I believe for phase 1 we should just work on fixing flak and subs. All other combat will definitely fix the game but will require a lengthy set of rules and might put many people off. We should hold off on improving fighter dogfights/escorts/interceptors/realistic naval combat until phase 2.
Method 1 for resolving sub combat (and for resloving flak problem):
Targeting/Detecting: In order for subs to be hit and air units to be hit by flak, they must first be targeted.
Detecting Subs: The opponent rolls 1 die for every fighter and surface naval unit (except destroyers) that are in the same SZ as an enemy sub at the end of a combat move phase. For every roll of a 1 or 2, a sub has seen successfully targeted/detected. Destroyers do not have to roll to target an enemy sub since every destroyer detects 1 enemy sub automatically. Combat then continues as usual, with only detected subs able to be hit.
Include the following new rules with method 1:
-Before combat with subs, the opponent rolls to detect opposing subs. Move all detected subs to the battle board along with all the other units. Hidden subs remain on the game board. Hidden subs may still fire on opposing units like detected subs, but they remain on the game baord to designate that they cannot be hit by opposing units.
-Before actual combat, the player owning the subs may then choose to either submerge or fire at the opponent, but not both. The player may submerge any number of the detected subs on the battle board or any number of the hidden subs still on the game board. If the player chooses to submerge any subs, that player tips those subs on their side to destinguish them from the firing subs. Submerged subs don’t get to fire, but if they survive the combat round they get to escape further combat. Subs that fire on opposing ships do not get to submerge at the end of the combat round.
-After the first combat round, all remaining subs (those that didn’t submerge in the first round and survived) are automatically detected for the rest of the battle (subs can only be hidden during the first round).
Example: Attacker sends 1 DD, 1 BB, 1 CV and 2 FTRs to attack 3 subs in a SZ. The attacker rolls 4 targeting dice (1 for the BB+1 more for the CV+2 more for each FTR). Only 1 of the 4 dice is either a 1 or a 2 (roll all 4 dice at the same time since it doesn’t mater which of the 4 units detects the sub). The attacker adds 1 more detected sub due to the DD. The total number of detected subs is therefore 2. Combat continues as normal, except only 2 or the 3 subs may be taken as casualties. The 2 detected subs and 1 hidden sub can each choose to either fire back or submerge but not both (decided before combat but after targeting rolls).
Targeting air units: Anytime any number of enemy air units fly over a hostile territory with an AA gun, the AA gun rolls 1 targeting die for each enemy air unit. For every roll of a 1 or 2, 1 enemy air unit has been successfully targeted. For every targeted air unit, roll 1 die to see if the air unit has been hit (e.g. so if no air units are targeted, then no dice will be rolled the second time). AA guns still only hit on a 1. Repeat this process for enemy air units flying back home over hostile territories during the non-combat move phase. If an enemy air unit is attacking a territory with an AA gun and doesn’t take the territory (a typical case of this would be during a strategic bombing run), then the AA gun will roll to target (and if successful then roll to hit) the air unit both before the combat and on the return trip home during the non-combat move phase.
Odds an air unit will be shot down = (1/3 chance of being targeted) * (1/6 chance being shot down) = 1/18
1/18 chance shot down before combat + 1/18 chance being shot down in non-combat move phase on the way back to the UK = 1/9 chance (this is darn close to the 1/10 chance we wanted)
Method 2 for resolving sub combat:
Before combat involving a sub, each sub always rolls a die during opening fire step no matter if enemy DDs present or not. For every roll of 1 or 2, a sub gets the chance to submerge before the first combat round. Submerging during opening fire step only makes subs invulnerable to non-DD’s. If a sub successfully submerges during the opening fire step of a round, then each DD present may still fire on that sub for only that 1 round only(represents depth charges). As in box rules, any subs surviving at the end of any combat round may choose to submerge to end combat.
Example: 1 DD, 1 BB and 1 FTR attack 2 subs. Both subs roll for initial submerging. Only 1 roll is a 1 or 2 so 1 sub gets to submerge. The other sub is fired upon by the 1 BB and 1 FTR. The submerged sub is fired upon by the DD and can only be taken as casualty if DD hits. Any surviving subs can automatically submerge after the first round, like usual.
Those are the 2 methods for sub combat that I think are simple enough to use. Method 2 is slightly simpler and method 1 ties in nicely with flak so 1 targeting rule can be used in 2 different aspects of the game.
Here is a breakdown of the odds for sub warfare using the 2 methods:
The following format is the number of attacking units against 1 sub and the corresponding odds of hitting that sub in first round.
method 1: (sub decides to submerge on first round instead of firing back)
1 ftr=1/31/2=Â 1/6
2 ftrs=5/93/4= 5/12
1 BB=1/3*4/6=Â 2/9
1 DD=1/2=Â Â Â Â 1/2
1 ftr+1 DD=3/4=3/4
method 2:
1 ftr=2/31/2=Â 1/3
2 ftrs=2/33/4= 1/2
1 BB=2/34/6=Â 4/9
1 DD=1/2=Â Â Â Â 1/2
1 ftr+1 DD=2/33/4 + 1/3*1/2= 2/3
Which set of odds better reflects realism of WWII sub warfare? Which of the few ideas outlined above from each method are realsitic/ unrealistic?