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TF Movement during strikes - 2/17/2008 12:00:38 AM   
PaulRezendes

 

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I just found out about CAW III! One of my pet peeves about CAW II was the (a-historical) immobility of CV TF's between launch and recovery of strikes. Has this been fixed in CAW III?
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RE: TF Movement during strikes - 2/17/2008 12:06:51 AM   
The Warden

 

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I'm afraid not.

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RE: TF Movement during strikes - 2/18/2008 12:48:55 AM   
Gregor_SSG


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quote:

ORIGINAL: PaulRezendes

I just found out about CAW III! One of my pet peeves about CAW II was the (a-historical) immobility of CV TF's between launch and recovery of strikes. Has this been fixed in CAW III?


There was a lengthy discussion on this point in an earlier thread. SSG's position is that while its is technically possible to allow TGs to move during strikes, we couldn't see a way of preventing any such mechanism from being misused (to dodge enemy strikes) by crafty players in unrealistic ways.

Various mechanics were suggested by interested parties but so far, we haven't found a solution that, in our opinion, does not create more problems than it solves.

Gregor

_____________________________

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See http://www.ssg.com.au and http://www.ssg.com.au/forums/
for info and free scenarios.

(in reply to PaulRezendes)
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RE: TF Movement during strikes - 2/25/2008 12:32:13 AM   
PaulRezendes

 

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Dear Gregor:

I apologize if I missed that thread. If it still exists, I would appreciate a link.

It is not clear to me how a reasonably accurate representation of ship and strike movement can lead to unfairly crafty maneuvers. If a TF is close enough to dodge under a storm, then it should be able to do so. As I recall, that's how one of the IJN carriers avoided being hit at Coral Sea. Further, I've played my share of Flattop, and strike movement with different length "legs" out and back are a staple of that game. They were also just a fact of history.

So what are the unhistorical consequences of historical accuracy?

There's nothing wrong with IJN TF's using their range advantage by launching and moving away to get beyond max US range; further, the IJN range advantage is almost completely nullified by making CV TF's immobile while awaiting recovery. US TF's can charge in towards them because they can more easily absorb strikes, having tougher ships, better AA and, typically, more fighters per CV. Further, earlier in the war the US operated 1 CV TF's, which means that as the two or three US CV TF's charge towards the immobile IJN CV's, one of those TF's absorbs hits, but the other two can close to striking range. That, to me, is a "gamed" result taking advantage of the unrealistic immobility of the IJN CV's that should not happen.

The flip side of this is US TF's launching at or beyond max range, then closing to increase the chance of recovering more planes. That's what Enterprise and Hornet did at Midway, hoping to recover some of their TBD's; and my recollection is that's what the US did (effectively) at Saipan by launching at extreme range against an enemy that was moving away. The way the game is designed now, of course, the US can't strike beyond "max range." It seems to me that this could be fixed by changing the logarithm for max range to include a round trip with a longer leg out than back. With today's processing power, it must be possible to design a sub-routine that can calculate a round trip with two different length legs, and determine whether the TF has the ability to move between launch and recovery points during the time the strike is airborne. The alternative is to remove the max range restriction from CV's, but have a pop-up menu warning about exceeding max range.

I realize that there might be other game design constraints and balance considerations that play into this. For instance, in CAWIII, can a strike find the enemy at the limits of its range, then go in anyway even though some/all planes might not be able to return? (Compare SSI's Carrier Strike that allowed this to happen). In CAWIII, is there a mechanism for modelling the effect of having to turn into the wind to launch and land? [Certainly, this does not require immobility for four hours!]

Nevertheless, the notion that a CV group has to sit still while the other side closes with it makes no sense to me; it negates the advantage of surprise and the point of having an airfield on the back of a ship.

I suspect that there will always be "gamed" results, no matter how hard the designer tries to cut them out. Whatever "gamed" results come from allowing CV TF's to move between launch and recovery seem to me to be a small price to pay for freeing this system of its biggest fault.

