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- 8/20/2003 2:20:06 PM   
Angel

 

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I don't know a lot about planes, weapons, etc... but I'm a specialist of teleportation. I the game reinforcements teleportation occurs in Truk, Brisbane and Noumea. Nothing to say about Bribane and Truk, they are rearbases. But Noumea is nearly a frontbase and these reinforcements make it almost impossible to take.This is ,IMHO, a major pro USN bias.

I think that ,if IJN controls Lunganville, the reinforcements for Noumea should be delayed and rerouted to Brisbane or something like that, .The fall of Noumea would then greatly reduce or at least delay reinforcements from PH in Brisbane.
In this case AutoVictory rules would be useless: the game wouldn't be so desequilibrated in 1943.

In the game Noumea can't be isolated from PH and this is a proUSN bias.

(in reply to Chiteng)
Post #: 271
- 8/20/2003 7:34:22 PM   
Chiteng

 

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[QUOTE]Originally posted by pasternakski
[B]"As long as people believe in absurdities they will continue to commit atrocities."-Voltaire

Just like our pal Voltaire to arrogate to himself the ability to judge which beliefs ought to be tolerated and which ought to bring excoriation of the believer. Who's the monster now?

I've always had a distaste for French philosophers, all the way from the self-important Rousseau to the self-aggrandizing Sartre. Voltaire was amusing sometimes, but hardly someone I would condescend to quoting in my signature line.

Besides, the women are flat chested and skinny lipped.

Consider this an expression of my pro-USN bias. [/B][/QUOTE]

Voltaire loved picking fights Pasternaski. Not all of which he would win.

_____________________________

“It is clear that the individual who persecutes a man, his brother, because he is not of the same opinion, is a monster.”

Voltaire

'For those with faith, no proof is needed. For those without faith, no proof is enough'

French Priest

"Statistic

(in reply to Chiteng)
Post #: 272
Historical results - 8/20/2003 9:27:05 PM   
mogami


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Hi, I wish people would stop using the phrase "historical results"
Of course the results won't be historical. No one plays the game historically. How many of these south pacific airfields had 400 bombers stationed on them? How often did troop laden transports sit in range of these 400 bombers?
Betties and Nell's proved they could sink warships at sea. (BB,BC,CA were all sunk at sea by Betty) I can imagine the excitement that would have occurred at a Japanese airfield with several hundred Betties/Nells when 25+ allied transports came into range without CAP. How many transports do you think the Japanese would have sunk?
Stop blaming the game and start accepting the responsibility for the screwy results.
Every time I do exactly what occurred historically I get pretty much the exact historical result. (This means the game works)
It was not the Beta testers fault. (Back in Beta testing I recall a long heated debate whether Japan could even capture Luganville.
Everyone was much more modest in their operations. (patch and time have turned UV into a 60 day race. I'm certain if one side or the other had had the knowledge of the future the way every UV player has events would have been vastly different.

In WITP the style of play used in UV will lead to some interesting situations. Ignore the defense of any base within enemy recon and see what occurs. Ignore the West Coast USA or the Home Islands. It's clear to me from reading AAR and playing PBEM that people do not worry so much about disaster as they crave some wonder trick victory.
There is a wide spread perception that the Japanese had overwhelming power in 1941-42. Not so. If the Allies had their material massed they would overwhelm any local Japanese.
The Japanese are concentrated and the allies dispersed.
If the Japanese ignore the defense of the Central Pacific and send the IJN elsewhere. In WITP expect allied capture of Japanese bases early and often. I'm sure this will trigger howls of WITP being incorrect. The sad truth is both sides will have to commit a large amount of their resources to defending areas that will never see an enemy. But if you leave these bases unguarded you will invite what was historically impossible/impractical.

I don't think the games can or should restrict players to only historical behaviour. I feel it is unfair and unreasonable to critize the program results when your not following history to begin with.

Everytime I duplicate a historcal event in testing. (send the type and number of aircraft against the correct target) I get "historical" results.
Wheres the beef?

