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Probable RHS 7.93

 
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Probable RHS 7.93 - 7/8/2008 8:24:31 AM   
el cid again

 

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Aside from minor matters

there is a probable need to fix all Russian Active Scenarios for games in which Japan might attack the USSR.

This can be done by a workaround - and will be done tomorrow if the need is confirmed- and if Matrix is not going to
fix it forthwith.

Other matters can be folded in if identified. This is the place to ID them.
Post #: 1
RE: Probable RHS 7.93 - 7/8/2008 11:08:20 AM   
el cid again

 

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Confirmed. The no air attacks on Russia problem requires reissuing all Russian Active scenarios. We will naturally fold in every other thing we have learned meanwhile. ETA one day.

(in reply to el cid again)
Post #: 2
RE: Probable RHS 7.93 - 7/8/2008 12:30:11 PM   
Nemesis III

 

Posts: 14
Joined: 2/5/2007
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Hi Cid. I have raised this issue before and your feedback then was that there is no problem. I am afraid there is. Please check the upgrade paths for the KB carriers. I will be more elaborate this time.

CV Akagi starts with ship class # 597, upgrades to 598 on 04/42 and stops with no further upgrade.

CV Kaga starts with ship class # 601, upgrades to 602 on 04/42 and stops with no further upgrade.

CV Soryu starts with ship class # 605, upgrades to 606 on 04/42 and stop with no further upgrade.

CV Hiryu starts with ship class # 609, upgrades to 610 on 04/42 and stop with no further upgrade.

CV Shokaku (class) starts with ship class # 543, upgrades to 544 on 04/42 and stop with no further upgrade.

I should be clear and say that the following upgrades are there but not properly linked. I am referring to RHSEEO 7.92 and I am using WITP Editor X to review the data (if this might be of any concern).

As for the work around to allow Japan to attack the Soviets until this issue could be fixed by Matrix, you may find it handy to consider my previous suggestion (http://www.matrixgames.com/forums/tm.asp?m=1844951) to change the nation designation for all Soviet bases and ground units to any other nation. I have made an other test by changing the nation of all soviet bases and ground unit to French (not only some of them like in my previous test) and I am now 15 days into the war and it is working properly.


(in reply to el cid again)
Post #: 3
RE: Probable RHS 7.93 - 7/8/2008 2:02:15 PM   
el cid again

 

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I don't know what to say about the carrier upgrade problem you see: it simply is not true at source. How you get files where it is a problem is itself a worrisome thing: it DOES happen - but when it happens it is a tip of the iceberg thing: you have probably got other wrong fields as well. I assure you - this is not a problem at source. It would be helpful if you specified a scenario - just in case one is out of sync with the rest - but spot checking yields not a single instance of such an issue.

I have now figured out a workaround which is complex:

1) Yinning - Location 338 - will change to Chinese nation in ALL scenarios - not just the Russian active ones.

2) Krasnyarsk - Location 284 - and Abakan - Location 283 - will remain Soviet in ALL scenarios.

3) Locations in Mongolia will change to Chinese in Russian active scenarios ONLY

4) Locations in the USSR will change to French in Russian active scenarios ONLY

And we fixed a problem with the location that got bombed in AI scenarios - it won't happen any more.

(in reply to Nemesis III)
Post #: 4
RE: Probable RHS 7.93 - 7/8/2008 2:08:22 PM   
el cid again

 

Posts: 16922
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Russian active scenarios include 51, 52, 54, 55, 61, 62, 64, 65, 71, 72, 74, 75 and 77. ALL are updated.

These changes DO fix the problem intended for all years. Other impacts are not known - and not knowable without using them.

Impacts of these changes include:

in Russian active scenarios the Allies can refuel or service ships in Russian ports - but in Russian passive scenarios they cannot
Matrix wanted this to be hard coded - and so it is - but we defeat that by this workaround. I don't like it - a US proposal was to USE Soviet ports and bases - and players might want to do that in some games. This gives PLAYERS the choice - just as they choose other things when they pick different scenarios.

The Russians have a map edge area that is almost immune to capture. I think it is unethical and gamey to capture a map edge hex - although it is less a problem in RHS than other versions of WITP because we have more entry points - and connected entry points in some cases.
Still - I am afraid not to have the default Soviet entry point be classified as Soviet - this is Krasnyarsk - and I don't want it subject to being bombarded into nothing anyway - since it represents OFF MAP production for aircraft. So - we leave it Soviet and get our cake and eat it too.

The Russians occupy Yinning - it is under their command and has their garrison - but it remains Chinese - and if code makes it behave differently - fine by me. This in EVERY scenario too.

Mongolia is now a different nation than the USSR. IF that means less than total cooperation in some matters - also good. This only in the Russian active scenarios - but if it is shown to matter - we can retrofit it to the rest.





< Message edited by el cid again -- 7/8/2008 2:12:42 PM >

(in reply to el cid again)
Post #: 5
RE: Probable RHS 7.93 - 7/8/2008 3:35:55 PM   
el cid again

 

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Having addressed the problem of too fast repairs at Oahu - I moved on to San Francisco.

By moving the supply sink for Central California to Sacramento we solve two problems:

San Francisco becomes a more "natural" place to defend - not harder due to a sink -
and the sink does not contribute to naval repairs. It just sucks supplies from the resource centers
in the area. If Sacramanto becomes harder to capture - I am not sure it can be captured in any
case (land units don't behave well on the map edge) and it will be a lot less difficult than
San Francisco with its major static defenses. It seems a happy compromise.