Thanks for your consideration; I look forward to reading through the old thread if it is still available.

Paul Rezendes





(in reply to Gregor_SSG)
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RE: TF Movement during strikes - 2/26/2008 12:47:28 PM   
RyanCrierie


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I think a good "balance" could be allowing a task force to move perhaps 1 or 2 hexes after a launch in a direction picked by the player. It would represent the fact that carrier location pretty much had to be fixed by the problem of recovering aircraft; you couldn't move that far from your launching point, because you couldn't easily update your pilots on your new location after launch, especially in the early days of the 1940s; before electronic navigation and powerful rugged radios with long ranges became possible.

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RE: TF Movement during strikes - 2/27/2008 2:43:19 AM   
Gregor_SSG


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Paul,

Your faith in your fellow gamers is touching, but without wishing to appear unduly cynical, is not supported by our experience, which shows that any weakness in a game system will be exploited to the max. Blame will then be fixed on us, for allowing it to happen, and not on the exploiters for failing to show self restraint.

In part, this the 'it happened once' problem in simulations. Yes, late in the war one US Admiral launched a strike knowing that there was a good chance than a significant number of planes would have severe difficulties making it back to the carriers. On that basis, should we then allow all of our virtual admirals to do the same at any time they wish?

I'm also not sure that I share your faith in the robustness of carriers, US or otherwise. It only takes a few hits to close a flight deck, so regardless of how much flak or fighters I have, I'm staying at the max range consistent with a decent strike, to get the job done.

I suppose the main issue is one of providing some historical context. In purely game terms it would often worth your while to sacrifice an air group for an enemy carrier, especially as you stand a good chance of getting his air group as well if the enemy CV actually sinks.

However, a US Admiral who did that would sacked and while the Japanese would have no real compunctions about the sacrifice, they just couldn't afford to do it. So while we do give people more power than any one individual would have had, we believe that there need to be limits and that preventing the sacrifice play is justified.

Gregor

_____________________________

Vice President, Strategic Studies Group
See http://www.ssg.com.au and http://www.ssg.com.au/forums/
for info and free scenarios.

(in reply to RyanCrierie)
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RE: TF Movement during strikes - 3/23/2008 5:53:23 PM   
PaulRezendes

 

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Gregor:

The question is almost moot.  I bought the game.  When will there be more scenarios?!?!?!?  The look is great, the interface is easy, and the game editor is so much easier to use.  Thanks for bringing this one back.

First of all, this is not about faith in fellow players.  Even if I am naturally naive, experience is a good teacher.  I know a guy who won the Russian Campaign tournament one year because he knew the game so well he completed his moves quickly, but his opponents kept running out of time for theirs.  I know a Flattop player who has figured out how to minimize his chances of detection by staying in storms and timing his launches and landings so that they occur on even-numbered turns, when he knows the clouds will move and uncover his ships long enough to launch or recover.  So, no, I know that wargamers are lawyers-at-heart looking for a rule to "game" to good effect. 

As to launches beyond range and mobility between launch and recovery: we have to start with the fact that this is not a design flaw, it is physical reality.   And it did not happened just once and late in the war; the US CV's launched and had to close range at Midway and the Marianas. 

As to grounds for sacking -- I think we can only make that judgment in a strategic context.  Did anyone sack Spruance and Fletcher for losing virtually all of their torpedo bombers by launching them beyond their range and unwittingly turning Torpedo Eight into a symbol of American courage and determination?  Further, you've allowed something similar by letting players launch strikes that will not return until after dark. 

The problem of a-historical moves that were too costly in the historical context can be dealt with by writing the control into the game as a point-issue, or as a factor in a campaign (and I hope that sometime soon you guys will design a campaign system!) 

