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RE: shore bombardment - 3/30/2015 1:29:08 PM   
Bullwinkle58


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There's at least two things going on here which may be driving the responses you're getting.

1. You don't like how the game handles shore bombardments. But the game is finished, has been for a long time except for bugs. The old-timers know that and have been listening to folks demand the core game be altered for years. It won't be.

DL is driving your problems. DL is at the heart of many game mechanisms. There are no sensor models in the game; DL stands in. Alfred offered the manual section that covers DL.

CD does have a random chance to fire on shore bombardments. You can't conflate that event with an invasion response. In the game they're different things. You seem to want the odds to be higher. They're what they are. They're zero if DL is zero I believe.

2. Historically there is almost no data for the type of hit & run, night bombardments the game models. Henderson Field and . . . ? I'm not a bombardment expert, so if there are many please enlighten me. The USN's history is almost all, or all (not sure) in support of amphibious landings. Very different animal in RL and the game.

In the game, if you want to reduce the effects of him doing this, raise DLs and provide naval responses. There's not much more to say.

< Message edited by Bullwinkle58 -- 3/30/2015 2:30:15 PM >


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RE: shore bombardment - 3/30/2015 1:52:45 PM   
John B.


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Bullwinkle,

Thanks for your post. I'm not demanding anything most especially as I'm not in a position to demand. :-) I've been playing since 2011 or so and as I've noted before, I enjoy the game a great deal. I've had other problems with the game mainly due to my own learning the system. This is the first time when I've felt that something was really skewy (sp?) enough to warrant this type of discussion. Pretty darn good for something as complex as I'm sure the programming is.

As for historical precedents, most of the ones I can think of take place in the wooden ships age (Baltimore in the war of 1812 and Charleston in the civil war come to mind as non-invasion bombardments) and not even I am willing to try to streeeetch the analogy that far. I guess that there was the attempt to suppress the shore batteries at Cherbourg in 1944 (a couple of weeks after the invasion) but that just gives us two or three examples.

They do a bit more than just fix bugs as I've seen some productive tweaks in past upgrades so, I figure it can't hurt to put in my two cents and maybe they'll make a change. And, if not, I'll still be having fun playing the game. FYI, I do appreciate everyone who has responded to my original topic. It's a very nice community here.

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Post #: 92
RE: shore bombardment - 3/30/2015 3:07:15 PM   
Lowpe


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quote:

ORIGINAL: John B.

I actually have 4 CD units in the hex and in the course of more than 5 bombardments (I've lost track) one gun has fired one shot.


If you don't like their performance, you should really try midget subs! Now there is something to complain about!

You haven't given us nearly enough information on your new tactics at increasing the detection levels of the enemy ships bombarding other than to simply guess. If you detection levels are high, you should be getting night naval bombing runs (or at least strays) for such juicy targets. Are you?

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Post #: 93
RE: shore bombardment - 3/30/2015 3:39:21 PM   
witpqs


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quote:

ORIGINAL: John B.

Witpqs,

I am mystified by your post. Alfred said that whether or not a CD unit fires is determined at the start of combat. My response is that combat does not work that way IRL. It's not a single shot decision. If I was inarticulate in conveying that point that is certainly my problem but how you can make the leap that I am deliberately misconstruing what people say seems a bit, overboard, if you'll excuse the topical pun.

In any event, I agree with you that the damage done at Gallipoli is irrelevant.

But, this topic is about the fact that the CD guns don't shoot at all. Here from my original post (#1 in this chain)

"The problem is that they [CD units] did not fire a single shot at the bombarding fleet. Not one shot from four units and this has happened with previous encounters."

The point is that at Gallipoli the coastal artillery shot. CD units shot at the allied invasion fleet before dawn at Normandy. One can presume for all the historical evidence that the Germans had a zero DL level on that fleet and we know the Ottomans had no air search capability. If there are numerous instances of CD guns not fired back when under bombardment then I'm wrong it's as simple as that. But I don't know if that is a typical occurrence and no one on this site, and there is a lot of military historical knowledge on this site, has made the argument that CD guns don't at least shoot in an historical context.

Let me put it this way. In every surface engagement I've had that I can think of my ships have always shot back (well, unless they get blasted right away). They shoot back if they are surprised and the enemy TF had a zero DL and my ships are damaged with bad leaders and poor crews on moonless nights. They with regularity shoot back. They get smashed (all too frequently alas) as it should be, but they at least fired their guns. Again, as it should be. The fact that CD units don't fire back may be the code then the model is flawed in that regard. It's still a great game, I still tell my friends to buy it, and it is much more sophisticated than anything I can do, but in this aspect it's flawed.