What do you suppose would be the outcome of any simulation of the battle of Antietam that did not impose "historical" restrictions on the use of the Army of Potomac? Would you expect the ANV do last past noon on Sept 17th 1862?
Would the result be historical? Was this outcome possible? Would the simulation therefore be flawed? (or would it be a very good case for making it in the first place to prove or disprove the notion that McClellan could and should have destroyed Lee then and there.) He certainly had knowledge of Lee's dispositions and intentions for weeks prior to the battle. In UV with this same knowledge aggressive players "exploit" the system to achieve "ahistorical" results. It does not mean the system is flawed. In fact it justifies it. It forces the players into acting "ahistorically" from the start. Since both sides know "what/where/when" they can't react in the historical manner.

_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to Chiteng)
Post #: 273
- 8/20/2003 11:22:35 PM   
Nikademus


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Logic has no place here Mogami.....I think it went bye bye somewhere around page 15 :P

Far easier to simply blame Matrix and the beta testers for promoting "laughable" results. :rolleyes:

(in reply to Chiteng)
Post #: 274
Re: Historical results - 8/21/2003 12:51:58 AM   
Tristanjohn


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[QUOTE]Originally posted by Mogami
[B]Hi, I wish people would stop using the phrase "historical results"
Have it your way, then. This game system renders consistently unreasonable results, results which cannot be found from any reading of the WWII history in question.

How's that? (Says the same thing, of course. :))

quote:

Of course the results won't be historical. No one plays the game historically. How many of these south pacific airfields had 400 bombers stationed on them? How often did troop laden transports sit in range of these 400 bombers?

I don't know about that. I try to play the game historically, indeed, my concern is that the system fights against this sort of realistic play, instead rewards ahistoric methods.

Good point re airfields, which gets back to the problem at hand, namely that the system mechanics were not well conceived to model this history. Case: why should it be possible to operate x-hundred aircraft from a 3- or 4-level level"strip" at, say, Mieta? There's a reason the Japanese gave up in their attempts to build there. (Why they ever started makes one wonder about their higher command's competence to manage warfare of this scale in such a setting.) In UV, however, such a venture UV is a snap. Just dedicate the time of engineers and the supplies requisite and presto! there's an airfield at Mieta and now, if we stuff enough base support in there, this field can fly as many planes (and at level 4 of any kind without penalty) as one wishes. It doesn't matter to the system that the Mieta site was wholly unsuitable to even the establishment of a short fighter strip, much less an "airfield" capable of launching heavy or even medium bombers.

Dumb. :)

quote:

Betties and Nell's proved they could sink warships at sea. (BB,BC,CA were all sunk at sea by Betty) I can imagine the excitement that would have occurred at a Japanese airfield with several hundred Betties/Nells when 25+ allied transports came into range without CAP. How many transports do you think the Japanese would have sunk?

Well, off Lunga Point on the 7th of August 1942, under similar circumstances, the Japanese sunk precisely . . . zero.

Briefly: two separate Japanese attacks went in with a total of 43 bombers and 18 Zeroes participating. CAP was provided by Enterprise and Saratoga. In all, the Japanese probably lost 14 of the dive-bombers and two of the 18 "Zekes" (this according to Rear Admiral Yamada, 25th Air Flotilla, after the war--USN claims at the time, based on AAR from the American pilots, were higher at the time). The Japanese did register a hit on destroyer Mugford which killed 22 men but caused only slight damage to the vessel.

The next day, on the 8th, Yamada sent in torpedo bombers with another fighter escort. Of 26 bombers noted in the Japanese attack formation only nine were seen to pass through Admiral Turner's task force of transports, then steaming at 13.5 knots out in Nggela Channel and responding to orders for simultaneous turns. The only torpedo hit was recorded on destroyer Jarvis. Another Betty which had been hit badly was steered by its pilot into transport George F. Elliott. The latter became a burning hulk (Morison cites a green crew jumping ship and poor damage control as the culprits).

