Seas of Thunder: The Interactivity of Specialized Warships

In a previous article I discussed the power, flexibility and dominating nature of air power in a Seas of Thunder battle. As a companion to that I would like to address the counter-balance to air power, the specialists. Every ship in the game can be put on the gunnery line, from the mightiest battleship to the lowliest submarine and everything in-between. However many ships, at last count over half, have their own specialties that make them more potent in the game than their 5-inch guns would allow. Today we will look at the specialist actions; anti-sub warfare, raiding, subsurface attack, mine laying, and mine sweeping.

Anti-Submarine Warfare

Only two types of units may fight in the Anti-Sub Warfare (hereafter ASW) box, units with an ASW specialty value and units with an AIR specialty value. Air units are capable and were historically successful at countering the German U-boat offensives in the Atlantic. As the Axis, especially the Germans, ramp up their submarine fleet, the Allies are countering that threat at the same time by building dozens of escort carriers.  In a case of the game reflecting history, one of the prime uses for these ships with small AIR ratings is to hunt submarines. Any time you encounter an Axis force, you have to be wary of subsurface threats, so if there is no dedicated ASW ships in a group, the carriers have to serve that purpose. You should never let submarines attack your groups without putting up a fight.

Destroyers are primed for the ASW task and should always be assigned to their specialty. Each destroyer on ASW frees up aircraft that can be more dangerous against surface ships. It is my opinion that any destroyer-class unit with an ASW rating needs to be assigned to ASW duties. They do not belong on the surface line looking to duke it out with battleships and cruisers. No they belong right here, trying to keep the submarines from harrying the massive capital ships and protecting the convoys.

So if destroyers are at home in this box and air units are reluctant second choices, what is the situation with ASW-capable cruisers? Well, it’s situational… get it? If I am sure there will be subs in the mix and they are the only counter to them I have, I will usually, reluctantly, deploy those ships to this box. If there is any other choice, even a ham sandwich holding a depth charge, I would prefer to see these bigger ships in the surface line.

Why is the ASW box so important? Subs can be devastating against the rest of your fleet. Submarine attacks can target any non-sub unit in the mine warfare box, the surface line or the reserve (which includes carriers and destroyers). They have no hierarchy of targets so subs, like air, get to pick and choose targets at their whim. Fleet carriers, battleships, minelayers, destroyers are all prey to the subs. The only way to stop them is to sink them before they fire. The only way to do that is with whatever units you place in the ASW box.

Raiders

Raiders hold an interesting spot in the specialist ranks. What they specialize in is attacking convoys and slipping away without engaging other warships. The only ships that can engage these ships are air-capable units placed on Air Strike missions, or ships with an equal or greater range that share a nationality with a convoy in the region. Given that they generally strike in low-impact areas, strong airpower should not be a factor. Of course a lucky strike can and will do in the occasional raider. If you are conservative with those raiders they can last the entire game. Their main role comes on the Axis side, mostly among German and then Japanese fleets. Their ability to fan out and essentially hide in the clutter if very useful. Their presence really makes the Allied player have to decide how to deploy their air.

Submarine Attack

In general this box will eventually hold about 98% of the Submarine (SS) units in the game. If you have a unit with a SUB specialty, this is the place you want them to go. Submarines placed here and that survive anti-submarine strikes from air and destroyers are now free to launch attacks on surface ships, ships in the reserve, or mine warfare ships. This is a first-strike weapon much like air but with fewer decisions as to how they are deployed. Unlike air power that has to be assigned before the sides are revealed, and which can be lured into attacking the wrong targets, SUB units get to choose their targets from what remains.

Submarines are allowed to pick any target in the boxes above regardless of positioning. Once the attack is complete, the submarine unit may either move to the Reserve Box and potentially open themselves to surface fire and mines or leave the zone and return to base. Subs that stay may potentially control the Sea Zone. Subs that leave cannot control the Sea Zone but are immune to any possible attacks.

Mine Warfare

Of course Minelayers (ML) and Mine Sweepers (MS) are going enter this box. Few from those classes have enough, if any, firepower to go to the surface line. Even if they do have a gun value, it is often dwarfed by their mine laying capacity. The trick here is that many other ships have a mine laying ability but their gunnery value surpasses that capacity. These include CX’s and CA’s.

Minelayers, yeah they go here, no questions. This is what they do and usually their gunnery value is so much lower than their mine laying value that it isn’t even close. Additionally, the ability to strike before the surface guns erupt is helpful. This ability allows them to pick and choose targets that they would like to knock out of the coming battle. So strike now and hope the target is at least driven back to port and the enemy line is reduced for the upcoming battle.

The other obvious choice is the Mine Sweepers. They are also usually gun-deficient and serve only one purpose, to counter minelayers. Since each MS ship nullifies all of the attacks of one ML ship one or two of these in a fleet can be a life-saver. I’m not sure there is as satisfying a feeling in the game as there is countering a large minelayer with a tiny 0(-)-1-1 mine sweeper.

The real decision is what to do with those cruisers, auxiliary cruisers, and destroyers that have both guns and mines. Do they deploy as mine layers or do they join the battle fleet? It is tricky and some nations, Japan, Russia and Italy, make it hard on you by having large numbers of these dual-use ships. Mines only hit on a 1. Gunnery also hits on a pair of 2’s. So Gunnery is a slightly superior method of combat… but only if you are rolling enough dice to get a pair of 2’s. Mine attacks come first and can whittle down the opposing fleet, unless there are mine sweepers present to completely nullify that attack. Lengthening the surface line allows players to protect their own ships and possibly reach the opposing reserve. So many decisions to make in this one small box.

Conclusion

There are many instances in the game where your specialists are going to just be placed on the mat by rote. But a battle can be won or lost by the choices you make before the fight even starts. Disposition of aircraft, to raid or not to raid, and how to deploy those mine laying cruisers are foremost among them. Each player will decide what their prime methodology is and establish a strategy that is right for them. But I implore you to change it up every now and again and stay unpredictable.


Previous Seas of Thunder Article: Seas of Thunder: What’s a Pretty Commonwealth Line Steamer Doing in a War Like This?

Jeff Horger
Author: Jeff Horger

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One thought on “Seas of Thunder: The Interactivity of Specialized Warships

  1. Please, can you explain one or 2 game turns in detail. ( It can be even a part of a game ( map) but after reading all the articles, I still do not understand the game.