(in reply to el cid again)
Post #: 6
RE: Probable RHS 7.93 - 7/8/2008 3:42:08 PM   
Buck Beach

 

Posts: 1973
Joined: 6/25/2000
From: Upland,CA,USA
Status: offline

quote:

ORIGINAL: el cid again

Aside from minor matters

there is a probable need to fix all Russian Active Scenarios for games in which Japan might attack the USSR.

This can be done by a workaround - and will be done tomorrow if the need is confirmed- and if Matrix is not going to
fix it forthwith.

Other matters can be folded in if identified. This is the place to ID them.


For your consideration, I am now solidly convinced, after playing 7.91 (MAIO) to 3/22/42, that your new model ship ASW is to weak. So far I don't see that there have been no hits on either side from TF ASW activity.

A/c ASW activity by the Japanese has resulting in two allied subs sunk and eight seriously damage. This is way to high from what I have read about all country's effectiveness of a/c sub attacks. Allied a/c ASW attacks has resulted in only one maybe two (service damage on the second at 12 maybe operational). This is probably close to being correct.

Again, I feel the overall ship repair model has been skewed to being way too effective (this coming from an Allied Fan Boy).

The Alaskan ports problem is only annoying and maybe a code issue, as you previously stated.

The one other area of concern I have is of the lack of Japaneses success in taking the Philippines, however, this maybe an issue of just another weakness of AI play and not your model.

(in reply to el cid again)
Post #: 7
RE: Probable RHS 7.93 - 7/8/2008 4:22:47 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
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I am addressing the ship repair rate. For Seattle the solution was very easy: move the sink to Tacoma - while the ND HQ stays in Seattle - they don't interact that way. Tacoma had no sink and depended on Seattle to eat its excess production - the reverse is not a big change in how things work. Only down by San Diego do I have to figure out a solution.

For the Philippines - first IRL Gen Homma lost his job for not taking it fast enough. It didn't turn out to be "easy." I find it is easy or hard depending on the enemy - if they run it is too easy - if they fight - Northern Luzon is a bear. I now believe it is better to come in on Manila the back way - and shut down its immense production early. I myself was amazed when I first crested the ridge into Baguio City - after an hour or more climbing ridge line after ridge line with rivers in the valleys - we came out on an immense valley with the only road on the inside curve of a cliff - miles long. Behind the city rose terrace after terrace of rice paddys - and in the Ilagan Valley to the north there were more. Yamashita was NEVER driven out - and one special ops guy was only ordered to surrender decades after the war ended - IJA had left Nakano School agents in place in case be became enemies again. I worked hard to make Luzon a hard nut to crack - in particular working on the coast defense forts - and I am not sure they are yet hard enough. And does the Philippines hold out as long as history for you? Not for me. I think how it goes depends on how both sides move - and that most of the problems are real ones - mountains in the North - malaria in Bataan - major forts in Bataan and Manila. What is not quite right is the Manila supply sink. And now I wonder if we might not move it to Clark?
There is no fixed CD fort there - and a supply sink draws from adjacent hexes. Hmmm - will test - it might get a bit better - that is the Manila effect may be less. But note that in 1945 a brigade sized force of naval infantry investing only the Old City (a walled Spanish fort) turned Manila into the most destroyed city in Asia - and second only to Warsaw in the world. Which says a lot - Manila was only "easy" in 1942 because we did not defend it - had we defended it - it SHOULD have been hard - and also messed up.

The jury is out on ASW model. But it isn't really my model - I am just tweeking Matrix model so it might approach working. I cannot tell if you think it is too unlikely to damage a sub or too likely? As for the Japanese - it is harder for them for two reasons: code defines it so and they generally field a poorer weapons suite. Wether code makes it hard enough is a difficult question to assess.

One problem is that a GAME is NOT WWII. PLAYERS CHANGE what the subs are asked to do - and the number of chances to attack one depends critically on (a) how many are sent where and (b) how many ASW units are hunting them. The results in a GAME will ALWAYS be proportional to PLAYER actions - and not easily comparable to history. To do that we need statistics - gather the number of ASW units engaging subs - and tell me the numbers. Better still - the classes. Because sending an old sub out (with less durability ) is less likely to work than a new one (with more) - while sending out a DE is more likely to work than a PC - etc. I cannot "calibrate" without a statistical number of gigantic proportions - the ASW weapons per kill is about 1000 - and so we need tens of thousands - or better hundreds of thousands of weapons drops - but that depends on the pattern size - so I need data to get there.

I can tell you the model is flawed re submarines. It is weapon based - not detection / evasion based. Subs want to attack ASW units way too much. They prefer to use guns way too much. Players have way too little control over mission behaviors - which WERE taylored by the situation - or could be. Subs are not even subs - they travel on the surface all the time - unless special things happen. Even with snorkels - which are not part of the model at all. We cannot really fix this - and neither can Matrix - until a fundamental rewrite is done. All we can do is make it better - and getting ASW units not to kill every 5 seconds is part of it.

There may be a flaw in my device names - this may prevent you from seeing the details of what is attacking. Maybe - because I DID see such a device in a message window - once. Maybe we just need to wait long enough for better weapons to make that more common? ONe thing - there won't be any house rules against more than - what was it - four ASW units in a TF? Not any more. I am going to experiment with shorter names to see if that helps us see more messages?