It's difficult to test this scenario with the UV system for the reason the model for "spotting" is too far out of whack. In reality, Yamada's pilots never could find Admiral Fletcher's CV TF, while in the game it's always spotted. Or at least when I've tried to simulate this battle it's always been spotted. I suppose if I ran the test a thousand times eventually the Japanese planes would leave these ships alone and go after the ships off Lunga Point instead.

So what I did was to put similar CAP strength in Wildcats at Henderson Field and let these fighter groups provide CAP. The result? The Japanese dive-bombers consistently recorded multiple hits on both warships and transports in a simulation of the attack on 7 August, and the Betty's sent in on the 8th scored multilple hits on both warships and transports on the 8th. Time after time, without fail.

I haven't bothered to keep records of these tests so I have no combat reports to show you. But the tests aren't difficult to edit and can be run fast enough.

By the way, in this campaign Japanese air groups headed south down the Slot were reported all the time by coastwatchers, thus affording the USN time to prepare off Guadacanal. On the 8th this early warning afforded Turner 80 minutes lead time, which he put to good use getting steam up so his ships could get out into the relative safety of the channel. This, too, is not modelled by the UV system. Yet another shortcoming, and one which tips the balance yet again in favor of Japanese air power.
quote:

Stop blaming the game and start accepting the responsibility for the screwy results. Every time I do exactly what occurred historically I get pretty much the exact historical result. (This means the game works)

Now you're teating yourself to a giddy session of denial. This game system does not give reasonable/historical results in all too many situations for a very simple reason: the game mechanics will not allow for this eventuality.

Please, let's keep this discussion serious. I want to make the follow-on title WitP better, not see the same old mistakes repeated once more.
quote:

It was not the Beta testers fault. (Back in Beta testing I recall a long heated debate whether Japan could even capture Luganville. Everyone was much more modest in their operations. (patch and time have turned UV into a 60 day race. I'm certain if one side or the other had had the knowledge of the future the way every UV player has events would have been vastly different.

"Patch and time," eh? That sounds to me as if the game system wasn't tested thoroughly enough out the door. For what it might be worth, beta groups are supposed to find these holes in the system. The purpose of beta testers (in large part) is to try and break the game system.

Ergo: the testing of UV, if not exactly "bad" was certainly insufficient. I don't mean to slam you or anyone else here, Mogami, but the result speaks for itself.

As for the patches, I wasn't around then and have little idea what shape UV arrived in and what was called for patch-wise, but as I noted earlier in another thread, a player I know has told me the old "squeaky wheel" started making its squeaky-wheel sounds and pretty soon those patches began to flow.

All I know is that as it stands, UV is incapable of closely modelling this page of history, and that is an issue inherent to the system--it has nothing whatsoever about how I play it.

As for the scenarios and some of the incredible results I hear about: part of that has to do with the system mechanics (how could it not?), and part of it's just the fantastic nature of the scenarios themselves. Please tell me if you can what could be the possible allure to playing a scenario where the Japanese are given the potential to amass some 200% of their actual (historical) naval assets in an area as tiny (and isolated) as the South Pacific? Where do these ships come from? How is it that they have become available? Is there no war on anywhere else in the Pacific Ocean? What's going on?
quote:

In WITP the style of play used in UV will lead to some interesting situations. Ignore the defense of any base within enemy recon and see what occurs. Ignore the West Coast USA or the Home Islands. It's clear to me from reading AAR and playing PBEM that people do not worry so much about disaster as they crave some wonder trick victory.

No doubt there's a lot of that in there. But the context of the greater war will only help WitP so much. The actual system is still off in worrying areas (assuming critical changes have not been made from UV, which is what I read into your remarks), other mechanics which might prove helpful have not (as fart as I know) been installed.
quote:

There is a wide spread perception that the Japanese had overwhelming power in 1941-42. Not so.

