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The Mine Warfare Morass in UV

 
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The Mine Warfare Morass in UV - 6/10/2002 11:27:58 PM   
dgaad

 

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There have been several threads which have dealt with Mine Warfare in UV, and to which Matrix has responded.

I feel that the basic approach to mine warfare is flawed in UV presently, and will be even more flawed in the patch.

Lets start with what the new rules will be :

[QUOTE]Originally posted by Paul Vebber
[B]
1) You will have to load mines at Noumea or Truk. There were not hordes of mine techs and you could just load them from anywhere. This will help keep mining in or near enemy base hexes as was historically done as you won't have time to lay 10's of thousands of mines everywhere.

[/QUOTE][/B]

This will make mines effectively useless for the Japanese. For the Allies, Noumea is somewhat closer to the bases that will be fought over, and the Allies have oilers allowing "on station" refuelling points, meaning that minelaying will be less effective than it is now, but far more effective than it is for the Japanese. The Japanese player will be able to mount "on station" refuelling using DDs or some other type of ship, so the corresponding cost in terms of resource commitment of surface ships in order to place mines in huge when compared to the Allies.

Also, I'm disappointed that Matrix has chosen to implement an arbitrary rule with respect to a hardcoded fixed location for mine loading. No one questions that mines required specialized storage, technicians, and enormous resources. Everyone should question a rule that puts all those technicians, storage facilities, and resources on a leash tied to a pier complex on one island. It takes no more specialized resources to move a mine operation than it does to move a strategic bombing group, and these were moved with impunity throughout the war, because the theater commanders were willing to and had the resources to do it.

Forcing loads at Truk for the Japanese doesn't "help keep mining in or near enemy base hexes as was historically done", it shuts down effective mining altogether. The Allies should start using their MSWs as sub chasers or, better yet, send most of them back to Pearl and increase the chance of getting a few cruisers or even a carrier. You won't need them.

[QUOTE][B]

2) There was a Japanese deep water mine. There were also floating mines that sank after a short time or exploded. Mine fields in deep hexes are only 10% as effective and that paltry capability is halved each day until they vanish the third day after being laid. Reflects that at least the Japs TRIED to mine on occasion in deep water, you will likely have the same lack of success they did. With the loading of mines restricted to the depot locations, I can't see many folks using this for 4 days very limited effect.

[/QUOTE][/B]

Deep water mines are of zero interest to me, had almost no effect on the war in terms of ships sunk or clearing effort, and in my opinion they should be completely scotched in the game, so I think matrix's approach here is good.

[QUOTE][B]

3)There is a VERY VERY small chance you can hit mines you lay defensively. ONce you capture a base, you are assumed to discover the "secret plan" for the minefield (since all the ships had to have it...) and it becomes friendly to you (and remains friendly to the enemy). WHen you mine his bases, and them capture the base, since such offensive fields are laid with an eye to speed and not care, you have to treat them like an enemy minefield and sweep them.


[/QUOTE][/B]

This is really unclear.

In Mine Warfare operations there are "defensive" minefields and "offensive" minefields. Every time a minefield was layed, no matter who layed it and where, it was mapped by the side that layed it, and this mapping was communicated to all ships in that navy within a relatively short time.

What is Matrix doing here? Does this mean that mines that are layed anywhere other than a base will not be seen until they are hit? I don't understand.

[QUOTE][B]

3) A hot key will cause a small s to appear in shallow hexes. [/B][/QUOTE]


Presumeably, this means that laying mines in shallow water will be considered to be the standard approach, therefore we must know where the shallow water is.

So, now we have another statement from Matrix about Mine Warfare :

[QUOTE]Originally posted by Paul Vebber
[B]I thinnk the current rules reflect pretty well the capabilities. The max loadout of mines is part of the class definitions, only Minelayers had the training to do it, (and even a few of them got sunk in the process) so its not the sort of thing any ship should be able to just go do.

For the purposes of this campaign teh theater commander had to work withthe mine facitlities he had, and was not really at liberty to rearrange them, as their scarcity was a "big navy" problem. The game assumes that subtenders make there rounds to assist subs with torps as needed (someting explicted included in WITP) there was a single US mine layer tender, and it will likely appear in WITP, with some more mining options (like Aerial mining). BUt believe it or not it was 1944 before a replacemetn to the WWI mk16 was available in significant numbers!

For the scope of this campaign the new rules do a good job for balancing historical capability against what the player might like to do. [/B][/QUOTE]

There are all kinds of things wrong with these statements.

First of all, in UV you are NOT a theater commander. This game actually involves three distinct theaters : SoWestPac, SoPac, and Australia. So, you are more of a Supra-Theater commander.

