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RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 6:10:48 PM   
Jim D Burns


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

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


Perhaps you missed the earlier discussion where we delved into the issues surrounding artillery tearing anyone to pieces the way it does in AE. If so, I’d rather not rehash the arguments again here. Here’s the discussion topic where I went to some considerable pains to demonstrate the fact artillery was not the meat grinder some people seem to believe it is:

http://www.matrixgames.com/forums/tm.asp?m=2293922

The operation Cobra bombardment was probably the most intense bombardment any single combat unit received during the war, especially when you consider all the bombs dropped by the thousands of planes too. The unit lost less than 1000 casualties to the bombardments and very few armored vehicles were lost at all, yet we see entire companies of tanks or more destroyed every turn in AE.

Nothing in the Pacific could ever come close to the intensity and scale of the Cobra bombardment, yet we see equal or higher losses every single turn caused by far less firepower.

In game terms, Cobra would have been a one hex battle. Thousands of artillery tubes (about 1/3rd were very heavy tubes) and about a dozen divisions were involved, along with 2,500-3,000 or so bombers of all types. Only one unit out of the 15+ defending divisions was hit (i.e. no full hex saturation where everyone was plastered like happens in game) and it only suffered about 900 total casualties (i.e. killed, wounded and missing combined).

AE gets it wrong when it comes to modeling artillery.

Jim


< Message edited by Jim D Burns -- 1/4/2010 6:12:29 PM >


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Post #: 181
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 6:49:09 PM   
ckammp

 

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

ORIGINAL: Jim D Burns

quote:

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


Perhaps you missed the earlier discussion where we delved into the issues surrounding artillery tearing anyone to pieces the way it does in AE. If so, I’d rather not rehash the arguments again here. Here’s the discussion topic where I went to some considerable pains to demonstrate the fact artillery was not the meat grinder some people seem to believe it is:

http://www.matrixgames.com/forums/tm.asp?m=2293922

The operation Cobra bombardment was probably the most intense bombardment any single combat unit received during the war, especially when you consider all the bombs dropped by the thousands of planes too. The unit lost less than 1000 casualties to the bombardments and very few armored vehicles were lost at all, yet we see entire companies of tanks or more destroyed every turn in AE.

Nothing in the Pacific could ever come close to the intensity and scale of the Cobra bombardment, yet we see equal or higher losses every single turn caused by far less firepower.

In game terms, Cobra would have been a one hex battle. Thousands of artillery tubes (about 1/3rd were very heavy tubes) and about a dozen divisions were involved, along with 2,500-3,000 or so bombers of all types. Only one unit out of the 15+ defending divisions was hit (i.e. no full hex saturation where everyone was plastered like happens in game) and it only suffered about 900 total casualties (i.e. killed, wounded and missing combined).

AE gets it wrong when it comes to modeling artillery.

Jim




Perhaps if artillery was massed in the Pacific like it was in the examples you cite, AE would model artillery differently. As it is, the AE artillery model is based on historic artillery usage by the Allies and Japan. When players use artillery in such historical manners, they achieve historical results. When players mass artillery in a-historical manners, they see a-historical results.

Furthermore, none of the examples you cite deal with the Pacific; how, exactly, do they apply to AE?
And that is an old thread, before patch-2 made adjustments to the artillery model. Why cite it now?

There is nothing wrong with artillery in AE.

Players unhappy with combat results need to look at ALL factors involved in combat results (especially tactics - theirs and opponents) instead of loudly and wrongly crying 'The game is broken.'

Once again - THERE IS NOTHING WRONG WITH ARTILLERY IN AE.

(in reply to Jim D Burns)
Post #: 182
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 7:22:47 PM   
Jim D Burns


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

ORIGINAL: ckammp
Perhaps if artillery was massed in the Pacific like it was in the examples you cite, AE would model artillery differently. As it is, the AE artillery model is based on historic artillery usage by the Allies and Japan. When players use artillery in such historical manners, they achieve historical results. When players mass artillery in a-historical manners, they see a-historical results.


Hmm, let’s see Iwo Jima was plastered for four days and it was the largest most intense island bombardment of the war. It was pretty much ineffectual. That’s an historical result from a massed barrage and aerial bombardment in the Pacific, and it lasted four days not one.


quote:

ORIGINAL: ckammp
Furthermore, none of the examples you cite deal with the Pacific; how, exactly, do they apply to AE?
And that is an old thread, before patch-2 made adjustments to the artillery model. Why cite it now?


Yeah right, Germans and Japanese were affected differently by high explosive shells… um care to explain to me exactly how it was different?

I cited it because it is probably the most intense artillery barrage of the war that any one unit suffered. The historical significance to a discussion about artillery fire and its affects means it is more than relevant to the topic at hand.

quote:

ORIGINAL: ckammp
Players unhappy with combat results need to look at ALL factors involved in combat results (especially tactics - theirs and opponents) instead of loudly and wrongly crying 'The game is broken.'


No one is complaining about results due to tactics. The problem is the artillery model, doesn’t matter who is doing the shooting, it is not a good model of historical artillery fire during WWII. Care to cite some historical examples that show thousands dying day after day after day after day after day in the pacific from a mere barrage fired at non-engaged troops? I’ll wait… still waiting…

I have no problem with troops formed for the assault getting massacred by artillery as they cross open ground to close with the enemy. I do have problems with thousands of cooks, mechanics, file clerks, etc. getting massacred miles in the rear where the enemy forward observers can’t even see them.

