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Gamey or Not? part 2

 
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Gamey or Not? part 2 - 4/22/2010 2:42:48 AM   
Jzanes

 

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My opponent landed at the non-base hex south of Nikolaevsk (in the Soviet Far East). He intends to march into Nikolaevsk and capture it without facing the CD guns. Here's my response to him (I'll leave it to him to post his side if he wants);

"I just started watching the turn and noticed you landed at a non-base/non-dot hex. I would like to ask for a house rule forbidding this kind of landing. There's no way we can defend every coastal hex and landing at an undefended hex allows one to get an unfair advantage (IMHO). In otherwords, non-base landings end up gaming the system.

I'm willing to play on from here as this landing will just speed up the inevitable fall of Nikolaevsk, but how about no more from this point?"

What do you think, gamey or not?






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RE: Gamey or Not? part 2 - 4/22/2010 2:56:33 AM   
topeverest


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Agreed that invasions should only occur at bases as a House Rule (HR). The game is not designed for a continental denfense strategy. Note it can happen by accident - I know, because I have done it myself. I have intended to gather my fleets in a nearby hex which turned out to be a coastal hex, and I failed to set do-no-unload. I also have lost a naval battle and my TRS set troops down in an adjacent hex due to my settings.

So it may not be deliberacy that caused this to occur.

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RE: Gamey or Not? part 2 - 4/22/2010 3:11:13 AM   
Jim D Burns


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My take on it is yes it is gamey. Mainly due to the fact the game doesn’t allow you to build up coastal defenses as you see fit. You’re stuck with the units that history gives you in the locations that history placed them and your opponent is free to bypass historical strongpoints and there is nothing you can do about it except pull something from somewhere else it’s needed to try and fill the gap, thus exposing that other location to risk.

Historically it may have been completely impossible to land at that location and launch an inland offensive due to terrain, surf conditions, etc. But in game it’s simply a hex just like any other hex and he can move into out of it with no trouble. Yet you’re stuck with the strict limits of an historical OOB that was based on actual conditions and limitations present in the area.

Also the only feasible way too defend the entire coastline would be to divide land combat units or make a zillion little fragment units. This strains the game since there are a limited number of fragments allowed to be in existence at any one time.

And if you suddenly create 200+ fragments to try and defend every single coastline hex, things will break when it comes time to load a bunch of land combat units on ships and there are no more slots available to create new fragments in. I don’t know what the upper limit is, but I’m sure you’ll hit it if you started creating tons of fragments because the divide function doesn’t allow you to create enough land units to defend your entire coastline.

That said, there is a critical weakness these kinds of landings suffer from. He’s not allowed to stockpile supplies, so he can only unload as much supply as the unit can hold. Drive off his fleet and his units can be eliminated in detail as they will run out of supply very quickly.

Jim


Edit: It also appears he sailed up the river past your CD guns and landed troops from the river... That is worse than gamey if that is the case. Those guns should prohibit such a move.

< Message edited by Jim D Burns -- 4/22/2010 3:17:38 AM >


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RE: Gamey or Not? part 2 - 4/22/2010 3:18:32 AM   
Chickenboy


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quote:

ORIGINAL: Jim D Burns

That said, there is a critical weakness these kinds of landings suffer from. He’s not allowed to stockpile supplies, so he can only unload as much supply as the unit can hold. Drive off his fleet and his units can be eliminated in detail as they will run out of supply very quickly.


Agree.

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RE: Gamey or Not? part 2 - 4/22/2010 3:46:45 AM   
Jzanes

 

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quote:

ORIGINAL: Jim D Burns

Edit: It also appears he sailed up the river past your CD guns and landed troops from the river... That is worse than gamey if that is the case. Those guns should prohibit such a move.


This river issue was covered by the "gamey or not part 1" thread back in March. Read it here if you like

http://www.matrixgames.com/forums/tm.asp?m=2417264

to summarize, for some reasons the CD guns at Nikolaevsk will not fire no matter how many ships you sail past them and I allowed my opponent to enter the river. I assumed from our discussion that he'd also commence an honest attack on Nikolaevsk but he hasn't and has continued to sail up and down the river since the start of the Japanese-Soviet war (2 game months). Not only do the CD guns not fire but he hasn't hit any of the mines I dropped at the base and my subs have yet to attack any ships in a river hex. I'm thinking there's something weird with the navigable river code.