There is no question that a theater commander had to work with resources he had. However, this statement is being used to justify "fixed" locations. Its like saying "Theater commanders have to work with what they had, and where they had it, and they can't move it regardless of operational needs." No one would agree with that statement.

Mines were no more scarce than functioning torpedos. If something is scarce, do you make an assumption that it was therefore in short supply? Mines were scarce in the theater not because they weren't available to to shipped into the theater, but because of DOCTRINE. US and Japanese naval doctrine were highly OFFENSIVE doctrines, which discouraged and disparaged mine-laying except in exigent or limited circumstances.

The fact is we don't have good information on the number of mines layed in the theater. Mine warfare wasn't glamorous and didn't sink a bunch of ships, it is not the subject of much study precisely because Naval doctrines the world over remain OFFENSIVE, and because mines are a static weapon that are not politically popular right now.

One poster said there were only 1300 mines layed in WW2! This is totally wrong. There were something like 10,000 air-dropped mines layed just around Japan in Japanese home waters by the USAAC's "Operation Starvation" in 1945.

It might interest you to know, however, that TO THIS DAY, mines are STILL being discovered and cleared in the Pacific. The US Navy and the AAC spent ENORMOUS resources detecting, mapping, and clearing mines. There wasn't a task force that sailed on ANY significant operation which did not have to do a course adjustment to avoid a PROBABLE minefield. Its this kind of stuff that's in the BACKGROUND of history that leads us to the false conclusion that mine warfare was not a factor. It was a factor, a huge factor, but its kind of like riding a bike. Pedalling and steering are big factors, and you know about those. The sprocket and chain are also huge factors, but you never hear about them as long as they work.

Another poster contributed this piece :

[QUOTE]Originally posted by Don Bowen
[B]

The Australian Navy's primary minelayer, HMAS Bungaree, operated out of Sydney 1942-1944 and laid defensive minefields along the N.E. Australian Coast/Barrier Reef area. I can find no reference to her ever having been in New Caledonian waters in the official Australian Navy History.

Bunbaree is not represented in the game (probably should be) and Brisbane could stand-in for Sydney as her base and a second mine-load port.

Don [/B][/QUOTE]

Guess what? This is perfect. There was a mine op center in Sydney, and the Australian Navy laid mines along the NE coast. Who heard of this before? How many mines did they lay? Do you think the Japanese knew about it? I bet they did, and I bet they had that area marked in RED on their navigational maps. Do historians talk about this? No, because Jap subs and ships (if any ventured so far) avoided the area. But, did the Aussies, US, and Japs expend resources on this minefield? You bet they did. The Aussies layed and mapped it, the US mapped it, the Japs probably mapped it, and ALL of these navy's avoided contact with it, and the US Navy probably swept it later on in the war. That's an enormous amount of resources. Does this show up in the history books? No.


BASIC POINTS from all of this and stuff in other threads :

[B]

1. ALLOW moveability and multiple centers for mine-loading and laying operations.

2. MAKE mines really expensive. I've recommended mine loading only at ports of size 4 or greater, only ports with at least 20,000 supplies on hand, and 200 supplies per MINE. This scheme would approximate the historical situation very nicely. Few question that in the current implementation there are WAY TOO MANY mines being layed in deep and shallow water. The solution is to make them costly to represent scarcity due to doctrine and supply, which would make deep water mining really a waste of resources. The player would not be able to lay thousands of mines and would then focus on exigent situations, predictable shipping lanes, just like the commanders did historically. With 200 supplies per mine, you would basically be forced to load mines (especially the Japanese with their gigantic loadout for their minelayers) only at major ports with 40,000+ supplies. You would have to focus first on defenses against subs and then, when you had the resources, be able to lay a few fields offensively. But that will be about it, due to the extreme cost. The solution is not render mineloading as a completely static operation, oblivious to a changing operational situation, and have all kinds of special rules about "secret plans" and so forth.

[/B]

Its really just that simple.

The 200 supplies per mine would have another effect on the game that I think would be positive : it would reduce the general levels of supply for the Japanese, particularly if they concentrated on mine-laying. The Japanese IMHO in the game have far too many supplies. But this is another debate.

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- 6/10/2002 11:50:36 PM   
juliet7bravo

 

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One thing that (IMO) would help alleviate the new rules would be to "re-convert" 2 (or even all three) of the KRS class IJN subs back to mine layers. These would be the I-121, the I-122, I-123, and the I-124. All 4 conducted limited mining ops off Oz, and the I-124 was even sunk while doing so I think. This'd help give the IJN player a reasonable "offensive" LR mining capability in spite of the transit time from Truk if he chooses to exercise it.

