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RE: Ridiculous Surface Combat Result

 
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RE: Ridiculous Surface Combat Result - 8/17/2009 12:25:25 PM   
John Lansford

 

Posts: 2662
Joined: 4/29/2002
Status: offline
There were several USN CL's at Surigao Strait; when they went into full speed broadsides observers on other ships thought they had blown up due to their rapid rate of fire.

The concept of "throw weight" has been used to justify smaller but more numerous guns on cruisers since that class of ship was designed.  It's why the RN liked the 6" gun armed CL's; at close ranges (like was expected in the North Atlantic and North Sea) accurate, rapid salvos was preferred over slower salvos from the 8" gun armed CA's.  Throw weight also was used to justify the KGV's using 14" guns over a 15" or 16" gun like other nations were going with; the thought was with 10 guns instead of 9, plus a higher rate of fire, would mean the KGV's didn't have a disadvantage vs other nation's BB's.

(in reply to herwin)
Post #: 181
RE: Ridiculous Surface Combat Result - 8/17/2009 12:31:49 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
Naval Fire Control Systems WW2..(The size of the gun is not always better).


http://www.navweaps.com/index_tech/tech-052.htm



Japanese Naval ordnance


http://www.combinedfleet.com/guns.htm


Nomenclature:


http://www.navweaps.com/Weapons/Gun_Data.htm


Shell aerodynamics:


http://www.navweaps.com/index_tech/tech-073.htm


USN and IJN Ballistic Fire Computers:


http://www.navweaps.com/index_tech/tech-086.htm


Night engagement, "entertainment" video at the bottom!


http://www.eugeneleeslover.com/VIDEOS/Night_Engagement_Empress_Bay.html




< Message edited by m10bob -- 8/17/2009 12:53:11 PM >


_____________________________




(in reply to John Lansford)
Post #: 182
RE: Ridiculous Surface Combat Result - 8/17/2009 12:35:51 PM   
EUBanana


Posts: 4552
Joined: 9/30/2003
From: Little England
Status: offline

quote:

ORIGINAL: m10bob

Naval Fire Control Systems WW2..(The size of the gun is not always better).


http://www.navweaps.com/index_tech/tech-052.htm



Japanese Naval ordnance


http://www.combinedfleet.com/guns.htm


Fascinating stuff.

Especially the link to combinedfleet.com.

_____________________________


(in reply to m10bob)
Post #: 183
RE: Ridiculous Surface Combat Result - 8/17/2009 12:53:10 PM   
Kumppi


Posts: 209
Joined: 10/21/2008
From: Somewhere between Sweden and Russia
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I don't really get that much what you guys are saying, but its no wonder this game is so good when there are so many knowledgable posters in these forums.

(in reply to EUBanana)
Post #: 184
RE: Ridiculous Surface Combat Result - 8/17/2009 2:09:56 PM   
juliet7bravo

 

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Joined: 5/30/2001
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quote:

Naval Fire Control Systems WW2..(The size of the gun is not always better).


Generically speaking...bigger is almost always better. A BB has better optical fire control system than a CL (for example). The directors are wider. Wider mean better able to estimate range accurately. The directors are higher. Higher means you can see further. The optics themselves are generally better quality (better clarity). A BB generally has a bigger and better analogue computer. The turret local FCS on a BB was probably better than the main director on a CL. A BB is inherently a more stable firing platform.

If you want to talk difference between nationalities, you're mixing apples and oranges. Or radar FC vs. Optical.

(in reply to m10bob)
Post #: 185
RE: Ridiculous Surface Combat Result - 8/17/2009 3:00:58 PM   
Rapunzel


Posts: 141
Joined: 4/20/2005
From: Germany
Status: offline
Well Japanese Surface TFs running amok too. Only lack of ammo stopped the carnage.

--------------------------------------------------------------------------------
Night Time Surface Combat, near Port Moresby at 98,130, Range 35,000 Yards

Japanese Ships
BB Kongo
BB Hiei
CA Chokai
CL Jintsu
DD Makigumo
DD Natsugumo
DD Minegumo
DD Yakaze

Allied Ships
CV Yorktown
CA Chicago
CA Pensacola
CL St. Louis
DD Henley
DD Patterson
DD Jarvis
DD Craven
DD Gridley
DD McCall


--------------------------------------------------------------------------------
Night Time Surface Combat, near Port Moresby at 98,130, Range 4,000 Yards

Japanese Ships
BB Kongo
BB Hiei
CA Chokai
CL Jintsu
DD Makigumo
DD Natsugumo, Shell hits 1
DD Minegumo
DD Yakaze, Shell hits 3, on fire

Allied Ships
AO Neosho, Shell hits 10, Torpedo hits 3, and is sunk
AO Sabine, Shell hits 22, and is sunk
AO Kaskaskia, Shell hits 12, Torpedo hits 1, and is sunk
AO Platte, Shell hits 12, and is sunk
AO Guadalupe, Shell hits 9, and is sunk
DD La Triomphant, Shell hits 13, Torpedo hits 1, and is sunk



