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RE: Admirals Edition Naval Thread - 12/22/2007 12:27:33 AM   
Terminus


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quote:

ORIGINAL: JWE


quote:

ORIGINAL: el cid again
It might be interesting generally though: not very different, TO&E would be 14 men - and theoretically some LTJG or so would be in charge but almost never present (as he has six other jobs). There would not have to be a chief - but if not a PO1 would be in charge - and there would be at least three PO2 - one for each team - of which there could be 3. Naval organization is task oriented - so it might act as one, two or three teams - and in my day the leader was not in any of the teams - but there would be a radioman with him - also not in any of the teams - because the radios were quite heavy - Korean era tube type radios with extra batteries - each of which weighed more than an entire radio today. If more men were required, they would be attached, either grunts from the boat division (on an APA this is about 80 strong, the biggest division on the ship) - or specialists from whatever division (say a signalman, a hospital corpsman, a gunners mate if you had to be armed and worry about supporting weapons - which ordinary sailors didn't do - the gunner's mate took care of weapons - or any other specialist of interest to the particular day's work).

Thank you. That's very informative.



Is it? Where?

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RE: Admirals Edition Naval Thread - 12/22/2007 12:29:27 AM   
spence

 

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quote:

Something thats missing from this, not that I disagree mind you, is that your not taking into acount just how much time was lost arguing over how do it by all those who knew just what was neaded to be done...., something not unique to our culture either



Arguments with the applicable Chief Petty Officer were and are infrequent and usually initiated by an Ensign, in which case the CPO has a cup of coffee with the EO (or other applicable department head) and the Ensign finds ALL his time occupied by taking an emergency inventory of the ______ locker or conducting an investigation into the loss of a Hershey bar by the Ship's Store.

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RE: Admirals Edition Naval Thread - 12/22/2007 1:27:34 AM   
Sardaukar


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quote:

ORIGINAL: Terminus


quote:

ORIGINAL: JWE


quote:

ORIGINAL: el cid again
It might be interesting generally though: not very different, TO&E would be 14 men - and theoretically some LTJG or so would be in charge but almost never present (as he has six other jobs). There would not have to be a chief - but if not a PO1 would be in charge - and there would be at least three PO2 - one for each team - of which there could be 3. Naval organization is task oriented - so it might act as one, two or three teams - and in my day the leader was not in any of the teams - but there would be a radioman with him - also not in any of the teams - because the radios were quite heavy - Korean era tube type radios with extra batteries - each of which weighed more than an entire radio today. If more men were required, they would be attached, either grunts from the boat division (on an APA this is about 80 strong, the biggest division on the ship) - or specialists from whatever division (say a signalman, a hospital corpsman, a gunners mate if you had to be armed and worry about supporting weapons - which ordinary sailors didn't do - the gunner's mate took care of weapons - or any other specialist of interest to the particular day's work).

Thank you. That's very informative.



Is it? Where?



I think JWE has very British sense of humour...

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RE: Admirals Edition Naval Thread - 12/22/2007 1:46:56 AM   
spence

 

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Not sure why such information would be needed in a game of this scale but Cid's description of a Ship's Landing Party/Prize Crew meshes very well with my recollections of the Watch Quarter and Station Bills on the CGC Bibb (a DD sized ship). I still have a pretty good memory of those things since I was charged as Operations Officer to amend it to account for the decrease in crew size (308 officers/men in WW2 to 125 in 1977) when that cutter began regular boardings to enforce the Fisheries Zone and interdict drugs.

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RE: Admirals Edition Naval Thread - 12/22/2007 2:09:59 AM   
MineSweeper


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Do not know of this has been asked....
Will the Japanese Torpedoes be modified in any way?. The Long Lance was upgraded with a heavier Warhead later in the war at the expense of range (removed an Oxygen Tank)
Thanks....


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RE: Admirals Edition Naval Thread - 12/22/2007 2:12:57 AM   
jwilkerson


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quote:

ORIGINAL: MineSweeper

Do not know of this has been asked....
Will the Japanese Torpedoes be modified in any way?. The Long Lance was upgraded with a heavier Warhead later in the war at the expense of range (removed an Oxygen Tank)
Thanks....



One I actually know. At this point, there is still only one flavor of T93. Wouldn't be hard to change though if our device mangler was so inclined.

