Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Artillery Death Stars Continue Post Patch Two

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: Artillery Death Stars Continue Post Patch Two Page: <<   < prev  4 5 [6] 7 8   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Artillery Death Stars Continue Post Patch Two - 1/3/2010 10:25:17 PM   
Nemo121


Posts: 5821
Joined: 2/6/2004
Status: offline
sbaytf,

Aye, concentrating that much arty and supplying it would be tough. On the other hand the discussion here is not whether it could be done but whether the effectiveness vs unentrenched troops once done is too great. I argue that it isn't.



(in reply to frank1970)
Post #: 151
RE: Artillery Death Stars Continue Post Patch Two - 1/3/2010 11:21:38 PM   
UniformYankee


Posts: 84
Joined: 7/7/2007
Status: offline

quote:

ORIGINAL: sfbaytf

Once again your using Europe as an example. The IJA did not have the same military doctrine as was the case in Europe. The IJA did not place any emphasis on air/artillery coordination as was the case in Europe. In fact they didn't have in widepreas use spotter planes like other armies.

In fact I don;t think they had anything like the Fieseler Fi 156 Storch or spotter places like the American had.


I assume you've read Nomonhan - which is a decent description of Japanese Artillery "practice" (not so sure many of the countries in question had "doctrines").

Japanese artillery practice was actually very similar to all other major military powers - but then if you've read the indicated tome - you already knew that .

(in reply to sfbaytf)
Post #: 152
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 12:49:20 AM   
ETF


Posts: 1748
Joined: 9/16/2004
From: Vancouver, Canada
Status: offline
So let me get this striaght 1k casualties a day is normal with some attached arty.....why in the wolrd would you close with the enemy. Just plaster them for a week maybe and then just walk in with a company or two and sweep the enemy division away? ;) Wow I have a whole new appreciation for my 155's :)

_____________________________

My Top Matrix Games 1) CMO MP?? 2) WITP/AE 3) SOW 4) Combat Mission 5) Armor Brigade

Twitter
https://twitter.com/TacticWargamer

(in reply to UniformYankee)
Post #: 153
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 12:51:24 AM   
sfbaytf

 

Posts: 1122
Joined: 4/13/2005
Status: offline
Here is the results from a PBEM I have going. We're playing 2 day turns. If my opponent doesn't retreat my atry will evicerate him. Seems way too powerful.

Ground combat at 58,45

Allied Bombardment attack

Attacking force 26470 troops, 530 guns, 655 vehicles, Assault Value = 935

Defending force 38883 troops, 499 guns, 207 vehicles, Assault Value = 1289

Japanese ground losses:
     923 casualties reported
        Squads: 8 destroyed, 37 disabled
        Non Combat: 12 destroyed, 63 disabled
        Engineers: 1 destroyed, 2 disabled
     Guns lost 10 (1 destroyed, 9 disabled)
     Vehicles lost 7 (4 destroyed, 3 disabled)


Allied ground losses:
     19 casualties reported
        Squads: 0 destroyed, 1 disabled
        Non Combat: 0 destroyed, 2 disabled
        Engineers: 0 destroyed, 0 disabled


Assaulting units:
   29th British Brigade
   26th Indian Brigade
   2nd Recce Regiment
   268th Motorised Brigade
   72nd British Brigade
   5th Indian Division

Defending units:
   5th/A Division
   41st Infantry Regiment
   4th Guards Division
   56th Infantry Regiment
   5th/B Division
   5th/C Division
   33rd/A Division
   56th Field Artillery Regiment
   54th Field AA Battalion
   15th Army
   3rd Ind. Mountain Gun Regiment
   18th Mountain Gun Regiment
   56th Field AA Battalion
   3rd Mortar Battalion




Ground combat at 58,45

Allied Bombardment attack

Attacking force 26499 troops, 530 guns, 654 vehicles, Assault Value = 941

Defending force 38241 troops, 498 guns, 203 vehicles, Assault Value = 1254

Japanese ground losses:
     1201 casualties reported
        Squads: 8 destroyed, 45 disabled
        Non Combat: 18 destroyed, 97 disabled
        Engineers: 1 destroyed, 1 disabled
     Guns lost 25 (14 destroyed, 11 disabled)
     Vehicles lost 10 (2 destroyed, 8 disabled)


Allied ground losses:
     14 casualties reported
        Squads: 0 destroyed, 2 disabled
        Non Combat: 1 destroyed, 3 disabled
        Engineers: 0 destroyed, 1 disabled
     Vehicles lost 4 (1 destroyed, 3 disabled)


Assaulting units:
   72nd British Brigade
   2nd Recce Regiment
   268th Motorised Brigade
   26th Indian Brigade
   29th British Brigade
   5th Indian Division

Defending units:
   4th Guards Division
   5th/C Division
   5th/B Division
   41st Infantry Regiment
   56th Infantry Regiment
   5th/A Division
   33rd/A Division
   56th Field AA Battalion
   18th Mountain Gun Regiment
   3rd Ind. Mountain Gun Regiment
   54th Field AA Battalion
   15th Army
   56th Field Artillery Regiment
   3rd Mortar Battalion

(in reply to UniformYankee)
Post #: 154
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 1:07:02 AM   
Canoerebel


Posts: 21100
Joined: 12/14/2002
From: Northwestern Georgia, USA
Status: offline
I agree.  Artillery is still too powerful.  It will work both ways - both sides will suffer a-historical casualties regularly.  But it will make it very difficult (as ETF pointed out above) for one side to advance on the other.