MSW's critical in game...you need them desperately to accompany your transports and clear the static harbor mines in Shortlands, Rabaul, and Truk. Far to valuable to use as general escorts or for ASW, and sending them back would cripple your ability to conduct amphibious assaults on the key Jp. bases.

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- 6/11/2002 12:55:19 AM   
dgaad

 

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[QUOTE]Originally posted by juliet7bravo
[B]One thing that (IMO) would help alleviate the new rules would be to "re-convert" 2 (or even all three) of the KRS class IJN subs back to mine layers. These would be the I-121, the I-122, I-123, and the I-124. All 4 conducted limited mining ops off Oz, and the I-124 was even sunk while doing so I think. This'd help give the IJN player a reasonable "offensive" LR mining capability in spite of the transit time from Truk if he chooses to exercise it.

MSW's critical in game...you need them desperately to accompany your transports and clear the static harbor mines in Shortlands, Rabaul, and Truk. Far to valuable to use as general escorts or for ASW, and sending them back would cripple your ability to conduct amphibious assaults on the key Jp. bases. [/B][/QUOTE]

Agree in concept Juliet with all your points. However, I think you missed mine. The US player will probably only need a few MSWs since in the future implementation of mine warfare the Japanese player's minelaying capability will be all but gone.

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- 6/11/2002 2:53:02 AM   
Yamamoto

 

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I don’t really care about a fixed point from which all mine missions must start ( although I think it should be Rabaul and not Truk ). I’m a little disappointed that deep-water mining will be out, for all intents and purposes. The only think I am not looking forward to is that you now have the same chance of hitting a friendly mine as you do an enemy mine – assuming the mines are not in a hex where you have a base.

I extensively mine enemy bases and now I think that will make invading those bases MUCH harder. Anyway, I’ve posted my thoughts on this subject before so I won’t comment again—I’ll just learn to adapt I guess.

Yamamoto

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- 6/11/2002 2:56:40 AM   
juliet7bravo

 

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[QUOTE]Originally posted by dgaad
[B]

Agree in concept Juliet with all your points. However, I think you missed mine. The US player will probably only need a few MSWs since in the future implementation of mine warfare the Japanese player's minelaying capability will be all but gone. [/B][/QUOTE]

The IJN player can get (potentially) 12 minelayers. At game start he receives the Tsugaru and the Okinoshima, both 20 knot ships with reasonably long legs and carrying 500 and 600 mines respectively. Something like 8 more minelayers on 30 day delay. Figuring 15 days for a round trip, the IJN player (with just with the 2 original ML's) can lay 4 minefields a month with a 500+ mine per hex density. This is hardly "all but gone". In a game that lasts for years, this is going to add up to alot of mines over time. It just means the IJN player can't duck into the nearest port and lay multiple new minefields each night for a total 33,000 mines per month (over 100,000 per month with the additional ML's) with just those 2 ML's. When you start doing the math, there's a serious and totally mindboggling number of mines getting put in the water under the "old rules". Under the "new rules" there's still going to be alot of mines in use, you just won't be able to nonchalantly spray them everywhere.

Given the IJN's more numerous and higher capacity ML's, they'll still be at an advantage over the USN overall. One of the high capacity IJN ML's can put out a higher density minefield than all of the USN ML's combined.

The "new rules" are a definite step in the right direction. They might not be perfect, but they're a "quick and dirty", low code intensive (I think) solution to a problem causing a serious game imbalance, and I'm willing to give them a try before panning them. No doubt they'll continue to evolve as further patches come out. I personally think each side should get a Mine Tender carrying 5000 or so mines capable of resupplying the ML's at sea, which must itself return to Noumea/Truk to resupply. This is how the USN did it in reality. But that's a fight for another day, and another patch.

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Post #: 5
- 6/11/2002 3:42:51 AM   
Hartmann

 

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Basically, the only thing I wasn't happy with in the old system was the fact that one even could mine hexes more than once.

In the new system, I fear I will not like *two* things, however:

- the distinction between offensive and defensive minefields, or, to be more precise, the resulting effect that one is supposed to be liable to hit one's own "offensive" mines now every now and then. (In fact, this makes me question the use in laying offensive mines alltogether - I do not intend to loose even one ship because of that.)
- the restriction to load mines in some fixed far away ports only, which I can't understand at all. This new rule is especially bad for the Japanese.
But I'm willing to try the new system before passing final judgment. :)

Hartmann

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- 6/11/2002 3:48:30 AM   
Howard Mitchell


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How much of this use of mines matches history? I don't recall reading that mines were used much in the early days of the Pacific War - both the USN and IJN were blue-water focused and had given little thought to mine warfare, never having expected to be battling around island chains and coastlines.