It is also possible we need to multiply accuracy by K = an integer. I work on the assumption 1 = 1 per cent - but it isn't really that - and so we might find the ASW attacks need to be a multiple. On the other hand - that will make the Japanese more effective - not less. I don't favor pretending they didn't put 12 - or 120 DC on a ship - when they did (depending on the case). It is also possible K is less than one - and one long test indicates K might be about one half. Since we do not clearly know what K should be at this point - I am loth to just pull numbers out of the air. I will look at this today - but I don't think we have the data to indicate which way to go? And specific, detailed data helps. Details must include class data - this defines weapons and durability - number of engagements - number of reported "attacking" messages in each attack - etc. And since I put in sensors and snorkels - class data gives us that too. All these things should matter, and I am sure they do matter. The question is - do we have the data close to right? Ball park is the best we can do - because what players do is going to change what the outcomes are. Also because historcal data itself is not perfect: there are many cases where we don't know what happened, and many more where we don't know in detail what happened. The totals are too small - but we don't know by how much? And there are also absolute contradictions in the data. It was decades before we admitted a single torpedo spread of six fish sank a Carrier, a destroyer, and put a BB out of action. We still have people who don't accept a midget scored at PH - and you can see it shooting on film taken at the time. Not only is game data hard to figure out - so is the real data to compare it with.

It would be helpful if you indicated what you think is better than what we have? I am not able to change the relative nation codes - Japanese ships with identical weapons will be worse than American ships and I cannot change the ratio - but is the total number of sinkings and damagings too high or too low? Longer term, it looks like still maybe too high. At game start - it looks too low - but ASW should be awful early in the war.

Japanese ASW is often under rated. They knew exactly what to do - and when they had the right priority - they could do it. Mostly they failed to try - but take a look at the op that went after and killed USS Wahoo - a sub they hated. It shows the things it is usually said "they could not do" and "did not know how to do" is essentially bunk. In a game you may meet a player - or AI - unwilling to form ASW TFs - and to support ASW with ASW air patrols. [Matrix gives you not one ASW armed plane - never mind planes with ASW sensors] But if you meet one who DOES use these things - AND IF you send subs into his ports - you are going to take casualties. It became a truism - stay out of ports - IRL. Too dangerous. Japanese pre war planning for escort ships was not implemented until mid war. The Grand Escort Command was not formed until mid war - and never given eonough assets. They had three different convoy systems (don't be too smug - so did we - the same three- army - navy and civil). Special ASW weapons were not mass produced until too late. Radar was not mass produced until too late. In RHS I try to let you see these matters in the data - strictly historically in two families and with better planning in one family. But you need to play for years to see how they evolved over the course of the war. In many respects - Japanese ASW vessels are very comparable with Allied ones - except not comparable in numbers later in the war. At the start - the Allies ASW is horrible in quantity as well as quality too. Japanese DEs actually enter service before US ones do - and they are an evolutionary product which ended up remarkable similar to each other (120 to 140 DC, ahead throwing weapons, 2 to 4 guns from 3 to 5 inch caliber, radar, similar speed and maneuverability. You cannot get from the data that they were not fundamentally similar, except the US used a larger DC and had a better ahead throwing weapon system (although RN didn't like it much].

Data isn't everythign. US DD only mounted ahead throwing weapons experimentally - and could not score with them until post war.
Not sure why? But it is said it was tactics - and that is not very well modeled here. What I did was insure that USN DD do not have them - while RN DD do have them - because they did. Ironic when you consider RN didn't like Hedgehog - but used it - while USN did like it - but did not use it - on DD. [DE are different - and inverted: RN didn't usually use them with HH, while USN did.] Japan is similar to the USN - it puts ahead throwers on DE - not on DD. Probably it IS tactics - and probably DE are better suited to wierd weapons for use on unseen targets - just because the crew has a clue how to hunt a submarine. Note that no DD is credited with any serious number of subs - it is almost always zero - otherwise one. But USS England - a DE - got six in something like five days. Even when she did not make the first run - it was her run that scored. She knew what to do with HH.

Ideas how to do things better are particularly welcome in this complex subject area. We are experimenting - and guessing - and measuring the results. We are not there yet - probably - unless we are lucky. Even if we are better than any previous form of WITP in this respect- nothing stops us from getting better - so if you have data or ideas - we will consider them.

< Message edited by el cid again -- 7/8/2008 5:13:35 PM >

(in reply to Buck Beach)
Post #: 8
RE: Probable RHS 7.93 - 7/8/2008 8:10:16 PM   
Buck Beach

 

Posts: 1973
Joined: 6/25/2000
From: Upland,CA,USA
Status: offline

quote:

ORIGINAL: el cid again

I am addressing the ship repair rate. For Seattle the solution was very easy: move the sink to Tacoma - while the ND HQ stays in Seattle - they don't interact that way. Tacoma had no sink and depended on Seattle to eat its excess production - the reverse is not a big change in how things work. Only down by San Diego do I have to figure out a solution.