Artillery wasn’t that accurate in WWII and it was never used in a role that saw thousands of shells getting pumped off miles into the distance to “hopefully” hit something in the enemy backfield. It was a targeted weapon system that fired at known spotted targets and still had a damn hard time hitting anything that wasn’t standing upright in the open.

quote:

ORIGINAL: ckammp
Once again - THERE IS NOTHING WRONG WITH ARTILLERY IN AE.


I see the light. Your use of all CAPS has convinced me.

If you can’t cite some actual history to back up you wild assertions soon, this conversation is over.

Jim


< Message edited by Jim D Burns -- 1/4/2010 7:25:52 PM >


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Post #: 183
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 7:35:33 PM   
Arkady


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did someone made comparision of artillery effects when infantry is in reserve ? they should be immune though join combat when attacked

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Post #: 184
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 7:41:29 PM   
JWE

 

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What ya’ll forget is this is a computer game. The combat result line that says ‘casualties’ is just a script called from memory, that calculates something called ‘casualties’ from the number of squads/devices effected. Since the game does not function in terms of individuals, ‘casualty’ reports don’t mean a thing. It is nice eye candy for the vast majority of people who just play and who like to see combat results in terms they understand.

‘Casualties’ are an engine generated show-and-tell value, based on the change in effectiveness of database entries. What do they mean? Well, maybe some KIA, maybe some WIA, maybe some MIA, maybe some “I ain’t doin squat while that’s going on”, maybe some “I didn’t count on this, I going home”, maybe some ‘combat fatigue’, maybe some ‘I have to help Chung (Sushi, Bill, Allan, Piet) to the aid station’, who cares. Combat ineffective is combat ineffective for whatever reason.

The only thing that is relevant, in game terms, is ‘things’ destroyed, ‘things’ disabled, fatigue and disruption.

So, ya’ll be barking up the wrong tree. In game terms, arty does what it is supposed to do.

(in reply to ckammp)
Post #: 185
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 7:48:06 PM   
Canoerebel


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From: Northwestern Georgia, USA
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No, we don't be barking up the wrong tree.  We're using the total casualty figures knowing that they don't necessarily mean "KIA, WIA, MIA," etc.  However, they are "bad" since they happen to "our guys."

In my Akyab example, posted previously, over four days I suffered roughly:  4,000 casualites including 40 infantry squads destroyed (240 disrupted), 80 non-combat squads destroyed (280 disrupted), 24 guns destroyed (a bunch more disrupted, but I didn't jot down that number), and 24 vehicles destroyed (and a bunch more disrupted).

No matter how you look at it, JWE, that's total carnage.  And for that to happen in a heavily wooded hex while neither side was attacking (other than artillery bombardments) is out of whack.

(in reply to JWE)
Post #: 186
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 7:51:52 PM   
Canoerebel


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Joined: 12/14/2002
From: Northwestern Georgia, USA
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P.S.  We haven't forgotten this is a computer game, for heaven's sake.  We are trying to make known and then support our concerns about the game that we love and appreciate so that it can be made even better.  But we're fighting a very strong "don't gripe, don't gripe, don't gripe" sentiment.  And perhaps that's the way it should be.  As advocates for tweaking, we should carry the burden of proof.  But I am surprised by the defensive tone of so many that seem to take offense at our "gall" in voicing our concerns.


< Message edited by Canoerebel -- 1/4/2010 7:55:17 PM >

(in reply to Canoerebel)
Post #: 187
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 7:58:57 PM   
JWE

 

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Joined: 7/19/2005
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quote:

ORIGINAL: Jim D Burns
I see the light. Your use of all CAPS has convinced me.

If you can’t cite some actual history to back up you wild assertions soon, this conversation is over.

Jim

I know this a hot button issue Jim, but you might want to cut him a bit of slack. There's a bit of a conceptual disconnect between what actually goes on, in game terms, and what shows up on the show-and-tell reports. One can believe that artillery is acceptably effective in-game, even though the compter generated reports show historically suspect values.

Maybe we should just remove that line item - but that would upset a lot of other players.

(in reply to Jim D Burns)
Post #: 188
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 8:14:08 PM   
Jim D Burns


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Joined: 2/25/2002
From: Salida, CA.
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quote:

ORIGINAL: JWE
I know this a hot button issue Jim, but you might want to cut him a bit of slack. There's a bit of a conceptual disconnect between what actually goes on, in game terms, and what shows up on the show-and-tell reports. One can believe that artillery is acceptably effective in-game, even though the compter generated reports show historically suspect values.

Maybe we should just remove that line item - but that would upset a lot of other players.


Yeah you’re right, I guess in the end only a from the ground up build of a brand new WitP 2 engine can ever hope to correct the horrid land combat system in game. It’s just my passion for history and the game that drives me and sometimes it gets the better of me.

Sorry for the tone of my last post ckammp. Please recognize that people get passionate when discussing topics they care about and sometimes they go over the top, don’t take it personally. It stems from my long standing frustration with the combat routines in game not with you personally.

Jim


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Post #: 189
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 8:14:40 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
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quote:

ORIGINAL: Canoerebel
No, we don't be barking up the wrong tree. We're using the total casualty figures knowing that they don't necessarily mean "KIA, WIA, MIA," etc. However, they are "bad" since they happen to "our guys."

In my Akyab example, posted previously, over four days I suffered roughly: 4,000 casualites including 40 infantry squads destroyed (240 disrupted), 80 non-combat squads destroyed (280 disrupted), 24 guns destroyed (a bunch more disrupted, but I didn't jot down that number), and 24 vehicles destroyed (and a bunch more disrupted).