While many aspects of the game could be improved in various ways in theory, in practice it's a lot more difficult to a) still meet certain criteria they have always had, and b) getting a particular change done. Dealing with b first, getting a change done is very dependent on the particulars. Things that are deep inside the core engine often require the programmer spend a lot of time simply to ferret out all the ramifications. Some changes could require extensive changes 'here and there' because they change some paradigm, something that many other places also depend on. Making the change itself has whatever level of difficulty to get it right, and then it must be tested. And all of that assumes that the (or a) correct nature of the change can be figured out, because that is not always easy given whatever inter-relationships exist. It's my understanding that many such changes get hashed out in communications between developers. As for the basic criteria they work to, they include playability on hardware that is far, far, behind state of the market. That imposes certain constraints for turn resolution/playback, and constraints for code executed while entering orders.

My own list (I don't maintain a running list) of things I 'would like' so see changed in AE is pretty long, some small, some large. I'm pretty sure the same is true of most players and most developers. Actually going there requires going through the process above or even a total rewrite, a hefty assignment for a Coy of developers. Just consider the size of the volunteer team that made WITP-AE out of WITP.

I don't have any links for you, but if you do take the time to search the forum (maybe using Google with "site:matrixgames.com " before your search terms) you should find some of the prior discussions on CD-ship gunfire. I was (and am) very critical of certain aspects of the implementation. I've also come to question whether some of the more criticized aspects are as wrong as being portrayed. You mention the nighttime bombardment of Henderson by the battleships, but I don't know if there was/were a CD unit(s) present and if it(they) fired. The same for the many cruiser and destroyer bombardments (many were early on and I think there were no CD in place). The point there is that even to start getting a picture of a desired model, one has to have some type of truly representative survey of what took place IRL.

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RE: shore bombardment - 3/30/2015 3:43:46 PM   
John B.


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Lowpe,

Oddly I think that the midget subs work just fine.

I tried the night air searches (this might be hampered by the fact that they are not yet night trained) and keeping ships in the hex. Alas, this has led to many fewer ships in the British arsenal. I also have subs on the run in hexes on the theory that if they see the bombardment TF that will increase the DL. Scott has a LOT of a/c on ASW so my own subs have high DLs which, I'm sure, makes it less likely that they will run into the TFs but it's worth a shot. Chittagong won't let me build PT boats which I suspect may be a result of the fact that it's a British base but, I could be wrong on that. the button to build them does not illuminate. I may try to work some AMs or MTBs over from Colombo but that will take awhile as they have to sneak up the coast from port to port to avoid the KB which lurks everyday at Cox's Bazar.

Good idea on the night naval bombing. It can't hurt to try that too!

FYI, my kevetching about CDs should not take away that Scott is beating me up fair and square. Ah, the agonies of being the allies in 1942.

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Post #: 95
RE: shore bombardment - 3/30/2015 4:02:02 PM   
witpqs


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quote:

ORIGINAL: John B.

Lowpe,

Oddly I think that the midget subs work just fine.

I tried the night air searches (this might be hampered by the fact that they are not yet night trained) and keeping ships in the hex. Alas, this has led to many fewer ships in the British arsenal. I also have subs on the run in hexes on the theory that if they see the bombardment TF that will increase the DL. Scott has a LOT of a/c on ASW so my own subs have high DLs which, I'm sure, makes it less likely that they will run into the TFs but it's worth a shot. Chittagong won't let me build PT boats which I suspect may be a result of the fact that it's a British base but, I could be wrong on that. the button to build them does not illuminate. I may try to work some AMs or MTBs over from Colombo but that will take awhile as they have to sneak up the coast from port to port to avoid the KB which lurks everyday at Cox's Bazar.

Good idea on the night naval bombing. It can't hurt to try that too!

FYI, my kevetching about CDs should not take away that Scott is beating me up fair and square. Ah, the agonies of being the allies in 1942.

I don't think there is any pilot night training per se, now. Search skill and radar equipped planes are what to look for.

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RE: shore bombardment - 3/30/2015 4:09:58 PM   
Lowpe


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quote:

ORIGINAL: John B.

Lowpe,

Oddly I think that the midget subs work just fine.