Then why was Japanese air power modelled in UV to simulate substantial ascendancy over its Allied counterpart? Were the Japanese pilots more experienced? Many of them were, at the start--but American pilots caught on fast. Was Japanese equipment that much better? In fact, on balance it wasn't as good in a lot of critical ways. Were Japanese air tactics superior? Not after the first few encounters they weren't. Soon enough we had their number and the loss rate of the "bad guys" spiked upward in a hurry.

Problem is, I don't see any of this modelled correctly, either. Exeprience ratings coming in are arbitrary and I'd guess, like with Girgsby's games in general, they have a lot to do with the problem. I note that experience ratings don't seem to change very fast for Allied pilots. These must have changed one whole helluva lot in reality because those very same pilots started to knock down enemy aircraft at a 2-1 clip shortly after first meeting the Japanese, and this with the same old obsolete equipment.

Has any of this been changed?
quote:

If the Allies had their material massed they would overwhelm any local Japanese. The Japanese are concentrated and the allies dispersed. If the Japanese ignore the defense of the Central Pacific and send the IJN elsewhere. In WITP expect allied capture of Japanese bases early and often. I'm sure this will trigger howls of WITP being incorrect. The sad truth is both sides will have to commit a large amount of their resources to defending areas that will never see an enemy. But if you leave these bases unguarded you will invite what was historically impossible/impractical.

We'll see about that. Sounds good, as far as it goes.
quote:

I don't think the games can or should restrict players to only historical behaviour. I feel it is unfair and unreasonable to critize the program results when your not following history to begin with.

Again, I'm not sure you get it. This system (speaking about UV) is off because of its design flaws. Ahistorical strategies wedded to fantastic scenarios aggravates that problem but is not itself the cause.
quote:

Everytime I duplicate a historcal event in testing. (send the type and number of aircraft against the correct target) I get "historical" results. Wheres the beef?

The beef here is that isn't the case with UV. If something in this regard has been changed with WitP fine, I'm all for good change.
quote:

What do you suppose would be the outcome of any simulation of the battle of Antietam that did not impose "historical" restrictions on the use of the Army of Potomac? Would you expect the ANV do last past noon on Sept 17th 1862? Would the result be historical? Was this outcome possible? Would the simulation therefore be flawed? (or would it be a very good case for making it in the first place to prove or disprove the notion that McClellan could and should have destroyed Lee then and there.) He certainly had knowledge of Lee's dispositions and intentions for weeks prior to the battle. In UV with this same knowledge aggressive players "exploit" the system to achieve "ahistorical" results. It does not mean the system is flawed. In fact it justifies it. It forces the players into acting "ahistorically" from the start. Since both sides know "what/where/when" they can't react in the historical manner. [/B][/QUOTE]
You're off on a different tangent. The discussion here is about UV system mechanics, not player strategy. Sure, these wargames offer too much knowledge in the form of hindsight in all too many respects for anyone to expect identical results with history. All well and good. But that doesn't begin to address specific problems with the game before us, rather is a topic for another (and interesting) discussion of how best to go about simulating warfare in general.

Let me say this: from what I've read from the testers my impression is this group is not critical enough by half. The game system is fun to play around with. Grigsby's games always are in my experience--call that bias, perhaps, on my part, plus my interest in this history. But make no mistake. Giant strides are necessary if this system ever hopes to become a realistic model of the period.

Thanks for adding your input, Mogami.

(in reply to Chiteng)
Post #: 275
- 8/21/2003 12:56:12 AM   
Tristanjohn


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From: Daly City CA USA
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[QUOTE]Originally posted by Nikademus
[B]Logic has no place here Mogami.....I think it went bye bye somewhere around page 15 :P

Far easier to simply blame Matrix and the beta testers for promoting "laughable" results. :rolleyes: [/B][/QUOTE]

It is inflammatory replies just like this one by you which lead these threads down the sorry paths they all too often follow.

Here's a suggestion: if you have nothing pertinent (and hopefully constructive) to contribute to a conversation, why not say nothing at all? At least then you wouldn't detract from the proceeding.