No matter how you look at it, JWE, that's total carnage. And for that to happen in a heavily wooded hex while neither side was attacking (other than artillery bombardments) is out of whack.

quote:

ORIGINAL: Canoerebel
P.S. We haven't forgotten this is a computer game, for heaven's sake. We are trying to make known and then support our concerns about the game that we love and appreciate so that it can be made even better. But we're fighting a very strong "don't gripe, don't gripe, don't gripe" sentiment. And perhaps that's the way it should be. As advocates for tweaking, we should carry the burden of proof. But I am surprised by the defensive tone of so many that seem to take offense at our "gall" in voicing our concerns.

No, no, no. There is no don’t gripe sentiment. Just a suggestion to change the focus to game relevant values.

For chris’sake, I was an artillerist in my youth. If there is anything, in this game, I want to see perform correctly it is the guns. Just don’t want people to ping on the ‘casualty’ number. Much better to ping on “combat ineffective” LCU Devices.

We really are listening.

(in reply to Canoerebel)
Post #: 190
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 8:32:32 PM   
ckammp

 

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

ORIGINAL: Jim D Burns

quote:

ORIGINAL: ckammp
Perhaps if artillery was massed in the Pacific like it was in the examples you cite, AE would model artillery differently. As it is, the AE artillery model is based on historic artillery usage by the Allies and Japan. When players use artillery in such historical manners, they achieve historical results. When players mass artillery in a-historical manners, they see a-historical results.


Hmm, let’s see Iwo Jima was plastered for four days and it was the largest most intense island bombardment of the war. It was pretty much ineffectual. That’s an historical result from a massed barrage and aerial bombardment in the Pacific, and it lasted four days not one.


quote:

ORIGINAL: ckammp
Furthermore, none of the examples you cite deal with the Pacific; how, exactly, do they apply to AE?
And that is an old thread, before patch-2 made adjustments to the artillery model. Why cite it now?


Yeah right, Germans and Japanese were affected differently by high explosive shells… um care to explain to me exactly how it was different?

I cited it because it is probably the most intense artillery barrage of the war that any one unit suffered. The historical significance to a discussion about artillery fire and its affects means it is more than relevant to the topic at hand.

quote:

ORIGINAL: ckammp
Players unhappy with combat results need to look at ALL factors involved in combat results (especially tactics - theirs and opponents) instead of loudly and wrongly crying 'The game is broken.'


No one is complaining about results due to tactics. The problem is the artillery model, doesn’t matter who is doing the shooting, it is not a good model of historical artillery fire during WWII. Care to cite some historical examples that show thousands dying day after day after day after day after day in the pacific from a mere barrage fired at non-engaged troops? I’ll wait… still waiting…

I have no problem with troops formed for the assault getting massacred by artillery as they cross open ground to close with the enemy. I do have problems with thousands of cooks, mechanics, file clerks, etc. getting massacred miles in the rear where the enemy forward observers can’t even see them.

Artillery wasn’t that accurate in WWII and it was never used in a role that saw thousands of shells getting pumped off miles into the distance to “hopefully” hit something in the enemy backfield. It was a targeted weapon system that fired at known spotted targets and still had a damn hard time hitting anything that wasn’t standing upright in the open.

quote:

ORIGINAL: ckammp
Once again - THERE IS NOTHING WRONG WITH ARTILLERY IN AE.


I see the light. Your use of all CAPS has convinced me.

If you can’t cite some actual history to back up you wild assertions soon, this conversation is over.

Jim




Iwo Jima?
Please cite a source showing that Iwo Jima was "plastered for four days" by artillery.
Are you referring to a pre-invasion bombardment by naval gunfire, not artillery?

And besides the organic division artillery of the three Marine diviosions, only two battalions of 155mm howitzers (from VAC Artillery) were deployed on Iwo Jima.
Hardly the equal of the massive amount used against Germany.

And tactics are the problem - players using massed artillery in a-historical manner will yield a-historical results. My point is that players who follow historical deployments will see historical results. Thus - there is nothing wrong with artillery in AE.

Finally, what "wild assertions" have I made?

All I have said is there is no problem with the artillery model in AE. It is you, and others like you who disagree with unfavorable results, who are claiming 'artillery is broken'.
As you are the accussor, the burden of proof is on you.
And you have yet to show one example of how, when using artillery in a historical manner, the results are a-historical.

This is not meant to be a personal attack against you, Canoerebel, or any other poster who believes the artillery model is 'broken'. If anything I have posted has caused people to belive that, I apologize.

I simply strongly feel that the artillery model works fine, and needs no more 'tweaking'- I would really rather play the game, than wait for patches or hotfixes that IMHO are not needed.


< Message edited by ckammp -- 1/4/2010 8:40:58 PM >

(in reply to Jim D Burns)
Post #: 191
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 9:05:07 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline

quote:

ORIGINAL: Jim D Burns

Yeah you’re right, I guess in the end only a from the ground up build of a brand new WitP 2 engine can ever hope to correct the horrid land combat system in game. It’s just my passion for history and the game that drives me and sometimes it gets the better of me.

Sorry for the tone of my last post ckammp. Please recognize that people get passionate when discussing topics they care about and sometimes they go over the top, don’t take it personally. It stems from my long standing frustration with the combat routines in game not with you personally.

Jim

Very gracious Jim, thank you.