What, they sink! The sink all the time from silly things like batteries exploding, or grounding, or foundering, or they hit underwater obstacles, and not to mention from depth charges etc.

How is that working I ask you?

Get the night search up, get planes as close as you can without jeopardizing them, and you should get night air attacks, and that in turn should cause a substantial improvement in your CD guns. Willing to bet the farm on that, especially given that you have scarce navS pilots.

The DL will drive the improvement in the CD guns, the night air attacks verification that your DL are good.

One other thing, have those subs drop mines. Egads, I can't tell you how many times I blunder into those things. Nothing quite like a freshly laid minefield, dropped at night by sub, for when the bombardment shows up. If you have three subs, drop three minefields each from a different TF. Go nuts, if have you 5 subs use them for that.

No PT boats at a British base. In my game the US invaded and took Ramree, and now there are dozens of PT boats in theatre.







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Post #: 97
RE: shore bombardment - 3/30/2015 6:34:13 PM   
Symon


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witpqs is very smart. He says much in small words.

A simple explanation is you have CD “Units” and guns that qualify as CD because they are land-based Naval Guns. So why not make every unit with Naval Guns in it a CD Unit?

Because that would screw every single SNLF unit after ’43 (and many in 1942); because that would screw every single IJ Naval Guard unit; because that would screw every single USMC Defense Bn. They may all have Naval Guns, but their Unit Types are Infantry or Artillery. Would you screw all that up just to have “pretty” CD units?

On Guadalcanal, the coast sector was assigned to 1st Special Weapons Bn. The guns shooting back at the DDs and Subs, were two sections of 90mm M1A1 AA guns with out of scale ammo. Hello, knock, knock.

So, a dark, moonless night, and all of a sudden the sky lights up with starshell. Maybe, just maybe you can get a twinkle off the ship firing, but that’s just a visual bearing, so fire up the battery scope so you can get a range and vector; if they are still shooting and you are still alive.

So you get a vector, and what do you do? You are on an AA gun. You have some decent ammo, but nothing that would light up a cruiser. What you do is what the Arty School teaches you to do. Shoot everything you got, everything, whatever’s in the box, you shoot it. Maybe you will get lucky.

That, is life, the universe and everything. Sorry, just can’t get on board with the CD stuff.


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Post #: 98
RE: shore bombardment - 3/30/2015 7:03:18 PM   
tiemanjw

 

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quote:

ORIGINAL: Lowpe


quote:

ORIGINAL: John B.

Lowpe,

Oddly I think that the midget subs work just fine.



What, they sink! The sink all the time from silly things like batteries exploding, or grounding, or foundering, or they hit underwater obstacles, and not to mention from depth charges etc.

How is that working I ask you?




I, too, don't see the problem here.



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Post #: 99
RE: shore bombardment - 3/30/2015 8:49:28 PM   
John B.


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@Lowpe, I confess that my outrage is entirely situational. I only play the allies out of affinity and, more importantly, a desire to never have to learn the Japanese production system. So, if the midget subs spontaneously combust or get carried off by a demon from hell that's all entirely historical as far as I'm concerned.

@Witpqs, thanks for the tip about the night training. I had been training the night fighter units at night as they came in but those might be good ones for naval searches. And, I completely understand about how difficult it can be to tweak this whole system (and I appreciate all the hard work that everyone does on it). I figure it can't hurt to ask. If it can be fixed great, and, if not, well, then I guess I"m stuck with a very fun game and lots of interesting people with whom to chat on these message boards. No downside as far as I'm concerned.

@Symon. I think we might be on the same page on an important issue. As you note, if you get a vector you shoot everything you got and you hope you get lucky or at least spoil the other guy's aim. Here it's been a matter of no shooting at all.

One thing that occurs to me that perhaps one of the reasons why there are not a lot of historical precedents for this type of activity except in regards to an invasion is that admirals were not real wild about putting expensive floating ships in a duel with unsinkable shore batteries. In Frank's Guadalcanal (a very good book) he states that "Kurita protested fervidly that the risks to his ships [of the Henderson bombardment] far outweighed the potential gains, but Yamamoto silenced these objections with the threat to do the job personally if Kurita balked." On the other hand, the allied admirals did not seem to raise objections to the use of their ships to take on German shore batteries at Cherbourg.

For those who are interested, here's an article from Wikipedia re: the cherbourg bombardment. http://en.wikipedia.org/wiki/Bombardment_of_Cherbourg

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Post #: 100
RE: shore bombardment - 3/30/2015 8:56:41 PM   
wdolson

 

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In the real war, shore bombardment that wasn't part of an invasion was fairly rare. Invasions were often countered with heavy CD fire, but bombardment missions, not so much.