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RE: Admirals Edition Naval Thread - 12/22/2007 2:21:34 AM   
MineSweeper


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Thanks for the reply....here is some info on the subject....
The model 3 had a 1715 lb. warhead vs. 1080 that's in the model 1...

http://www.fischer-tropsch.org/primary_documents/gvt_reports/USNAVY/USNTMJ%20Reports/USNTMJ-200D-0022-0469%20Report%200-01-1.pdf


< Message edited by MineSweeper -- 12/22/2007 2:23:56 AM >


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RE: Admirals Edition Naval Thread - 12/22/2007 3:03:59 AM   
Terminus


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Hadn't thought of actually doing that, but it would be fairly easy... New torp device, set the IJN ships to get them as an upgrade... Definitely doable. What with the editor's mass update function, it's a lot more possible than in the old days...

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RE: Admirals Edition Naval Thread - 12/22/2007 3:46:21 AM   
MineSweeper


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Thanks T....you might also want to look at the Type 95 Submarine Torps....they were also modified from Model 1 (893 lb. warhead) to Model 2 (1210 lb. warhead)




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RE: Admirals Edition Naval Thread - 12/22/2007 3:47:47 AM   
Terminus


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quote:

ORIGINAL: MineSweeper

Thanks T....you might also want to look at the Type 95 Submarine Torps....they were also modified from Model 1 (893 lb. warhead) to Model 2 (1210 lb. warhead)





Yup... That's more my area of expertise, what with me being responsible for the IJN submarine OOB...

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RE: Admirals Edition Naval Thread - 12/22/2007 4:04:28 AM   
jwilkerson


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quote:

ORIGINAL: Terminus


quote:

ORIGINAL: MineSweeper

Thanks T....you might also want to look at the Type 95 Submarine Torps....they were also modified from Model 1 (893 lb. warhead) to Model 2 (1210 lb. warhead)





Yup... That's more my area of expertise, what with me being responsible for the IJN submarine OOB...


Thing is this is true pretty much across the board. Just talking about Naval for the moment, directors get better, HE rounds get better, AP rounds get better, sonar gets better, depth charges get better, and on and on and much of this is NOT represented in stock. If we open the door, it is a very large room in there. And for the most part "ammunition" is not represented in the system, so we would then be trying to abstract ammunition changes into the devices. I think stock made a decision not to do this.



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RE: Admirals Edition Naval Thread - 12/22/2007 4:17:34 AM   
Terminus


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This is true...

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RE: Admirals Edition Naval Thread - 12/22/2007 6:40:18 AM   
jwilkerson


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quote:

ORIGINAL: MineSweeper

Thanks for the reply....here is some info on the subject....
The model 3 had a 1715 lb. warhead vs. 1080 that's in the model 1...

http://www.fischer-tropsch.org/primary_documents/gvt_reports/USNAVY/USNTMJ%20Reports/USNTMJ-200D-0022-0469%20Report%200-01-1.pdf



Re-stated, the point is that the reason we haven't added more upgrades to the naval devices, isn't due to lack of data, it might more nearly be the opposite. I've sat here looking at some really juicey data about naval ordnance and related equipment, and tried to figure out how and whether we should integrate that stuff in to AE. But the devil is in the details and unless we are going to do this across the board I don't think we should start.

As an example, for the T93, there were a number of experimental models which could have been used but weren't and there was one model which was adoted and used, the M3, but the data I have indicates these "saw limited service on destroyers in 1944-45". So even if we included this as a device upgrade for T93, we would need to first duplicate the original T93 and only upgrade those on "some" destroyers, but not on all T93 carrying vessels. And again, we would need to perform this exercise for either all naval ordnance or some restricted subset.



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RE: Admirals Edition Naval Thread - 12/22/2007 8:49:10 AM   
Reg


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On another topic, are there any plans to refine strafing?

Quite rightly strafing currently does little structural damage and is only a threat to small vessels. However, this does not reflect the historical results for this sort of attack.

Would it be possible to see an increase in the chance of lightly armoured weapons/devices to be disabled by strafing attacks? (Basically having the decks swept clean - see the picture below). This probably already happens but with only one or two points of damage inflicted by small caliber weapons, it doesn't seem to occur often enough to have any real effect (as far as I can see).