Personally, I'd like a button to turn mine warefare off! It seems to have a much greater impact on the game than it did historically and this puts a premium on the few mine warfare units each side has. I'd expect to see full and effective mine warfare, especially air-dropped mine, appearing late in WitP.

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- 6/11/2002 4:26:20 AM   
dgaad

 

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[QUOTE]Originally posted by Howard Mitchell
[B]How much of this use of mines matches history? I don't recall reading that mines were used much in the early days of the Pacific War - both the USN and IJN were blue-water focused and had given little thought to mine warfare, never having expected to be battling around island chains and coastlines.

Personally, I'd like a button to turn mine warefare off! It seems to have a much greater impact on the game than it did historically and this puts a premium on the few mine warfare units each side has. I'd expect to see full and effective mine warfare, especially air-dropped mine, appearing late in WitP. [/B][/QUOTE]

Once again, we need to be very clear on what we mean by "how much". People tend to assess the role of mines and mine warfare by how many ships were sunk by mines. How many soldiers were killed by landmines in WW2? Compared to losses from artillery (which have been estimated at close to 50% of all casualties in that war), mines were therefore insignifcant. However, as most of you know, mines played a huge tactical role in WW2. They were commonly available, and there wasn't any major battle anywhere in which minefields were not present to some degree. Its what I like to call a "background" factor. Mines were so common in battles that were not of a highly mobile character, they were almost part of the environment. No commander about to defend or assault a position would have completely ignored the significance of potential minefields.

Measured by the amount of resources expended; time spent by personnel in detecting, mapping, plotting courses around, laying, clearing, marking; personnel training about mines; and so forth, and you have a background factor that doesn't get enough attention in history books, but which in a operational/tactical game like UV cannot be ignored, given short shrift, or given some throwaway capabilities that won't affect even tactical decisions.

UV has a beautiful potential to add mine warfare to the game in a realistic way. Its clear to me that the designers gave some thought to mine warfare that went well beyond the scope (the scope of thought ;) ) of any wargame I've ever seen on Naval warfare. However, this entire segment of the game will be ruined by the "fixed location for mineloading" concept.

It will be "possible" for the Japanese player to lay mines with the new implementation. Aside from laying mines by sub, juliet7bravo described the potentials quite accurately. And his description outlined the ridiculousness of the fixed position concept. What theater commander would not, in the tactical situation presented in the game, moved the mine center to Rabaul? Why would a theater commander have permitted such an inordinately long distance between his mine center (which by the way is located in an area surrounded by hundreds of miles of deep water ONLY) and the active center of operations?

This is precisely the wrong approach, Matrix. Mine centers should be moveable, but mines should be costly. You know its the right way to go.

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Re: The Mine Warfare Morass in UV - 6/11/2002 5:32:05 AM   
elmo3

 

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[QUOTE]Originally posted by dgaad
[B]

...snip...

In Mine Warfare operations there are "defensive" minefields and "offensive" minefields. Every time a minefield was layed, no matter who layed it and where, it was mapped by the side that layed it, and this mapping was communicated to all ships in that navy within a relatively short time.


...snip...
[/B][/QUOTE]

You're not suggesting that it wasn't possible to hit friendly mines are you? If so see pg 142 in McGee's The Solomons Campaigns. There is a picture of U.S. Army Transport President Coolidge beached in sinking condition after "Her merchant skipper blundered into the protective mine field." just S.E. of Espiritu Santo.

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Re: Re: The Mine Warfare Morass in UV - 6/11/2002 5:45:35 AM   
dgaad

 

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[QUOTE]Originally posted by elmo3
[B]

You're not suggesting that it wasn't possible to hit friendly mines are you? If so see pg 142 in McGee's The Solomons Campaigns. There is a picture of U.S. Army Transport President Coolidge beached in sinking condition after "Her merchant skipper blundered into the protective mine field." just S.E. of Espiritu Santo. [/B][/QUOTE]

No, I'm not. Non-tethered mines drift, tethered mines become untethered, and people make mistakes.

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- 6/11/2002 4:51:22 PM   
Didz


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I'm with Dgaad on this issue.

I accept that mine warfare needs to be constrainted to prevent an ahistorical imbalance in the game but the mechanism needs to be realistic rather than arbitary.

Once again we have to ask whether the impact of mine warfare on the campaign was a product of the strategies adopted by the commanders or a physical limitation in the weapons availability.