I'm sure there was some instance of just a bombardment mission being attacked by CD fire and some damage being done to the attacking force, but a quick check didn't turn up any instances. There are many instances of invasion support ships getting hit.

I did come across this:
http://en.wikipedia.org/wiki/Allied_naval_bombardments_of_Japan_during_World_War_II

I know it's Wikipedia, but the Allies bombarded industries in Japan and while the article doesn't mention CD fire one way or the other, there were no Allied ships hit.

I think the game allows the Japanese to do a lot more shore bombardment than they did in the real world. Especially bombardments with BBs. They only tried that during the Guadalcanal campaign and it didn't turn out that well when you weigh the losses vs the gains. There really isn't any mechanism to limit the Japanese other than a house rule.

Bill

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RE: shore bombardment - 3/30/2015 10:17:25 PM   
Lowpe


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There is the very early shelling of Midway by Destroyers....lasted about one hour, the destroyers wandered in too close and one of them took a few hits, whereupon the other made smoke and they steamed away.

A straight bombardment run. There is a lot of subs shelling...but alas, not modelled in the game.

By the way only float planes can do night naval search so get yourself some Kingfishers, or Walrus, or Sharks or whatever it is you Allies have and get them flying nigh naval search. Then find any decent squadron with some NavB or NavT or NavL training and set them to Naval attack.

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RE: shore bombardment - 3/30/2015 10:52:40 PM   
witpqs


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quote:

ORIGINAL: John B.

In Frank's Guadalcanal (a very good book) he states that "Kurita protested fervidly that the risks to his ships [of the Henderson bombardment] far outweighed the potential gains, but Yamamoto silenced these objections with the threat to do the job personally if Kurita balked."


I'm not looking at it right now, but I thought that was in the context of worry about air strikes from Henderson Field??

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RE: shore bombardment - 3/31/2015 12:08:14 AM   
wdolson

 

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quote:

ORIGINAL: Lowpe

There is the very early shelling of Midway by Destroyers....lasted about one hour, the destroyers wandered in too close and one of them took a few hits, whereupon the other made smoke and they steamed away.

A straight bombardment run. There is a lot of subs shelling...but alas, not modelled in the game.

By the way only float planes can do night naval search so get yourself some Kingfishers, or Walrus, or Sharks or whatever it is you Allies have and get them flying nigh naval search. Then find any decent squadron with some NavB or NavT or NavL training and set them to Naval attack.


Subs can't bombard because I don't think there is any case of a sub bombardment doing anything actually useful militarily.

The bombardment of Midway was in the middle of the morning and the shore batteries had very good visibility of the destroyers. Most bombardments (other than invasion support) happened at night.

Bill

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Post #: 104
RE: shore bombardment - 3/31/2015 12:21:24 AM   
Lowpe


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quote:

ORIGINAL: wdolson
Subs can't bombard because I don't think there is any case of a sub bombardment doing anything actually useful militarily.


The same could be said pretty much for midget subs on the Japanese side. British midgets actually trashed a cruiser, and got away, and they aren't modelled.

Let us not let facts, or reason, or anything else get in the way of having more mouse clicks.

PS: I keep looking for incendiary balloons to launch at the West Coast, but can't find them. This will get Alfred's goat, but there is a listing in Tracker under devices for them. It must be a bug!

< Message edited by Lowpe -- 3/31/2015 1:23:30 AM >

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RE: shore bombardment - 3/31/2015 3:46:04 PM   
John B.


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I'm a little sad that there are no incendiary balloons. :-)

@Witpqs the book did not make the source of his concern clear but given the pain in the neck that the cactus airforce was your interpretation is certainly reasonable.

I thought of a couple of other bombardments and, alas, they don't seem to back up my position. Here is an account of the british bombardment of Tripoli in 1941 in which the port installations were damaged and, even though it was at dawn there was no reponse from Italian shore defenses.

http://ww2today.com/21st-april-1941-dawn-bombardment-of-tripoli

Then there was the bombardment of Genoa that same year. Here there was some early warning but, again, no damage from the shore batteries that did get off some shots.

http://www.desertwar.net/operation-grog.html

ON the other hand, there were a number of hits at the Cherbourg bombardment but that was in the day time and the ships seems to have hung around longer to provide fire support to the land based forces.