< Message edited by Jzanes -- 4/22/2010 3:48:14 AM >

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RE: Gamey or Not? part 2 - 4/22/2010 5:45:20 AM   
witpqs


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Here is my post to this question from JZanes AAR:

Just my opinion - I think landing in non-base hexes is just fine and dandy - not gamey at all. I think the game handles it well enough (is there anything an engine of this scale could handle perfectly?).

My opponent's forces got smacked around by CD guns at Darwin. The terrain around there is so good I was surprised he faced the guns instead of landing elsewhere.

That's my opinion, I understand some folks feel otherwise.

(in reply to Jzanes)
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RE: Gamey or Not? part 2 - 4/22/2010 5:49:09 AM   
witpqs


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quote:

ORIGINAL: Jim D Burns

My take on it is yes it is gamey. Mainly due to the fact the game doesn’t allow you to build up coastal defenses as you see fit. You’re stuck with the units that history gives you in the locations that history placed them and your opponent is free to bypass historical strongpoints and there is nothing you can do about it except pull something from somewhere else it’s needed to try and fill the gap, thus exposing that other location to risk.


I disagree - you can put whatever units you have anywhere you want along the coast for defense. Whether it is advisable or not is a different matter.

There are many kinds of terrain where trying to land is insane as modeled in the game, and where even picking up troops for evacuation is all but impossible.

My opponent and I have no house rule against landing in non-base hexes and I would not mind a bit if he did so (beyond needing to smash his invasion! ).

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RE: Gamey or Not? part 2 - 4/22/2010 8:41:12 AM   
JeffroK


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I agree this tactic is not gamey, but I agree that the game doesn't handle this well.  See it as landing on the Kadena Beaches on Okinawa rather than bashing straight into the fortifications around Minatoga

I would like to see the terrain altered so that some areas cant be landed upon, I'd like to see an amphib landing on the 300 metre cliffs fo the Great Australian Bight. This would limit the approaches and allow players to defend know landing points, not only base hexes. 

Also the game could heavily penalise the landing of supply capable of crossing the beach, only the USA in 44-45 had the ability to run this logistics nightmare.


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RE: Gamey or Not? part 2 - 4/22/2010 8:56:47 AM   
Dili

 

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With a 40nm coast line per hex i would say most of them will be available for invasion. Just maybe not D day size in some and also some exceptional that would not be available at all.

I would only call this gamey if it was just a small force to take the hex and take the advantage of unavailability in this game of partial hex ownership. A small force should be unable to block supplies.

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RE: Gamey or Not? part 2 - 4/22/2010 12:29:56 PM   
topeverest


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Its a slippery issue no matter how you look at the problem.

The mitigating factor for the defender is the inability of the attacker to create a base where none exists. This limits attackers to invading near enemy bases in most cases. In defense of Witpqs, if an attacker does this, the support requirements expose his or her navy to significant incremental attacks, attacker supply is likely to be a big issue, and most importantly the attacker has ceded surprise and initiative by giving the defender time to counterstrike on the ground, air, and sea before the attacker can invest the target defender base.

All this said, it just seems oddly out of place to deliberately do it as the 'primary attack'

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RE: Gamey or Not? part 2 - 4/22/2010 1:07:04 PM   
USSAmerica


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I don't have a HR against this in either of my PBEM's, but neither of us has attacked a non-base hex yet.  I think the supply limitation for the attacker is enough of a handicap to limit the number of times it is tried.  As Dili mentioned, landing a very small force, just to cut off supply by "capturing" the hex would be frowned upon.

I say, in general, not gamey. 


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RE: Gamey or Not? part 2 - 4/22/2010 4:08:29 PM   
Jzanes

 

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thanks for the input everyone. Rader and I have agreed to a house rule forbidding these attacks.

As I see it, there are just too many opportunities to exploit the non-base landing thing and no viable way to defend against it. The implications of being able to drop a massive force outside a base, cutting it off, and capturing it the "easy" way are just too devastating to fair (and fun) play. If you look around the map, you'll see that there is at least a "dot" base at each of the places that people amphibious assaulted during the war. I'm thinking that's our hint that these are the places that have viable landing beaches.