If the former was the case then in theory there is no reason why we as surrogate commanders should not opt for a Mine focused strategy. On the other hand if there were physical limitations then these need to be accurately modelled into the game mechanic rather than choosing some arbitary mechanism.

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Post #: 11
Re: Re: Re: The Mine Warfare Morass in UV - 6/11/2002 4:52:07 PM   
Mike Wood


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Hello...

A couple clarifications on the new mine warfare rules. The Japanese mine layers coming from Truk can be put on, "Do not retire" and given, say Shortland as the destination. When they arrive, they will not lay mines, due to the "Do not retire" orders. They can then be refueled and the given orders to go to the proper location and have "Retirement allowed" turned on. They will, then proceed to the desired spot and lay the mines.

Offensive minefields are minefields postitioned any where other than a friendly base or beach. These minefields are immediately visible to the laying player. His task forces will plot to move around them, if possible. Should you decide to later sweep them, you can sweep one half the number present in each field, per turn, which is much faster than sweeping enemy minefields. Friendly ships that blunder into the fields can be hit by the mines, but the chances are much less than when entering an enemy field.

Hope this helps...

Michael Wood

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- 6/12/2002 3:57:56 AM   
dgaad

 

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[QUOTE]Originally posted by Didz
[B]I'm with Dgaad on this issue.

I accept that mine warfare needs to be constrainted to prevent an ahistorical imbalance in the game but the mechanism needs to be realistic rather than arbitary.

Once again we have to ask whether the impact of mine warfare on the campaign was a product of the strategies adopted by the commanders or a physical limitation in the weapons availability.

If the former was the case then in theory there is no reason why we as surrogate commanders should not opt for a Mine focused strategy. On the other hand if there were physical limitations then these need to be accurately modelled into the game mechanic rather than choosing some arbitary mechanism. [/B][/QUOTE]

Well argued and reasoned, and I'm not just saying that because you agree with me ;)

There is an ongoing debate in Naval circles, lasting some 90 years now, about the relative effectiveness of mines. Mine advocates say that, overall, it costs less effort and resources to sink a ship or otherwise interfere with enemy operations with mines than almost any other weapon. The one great advantage of mines, they say, is that unlike an aircraft or ship, mines remain a present threat 24 hours a day, making the cost per hour of threat hundreds of times less than that of any other system.

The point of my recounting this is to reinforce what you are saying : that how aggressively mine warfare operations are pursued should be a matter of *some* (but not total) discretion of the theater commander. Its a matter of local tactics. The tactics of using an available weapon system is much like the Strategic Bombing campaign in the Pacific. Curtiss LeMay departed from doctrine and orders a number of times, and eventually developed the low level incendiary/HE mixed package concept as a result, which completely devastated Japanese cities. Had he been constrained by arbitrary decisions and not allowed this flexibility, its questionable what success the Strategic Bombing campaign would have had at all.

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Re: Re: Re: Re: The Mine Warfare Morass in UV - 6/12/2002 3:59:24 AM   
dgaad

 

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[QUOTE]Originally posted by Mike Wood
[B]Hello...

A couple clarifications on the new mine warfare rules. The Japanese mine layers coming from Truk can be put on, "Do not retire" and given, say Shortland as the destination. When they arrive, they will not lay mines, due to the "Do not retire" orders. They can then be refueled and the given orders to go to the proper location and have "Retirement allowed" turned on. They will, then proceed to the desired spot and lay the mines.

Offensive minefields are minefields postitioned any where other than a friendly base or beach. These minefields are immediately visible to the laying player. His task forces will plot to move around them, if possible. Should you decide to later sweep them, you can sweep one half the number present in each field, per turn, which is much faster than sweeping enemy minefields. Friendly ships that blunder into the fields can be hit by the mines, but the chances are much less than when entering an enemy field.

Hope this helps...

Michael Wood [/B][/QUOTE]

Mr Wood : yes this does help and clarify, but does not change the fundamental concern related to operational flexibility.

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Post #: 14
- 6/12/2002 5:34:53 AM   
a300mech

 

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For what it's worth. I am satisfied with the way mine warfare
is handled in UV. If there is a plan to change it in a future patch, I would hope that there will be the ability in the preferences page to keep mine warfare as it is currently.

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Post #: 15
re: Dgaad - 6/12/2002 5:39:29 AM   
Chiteng

 

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Actually Dgaad there is a board game that is a CLASSIC in the use of mines. In fact so much so, that that feature became a game unto itself. It is called NATO by SPI.

Frankly it was such a pain that most of us simply decided that
to save time all of the Baltic would be considered interdicted.