Improved night sighting under 78% moonlight
Maximum visibility in Clear Conditions and 78% moonlight: 12,000 yards
Range closes to 4,000 yards...
CONTACT: Japanese lookouts spot Allied task force at 4,000 yards
CONTACT: Allied lookouts spot Japanese task force at 4,000 yards
Nishida, Masao crosses the 'T'
BB Hiei engages DD La Triomphant at 4,000 yards
BB Hiei engages AO Platte at 4,000 yards
CL Jintsu engages AO Platte at 4,000 yards
DD Yakaze engages DD La Triomphant at 4,000 yards
BB Kongo engages AO Neosho at 4,000 yards
DD La Triomphant engages DD Natsugumo at 4,000 yards
DD Makigumo engages DD La Triomphant at 4,000 yards
Range closes to 2,000 yards
DD Makigumo engages DD La Triomphant at 2,000 yards
BB Kongo engages AO Platte at 2,000 yards
DD Natsugumo engages AO Platte at 2,000 yards
DD Natsugumo engages AO Kaskaskia at 2,000 yards
DD La Triomphant engages DD Yakaze at 2,000 yards
DD Minegumo engages DD La Triomphant at 2,000 yards
DD Natsugumo engages DD La Triomphant at 2,000 yards
DD La Triomphant engages DD Makigumo at 2,000 yards
Range increases to 4,000 yards
BB Hiei engages DD La Triomphant at 4,000 yards
CA Chokai engages AO Neosho at 4,000 yards
DD Makigumo engages AO Sabine at 4,000 yards
AO Neosho sunk by DD Minegumo at 4,000 yards
DD La Triomphant engages DD Natsugumo at 4,000 yards
DD Makigumo engages AO Sabine at 4,000 yards
Range closes to 3,000 yards
BB Hiei engages DD La Triomphant at 3,000 yards
DD Makigumo engages AO Guadalupe at 3,000 yards
CA Chokai engages DD La Triomphant at 3,000 yards
DD Yakaze engages AO Sabine at 3,000 yards
DD Yakaze engages DD La Triomphant at 3,000 yards
DD Minegumo engages DD La Triomphant at 3,000 yards
DD Natsugumo engages DD La Triomphant at 3,000 yards
DD Makigumo engages DD La Triomphant at 3,000 yards
Range increases to 4,000 yards
BB Hiei engages DD La Triomphant at 4,000 yards
DD Yakaze engages AO Guadalupe at 4,000 yards
DD Natsugumo engages AO Kaskaskia at 4,000 yards
DD Minegumo engages AO Sabine at 4,000 yards
DD Yakaze engages AO Guadalupe at 4,000 yards
DD Minegumo engages DD La Triomphant at 4,000 yards
DD Natsugumo engages DD La Triomphant at 4,000 yards
Range increases to 6,000 yards
DD La Triomphant engages DD Natsugumo at 6,000 yards
BB Kongo engages DD La Triomphant at 6,000 yards
CA Chokai engages DD La Triomphant at 6,000 yards
BB Hiei engages AO Sabine at 6,000 yards
DD La Triomphant engages DD Yakaze at 6,000 yards
DD Minegumo engages DD La Triomphant at 6,000 yards
DD La Triomphant engages DD Natsugumo at 6,000 yards
Range increases to 8,000 yards
BB Hiei engages DD La Triomphant at 8,000 yards
DD La Triomphant sunk by CA Chokai at 8,000 yards
DD Natsugumo engages AO Sabine at 8,000 yards
Range increases to 9,000 yards
BB Hiei engages AO Guadalupe at 9,000 yards
DD Minegumo engages AO Kaskaskia at 9,000 yards
DD Natsugumo engages AO Sabine at 9,000 yards
DD Yakaze engages AO Kaskaskia at 9,000 yards
DD Natsugumo engages AO Kaskaskia at 9,000 yards
Range closes to 7,000 yards
AO Guadalupe sunk by BB Hiei at 7,000 yards
DD Natsugumo engages AO Kaskaskia at 7,000 yards
DD Natsugumo engages AO Sabine at 7,000 yards
DD Minegumo engages AO Kaskaskia at 7,000 yards
DD Natsugumo engages AO Kaskaskia at 7,000 yards
Range increases to 8,000 yards
BB Hiei engages AO Kaskaskia at 8,000 yards
DD Natsugumo engages AO Sabine at 8,000 yards
DD Yakaze engages AO Kaskaskia at 8,000 yards
DD Minegumo engages AO Sabine at 8,000 yards
Range closes to 7,000 yards
Range increases to 8,000 yards
BB Hiei engages AO Kaskaskia at 8,000 yards
AO Kaskaskia sunk by CA Chokai at 8,000 yards
Combat ends with last Allied ship sunk...


--------------------------------------------------------------------------------
Night Time Surface Combat, near Port Moresby at 98,130, Range 31,000 Yards

Japanese Ships
BB Kongo
BB Hiei
CA Chokai
CL Jintsu
DD Makigumo
DD Natsugumo
DD Minegumo
DD Yakaze

Allied Ships
CV Lexington
CA Portland
CA Northampton
DD Sims
DD Hughes
DD Anderson
DD Hammann
DD Mustin
DD Russell



Improved night sighting under 85% moonlight
Maximum visibility in Clear Conditions and 85% moonlight: 12,000 yards
Range closes to 26,000 yards...
CONTACT: Allies radar detects Japanese task force at 26,000 yards
Allied TF attempts to evade combat
Range increases to 31,000 yards...
Range increases to 31,000 yards...
Allied Air Combat TF evades combat


--------------------------------------------------------------------------------
Night Time Surface Combat, near Port Moresby at 98,130, Range 35,000 Yards

Japanese Ships
BB Kongo
BB Hiei
CA Chokai
CL Jintsu
DD Makigumo
DD Natsugumo
DD Minegumo
DD Yakaze

Allied Ships
CV Saratoga
CA Chester
CA Louisville
DD O'Brien
DD Walke
DD Morris
DD Bagley
DD Mugford
DD Ralph Talbot



Improved night sighting under 85% moonlight
Maximum visibility in Clear Conditions and 85% moonlight: 12,000 yards
Range closes to 30,000 yards...
CONTACT: Allies radar detects Japanese task force at 30,000 yards
Allied TF attempts to evade combat
Range increases to 35,000 yards...
Range increases to 35,000 yards...
Allied Air Combat TF evades combat


--------------------------------------------------------------------------------
Night Time Surface Combat, near Port Moresby at 98,130, Range 35,000 Yards

Japanese Ships
BB Kongo
BB Hiei
CA Chokai
CL Jintsu
DD Makigumo
DD Natsugumo
DD Minegumo
DD Yakaze

Allied Ships
CV Enterprise
CA Salt Lake City
CA New Orleans
DD Maury
DD Ellet
DD Dunlap
DD Fanning
DD Mahan
DD Cummings



Improved night sighting under 85% moonlight
Maximum visibility in Clear Conditions and 85% moonlight: 12,000 yards
CONTACT: Allies radar detects Japanese task force at 35,000 yards
Allied TF attempts to evade combat
Range increases to 35,000 yards...
Allied Air Combat TF evades combat


--------------------------------------------------------------------------------
Naval bombardment of Port Moresby at 98,130 - Coastal Guns Fire Back!