(in reply to sfbaytf)
Post #: 155
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 1:31:59 AM   
ckammp

 

Posts: 756
Joined: 5/30/2009
From: Rear Area training facility
Status: offline

quote:

ORIGINAL: sfbaytf

Here is the results from a PBEM I have going. We're playing 2 day turns. If my opponent doesn't retreat my atry will evicerate him. Seems way too powerful.

Ground combat at 58,45

Allied Bombardment attack

Attacking force 26470 troops, 530 guns, 655 vehicles, Assault Value = 935

Defending force 38883 troops, 499 guns, 207 vehicles, Assault Value = 1289

Japanese ground losses:
     923 casualties reported
        Squads: 8 destroyed, 37 disabled
        Non Combat: 12 destroyed, 63 disabled
        Engineers: 1 destroyed, 2 disabled
     Guns lost 10 (1 destroyed, 9 disabled)
     Vehicles lost 7 (4 destroyed, 3 disabled)


Allied ground losses:
     19 casualties reported
        Squads: 0 destroyed, 1 disabled
        Non Combat: 0 destroyed, 2 disabled
        Engineers: 0 destroyed, 0 disabled


Assaulting units:
   29th British Brigade
   26th Indian Brigade
   2nd Recce Regiment
   268th Motorised Brigade
   72nd British Brigade
   5th Indian Division

Defending units:
   5th/A Division
   41st Infantry Regiment
   4th Guards Division
   56th Infantry Regiment
   5th/B Division
   5th/C Division
   33rd/A Division
   56th Field Artillery Regiment
   54th Field AA Battalion
   15th Army
   3rd Ind. Mountain Gun Regiment
   18th Mountain Gun Regiment
   56th Field AA Battalion
   3rd Mortar Battalion




Ground combat at 58,45

Allied Bombardment attack

Attacking force 26499 troops, 530 guns, 654 vehicles, Assault Value = 941

Defending force 38241 troops, 498 guns, 203 vehicles, Assault Value = 1254

Japanese ground losses:
     1201 casualties reported
        Squads: 8 destroyed, 45 disabled
        Non Combat: 18 destroyed, 97 disabled
        Engineers: 1 destroyed, 1 disabled
     Guns lost 25 (14 destroyed, 11 disabled)
     Vehicles lost 10 (2 destroyed, 8 disabled)


Allied ground losses:
     14 casualties reported
        Squads: 0 destroyed, 2 disabled
        Non Combat: 1 destroyed, 3 disabled
        Engineers: 0 destroyed, 1 disabled
     Vehicles lost 4 (1 destroyed, 3 disabled)


Assaulting units:
   72nd British Brigade
   2nd Recce Regiment
   268th Motorised Brigade
   26th Indian Brigade
   29th British Brigade
   5th Indian Division

Defending units:
   4th Guards Division
   5th/C Division
   5th/B Division
   41st Infantry Regiment
   56th Infantry Regiment
   5th/A Division
   33rd/A Division
   56th Field AA Battalion
   18th Mountain Gun Regiment
   3rd Ind. Mountain Gun Regiment
   54th Field AA Battalion
   15th Army
   56th Field Artillery Regiment
   3rd Mortar Battalion



What is so hard to understand?

Units caught in clear terrain WILL be hammered by artillary. That is what happened in RL, that is what is happening in AE.
Furthermore, what is the rest of the story in your example?
What is your opponents' units fatigue, morale, disruption?
Why isn't your opponent bombarding your units?

IMHO, there is nothing wrong, either with the results in your example, or with artillary in AE.

(in reply to sfbaytf)
Post #: 156
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 1:49:40 AM   
ckammp

 

Posts: 756
Joined: 5/30/2009
From: Rear Area training facility
Status: offline

quote:

ORIGINAL: Canoerebel

I agree.  Artillery is still too powerful.  It will work both ways - both sides will suffer a-historical casualties regularly.  But it will make it very difficult (as ETF pointed out above) for one side to advance on the other.

As has been pointed out before, if players use a-historical tactics, they will get a-historical results. Putting 6+ artillary units in the same hex with 6+ divisions is a-historic.

When you first raised the issue of Japanese Artillary Death Stars, you had a valid concern regarding the artillary model in AE. That concern has been addressed. Continuing now to blame undesired results on 'the game', is unfair.

It is unfair to the devs, who work hard to fix problems, only to hear still more cries of "The game is (still) broken!". And it is unfair to the many players who find no fault with the game as is.