For the Philippines - first IRL Gen Homma lost his job for not taking it fast enough. It didn't turn out to be "easy." I find it is easy or hard depending on the enemy - if they run it is too easy - if they fight - Northern Luzon is a bear. I now believe it is better to come in on Manila the back way - and shut down its immense production early. I myself was amazed when I first crested the ridge into Baguio City - after an hour or more climbing ridge line after ridge line with rivers in the valleys - we came out on an immense valley with the only road on the inside curve of a cliff - miles long. Behind the city rose terrace after terrace of rice paddys - and in the Ilagan Valley to the north there were more. Yamashita was NEVER driven out - and one special ops guy was only ordered to surrender decades after the war ended - IJA had left Nakano School agents in place in case be became enemies again. I worked hard to make Luzon a hard nut to crack - in particular working on the coast defense forts - and I am not sure they are yet hard enough. And does the Philippines hold out as long as history for you? Not for me. I think how it goes depends on how both sides move - and that most of the problems are real ones - mountains in the North - malaria in Bataan - major forts in Bataan and Manila. What is not quite right is the Manila supply sink. And now I wonder if we might not move it to Clark?
There is no fixed CD fort there - and a supply sink draws from adjacent hexes. Hmmm - will test - it might get a bit better - that is the Manila effect may be less. But note that in 1945 a brigade sized force of naval infantry investing only the Old City (a walled Spanish fort) turned Manila into the most destroyed city in Asia - and second only to Warsaw in the world. Which says a lot - Manila was only "easy" in 1942 because we did not defend it - had we defended it - it SHOULD have been hard - and also messed up.

The four Luzon bases I have still standing are Lingayen, Clark, Bataan & Manila. I really don't actively engage with ground units so the units at the MAIO start and their orders have gone unchanged. (BTW just another reason why I don't even consider a PBEM as I am not a complete player and definitely terrible in that area). I have since fast forwarded under continuous play to 4/11/1942 and those bases are still well supplied. Bataan and Manila have not been engage on the ground. The other two's ground units have continuously been bombed (often several times a turn) and attacked but they still appear to be in good shape.

The jury is out on ASW model. But it isn't really my model - I am just tweeking Matrix model so it might approach working. I cannot tell if you think it is too unlikely to damage a sub or too likely? As for the Japanese - it is harder for them for two reasons: code defines it so and they generally field a poorer weapons suite. Wether code makes it hard enough is a difficult question to assess.

I am definitely willing to accept that the when the better devices arrive the ASW action will improve. The original model/game/action was absolutely too effective. In the meantime my advance to 4/11/42 shows an additional 25 to 30 percent more allied subs damaged by air (and several additional Japanese so damaged).

One problem is that a GAME is NOT WWII. PLAYERS CHANGE what the subs are asked to do - and the number of chances to attack one depends critically on (a) how many are sent where and (b) how many ASW units are hunting them. The results in a GAME will ALWAYS be proportional to PLAYER actions - and not easily comparable to history. To do that we need statistics - gather the number of ASW units engaging subs - and tell me the numbers. Better still - the classes. Because sending an old sub out (with less durability ) is less likely to work than a new one (with more) - while sending out a DE is more likely to work than a PC - etc. I cannot "calibrate" without a statistical number of gigantic proportions - the ASW weapons per kill is about 1000 - and so we need tens of thousands - or better hundreds of thousands of weapons drops - but that depends on the pattern size - so I need data to get there.

I can tell you the model is flawed re submarines. It is weapon based - not detection / evasion based. Subs want to attack ASW units way too much. They prefer to use guns way too much. Players have way too little control over mission behaviors - which WERE taylored by the situation - or could be. Subs are not even subs - they travel on the surface all the time - unless special things happen. Even with snorkels - which are not part of the model at all. We cannot really fix this - and neither can Matrix - until a fundamental rewrite is done. All we can do is make it better - and getting ASW units not to kill every 5 seconds is part of it.

There may be a flaw in my device names - this may prevent you from seeing the details of what is attacking. Maybe - because I DID see such a device in a message window - once. Maybe we just need to wait long enough for better weapons to make that more common? ONe thing - there won't be any house rules against more than - what was it - four ASW units in a TF? Not any more. I am going to experiment with shorter names to see if that helps us see more messages?

It is also possible we need to multiply accuracy by K = an integer. I work on the assumption 1 = 1 per cent - but it isn't really that - and so we might find the ASW attacks need to be a multiple. On the other hand - that will make the Japanese more effective - not less. I don't favor pretending they didn't put 12 - or 120 DC on a ship - when they did (depending on the case). It is also possible K is less than one - and one long test indicates K might be about one half. Since we do not clearly know what K should be at this point - I am loth to just pull numbers out of the air. I will look at this today - but I don't think we have the data to indicate which way to go? And specific, detailed data helps. Details must include class data - this defines weapons and durability - number of engagements - number of reported "attacking" messages in each attack - etc. And since I put in sensors and snorkels - class data gives us that too. All these things should matter, and I am sure they do matter. The question is - do we have the data close to right? Ball park is the best we can do - because what players do is going to change what the outcomes are. Also because historcal data itself is not perfect: there are many cases where we don't know what happened, and many more where we don't know in detail what happened. The totals are too small - but we don't know by how much? And there are also absolute contradictions in the data. It was decades before we admitted a single torpedo spread of six fish sank a Carrier, a destroyer, and put a BB out of action. We still have people who don't accept a midget scored at PH - and you can see it shooting on film taken at the time. Not only is game data hard to figure out - so is the real data to compare it with.

It would be helpful if you indicated what you think is better than what we have? I am not able to change the relative nation codes - Japanese ships with identical weapons will be worse than American ships and I cannot change the ratio - but is the total number of sinkings and damagings too high or too low? Longer term, it looks like still maybe too high. At game start - it looks too low - but ASW should be awful early in the war.