1 Coastal gun shots fired in defense.

Japanese Ships
BB Hiei
BB Kongo
CA Chokai
CL Jintsu


Allied ground losses:
35 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 6 disabled
Engineers: 0 destroyed, 0 disabled
Vehicles lost 1 (0 destroyed, 1 disabled)


BB Hiei firing at 109th USN Base Force
BB Kongo firing at 3rd RAAF M/W Sqn
CA Chokai firing at 15th RAAF Base Force
CL Jintsu firing at 109th USN Base Force


--------------------------------------------------------------------------------
Day Time Surface Combat, near Port Moresby at 97,131, Range 35,000 Yards

Japanese Ships
BB Kongo
BB Hiei
CA Chokai
CL Jintsu
DD Makigumo
DD Natsugumo
DD Minegumo
DD Yakaze

Allied Ships
CV Yorktown
CA Chicago
CA Pensacola
CL St. Louis
DD Henley
DD Patterson
DD Jarvis
DD Craven
DD Gridley
DD McCall



Maximum visibility in Clear Conditions: 30,000 yards
CONTACT: Allies radar detects Japanese task force at 35,000 yards
Allied TF attempts to evade combat
Range increases to 35,000 yards...
Allied Air Combat TF evades combat


--------------------------------------------------------------------------------
Day Time Surface Combat, near Port Moresby at 97,131, Range 29,000 Yards

Allied aircraft
no flights

Allied aircraft losses
No Allied losses

Japanese Ships
BB Kongo
BB Hiei
CA Chokai
CL Jintsu, Shell hits 1
DD Makigumo, Shell hits 1
DD Natsugumo, Shell hits 2, on fire
DD Minegumo, Shell hits 2, on fire
DD Yakaze, Shell hits 1

Allied Ships
CV Saratoga, Shell hits 6, heavy fires
CA Chester, Shell hits 13, and is sunk
CA Louisville, Shell hits 12, and is sunk
DD O'Brien, Shell hits 3, and is sunk
DD Walke, Shell hits 6, Torpedo hits 1, and is sunk
DD Morris, Shell hits 11, heavy fires, heavy damage
DD Bagley, Shell hits 2, on fire
DD Mugford, Shell hits 11, and is sunk
DD Ralph Talbot, Shell hits 3, and is sunk



Maximum visibility in Clear Conditions: 30,000 yards
Range closes to 33,000 yards...
Range closes to 31,000 yards...
Range closes to 29,000 yards...
CONTACT: Japanese lookouts spot Allied task force at 29,000 yards
CONTACT: Allied lookouts spot Japanese task force at 29,000 yards
BB Kongo engages CV Saratoga at 29,000 yards
BB Kongo engages CA Chester at 29,000 yards
CA Chester engages CL Jintsu at 29,000 yards
CA Chester engages DD Yakaze at 29,000 yards
Range closes to 28,000 yards
BB Hiei engages CA Chester at 28,000 yards
BB Kongo engages CA Chester at 28,000 yards
CA Chester engages CA Chokai at 28,000 yards
BB Hiei engages DD O'Brien at 28,000 yards
Range closes to 26,000 yards
BB Hiei engages CA Chester at 26,000 yards
CA Chokai engages CA Chester at 26,000 yards
CA Chester engages DD Minegumo at 26,000 yards
BB Hiei engages DD O'Brien at 26,000 yards
Range closes to 22,000 yards
BB Hiei engages CA Chester at 22,000 yards
BB Kongo engages CA Chester at 22,000 yards
CA Chokai engages CA Chester at 22,000 yards
CA Louisville engages DD Yakaze at 22,000 yards
BB Kongo engages DD Morris at 22,000 yards
BB Hiei engages DD Walke at 22,000 yards
BB Hiei engages DD O'Brien at 22,000 yards
Range closes to 19,000 yards
BB Kongo engages CV Saratoga at 19,000 yards
CA Louisville engages CA Chokai at 19,000 yards
CA Chokai engages CA Louisville at 19,000 yards
CL Jintsu engages CA Louisville at 19,000 yards
DD Natsugumo engages DD O'Brien at 19,000 yards
DD Makigumo engages DD Walke at 19,000 yards
DD O'Brien engages DD Minegumo at 19,000 yards
Range closes to 15,000 yards
BB Kongo engages CA Louisville at 15,000 yards
CL Jintsu engages CA Chester at 15,000 yards
DD Makigumo engages DD Ralph Talbot at 15,000 yards
DD Natsugumo engages DD Mugford at 15,000 yards
DD Minegumo engages DD Walke at 15,000 yards
DD Makigumo engages DD Morris at 15,000 yards
DD Minegumo engages DD Walke at 15,000 yards
Range closes to 12,000 yards
BB Hiei engages CA Louisville at 12,000 yards
CA Louisville sunk by BB Kongo at 12,000 yards
DD Ralph Talbot engages DD Makigumo at 12,000 yards
CL Jintsu engages DD Mugford at 12,000 yards
DD Yakaze engages DD Walke at 12,000 yards
DD Natsugumo engages DD Morris at 12,000 yards
DD Natsugumo engages DD Morris at 12,000 yards
DD Mugford engages DD Makigumo at 12,000 yards
Range closes to 9,000 yards
DD Ralph Talbot sunk by BB Kongo at 9,000 yards
DD Walke sunk by CL Jintsu at 9,000 yards
DD Makigumo engages DD Morris at 9,000 yards
DD Makigumo engages DD Mugford at 9,000 yards
Range increases to 13,000 yards
BB Hiei engages CV Saratoga at 13,000 yards
BB Kongo engages DD Mugford at 13,000 yards
DD Minegumo engages DD Bagley at 13,000 yards
CL Jintsu engages CV Saratoga at 13,000 yards
DD Minegumo engages DD Morris at 13,000 yards
DD Natsugumo engages DD Bagley at 13,000 yards
Range closes to 12,000 yards
BB Hiei engages CV Saratoga at 12,000 yards
DD Mugford sunk by DD Natsugumo at 12,000 yards
CA Chokai engages DD Bagley at 12,000 yards
CL Jintsu engages DD Bagley at 12,000 yards
DD Yakaze engages CV Saratoga at 12,000 yards
DD Morris engages DD Minegumo at 12,000 yards
DD Natsugumo engages DD Morris at 12,000 yards
Task forces break off...


--------------------------------------------------------------------------------
Day Time Surface Combat, near Port Moresby at 97,131, Range 30,000 Yards

Japanese Ships
BB Kongo
BB Hiei
CA Chokai
CL Jintsu
DD Makigumo

Allied Ships
DD Bagley, on fire



Maximum visibility in Clear Conditions: 30,000 yards
CONTACT: Japanese lookouts spot Allied task force at 25,000 yards
Japanese TF attempts to evade combat
Range increases to 30,000 yards...
CONTACT: Allied lookouts spot Japanese task force at 30,000 yards
Japanese Surface Combat TF evades combat


--------------------------------------------------------------------------------
Day Time Surface Combat, near Port Moresby at 97,132, Range 35,000 Yards

Japanese Ships
BB Kongo
BB Hiei
CA Chokai
CL Jintsu
DD Makigumo

Allied Ships
CV Enterprise
CA Salt Lake City
CA New Orleans
DD Maury
DD Ellet
DD Dunlap
DD Fanning
DD Mahan
DD Cummings



Maximum visibility in Clear Conditions: 30,000 yards
CONTACT: Allies radar detects Japanese task force at 35,000 yards
Allied TF attempts to evade combat
Range increases to 35,000 yards...
Both Task Forces evade combat


(in reply to juliet7bravo)
Post #: 186
RE: Ridiculous Surface Combat Result - 8/17/2009 3:13:45 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline

quote:

ORIGINAL: EUBanana


quote:

ORIGINAL: herwin
BTW, 14" AP had a bursting charge of 22 lbs in the USN, while the 6" common projectile had a bursting charge of 7 lbs.