Perhaps there would have been more response if the brits came back several times per week as happens in the game, but certainly any initial bombardment seems to have had the element of surprise. But, based on this my earlier concerns may not have been as well founded as I thought at least for any initial attack. The code is right, the code is always right!!

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RE: shore bombardment - 4/13/2015 12:17:18 PM   
witpaemail

 

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quote:

ORIGINAL: wdolson

In the real war, shore bombardment that wasn't part of an invasion was fairly rare. Invasions were often countered with heavy CD fire, but bombardment missions, not so much.

I'm sure there was some instance of just a bombardment mission being attacked by CD fire and some damage being done to the attacking force, but a quick check didn't turn up any instances. There are many instances of invasion support ships getting hit.

I did come across this:

I know it's Wikipedia, but the Allies bombarded industries in Japan and while the article doesn't mention CD fire one way or the other, there were no Allied ships hit.

I think the game allows the Japanese to do a lot more shore bombardment than they did in the real world. Especially bombardments with BBs. They only tried that during the Guadalcanal campaign and it didn't turn out that well when you weigh the losses vs the gains. There really isn't any mechanism to limit the Japanese other than a house rule.

Bill



Thats kinda the point Bill. Players DO what wasnt done in the real war. Fly massed 4E bombers at 1000 feet. Shore bombardments with scads of DDs and CLs. Invade Wake with 20 divisions.

And the game isnt equipped to handle that. Thats why players call things like this "gamey". Because they are "gaming the system". And you shouldnt have to lump house rule after house rule to stop it.

I suspect thats one reason a few players are constantly looking for replacement players, but I dont know that for sure. Because they just get sick of being "gamed".

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Post #: 107
RE: shore bombardment - 4/13/2015 1:15:16 PM   
wdolson

 

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Many of these things players can do that weren't done in the real war were things that were physically possible. The IJN could have used up their BB force bombarding Guadalcanal or other bases and the USAAF could have concentrated bombers and gone in at 1000 feet. Invading Wake with 20 divisions wasn't possible, but it would be horribly costly in game. It would likely tie up a massive number of transports plus they would burn through massive piles of supply every day.

There are things that can be done in game because players have 20/20 hindsight. The Japanese knew their bombardment of Henderson field with a BB did some damage, but they didn't know how much. The Cactus Air Force was in a deep crisis for a while, but they kept the planes flying and the Japanese really didn't know how badly damaged Henderson was. The US started using the old BBs for bombardment in later offensives in part because they knew how much damage they did when on the receiving end.

There are many areas where 20/20 hindsight comes into play.

4E bombers can be concentrated in large part because you can just steal the 11th and 7th AF's heavy bombers and put them in the Southwest Pacific, which couldn't happen in the real world because the commanders of those AFs would have had McArthur's head for doing that. The alternative is to build in a rather complex system of buying units out that is much more complex than the current one. And then you would have to accommodate actual units that were loaned to other commands for a period of time and probably some other things I'm not thinking of here.

The game is already very complex with a lot of micromanagement of the logistical details. I don't think many players would be able to stand much more of it.

An additional reason that 4E bombers were not used for low altitude attacks had more to do with the value of these planes rather than the lack of capability as well as an over inflated opinion of the accuracy of the Nordon bomb sight (another thing players have 20/20 hindsight about). B-17s were often used on recon missions in the early war and they don't usually play that role in game. Having an idea of the enemy's build up and capability when there were few offensive assets was more important than striking a few token blows and risking losing airframes.

Another thing the game doesn't model is the ops loss rate. The problem is that when developers get ops losses anywhere near reality, players raise hell about it claiming it is too high. When opposition was low, ops losses were usually about 4% per mission, going up much more as opposition increased. Ops losses for B-29s and some other types were very high.

I think the biggest reason people quit PBEMs is not gaminess, but a lack of time to commit to the game. Committing to a PBEM game which can go in for years is a major commitment and people's live change. I've never player PBEM in large part because I can't promise to be able to keep up with the game for an extended period. The AI doesn't care if I quit because my life got busy.

Bill

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Post #: 108
RE: shore bombardment - 4/13/2015 3:27:33 PM   
witpqs


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quote:

ORIGINAL: wdolson

Many of these things players can do that weren't done in the real war were things that were physically possible. The IJN could have used up their BB force bombarding Guadalcanal or other bases and the USAAF could have concentrated bombers and gone in at 1000 feet. Invading Wake with 20 divisions wasn't possible, but it would be horribly costly in game. It would likely tie up a massive number of transports plus they would burn through massive piles of supply every day.