(in reply to Chiteng)
Post #: 276
Square one - 8/21/2003 2:23:45 AM   
mogami


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Hi Tristanjohn. Many people do not agree with your basic notion of UV being flawed. I love the game and system and do not have the problems you seem to.
I don't see any "super" weapons for any side.
I do see alot of people with preconcived notions having a hard time.
None of the results are unreasonable. Much of the strategy and tactics and operational plans used by players are highly unresonable.
In WITP the Japanese player will be able to send as much as he wants to the South Pacific. It will be up to the Allied player to exploit this. In UV the simple method I use is to sink as many IJN ships as I can. The more the Japanese get the more I can turn into victory points.

Go back and read all the beta pre-release threads before offering an opinion of testing. UV reflects a vast amount of non tester input. The patch history is not one of fixing the game but one of adding features requested by this board.

Just to insure we all know the rules. A size 4 airfield can operate 200 AC without penalty. 400 requires a size 8 airfield.
The USA could and did build airfields on impossible locations.
Go look at the strip on French Frigate Shoals.

_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to Chiteng)
Post #: 277
- 8/21/2003 2:30:58 AM   
Nikademus


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[QUOTE]Originally posted by Tristanjohn
[B]It is inflammatory replies just like this one by you which lead these threads down the sorry paths they all too often follow.

Here's a suggestion: if you have nothing pertinent (and hopefully constructive) to contribute to a conversation, why not say nothing at all? At least then you wouldn't detract from the proceeding. [/B][/QUOTE]

Here's another suggestion: Instead of making continual cracks at Matrix and it's testers, and at the game itself, lets see you offer some serious test data that supports your theories that the game engine is flawed.

While your at it, research the history of the patches before you make comments about faults in the testing iand how well the game was designed as released.

Thats my interpretation of "inflammatory"

(in reply to Chiteng)
Post #: 278
Testers - 8/21/2003 2:44:16 AM   
mogami


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Hi, PS I was not a prerelease tester. Prior to release the non tester matrix board users were begging for UV to be released even while still in Alpha. Matrix did not give in and release UV early. UV 2.30 is a result of post release requests. For every "fix" of 1.0 there were 5-10 totally new features (new features often produce new problems) 1.0 played well and UV could have stayed there and still been the best release on the subject. 2.30 is awesome. WITP is a whole new animal. It will be easy for UV players to learn but they will quickly learn it is not the same.
(I think WITP Alpha plays well)
But I don't think any of the wars produced between two humans will replicate WW2 in the Pacific. (aside from place names)
WITP continues to expand to reflect non tester input.

_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to Chiteng)
Post #: 279
Re: Square one - 8/21/2003 2:56:44 AM   
Tristanjohn


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From: Daly City CA USA
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[QUOTE]Originally posted by Mogami
[B]None of the results are unreasonable. [/B][/QUOTE]
Well, let's see. In a PBEM recently I watched my opponent's air assets from Rabaul fly three separate missions in one turn: two naval attacks on Gili Gili, then an airfield attack on Port Moresby. At the time he had one squadron of Zeroes and two of bombers in Rabaul, and all three squadrons participated in each of the above-cited attacks.

Now if that doesn't strike you as unreasonable then I guess we're just going to have to agree to disagree on the definition of that term.

Why write such silly stuff as "None of the results are unreasonable"? And why would it be meaningful to say that "many" players disagree with me, that for them everything's hunky-dory? Isn't it just possible that some, or even all, of these players are simply ignorant of the difference? Or simply aren't bothered that much by the inaccuracies and unreasonable results you claim don't exist (to any degree whatsoever) to begin with?

If just one person steps forward and clearly illustrates a flaw in the system, should this person's opinion be disregarded for the reason he stands alone? Must one share some "majority" of opinion before his views gain credence with this board?