Well, I got it from navweaps.com. No idea how accurate that is!

http://www.navweaps.com/Weapons/WNBR_14-45_mk7.htm

http://www.navweaps.com/Weapons/WNUS_6-47_mk16.htm

It says 48lbs (22kg) for the 14", so maybe it's a measurements thing.

I had some fun working out kinetic energy for the shells too () as I presume unless the shell comes out the other side most of that gets turned into damage as well. But finding out how many joules per mole an explosion of ammonium picrate creates to see if the kinetic energy is actually relevant is apparently beyond Google.


The US 14" AP shells were 22 and 35 lbs. The 6" AP was 1.95 lbs. See here.

_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to EUBanana)
Post #: 187
RE: Ridiculous Surface Combat Result - 8/17/2009 3:18:50 PM   
EUBanana


Posts: 4552
Joined: 9/30/2003
From: Little England
Status: offline

quote:

ORIGINAL: Rapunzel
Well Japanese Surface TFs running amok too. Only lack of ammo stopped the carnage.


Ouch.

Though at least Saratoga lived. Her escorts got massacred to let her get away!

_____________________________


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Post #: 188
RE: Ridiculous Surface Combat Result - 8/17/2009 3:23:35 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
Back to the other topic. Wipeouts should be due to surprise. If both sides are aware of events, keep track of percentage casualties for each side (taking account of FoW). If both sides realise that one side is getting the worse of it (clearly higher percentage casualties), the losing side can be expected to disengage.

_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to herwin)
Post #: 189
RE: Ridiculous Surface Combat Result - 8/17/2009 3:35:27 PM   
EUBanana


Posts: 4552
Joined: 9/30/2003
From: Little England
Status: offline
quote:

ORIGINAL: herwin
If both sides realise that one side is getting the worse of it (clearly higher percentage casualties), the losing side can be expected to disengage.


I don't doubt that when a convoy escorted by some DDs sees a battleship coming their way, 'Oh s***' is on their mind and they will attempt to disengage.

But they key word there is attempt.

That said, Convoy HX84, attacked by a heavy cruiser, lost 6 AKs and 1 AMC out of 38 merchants. 38 merchants is a frickin' huge convoy by AE standards, but I do wonder what would happen if you sent in CL Boise against 38 merchants and an AMC.

I'm tempted to try it out tonight.

_____________________________


(in reply to herwin)
Post #: 190
RE: Ridiculous Surface Combat Result - 8/17/2009 3:43:46 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline

quote:

ORIGINAL: EUBanana


quote:

ORIGINAL: Rapunzel
Well Japanese Surface TFs running amok too. Only lack of ammo stopped the carnage.


Ouch.

Though at least Saratoga lived. Her escorts got massacred to let her get away!


Surface combat? Where were the Saratoga's aircraft? Grounded by weather conditions? 29000 yards visibility!

The initial reason the various navies built CVs was to maintain air superiority and air observation over the battlefleet. That made it rather difficult for a SAG to surprise a CVTF during the day.

_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to EUBanana)
Post #: 191
RE: Ridiculous Surface Combat Result - 8/17/2009 3:44:52 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline

quote:

ORIGINAL: EUBanana

quote:

ORIGINAL: herwin
If both sides realise that one side is getting the worse of it (clearly higher percentage casualties), the losing side can be expected to disengage.


I don't doubt that when a convoy escorted by some DDs sees a battleship coming their way, 'Oh s***' is on their mind and they will attempt to disengage.

But they key word there is attempt.

That said, Convoy HX84, attacked by a heavy cruiser, lost 6 AKs and 1 AMC out of 38 merchants. 38 merchants is a frickin' huge convoy by AE standards, but I do wonder what would happen if you sent in CL Boise against 38 merchants and an AMC.

I'm tempted to try it out tonight.


It's easy to set up using the Coral Sea scenario.

_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to EUBanana)
Post #: 192
RE: Ridiculous Surface Combat Result - 8/17/2009 5:08:12 PM   
bradfordkay

 

Posts: 8683
Joined: 3/24/2002
From: Olympia, WA
Status: offline
Having recently read The Last Stand of the Tin Can Sailors, I recall that one of the reasons that the US DDs were able to do so much damage to the IJN CAs and BBs was that they closed the range to the point that the enemy vessels couldn't depress their main battery guns enough to bear on the target. IIRC, both the Johnson and the Roberts weren't hit until they were withdrawing after unleashing their torpedoes. 

_____________________________

fair winds,
Brad

(in reply to herwin)
Post #: 193
RE: Ridiculous Surface Combat Result - 8/17/2009 5:38:00 PM   
RHoenig


Posts: 89
Joined: 12/8/2007
From: Germany
Status: offline

quote:

ORIGINAL: EUBanana

[
That said, Convoy HX84, attacked by a heavy cruiser, lost 6 AKs and 1 AMC out of 38 merchants. 38 merchants is a frickin' huge convoy by AE standards, but I do wonder what would happen if you sent in CL Boise against 38 merchants and an AMC.

I'm tempted to try it out tonight.



Well, not a huge convoy, but I met Boise when I tried to intercept, what I thought might be a couple of AKs, fleeing from Manila

quote:

--------------------------------------------------------------------------------
Day Time Surface Combat, near Tawi Tawi at 71,92, Range 16,000 Yards

Japanese Ships
CL Natori, Shell hits 10, heavy fires
DD Satsuki, Shell hits 1
DD Minazuki
DD Fumizuki
DD Nagatsuki
DD Harukaze
DD Hatakaze, Shell hits 2, heavy fires

