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Old 01-03-2020, 01:10 PM   #1
derstosstrupp
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Default Campaign Restructuring Effective Feb 1!

Before I start, if it appears there isn’t much activity with Wolfpack BdU, it’s because the majority of it happens on Discord. We are very much alive and well, and we use Subsim as a means to make people aware of this great site that made Wolfpack possible (Onkel Neal) as well as make Subsimmers aware of us. That said.....

The “Why”:
Why change? Well, I found that having each boat run its own “career” was causing the crews of other boats to not know what was going on elsewhere in the Campaign. Yes, we have the B-Dienst level, but there was very little else connecting everybody together.

I discovered the board game U-boat Leader, and its scale is that of a flotilla, the perfect size for a manageable Campaign and providing enough chrome to keep it interesting (I hope) and, above all, keep people engaged (no pun intended). The engagements will fit well with the actual ones run in Wolfpack, and the structure of the mechanics seem to translate well to an online Campaign such as this.

I have taken that ruleset and changed several things for purposes of balance, but please remember this is a work in progress requiring further refinement and any suggestions are welcome!
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My Retranslation of the U-boat Commander’s Handbook:
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Last edited by derstosstrupp; 01-03-2020 at 01:31 PM.
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Old 01-03-2020, 01:20 PM   #2
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The “How”:

The Campaigns will now be time-driven and all boats will be on the same schedule. Each Campaign will represent a particular period of the war:
1. Early War (9/39 – 5/40)
2. The Happy Time / Prelude to World War (6/40 – 1/42)
3. Operation Drumbeat (2/42 – 6/42)
4. The Beginning of the End (7/42 – 6/43)

All crews must register prior to the start of the coming Campaign. The skipper will need to
commit to a minimum of 3 Wolfpack missions per month for the duration of the Campaign.
The Campaign is of indeterminate length, and will end once all boats complete 4 patrols. This will likely take a few months in real time, depending largely on how quickly crews get through their Campaign runs. Skippers participating in the Campaign should nominate a second-in-command to run in their stead if need be.

There will be a maximum of four crews for the duration of the Campaign. Each crew has two
boats allocated to it for a total of eight boats. Each crew will have a VII or a IX and a II. The II is
there in case the bigger boat is sunk to keep the crew in the fight. I will run the IIs using the
backend mechanics. Note they may be sunk in the meantime as well!

For subsequent Campaigns, existing skippers and crews will be given priority over newcomers when registering.
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Determining Shooting Data:
https://drive.google.com/file/d/1isf...w?usp=drivesdk

My Retranslation of the U-boat Commander’s Handbook:
https://drive.google.com/file/d/1u_W...w?usp=drivesdk
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Old 01-03-2020, 01:30 PM   #3
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In general, the new Campaigns work as follows:

1. Patrols will be run via a spreadsheet (Patrol Sheet) somewhat independently. There will be no more map plotting unless those crews doing so wish to continue using real navigation (celestial).

2. Your abstract “crew” is either Green, Trained, Veteran, or Ace. You could be given a boat with any of these levels. This determines how much stress your crew can handle as well as how efficient they are in evasion etc. The level you receive at the outset is relative to other skippers and is based on the cumulative results of your “stat” runs (see later, yes that’s from WP League). However, your results during the Campaign will allow you to improve on this by way of experience points.


3. All crews receive their orders in the Patrol Sheet. Once they decrypt and acknowledge, they will be given access to the additional tabs that allow them to continue the patrol. During the transit to the area and the patrol in the area, random events are coded into the spreadsheet and crews must follow the instructions given with these events and report their status via radio message.

4. Orders could include minelaying, harbor attacks, or even participation in historical operations such as the Battle of Narvik. Normal patrols will include a minimum tonnage requirement to achieve.


5. Once any random events are resolved, assuming the boat is still fit to fight, engagements such as convoys and single ships will be issued. These are optional based on the state of the boat, but remember the tonnage requirements in your orders! Depending on the time of day, you may take the option to shadow the convoy until nightfall, at the risk of losing the contact!

6. Each boat will spend a week on the transit portion of the patrol. During this time, no
engagements are required, although you may receive one by random event (it will be optional).

7. Following the transit week, a few weeks will be spent on conducting Wolfpack engagements. Once all engagements are conducted (minimum 1 a week, ideally more if possible), the boat will continue to patrol in its area, generating further random events which must be dealt with prior to receiving more engagements.

8. Each boat now has a “stress” level. Engagements themselves cause stress, as does damage, and aircraft encounters – basically anything that could cause some degree of combat fatigue. Crews must monitor and manage this statistic.

9. Boats will similarly spend a week returning to base once they decide to return or are ordered to.

10. If a boat does not get a Wolfpack engagement on a particular week or is waiting on other boats to finish their runs, they will be encouraged to do a “stat” run. This will be a run using the stock game, for maximum tonnage. These runs will by scored by a formula and the scores will be tracked by crew. These results will determine who gets the better boats relative to other crews in coming Campaigns. They come down to “how much tonnage can you relocate from the surface to the bottom and still survive?” Think of it as building a strong base.

11. A crash dive will no longer be required prior to leaving on patrol. One will be required at the outset for a new crew/skipper, but it is up to the skipper to determine whether or not he would like to improve on the time. If so, they must record it and submit as before, but only at that time. These times will be compared relative to other skippers and any aircraft encounters will take these into account. The time itself is less important than your time relative to other skippers.

12. The sinking times in the engagement spreadsheet remain, but for balance’s sake boats will not get credit as before if the ship “doesn’t make it to shore”. Crews may be required to reengage in Wolfpack if the target did not sink during the game session.

13. Sea trials will still exist. They will only serve as “get-out-of-jail-free cards” though, allowing you to swap four to save your life etc, as before.

14. B-Dienst points will exist still and their benefits will be applied to all human-controlled boats. Torpedo improvement remains at the same levels. When a B-Dienst level is achieved (assuming not torpedo improvement), one of the following can happen:

a. Draufgänger! – all boats’ next engagement has no tonnage cap or torpedo limits

b. Gute Nachrichten! – all boats receive a reduction in stress

c. Gut aufgepasst! – all boats receive a benefit next time they search for contacts
__________________
Wolfpack BdU Campaign - Join Us!
https://www.subsim.com/radioroom/forumdisplay.php?f=297

Determining Shooting Data:
https://drive.google.com/file/d/1isf...w?usp=drivesdk

My Retranslation of the U-boat Commander’s Handbook:
https://drive.google.com/file/d/1u_W...w?usp=drivesdk
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