I understand you have strong opinions about this subject, and you certainly have the right to express those opinoins, but isn't enough, enough?

(in reply to Canoerebel)
Post #: 157
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 2:43:32 AM   
Jones944

 

Posts: 153
Joined: 3/3/2008
Status: offline

quote:

ORIGINAL: ckammp

I understand you have strong opinions about this subject, and you certainly have the right to express those opinoins, but isn't enough, enough?

"Not while the game is still borked!" will be the reply.

I believe the Dev's know how to filter the wheat from the chaff on the forums so I feel that the game and its future development are in good hands.

(in reply to ckammp)
Post #: 158
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 3:07:47 AM   
Canoerebel


Posts: 21100
Joined: 12/14/2002
From: Northwestern Georgia, USA
Status: offline
Frankly, I don't understand the defensiveness.  The only way to bring issues to the attention of the developers is to bring issues to their attention.  We're not doing so in a rude fashion; we're not piling on; we're not slinging poisoned darts.  We love the game and when we think we see problems we want to point it out.

There is no way in the Pacific Theater (especially Burma) that you would have sustained bombardment casualties of this sort in WWII.  Either artillery is too powerful or it is too easy to mass artillery in this game.  If people (and the developers) are comfortable with this, fine.  The problem will cut both ways, so it will effect both sides.  But it does detract from the historic feel of the game.


(in reply to Jones944)
Post #: 159
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 3:16:56 AM   
stuman


Posts: 3907
Joined: 9/14/2008
From: Elvis' Hometown
Status: offline
quote:

....as well as ngfs


what is ngfs ?

_____________________________

" Gentlemen, you can't fight in here! This is the War Room. " President Muffley


(in reply to BigJ62)
Post #: 160
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 3:25:37 AM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline

quote:

ORIGINAL: stuman

quote:

....as well as ngfs


what is ngfs ?


Naval Gun Fire Support.

_____________________________

The Moose

(in reply to stuman)
Post #: 161
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 3:28:48 AM   
Jim D Burns


Posts: 4013
Joined: 2/25/2002
From: Salida, CA.
Status: offline

quote:

ORIGINAL: ckammp
What is so hard to understand?

Units caught in clear terrain WILL be hammered by artillary. That is what happened in RL, that is what is happening in AE.


You’re missing the point. I agree units caught in the open were often massacred by artillery, but those units were advancing to the attack, i.e. they had an assault order. The problem in game is you can get that kind of devastating fire on your opponents turn after turn even if your opponent is just sitting idle trying to dig in.

That never occurred in real life. It wasn’t possible because the hex is a 40 mile hex. Your spotters might see an occasional target of opportunity to shoot at, but for the most part everyone stayed out of the LOS of the opponent when not massing for the attack.

Artillery needs to be prevented from bombarding period unless an attack is going in. It’s a game breaker pure and simple in its current form and has no basis in history. Artillery did not blanket saturate massive numbers of large combat units every single day causing thousands upon thousands of casualties. It was a targeted weapon used to blast individual strongpoints in the enemy line.

On defense it could devastate exposed attacking infantry, so attacking artillery tried to suppress defending artillery. But just sitting around on the line each day you’d be lucky to spot an enemy squad sized patrol to shoot at. In game artillery hits every single unit with 100% accuracy every single day… patently absurd situation.

Jim


_____________________________


(in reply to ckammp)
Post #: 162
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 8:47:37 AM   
frank1970


Posts: 1678
Joined: 9/1/2000
From: Bayern
Status: offline
Reading the numbers, I think the real casualities are even too low.
there are almost no destroyed units but a lot of disabled ones. If I recall correctly the relation of killed to wounded was 1:3 in WW2.
The disabled squads will be up to duty in no time, if there is enough suply around.
The only real problem I see, is the high number of non combat units hit.

_____________________________

If you like what I said love me,if you dislike what I say ignore me!

"Extra Bavaria non est vita! Et sic est vita non est ita!"


(in reply to Jim D Burns)
Post #: 163
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 8:58:37 AM   
stuman


Posts: 3907
Joined: 9/14/2008
From: Elvis' Hometown
Status: offline

quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: stuman

quote:

....as well as ngfs


what is ngfs ?


Naval Gun Fire Support.


Thx

_____________________________

" Gentlemen, you can't fight in here! This is the War Room. " President Muffley


(in reply to Bullwinkle58)
Post #: 164
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 10:23:51 AM   
Blackhorse


Posts: 1983
Joined: 8/20/2000
From: Eastern US
Status: offline

quote:

ORIGINAL: Canoerebel

Frankly, I don't understand the defensiveness.  The only way to bring issues to the attention of the developers is to bring issues to their attention.  We're not doing so in a rude fashion; we're not piling on; we're not slinging poisoned darts.  We love the game and when we think we see problems we want to point it out.

