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Odd result in ground combat - 3/24/2011 7:55:44 PM   
koontz

 

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Ground combat at Kiska Island (157,51)

Allied Deliberate attack

Attacking force 3783 troops, 38 guns, 4 vehicles, Assault Value = 134

Defending force 6813 troops, 144 guns, 2 vehicles, Assault Value = 124

Allied adjusted assault: 53

Japanese adjusted defense: 232


Allied assault odds: 1 to 4 (fort level 2)

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

Japanese ground losses:
657 casualties reported
Squads: 1 destroyed, 24 disabled
Non Combat: 2 destroyed, 41 disabled
Engineers: 0 destroyed, 3 disabled


Allied ground losses:
82 casualties reported
Squads: 0 destroyed, 9 disabled
Non Combat: 0 destroyed, 12 disabled
Engineers: 0 destroyed, 4 disabled


Assaulting units:
53rd (Sep) Infantry Regiment
1/151st Combat Engineer Battalion
4th USN Naval Construction Battalion

Defending units:
Maizuru 3rd SNLF
4th Engineer Coy
303rd Ind.Infantry Battalion
Kiska Air Defense AA Division
51st JNAF AF Unit
8th Ind. Mountain Gun Regiment
Northern Army /4

Anyone know what happend?

< Message edited by koontz -- 3/24/2011 8:06:15 PM >


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Post #: 1
RE: Odd result in ground combat - 3/24/2011 8:11:28 PM   
Misconduct


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Allies failed attack resulting in higher Japanese ground losses? Non Combat: 2 destroyed, 41 disabled
Japanese lost a bunch of non-combat units.

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(in reply to koontz)
Post #: 2
RE: Odd result in ground combat - 3/24/2011 8:20:46 PM   
witpqs


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From: Argleton
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My guess is that the minus shown for disruption for the defenders caused their casualties to be higher than they otherwise would have been.

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Post #: 3
RE: Odd result in ground combat - 3/24/2011 8:23:51 PM   
wdolson

 

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From: Near Portland, OR
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In ground combat the casualties are not directly connected to the combat odds.

Bill


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Post #: 4
RE: Odd result in ground combat - 3/24/2011 9:49:51 PM   
koontz

 

Posts: 274
Joined: 8/27/2009
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Well 2 days later....


Ground combat at Kiska Island (157,51)

Allied Deliberate attack

Attacking force 5697 troops, 90 guns, 4 vehicles, Assault Value = 187

Defending force 6530 troops, 144 guns, 2 vehicles, Assault Value = 113

Allied engineers reduce fortifications to 1

Allied adjusted assault: 61

Japanese adjusted defense: 253

Allied assault odds: 1 to 4 (fort level 1)


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

Japanese ground losses:
352 casualties reported
Squads: 0 destroyed, 8 disabled
Non Combat: 2 destroyed, 15 disabled
Engineers: 0 destroyed, 6 disabled


Allied ground losses:
187 casualties reported
Squads: 1 destroyed, 5 disabled
Non Combat: 1 destroyed, 14 disabled
Engineers: 0 destroyed, 6 disabled



_____________________________

Amateurs study tactics, professionals study logistics.

"All warfare is based on deception. There is no place where espionage is not used. Offer the enemy bait to lure him."

(in reply to witpqs)
Post #: 5
RE: Odd result in ground combat - 3/24/2011 11:11:08 PM   
herwin

 

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

ORIGINAL: koontz

Ground combat at Kiska Island (157,51)

Allied Deliberate attack

Attacking force 3783 troops, 38 guns, 4 vehicles, Assault Value = 134

Defending force 6813 troops, 144 guns, 2 vehicles, Assault Value = 124

Allied adjusted assault: 53

Japanese adjusted defense: 232


Allied assault odds: 1 to 4 (fort level 2)

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

Japanese ground losses:
657 casualties reported
Squads: 1 destroyed, 24 disabled
Non Combat: 2 destroyed, 41 disabled
Engineers: 0 destroyed, 3 disabled


Allied ground losses:
82 casualties reported
Squads: 0 destroyed, 9 disabled
Non Combat: 0 destroyed, 12 disabled
Engineers: 0 destroyed, 4 disabled


Assaulting units:
53rd (Sep) Infantry Regiment
1/151st Combat Engineer Battalion
4th USN Naval Construction Battalion

Defending units:
Maizuru 3rd SNLF
4th Engineer Coy
303rd Ind.Infantry Battalion
Kiska Air Defense AA Division
51st JNAF AF Unit
8th Ind. Mountain Gun Regiment
Northern Army /4

Anyone know what happend?