Allied Ships
CL Boise, Shell hits 7



Maximum visibility in Clear Conditions: 30,000 yards
Range closes to 16,000 yards...
CONTACT: Allied lookouts spot Japanese task force at 16,000 yards
Allies open fire on surprised Japanese ships at 16,000 yards
CL Boise fires at DD Harukaze at 16,000 yards
CL Boise fires at DD Satsuki at 16,000 yards
Range closes to 9,000 yards
CL Natori engages CL Boise at 9,000 yards
CL Boise engages DD Hatakaze at 9,000 yards
Range closes to 5,000 yards
CL Natori engages CL Boise at 5,000 yards
CL Boise engages DD Hatakaze at 5,000 yards
DD Nagatsuki engages CL Boise at 5,000 yards
DD Minazuki engages CL Boise at 5,000 yards
Range increases to 6,000 yards
CL Boise engages CL Natori at 6,000 yards
CL Boise engages DD Nagatsuki at 6,000 yards
CL Boise engages DD Minazuki at 6,000 yards
Range increases to 9,000 yards
CL Natori engages CL Boise at 9,000 yards
CL Boise engages DD Fumizuki at 9,000 yards
Range increases to 13,000 yards
CL Boise engages CL Natori at 13,000 yards
CL Boise engages DD Harukaze at 13,000 yards
CL Boise engages DD Nagatsuki at 13,000 yards
CL Boise engages DD Satsuki at 13,000 yards
Range increases to 15,000 yards
CL Natori engages CL Boise at 15,000 yards
Range increases to 17,000 yards
CL Natori engages CL Boise at 17,000 yards
Range increases to 19,000 yards
CL Natori engages CL Boise at 19,000 yards
CL Boise engages DD Hatakaze at 19,000 yards
CL Boise engages DD Harukaze at 19,000 yards
CL Boise engages DD Nagatsuki at 19,000 yards
CL Natori engages CL Boise at 19,000 yards
CL Boise engages DD Harukaze at 19,000 yards
CL Boise engages CL Natori at 19,000 yards
CL Boise engages DD Harukaze at 19,000 yards
CL Boise engages DD Satsuki at 19,000 yards
Moran, E. orders Allied TF to disengage
Range closes to 16,000 yards
CL Boise engages CL Natori at 16,000 yards
CL Boise engages DD Minazuki at 16,000 yards
Range increases to 17,000 yards
CL Boise engages CL Natori at 17,000 yards
CL Boise engages DD Minazuki at 17,000 yards
CL Boise engages DD Satsuki at 17,000 yards
Range increases to 20,000 yards
CL Natori engages CL Boise at 20,000 yards
CL Boise engages DD Hatakaze at 20,000 yards
Range increases to 23,000 yards
CL Boise engages DD Hatakaze at 23,000 yards
CL Boise engages DD Satsuki at 23,000 yards
Range increases to 25,000 yards
CL Boise engages CL Natori at 25,000 yards
CL Boise engages DD Harukaze at 25,000 yards
Task forces break off...


At first I was a bit miffed, I mean, I have a CL and 6 DDs vs. a sinle CL and the Boise scores twice as many hits as my whole TF.
Then I looked at the combat logs and noticed, the Boise obviously managed to rapidly increase the range and then to keep it open, so my DDs never got into range (not that their popguns would do much good anyway).

I´m still miffed, but I have to give it to Boise, good job



_____________________________

"Tell the King: After the battle my head is at his disposal, during the battle he may allow me to use it!
GenLt. Seydlitz to Frederik the Great after disobeying an order to attack

R. Hoenig, Germany

(in reply to EUBanana)
Post #: 194
RE: Ridiculous Surface Combat Result - 8/17/2009 5:42:44 PM   
EUBanana


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quote:

ORIGINAL: RHoenig
At first I was a bit miffed, I mean, I have a CL and 6 DDs vs. a sinle CL and the Boise scores twice as many hits as my whole TF.


Jap CLs are particularly runty, as well. IS Natori a real CL or one of those destroyer leader things?

_____________________________


(in reply to RHoenig)
Post #: 195
Battle Decision - 8/17/2009 6:07:12 PM   
herwin

 

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In 1971, Robert L. Helmbold published Decision in Battle: Breakpoint Hypotheses and Engagement Termination Data (Rand R-772-PR, June 1971). This paper is a watershed in battle termination theory, for in it breakpoint hypotheses of whatever nature are finally eliminated as an explanation of battle termination.

Helmbold challenged analysts to develop an adequate battle termination theory, identifying seven properties such a theory should possess:
1. The theory should have simplicity and naturalness.
2. It must reproduce the observed quasi-exponential shape of emperical casualty distribution curves. (See below.)
3. The winner's casualty-fraction distribution curve must lie above and to the left of the loser's casualty-fraction distribution curve. (That is, usually the winner takes lower percentage casualties.)
4. The theory must address the separate casualty distribution curves observed for the category I and category II battles. (In category I battles, both sides have the option of disengaging; in category II battles, one side is not in a position to disengage. Category I battles are typically resolved by the time the loser has lost 10% of his force. Category II battles are typically resolved around 25% losses for the loser. Winners typically lose half the percentage casualties that losers lose. 90% of the time, losers lose a higher percentage of their force.)
5. The theory must define the relationship between the two side's casualty fractions in accord with actual empirical data. (See 4.)
6. The theory should explain why the loser's and winner's casualty fraction distributions are approximately the same independently of who was the attacker and defender.
7. The theory should be useful for simulation.

Helmbold's results suggest that force commanders take into account both casualty rates and relative force strength and position. In relatively balanced situations, commanders base their sense of whether they are winning or losing on the relative percentage casualty rates. In unbalanced situations, the positions and strengths of the forces are taken into account. In balanced situations, the battle continues until the commanders are convinced that the relative casualty rate (percentage casualties per unit of time) favours one or the other side. In unbalanced situations, the commanders don't bother to assess the relative casualty rates. The commander's decision process is driven by the incurring of casualties. Situations then leave the zone of acceptable force ratios at a constant percentage rate relative to percentage casualties, which produces a quasi-exponential casualty distribution curve.

In gaming terms: both commanders begin by deciding whether the battle is worth fighting and then assess the balance of forces continuously. Every few percentage own casualties, they reassess the situation using both the current force ratio and the relative casualty rates. If the battle is no longer worth fighting, they break off; otherwise they continue. Fog of war plays a role in this, producing an unexpected victory for the losing side about 10% of the time.

See if something of this nature will produce realistic battle durations...

_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to EUBanana)
Post #: 196
RE: Ridiculous Surface Combat Result - 8/17/2009 6:56:03 PM   
jazman

 

Posts: 369
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quote:

ORIGINAL: RHoenig

Well, not a huge convoy, but I met Boise when I tried to intercept



From the signature maker:

"Famous last words: I tried to intercept, then I met Boise..."


_____________________________

BS, MS, PhD, WitP:AE, WitE, WitW

(in reply to RHoenig)
Post #: 197
RE: Battle Decision - 8/17/2009 7:17:38 PM   
EUBanana


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quote:

ORIGINAL: herwin
*snip*


That sounds rather like... stating the obvious.