I know you already have a list of things you wish to include, but implementing would allow strafers to effectively conduct flak suppression (even against larger combatants) by reducing defensive firepower without inflicting ahistorical hull losses.




The picture above is from Europe (ROYAN, FRANCE. 1944-08-13. THE CARGO SHIP MAGDEBURG). You just have to feel for the wheelhouse crew..

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RE: Admirals Edition Naval Thread - 12/22/2007 11:57:31 AM   
JeffroK


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Such an improvement would result in more accurate use of the Beaufighter & Mitchell "gunships" as flak suppresors.

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RE: Admirals Edition Naval Thread - 12/22/2007 2:09:21 PM   
el cid again

 

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quote:

ORIGINAL: spence

Not sure why such information would be needed in a game of this scale but Cid's description of a Ship's Landing Party/Prize Crew meshes very well with my recollections of the Watch Quarter and Station Bills on the CGC Bibb (a DD sized ship). I still have a pretty good memory of those things since I was charged as Operations Officer to amend it to account for the decrease in crew size (308 officers/men in WW2 to 125 in 1977) when that cutter began regular boardings to enforce the Fisheries Zone and interdict drugs.


I should not have been allowed to serve on such a party - as a technician - but my first captain had a (bogus) theory that he wanted "a technican instead of a radioman - so if the radio breaks he can fix it." The ship adopted the concept of "the junior technician is the most expendable, so whoever is most junior gets the task." Since it was my first ship, when I went there, I was sent to Landing Party School - and nominally was to be the Landing Party/Boarding Party/Prize Crew "radioman." [It is the same party - the name changes - but the basic people don't change - the name is related to the mission] But (a) I could not really fix a radio without parts, test equipment or electrical power - and (b) this party had too few willing to lug a heavy (26 pound) automatic rifle around - and in spite of being small I felt it was stupid to leave one behind. So I ended up in the line. This ship had boarded Russians during the Cuban Missile Crisis, and its crew was regarded as "experienced" (never mind that no one was left from those days) - so it got most of the jobs - jobs that in the present day might go to SEALS - but then SEALS were reserved for real special ops. So we DID end up being experienced after all - since we got real missions - and for that reason we also were allowed to tag along when any troops on board went to any sort of training. I even got to go to the Jungle Warfare School in Panama - attached to 2nd Battalion 2nd Marines - and - as educated sailors - we actually broke the jungle navigation record - since reading a compass was not mysterious for us. A few things got written down, and later on - when I went to a new ship - I was required to actually train the landing party - so instead of getting out of this duty I should never have done in the first place - I ended up doing more of it. Irony is more or less SOP - and theory and practice are not always closely related. But in a way I did "fix the radios" - our Korean vintage tube radios were much heavier than a BAR (USN carried M-1s and BARs converted to .308 caliber) - and worked only 24 hours at best - I bought (quite illegally) non-mil spec transistor radios - sealed them - and obtained lightweight, portable radios more reliable than the issued ones - and we then carried more than one radio! Some years later the military went over to solid state radios - but they were much heavier - and no doubt much more rugged.

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RE: Admirals Edition Naval Thread - 12/22/2007 2:49:00 PM   
tsimmonds


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quote:

ORIGINAL: el cid again

quote:

ORIGINAL: irrelevant

Has any consideration been given to limiting somehow the number of AKs that can unload supply over a beach (as for an invasion)? As it is, an infinite number of AKs can all unload simultaneously.


Actually - this seems confused. OVER A BEACH the number SHOULD BE unlimited! It is in a port - at the much more efficient port loading rates - that restrictions are needed - both for number of ships - and also for size of ship. [My first ship - AKA-249 USS Francis Marion - was the last APA the US ever built. She carried 22 landing craft - and could land almost anywhere cargo as large as an M-60 tank - beach or not. So long as "anywhere" means "some suitable site near the objective" and not literally every meter of coast. If you have more ships, you do two things: spread out over more "beach" - wether or not it is actual beach; phase the landing craft: no reason you cannot have wave upon wave of them coming ashore from ships anchored out.]

Now theoretically a beach might be too small to permit an infinite number of ships to land. Normally - you just pick additional beaches. But some places there are no beaches at all - and what there are are very limited. Since we have no way to rate beaches - or even say "no landings here" (the entire west coast of Kerguelin Island - well actually most of the island except in the east - has NO suitable landing points - and we are talking over a thousand square mile island here - a wierd one I happen to know in detail). As a general rule, our hexes are so large there is a landing point. The only reason to limit landings might be for very tiny atols/islets.