People talk about historical examples of landing at a beach away from a base but remember these are 46 mile hexes. Those beaches would be in the base hex in WITP terms. If there was a war in the atlantic version of WITP, the allies would've landed at a base hex called "Cherbourg" or "Caen" representing all 5 landing beaches with the coastal defenses reflected by a CD unit in the base. Plus, remember we're talking about Siberia here. These aren't lovely coral sand beaches that the japanese are landing on. This non-base hex is cold, desolate, wind-swept, and totally wild 40+ miles from the nearest sizable human settlement. Sure, he took heavy losses in troops and disruption when he landed but he can immediately jump on the road and motor on into the city. I can't see how this could've happened in real life.

< Message edited by Jzanes -- 4/22/2010 4:09:40 PM >

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RE: Gamey or Not? part 2 - 4/22/2010 8:56:18 PM   
CapAndGown


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quote:

ORIGINAL: witpqs

Here is my post to this question from JZanes AAR:

Just my opinion - I think landing in non-base hexes is just fine and dandy - not gamey at all. I think the game handles it well enough (is there anything an engine of this scale could handle perfectly?).

My opponent's forces got smacked around by CD guns at Darwin. The terrain around there is so good I was surprised he faced the guns instead of landing elsewhere.

That's my opinion, I understand some folks feel otherwise.



Your opponent faced those guns because he thought we were playing with a house rule that only allowed invasions at base/dot hexes.

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RE: Gamey or Not? part 2 - 4/23/2010 4:53:06 AM   
seydlitz_slith


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quote:

ORIGINAL: Jzanes

thanks for the input everyone. Rader and I have agreed to a house rule forbidding these attacks.

As I see it, there are just too many opportunities to exploit the non-base landing thing and no viable way to defend against it. The implications of being able to drop a massive force outside a base, cutting it off, and capturing it the "easy" way are just too devastating to fair (and fun) play. If you look around the map, you'll see that there is at least a "dot" base at each of the places that people amphibious assaulted during the war. I'm thinking that's our hint that these are the places that have viable landing beaches.

People talk about historical examples of landing at a beach away from a base but remember these are 46 mile hexes. Those beaches would be in the base hex in WITP terms. If there was a war in the atlantic version of WITP, the allies would've landed at a base hex called "Cherbourg" or "Caen" representing all 5 landing beaches with the coastal defenses reflected by a CD unit in the base. Plus, remember we're talking about Siberia here. These aren't lovely coral sand beaches that the japanese are landing on. This non-base hex is cold, desolate, wind-swept, and totally wild 40+ miles from the nearest sizable human settlement. Sure, he took heavy losses in troops and disruption when he landed but he can immediately jump on the road and motor on into the city. I can't see how this could've happened in real life.


Given the way the Russian set up is done in the game, there are no dot bases to land at and the few named ports are all defended by extremely deadly fort and CD units. The only practical way to do it without losing a lot of ships post patch 3 would be to land in a non-dot hex and take your chances. So I would not call it gamey at all.

You have more than enough soviet subs with good torpedoes to make his attempts to unload and supply across that non-dot hex very difficult. I hope that you are making good use of them.

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RE: Gamey or Not? part 2 - 4/23/2010 7:38:06 AM   
Puhis


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I think it's OK to land any hax that is cultivated, developed or have roads. I wouldn't land at mountain or rough hexes.

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RE: Gamey or Not? part 2 - 4/23/2010 8:12:01 AM   
castor troy


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quote:

ORIGINAL: Jzanes

My opponent landed at the non-base hex south of Nikolaevsk (in the Soviet Far East). He intends to march into Nikolaevsk and capture it without facing the CD guns. Here's my response to him (I'll leave it to him to post his side if he wants);

"I just started watching the turn and noticed you landed at a non-base/non-dot hex. I would like to ask for a house rule forbidding this kind of landing. There's no way we can defend every coastal hex and landing at an undefended hex allows one to get an unfair advantage (IMHO). In otherwords, non-base landings end up gaming the system.

I'm willing to play on from here as this landing will just speed up the inevitable fall of Nikolaevsk, but how about no more from this point?"

What do you think, gamey or not?







I don´t know why landing in non base hexes is even possible in the game and why this hasn´t been changed at least with the release of AE. You are not supposed to land outside of base hexes and if you do, it´s just gamey IMO.


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RE: Gamey or Not? part 2 - 4/23/2010 8:13:52 AM   
castor troy


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quote:

ORIGINAL: Jim D Burns


That said, there is a critical weakness these kinds of landings suffer from. He’s not allowed to stockpile supplies, so he can only unload as much supply as the unit can hold. Drive off his fleet and his units can be eliminated in detail as they will run out of supply very quickly.