_____________________________


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Post #: 198
RE: Ridiculous Surface Combat Result - 8/17/2009 7:26:53 PM   
mikemike

 

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quote:

ORIGINAL: EUBanana

As for accuracy, at night, at close range, against high speed targets, yeah, I can see the BB not covering itself with glory.  (Though the High Seas Fleet ripped lots of flotillas of destroyers at night to pieces in WW1, so we can assume that would be a minimum ability given a WW2 battleship should certainly not be less effective than a WW1 one).   

But in my experience BBs can't even hit cargo ships at their optimal range of 15-20k yards in daylight - surely the ideal target, where weight of broadside will matter the most, unmitigated by allegedly poor accuracy of big guns.


There is an illuminating combat report elsewhere:
quote:

AFTER ACTION REPORTS FOR Dec 13, 41
--------------------------------------------------------------------------------
Night Time Surface Combat, near Hong Kong at 76,68, Range 1,000 Yards

Japanese Ships
BB Ise
BB Hyuga, Shell hits 4, Torpedo hits 3, on fire, heavy damage (my comment: it sank from this damage later in turn)
DD Yakaze, Shell hits 1
DD Kuretake, Shell hits 2

Allied Ships
DD Scout
DD Thracian
xAK Bennevis, Shell hits 3, and is sunk
xAK Hanyang, Shell hits 2, heavy fires, heavy damage
xAK Hinsang
xAK Ming Sang, Shell hits 1
xAK Nanning, Shell hits 1
xAK Haraldsvang, Shell hits 1, and is sunk
xAK Hai Lee



Reduced sighting due to 28% moonlight
Maximum visibility in Clear Conditions and 28% moonlight: 7,000 yards
Range closes to 4,000 yards...
Range closes to 1,000 yards...
BB Hyuga engages DD Thracian at 1,000 yards
BB Hyuga engages DD Scout at 1,000 yards

DD Kuretake engages DD Scout at 1,000 yards
DD Yakaze engages DD Thracian at 1,000 yards
DD Kuretake engages xAK Hanyang at 1,000 yards
Range increases to 2,000 yards
DD Yakaze engages DD Thracian at 2,000 yards
BB Hyuga engages DD Scout at 2,000 yards
DD Scout engages DD Kuretake at 2,000 yards
BB Hyuga engages xAK Bennevis at 2,000 yards
Range increases to 5,000 yards
BB Hyuga engages DD Thracian at 5,000 yards
BB Ise engages DD Scout at 5,000 yards
xAK Haraldsvang sunk by BB Ise at 5,000 yards
BB Hyuga engages xAK Hanyang at 5,000 yards
xAK Bennevis sunk by BB Ise at 5,000 yards
Range increases to 8,000 yards
BB Hyuga engages DD Thracian at 8,000 yards
DD Scout engages DD Yakaze at 8,000 yards
DD Scout engages DD Kuretake at 8,000 yards
BB Hyuga engages xAK Ming Sang at 8,000 yards
Range increases to 11,000 yards
DD Yakaze engages DD Thracian at 11,000 yards
DD Yakaze engages DD Scout at 11,000 yards
DD Scout engages DD Kuretake at 11,000 yards
BB Ise engages xAK Nanning at 11,000 yards
BB Hyuga engages xAK Hinsang at 11,000 yards
Task forces break off...
My emphasis...

So two BB's sidle up innocently to two unmodernised WWI DD's, fire first at a range of 1000 yds and don't hit anything but get beaten up - highly unlikely. EUBanana mentions the night phase of Jutland which is a RL example closely fitting this combat - similar ships, very similar armament. SMS Westfalen, a BB leading the 3rd Battle Squadron's line, encountered a number of British DD's in at least three separate engagements at ranges of 1000yds or less, with the visibility certainly far less than 7000 yds, all surprise meets, even if crews on both sides were fully alert and prepared for such encounters, and sank four DD's, damaged another and escaped without real damage. BB's do seem underrated in WitP(AE) concerning surface combat against weaker ships.

And as for PT's: this is pretty much SAIEW, they have always been too effective. I think most of the trouble is that their MG armament generates lots of hits that are all penetrating hits against ships without belt armor, meaning every single hit causes damage. I assume that the "damage counter" is incremented for every single hit and that the minimum increment is too large, so that MG hits accumulate a quite ridiculous total amount of damage. Now I have no idea what the programming effort would be to correct that effect, so I propose that every ship above, say, 1000 tons should be given a symbolic belt armor that prevents penetrating hits by small-caliber weapons.

_____________________________

DON´T PANIC - IT´S ALL JUST ONES AND ZEROES!

(in reply to EUBanana)
Post #: 199
RE: Ridiculous Surface Combat Result - 8/17/2009 8:02:28 PM   
oldman45


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The info on bursting charges, ROF, weight of broadside is interesting, but its not the problem. The problem appears to be accuracy and how the ships are handled by the computer.


(in reply to EUBanana)
Post #: 200
RE: Ridiculous Surface Combat Result - 8/17/2009 8:11:03 PM   
Barb


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From: Bratislava, Slovakia
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I am planning to create a sandbox scenario with few ships and no interference with anything else. Run it 20 or so times and see the results. I will post it here then.

Help me to find 2-4 CAs and 4-6 DDs of "equal capabilities" somewhere in middle-late 1942. Post your suggestions.

_____________________________


(in reply to oldman45)
Post #: 201
RE: Ridiculous Surface Combat Result - 8/17/2009 8:11:58 PM   
romanovich

 

Posts: 126
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From: SoCal
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quote:

ORIGINAL: Sheytan

The discussion of rates of fire, and fire "weight" is interesting. It dosnt address the dynamics of a engagement. Many factors contributed to the end result. NOTE IN THIS AAR THE IMPACT OF RADAR, which has been much critisized in AE as giving the Allied player too much of a advantage. What EA and WITP actually FAILS to model is this effectiveness, less so in AE, which frankly I think could be solved by giving a qualifier to the year of employment, or a skill check, vs vie crew skill.

FURTHER AE AND WITP FAILS to model the sheer rate of fire a BB possessed, it expends it main gun battery too casually and frankly is much too shallow in WITP AND AE to model these capital ships. "except in the famed and amusing NUCLEAR bombardments notable for WITP".

This AAR illistrates NOT only the CC confusion of the application of radar but its utter distruction when employed ideally.

Battleship Night Action
Naval Battle of Guadalcanal
November 1942

In this decisive action WASHINGTON and SOUTH DAKOTA engaged a Japanese force termed around the battleship KIRISHIMA. SOUTH DAKOTA suffered extensive topside damage, but WASHINGTON's accurate fire mortally injured KIRISHIMA. Set aflame and racked by explosions, KIRISHIMA was scuttled by her crew. The last major Japanese naval thrust at Guadalcanal had been turned back, and WASHINGTON had done what she had been designed to do -- sink one of her own kind in a gunnery action. WASHINGTON was the only American fast battleship to defeat another capital ship.