That doesnt mean it wasnt realistic however =)

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Post #: 16
- 6/12/2002 5:46:22 AM   
dgaad

 

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[QUOTE]Originally posted by a300mech
[B]For what it's worth. I am satisfied with the way mine warfare
is handled in UV. If there is a plan to change it in a future patch, I would hope that there will be the ability in the preferences page to keep mine warfare as it is currently. [/B][/QUOTE]

Frankly, a300mech, you can only be satisfied with mine warfare if you have only played AI. Is this your game experience so far?

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Post #: 17
Re: Re: Re: Re: The Mine Warfare Morass in UV - 6/12/2002 8:47:50 AM   
Yamamoto

 

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[QUOTE]Originally posted by Mike Wood
[B]

Offensive minefields are minefields postitioned any where other than a friendly base or beach.
...
Friendly ships that blunder into the fields can be hit by the mines, but the chances are much less than when entering an enemy field.

Hope this helps...

Michael Wood [/B][/QUOTE]

That helps a lot! I know that there needs to be a chance of hitting your own mine but, before your statement, I feared that post-patch the chances would be set to equal that of the enemy's chances to hit the mine. I'm glad to hear that the enemy will still face a bigger risk from my mines than my own ships will.

Yamamoto

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Post #: 18
- 6/13/2002 4:24:05 AM   
a300mech

 

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[QUOTE]Originally posted by dgaad
[B]

Frankly, a300mech, you can only be satisfied with mine warfare if you have only played AI. Is this your game experience so far? [/B][/QUOTE]


Thank you for advising me as to what I can, and cannot be satisfied with dgaad. Most helpful of you. I will rest easy now that you have decided how I feel about this issue.
I will be sure to ask your permission next time I accidently start to develop an opinion of my own. :rolleyes:

_____________________________

Darryl

War Plan Orange, US R-class fanboi
Insert fancy artwork of R-class boat here:

(in reply to dgaad)
Post #: 19
- 6/13/2002 4:34:19 AM   
Didz


Posts: 728
Joined: 10/2/2001
From: UK
Status: offline
[QUOTE]Originally posted by dgaad
[B]

Frankly, a300mech, you can only be satisfied with mine warfare if you have only played AI. Is this your game experience so far? [/B][/QUOTE]

Hi dgaad,

Would you care to explain why you feel mine warfare is an issue in PBEM play?

I suspect I know the answer but not having played PBEM I would be interested in hearing your opinion.

_____________________________

Didz
Fortis balore et armis

(in reply to dgaad)
Post #: 20
- 6/13/2002 4:37:27 AM   
dgaad

 

Posts: 864
Joined: 7/25/2001
From: Hockeytown
Status: offline
[QUOTE]Originally posted by a300mech
[B]


Thank you for advising me as to what I can, and cannot be satisfied with dgaad. Most helpful of you. I will rest easy now that you have decided how I feel about this issue.
I will be sure to ask your permission next time I accidently start to develop an opinion of my own. [/B][/QUOTE]

Funny. Sorta. Have you played against a human player or not? Don't take things so personally.

_____________________________

Last time I checked, the forums were messed up. ;)

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Post #: 21
- 6/13/2002 4:41:12 AM   
dgaad

 

Posts: 864
Joined: 7/25/2001
From: Hockeytown
Status: offline
[QUOTE]Originally posted by Didz
[B]

Hi dgaad,

Would you care to explain why you feel mine warfare is an issue in PBEM play?

I suspect I know the answer but not having played PBEM I would be interested in hearing your opinion. [/B][/QUOTE]

Cudos to Didz for saying flat out he hasn't done PBEM yet.

Didz, the reason is because you can lay dozens of minefields around every port. I"m talking 30-60 hexes with mines, and hundreds of mines per hex. You can also lay them in deep water. Often one or two islands become a center of battle, and the player who lays the most mines winds up in a superior position because to totally shuts down reinforcement and supply. The tactics are totally skewed around the number of minefields you lay and how quickly you can do that. This doesn't happen with AI because the AI does not lay or sweep mines very aggressively, so with that situation you have at worst only a few minefields to deal with while you lay as many fields as you want.

Matrix's "solution" to this issue will be to limit where you can load mines to one fixed location per side : Truk, and Noumea. Also, there will be an increased chance of hitting your own mines as a disincentive to lay so many.

I think this is the wrong solution, and goes too far in the opposite direction, for the reasons discussed in previous posts to this thread.