Japanese ASW is often under rated. They knew exactly what to do - and when they had the right priority - they could do it. Mostly they failed to try - but take a look at the op that went after and killed USS Wahoo - a sub they hated. It shows the things it is usually said "they could not do" and "did not know how to do" is essentially bunk. In a game you may meet a player - or AI - unwilling to form ASW TFs - and to support ASW with ASW air patrols. [Matrix gives you not one ASW armed plane - never mind planes with ASW sensors] But if you meet one who DOES use these things - AND IF you send subs into his ports - you are going to take casualties. It became a truism - stay out of ports - IRL. Too dangerous. Japanese pre war planning for escort ships was not implemented until mid war. The Grand Escort Command was not formed until mid war - and never given eonough assets. They had three different convoy systems (don't be too smug - so did we - the same three- army - navy and civil). Special ASW weapons were not mass produced until too late. Radar was not mass produced until too late. In RHS I try to let you see these matters in the data - strictly historically in two families and with better planning in one family. But you need to play for years to see how they evolved over the course of the war. In many respects - Japanese ASW vessels are very comparable with Allied ones - except not comparable in numbers later in the war. At the start - the Allies ASW is horrible in quantity as well as quality too. Japanese DEs actually enter service before US ones do - and they are an evolutionary product which ended up remarkable similar to each other (120 to 140 DC, ahead throwing weapons, 2 to 4 guns from 3 to 5 inch caliber, radar, similar speed and maneuverability. You cannot get from the data that they were not fundamentally similar, except the US used a larger DC and had a better ahead throwing weapon system (although RN didn't like it much].

Data isn't everythign. US DD only mounted ahead throwing weapons experimentally - and could not score with them until post war.
Not sure why? But it is said it was tactics - and that is not very well modeled here. What I did was insure that USN DD do not have them - while RN DD do have them - because they did. Ironic when you consider RN didn't like Hedgehog - but used it - while USN did like it - but did not use it - on DD. [DE are different - and inverted: RN didn't usually use them with HH, while USN did.] Japan is similar to the USN - it puts ahead throwers on DE - not on DD. Probably it IS tactics - and probably DE are better suited to wierd weapons for use on unseen targets - just because the crew has a clue how to hunt a submarine. Note that no DD is credited with any serious number of subs - it is almost always zero - otherwise one. But USS England - a DE - got six in something like five days. Even when she did not make the first run - it was her run that scored. She knew what to do with HH.

Ideas how to do things better are particularly welcome in this complex subject area. We are experimenting - and guessing - and measuring the results. We are not there yet - probably - unless we are lucky. Even if we are better than any previous form of WITP in this respect- nothing stops us from getting better - so if you have data or ideas - we will consider them.

I haven't much if anything more than I have already provide. I understand data-wise it is practically useless and likely telling you something you were already very well aware of. I don't have the discipline necessary to do the tests and record the results. As to ideas, I sure wish I had some to share.



(in reply to el cid again)
Post #: 9
RE: Probable RHS 7.93 - 7/8/2008 9:38:00 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
It looks like we can substitute a single Southern California Sink at Long Beach for smaller ones at LA and San Diego. This requires changes in starting supplies at all three locations - but it means San Diego with the Naval Dict HQ becomes normal for repair - and so does LA. Long Beach - which also has a shipyard - can be considered a naval yard - and its repair functions transferred - and then they won't be too fast either.

Up North in Canada we can kill the Victoria sink altogether - reduce the resources there - which are too large - and live with just one at Vancouver.

The last problem child is Portland/Astoria. Still working on that.

(in reply to Buck Beach)
Post #: 10
RE: Probable RHS 7.93 - 7/8/2008 9:43:42 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
quote:

ORIGINAL: Buck Beach

The four Luzon bases I have still standing are Lingayen, Clark, Bataan & Manila. I really don't actively engage with ground units so the units at the MAIO start and their orders have gone unchanged. (BTW just another reason why I don't even consider a PBEM as I am not a complete player and definitely terrible in that area). I have since fast forwarded under continuous play to 4/11/1942 and those bases are still well supplied. Bataan and Manila have not been engage on the ground. The other two's ground units have continuously been bombed (often several times a turn) and attacked but they still appear to be in good shape.



This is because I made the forts self supplying so they don't lost their big guns. They "share" with other units.

When Fort Drum fell the staff met. Not one system was down. Should they surrender - or keep Manila Bay closed.
It was decided that lack of food made it pointless to stay in place. But had Mac just sent food to the place - no
other asset was needed to keep the place operational - just food. IF you do that - evacuate mobile units from Corregedor -
then my model works well - it will be about as hard as history to take - or harder - because the forts stay fed - and no one
to share with means they won't share. Similarly - for Manila - if you evacuate - only the static fort needs reducing.

I am about to take the place in tests - so I will see how it goes if you do it my way.

Clark, Manila, Baguio are also Malaria free - and units don't debilitate there from disease - although they do on Bataan.
Baguio is mountains - even a not large force is hard to kill in mountains. In China one Field Army is a terrible thing in
the mountains. Put 5 good units - they need not be divisions - and 1 air base unit at Baguio - and only a major army can
evict them. Eventually. If you put supplies there - via a HQ - it is really tough.


< Message edited by el cid again -- 7/8/2008 9:45:34 PM >

(in reply to Buck Beach)
Post #: 11
RE: Probable RHS 7.93 - 7/9/2008 12:42:31 AM   
el cid again

 

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There is only one slot that is known not to want to give up supplies as much to other units - 2125..