Casualties reflect a firepower model--I don't think target acquisition is taken into account in any realistic sense. Also, if those allied vehicles are tanks, they're basically invulnerable. So if your force has a marked firepower superiority, it will deal out many more casualties than it takes, producing the results you see.

_____________________________

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"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 koontz)
Post #: 6
RE: Odd result in ground combat - 3/24/2011 11:17:38 PM   
aphrochine


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From: Phoenix, AZ
Status: offline
I think that is a commonly misunderstood part of ground warfare in the game.   The AV ratio is one aspect, which decides retreat odds, etc.   Firepower and casualties almost entirely different.   Fort Level 2 isnt all that great, as well as the Disruption (-) means that what Japanese elements are there are not all firing.  So this is very possible.

Also, IIRC support squads account for more men than combat squads...so when non-combat squads take casualties, the overall number is higher.


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Post #: 7
RE: Odd result in ground combat - 3/25/2011 12:16:06 AM   
terje439


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Joined: 3/28/2004
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Ground combat at Kunming (69,48)

Japanese Deliberate attack

Attacking force 1350 troops, 12 guns, 192 vehicles, Assault Value = 102

Defending force 12109 troops, 26 guns, 0 vehicles, Assault Value = 456

Japanese adjusted assault: 88

Allied adjusted defense: 943

Japanese assault odds: 1 to 10 (fort level 3)

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


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



Assaulting units:
7th Ind.Tank Brigade

Defending units:
5th Chinese Corps
China Air TaskForce
5th Group Army
11th Group Army
16th Chinese Base Force


This ofc does not count since my guys are no-good Chinese, but still not even a dent in his tanks...

Terje

< Message edited by terje439 -- 3/25/2011 12:17:28 AM >


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Post #: 8
RE: Odd result in ground combat - 3/25/2011 12:26:12 AM   
HansBolter


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Joined: 7/6/2006
From: United States
Status: offline
Don't forget that the game engine also reports any attack that includes any attacking non-artillery ground units as an assault rather than a bombardment even if it is a 3 man fire team pinning the enemy down for a 700 gun bombardment.

Although it doesn't appear to be the case here, I have seen outrageously obscenely negative odds for an attacker that yielded tremendous casualties for the defender while leaving the attacker almost unscathed. When I asked about the strangeness of this kind of result the responses I received all pointed to the fact that there were few actual attackers to take casualties while the defenders got hammered by overwhelming artillery fire.

Personally, I think it's a bit absurd to portray what is essentially a bombardment as an assault. It results in combat reports that make no sense and only lead to confused and bewildered players.

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Hans


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Post #: 9
RE: Odd result in ground combat - 3/25/2011 8:19:50 AM   
herwin

 

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

quote:

ORIGINAL: terje439

Ground combat at Kunming (69,48)

Japanese Deliberate attack

Attacking force 1350 troops, 12 guns, 192 vehicles, Assault Value = 102

Defending force 12109 troops, 26 guns, 0 vehicles, Assault Value = 456

Japanese adjusted assault: 88

Allied adjusted defense: 943

Japanese assault odds: 1 to 10 (fort level 3)

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


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



Assaulting units:
7th Ind.Tank Brigade

Defending units:
5th Chinese Corps
China Air TaskForce
5th Group Army
11th Group Army
16th Chinese Base Force


This ofc does not count since my guys are no-good Chinese, but still not even a dent in his tanks...

Terje


WitP-AE does not model armour or anti-armour operations with any degree of realism. However, it's not seen by most players as that important. I've been scratching my head about the problems we see in this area and the positive respect garnered by the same design team for WitE. It may have a lot to do with the turn length and hex size.

_____________________________

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 terje439)
Post #: 10
RE: Odd result in ground combat - 3/25/2011 8:22:17 AM   
herwin

 

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

quote:

ORIGINAL: HansBolter

Don't forget that the game engine also reports any attack that includes any attacking non-artillery ground units as an assault rather than a bombardment even if it is a 3 man fire team pinning the enemy down for a 700 gun bombardment.

Although it doesn't appear to be the case here, I have seen outrageously obscenely negative odds for an attacker that yielded tremendous casualties for the defender while leaving the attacker almost unscathed. When I asked about the strangeness of this kind of result the responses I received all pointed to the fact that there were few actual attackers to take casualties while the defenders got hammered by overwhelming artillery fire.