Sure, within a 40-mile hex you could unload ships all up and down the coast--if you had the SPs. And if you didn't have the SPs, you could just toss the stuff over the side. But there is also the question of unloading someplace where you can then make use of what you have unloaded.

As for phasing waves of LCs between ship and shore, there is some point beyond which things become too congested, a point of diminishing return. Again, it could be a limitation of SPs, of space on the beach, of navagable approaches to the beach, etc. Your theoretical unlimited unloading capability would rarely have been realized IRL by the Allies and never by IJ. There should be some limit for unloading AKs.

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RE: Admirals Edition Naval Thread - 12/22/2007 2:54:06 PM   
tsimmonds


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Re: ship production

Today you cannot halt construction of a ship until it begins costing you shipbuilding points. This has two downsides:

  • even if you have no intention to complete a particular ship, that ship will always cost you for at least one day's construction before you can turn it off
  • you must either visit the ship availability track every day or else keep a detailed list of when ships start burning points in order to minimize wastage of shipbuilding points


Has any consideration been given to making it possible to halt construction of a ship at any time? So an IJ player could go thru the ship availability list one time to turn off every one of the ships he was certain that he would never build?

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RE: Admirals Edition Naval Thread - 12/22/2007 3:41:57 PM   
spence

 

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quote:

Would it be possible to see an increase in the chance of lightly armoured weapons/devices to be disabled by strafing attacks? (Basically having the decks swept clean - see the picture below). This probably already happens but with only one or two points of damage inflicted by small caliber weapons, it doesn't seem to occur often enough to have any real effect (as far as I can see).



The author of "A Glorious Way to Die" noted how strafing fighters caused great slaughter amongst the AAA gun crews on Yamato during her last battle.

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RE: Admirals Edition Naval Thread - 12/23/2007 1:42:33 AM   
mikemike

 

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quote:

ORIGINAL: el cid again


quote:

ORIGINAL: Norm3

Any chance you want to elaborate on that? A horrific image of exploding fleet carriers, that have just made port with some damage after a major clash with the other side, has ruined my meal and beer.


Well - Mutsu did blow up sitting in port - and it was a relatively regular feature of captial ships of all nations in all eras. It was a minority issue - but it does happen. I like it.


In 1942, the German replenishment oiler "Uckermark" (formerly known as "Altmark" - of the "Cossack" incident) blew up in Yokohama Harbor, also destroying the raider/AMC "Michel".

I'd love to have those ships in AE, especially the "Uckermark" - an AO capable of 21-22 kts would be a fine thing to have. Also, there was a German submarine base in Soerabaya that had some auxiliaries IIRC, as well as a handful of Arado 196 floatplanes.

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RE: Admirals Edition Naval Thread - 12/23/2007 2:36:36 AM   
spence

 

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quote:

quote:

ORIGINAL: el cid again


quote:

ORIGINAL: Norm3

Any chance you want to elaborate on that? A horrific image of exploding fleet carriers, that have just made port with some damage after a major clash with the other side, has ruined my meal and beer.


Well - Mutsu did blow up sitting in port - and it was a relatively regular feature of captial ships of all nations in all eras. It was a minority issue - but it does happen. I like it.


In 1942, the German replenishment oiler "Uckermark" (formerly known as "Altmark" - of the "Cossack" incident) blew up in Yokohama Harbor, also destroying the raider/AMC "Michel".

I'd love to have those ships in AE, especially the "Uckermark" - an AO capable of 21-22 kts would be a fine thing to have. Also, there was a German submarine base in Soerabaya that had some auxiliaries IIRC, as well as a handful of Arado 196 floatplanes.



I'd say the problem with having those German ships in the game would be that the Germans never released them to Japanese operational control and that at least until the Germans surrendered the Japanese were unwilling to appropriate German ships to their own uses. After Germany's surrender though I believe the Japanese did take over half a dozen U-boats or so though I don't think they ever deployed operationally.

Cid mentions the fact that Battleships of all nations in all eras had a bad habit of blowing up. There was an article in Strategy and Tactics Magazine back in the good ole days that listed the cause of loss of every Dreadnaught/Super-Dreadnaught BB that ever existed and IIRC the single most common cause of loss of these type ships was more or less spontaneous explosion a la Mutsu.