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Last time I checked, the forums were messed up. ;)

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Post #: 22
- 6/13/2002 4:47:16 AM   
Nixuebrig

 

Posts: 1138
Joined: 1/2/2001
From: (c) Lübeck, now Berlin
Status: offline
[QUOTE]Originally posted by dgaad
[B]

Cudos to Didz for saying flat out he hasn't done PBEM yet.

Didz, the reason is because you can lay dozens of minefields around every port. I"m talking 30-60 hexes with mines, and hundreds of mines per hex. You can also lay them in deep water. Often one or two islands become a center of battle, and the player who lays the most mines winds up in a superior position because to totally shuts down reinforcement and supply. The tactics are totally skewed around the number of minefields you lay and how quickly you can do that. This doesn't happen with AI because the AI does not lay or sweep mines very aggressively, so with that situation you have at worst only a few minefields to deal with while you lay as many fields as you want. [/B][/QUOTE]

This is a problem, but.... only against the "I play only to win " players, not against the ones who play cause they wanna have fun.

Greg

(in reply to dgaad)
Post #: 23
- 6/13/2002 4:48:17 AM   
dgaad

 

Posts: 864
Joined: 7/25/2001
From: Hockeytown
Status: offline
[QUOTE]Originally posted by Prince
[B]

This is a problem, but.... only against the "I play only to win " players, not against the ones who play cause they wanna have fun.

Greg [/B][/QUOTE]

Yes, well, its difficult to tell who is who. I'd prefer a game system to handle the issue smoothly and realistically.

_____________________________

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Post #: 24
Mining made useless - 6/13/2002 4:50:12 AM   
pad152

 

Posts: 2871
Joined: 4/23/2000
Status: offline
Reading the latest info on the patch seems to prove mines will be useless.

From the patch info:
16) Mine fields placed in deep water decay at the rate of 50% per day. These either sink, float
away or the moorings brake.

I agree mine fields should decay but with only being able to load mines from Truk, mining will be made useless, because it will take days or week+ to return to Truk to reload mines. The mines layed will disapear before you can reload.

(in reply to dgaad)
Post #: 25
- 6/13/2002 4:53:37 AM   
Nixuebrig

 

Posts: 1138
Joined: 1/2/2001
From: (c) Lübeck, now Berlin
Status: offline
[QUOTE]Originally posted by dgaad
[B]

Yes, well, its difficult to tell who is who. I'd prefer a game system to handle the issue smoothly and realistically. [/B][/QUOTE]

A game system always offers some exploits, so best is to come to an agreement before starting.

Another solution would be to remove the submarine mine laying missions and let only minelayers lay mines. This would lower the amount of offensive minefields laid.

(in reply to dgaad)
Post #: 26
Blech - 6/13/2002 5:14:57 AM   
Chiteng

 

Posts: 7666
Joined: 2/20/2001
From: Raleigh,nc,usa
Status: offline
Gentleman PLEASE!

Your forcing me to agree with Dgaad which is upseting my stomach!

First, mines DONT work in deep water. Get over it. It should NOT
happen. PERIOD.

Now if we remove that particular feature, then the worst abuse vanishes. How simple can you get?

Dont complain about which ship carries whatever ordinance,
that is the WRONG direction.

Minefields are by their nature(excluding of course air dropped)
defensive. I dont recall any Jap ships running the minefields
off Brisbane or English ships challenging Heliogoland Bight.

You dont read about it because the enemy knew **** well that they were there and stayed AWAY from it.

Its real easy to get lost in the dark you know? I would hate
to know there were 'freindly' mines lying about if my ship suddenly lost power OR worse weather dragged me into the field.
The 'freindly' mines may not care as much as me about WHO they go off on.

In WW2 mines were NEUTRAL. Either you DID know where they
were OR you didnt. If you didnt, you found out when the loud bang occured.

The limiting factor with mine use was(as I have said before)
POLITICAL. In combination with the fact that I for one have NEVER
seen a comprhensive list of pre-war mine stores and attendant
production leave me with the impression that NO ONE KNOWS.
We are all therefore 'guessing'
If you ARE guessing at least have the courtesy to admit it.

In game terms I think a better solution would be to have mined
hexes flagged as mined with a density given.
I think limiting the number of mines possible per hex is better.
I also think ANY deployed baseforce with sufficient supply should
be the mine depot.