I fail to see wisdom in your logic, Mogami. (I'm trying, but it ain't easy. :))

(in reply to Chiteng)
Post #: 280
- 8/21/2003 2:59:22 AM   
Tristanjohn


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[QUOTE]Originally posted by Nikademus
[B]Here's another suggestion: Instead of making continual cracks at Matrix and it's testers, and at the game itself, lets see you offer some serious test data that supports your theories that the game engine is flawed.

While your at it, research the history of the patches before you make comments about faults in the testing iand how well the game was designed as released.

Thats my interpretation of "inflammatory" [/B][/QUOTE]

I think it would more appropriate for any testers who have read my work on this board to simply sit down and run those same tests for themselves. I have laid out the parameters and related what my findings were. What more could I possibly do? Present some combat reports in the form of files which might well have been altered by me anyway?

The proof is always in the pudding. I've given anyone with true interest all the clues they could want. If no interest exists, so be it. But that's on them, not me.

As for the patches: I don't need to know anything about these patches save for one detail: whether the game works correctly or not using them. End of story.

(in reply to Chiteng)
Post #: 281
- 8/21/2003 3:31:20 AM   
Nikademus


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[QUOTE]Originally posted by Tristanjohn
[B]I think it would more appropriate for any testers who have read my work on this board to simply sit down and run those same tests for themselves. I have laid out the parameters and related what my findings were. What more could I possibly do? Present some combat reports in the form of files which might well have been altered by me anyway?
[/quote]

I'm beginning to see a familiar pattern here. End of story.

(in reply to Chiteng)
Post #: 282
Re: Re: Square one - 8/21/2003 3:32:58 AM   
mogami


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[QUOTE]Originally posted by Tristanjohn
[B]Well, let's see. In a PBEM recently I watched my opponent's air assets from Rabaul fly three separate missions in one turn: two naval attacks on Gili Gili, then an airfield attack on Port Moresby. At the time he had one squadron of Zeroes and two of bombers in Rabaul, and all three squadrons participated in each of the above-cited attacks.

Now if that doesn't strike you as unreasonable then I guess we're just going to have to agree to disagree on the definition of that term.

Why write such silly stuff as "None of the results are unreasonable"? And why would it be meaningful to say that "many" players disagree with me, that for them everything's hunky-dory? Isn't it just possible that some, or even all, of these players are simply ignorant of the difference? Or simply aren't bothered that much by the inaccuracies and unreasonable results you claim don't exist (to any degree whatsoever) to begin with?

If just one person steps forward and clearly illustrates a flaw in the system, should this person's opinion be disregarded for the reason he stands alone? Must one share some "majority" of opinion before his views gain credence with this board?

I fail to see wisdom in your logic, Mogami. (I'm trying, but it ain't easy. :)) [/B][/QUOTE]



Hi, Are you using a "bug" as an example of game play? (I think your saying single airgroups performed different types of missions in a single turn. Naval attack followed by Airfield attack.
Did your opponenet concur this occured? (or are you guessing?)
1 Airgroup can attack multiple naval targets (with less then full strength on any one target-27 Betties could in theroy attack 27 different TF's in one phase with 1 Betty each. However the group set to port attack should never attack a TF (unless you have a percentage assigned to search an the single patrol ac attacks a spotted TF)
I've never witnessed or heard of this bug before.
I admit I was using the "Silent Majority" since I've read more positive reviews/AAR/comments then I am willing to accept "Isn't it just possible that some, or even all, of these players are simply ignorant of the difference? Or simply aren't bothered that much by the inaccuracies and unreasonable results you claim don't exist (to any degree whatsoever) to begin with"

(I think if UV produced unreasonable results there would be more then the half dozen or so hardcore anti UV posters)

I'm interested in all notions of reasonable versus unreasonable.

I'm inclined to believe the 2 Betty groups in your example were set to different missions. 1 made the naval attacks and the other the airfield attack. (There are 2 air phases in each turn. Naval strikes can occur in both but bombers will only make 1 attack versus land targets (could be in first or second airphase but not in both) Fighters are assinged escort duty as stikes launch. (1 fighter group can escort multiple strikes with portion of group)

Your example is interesting do you have a save game file?
(always keep the save file. No change can be implemented without save game files of bugs that can be reproduced.)