< Message edited by spence -- 12/23/2007 2:38:30 AM >

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RE: Admirals Edition Naval Thread - 12/24/2007 5:10:53 AM   
el cid again

 

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There is a book (Dreadnaught I think is the title) also listing the cause for every ship lost between Dreadnaught and Vanguard (the last built). Same result.

None of the German submarine released when Germany surrendered was functionally operational in IJN. BUT TWO Type IXs were given to Japan mid war - both commissioned in Germany - one made it to Japan - and eventually it did serve (after studies) - in a training role. Since we have ALL Japanese subs in the game INCLUDING trainers....

I have no problem with "my enemy's enemy is my ally" either. Let Japan control German ships - it is certainly better than having the Allies do it.

I didn't realize any raiders or tankers were still PTO in 1942 - I must put them in!

EDIT: Michael was not sunk in an explosion in port - but by a US submarine at sea. It may have been damaged, however - as it was in Japanese waters at that time.

< Message edited by el cid again -- 12/24/2007 11:19:36 AM >

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RE: Admirals Edition Naval Thread - 12/24/2007 3:31:42 PM   
Jim D Burns


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I’m curious how the two AK fleets stack up against one another in AE. How many AK’s does each side have and what are their total lift capacities in tons?

I think the larger capacity allied AK’s should be respawnable with a 4-6 month respawn rate if possible. In CHS the allies have 2,009 AK’s according to VSWG’s count with a total lift capacity of 8,000,000+ tons.

Given that the allies will probably lose close to half of that in an average game that sees lots of KB raids going on, that’s not a very large lift capacity for the end of the war, were transit times can see AK’s at sea for 2-3 months one way.

The US could have easily made up for heavy losses if needed, just because it wasn’t needed historically, doesn’t mean it won’t be needed in some games. I’m not saying all allied AK’s should be respawnable, just enough to assure that the allies can maintain a decent lift capacity for 1944 onwards so the game doesn’t grind to a halt if Japan sank too many AK’s in a successful first two years.

Jim


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RE: Admirals Edition Naval Thread - 12/24/2007 4:51:11 PM   
spence

 

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quote:

I’m curious how the two AK fleets stack up against one another in AE. How many AK’s does each side have and what are their total lift capacities in tons?

I think the larger capacity allied AK’s should be respawnable with a 4-6 month respawn rate if possible. In CHS the allies have 2,009 AK’s according to VSWG’s count with a total lift capacity of 8,000,000+ tons.

Given that the allies will probably lose close to half of that in an average game that sees lots of KB raids going on, that’s not a very large lift capacity for the end of the war, were transit times can see AK’s at sea for 2-3 months one way.

The US could have easily made up for heavy losses if needed, just because it wasn’t needed historically, doesn’t mean it won’t be needed in some games. I’m not saying all allied AK’s should be respawnable, just enough to assure that the allies can maintain a decent lift capacity for 1944 onwards so the game doesn’t grind to a halt if Japan sank too many AK’s in a successful first two years.

Jim



Something seems a little bit upside-down and inside-out with respect to history when the Japanese Player from the get-go has the lift for amphibious invasions of Karachi and/or Hawaii in addition to the PI?DEI while still meeting all his resource/oil requirements for full production but the Allies have a potential shortfall (especially after the U-boats were well and truly beaten in 1944-45 the Atlantic). The perponderance of historical evidence indicates the Japanese were short on total lift (for their historical plan of conquests) from day 1 and it got worse from there.

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RE: Admirals Edition Naval Thread - 12/24/2007 5:40:51 PM   
Ron Saueracker


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quote:

ORIGINAL: spence

quote:

I’m curious how the two AK fleets stack up against one another in AE. How many AK’s does each side have and what are their total lift capacities in tons?

I think the larger capacity allied AK’s should be respawnable with a 4-6 month respawn rate if possible. In CHS the allies have 2,009 AK’s according to VSWG’s count with a total lift capacity of 8,000,000+ tons.

Given that the allies will probably lose close to half of that in an average game that sees lots of KB raids going on, that’s not a very large lift capacity for the end of the war, were transit times can see AK’s at sea for 2-3 months one way.