There is no way in the Pacific Theater (especially Burma) that you would have sustained bombardment casualties of this sort in WWII.  Either artillery is too powerful or it is too easy to mass artillery in this game.  If people (and the developers) are comfortable with this, fine.  The problem will cut both ways, so it will effect both sides.  But it does detract from the historic feel of the game.





FWIW, I think you are properly flagging this issue to the attention of the devs.

As a (minor) part of the development team I was fascinated to discover just how hard it was to get the algorithms right to get reasonable results. Hong Kong fell on Day 1 -- or not for months. Eight battleships were sunk at Pearl every attack -- after a tweak it was none. A lot of adjustments and fine tuning were necessary in development, and you've already seen a couple post-release. I don't think you'll find the devs shocked / surprised to discover that more tweaks may be needed down the road.


_____________________________

WitP-AE -- US LCU & AI Stuff

Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!

(in reply to Canoerebel)
Post #: 165
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 11:41:01 AM   
JeffroK


Posts: 6391
Joined: 1/26/2005
Status: offline
I think the answer is made up of many "tweaks"

The latest patch addressed some of the supply based problems, it may prove OK but experience will tell.

Some "tweaking" of the devices is needed.
The ratings are Range,Accuracy, Penetration, Effect, Anti-Armour, Anti -Soft
A japanese 75mm Infantry Gun has 8/8/40/12/40/12
The British 25pdr 12/5/60/25/60/32  
The USA 105mm 12/6/6/35/60/36

Maybe a review of these figures is needed and a base "scenario" created to test results. Though Artillery offensives were rare in the PTO (maybe Okinawa?)

I havent tried ths much in AE, though in WITP I worked on Bombs, Torps & Naval Guns to take some of the edge off super torpedos and Nuclear Shore Bombardments, seemed to work if you used small increments and approached all devices equally.

IMHO, it would be very unusual to get 1000 casualties in one day on a 40 mile front, not every gun can reach every soldier (in open terrain the troops would be evenly spread in depth therefore the Arty would have to spread out their attack.

Keep at it Guys, you'll have it right for WITPAE II.


_____________________________

Interdum feror cupidine partium magnarum Europae vincendarum

(in reply to Blackhorse)
Post #: 166
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 12:49:32 PM   
bklooste

 

Posts: 1104
Joined: 4/10/2006
Status: offline
quote:

ORIGINAL: JeffK

I think the answer is made up of many "tweaks"

The latest patch addressed some of the supply based problems, it may prove OK but experience will tell.

Some "tweaking" of the devices is needed.
The ratings are Range,Accuracy, Penetration, Effect, Anti-Armour, Anti -Soft
A japanese 75mm Infantry Gun has 8/8/40/12/40/12
The British 25pdr 12/5/60/25/60/32  
The USA 105mm 12/6/6/35/60/36

Maybe a review of these figures is needed and a base "scenario" created to test results. Though Artillery offensives were rare in the PTO (maybe Okinawa?)

I havent tried ths much in AE, though in WITP I worked on Bombs, Torps & Naval Guns to take some of the edge off super torpedos and Nuclear Shore Bombardments, seemed to work if you used small increments and approached all devices equally.

IMHO, it would be very unusual to get 1000 casualties in one day on a 40 mile front, not every gun can reach every soldier (in open terrain the troops would be evenly spread in depth therefore the Arty would have to spread out their attack.

Keep at it Guys, you'll have it right for WITPAE II.




Actually by eastern front standards for major battles ( and we are talking about Deathstars with Lots of artillary regiments) 1000 casualties= 300 dead per day in a 40 miles for a pre offensive bombardment is pretty minor. In WWI it is far more and the WWII guns were far superior the whole Somme / Verdun battles were one hex.

I dont call normal daily shelling bombardments that is just combat mode , i call the mass stockpiling of ammo and launching 100,000 rounds/day over a few days a bombardment.

It was rare in the pacific for a number of reasons
1) Artillary Barrages arent really a good idea when you are asaulting an island. Though note the art barrage from the ships killed half the defenders on Tarawa.
2) The Japanese chose to have a quite front in China and moved their art to Manchuria after they had only a few units at Nomahan.
3) The supply chain was not good enough to waste ammon on bombardments except for a few cases.
4) Historically most Pacificbattles were more manuever based you rarely got 100K in a hex except for battles like Shanghai and Changsha




< Message edited by bklooste -- 1/4/2010 12:50:47 PM >


_____________________________

Underdog Fanboy

(in reply to JeffroK)
Post #: 167
Observations from one of my PBEMs - 1/4/2010 2:20:42 PM   
Chickenboy


Posts: 24520
Joined: 6/29/2002
From: San Antonio, TX
Status: offline
No USSHenrico or Crimguy...
.
.
.
.
.
.
.
.
.
I'll have more on the investment / siege of Changchung in China comparing similar assaults pre and post patch in two different games later (awaiting a PBEM turn from opponent). This should be an apples to apples comparison of the efficacy of massive artillery bombardments.