Points:  In Flattop, sacrificing planes by sending them off when you know they won't get back means a 5X increase in the points your opponent gets for them.  Lose all of your Dauntlesses that way, and you lose the equivalent of a carrier in point values.  If you guys can design a squadrons list that keeps track of why planes were lost, you should be able to design a routine to jack up the points awarded where the loss is because the plane was launched beyond maximum range and splashed when out of fuel!  [And here's another possible tweak -- pilot experience affecting plane range!]

Strategic concerns:  In Carrier Strike, losing Akagi's strike planes by sending them off beyond their range means that in the next battle all of her pilots will be green and ineffective. 

Your point about staying at max range is lost on me.  Staying at max range as the US doesn't help in 1942.  Further, my point was that the immobility of IJN carriers sacrificed their range advantage. 

My point about US carriers depended on several facts, including the fact that they often traveled alone, had better AA of their own and in the escort, and had better damage control.  Add to that the fact that their spot numbers seem unduly better than the IJN's, and that means they can afford to absorb strikes and hits better than the IJN.  I'm no fan of self-inflicted harm; a US player is not going to run away from the Japanese, he's going to close range, and he has inherent advantages that mean that his expected damage from doing so is less than the IJN's. 

[In fact, American weapon design seems to differ from Japanese in precisely this:  Start-of-war American weapons systems seem to have been designed to absorb damage at the cost of performance.  (The lessons of US Grant?)  Japanese systems of similar vintage were designed (no "seems" here) for performance at the cost of protection.  (The Bushido spirit - deliver the killing blow or die trying)  So, if the US CV's in CAWIII can't absorb damage better than the IJN's -- and I think they can -- that's a design flaw!]

At bottom, there is an underlying problem all game designers must face. A "realistic" wargame, by definition, has to offer the players raw materials permitting anti-historical decisions and, therefore, has to allow a player to do things that a commander at the time would not do or would not think of doing.  I think gamers realize that the historical characters whose shoes they try to fill were typically good at what they did, and where they weren't, a gamer doesn't want to be stuck with the limitations of his historical counterpart.  There is no clear line between personal limitations of individual commanders and the limitations imposed by the doctrines of the time or "strategic" considerations.   

Alexander defeated the Persians despite being vastly outnumbered because he used his cavalry to penetrate the Persian line and attack headquarters -- maybe I'm displaying ignorance here, but what other general in the age of swords used the blitzkrieg ?  What wargamer today would not at least consider that move in an ancients wargame with command control features?  Permitting that move in other ancients battle simulations would not be a fault of the game.  Using that move would not be "gaming" a result; it would be doing what games offer the players -- a chance to re-write history.   

So -- do you design a game with built-in limitations that were a result of contingent historical fact that gaming is designed to allow us to alter [such as personal fault, historical doctrine, or strategic concern], or let the players decide, then adjust the point system so that victory in a tactical or operational game will be tempered by decisions with historical ramifications?  On the one hand, sometimes you have to do the former to make the game playable -- who would want to play Antietam as Lee against a Union army that is not immobilized by built-in command paralysis?  On the other hand, where the game system incorporates certain advantages of one side (better US AA, better damage control, larger plane capacity, dive-bombers with decent range carrying bombs with twice the punch of the opponent, sturdier ships and planes, larger launch capacity allowing faster launch and recovery) it is simply unfair to diminish one of the historical advantages of the other side.

Thanks for the opportunity to discuss this.  And, once again, MORE SCENARIOS!  RANDOM SCENARIO GENERATORS!  CAMPAIGN GAME!!!

Paul R.