We can use that for a new unit (we have just created 2 slots) - Fort Drum. It will get 9 of the 15 forts of the composite
Corregedore unit. Neither unit will get daily supplies. For the first time we may see Corregedor fall before Fort Drum.
Maybe not - the small units die too fast in this system. But maybe. This ends free supply for Bataan - and means that
units there should starve out properly.

The forts at Manila are old and not very well defended from land assault. They won't last like Fort Drum - so we can
treat them differently from the truly modern CD forts. We can try ending the free supplies to them too - and that will tend
to make Manila starve out faster.

This same treatment can be given to the Singapore Fort - although it is an intermediate case. I may have gone too far in trying to make these units live - and made every unit in the hex live too. Testing.

(in reply to el cid again)
Post #: 12
RE: Probable RHS 7.93 - 7/9/2008 2:15:54 AM   
Buck Beach

 

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quote:

ORIGINAL: el cid again

There is only one slot that is known not to want to give up supplies as much to other units - 2125..

We can use that for a new unit (we have just created 2 slots) - Fort Drum. It will get 9 of the 15 forts of the composite
Corregedore unit. Neither unit will get daily supplies. For the first time we may see Corregedor fall before Fort Drum.
Maybe not - the small units die too fast in this system. But maybe. This ends free supply for Bataan - and means that
units there should starve out properly.

The forts at Manila are old and not very well defended from land assault. They won't last like Fort Drum - so we can
treat them differently from the truly modern CD forts. We can try ending the free supplies to them too - and that will tend
to make Manila starve out faster.

This same treatment can be given to the Singapore Fort - although it is an intermediate case. I may have gone too far in trying to make these units live - and made every unit in the hex live too. Testing.


I just want to mention again that as of 4/11/1942 there has been no ground combat at either Bataan or Manila, while both Lingayen and Clark have some sort of combat attacks daily and air attacks.

Will your changes effect those bases?

(in reply to el cid again)
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RE: Probable RHS 7.93 - 7/9/2008 6:53:53 AM   
el cid again

 

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Certainly not Linguyan. This can be hard to take - see my game with Scot (Test Series 8) - but only because he uses the RR to go there en force when need be. Same for Lucena. These places fell easily historically and will do so in the game unless the force ratio is right. And the Army on Luzon is big enough - and combined arms enough - to put up a credible defense if it concentrates. The problem - classic - is that it cannot do so everywhere. It DOES have a rail line though - and it can rest units in malaria free hexes - something rare in the SRA.

Angelus / Clark is ???. I am thinking of moving the supply sink there. It always falls to easy - and a supply sink NOT connected to major static units should be easier to kill. And not being in Manila means it won't help ship repairs - nor will it make combat units playing bastion tougher.
Angelus is flat - and so - if this works in testing - maybe it will become slightly harder.

I think Manila is much more defensable from the North - Baguio / Balinta pass should be a rock wall - literally - and concentration on Linguyan means you should stop them - turn after turn. If you lose it - fall back on Clark and fight again. Approach from the South is different - he cannot defend the North well and have much left. If Lucena falls you are right next to Manila. And you can land on the gulf East of Manila as well - as was historically done. Either hex gives you the ability to enter the city - and shut down resource centers and factories - which means he is not making supplies any more in this major source.

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RE: Probable RHS 7.93 - 7/9/2008 6:55:00 AM   
el cid again

 

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Commander, Fort Drum: US Army Col Lewis S. Kirkpatrick

Commander, Manila Bay Defenses (physically in command on Corregedor)

US Army Major General George F Moore

While the map are makes it look like Fort Frank - on the South shore of Manila Bay - is in the Manila Cavete hex -
it should really be part of the Corregedor/Manila Bay defenses. This means we will have no fixed heavy CD unit
in Manila itself - and that goes a long way to making it easier to take. It also makes Corregedor marginally stronger.
These different forts were a unit - and would fight the battle for passage of the entrance to Manila Bay together -
not separately. Further - many devices will be disabled - at least those not in the peculiar slot used by Fort Drum -
so the stronger the composite unit is - the better it will fight. Since not all the defenses can bear on any given approach -
this might turn out to be good simulation: CD units only shoot at what happens to come in range - and cannot maneuver
in any sense. Their great advantage is they are so accurate - and impossible to sink - and in many cases they hit with
very big shells. Anyway - this frees up a slot and also makes Manila not so hard to take - while making the fight for
the approach more correct. There is only one way in and out of the bay - and all the forts cover it (except Fort Wint -
which covers Subic Bay - which is not a way into Manila Bay). It might be we should move Fort Wint another hex North -
and in AE we may be able to do that.

< Message edited by el cid again -- 7/9/2008 8:27:59 AM >

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Post #: 15
RE: Probable RHS 7.93 - 7/9/2008 11:30:52 AM   
n01487477


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(I've just written this in the air thread ... copied here ...)
Lastly Cid,
I see that you are thinking about changing the Bases to Chinese, that is a good workaround, but remember you will have to do this for the Russian troops & aircraft too & their reinforcements if you want to be able to launch air attacks on them. I think others as well as myself have mentioned and tested this.

If the scenario was set to Russian Inactive and a HR put in place which allowed the Japanese to activate the Hex and then withdraw (Day 1), then this would be another solution.

I agree that the scenario editor should remove the option, if it doesn't work as it is supposed to, and as my thread for support has been largely unanswered ... well maybe we will be left to fend for ourselves.