(in reply to dgaad)
Post #: 27
- 6/13/2002 5:35:31 AM   
a300mech

 

Posts: 25
Joined: 4/18/2001
From: Tulsa, OK, USA
Status: offline
[QUOTE]Originally posted by dgaad
[B]

Funny. Sorta. Have you played against a human player or not? Don't take things so personally. [/B][/QUOTE]

Yeah, too bad ya got your nose bent dgaad. But then of course you did ask for it. Ya gotta expect that kind of thing when you pretend yours is the only valid viewpoint kiddo. :p

Now, if you'll re-read my initial post you'll see that it makes no difference weather I play email, or not. I stated my desire to have the ability to keep mine warfare the way it is with a selection in the preferences page. That way you can have it your way, and I can have it my way. When you arrange to start an email game with someone you merely decide beforehand which option will be used for that game. Ah well, given the info in the patch update
post it seems clear that is not to be. So it is of course a moot point. :)

_____________________________

Darryl

War Plan Orange, US R-class fanboi
Insert fancy artwork of R-class boat here:

(in reply to dgaad)
Post #: 28
Re: Mining made useless - 6/13/2002 5:36:59 AM   
Spooky


Posts: 816
Joined: 4/1/2002
From: Froggy Land
Status: offline
[QUOTE]Originally posted by pad152
[B]Reading the latest info on the patch seems to prove mines will be useless.

From the patch info:
16) Mine fields placed in deep water decay at the rate of 50% per day. These either sink, float
away or the moorings brake.

I agree mine fields should decay but with only being able to load mines from Truk, mining will be made useless, because it will take days or week+ to return to Truk to reload mines. The mines layed will disapear before you can reload. [/B][/QUOTE]

Yep, as you say, mines placed in deep water are nearly useless and it is the objective :D

Mines were only effective in shallow waters ... wich is not affected by this 50% decay rate :)

(in reply to dgaad)
Post #: 29
Re: Blech - 6/13/2002 6:06:37 AM   
dgaad

 

Posts: 864
Joined: 7/25/2001
From: Hockeytown
Status: offline
[QUOTE]Originally posted by Chiteng
[B]Gentleman PLEASE!

Your forcing me to agree with Dgaad which is upseting my stomach!

Minefields are by their nature(excluding of course air dropped)
defensive. I dont recall any Jap ships running the minefields
off Brisbane or English ships challenging Heliogoland Bight.

You dont read about it because the enemy knew **** well that they were there and stayed AWAY from it.

The limiting factor with mine use was(as I have said before)
POLITICAL. In combination with the fact that I for one have NEVER
seen a comprhensive list of pre-war mine stores and attendant
production leave me with the impression that NO ONE KNOWS.
We are all therefore 'guessing'
If you ARE guessing at least have the courtesy to admit it.

In game terms I think a better solution would be to have mined
hexes flagged as mined with a density given.
I think limiting the number of mines possible per hex is better.
I also think ANY deployed baseforce with sufficient supply should
be the mine depot. [/B][/QUOTE]

Chiteng : Sorry agreeing with me upsets your stomach.

Anyway, I agree with you as well. You don't read about mines because they got detected by both sides by and large, with a few exceptions. It was in the effort laying, detecting, and avoiding that is the source of resource expenditure historically, and that gets ignored in wargames because no one has read about it. Its a vicious circle.

I also agree there should be some indicator of density to the side that layed the mines. This is a variable and should change if mines are "thickened" in a particular hex.

Finally, your basic gist about the "political" thing is also correct IF you mean "Operational Flexibility" which is essentially all I am asking for here.

Some people want to handle the issue by agreement between players -- that's not what I am talking about. I am talking about changes to the GAME SYSTEM. You only make agreements if the game system allows exploits or is ahistorical.

Some players want to "leave it as is" or "have a toggle" to turn it off or leave it as it is. That's up to Matrix. But, the SALIENT point here is : lets work out what it should be ideally, then add in things like toggles to turn it off or leave it like it is now or will be in the patch. The way it should be is : expensive mines with operational flexibility on the location of mine centers.

Many posters have made useful comments about operational flexibility about where mines can be loaded, as an alternative to Matrix's proposed hardcoded, arbitrary approach. There are several methods create a more historical situation :

1. A Port / Supply / Cost condition. Port size 4, min 20,000 supplies, 200 (or some other number) supplies per mine.

2. A Mine Warfare "Unit" like an Engineer Aviation unit as is already in the game. I personally like this idea the best. I can't remember who posted it. The number of mines you can load per turn could be a function of the number of "Mine Engineers" or COST, or both.

3. Player designated ports, similar to Barge Hubs, regardless of Port size.

In all cases, to remove the abusive aspects, you need to increase the supply cost per mine.

In all cases, the other changes proposed by Matrix, the increase in hit probability for friendly minefields, the deep water decay, etc. are all good. I just don't like the arbitrary non flexible hardcoded base idea that they've come up with.

_____________________________

Last time I checked, the forums were messed up. ;)

(in reply to dgaad)
Post #: 30
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