Personally, I think it's a bit absurd to portray what is essentially a bombardment as an assault. It results in combat reports that make no sense and only lead to confused and bewildered players.


This is an armoured assault, not a bombardment. Tanks are essentially invulnerable to infantry fire.

_____________________________

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 HansBolter)
Post #: 11
RE: Odd result in ground combat - 3/25/2011 9:23:56 AM   
wdolson

 

Posts: 10398
Joined: 6/28/2006
From: Near Portland, OR
Status: offline

quote:

ORIGINAL: herwin
WitP-AE does not model armour or anti-armour operations with any degree of realism. However, it's not seen by most players as that important. I've been scratching my head about the problems we see in this area and the positive respect garnered by the same design team for WitE. It may have a lot to do with the turn length and hex size.


One of the strengths of the Beyond Valor/WitP/AE system is that it depicts triphibious warfare (land, sea, and air). However, the system was originally designed for naval and air power with land combat done as something of an abstraction from the real thing. The way the land combat part of the game is designed, it will never be completely accurate. The goal was to make sure the overall results fell within the boundaries of reality most of the time and that land battles would usually last about as long as real ones with overall results (ie who won the battle) would match reality most of the time.

Sometimes the combat details will look a bit odd and the engine allows some unrealistic things like the "telephone pole" stack of units in one hex that make Operation Bagration look like a small tiff. There really wasn't anyway around these things without a very major rewrite from scratch of the land combat system. That alone could have taken as long as the entire project did.

Bill

_____________________________

WitP AE - Test team lead, programmer

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Post #: 12
RE: Odd result in ground combat - 3/25/2011 9:38:35 AM   
jomni


Posts: 2827
Joined: 11/19/2007
Status: offline

quote:

ORIGINAL: wdolson

One of the strengths of the Beyond Valor/WitP/AE system is that it depicts triphibious warfare (land, sea, and air). However, the system was originally designed for naval and air power with land combat done as something of an abstraction from the real thing. The way the land combat part of the game is designed, it will never be completely accurate. The goal was to make sure the overall results fell within the boundaries of reality most of the time and that land battles would usually last about as long as real ones with overall results (ie who won the battle) would match reality most of the time.

Sometimes the combat details will look a bit odd and the engine allows some unrealistic things like the "telephone pole" stack of units in one hex that make Operation Bagration look like a small tiff. There really wasn't anyway around these things without a very major rewrite from scratch of the land combat system. That alone could have taken as long as the entire project did.

Bill


True. Actually if these details were kept invisible to the player and the end result still looks right most of the time then we won't get much complaining.

_____________________________


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Post #: 13
RE: Odd result in ground combat - 3/25/2011 12:50:19 PM   
HansBolter


Posts: 7704
Joined: 7/6/2006
From: United States
Status: offline

quote:

ORIGINAL: herwin


quote:

ORIGINAL: HansBolter

Don't forget that the game engine also reports any attack that includes any attacking non-artillery ground units as an assault rather than a bombardment even if it is a 3 man fire team pinning the enemy down for a 700 gun bombardment.

Although it doesn't appear to be the case here, I have seen outrageously obscenely negative odds for an attacker that yielded tremendous casualties for the defender while leaving the attacker almost unscathed. When I asked about the strangeness of this kind of result the responses I received all pointed to the fact that there were few actual attackers to take casualties while the defenders got hammered by overwhelming artillery fire.

Personally, I think it's a bit absurd to portray what is essentially a bombardment as an assault. It results in combat reports that make no sense and only lead to confused and bewildered players.


This is an armoured assault, not a bombardment. Tanks are essentially invulnerable to infantry fire.


"Although it doesn't appear to be the case here," ..........guess you missed this part.


While somewhat off point, my comments are on topic in the sense that they illustrate a part of the manner in which the combat reporting system produces reports that are difficult to decifer. What are essentially bombardments are portrayed by the reporting system as assaults.

What further obsfucates the reports is the inclusion in them of every unit in the hex instead of only the units actually participating in the assault.

Example: A force of 3 divisions, one battalion and 3 independent artillery units "assaults" a defending force of 6 divisions. The way the "assault" is structured by the attacker only the one battalion actually assualts while the 3 divisions support that assault with bombardments by thier organic artillery along with bombardments by the 3 independent artillery units. The defending force divisions have very small organic artillery forces while the attacking divisions have large artillery forces. The resultant reported combat odds are an absurd 1-47, yet the attacker inflicts 867 casualties on the defender while suffering only 132 casualties themselves.