There are things that can be done in game because players have 20/20 hindsight. The Japanese knew their bombardment of Henderson field with a BB did some damage, but they didn't know how much. The Cactus Air Force was in a deep crisis for a while, but they kept the planes flying and the Japanese really didn't know how badly damaged Henderson was. The US started using the old BBs for bombardment in later offensives in part because they knew how much damage they did when on the receiving end.

There are many areas where 20/20 hindsight comes into play.

4E bombers can be concentrated in large part because you can just steal the 11th and 7th AF's heavy bombers and put them in the Southwest Pacific, which couldn't happen in the real world because the commanders of those AFs would have had McArthur's head for doing that. The alternative is to build in a rather complex system of buying units out that is much more complex than the current one. And then you would have to accommodate actual units that were loaned to other commands for a period of time and probably some other things I'm not thinking of here.

The game is already very complex with a lot of micromanagement of the logistical details. I don't think many players would be able to stand much more of it.

An additional reason that 4E bombers were not used for low altitude attacks had more to do with the value of these planes rather than the lack of capability as well as an over inflated opinion of the accuracy of the Nordon bomb sight (another thing players have 20/20 hindsight about). B-17s were often used on recon missions in the early war and they don't usually play that role in game. Having an idea of the enemy's build up and capability when there were few offensive assets was more important than striking a few token blows and risking losing airframes.

Another thing the game doesn't model is the ops loss rate. The problem is that when developers get ops losses anywhere near reality, players raise hell about it claiming it is too high. When opposition was low, ops losses were usually about 4% per mission, going up much more as opposition increased. Ops losses for B-29s and some other types were very high.

I think the biggest reason people quit PBEMs is not gaminess, but a lack of time to commit to the game. Committing to a PBEM game which can go in for years is a major commitment and people's live change. I've never player PBEM in large part because I can't promise to be able to keep up with the game for an extended period. The AI doesn't care if I quit because my life got busy.

Bill

Bill IMO this is spot on!

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(in reply to wdolson)
Post #: 109
RE: shore bombardment - 4/14/2015 3:51:07 AM   
witpaemail

 

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quote:

ORIGINAL: wdolson

Many of these things players can do that weren't done in the real war were things that were physically possible. The IJN could have used up their BB force bombarding Guadalcanal or other bases and the USAAF could have concentrated bombers and gone in at 1000 feet. Invading Wake with 20 divisions wasn't possible, but it would be horribly costly in game. It would likely tie up a massive number of transports plus they would burn through massive piles of supply every day.


Not really. The linings of the BB guns had to be repaired after every firing. Not reflected in the game. The shells to shell shore targets were not the same shells that they would use in a surface engagement, yet the players can form bombard TFs at will at sea even. They should only be able to form bombard at a port with capacity to load the main guns of the ships (by the re-arm point schedule). Further, they should be at best at half ammo if a surface fight ensues thus forcing a withdrawl sooner.

quote:



There are things that can be done in game because players have 20/20 hindsight. The Japanese knew their bombardment of Henderson field with a BB did some damage, but they didn't know how much. The Cactus Air Force was in a deep crisis for a while, but they kept the planes flying and the Japanese really didn't know how badly damaged Henderson was. The US started using the old BBs for bombardment in later offensives in part because they knew how much damage they did when on the receiving end.

There are many areas where 20/20 hindsight comes into play.

4E bombers can be concentrated in large part because you can just steal the 11th and 7th AF's heavy bombers and put them in the Southwest Pacific, which couldn't happen in the real world because the commanders of those AFs would have had McArthur's head for doing that. The alternative is to build in a rather complex system of buying units out that is much more complex than the current one. And then you would have to accommodate actual units that were loaned to other commands for a period of time and probably some other things I'm not thinking of here.

The game is already very complex with a lot of micromanagement of the logistical details. I don't think many players would be able to stand much more of it.

An additional reason that 4E bombers were not used for low altitude attacks had more to do with the value of these planes rather than the lack of capability as well as an over inflated opinion of the accuracy of the Nordon bomb sight (another thing players have 20/20 hindsight about). B-17s were often used on recon missions in the early war and they don't usually play that role in game. Having an idea of the enemy's build up and capability when there were few offensive assets was more important than striking a few token blows and risking losing airframes.