(in reply to Jim D Burns)
Post #: 192
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 9:14:52 PM   
jwilkerson


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Joined: 9/15/2002
From: Kansas
Status: offline

quote:

ORIGINAL: JWE

For chris’sake, I was an artillerist in my youth. If there is anything, in this game, I want to see perform correctly it is the guns. Just don’t want people to ping on the ‘casualty’ number. Much better to ping on “combat ineffective” LCU Devices.

We really are listening.



Yes John was in the US Army artillery as was I - so the AE Team are actually fairly "heavy" in terms of in depth - hands on knowledge of how artillery works and what it can do.

But just to emphasize what John is saying - during my AE testing - there were times when my target LCU wound up stronger after the artillery barrage (I still struggle with using the "bombardment word") than before - this because devices in some cases - are repairing faster than the "barrage" is knocking them down - so I definitely agree with John that the casualties number needs to be taken with a bit of a grain of salt.

Does anyone remember the first time you played WITP and saw some of your guys jump off the landing craft at an unopposed landing and took 983 casualties? When I first saw that, I was like, what are those guys doing, tripping all over themselves jumping out of the landing craft? I've learned to ignore it now as just part of the wall-paper - but if we turn the electron microscope on that aspect of the game - well it looks pretty strange as well.



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(in reply to JWE)
Post #: 193
RE: Artillery Death Stars Continue Post Patch Two - 1/4/2010 10:25:59 PM   
herwin

 

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

ORIGINAL: Jim D Burns

quote:

ORIGINAL: ckammp
Perhaps if artillery was massed in the Pacific like it was in the examples you cite, AE would model artillery differently. As it is, the AE artillery model is based on historic artillery usage by the Allies and Japan. When players use artillery in such historical manners, they achieve historical results. When players mass artillery in a-historical manners, they see a-historical results.


Hmm, let’s see Iwo Jima was plastered for four days and it was the largest most intense island bombardment of the war. It was pretty much ineffectual. That’s an historical result from a massed barrage and aerial bombardment in the Pacific, and it lasted four days not one.

Umm... Defenders were in fortified positions; nasty vertical terrain (it's much harder to hit targets on crests of hills or mountains); no spotters.
quote:



quote:

ORIGINAL: ckammp
Furthermore, none of the examples you cite deal with the Pacific; how, exactly, do they apply to AE?
And that is an old thread, before patch-2 made adjustments to the artillery model. Why cite it now?


Yeah right, Germans and Japanese were affected differently by high explosive shells… um care to explain to me exactly how it was different?

Different behaviour at the sharp end. German troops would take cover.
quote:



I cited it because it is probably the most intense artillery barrage of the war that any one unit suffered. The historical significance to a discussion about artillery fire and its affects means it is more than relevant to the topic at hand.

quote:

ORIGINAL: ckammp
Players unhappy with combat results need to look at ALL factors involved in combat results (especially tactics - theirs and opponents) instead of loudly and wrongly crying 'The game is broken.'


No one is complaining about results due to tactics. The problem is the artillery model, doesn’t matter who is doing the shooting, it is not a good model of historical artillery fire during WWII. Care to cite some historical examples that show thousands dying day after day after day after day after day in the pacific from a mere barrage fired at non-engaged troops? I’ll wait… still waiting…

Very valid point. In WWII, rear area targets were distributed uniformly except for the low density areas centred on obvious aim points.
quote:



I have no problem with troops formed for the assault getting massacred by artillery as they cross open ground to close with the enemy. I do have problems with thousands of cooks, mechanics, file clerks, etc. getting massacred miles in the rear where the enemy forward observers can’t even see them.

Artillery wasn’t that accurate in WWII and it was never used in a role that saw thousands of shells getting pumped off miles into the distance to “hopefully” hit something in the enemy backfield. It was a targeted weapon system that fired at known spotted targets and still had a damn hard time hitting anything that wasn’t standing upright in the open.

quote:

ORIGINAL: ckammp
Once again - THERE IS NOTHING WRONG WITH ARTILLERY IN AE.


I see the light. Your use of all CAPS has convinced me.

If you can’t cite some actual history to back up you wild assertions soon, this conversation is over.

Jim



_____________________________

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 Jim D Burns)
Post #: 194
RE: More information needed... - 1/5/2010 3:38:44 AM   
jackyo123

 

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There are several excellent books that discuss the Chinese theater in ww2, and the main 'thesis' that they put forward is something along these lines:

"In China, the Japanese could advance at will, where and when they wanted. In the north, they had not much interest. In the south, their aims in 1944 were fully met. Chiag's policy was to retreat behind the rivers and wait out the US to finally defeat Japan, so he could take on Mao."


So, the question - should China be a 'forced' quagmire on the Japanese player? If he wants to take China, he should be able to.

However - the political points should be less - no way a victory in China would have won the war for Japan, so it shouldn't in AE either - and zapping the motivation for the landwar in china in the first place (by reducing PP's) would more than likely induce the 'quagmire' that some players are seeking without having to tweak code and possibly break the island hopping campaigns.


(in reply to Barb)
Post #: 195
RE: More information needed... - 1/5/2010 4:20:10 AM   
Blackhorse


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quote:

So, the question - should China be a 'forced' quagmire on the Japanese player? If he wants to take China, he should be able to.


It doesn't make sense to think that Japan can "take China" while simultaneously fighting the US, Britain and the Allies -- when it couldn't win in China after 4+ years of hard fighting when China was its only opponent.

All the Japanese wanted to do, was force the KMT to sign a peace treaty acknowledging Japanese rule over coastal China and Manchuria. They could not accomplish even this limited war aim from September 1937 to December 1941.