--------------------------------------------------------------------------------

VIEW MAP OF BATTLE


--------------------------------------------------------------------------------

WASHINGTON ACTION REPORT
SUMMARY OF OUTSTANDING EVENTS AND GENERAL COMMENT

On the night of November 14-15 WASHINGTON was flagship of Commander Task Force 64 (ComBatDiv 6). In column, with four destroyers ahead and SOUTH DAKOTA astern, she stood north between Russell and Guadalcanal, then east and southeast, passing north of Savo. Standing west from this point, first radar contact was made at 0001 with enemy ships east of Savo. From 0016 to 0019 fired 42 rounds 16", opening at 18,500 yards, at large cruiser or battleship which it is believed was sunk. From 0016 to 0017 fired 100 rounds 5" at ranges 12 to 13,000 yards at enemy cruiser or large destroyer which was also engaged by SOUTH DAKOTA and was left burning. Standing on north-westerly courses fired 133 rounds 5" from 0025 to 0034 at ranges about 10,000 yards at light craft close to south-east shore of Savo which were engaging our destroyers; all were silenced and one was left burning. From 0100 to 0107 fired 75 rounds 16'' and 107 rounds 5" at ranges from 8,400 to 12,650 yards, at battleship northwest of Savo which was firing at SOUTH DAKOTA. This battleship was silenced and was subsequently tracked by radar through a 500-degree turn. From 0100 to 0107, fired 120 rounds 5", at ranges from 7,400 to 9,500 yards, in succession at three enemy cruisers illuminating and engaging SOUTH DAKOTA.

By the time our 5" fire on light craft close to southeast shore of Savo had ceased, one of our destroyers was sunk, one was hopelessly afire (she exploded and sank a few minutes later) and the other two were put out of action (they retired southward). Subsequently, and before we opened fire on ships northwest of Savo, the SOUTH DAKOTA was seen to the eastward between this ship and Savo on a course to northward of WASHINGTON course. What appeared to be the SOUTH DAKOTA was seen at about 0121 at a considerable distance to the southeastward between this ship and Guadalcanal on a southerly course.

From radar tracking and visual observation of enemy ships, there were:

(1) Fired upon by this ship and apparently sunk:

•1 large cruiser or BB (WASHINGTON only.)
•2 large cruisers (WASH 5".)
•1 destroyer (our DD's plus WASH 5".)
(2) Fired upon by this ship and apparently damaged:

•1 14" BB silenced and out of control (WASH. only.)
•1 DD burning (WASH. 5".)
•5-9 light craft silenced (our DD's plus WASH. 5" plus S.D.)
•There was no melee. This ship was undamaged.

--------------------------------------------------------------------------------

COMMENT

The following comments are submitted:

•Our radar is effective for accurate gunfire at long ranges at night. Japanese radar aboard ships present, if any, is not effective for surface targets.
•Japanese are sufficiently familiar with radar and aware of our use of it to make full use of land cover both between them and ourselves and closely backing them up.
•Our optical vision is superior to Japanese.
•Our fire control and the effectiveness of our projectiles meet or exceed our expectations.
Accordingly,

•We should seek rather than avoid night action, opening at ranges as great as satisfactory solutions can be obtained.

--------------------------------------------------------------------------------
[...]
--------------------------------------------------------------------------------

LESSONS LEARNED AND RECOMMENDATIONS

Radar has forced the Captain or OTIC to base a greater part of his actions in a night engagement on what he is told, rather than what he can see. This ship was not hit but examination of SOUTH DAKOTA revealed completeness with which bridge structure may be riddled by shells and splinters which penetrate 1" ST S bulkheads. The enemy may be counted upon to hit foremast superstructure.

The captain and navigator should be in Conn. An experienced officer, other than the navigator, should be FOOD and should filter for the Captain the tremendously numerous reports received at the conning station over the various telephone circuits.


--------------------------------------------------------------------------------

ComBatIve 6 ACTION REPORT

This action demonstrated the tremendous value of radar in a night action. Battleships obtained excellent fire control results using radar range and radar spots, combined with optical instruments.

Strong signals from enemy ships permitted quick and accurate solution and spots.

First phase opening ranges 16,000 - 18,000 yards, illumination by setting moon. Hit with second Salvo. Second phase opening range 6,000 - 9,000 yards; illumination by star shells, did not add to accuracy of fire.

No indication that enemy used radar. Enemy apparently ranged on gun flashes, but inaccurately. SOUTH DAKOTA hit after enemy searchlight illuminated her.

Own gunfire superior to Japs, particularly as range increased.

SG radar invaluable in locating surface targets and coaching fire control radar's on.


--------------------------------------------------------------------------------

Samuel Eliot Morison,

HISTORY OF UNITED STATES
NAVAL OPERATIONS IN WORLD WAR II, Volume V

The battleship action of November 14-15 was vastly better fought by the United States Navy than the unorganized brawl of two nights earlier. Admiral Lee had a positive doctrine that he maintained, despite the absence of his entire destroyer screen. An able and original scientist as well as a flag officer, he appreciated the value of radar, used it to keep himself informed of enemy movements and tactics, and made quick, accurate analyses from the information on the screens. Yet some mistakes of earlier night battles were repeated. Lee's task force was a scratch team, destroyer and battleships captains alike being unfamiliar with each other and with their commander. Apparently the recurring urgencies in the South Pacific imposed a haphazard composition for every task force thrown together to meet the enemy. Again, and not for the last time, the Japanese taught the American a lesson in the use of torpedoes. SOUTH DAKOTA was lucky to escape alive. WASHINGTON, conned by Captain Glenn Davis and directed by Admiral Lee with a skill and imperturbability worthy of her eponym, saved the day for the United States.



Interesting read. Of note, this historical engagement, the first (or one of the very first) that validated use of radar by achieving measurable results, took place late in '42, a year into the war. Which - coincidentally, or not - also marked the turning point in the Pacific campaign. Not to beat a dead horse, but does the game engine model the changing impact of radar on the outcome of engagements properly over time (locating enemy, engaging, accuracy, etc. in battle resolution)? It shouldn't be a constant. It should definitely not be a big factor before the end of '42, but it seems by the reported outcomes it may be.

Possibly unrelated to this, some of the Allied surface craft in the early going seem to pack too mean of a punch. I can't recall reading that the assets the Allied could deploy early on scared the bejesus out of the Combined Fleet. But in AE they clearly do: "Famous last words: I tried to intercept, then I met Boise..." (well put in an earlier entry to this thread). That can't be right. Are the experience levels for these assets - relative to those of the Jap fleet - set too high? Boise, PoW and Repulse should not be capable of bringing the Jap early conquests to a halt. Right now, there's a good chance they can do that.

