Revised Sub Warfare System
The purpose of this revised sub warfare system is to create a superior model of sub warfare than that found in standard WiF. While the historical battle between German subs and British convoys was one of constant attrition (with spikes and valleys of course), in WiF it is either feast or famine. This is due to the nature of the naval combat system, and especially search die rolls and surprise points. Insead of what should be a constant stream of convoy points sunk and subs killed, too often either the subs will get lucky and wipe out an entire convoy line, or nothing happens.

In addition, the vagaries of the sub warfare system allow the Axis to mount successful and sometimes massive sub attacks as late as Spring of 1944. This is nowhere close to the historical results, where the turnaround in the BoA occured in 1943 and, by late that year the German sub fleet had all but ceased to exist (or at least to operate effectively).

This revised system seeks to flatten curve into a steadier result for both sides, especially in the Battle of the Atlantic. What's more, it intends to better represent Allied technological advances in anti-sub warfare without simply giving the Allies more units to escort with, which is often the case in WiF in the later years of the war.

This system is heavily reliant on many facets of WIFH, and those who deviate significantly from the optional rules suggested for WiF-H are cautioned that this system may not work well without it. The system is currently in the midst of testing, with at least three games completed. Again, all testing has been done using all other facets of the WiF-H system.

The rule numbers used in this section are not designed to integrate with WIFFE rule numbers. That will change once the system is close to its final stage, but for now the rule numbers are self-contained. If you have any questions, send them to the designer, Devin Cutler.

1.0 Strategic Sub Warfare (SSW)
Sub warfare is now divided into two types, normal sub warfare, which is as described in standard WiF, and Strategic Sub Warfare (SSW). Normal sub warfare represents submarines being used to engage capital ships, transports, supply ships, and other submarines in specific actions and engagements. SSW represents sub attacks upon convoys over the course of the entire 2 months of a game turn.

1.1 Convoy Section
Each sea zone on the map now contains a feature called an Convoy Section. The Convoy Section is represented by that portion of the sea zone outside of the seabox. Go ahead and place those units anywhere in the sea zone you find convenient.

The Convoy Section is treated as having a search number of zero. However, under no circumstances can units in the Convoy Section ever successfully make their search roll, even accounting for modifiers. Units in the Convoy Section can only ever be included in a naval combat by having the opposing side choose to include it or by the opposing side being forced to include it.

The Convoy Section is treated as having a dash (-) for its shore bombardment modifier. This means no units in the Convoy Section may conduct shore bombardment or invade from this section.

No units may embark onto a transport or disembark from a transport or CV that is in the Convoy Section (this includes aircraft). TRS and AMPHs in the Convoy Section cannot reorganize units. Carrier planes in the Convoy Section may not conduct any air missions whatsoever except to rebase to other CVs in the same Convoy Section.

For the purposes of WiF11.4.1(b), the Convoy Section is treated as lower than section 2, but not lower than section zero or 1. Thus, face up naval units in the 2 section may move into the Convoy Section as a naval move, but face up naval units in the 1 or zero section cannot. For the purposes of WIF 11.3, aircraft may not be moved from a seabox into the Convoy Section unless they began in the 3 or 4 section. CP and ASW units in the zero section of a sea box may not move into the Convoy Section or vice versa.

1.1.1 Convoy Points
Convoy points (CP) may end their move in the zero section of the seabox or the Convoy Section of a sea zone. CP that end their movement in the zero section of the seabox may only be used for purposes of limited overseas supply. Such CP may not, in any circumstance, be used to transport resources, oil, or build points. CP that end their movement in the Convoy Section may be used for all purposes, including supply, resource transportation, and lend lease. A CP that ends its movement in the Convoy Section of the sea zone is signified by placing the CP in the sea zone outside of the seabox. It costs no extra movement or range for a CP to move from a sea zone into the Convoy Section. CP that are intercepted in the process of moving into a sea zone where the owning player elects to fight his way through are placed into the zero section of the seabox as normal during the interception combat.

1.1.2 ASW Units
ASW units (from Convoys in Flames) may end their movement in the Convoy Section of a sea zone. It costs no extra movement or range for an ASW unit to move from a sea zone into the Convoy Section.

1.1.4 Other Surface Naval Units
Other surface naval units may end their movement in the Convoy Section of a sea zone. It costs 2 movement points for a surface naval unit to move from a sea zone into the Convoy Section. Subs may also end their movement in the Convoy Section of a sea zone.

1.1.5 Air Units
Air units capable of conducting naval air missions may be placed into the Convoy Section of a sea zone if, after reaching a hexdot in the sea area, they then pay an additional 6 movement point cost. Aircraft who don't have 6 remaining movement points can't be placed into the Convoy Section. Air units may only conduct naval air interception into the Convoy Section if they have 6 movement points remaining after reacting into a hex dot in the sea area.
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