Japan's successful 1944 offensive ran parallel to their coastal holdings (and supply routes). As Mike Scholl pointed out, Japan could not even hold what they captured. When Japan tried to push deeper into China, away from their line-of-communications, (twice at Changsha, for example) they were repulsed.



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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 jackyo123)
Post #: 196
RE: More information needed... - 1/5/2010 2:27:34 PM   
Canoerebel


Posts: 21100
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From: Northwestern Georgia, USA
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Here's the skewed power of artillery from another perspective:  In my PBEM game, my opponent is besieging Chengtah, a key city on the Chinese main line of resistance.  The base has six forts, it's a wooded hex, and the Chinese have about 4500 AV.  The Japanese have some 23 units and an AV well in excess of 3,000.  Here's the combat results:

Ground combat at Changteh (81,50) 
Japanese Deliberate attack
Attacking force 102321 troops, 957 guns, 532 vehicles, Assault Value = 3535

Defending force 121842 troops, 521 guns, 0 vehicles, Assault Value = 4603

Japanese engineers reduce fortifications to 5

Japanese adjusted assault: 1704

Allied adjusted defense: 14135

Japanese assault odds: 1 to 8 (fort level 5)

Combat modifiers
Defender: terrain(+), forts(+), leaders(+), experience(-)
Attacker:

Japanese ground losses:
     14413 casualties reported
        Squads: 35 destroyed, 953 disabled
        Non Combat: 64 destroyed, 646 disabled
        Engineers: 65 destroyed, 164 disabled
     Vehicles lost 138 (13 destroyed, 125 disabled) 

Allied ground losses:
     2440 casualties reported
        Squads: 14 destroyed, 138 disabled
        Non Combat: 11 destroyed, 213 disabled
         Engineers: 1 destroyed, 9 disabled
     Guns lost 1 (0 destroyed, 1 disabled)

Usually, you would expect casualties to be higher in a deliberate attack than in a bombardment.  This attack - which was a major battle involving two large armies - resulted in less casualties to the Allies than did the Japanese bombardments in the jungles around Akyab, even though those bombardments involved considerably less troops.

There was another Japanese deliberate attack the same day at Ankang involving two smaller armies.  The results:

Ground combat at Ankang (82,42) 
Japanese Deliberate attack

Attacking force 41072 troops, 352 guns, 132 vehicles, Assault Value = 1482

Defending force 37284 troops, 215 guns, 0 vehicles, Assault Value = 1301

Japanese adjusted assault: 707

Allied adjusted defense: 664

Japanese assault odds: 1 to 1 (fort level 1)

Japanese Assault reduces fortifications to 0

Combat modifiers
Defender: terrain(+), leaders(+), disruption(-), experience(-)
supply(-)
Attacker:

Japanese ground losses:
     2026 casualties reported
        Squads: 4 destroyed, 145 disabled
        Non Combat: 9 destroyed, 121 disabled
        Engineers: 0 destroyed, 13 disabled
     Vehicles lost 45 (7 destroyed, 38 disabled) 

Allied ground losses:
     2343 casualties reported
        Squads: 15 destroyed, 162 disabled
        Non Combat: 7 destroyed, 167 disabled
        Engineers: 0 destroyed, 4 disabled

Another deliberate attack and again considerably less casualties in this "pitched battle" than we saw during the Akyab bombardments.

You can pick through this and try to find reasons the Chinese suffered less casualties than did the Allies at Akyab, but the bottom line is that it shows how bloody artillery bombardments are in this game [not against fortified hexes, because the developers have fixed that].  Battles should be more bloody than artillery bombardments.

(in reply to Blackhorse)
Post #: 197
RE: More information needed... - 1/5/2010 3:21:45 PM   
ckammp

 

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quote:

ORIGINAL: Canoerebel

Here's the skewed power of artillery from another perspective:  In my PBEM game, my opponent is besieging Chengtah, a key city on the Chinese main line of resistance.  The base has six forts, it's a wooded hex, and the Chinese have about 4500 AV.  The Japanese have some 23 units and an AV well in excess of 3,000.  Here's the combat results:

Ground combat at Changteh (81,50) 
Japanese Deliberate attack
Attacking force 102321 troops, 957 guns, 532 vehicles, Assault Value = 3535

Defending force 121842 troops, 521 guns, 0 vehicles, Assault Value = 4603

Japanese engineers reduce fortifications to 5

Japanese adjusted assault: 1704

Allied adjusted defense: 14135

Japanese assault odds: 1 to 8 (fort level 5)

Combat modifiers
Defender: terrain(+), forts(+), leaders(+), experience(-)
Attacker:

Japanese ground losses:
     14413 casualties reported
        Squads: 35 destroyed, 953 disabled
        Non Combat: 64 destroyed, 646 disabled
        Engineers: 65 destroyed, 164 disabled
     Vehicles lost 138 (13 destroyed, 125 disabled) 

Allied ground losses:
     2440 casualties reported
        Squads: 14 destroyed, 138 disabled
        Non Combat: 11 destroyed, 213 disabled
         Engineers: 1 destroyed, 9 disabled
     Guns lost 1 (0 destroyed, 1 disabled)

Usually, you would expect casualties to be higher in a deliberate attack than in a bombardment.  This attack - which was a major battle involving two large armies - resulted in less casualties to the Allies than did the Japanese bombardments in the jungles around Akyab, even though those bombardments involved considerably less troops.