These are the kinds of reports that lead to questioning posts by bewildered players. The player comes here for answers and is told to "read between the lines" of the report to identify that it was an overwhelming artillery advantage for the attacker that led to the defender suffering greater casualties than the attacker.

It is the combat report portraying what is essentially a bombardment as an outrageously low odds assault that creates the confusion. If it had been reported as a bombardment which it essentially was, which does not include combat odds that will appear to be in conflict the apparent force sizes, it would be far more apparent to the defender why he suffered more casualties than the attacker.


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Post #: 14
RE: Odd result in ground combat - 3/25/2011 12:52:21 PM   
HansBolter


Posts: 7704
Joined: 7/6/2006
From: United States
Status: offline

quote:

ORIGINAL: jomni


quote:

ORIGINAL: wdolson

One of the strengths of the Beyond Valor/WitP/AE system is that it depicts triphibious warfare (land, sea, and air). However, the system was originally designed for naval and air power with land combat done as something of an abstraction from the real thing. The way the land combat part of the game is designed, it will never be completely accurate. The goal was to make sure the overall results fell within the boundaries of reality most of the time and that land battles would usually last about as long as real ones with overall results (ie who won the battle) would match reality most of the time.

Sometimes the combat details will look a bit odd and the engine allows some unrealistic things like the "telephone pole" stack of units in one hex that make Operation Bagration look like a small tiff. There really wasn't anyway around these things without a very major rewrite from scratch of the land combat system. That alone could have taken as long as the entire project did.

Bill


True. Actually if these details were kept invisible to the player and the end result still looks right most of the time then we won't get much complaining.



Agreed. My criticisms are not of the combat model, but rather of the confusing manner of the reporting system.

_____________________________

Hans


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Post #: 15
RE: Odd result in ground combat - 3/25/2011 12:53:58 PM   
herwin

 

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

quote:

ORIGINAL: wdolson


quote:

ORIGINAL: herwin
WitP-AE does not model armour or anti-armour operations with any degree of realism. However, it's not seen by most players as that important. I've been scratching my head about the problems we see in this area and the positive respect garnered by the same design team for WitE. It may have a lot to do with the turn length and hex size.


One of the strengths of the Beyond Valor/WitP/AE system is that it depicts triphibious warfare (land, sea, and air). However, the system was originally designed for naval and air power with land combat done as something of an abstraction from the real thing. The way the land combat part of the game is designed, it will never be completely accurate. The goal was to make sure the overall results fell within the boundaries of reality most of the time and that land battles would usually last about as long as real ones with overall results (ie who won the battle) would match reality most of the time.

Sometimes the combat details will look a bit odd and the engine allows some unrealistic things like the "telephone pole" stack of units in one hex that make Operation Bagration look like a small tiff. There really wasn't anyway around these things without a very major rewrite from scratch of the land combat system. That alone could have taken as long as the entire project did.

Bill


Bill, I agree in general. Unfortunately, the land results aren't as good as you suggest. As long as it comes out in the wash, it doesn't matter, but most of the activity in the early game is on the ground and so any glitches become a bit obvious. I've learned to live with it and game the system.

I don't think it's fixable, either. Combat is highly non-linear with important events occurring on timescales of seconds to weeks. A numerical model of combat--which is what all these games do--is 'stiff'. That means you can't do the modelling by predicting forward in time (due to overshoot--one tank wipes out a Chinese division) or by predicting backwards from outcomes (too stable and anyway hard to explain to gamers). You have to predict in both directions, and that's--ah--rather complicated. You take baby steps forward until the general category of outcome becomes obvious, then go to the outcome and walk backwards to see what probably happened in the middle of the engagement. Humans are smart--in reality they see what's happening and quickly shift their direction--unlike a computer.

_____________________________

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 wdolson)
Post #: 16
RE: Odd result in ground combat - 3/25/2011 1:07:54 PM   
herwin

 

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

quote:

ORIGINAL: HansBolter


quote:

ORIGINAL: herwin


quote:

ORIGINAL: HansBolter

Don't forget that the game engine also reports any attack that includes any attacking non-artillery ground units as an assault rather than a bombardment even if it is a 3 man fire team pinning the enemy down for a 700 gun bombardment.

Although it doesn't appear to be the case here, I have seen outrageously obscenely negative odds for an attacker that yielded tremendous casualties for the defender while leaving the attacker almost unscathed. When I asked about the strangeness of this kind of result the responses I received all pointed to the fact that there were few actual attackers to take casualties while the defenders got hammered by overwhelming artillery fire.