I haven't played into late '42 in any of my AE test runs, but do the Allied assets increase in punch from what Boise et al? By that I mean: if Boise can sink the Jap fleet train in Dec '41, what will South Dakota and later BBs do once they are effectively deployed later in '42?

I probably should wait with volunteering to take up the Japs until someone can show that you can get them out of '42 in a well-played PBEM.

Cheers to the AE team for a great simulation, though. This is just fine tuning stuff. The game itself is massive and great.


(in reply to Sheytan)
Post #: 202
RE: Ridiculous Surface Combat Result - 8/17/2009 8:31:06 PM   
Justascratch


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From a different perspective I am very happy that a game like AE can't be reduced to figuring the odds of a given situation and consistently being rewarded for the effort. If that were the case, a player just needs to memorize a few tables of data to play a very boring, pre-calculated and extremely unrealistic war game. But in real life a destroyed unit meant lost lives, human anguish and big losses placed incredible pressure on political and military leadership - the part we are playing. These gut wrenching aspects of war are simulated quite nicely when the combat result runs against all odds & the player gets just a small bitter taste of these emotions. While such results should not be the norm, the chance they can happen jacks up the risk to both sides and brings a level of emotional reality to the game that transcends the medium.


(in reply to romanovich)
Post #: 203
RE: Ridiculous Surface Combat Result - 8/17/2009 8:34:12 PM   
romanovich

 

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From: SoCal
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You got me wrong. I really like the randomization of outcomes and the possibility of extremes. It only appeared that extreme outcomes are generally to the detriment of the Jap forces engaging in the early going. That's what this thread started out about discussing...

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Post #: 204
RE: Ridiculous Surface Combat Result - 8/17/2009 8:41:24 PM   
Justascratch


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I must admit I have not played long enough to have a feel for what you are saying. It is a very interesting point, I'll keep my eyes open and see if I notice the imbalance. I hope not.

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Post #: 205
RE: Ridiculous Surface Combat Result - 8/17/2009 9:19:07 PM   
Dili

 

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quote:

It doesn't matter if a Brooklyn or Cleveland could only generate 8-10 rpm per tube, it was still able to mess up more waterline area of a DD per minute than a BB, especially given that the BB couldn't track the DD at close range with its main battery and so had to rely on its secondaries.


Why that gets dropped here? As far as i know we aren't talking about that particular situation concerning BB's. If there is a point being made is that Cruisers can ravage a BB with very few damages to itself.

The King George V gives only one bursting charge value so is missing data. So we can get to US http://www.navweaps.com/Weapons/WNUS_14-50_mk11.htm

14" HC round has 104lb of bursting charge while the AP has 22lb for 6" 13lb and 1,95lb. The BB round fragments are typically much heavier so they have much more kinetic energy.

quote:

In gaming terms: both commanders begin by deciding whether the battle is worth fighting and then assess the balance of forces continuously. Every few percentage own casualties, they reassess the situation using both the current force ratio and the relative casualty rates. If the battle is no longer worth fighting, they break off; otherwise they continue. Fog of war plays a role in this, producing an unexpected victory for the losing side about 10% of the time.


Yes if the loosing side has speed to get away - there is also the issue of time - destroying a bunch of small boats is one thing destroying big merchants takes time(specially by destroyers) that makes possible for others to run away -unless stopped in harbour. I also agree that wipeouts should happen only due to surprise if the inferior side has speed to get away, any overmatch due to quantity, quality or both should only happen if the inferior side doesn't have speed(or misidentifies).



< Message edited by Dili -- 8/17/2009 9:28:44 PM >

(in reply to EUBanana)
Post #: 206
RE: Battle Decision - 8/17/2009 10:33:04 PM   
herwin

 

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From: Sunderland, UK
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quote:

ORIGINAL: EUBanana


quote:

ORIGINAL: herwin
*snip*


That sounds rather like... stating the obvious.




Almost every wargame (commercial or professional) uses a breakpoint model. Helmbold demonstrated they were all seriously wrong. Unfortunately, nobody has been able to come up with an alternative. I mentioned earlier something about poker. I did a game-theoretic analysis of the situation and discovered the best strategy evolved chaotically--forever. Thinking hard about the problem made me feel like I was schizoid-a bit like your typical spy-catcher gets to be.

_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to EUBanana)
Post #: 207
RE: Battle Decision - 8/17/2009 10:37:13 PM   
jazman

 

Posts: 369
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quote:

ORIGINAL: herwin


quote:

ORIGINAL: EUBanana


quote:

ORIGINAL: herwin
*snip*


That sounds rather like... stating the obvious.




Almost every wargame (commercial or professional) uses a breakpoint model. Helmbold demonstrated they were all seriously wrong. Unfortunately, nobody has been able to come up with an alternative. I mentioned earlier something about poker. I did a game-theoretic analysis of the situation and discovered the best strategy evolved chaotically--forever. Thinking hard about the problem made me feel like I was schizoid-a bit like your typical spy-catcher gets to be.


It sounds like the disengagement algorithm would be quite complex, an AI project in itself.


_____________________________

BS, MS, PhD, WitP:AE, WitE, WitW

(in reply to herwin)
Post #: 208
RE: Battle Decision - 8/17/2009 11:11:37 PM   
Dili

 

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quote:

It sounds like the disengagement algorithm would be quite complex, an AI project in itself.


I don't see why. The game already has build the agressiveness of commander and how that means retirement or not from combat? I remmeber in witp was stated that inferior forces would avoid combat or was that related to TF type? For damage disengagement if a TF has a surface combat value and that value is lost suddenly at certain threshold could mean the disengagement. In Witp there was also a problem that ships could be burning, heavily damaged and the guns and AA remained more or less intact.

(in reply to jazman)
Post #: 209
RE: Battle Decision - 8/17/2009 11:29:40 PM   
Cap Mandrake


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From: Southern California
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quote:

ORIGINAL: herwin

Almost every wargame (commercial or professional) uses a breakpoint model. Helmbold demonstrated they were all seriously wrong. Unfortunately, nobody has been able to come up with an alternative. I mentioned earlier something about poker. I did a game-theoretic analysis of the situation and discovered the best strategy evolved chaotically--forever. Thinking hard about the problem made me feel like I was schizoid-a bit like your typical spy-catcher gets to be.


Not so fast. I propose this algorithm:

H-4......miss
B-7......miss, loser
H-3......HIT! You looked didn't you, cheater?

(in reply to herwin)
Post #: 210
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