There was another Japanese deliberate attack the same day at Ankang involving two smaller armies.  The results:

Ground combat at Ankang (82,42) 
Japanese Deliberate attack

Attacking force 41072 troops, 352 guns, 132 vehicles, Assault Value = 1482

Defending force 37284 troops, 215 guns, 0 vehicles, Assault Value = 1301

Japanese adjusted assault: 707

Allied adjusted defense: 664

Japanese assault odds: 1 to 1 (fort level 1)

Japanese Assault reduces fortifications to 0

Combat modifiers
Defender: terrain(+), leaders(+), disruption(-), experience(-)
supply(-)
Attacker:

Japanese ground losses:
     2026 casualties reported
        Squads: 4 destroyed, 145 disabled
        Non Combat: 9 destroyed, 121 disabled
        Engineers: 0 destroyed, 13 disabled
     Vehicles lost 45 (7 destroyed, 38 disabled) 

Allied ground losses:
     2343 casualties reported
        Squads: 15 destroyed, 162 disabled
        Non Combat: 7 destroyed, 167 disabled
        Engineers: 0 destroyed, 4 disabled

Another deliberate attack and again considerably less casualties in this "pitched battle" than we saw during the Akyab bombardments.

You can pick through this and try to find reasons the Chinese suffered less casualties than did the Allies at Akyab, but the bottom line is that it shows how bloody artillery bombardments are in this game [not against fortified hexes, because the developers have fixed that].  Battles should be more bloody than artillery bombardments.


Looking at the data you listed in post #121 of this thread, the Allies suffered a total of 2001 casualties in TWO days of artillery bombardment. In the combat results above, the Allies took 2440 casualties in ONE deliberate attack, plus 2343 casualties in another deliberate attack.

2440 one-day battle vs. 2001 two-day bombardment. How, exactly, are bombardments more bloody than battles?

Furthermore, what about the other factors involved?
What was the units' morale, fatigue, leadership, support,supply?
Without knowing those factors, how can you claim something is wrong with the combat model?
And have you duplicated the results of the Akyab bombardment?
Maybe it was just a one-time bad 'die rolls' event.

Bottom line, there is nothing wrong with artillery in AE.

(in reply to Canoerebel)
Post #: 198
RE: More information needed... - 1/5/2010 3:35:52 PM   
Canoerebel


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I updated those figures in Post # 185 - Over four days of bombardment, the Allies at Akyab suffered 4,000 casualites, 40 infantry squads destroyed, 240 infantry squads disrupted, 80 non-combat squads destroyed, 280 non-combat squads disrupted, 24 guns destroyed, and 24 vehicles destroyed.  So, the average per day was roughly 1,000; 10/60; 20/70; 6 and 6.  This is roughly the same as the losses suffered at Changteh in a deliberate attack although the force engaged at Chengtah was considerably larger. 

As noted previously, you would expect a pitched battle to be far more bloody than an artillery bombardment, but that wasn't the case with this particular comparison and I don't think players will find that to be the case in their games.  Artillery is simply too powerful in the game.

ckammp, you've made it clear that you don't think there is anything wrong with artillery.  Let's step aside and allow other players to weigh in with the results from their own games.  A large sampling of data from a variety of ongoing games should shed more light on the issue.

< Message edited by Canoerebel -- 1/5/2010 3:36:29 PM >

(in reply to ckammp)
Post #: 199
RE: More information needed... - 1/5/2010 3:55:56 PM   
ckammp

 

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quote:

ORIGINAL: Canoerebel

I updated those figures in Post # 185 - Over four days of bombardment, the Allies at Akyab suffered 4,000 casualites, 40 infantry squads destroyed, 240 infantry squads disrupted, 80 non-combat squads destroyed, 280 non-combat squads disrupted, 24 guns destroyed, and 24 vehicles destroyed.  So, the average per day was roughly 1,000; 10/60; 20/70; 6 and 6.  This is roughly the same as the losses suffered at Changteh in a deliberate attack although the force engaged at Chengtah was considerably larger. 

As noted previously, you would expect a pitched battle to be far more bloody than an artillery bombardment, but that wasn't the case with this particular comparison and I don't think players will find that to be the case in their games.  Artillery is simply too powerful in the game.

ckammp, you've made it clear that you don't think there is anything wrong with artillery.  Let's step aside and allow other players to weigh in with the results from their own games.  A large sampling of data from a variety of ongoing games should shed more light on the issue.


Sir,

I respectfully disagree that the examples of combat results that you have posted prove flaws in the AE artillery model.

I do, however, recognize the wisdom in your last paragraph, and readily agree. I feel my position on this issue is very clear, and I believe I have little more to contribute to this discussion.

(in reply to Canoerebel)
Post #: 200
RE: More information needed... - 1/7/2010 3:16:39 PM   
jackyo123

 

Posts: 697
Joined: 2/4/2008
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quote:

ORIGINAL: Canoerebel

I updated those figures in Post # 185 - Over four days of bombardment, the Allies at Akyab suffered 4,000 casualites, 40 infantry squads destroyed, 240 infantry squads disrupted, 80 non-combat squads destroyed, 280 non-combat squads disrupted, 24 guns destroyed, and 24 vehicles destroyed. So, the average per day was roughly 1,000; 10/60; 20/70; 6 and 6. This is roughly the same as the losses suffered at Changteh in a deliberate attack although the force engaged at Chengtah was considerably larger.

As noted previously, you would expect a pitched battle to be far more bloody than an artillery bombardment, but that wasn't the case with this particular comparison and I don't think players will find that to be the case in their games. Artillery is simply too powerful in the game.

ckammp, you've made it clear that you don't think there is anything wrong with artillery. Let's step aside and allow other players to weigh in with the results from their own games. A large sampling of data from a variety of ongoing games should shed more light on the issue.