Jim,

unfortunetely this is not true. A unit can stock MORE supply than a base can (if you think about spoilage). You can unload hundreds of thousands of supplies into your units and you will then notice to have units with ten thousands of supplies.

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RE: Gamey or Not? part 2 - 4/23/2010 8:17:52 AM   
castor troy


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quote:

ORIGINAL: witpqs

Here is my post to this question from JZanes AAR:

Just my opinion - I think landing in non-base hexes is just fine and dandy - not gamey at all. I think the game handles it well enough (is there anything an engine of this scale could handle perfectly?).

My opponent's forces got smacked around by CD guns at Darwin. The terrain around there is so good I was surprised he faced the guns instead of landing elsewhere.

That's my opinion, I understand some folks feel otherwise.




if it isn´t gamey, then I wouldn´t land at any heavily defended base anymore. Only pick off those that are lightly defended. Not suffering any losses from the invasion makes it well worth it having to march two weeks. Landing in safety, marching, taking the base and recover will still be faster than landing at the base, suffer hard, take the base and recover. It´s kind of the same with night bombing, start doing it extensively, your opponent does the same and voila, NBITB, night bombing in the Pacific. If you allow it once to land in a non base hex, you have to allow it always and this can lead to a pretty much off situation IMO, depending on which people are playing the PBEM. For my part, if my opponent would do it, I wouldn´t stand back and do the same if it suits me.

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RE: Gamey or Not? part 2 - 4/23/2010 3:33:55 PM   
Jzanes

 

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quote:

ORIGINAL: castor troy


if it isn´t gamey, then I wouldn´t land at any heavily defended base anymore. Only pick off those that are lightly defended. Not suffering any losses from the invasion makes it well worth it having to march two weeks. Landing in safety, marching, taking the base and recover will still be faster than landing at the base, suffer hard, take the base and recover. It´s kind of the same with night bombing, start doing it extensively, your opponent does the same and voila, NBITB, night bombing in the Pacific. If you allow it once to land in a non base hex, you have to allow it always and this can lead to a pretty much off situation IMO, depending on which people are playing the PBEM. For my part, if my opponent would do it, I wouldn´t stand back and do the same if it suits me.



This is very close to how I see it. Lots of people are arguing that it's historical to allow landings at non-base hexes but they miss the point that if you allow it, it ruins the game.

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RE: Gamey or Not? part 2 - 4/23/2010 3:37:50 PM   
Jzanes

 

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quote:

ORIGINAL: seydlitz


quote:

ORIGINAL: Jzanes

thanks for the input everyone. Rader and I have agreed to a house rule forbidding these attacks.

As I see it, there are just too many opportunities to exploit the non-base landing thing and no viable way to defend against it. The implications of being able to drop a massive force outside a base, cutting it off, and capturing it the "easy" way are just too devastating to fair (and fun) play. If you look around the map, you'll see that there is at least a "dot" base at each of the places that people amphibious assaulted during the war. I'm thinking that's our hint that these are the places that have viable landing beaches.

People talk about historical examples of landing at a beach away from a base but remember these are 46 mile hexes. Those beaches would be in the base hex in WITP terms. If there was a war in the atlantic version of WITP, the allies would've landed at a base hex called "Cherbourg" or "Caen" representing all 5 landing beaches with the coastal defenses reflected by a CD unit in the base. Plus, remember we're talking about Siberia here. These aren't lovely coral sand beaches that the japanese are landing on. This non-base hex is cold, desolate, wind-swept, and totally wild 40+ miles from the nearest sizable human settlement. Sure, he took heavy losses in troops and disruption when he landed but he can immediately jump on the road and motor on into the city. I can't see how this could've happened in real life.


Given the way the Russian set up is done in the game, there are no dot bases to land at and the few named ports are all defended by extremely deadly fort and CD units. The only practical way to do it without losing a lot of ships post patch 3 would be to land in a non-dot hex and take your chances. So I would not call it gamey at all.

You have more than enough soviet subs with good torpedoes to make his attempts to unload and supply across that non-dot hex very difficult. I hope that you are making good use of them.


Well, the soviet subs don't seem to work in the river hexes (where the landing is) and what's the best they can do even if they did work? pick off one or two half-loaded transports per turn over the course of the 2 or 3 turns it takes to unload a massive force? That's a drop in the barrel.

If the soviet bases are too tough to attack head on then capture them the old fashioned way; fight thru the russian army, march to the base, and then take it.