The US could have easily made up for heavy losses if needed, just because it wasn’t needed historically, doesn’t mean it won’t be needed in some games. I’m not saying all allied AK’s should be respawnable, just enough to assure that the allies can maintain a decent lift capacity for 1944 onwards so the game doesn’t grind to a halt if Japan sank too many AK’s in a successful first two years.

Jim



Something seems a little bit upside-down and inside-out with respect to history when the Japanese Player from the get-go has the lift for amphibious invasions of Karachi and/or Hawaii in addition to the PI?DEI while still meeting all his resource/oil requirements for full production but the Allies have a potential shortfall (especially after the U-boats were well and truly beaten in 1944-45 the Atlantic). The perponderance of historical evidence indicates the Japanese were short on total lift (for their historical plan of conquests) from day 1 and it got worse from there.


Spence, I'm very curious to see how the changes being incorporated into AE will actually address the concerns you have mentioned. These have been huge issues since Alpha.


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RE: Admirals Edition Naval Thread - 12/24/2007 6:34:13 PM   
jwilkerson


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quote:

ORIGINAL: Ron Saueracker


quote:

ORIGINAL: spence

quote:

I’m curious how the two AK fleets stack up against one another in AE. How many AK’s does each side have and what are their total lift capacities in tons?

I think the larger capacity allied AK’s should be respawnable with a 4-6 month respawn rate if possible. In CHS the allies have 2,009 AK’s according to VSWG’s count with a total lift capacity of 8,000,000+ tons.

Given that the allies will probably lose close to half of that in an average game that sees lots of KB raids going on, that’s not a very large lift capacity for the end of the war, were transit times can see AK’s at sea for 2-3 months one way.

The US could have easily made up for heavy losses if needed, just because it wasn’t needed historically, doesn’t mean it won’t be needed in some games. I’m not saying all allied AK’s should be respawnable, just enough to assure that the allies can maintain a decent lift capacity for 1944 onwards so the game doesn’t grind to a halt if Japan sank too many AK’s in a successful first two years.

Jim



Something seems a little bit upside-down and inside-out with respect to history when the Japanese Player from the get-go has the lift for amphibious invasions of Karachi and/or Hawaii in addition to the PI?DEI while still meeting all his resource/oil requirements for full production but the Allies have a potential shortfall (especially after the U-boats were well and truly beaten in 1944-45 the Atlantic). The perponderance of historical evidence indicates the Japanese were short on total lift (for their historical plan of conquests) from day 1 and it got worse from there.


Spence, I'm very curious to see how the changes being incorporated into AE will actually address the concerns you have mentioned. These have been huge issues since Alpha.




Interestingly, this "problem" has more than one dimension.

We've also struggled to get the historical Japanese troops, for the intial invasions aboard their historical ships. With the loading routines and ship capacities in stock, an IJA battalion that historically fit aboard one ship typcially rated as an "AK" in stock) requires five times as many ships to load.

So while trying to increase historical accuracy along one dimension we may slide things in the opposite direction in a different dimension (since not all the factors we have to deal with are orthogonal!).

But we are doing the best we can to increase historical accuracy in all dimensions - or at least be better than (greater than or equal to) stock in all dimensions!



_____________________________

AE Project Lead
New Game Project Lead

(in reply to Ron Saueracker)
Post #: 626
RE: Admirals Edition Naval Thread - 12/24/2007 7:15:10 PM   
spence

 

Posts: 5400
Joined: 4/20/2003
From: Vancouver, Washington
Status: offline
I appreciate your efforts to make the game more historical.

I think that the problems you find relating to loading the Japanese battalion, are in part a result of loading data derived from US Army/Marine Corps/Navy records that may have come to you. There seems to have been an initial assumption that the Japanese way of doing things was in all respects similar enough to the US way that there was only a need to write a single program which would deal with both sides (not being a programmer at all I don't have a real good idea how difficult it would be to program the differences but I guess it would be complicated in any case). With regards to loading and landing though; the Japanese were not loading to make an assault landing on a hostile defended beach and thus the requirements to have certain items available in a certain order which contributed to US loading tables were not applicable (along with a generally higher level of equipment/supply for the Allies).

(in reply to jwilkerson)
Post #: 627
RE: Admirals Edition Naval Thread - 12/24/2007 7:36:16 PM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline

quote:

ORIGINAL: spence

I appreciate your efforts to make the game more historical.