Unfortunately Canoerebel, artillery seems only to be broken when used *en masse* such as the examples above. My island hopping campaigns, where 10k troops face off against 3 or 4k troops and less than 100 guns, look pretty good from an artillery standpoint. Maybe 30 or 40 casualties (though still WAY too many non-infantryman casualties - casualties need to be skewed more towards 'the sharp end' i.e the combat rifleman - and away from the rear area support troops.)

Fixing it for the mass death star attacks might break it for the island campaigns. I think supply requirements for bombardments need to be increased even more, and need to be skewed more towards DISRUPTION versus DESTRUCTION. And perhaps there needs to be strict stacking limits about guns in a hex.

Not sure what they can do without breaking the balance of the islands. My suggestion is to reduce, by a large amount, the victory points gained by taking cities in china, by reducing artillery effectiveness in jungle, mountain, and fortified hexes, and slowing down movement rates of artillery units. Movement of artillery units in jungle terrain should be EXTREMELY difficult; likewise for mountain terrain. Note how the Japanese in Maruyama (sp?)s attack in Guadalcanal - on the way to their jump-off points, they had to navigate the jungle to approach Henderson from the south. The infantrymen all carried a part of a disbanded artillery piece. On the way, almost all the heavy pieces were left behind on the trail. They were too difficult to move.

(in reply to Canoerebel)
Post #: 201
RE: More information needed... - 1/7/2010 3:21:52 PM   
Sardaukar


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From: Finland/Israel
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I think also in this issue old saying from WitP forum holds true: "Ahistorical things cause ahistorical results".

_____________________________

"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to jackyo123)
Post #: 202
RE: More information needed... - 1/7/2010 4:53:53 PM   
JWE

 

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jackyo123, you are exactly correct. The effects of artillery are applied across-the-board, and when used in appropriate ways and amounts, work just fine. But the algorithm is, of course, open ended, so things like 'Death Stars' are possible. If artillery effect is reduced to accommodate Death Stars, then effect will go to squat for simple, normal, things, because it an across-the-board proposition.

It is possible to program arbitrary limits onto artillery; total # that can shoot, etc.. But one would also have to determine the mix - how many 155s? how many 105s?, 75s, howitzers, or guns?, mortars? Implementing such a program limit is not an insignificant task. And then just whose limits will be used? If 7 is chosen, what about all those angry people, with historical results in hand, that demand 8, or 9, or even 6.

And what about the break point? Below the break, a player could pop 99 155 guns, but above the break, they might only get 50, along with 50 more 105s, 75s, mortars, etc, depending on how the limits are coded.

No, don't think that solution is the sharpest pencil in the box. Severely limits game flexibility in those nominal areas where it works just fine.

Best answer is a house rule for PBEM. Everybody knows about Death Stars, so a negotiated limit is a rational thing to do. It is better than an arbitrary hard code limit, because different players will negotiate to different levels - code limit is one-size-fits-all and take-it-or-leave-it proposition - will likely tick-off as many people as the present system.

I guess, from my perspective, I will have to plagiarize (perhaps paraphrase) ckammp and Sardaukar; arty works just fine if used as it was used, but gamey things cause gamey results.

(in reply to jackyo123)
Post #: 203
RE: More information needed... - 1/7/2010 6:03:37 PM   
Canoerebel


Posts: 21100
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From: Northwestern Georgia, USA
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JWE, that's interesting insight and I wasn't aware of the dilemma.  If it can't be fixed it can't be fixed, but I hope the developers will try to come up with good fixes to problems whenever possible rather than relying on "just do a house rule."  House rules can be ticklish:

1)  Newer players may not be familiar with the problem.  It's tough on players to play deeply into a game, and to base months and months of strategy and movement, only then to find out that a key invasion/offensive/whatever will be challenged as "gamey."

2)  Many players - and I'm in this group - don't know enough about the war to know when many things are gamey or not.  With complete innocense and in the utmost good faith I've done things only to have an opponent say, "You shouldn't have done that; it couldn't be done; it was never done," etc.

Players are devoting hundreds of hours to the game and are justifiably anxious to see flaws addressed if humanly possible.  

(in reply to JWE)
Post #: 204
RE: More information needed... - 1/7/2010 10:38:00 PM   
herwin

 

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

quote:

ORIGINAL: Sardaukar

I think also in this issue old saying from WitP forum holds true: "Ahistorical things cause ahistorical results".


Use a cookie cutter model--that takes into account diminishing returns.

_____________________________

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 Sardaukar)
Post #: 205
RE: More information needed... - 1/8/2010 9:00:39 PM   
jackyo123

 

Posts: 697
Joined: 2/4/2008
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quote:

ORIGINAL: JWE

jackyo123, you are exactly correct. The effects of artillery are applied across-the-board, and when used in appropriate ways and amounts, work just fine. But the algorithm is, of course, open ended, so things like 'Death Stars' are possible. If artillery effect is reduced to accommodate Death Stars, then effect will go to squat for simple, normal, things, because it an across-the-board proposition.

It is possible to program arbitrary limits onto artillery; total # that can shoot, etc.. But one would also have to determine the mix - how many 155s? how many 105s?, 75s, howitzers, or guns?, mortars? Implementing such a program limit is not an insignificant task. And then just whose limits will be used? If 7 is chosen, what about all those angry people, with historical results in hand, that demand 8, or 9, or even 6.

And what about the break point? Below the break, a player could pop 99 155 guns, but above the break, they might only get 50, along with 50 more 105s, 75s, mortars, etc, depending on how the limits are coded.