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RE: Gamey or Not? part 2 - 4/23/2010 3:44:37 PM   
topeverest


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JZanes-

I believe as you and others do . While there is 'nothing' wrong with landing at a non base hex, it seems to me that it defeats the tennants of the game. It's up to the player to decide if they want to allow it in their game. I doubt we will ever see a concensus on this one.

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RE: Gamey or Not? part 2 - 4/23/2010 5:36:36 PM   
witpqs


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Andrew Brown gave the definitive answer as far as AE technically in the other thread. Obviously you should still agree with your opponent on whatever you want. For those of you who don't know, Andrew made the map.

Here is Andrew's post:

quote:

Interesting that the Great Australian Bight is being discussed. When I made the map, I actually wanted to make the Bight "un-invadeable" (is that a word?), but I didn't, simply because I looked for, but could not find, a map that showed exactly which parts of the Bight have the high cliffs. So not wanting to just guess, I left it alone (also taking into account that there were not likely to be a lot of invasions there).

So if someone does have a good idea of exactly which stretches of the Bight coastline are lined with cliffs I could happily amend the map to suit.

By the way, not all coastal hexes are able to be invaded in AE. For example, swamp hexes are not able to be invaded. This is done using a "not able to be invaded" attribute in the hex data. There is no need to use impassable hexsides like there was for the old WitP map.

So if there are other specific locations that could not be invaded at all (along the entire stretch of coast included in the hex) they could be treated in the same way.

Personally, I don't have a problem with the invasion of non-base hexes. That is perfectly fine as far as I am concerned. But I know there are a lot of people who prefer to restrict invasions in that way.

Andrew

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RE: Gamey or Not? part 2 - 4/23/2010 6:17:33 PM   
ChickenOfTheSea


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Japanese doctrine would have been to land and march overland rather than perform a frontal assault on heavy coastal defenses. However, I want to hear from those who have actually tested this in game to see how well the game handles it. It should be an option if the game engine can handle it.

However, sailing up the river past coastal defenses was defintiely gamey.

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RE: Gamey or Not? part 2 - 4/23/2010 6:49:11 PM   
Bullwinkle58


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quote:

ORIGINAL: witpqs

Andrew Brown gave the definitive answer as far as AE technically in the other thread. Obviously you should still agree with your opponent on whatever you want. For those of you who don't know, Andrew made the map.

Here is Andrew's post:

quote:

Interesting that the Great Australian Bight is being discussed. When I made the map, I actually wanted to make the Bight "un-invadeable" (is that a word?), but I didn't, simply because I looked for, but could not find, a map that showed exactly which parts of the Bight have the high cliffs. So not wanting to just guess, I left it alone (also taking into account that there were not likely to be a lot of invasions there).

So if someone does have a good idea of exactly which stretches of the Bight coastline are lined with cliffs I could happily amend the map to suit.

By the way, not all coastal hexes are able to be invaded in AE. For example, swamp hexes are not able to be invaded. This is done using a "not able to be invaded" attribute in the hex data. There is no need to use impassable hexsides like there was for the old WitP map.

So if there are other specific locations that could not be invaded at all (along the entire stretch of coast included in the hex) they could be treated in the same way.

Personally, I don't have a problem with the invasion of non-base hexes. That is perfectly fine as far as I am concerned. But I know there are a lot of people who prefer to restrict invasions in that way.

Andrew



I hadn't seen this post elsewhere. Thanks for re-posting.

I spent some time last night on Google Earth looking at the Bight. Obviously, that resource doesn't offer 3-D rotations in order to see cliff heights, but it really brings home the vastness of that area of the continent. I also traced the rail line in medium zoom from Adelaide to Perth, including that amazing 500 km stretch without a single curve. I remember going out on the rail car platform, leaning out to see, and noting the vanishing-point phenom, a single silver thread in the red-brown dirt going off to infinity in both directions.

Also interesting to know the hex format alows impassability without work-arounds, and the swamp thing.

< Message edited by Bullwinkle58 -- 4/23/2010 6:51:03 PM >


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RE: Gamey or Not? part 2 - 4/23/2010 7:23:01 PM   
JWE

 

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quote:

ORIGINAL: ChickenOfTheSea
Japanese doctrine would have been to land and march overland rather than perform a frontal assault on heavy coastal defenses. However, I want to hear from those who have actually tested this in game to see how well the game handles it. It should be an option if the game engine can handle it.