_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to Chiteng)
Post #: 283
Re: Re: Re: Square one - 8/21/2003 6:16:49 AM   
Tristanjohn


Posts: 3027
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From: Daly City CA USA
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[QUOTE]Originally posted by Mogami
[B]Hi, Are you using a "bug" as an example of game play? (I think your saying single airgroups performed different types of missions in a single turn. Naval attack followed by Airfield attack.
Did your opponenet concur this occured? (or are you guessing?)

I'm not here to guess. I'm here to discuss the system.

Yes, my opponent is aware of this. If you'd like I'll give you his email address offline and you may query him yourself.

What I wrote should be plain enough: three sqadrons in Rabaul (one fighter, two bomber) flew three separate mission in one turn, first to Gili Gili (two separate naval attacks there), then finally to Port Moresby (airfield attack). The mileage involved is something over 3,000 miles without factoring in time over target, not to mention the time invloved back at Rabaul refueling, reloading ordnance and all that. I make it the equivalent of some 3,500 (if not more) air miles on machines and crews, plus the time invloved.

I call that fantastic.

quote:

1 Airgroup can attack multiple naval targets (with less then full strength on any one target-27 Betties could in theroy attack 27 different TF's in one phase with 1 Betty each. However the group set to port attack should never attack a TF (unless you have a percentage assigned to search an the single patrol ac attacks a spotted TF) I've never witnessed or heard of this bug before.


I'm not at all sure it's a bug. Those groups all flew at full strength. If pushed I could probably produce the game's combat report which would at list the number of planes in each attack. What that file wouldn't do is demonstrate how many squadrons happened to be stationed at Rabaul at the time and what their settings were.

Also, these files can be easily edited, so they hardly constitute "proof" of anything.

quote:

I admit I was using the "Silent Majority" since I've read more positive reviews/AAR/comments then I am willing to accept "Isn't it just possible that some, or even all, of these players are simply ignorant of the difference? Or simply aren't bothered that much by the inaccuracies and unreasonable results you claim don't exist (to any degree whatsoever) to begin with"


What's so outrageous about that statement of mine? First of all it was only a possibility that I suggested in opposition to your position, and secondly a close reading of these boards shows that everyone around here is not necessarily of sound mind. :) Also, do you suppose all these gamers have the same grasp of history? I say (know) that they do not--it's apparent from their comments that they do not.

quote:

(I think if UV produced unreasonable results there would be more then the half dozen or so hardcore anti UV posters)


That's your bias kicking in again. I've stated that I haven't read one-tenth of a percent of the boards here, yet I could easily point to more than a "half dozen" users who see what I do, or stuff real close to it.

And what makes users of this game all of a sudden "hardcore anti UV posters"? Does anyone with the brains to see a problem and the ability to articvulate that problem clearly on these boards in good English at that automatically get labelled as a "troublemaker" around here?

I thought I was paying customer. I suspect that I have a lot more experience in playtests than you do, and I know for sure that I've been playing wargames of all kinds longer than most of the people who frequent there forums.

quote:

I'm interested in all notions of reasonable versus unreasonable


If so you've a funny way of showing it. :)

Actually, Mogami, from reading your posts here and there I don't believe you intend to be mean with your statements--you strike me as a good egg. Perhaps you just can't see the fine line between "loyalty" to a game you love and still being able to "call a spade a spade" when it comes to concrete criticism of that same product. In other words, to me there is no contradiction (looking at it logically) to admit that on the one hand I happen to enjoy all of Gary Grigsby's games, then turning right around and finding fault with these same games as historical simulations.

quote:

I'm inclined to believe the 2 Betty groups in your example were set to different missions. 1 made the naval attacks and the other the airfield attack. (There are 2 air phases in each turn. Naval strikes can occur in both but bombers will only make 1 attack versus land targets (could be in first or second airphase but not in both) Fighters are assinged escort duty as stikes launch. (1 fighter group can escort multiple strikes with portion of group)


I'm just telling you what I saw. In the scenario we played the Japanese only have three air groups to use in the very beginning of the game. All three participated in those three attacks on two different bases. Those are the facts.

quote:

Your example is interesting do you have a save game file?(always keep the save file. No change can be implemented without save game files of bugs that can be reproduced.) [/B][/QUOTE]

I might. I'll look now.