Personally, I think it's a bit absurd to portray what is essentially a bombardment as an assault. It results in combat reports that make no sense and only lead to confused and bewildered players.


This is an armoured assault, not a bombardment. Tanks are essentially invulnerable to infantry fire.


"Although it doesn't appear to be the case here," ..........guess you missed this part.


While somewhat off point, my comments are on topic in the sense that they illustrate a part of the manner in which the combat reporting system produces reports that are difficult to decifer. What are essentially bombardments are portrayed by the reporting system as assaults.

What further obsfucates the reports is the inclusion in them of every unit in the hex instead of only the units actually participating in the assault.

Example: A force of 3 divisions, one battalion and 3 independent artillery units "assaults" a defending force of 6 divisions. The way the "assault" is structured by the attacker only the one battalion actually assualts while the 3 divisions support that assault with bombardments by thier organic artillery along with bombardments by the 3 independent artillery units. The defending force divisions have very small organic artillery forces while the attacking divisions have large artillery forces. The resultant reported combat odds are an absurd 1-47, yet the attacker inflicts 867 casualties on the defender while suffering only 132 casualties themselves.

These are the kinds of reports that lead to questioning posts by bewildered players. The player comes here for answers and is told to "read between the lines" of the report to identify that it was an overwhelming artillery advantage for the attacker that led to the defender suffering greater casualties than the attacker.

It is the combat report portraying what is essentially a bombardment as an outrageously low odds assault that creates the confusion. If it had been reported as a bombardment which it essentially was, which does not include combat odds that will appear to be in conflict the apparent force sizes, it would be far more apparent to the defender why he suffered more casualties than the attacker.



A bombardment by a single battalion of guns on a defending division in a 46 mile hex producing 238 casualties? That was roughly the number of casualties an assaulting US division would take in a day on a four mile front. We're talking 1/10th the target density and 1/5th the target exposure. Most WWII guns only had an effective range of a few miles.

_____________________________

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 HansBolter)
Post #: 17
RE: Odd result in ground combat - 3/25/2011 1:18:29 PM   
HansBolter


Posts: 7704
Joined: 7/6/2006
From: United States
Status: offline

quote:

ORIGINAL: herwin


quote:

ORIGINAL: HansBolter


quote:

ORIGINAL: herwin


quote:

ORIGINAL: HansBolter

Don't forget that the game engine also reports any attack that includes any attacking non-artillery ground units as an assault rather than a bombardment even if it is a 3 man fire team pinning the enemy down for a 700 gun bombardment.

Although it doesn't appear to be the case here, I have seen outrageously obscenely negative odds for an attacker that yielded tremendous casualties for the defender while leaving the attacker almost unscathed. When I asked about the strangeness of this kind of result the responses I received all pointed to the fact that there were few actual attackers to take casualties while the defenders got hammered by overwhelming artillery fire.

Personally, I think it's a bit absurd to portray what is essentially a bombardment as an assault. It results in combat reports that make no sense and only lead to confused and bewildered players.


This is an armoured assault, not a bombardment. Tanks are essentially invulnerable to infantry fire.


"Although it doesn't appear to be the case here," ..........guess you missed this part.


While somewhat off point, my comments are on topic in the sense that they illustrate a part of the manner in which the combat reporting system produces reports that are difficult to decifer. What are essentially bombardments are portrayed by the reporting system as assaults.

What further obsfucates the reports is the inclusion in them of every unit in the hex instead of only the units actually participating in the assault.

Example: A force of 3 divisions, one battalion and 3 independent artillery units "assaults" a defending force of 6 divisions. The way the "assault" is structured by the attacker only the one battalion actually assualts while the 3 divisions support that assault with bombardments by thier organic artillery along with bombardments by the 3 independent artillery units. The defending force divisions have very small organic artillery forces while the attacking divisions have large artillery forces. The resultant reported combat odds are an absurd 1-47, yet the attacker inflicts 867 casualties on the defender while suffering only 132 casualties themselves.

These are the kinds of reports that lead to questioning posts by bewildered players. The player comes here for answers and is told to "read between the lines" of the report to identify that it was an overwhelming artillery advantage for the attacker that led to the defender suffering greater casualties than the attacker.

It is the combat report portraying what is essentially a bombardment as an outrageously low odds assault that creates the confusion. If it had been reported as a bombardment which it essentially was, which does not include combat odds that will appear to be in conflict the apparent force sizes, it would be far more apparent to the defender why he suffered more casualties than the attacker.