I think that the problems you find relating to loading the Japanese battalion, are in part a result of loading data derived from US Army/Marine Corps/Navy records that may have come to you. There seems to have been an initial assumption that the Japanese way of doing things was in all respects similar enough to the US way that there was only a need to write a single program which would deal with both sides (not being a programmer at all I don't have a real good idea how difficult it would be to program the differences but I guess it would be complicated in any case). With regards to loading and landing though; the Japanese were not loading to make an assault landing on a hostile defended beach and thus the requirements to have certain items available in a certain order which contributed to US loading tables were not applicable (along with a generally higher level of equipment/supply for the Allies).


While we do have the shipping data in TM-E 30-480 (1 Oct 44) ... that wasn't what I was thinking of when I posted. I was actually thinking of specific data, one case in point being the activities of the 2nd Bn, 143rd IR, 55 ID. This unit was loaded aboard the Johoro Maru and landed at Prachuap Khiri Khan on 8 Dec 1941 (also known as 7 Dec 1941 for those who date the start of the war in conjunction with events to the east of the IDL).

Trying making a Bn landing force (1/3 of a regiment) and loading it aboard this ship in stock. I did and it took an extra four ships, before I could load the whole battalion. That's what I was thinking of when I made my post.

In stock there is only one type of troop loading. In AE there are two ... call them "combat" and "long haul" if you like ... in AE we call them "amphibious" and "transport". One is more efficient in terms of space utilization, the other is more efficient at retarding troop disruption due to landing on a hostile shore. Don and JWE can comment further, but there are also differences in efficiency for Japanese troop loading vis-a-vis Allied.




_____________________________

AE Project Lead
New Game Project Lead

(in reply to spence)
Post #: 628
RE: Admirals Edition Naval Thread - 12/24/2007 7:47:18 PM   
Ron Saueracker


Posts: 12121
Joined: 1/28/2002
From: Ottawa, Canada OR Zakynthos Island, Greece
Status: offline
I just can't wait to see this puppy! The amount of work you guys have put in is amazing and I'm sure what we've been told is just scratching the surface of your efforts. That's why I posted my last reply...the logistical excesses of WITP must have been quite the challenge to reign in. Merry Christmas to you all by the way!

_____________________________





Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

(in reply to jwilkerson)
Post #: 629
RE: Admirals Edition Naval Thread - 12/24/2007 7:51:07 PM   
Mike Solli


Posts: 15792
Joined: 10/18/2000
From: the flight deck of the Zuikaku
Status: offline

quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: spence

I appreciate your efforts to make the game more historical.

I think that the problems you find relating to loading the Japanese battalion, are in part a result of loading data derived from US Army/Marine Corps/Navy records that may have come to you. There seems to have been an initial assumption that the Japanese way of doing things was in all respects similar enough to the US way that there was only a need to write a single program which would deal with both sides (not being a programmer at all I don't have a real good idea how difficult it would be to program the differences but I guess it would be complicated in any case). With regards to loading and landing though; the Japanese were not loading to make an assault landing on a hostile defended beach and thus the requirements to have certain items available in a certain order which contributed to US loading tables were not applicable (along with a generally higher level of equipment/supply for the Allies).


While we do have the shipping data in TM-E 30-480 (1 Oct 44) ... that wasn't what I was thinking of when I posted. I was actually thinking of specific data, one case in point being the activities of the 2nd Bn, 143rd IR, 55 ID. This unit was loaded aboard the Johoro Maru and landed at Prachuap Khiri Khan on 8 Dec 1941 (also known as 7 Dec 1941 for those who date the start of the war in conjunction with events to the east of the IDL).

Trying making a Bn landing force (1/3 of a regiment) and loading it aboard this ship in stock. I did and it took an extra four ships, before I could load the whole battalion. That's what I was thinking of when I made my post.

In stock there is only one type of troop loading. In AE there are two ... call them "combat" and "long haul" if you like ... in AE we call them "amphibious" and "transport". One is more efficient in terms of space utilization, the other is more efficient at retarding troop disruption due to landing on a hostile shore. Don and JWE can comment further, but there are also differences in efficiency for Japanese troop loading vis-a-vis Allied.





Joe, historically did the whole battalion load or just a portion of it. The Japanese were notorious for sending bits and pieces of units to various places throughout the war.

(in reply to jwilkerson)
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