No, don't think that solution is the sharpest pencil in the box. Severely limits game flexibility in those nominal areas where it works just fine.

Best answer is a house rule for PBEM. Everybody knows about Death Stars, so a negotiated limit is a rational thing to do. It is better than an arbitrary hard code limit, because different players will negotiate to different levels - code limit is one-size-fits-all and take-it-or-leave-it proposition - will likely tick-off as many people as the present system.

I guess, from my perspective, I will have to plagiarize (perhaps paraphrase) ckammp and Sardaukar; arty works just fine if used as it was used, but gamey things cause gamey results.



Agree completely. Some people are totally against house rules for maybe 'purist' reasons, but I think that's not wise; a game cannot be perfect, nor can it completely model history without being a totally rigid system without room for 'small' deviations. A house rule is simply nothing more than an agreement not to 'cheat' or 'game' the system - if you do NOT want a house rule, then you have to expect that there will be people who do indeed 'game' the system and figure out broken exploits. But to expect that all possible loopholes be closed is, IMHO, unrealistic. It's not possible to close all loopholes, i.e backdoors, in the most sophisticated programs costing tens or hundreds of millions of dollars (like banking systems) - so why is it expected that it could be done in a game costing a fraction of that?


(in reply to JWE)
Post #: 206
RE: More information needed... - 1/9/2010 4:46:26 AM   
jimh009

 

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quote:

ORIGINAL: herwin


quote:

ORIGINAL: Sardaukar

I think also in this issue old saying from WitP forum holds true: "Ahistorical things cause ahistorical results".


Use a cookie cutter model--that takes into account diminishing returns.


That seems the easiest way to prevent the Death Star problem. I agree that artillery, when not massed, seems quite historical. And that any "fix" to the Death Star problem might have unintended consequences everywhere else. By either having "diminishing returns" for "x" artillery units above "x" number in a hex - or by simply having a cut-off for the number of artillery guns in a hex that will actually fire - might be an easy way to reduce the death star problem.

(in reply to herwin)
Post #: 207
RE: More information needed... - 1/9/2010 5:50:18 AM   
bradfordkay

 

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From: Olympia, WA
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Canoerebel wrote: "Many players - and I'm in this group - don't know enough about the war to know when many things are gamey or not."

Dan... you should have paid more attention in Dr Ziemke's class!   



Just kidding... the level of knowledge exhibited on this forum goes way beyond that achieved in a upper level collegiate course - even one dedicated to WW2.


_____________________________

fair winds,
Brad

(in reply to jimh009)
Post #: 208
RE: More information needed... - 1/9/2010 8:24:04 AM   
Sardaukar


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quote:

ORIGINAL: herwin


quote:

ORIGINAL: Sardaukar

I think also in this issue old saying from WitP forum holds true: "Ahistorical things cause ahistorical results".


Use a cookie cutter model--that takes into account diminishing returns.


Diminishing returns and increasing supply use would be quite good idea, problem is most likely implementation.

I think increasing the effect of fortifications and some terrain against artillery bombardments even more would, IMHO, do the trick. Through WWII, entrenched troops remained very resilient against artillery.

I'd drastically tone down casualties from even massed artillery bombardments and instead make effect more as unit DISRUPTION. This would accurately portrait the use of offensive artillery in WWII. While effect would be still considerable, you could not pulverize enemy with only artillery. You'd still have to deliberately attack the enemy with your troops to occupy the position. This would both allow historical use of massed artillery (albeit most of this happened in Europe/NA) and force the attacker to actually assault the position instead of destroying it with artillery (that didn't work even in WW I), because, while disrupted, enemy troops would still be there.

This would allow use of "artillery death star" for those who want to do it and allow more historical outcome from massive offensive artillery bombardments. This combined with drastically increased supply consumption by artillery set to Bombard would probably be more satisfactory solution than diminishing returns solution.

To add, I have nothing against troops in clear terrain without entrenchment to be mauled by artillery. That's what artillery is for and why entrenchments were invented in first place (not the only reason, but main one). Fire kills.

This was the main reason for example why Finns were able to stop Soviet onslaught during summer 1944 battles (Tali-Ihantala, Vuosalmi etc.). Most were won by advanced and massed use of accurate artillery fire against attacking enemy. Those battles were size of El Alamein, but rarely known outside dedicated military history circles.

< Message edited by Sardaukar -- 1/9/2010 8:29:06 AM >


_____________________________

"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to herwin)
Post #: 209
RE: More information needed... - 1/9/2010 4:23:15 PM   
herwin

 

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Implementation of a cookie-cutter model is simple. Each shell has a lethal area, LAshell. Each shell takes out LAshell/BombardedArea, so the probability that a point target will survive the shell is 1.0-LAshell/BombardedArea. The probability that a target unit will survive the bombardment is the product of the probabilities that it will survive each shell, conservatively assuming independence. Group the shells based on lethal area. The probability of survival is the product over the groups of the probability that the unit will survive each group. The probability that the unit will survive a group is (1.0-LAshell/BombardedArea) to a power corresponding to the number of shells in the group. Take logs and compute the log of the overall survival probability, then exponentiate. Finally draw a U[0,1] random number and see whether the unit survives. Move to the next unit. A lot of the component probabilities need only be calculated once for a whole lot of units. You can even get by with expected values rather than testing for each unit. Supply is computed from the ammo expenditure. You quickly get diminishing returns.

_____________________________

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 Sardaukar)
Post #: 210
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