One of my PBEMs has been patched 'over' the siege on the Bataan peninsula. Prepatch (hotfix 1096e), I had several days of bombardments with the same units before patching. To whit: I shipped all of the artillery from the Hong Kong siege to help out on Luzon. None of these units were restricted HQ at the time, including the infantry division that, after resting for a few days, followed. In total, I have 10 independent artillery battalions or regiments ranging from heavy artillery to mortar battalions. The distribution is 5 heavy, 2 medium and 1 light (mortar) independent units. This in addition to organic artillery associated with 4 infantry divisions, 5 regiments and a smattering of SNLF and other smaller infantry groups. There's at least 3 armor groups (regiments) in there as well, but they're not actively involved in the bombardment process. All groups have been prepping for Bataan since it became obvious that this was where my opponent intended to hold out. Most preparation is in the 35-45 range at this time.

My opponent has fallen back in as good an order as could be expected to the Bataan peninsula. AFAIK, nearly all of the Phillipino and USAA units on Luzon (minus those few base units and few PA stalwarts / holdouts liquidated already) are present in the Bataan hex at this time.

Obviously, there's the Bataan terrain bonuses to contend with for the IJA assault. In addition, my opponent has been able to develop defenses to level 3 prior to the implementation of the siege. Supply for the IJA is no problem, I don't know what the supply situation for the allies is, but-since it's the allies-it can't be wonderful. I have two HQ units based in Clark providing support and guidance to the Bataan assaulters, but I could use more.

Prepatch 1096e artillery barrages averaged approximately 1500-2000 per turn for maybe 3-4 turns. My opponent and I believed this number excessive, in spite of the array of target rich environment and the array of offensive firepower brought to bear. I did notice that a number of my artillery units suffered surprisingly high disruption and fatigue (50/50 each) after a couple days of bombardment. Don't know if this represents malaria (yay! ) or somewhat needed support (could use some more HQ support for these guys) or the initially stiff counterbombardment allied effect (first few days yielded 300-500 IJA casualties per day from allied counterbombardments). In any case, I was unable to bombard with artillery for more than 1-2 days at a clip without seriously bringing fatigue and disruption to dangerous levels. Thus, bombardment would be on for 1-2 days, off for 1-2 days, on for 1-2 days, etc. This continued for roughly 7-8 days prepatch.

Postpatch / hotfix, I have a few days of data that suggest this number has been toned down substantially. I'm averaging closer to 500 casualties with JUST bombardment attacks postpatch. A deliberate attack by my (as rested as they're going to get) units in the hex resulted in 1:2 odds and a 7067:3212 IJA: allied casualty rate. The last day I attacked with just half of my IJA assault engineer units (I've 5 in the hex, IIRC) and artillery groups in an attempt to bring down the fort levels. This attempt was crushed at 1:120+ odds with 1136: 926 casualties.

I will have to rest my units in order to bring their fatigue and disruption back down before continuing with the siege. It is just that though-a siege. I expect resistance on Bataan against very high numbers of IJA opposition to last in excess of a month of game time.

I think AE post hotfix is modelling what I would expect in this scenario well. Occasional bouts of furious violence and heavy casualties with periods of 'calm' or regrouping. Artillery casualties in this scenario, with these forces, HQ, supply, preparation, terrain, attack philosophy and units present are about what I would expect.

I think it's difficult to apply the postings of some to the universal population of those playing the game-all circumstances are different. I'm not squandering my IJA units or accepting high levels of casualties in a hyperoffensive bent at crushing my opponent everywhere. He's not giving up or making any strategic mistakes (quite the contrary-he's a very worthy foe). I've got a lot of tubes available for those maximum effort days-he's got a lot of places to hide. Woe unto a player trying to defend in poor terrain without entrenchments or with poor quality or unprepared / fatigued / disrupted units.

I've still got postpatch Singapore sieges to work out (starting very soon) and pre and postpatch Changchung comparisons to make and will update this thread when I have something of interest to share.

In my experience, the system is no longer 'borked' or grossly out of kilter. Thank you devs for your timely intercession to correct this problem. Your efforts have been quite satisfactory from my point of view. For others: your milage may vary.





_____________________________


(in reply to bklooste)
Post #: 168
RE: Observations from one of my PBEMs - 1/4/2010 2:30:28 PM   
Canoerebel


Posts: 21100
Joined: 12/14/2002
From: Northwestern Georgia, USA
Status: offline
Chickenboy, thanks for adding in your data.  I think everybody who has chimed in agrees that the artillery model against fortified positions (whether Bataan, Changsha, whatever) has been tweaked and is now satisfactory.  Of course, many more people will be playing and going through the siege process, so we'll get more data as time passes, but everything looks very promising in this regard.

The main question now up for consideration is whether or not artillery is too strong against unintrenched troops.  Thus far the comments have been divided:  some say yes, some say no.  I think the answer is most definately "yes." 

I hope people will continue to weigh in with the results from their games along with their commentary.

