el cid again
Posts: 16922
Joined: 10/10/2005 Status: offline
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quote:
ORIGINAL: Dili Yeah it's an error and a big one. It just plain wrong to have that kind of units in such places. Kendari was taken by what? a Sasebo SNLF plus some Base Forces unit in all probably a reinforced Battalion at most a Regiment without much fight. Seems that i'll have to check the whole RHS including the allied side that i didnt wanted to make or probably just go back to CHS...this whole thing of investing in Chinese/Russians and having the fundamentals wrong doesnt make any sense. PS:Interesting Futur objective in that Unit... You managed to lose me entirely. Having China and Russia easy to conquest - when it was IRL either impossible or very, very difficult to do so - "doesn't make any sense" IMHO. The Soviet case has a double whammy - if the USSR is ahistorically weak in a military sense - then the real risks of "move South" are not present and you are not simulating. The real Japanese Army had to decide what it could risk sending South - what had to stay in the North. Manchukuo, Korea and Inner Mongolia aren't just areas on the map - they are the real economic heart of the Japanese Empire - resources wise. IRL Japan is the poorest of the great powers - resources wise - it has almost nothing at home. Except for oil (of which there is some) and, curiously, uranium, almost everything else it needs can be obtained in either substantial amounts or else completely in China, Manchuria, Korea and the minor states (which Japan treated like independent countries) of Liaoning and Inner Mongolia. [In this system all resources are equal - and are measured by weight. 2/3 of ALL the resources Japan needs to import are coal - period - weight wise. And all the coal it needs - more than it needs - is available in these areas. Combined with iron ore, soy, timber, rice, and about 20 other major imports, more than 90% of the tonnage it needs comes from this area.] And if Russia is weak - Japan can "strike North" - the real goal of IJA - and get the resources of Siberia and the oil of Sakhalin - and not have to ship it any great distance at the risk of submarine interception either. As for supply sinks - it is somewhat more of a mixed bag. But the WITP design concept of supply points tied to resource centers wholly subverts the very design concept that supply points are made by industry. If we don't "eat" them - the need to feed armies in resource areas is entirely absent. And that "doesn't make any sense" IMHO either. Now there are problems. The game forces us to concentrate resources from a vast area into a few points. In principle we could make each hex a separate location, put one mine in it, and you would not have a big supply sink there to eat the supplies. But slot limits mean we have only a few points on an island like Celebes - and these have all the resources from many hexes in them - thus a big supply sink to eat them. It is not really much different from having to fight for a long time to take the whole island - hex by hex - only you seem to be fighting for Makassar and Kendari. If I designed the system, (a) we would not need the supply sinks because we would have control over supplies at resource centers (soft control) and (b) if that were overruled by boss design programmer we would have 10 times more slots to play with. I am not in charge - we don't have that option - and so we need to work out something. The CHS solution is to grossly understate resources - which in turn helps prevent supplies from being large - and that in turn means you never have enough to really generate the HI points Japan really could generate. I see no solution here: free supplies forward, too few resources (the factor is about 11 - and at least 3 if you only count military economy), and too much free shipping since you don't have to move either the real resources or the supplies back from Japan to the field. Whatever you are doing - you are not simulating the war - which was a war over resources and autarky (economic self sufficiency) for Japan. Until Matrix separates supply points from resource centers - or gives us control over the ratio - the RHS solution is inherantly superior to ignoring these major issues. If you really disagree - don't play RHS. It is the heart of the beaste we will address logistics instead of pretending they don't matter. We have done lots of things to minimize the impacts of the sinks - including going over to support squads which are divided by 10 - planning for wrong locations which divide AV by 5 again - and using hopelessly inept officers - among other things. When we get this working right - look for the sinks to grow - right now there is a limit of 16,000 squads - and some need to be larger than that.
< Message edited by el cid again -- 3/8/2007 12:08:37 PM >
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