Tested extensively, COTS, and allowing assaults on your everyday coast hex was deemed allowable, for just the reason you express. It was felt that the unload/support/supply penalties would be sufficient to give pause to the ops planners.
quote:

However, sailing up the river past coastal defenses was defintiely gamey.

Definitely gamey. The code does not activate the USSR until after some "event" happens. So you can sail the Combined Fleet up the Amur River if you want. Game is set up to respond to reasonable moves and counter-moves, by players that know what's going on. Yes, you can cheat, and cheat unmercifully. But just because you can cheat doesn't mean the game is broken, it just means the cheater is broken.

There are code restraints that allow the game to function correctly when players play 'nominally'. There are some areas that are susceptible to HRs, because of the game mechanics, but those ought to be reasonable and sufficient. When people cheat, all bets are off. Who would ever play these people anyway? This ain't Dungeons and Dragons.

I would ignore the whining, and allow some hits on open coastal hexes.

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RE: Gamey or Not? part 2 - 4/23/2010 7:58:09 PM   
witpqs


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quote:

ORIGINAL: Bullwinkle58


I spent some time last night on Google Earth looking at the Bight. Obviously, that resource doesn't offer 3-D rotations in order to see cliff heights, but it really brings home the vastness of that area of the continent.


Google Maps, AFAIK, does not allow you to rotate the view but Google Earth does to a large degree at least. Be warned that Google Earth by default shows heights as several times their actual height so as to give a better feel for height differences. If you don't realize that you might think an object is much taller than it is IRL.

(in reply to Bullwinkle58)
Post #: 26
RE: Gamey or Not? part 2 - 4/23/2010 8:14:52 PM   
Bullwinkle58


Posts: 11302
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quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Bullwinkle58


I spent some time last night on Google Earth looking at the Bight. Obviously, that resource doesn't offer 3-D rotations in order to see cliff heights, but it really brings home the vastness of that area of the continent.


Google Maps, AFAIK, does not allow you to rotate the view but Google Earth does to a large degree at least. Be warned that Google Earth by default shows heights as several times their actual height so as to give a better feel for height differences. If you don't realize that you might think an object is much taller than it is IRL.


Google Earth does allow you to rotate, but it just rotates the flat, overhead image. At least the Bight is that way, and several of my old houses. There's no data except a snapshot of whatever the viewing angle of the satellite was that day.

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(in reply to witpqs)
Post #: 27
RE: Gamey or Not? part 2 - 4/23/2010 8:16:01 PM   
ChickenOfTheSea


Posts: 579
Joined: 6/7/2008
From: Virginia
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quote:

ORIGINAL: JWE


quote:

ORIGINAL: ChickenOfTheSea
Japanese doctrine would have been to land and march overland rather than perform a frontal assault on heavy coastal defenses. However, I want to hear from those who have actually tested this in game to see how well the game handles it. It should be an option if the game engine can handle it.

Tested extensively, COTS, and allowing assaults on your everyday coast hex was deemed allowable, for just the reason you express. It was felt that the unload/support/supply penalties would be sufficient to give pause to the ops planners.
quote:

However, sailing up the river past coastal defenses was defintiely gamey.

Definitely gamey. The code does not activate the USSR until after some "event" happens. So you can sail the Combined Fleet up the Amur River if you want. Game is set up to respond to reasonable moves and counter-moves, by players that know what's going on. Yes, you can cheat, and cheat unmercifully. But just because you can cheat doesn't mean the game is broken, it just means the cheater is broken.

There are code restraints that allow the game to function correctly when players play 'nominally'. There are some areas that are susceptible to HRs, because of the game mechanics, but those ought to be reasonable and sufficient. When people cheat, all bets are off. Who would ever play these people anyway? This ain't Dungeons and Dragons.

I would ignore the whining, and allow some hits on open coastal hexes.


Thanks, JWE. That's all I needed to hear.


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In theory, there is no difference between theory and practice, but in practice, there is. - Manfred Eigen

(in reply to JWE)
Post #: 28
RE: Gamey or Not? part 2 - 4/23/2010 8:25:23 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
Here's a Google Earth of SoCal rotated so you look North toward the horizon:






Attachment (1)

(in reply to ChickenOfTheSea)
Post #: 29
RE: Gamey or Not? part 2 - 4/23/2010 8:27:17 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
Look at this area to compare to the next shot:






Attachment (1)

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Post #: 30
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