(in reply to Chickenboy)
Post #: 169
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 3:06:14 PM   
ckammp

 

Posts: 756
Joined: 5/30/2009
From: Rear Area training facility
Status: offline

quote:

ORIGINAL: Jim D Burns


quote:

ORIGINAL: ckammp
What is so hard to understand?

Units caught in clear terrain WILL be hammered by artillary. That is what happened in RL, that is what is happening in AE.


You’re missing the point. I agree units caught in the open were often massacred by artillery, but those units were advancing to the attack, i.e. they had an assault order. The problem in game is you can get that kind of devastating fire on your opponents turn after turn even if your opponent is just sitting idle trying to dig in.

That never occurred in real life. It wasn’t possible because the hex is a 40 mile hex. Your spotters might see an occasional target of opportunity to shoot at, but for the most part everyone stayed out of the LOS of the opponent when not massing for the attack.

Artillery needs to be prevented from bombarding period unless an attack is going in. It’s a game breaker pure and simple in its current form and has no basis in history. Artillery did not blanket saturate massive numbers of large combat units every single day causing thousands upon thousands of casualties. It was a targeted weapon used to blast individual strongpoints in the enemy line.

On defense it could devastate exposed attacking infantry, so attacking artillery tried to suppress defending artillery. But just sitting around on the line each day you’d be lucky to spot an enemy squad sized patrol to shoot at. In game artillery hits every single unit with 100% accuracy every single day… patently absurd situation.

Jim



Did you read my post? Did you look at the combat results that were posted?

In those combat results, it was 2-day turns, in hex 58,45. Hex 58,45 is clear terrain (due W of Schwebo). There were two Allied bombardment attacks, and no Japanese response. The results posted did not show any combat modifiers, did not show what op mode the Japanese units where in during the combat, did not show Japanese fatigue, or morale, or disruption level. Nor did the results show the Japanese casualties broken down by individual units.

Given all that, how do you know that the Japanese weren't "advancing to the attack"? Or in Move mode?
How do you know that they were trying to dig-in?
How do you know what the DL was?
How do you know "every single unit was hit with 100% accuracy"?
Without knowing the full combat results, how can you claim that artillery is a "game breaker"?

As for the rest of your post:
Why should the Allied player allow the Japanese player to dig in without attacking?
Do you really believe that there has never in history been an army that bombarded the enemy WITHOUT launching an immediate follow-up assault?
Even in a 40-mile hex, you really believe it would be impossible to target a force the size of what the Japanese had in the posted example - 3 infantry divisions, 4 artillery regiments, 2 AA regiments, and a HQ unit? Especially when you KNOW that those units are there?

There is nothing wrong with the way artillery is modeled in AE.

(in reply to Jim D Burns)
Post #: 170
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 3:15:32 PM   
Canoerebel


Posts: 21100
Joined: 12/14/2002
From: Northwestern Georgia, USA
Status: offline
quote:

ORIGINAL: ckammp
There is nothing wrong with the way artillery is modeled in AE.


Kind of a sweeping statement. Some of us think there is most definately something wrong with the artillery model. It should be helpful if everyone would post applicable game examples and real life comparisons. If it isn't broken, that's great. If it is, the developers can tweak to fix. But it's too early for anyone to categorically say "it is broken" or "it isn't broken."

(in reply to ckammp)
Post #: 171
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 3:27:46 PM   
ckammp

 

Posts: 756
Joined: 5/30/2009
From: Rear Area training facility
Status: offline

quote:

ORIGINAL: Canoerebel

Frankly, I don't understand the defensiveness.  The only way to bring issues to the attention of the developers is to bring issues to their attention.  We're not doing so in a rude fashion; we're not piling on; we're not slinging poisoned darts.  We love the game and when we think we see problems we want to point it out.

There is no way in the Pacific Theater (especially Burma) that you would have sustained bombardment casualties of this sort in WWII.  Either artillery is too powerful or it is too easy to mass artillery in this game.  If people (and the developers) are comfortable with this, fine.  The problem will cut both ways, so it will effect both sides.  But it does detract from the historic feel of the game.





Artillery is NOT too powerful.

You are not getting "the historic feel" because of the use of a-historic tactics.

You cannot compare RL results to a-historic game tactics. The artillery model in the game is based on the RL use of artillery by the Allies and Japanese. When using these RL tactics in the game, you get comparable RL results. When stacking multiple artillery units and multiple infantry units in the same hex, you get a-historical results.

When your opponent uses these a-historic tactics and achieves results that distress you, don't run to the forum saying 'Artillery is too powerful! The devs need to fix this now!'.
Instead, confront your opponent; if your opponent refuses to change or accept a house rule, find a new opponent.
Or, better yet, play vs. AI and avoid all a-historical, gamey tactics.

And I agree- when players feel there is an issue that the devs should look at, players should use the forums to point out those issues. But there is a difference between legitimite game problems and dissatisfaction with game results; this issue started as the former, but now seems to be the latter.