(in reply to Gregor_SSG)
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RE: TF Movement during strikes - 3/23/2008 6:08:47 PM   
PaulRezendes

 

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By the way, Gregor, I don't mean to be a pain, but back in January, you wrote this, which seems to me to be a pertinent response to your post in this thread, and perfectly consistent with my response:


"Firstly, WWII was fought just once, we are collectively refighting it thousands of times, so there's just a much greater opportunity for unusual results to occur.
"Secondly, even when it was fought just once, the war produced some very strange results. Take for instance the hunt for the Bismarck. The Bismarck sunk the Hood with one 15" shell, yet a pack of British battleships couldn't sink the Bismarck and she had to be finished off with torpedoes.
"If we constrain our combat system to only produce 'expected' results then neither of those real world results, and many more besides, could not happen. Instead, we should just expect the unexpected and realise that luck will even out over time."

Paul R.

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RE: TF Movement during strikes - 6/4/2008 12:07:49 PM   
E

 

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quote:

ORIGINAL: Gregor_SSG
Paul,
Your faith in your fellow gamers is touching, but without wishing to appear unduly cynical, is not supported by our experience, which shows that any weakness in a game system will be exploited to the max. Blame will then be fixed on us, for allowing it to happen, and not on the exploiters for failing to show self restraint.

While I honestly don't understand why people would and do cheat in an historical wargame whatsoever, why not just make it a plainly evident option/toggle?

quote:

ORIGINAL: Gregor_SSGIn part, this the 'it happened once' problem in simulations. Yes, late in the war one US Admiral launched a strike knowing that there was a good chance than a significant number of planes would have severe difficulties making it back to the carriers. On that basis, should we then allow all of our virtual admirals to do the same at any time they wish?

I'm also not sure that I share your faith in the robustness of carriers, US or otherwise. It only takes a few hits to close a flight deck, so regardless of how much flak or fighters I have, I'm staying at the max range consistent with a decent strike, to get the job done.

I suppose the main issue is one of providing some historical context. In purely game terms it would often worth your while to sacrifice an air group for an enemy carrier, especially as you stand a good chance of getting his air group as well if the enemy CV actually sinks.

However, a US Admiral who did that would sacked and while the Japanese would have no real compunctions about the sacrifice, they just couldn't afford to do it. So while we do give people more power than any one individual would have had, we believe that there need to be limits and that preventing the sacrifice play is justified.

While I understand the goal(s) and intent of all the above... so what? They paid for the game, why not allow them to play it however they want? Why not allow them to play however makes them happy? Can you not just make all of the above optional with the choices being plainly evident to all in multiplayer situations?

(in reply to Gregor_SSG)
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RE: TF Movement during strikes - 6/6/2008 4:58:06 AM   
Gregor_SSG


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Well, all of these matters are a judgement call and one that is always complicated if a game has a multiplayer element. I know from long experience that appealing to the good nature of gamers is useless in a competitive situation. As an example, we were forced to include the exit map function in CAW to avoid players being trapped at the map edge, because it was useless to simply ask people not bomb TGs that were trapped only by the limitations of a finite map size.

Sometimes these things can be resolved by a game option, but that depends on great the ramifications of the changes are. In this case, we'd have to create AI that could use such a feature intelligently and that would certainly not be a trivial task.

Certainly people should be able to play the game how they want, but not to the extent that it defeats the purpose and the challenge of the game. Bombs that never miss are an obvious example. People 'want' every bomb or torp to hit the enemy, but it would wreck the game. So every game must make its choices on the liberty vs anarchy gradient, and the restriction of TG movement is a choice we feel is necessary.

Gregor



_____________________________

Vice President, Strategic Studies Group
See http://www.ssg.com.au and http://www.ssg.com.au/forums/
for info and free scenarios.

(in reply to E)
Post #: 10
RE: TF Movement during strikes - 6/6/2008 9:55:34 AM   
GenChaos33


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quote:

ORIGINAL: Gregor_SSG

As an example, we were forced to include the exit map function in CAW to avoid players being trapped at the map edge, because it was useless to simply ask people not bomb TGs that were trapped only by the limitations of a finite map size.




Gregor, can you explain the exit map function as you stated above. That function is only available for detached TGs. Rephased, that function is not available for human controlled TGs. Correct?

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