Cheers
Damian

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RE: Probable RHS 7.93 - 7/9/2008 12:11:11 PM   
el cid again

 

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I will look at this instead of issuing the update. But I can attack the Soviet coded First Mongol Cavalry - so I don't think it is true - see my AARs.


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RE: Probable RHS 7.93 - 7/9/2008 12:13:05 PM   
el cid again

 

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CD units at Singapore, San Francisco, Astoria, Manila were updated.

The Australian Army First and Second Cavalry Divisions got cavalry symbols and a slightly revised starting OB - one motorized support for every field gun or ATG in the iniital formation (not the same for them both - the 2nd is not as formed up as the 1st).

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Post #: 18
RE: Probable RHS 7.93 - 7/9/2008 12:25:04 PM   
n01487477


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Maybe you are right ... I've been known to get things wrong on occasion But from memory I tried to attack Russian lcu's on non-base hexes and it didn't work ... I'll do some testing too to verify ...

Thanks


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RE: Probable RHS 7.93 - 7/9/2008 6:03:25 PM   
Buck Beach

 

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I looked at the difference between  USN VP (GP) and USN VP (AS) and I see where the GP has a bomb default load whereas the AS has no default load.  Is there an issue here?

Also, I see that the VP AS groups have Pattern X 2 small DC devices.  Do these upgrade to a larger device?

(in reply to n01487477)
Post #: 20
RE: Probable RHS 7.93 - 7/9/2008 8:23:30 PM   
el cid again

 

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quote:

ORIGINAL: Buck Beach

I looked at the difference between  USN VP (GP) and USN VP (AS) and I see where the GP has a bomb default load whereas the AS has no default load.  Is there an issue here?



quote:



There should be a default load = the unit load = the DC in this case. I am surprised that the default load is NOT the plane load - but the actual unit load. BUT there are two places to look: at the UNIT screen OR at the AIRCRAFT screen.

You have two options for upgrade: if you upgrade to a different plane, you get the default load of that plane; if you upgrade back to the original plane, you get the default load of the PLANE rather than the unit (converting it to non DC in some cases). You can see the PLANE loads in the aircraft screen.

In EBO I have the same plane set with two different loads - and defined as two different types - dive bombers or torpedo bombers. These two upgrade to each other - so you can switch back and forth between function and load. This for the B7. I will do a lot more of this in AE - it has more slots.

I assume you are looking at PBYs. These have a tiny load - whatever it is. Look at a VP unit with BIG planes and you get a mixed load for ASW: 4 torpedoes, 4 pairs of DC, 4 bombs for example.



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RE: Probable RHS 7.93 - 7/9/2008 8:26:50 PM   
el cid again

 

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quote:

ORIGINAL: n01487477

Maybe you are right ... I've been known to get things wrong on occasion But from memory I tried to attack Russian lcu's on non-base hexes and it didn't work ... I'll do some testing too to verify ...

Thanks




How about you are both right and wrong?

This is complex: there is a Soviet box - Matrix supplied the hex data - and what happens depends on wether or not you are in that box.

IF NOT in box, I am right.

IF IN box, you are right.

Well - mostly. Changing base coding matters not outside the box, but inside the box it permits attacks on ships, airfields and it permits air recon. However, you can not attack ground units inside the box. This is not nice - but there it is.

Reports that air units need recoding are wrong - but reports that ground units need recoding are correct. Even ground units outside the box need recoding - because they might move back to Russia.


There is a LOT of data entry to fix this. I will do it - because so far Matrix is only investigating the issue - not saying it will fix it.

The good news: the bigger the problem, the more likely it is to become a priority to fix it. But the "fix" might just be to prevent Russian active scenarios. So for both time - and insurance- I will make them work anyway.

< Message edited by el cid again -- 7/9/2008 8:27:54 PM >

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RE: Probable RHS 7.93 - 7/9/2008 9:55:14 PM   
Buck Beach

 

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quote:

ORIGINAL: el cid again


quote:

ORIGINAL: Buck Beach

I looked at the difference between  USN VP (GP) and USN VP (AS) and I see where the GP has a bomb default load whereas the AS has no default load.  Is there an issue here?



quote:



There should be a default load = the unit load = the DC in this case. I am surprised that the default load is NOT the plane load - but the actual unit load. BUT there are two places to look: at the UNIT screen OR at the AIRCRAFT screen.

What takes precedence the UNIT or the AIRCRAFT? The PBY-5 AIRCRAFT does show the small DCs (and no bomb devices). So does that mean that the UNIT is so armed? If the AIRCRAFT screen doesn't reflect bombs will the VP (GP) PBY-5 UNITS still carry that device?

You have two options for upgrade: if you upgrade to a different plane, you get the default load of that plane; if you upgrade back to the original plane, you get the default load of the PLANE rather than the unit (converting it to non DC in some cases). You can see the PLANE loads in the aircraft screen.
In EBO I have the same plane set with two different loads - and defined as two different types - dive bombers or torpedo bombers. These two upgrade to each other - so you can switch back and forth between function and load. This for the B7. I will do a lot more of this in AE - it has more slots.

I assume you are looking at PBYs. These have a tiny load - whatever it is. Look at a VP unit with BIG planes and you get a mixed load for ASW: 4 torpedoes, 4 pairs of DC, 4 bombs for example.

Does this mean as long as the VP (AS) units are filled with the PBY-5 a/c they will never carry a stronger device and if so is this historical?