(in reply to Canoerebel)
Post #: 172
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 3:39:38 PM   
Canoerebel


Posts: 21100
Joined: 12/14/2002
From: Northwestern Georgia, USA
Status: offline
I apologize for "running to the forum" with my concerns.  For some reason doing so really irks some people.

I've said this repeatedly:  Either artillery is too powerful or the ability to employ it in the game is wrong.  Rather than avoid the issue or assign blame to the innocent player employing artillery to defend or attack, identify and fix the problem (assuming there is one).

My opponent isn't doing anything wrong in the game.  He has six artillery units at Akyab.  They tore the Allies to pieces in ways that don't seem (to me) historical. 

Others are expressing similar concerns. Let's determine if there is a problem and if so fix it.


< Message edited by Canoerebel -- 1/4/2010 3:50:45 PM >

(in reply to ckammp)
Post #: 173
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 4:22:57 PM   
ckammp

 

Posts: 756
Joined: 5/30/2009
From: Rear Area training facility
Status: offline

quote:

ORIGINAL: Canoerebel

I apologize for "running to the forum" with my concerns.  For some reason doing so really irks some people.

I've said this repeatedly:  Either artillery is too powerful or the ability to employ it in the game is wrong.  Rather than avoid the issue or assign blame to the innocent player employing artillery to defend or attack, identify and fix the problem (assuming there is one).

My opponent isn't doing anything wrong in the game.  He has six artillery units at Akyab.  They tore the Allies to pieces in ways that don't seem (to me) historical. 

Others are expressing similar concerns. Let's determine if there is a problem and if so fix it.



Did the Japanese, historically, have 6 independent artillery unis at Akyab?

No. Maybe that is why you are being torn to pieces in ways that don't seem historical.

Again - You cannot expect historical results using a-historical tactics!

And your post is contradictory - first, you say that there might be a problem with the ability to employ artillery, then you defend your opponents a-historical employment of artillery.
So either agree to a house rule limiting artillery deployment or accept the a-historical results.

Units caught in the open by enemy artillery suffer terrible losses. In RL. In AE.

I will say this as repeatedly as needed: There is nothing wrong with artillery in AE.


(in reply to Canoerebel)
Post #: 174
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 4:36:44 PM   
Canoerebel


Posts: 21100
Joined: 12/14/2002
From: Northwestern Georgia, USA
Status: offline
Even had the Japanese brought six artillery units to bear in the vicinity of Akyab (which is wooded terrain), the artillery would not have resulted in a thousand casualties a day.  The Allies would utlize terrain and dispersion to limit casualties. 

You cannot characterize the terrain around Akyab as open.  This isn't the steppes of Russia or the fields of Flanders.  This is a heavily wooded, jungle-like area.

My obersvation wasn't contradictory.  The results are not historical, but I don't blame my opponent for utilizing the tactic.  He didn't know what was going to happen (it was our first experience with artillery in the open since the Hot Fix).

(in reply to ckammp)
Post #: 175
RE: Observations from one of my PBEMs - 1/4/2010 4:43:21 PM   
Chickenboy


Posts: 24520
Joined: 6/29/2002
From: San Antonio, TX
Status: offline

quote:

ORIGINAL: Canoerebel

Chickenboy, thanks for adding in your data.  I think everybody who has chimed in agrees that the artillery model against fortified positions (whether Bataan, Changsha, whatever) has been tweaked and is now satisfactory.  Of course, many more people will be playing and going through the siege process, so we'll get more data as time passes, but everything looks very promising in this regard.

The main question now up for consideration is whether or not artillery is too strong against unintrenched troops.  Thus far the comments have been divided:  some say yes, some say no.  I think the answer is most definately "yes." 

I hope people will continue to weigh in with the results from their games along with their commentary.

I hear ya. To further clarify your request for information: I assume that you're looking for data on attacking artillery versus unentrenched troops in 'open' terrain? There's certainly plenty of historic examples of defensive artillery making a real mess of large troop movements and killing lots of them in very short order.

I'm just curious how you will be able to segregate the effect of artillery on 'troops in the open'-which is a real killer-with 'unentrenched, but awaiting impending assault' for purposes of this discussion. Seems that the ground combat model in AE / WiTP does not differentiate between guys milling about on a smoke break and those expecting combat at any moment and ready to leap into cover. The former should die en masse when hit with a surprise bombardment. The latter less so.



_____________________________


(in reply to Canoerebel)
Post #: 176
RE: Observations from one of my PBEMs - 1/4/2010 4:50:33 PM   
Canoerebel


Posts: 21100
Joined: 12/14/2002
From: Northwestern Georgia, USA
Status: offline
You would expect an army launching a deliberate or shock attack to take high losses (although that doesn't always seem to happen in the game in China).  I can imagine that artillery should be pretty effective against troops attacking prepared positions. Iwo Jima, for instance. 

But artillery bombardments against enemy troops that are not attacking should not be able to wreak complete mayhem for turn after turn.  Troops are too good at dispersing or digging in or utilizing terrain to take massive casualties over an extended period.  It didn't happen; it shouldn't happen. 

