negative of those big, fast, long range Japanese torpedoes was that while the oxygen they used made them bubble-free, that same oxygen also made them dangerous to the ship carrying them since they were exposed on the deck. One of the Japanese cruisers that attacked the Taffy 3 escort carriers was taken out by a lucky hit to its torpedoes by the stinger 5" gun of one of these jeep carriers.
I’ve read of some problems with the German torpedoes being about half duds early on as well, and the Fighting Steel naval surface combat simulator includes that. Actually, the simulator seems to go overboard with the de-rating of German destroyer/cruiser torps as I very rarely have a German torpedo detonate in the 1940-41 time frame.