The Wolfpack

Life Below Sea Level

As most everyone knows the A&A Submarine has some very unique qualities:

1) Subs can only attack naval units.
2) If a sub should score a hit as the attacker the returning naval unit casualty can not return fire.
3) The sub can withdraw from combat as the attacker or as the defender.

Wolfpack Tip 1: Using Offensive Withdrawal

Always withdraw an attacking sub, when you have just planes vs. enemy subs. First, this may block the enemy from withdrawing their subs. Plus you are sparing the life your own subs.

The most common example of implenting an offensive withdrawal often happens on the first Russian turn. If you attack the German tranport and sub in the Baltic using your sub and fighter, you may be able to spare your sub a round of combat and add some protection the UK sea zone to boot. Should the German player take his transport as the first loss, his remaining sub can only hit another naval unit. Therefore, withdraw your sub! The fighter gets an automatic kill since the U-Boat is trapped and cannot hit a plane.

You may also use the withdrawal technique, to actually move your sub one extra sea zone (see also leapfrog). As long as any sub faces one round of combat, you may withdraw your sub to any sea zone next to the embattled sea zone unoccuppied by the enemy. Note: A sub may only withdraw to a sea zone that an attacking unit came from. Subs that withdraw in the same round of combat, must withdraw to the same sea zone. Thanks Ralph for clarifying this!

Wolfpack Tip 2: Using the defensive withdrawal.

As a defending sub, you may also choose to withdraw from a battle. I see this often on turn one, when the Japanese attack the Hawaii sea zone. If the U.S. survives the first round of combat, sometimes it might be better to "run away and fight another day". The sub could join the battleship and the transport on the West Coast and return to counter-attack on the U.S. turn.

Another scenario... During Germany 1 you destroyed all the Russian and UK naval vessels in the Atlantic. As a bonus, you still have a sub in the East Canada sz. It is very possible that the UK player could build naval units in round one and it is also possible that Churchill will order an air attack against your sub. Should the UK player attack your sub in the East Canada sz and miss, your sub must be ordered to go the UKsz. In doing so all the UK naval purchases have now gone to waste!

Wolfpack Tip 3: Subs are cheaper than fighters.

Which is more efficient and cost effective for destroying your opponent's navy: subs or fighters? When looking only at naval battles the sub is the better buy.

Sample scenario: Your opponent has 2 transports and 1 battleship. You have spent $24 on either 2 fighters or 3 subs. Let's analyze the probable outcomes.

Using the divide by 6 rule (total dice value/6 = number of potential hits -- see a previous message on calculating the odds).

A: 2Ftrs -"100%" chance of a hit
D: 2Trn, 1BB -"100%" chance of a hit

A: 1Ftr -"50%" chance at a hit
D: 1Trn, 1BB -"83%" chance of a hit

Battle over. Probable outcome: all fighters lost. Defender probably has the battleship along with a 50/50 chance of still having 1 Transport. OUCH!

A: 3Subs -"100%" chance of a hit
D: 2Trn, 1BB -"0-83%" chance of a hit (sub sneak attack hits voids counter attacks)

A: 2Subs -"66%" chance of a hit
D: 1Trn, 1BB -"0%-83%" chance of a hit (sub sneak attack hits voids counter attacks)

A: 1Sub -"33%" chance of a hit
D: 1BB -"0%-66%" chance of a hit (sub sneak attack hits voids counter attacks)

Battle Over: Using the probable odds the BB remains with no transports. However, there is a 33%+ chance that the Sub remains and all enemy units are destroyed.

A submarine costs 34% less than a fighter. I realize that fighters have more overall capabilities than the sub, but at sea it is pretty difficult to debate the offensive value of a submarine.

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