The Hot Fix "fixed" the Artillery Death Star situation in the case of troops in a fortified hex, but apparently not for troops in a non-fortified hex.  [Note:  most of the non-fortified hexes are jungle, forest or mountain, so I hesitate to call them "open."  A better term would be "non-fortified."]

< Message edited by Canoerebel -- 1/4/2010 4:52:53 PM >

(in reply to Chickenboy)
Post #: 177
RE: Observations from one of my PBEMs - 1/4/2010 5:10:19 PM   
Chickenboy


Posts: 24520
Joined: 6/29/2002
From: San Antonio, TX
Status: offline
Canoerebel:

Two thoughts:

1. Would a more rapid development of entrenchment level 1 (to mimic hastily improvised defenses v. artillery bombardment) be something that would alleviate this? I think that most basic defenses (e.g., foxholes, spider holes, tactical deployment to militarily defensible local geographic features, etc.) could be effected within a game day. Soldiers under artillery fire would be able to dig foxholes that would significantly reduce artillery-induced casualties within this period of time. As previous posters with RL artillery experience have commented, improvised cover would / should significantly reduce casualties.

This would spare the troops from severe casualties, but still allow the damaging effect of artillery on 'soft' targets that cannot be hastily protected. Equipment, supplies, fuel and the like would not / should not receive this benefit-no one is going to dig a hole for a fuel truck's defense or a bulky radio transmitter when they're under artillery fire.

2. Is there rationale for different modeling for first attack with artillery at all entrenchment levels versus day 2 and beyond?

_____________________________


(in reply to Canoerebel)
Post #: 178
RE: Observations from one of my PBEMs - 1/4/2010 5:28:05 PM   
Canoerebel


Posts: 21100
Joined: 12/14/2002
From: Northwestern Georgia, USA
Status: offline
Sure, both of those might be effective ways of addressing the situation.

Here's how I would expect artillery to play out in AE (this would be a bell-shaped curve, allowing for some decidely unusual results on occasion):

1.  Artillery in prepared positions against an attacking enemy in relatively open terrain should be quite effective.  Example:  Iwo Jima.

2.  Artillery in relatively open, unprepared positions should take high losses.  Example:  the Japanese at Tarawa.  Artillery in prepared positions should be tough to take out.  Example:  Iwo Jima.

3.  Artillery against a non-attacking enemy in a fortified position should have a slight affect (and this is indeed the case thanks to the recent Hot Fix).  Examples:  Bataan, Corregidor.

4.  Artillery against an attacking enemy in an unfortified but "rough" hex (jungle, mountain, etc) should have a moderate effect.  Example:  Guadalcanal.

5.  Artillery against an attacking enemy in an unfortified and open hex should have a major effect.  Example:  Tarawa (though in that case the "artillery" was actually naval fire).

(in reply to Chickenboy)
Post #: 179
RE: Observations from one of my PBEMs - 1/4/2010 5:44:26 PM   
Chickenboy


Posts: 24520
Joined: 6/29/2002
From: San Antonio, TX
Status: offline

quote:

ORIGINAL: Canoerebel

Sure, both of those might be effective ways of addressing the situation.

Here's how I would expect artillery to play out in AE (this would be a bell-shaped curve, allowing for some decidely unusual results on occasion):

1.  Artillery in prepared positions against an attacking enemy in relatively open terrain should be quite effective.  Example:  Iwo Jima.

2.  Artillery in relatively open, unprepared positions should take high losses.  Example:  the Japanese at Tarawa.  Artillery in prepared positions should be tough to take out.  Example:  Iwo Jima.

3.  Artillery against a non-attacking enemy in a fortified position should have a slight affect (and this is indeed the case thanks to the recent Hot Fix).  Examples:  Bataan, Corregidor.

4.  Artillery against an attacking enemy in an unfortified but "rough" hex (jungle, mountain, etc) should have a moderate effect.  Example:  Guadalcanal.

5.  Artillery against an attacking enemy in an unfortified and open hex should have a major effect.  Example:  Tarawa (though in that case the "artillery" was actually naval fire).


Re: #2: Did the IJA have unprepared artillery positions on Betio that took high bombardment casualties? I thought all their artillery was dug in deeper'n a tick.

FWIW, I agree with your premises above.

I also propose that bombardment should truncate resupply efforts. Troops that cannot leave their foxholes are not going to be going about the business of reprovisioning the unit's ammunition, fuel, food or other necessities in the same way they would normally. In the case of the Japanese at Iwo or the Americans on Bataan, the supplies were dug in with the soldiers, so not much effect at that entrenchment level. For the hastily improvised examples given above, though, it should be very difficult to properly reprovision these men.

I just don't know how to do this without using the existing engine's extrapolations.

_____________________________


(in reply to Canoerebel)
Post #: 180
Page:   <<   < prev  4 5 [6] 7 8   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: Artillery Death Stars Continue Post Patch Two Page: <<   < prev  4 5 [6] 7 8   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.656