A bombardment by a single battalion of guns on a defending division in a 46 mile hex producing 238 casualties? That was roughly the number of casualties an assaulting US division would take in a day on a four mile front. We're talking 1/10th the target density and 1/5th the target exposure. Most WWII guns only had an effective range of a few miles.



The combat results numbers, as well as the combat odds I used where completely arbitrary. I have seen enough combat results with numbers of this magnitude to make the point valid. If you like I can wade through the combat reports for the last couple hundred turns I have played and provide actual examples of similar reports. Besides, I stated that three dividions worth of organic artillery AND three independent artillery units ALSO fired in conjuction with the attacking battalion. I didn't portray it as a bombardment by a sole battalion.

Since you don't seem to be capable of grasping the point I am making regarding the confusing manner of the combat reports please disregard.


p.s. Try looking past the trees to see the forest, you are getting caught up in the minutia

_____________________________

Hans


(in reply to herwin)
Post #: 18
RE: Odd result in ground combat - 3/25/2011 1:37:06 PM   
herwin

 

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

ORIGINAL: HansBolter


quote:

ORIGINAL: herwin


quote:

ORIGINAL: HansBolter


quote:

ORIGINAL: herwin


quote:

ORIGINAL: HansBolter

Don't forget that the game engine also reports any attack that includes any attacking non-artillery ground units as an assault rather than a bombardment even if it is a 3 man fire team pinning the enemy down for a 700 gun bombardment.

Although it doesn't appear to be the case here, I have seen outrageously obscenely negative odds for an attacker that yielded tremendous casualties for the defender while leaving the attacker almost unscathed. When I asked about the strangeness of this kind of result the responses I received all pointed to the fact that there were few actual attackers to take casualties while the defenders got hammered by overwhelming artillery fire.

Personally, I think it's a bit absurd to portray what is essentially a bombardment as an assault. It results in combat reports that make no sense and only lead to confused and bewildered players.


This is an armoured assault, not a bombardment. Tanks are essentially invulnerable to infantry fire.


"Although it doesn't appear to be the case here," ..........guess you missed this part.


While somewhat off point, my comments are on topic in the sense that they illustrate a part of the manner in which the combat reporting system produces reports that are difficult to decifer. What are essentially bombardments are portrayed by the reporting system as assaults.

What further obsfucates the reports is the inclusion in them of every unit in the hex instead of only the units actually participating in the assault.

Example: A force of 3 divisions, one battalion and 3 independent artillery units "assaults" a defending force of 6 divisions. The way the "assault" is structured by the attacker only the one battalion actually assualts while the 3 divisions support that assault with bombardments by thier organic artillery along with bombardments by the 3 independent artillery units. The defending force divisions have very small organic artillery forces while the attacking divisions have large artillery forces. The resultant reported combat odds are an absurd 1-47, yet the attacker inflicts 867 casualties on the defender while suffering only 132 casualties themselves.

These are the kinds of reports that lead to questioning posts by bewildered players. The player comes here for answers and is told to "read between the lines" of the report to identify that it was an overwhelming artillery advantage for the attacker that led to the defender suffering greater casualties than the attacker.

It is the combat report portraying what is essentially a bombardment as an outrageously low odds assault that creates the confusion. If it had been reported as a bombardment which it essentially was, which does not include combat odds that will appear to be in conflict the apparent force sizes, it would be far more apparent to the defender why he suffered more casualties than the attacker.



A bombardment by a single battalion of guns on a defending division in a 46 mile hex producing 238 casualties? That was roughly the number of casualties an assaulting US division would take in a day on a four mile front. We're talking 1/10th the target density and 1/5th the target exposure. Most WWII guns only had an effective range of a few miles.



The combat results numbers, as well as the combat odds I used where completely arbitrary. I have seen enough combat results with numbers of this magnitude to make the point valid. If you like I can wade through the combat reports for the last couple hundred turns I have played and provide actual examples of similar reports. Besides, I stated that three dividions worth of organic artillery AND three independent artillery units ALSO fired in conjuction with the attacking battalion. I didn't portray it as a bombardment by a sole battalion.

Since you don't seem to be capable of grasping the point I am making regarding the confusing manner of the combat reports please disregard.


p.s. Try looking past the trees to see the forest, you are getting caught up in the minutia


I was referring to the Kunming attack. Which were you discussing?

_____________________________

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 HansBolter)
Post #: 19
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