(in reply to el cid again)
Post #: 23
RE: Probable RHS 7.93 - 7/9/2008 10:05:13 PM   
el cid again

 

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Reworked Hawaii support units to reduce repair of ship rate slightly. Also increased the chance of disabling facilities when units surrender: the supply sink motorized support squads were replaced by pioneer squads. This means less support, more destruction - and more active defense in both squad count and firepower terms. But not by very much - the sink was tiny. The CD units also lost free supply. Gained a network of A/V sensors - but all but one are disabled at start.

Fort Hyden - guarding the approaches to the Strait of Juan de Fuca (Victoria and Seattle for those who don't speak navy) was also reworked.

(in reply to el cid again)
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RE: Probable RHS 7.93 - 7/9/2008 10:15:15 PM   
el cid again

 

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Recoding locations in Mongolia as Soviet - since they are not an issue.

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RE: Probable RHS 7.93 - 7/10/2008 2:08:57 AM   
Buck Beach

 

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Bump

quote:

ORIGINAL: el cid again


quote:

ORIGINAL: Buck Beach

I looked at the difference between USN VP (GP) and USN VP (AS) and I see where the GP has a bomb default load whereas the AS has no default load. Is there an issue here?



quote:



There should be a default load = the unit load = the DC in this case. I am surprised that the default load is NOT the plane load - but the actual unit load. BUT there are two places to look: at the UNIT screen OR at the AIRCRAFT screen.

What takes precedence the UNIT or the AIRCRAFT? The PBY-5 AIRCRAFT does show the small DCs (and no bomb devices). So does that mean that the UNIT is so armed? If the AIRCRAFT screen doesn't reflect bombs will the VP (GP) PBY-5 UNITS still carry that device?
You have two options for upgrade: if you upgrade to a different plane, you get the default load of that plane; if you upgrade back to the original plane, you get the default load of the PLANE rather than the unit (converting it to non DC in some cases). You can see the PLANE loads in the aircraft screen.
In EBO I have the same plane set with two different loads - and defined as two different types - dive bombers or torpedo bombers. These two upgrade to each other - so you can switch back and forth between function and load. This for the B7. I will do a lot more of this in AE - it has more slots.

I assume you are looking at PBYs. These have a tiny load - whatever it is. Look at a VP unit with BIG planes and you get a mixed load for ASW: 4 torpedoes, 4 pairs of DC, 4 bombs for example.

Does this mean as long as the VP (AS) units are filled with the PBY-5 a/c they will never carry a stronger device and if so is this historical?

(in reply to el cid again)
Post #: 26
RE: Probable RHS 7.93 - 7/10/2008 7:48:58 AM   
el cid again

 

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OK - several different matters here:

1) The thing carried is the UNIT load UNLESS

2) The mission is special (e.g. a torpedo bomber not attacking a ship will code default to bombs; any plane flying ASW patrol seems to have a similar default - even an unarmed plane scores "hits" with something - but what? no one will say.)

3) The way to get a different load is to CHANGE the plane in a unit. IF you change a plane twice - back to itself - you will get back to the default load for the TYPE. This is only a change if the unit load differs from type load. A PBY defaults to ASW load. A bomber defaults to GP bombs. A unit with AP load, a PBY with GP load, or a bomber with ASW load, will all change when a double upgrade is done - to the default type.

4) As time passes NEW UNITS will "upgrade" their load to a "stronger load." After a certain date (12/43??) ASW units often get ASW torpedoes - which are DC with a high accuracy (and not very big warhead).

5) BIGGER planes in ASW loads get mixed bomb and DC (or later in the war torpedo plus bomb plus DC) loads.

6) The NAME of a unit tells you its INITIAL loading type - as it entered play. IF you change that - the name will no longer tell you how it is armed. For that reason I do not change the loadout of a unit. In most cases, the upgrade that is assigned will have the right loadout as well. But I let a PLAYER decide "I want more GP armed planes" or whatever. In the case of a PBY you can decide "I want to rearm my GP groups as ASW" - and if you did that to all - it would be easy to remember. I believe in "power to the players." In AE we will probably go over to different versions of the plane - with the plane name telling you the load - and you can upgrade that way. I did this experimentally in EBO with the B7 - there are two different versions - TB and DB.

Clear yet?

< Message edited by el cid again -- 7/10/2008 7:52:03 AM >

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RE: Probable RHS 7.93 - 7/10/2008 7:56:08 AM   
el cid again

 

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We have modified supply sinks in some places like Soerabaja so they are "support neutral" - this works for moderate sized ones - and then the repair rate becomes right. Also - then HQ benefit you - their support being needed.

I moved Melbourne's supply sink to Geelong - and this has a number of effects - including not making ship repair too fast. It means both Melbourne and Geelong are not as hard to take. It means Melbourne will tend to stay in the black more of the time (but Geelong probably will tend to be in the pink - although not at first). I am going to look at Sydney next.

I modified EBO and tested - and I am having luck attacking ground units now - but not naval units at sea - and not getting Japanese fighers to fly over Russia.

(in reply to el cid again)
Post #: 28
RE: Probable RHS 7.93 - 7/10/2008 8:43:07 AM   
Bliztk


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If you are reviewing Australia, you should move the damaged resource centers that are inland to coastal bases. They never draw supplies to be repaired

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RE: Probable RHS 7.93 - 7/10/2008 9:44:33 AM   
el cid again

 

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Hmmm - like where?

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