Well, thats kinda the point also. The players can throw ships and planes away because the victory conditions dont make them NOT want to. An American plane should mean much more in points than a kamikaze for example. But it isnt. A plane is a plane and worth so many points. A ship is a ship and depending on how much displacement it is, it is so many points.

The Chinese are worth half as much as the other nations. Why? Simple, because the Chinese didnt care about frittering their troops away. There were plenty more where they came from.

The Japanese werent far behind that philosophy. Their "manpower" losses shouldnt be "awarded" at the same rate as allied nations for the same reason.

The US dropped the bombs in part, if not the main reason, because of "war weariness". 10% of the total US Navys losses in WWII happened at Okinawa.

quote:



Another thing the game doesn't model is the ops loss rate. The problem is that when developers get ops losses anywhere near reality, players raise hell about it claiming it is too high. When opposition was low, ops losses were usually about 4% per mission, going up much more as opposition increased. Ops losses for B-29s and some other types were very high.

I think the biggest reason people quit PBEMs is not gaminess, but a lack of time to commit to the game. Committing to a PBEM game which can go in for years is a major commitment and people's live change. I've never player PBEM in large part because I can't promise to be able to keep up with the game for an extended period. The AI doesn't care if I quit because my life got busy.

Bill


WitPAE is a game. And a GAME should be able to be "won" by either side equally. I am NOT SAYING that Japan should be able to win the war. But if Japan does more damage to the allies than his historical counterpart while taking less losses, then he should "win the game", yes even if that means the allies control all of mainland Japan.

Japan can win this GAME, but only at the end of 1942, and only if the allies dont do a Sir Robyn. After that, the points the allies rack up will prevent a Japanese victory OF THE GAME. And this I suspect is also a reason a lot of games filter out.

Also, there was a reason allied bombers flew higher and higher as the war went on. The AA fire in the stock game of AE is a joke that doesnt discourage low level bombing.

< Message edited by witpaemail -- 4/14/2015 4:59:29 AM >

(in reply to wdolson)
Post #: 110
RE: shore bombardment - 4/14/2015 5:07:38 AM   
pontiouspilot


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The point of over-exertion of bombardment units, especially BBs concerns me. I know it is valid. I use bombardment a lot....in my worthless opinion even the BBs are forced to earn their keep. BUT, I do not want to get "gamey" with my floating artillery. What is a reasonable window for using a BB before I voluntarily withdraw the unit? Who is the ordinance expert here????

(in reply to witpaemail)
Post #: 111
RE: shore bombardment - 4/14/2015 5:28:36 AM   
witpqs


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From: Argleton
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quote:

ORIGINAL: pontiouspilot

The point of over-exertion of bombardment units, especially BBs concerns me. I know it is valid. I use bombardment a lot....in my worthless opinion even the BBs are forced to earn their keep. BUT, I do not want to get "gamey" with my floating artillery. What is a reasonable window for using a BB before I voluntarily withdraw the unit? Who is the ordinance expert here????

It's part of the game. Just use them. None of it is perfect and very little of it is worth HR'ing. If you are doing some refereed strictly-historical seeking simulation with the game, sure fine. And of course, whatever opponents agree on is fine anyway. But there is no ultimate set of HR's to make it 'right'.

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Post #: 112
RE: shore bombardment - 4/14/2015 5:29:23 AM   
wdolson

 

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quote:

ORIGINAL: wdolson

Many of these things players can do that weren't done in the real war were things that were physically possible. The IJN could have used up their BB force bombarding Guadalcanal or other bases and the USAAF could have concentrated bombers and gone in at 1000 feet. Invading Wake with 20 divisions wasn't possible, but it would be horribly costly in game. It would likely tie up a massive number of transports plus they would burn through massive piles of supply every day.


quote:

ORIGINAL: witpaemail
Not really. The linings of the BB guns had to be repaired after every firing. Not reflected in the game. The shells to shell shore targets were not the same shells that they would use in a surface engagement, yet the players can form bombard TFs at will at sea even. They should only be able to form bombard at a port with capacity to load the main guns of the ships (by the re-arm point schedule). Further, they should be at best at half ammo if a surface fight ensues thus forcing a withdrawl sooner.



BB guns did need service, but not after every firing. There were many instances Allied BBs supported land operations for many days. At Surgaio Strait Olendorf's BBs engaged the Japanese force after supporting the invasion for a few days and there was no concern about their barrels being too worn.

At D-Day the Allied naval support was on station a lot longer than expected and eventually they had to be withdrawn for replacing the barrels after being used daily for weeks, but it took weeks to get to that point.

Bill

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(in reply to witpaemail)
Post #: 113
RE: shore bombardment - 4/14/2015 9:35:00 PM   
rustysi


Posts: 7472
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From: LI, NY
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quote:

ORIGINAL: witpqs


quote:

ORIGINAL: pontiouspilot

The point of over-exertion of bombardment units, especially BBs concerns me. I know it is valid. I use bombardment a lot....in my worthless opinion even the BBs are forced to earn their keep. BUT, I do not want to get "gamey" with my floating artillery. What is a reasonable window for using a BB before I voluntarily withdraw the unit? Who is the ordinance expert here????

It's part of the game. Just use them. None of it is perfect and very little of it is worth HR'ing. If you are doing some refereed strictly-historical seeking simulation with the game, sure fine. And of course, whatever opponents agree on is fine anyway. But there is no ultimate set of HR's to make it 'right'.


+1

In addition such actions do expose the bombarding vessels. There are countermeasures one can employ to discourage such activity.


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It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

(in reply to witpqs)
Post #: 114
RE: shore bombardment - 4/15/2015 4:03:53 AM   
BattleMoose

 

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I am largely just supposing but my expectation with worn BB barrels would largely just be diminished accuracy. Maybe there is a safety concern? Diminished accuracy would be a big deal in a SAG engagement but for bombardment, meh, especially at night, when you don't really know what you are shooting at anyway. Oh, my shell landed on the island, somewhere, maybe it hit something expensive! Lets do that again, and again, and again!

< Message edited by BattleMoose -- 4/15/2015 5:04:32 AM >

(in reply to rustysi)
Post #: 115
RE: shore bombardment - 4/15/2015 4:14:13 AM   
rustysi


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quote:

ORIGINAL: BattleMoose

I am largely just supposing but my expectation with worn BB barrels would largely just be diminished accuracy. Maybe there is a safety concern? Diminished accuracy would be a big deal in a SAG engagement but for bombardment, meh, especially at night, when you don't really know what you are shooting at anyway. Oh, my shell landed on the island, somewhere, maybe it hit something expensive! Lets do that again, and again, and again!



I know it may seem that way, but I don't think its all just blind firing. FP's spot with illumination from star shells and flares. Henderson was pretty busted up when it was hit.

_____________________________

It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

(in reply to BattleMoose)
Post #: 116
RE: shore bombardment - 4/15/2015 4:19:42 AM   
BattleMoose

 

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Oh I am sure they tried their damnedest to get the best accuracy out of their guns. Even if you are firing specifically at Henderson airfield and miss by a fair margin, there is still a chance you could damage/destroy something expensive. And if you don't then you have just wasted a shell. Which isn't such a bad scenario.

In a SAG fight, a miss is a miss and every time you miss your enemy has more time to get shots on you.

I think the point I am making is a worn barrel in a SAG fight is a very bad thing. While having a worn barrel in a shore bombardment group, really is much less of an issue.

(in reply to rustysi)
Post #: 117
RE: shore bombardment - 4/15/2015 6:48:25 AM   
Barb


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In a saturation bombardment a worn barrel is not a big issue. Much worse to be an doughboy requesting supporting fire from a ship with worn barrel - you either had to withdraw back MUCH more or risk a few more shells falling around you... And you certainly do not want a couple of 16" pointing your way!

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Post #: 118
RE: shore bombardment - 4/15/2015 7:11:31 AM   
wdolson

 

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My mother's cousin was killed on Iwo Jima when a battleship bombardment fell short.

Bill

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(in reply to Barb)
Post #: 119
RE: shore bombardment - 4/18/2015 1:08:14 AM   
spence

 

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Just in case anybody wants a source for barrel life for various guns:

http://www.navweaps.com/Weapons/WNJAP_14-45_t41.htm

Just happens to be a bunch of stats on Kongo Class 14 inchers but data on pretty much any current or historical naval gun can be found at the site.

IRL the IJN pulled off exactly one "hit and run" bombardment during the war that accomplished much of anything. They also managed to distinguish themselves by getting one of their invasion TFs spanked by CDs (Wake Is). The game and all the IJ apologists say that the latter is the fluke but the former is the standard.

Not really convinced of that assessment of reality.



< Message edited by spence -- 4/18/2015 2:18:54 AM >

(in reply to wdolson)
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