(in reply to Chiteng)
Post #: 284
bug - 8/21/2003 7:20:13 AM   
mogami


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Hi, Trust me. If any airgroup is flying airfield attack and naval attack in same turn it's a bug. What scenario are you playing
(You seem to have really good intell on enemy forces. I trust you are playing "historical" arrival dates.

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Post #: 285
- 8/21/2003 8:14:02 AM   
pasternakski


Posts: 6565
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So, what do you think? Did the British sink the Bismarck or did the Germans scuttle her?

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And the people let me down.
So, I turned the other way,
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Post #: 286
- 8/21/2003 8:19:23 AM   
USSMaine

 

Posts: 213
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From: Maine (USA)
Status: offline
[QUOTE]Originally posted by pasternakski
[B]So, what do you think? Did the British sink the Bismarck or did the Germans scuttle her? [/B][/QUOTE]

Yes :D

(in reply to Chiteng)
Post #: 287
- 8/21/2003 10:40:55 AM   
Drongo

 

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From: Melb. Oztralia
Status: offline
Posted by Pasternakski
[QUOTE]So, what do you think? Did the British sink the Bismarck or did the Germans scuttle her?[/QUOTE]

I thought she was torpedoed by Bettys off Guadalacanal.

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Post #: 288
- 8/21/2003 10:51:48 AM   
TIMJOT

 

Posts: 1822
Joined: 4/30/2001
Status: offline
[QUOTE]Originally posted by Tristanjohn
[B].
-----------------------------------------
I keep hearing this refrain of "Yeah, they're a bit too effective early on . . but just wait until Allied flak gears up," or words to that effect. And I'm moved to ask: so what? The point is they're too effective
-----------------------------------------



Actually, I didnt say they were "TOO" effective, just that they were very effective. Regardless AA upgrades are relevent when making historical comparisons for obvious reasons. If you are sailing into Lunga Roads with nothing more than 1" and 50cal AA then you can reasonably expect Kuantan-esque like results.



(quote)
------------------------------------------
My point's simple enough: Japanese air power in this game is off to a degree that hints at either 1) outright bias on the part of the designers (to make a better, more playable game?), 2) a certain misappreciation of this particular history and/or 3) inability on the part of the development team to get it right (assuming historical awareness on anyone's part to begin with).
------------------------------------------



Tristanjohn, I think I may have ask you this before, but have you ever tried playing as the Japanese?



(quote)
----------------------------------------
I haven't bothered to mention this because I cringe when I do so, but if Brisbane is a 9-level port in the UV scale of things then I'd venture to say Noumea would represent something on the order of .1
---------------------------------------



I wouldn't get too bent out of shape about this. Its a simply a function of the limited map. The game needs supply points. Noumea has been deemed a supply point. So it needs to be a port size to reflect this. Just chalk it up to one of those game scale/mechanics compromises that we will not have to deal with in WitP.

I agree though that its far too easy to build up ports in UV, but this is generally a biased in favor of the allies with their super Eng. units. I am hoping this super base building ability gets toned down in WitP. The whole pacific strategy centered on securing the relative limited number of sites that could sustain a large fleet anchorage.




(quote)
-------------------------------------------
Anyway, if you're talking about the Lunga Points in the game then in some cases you'd be correct, TIMJOT (in that there wouldn't be a whole lot of room bombers to conduct torpedo runs--that, or reefs, sandbars, foul water in general would stand in the way), in others no. It would just depend on the site in question.
-------------------------------------------



No actually I wasnt talking about Lunga roads, since I do not consider it a port and in any event it was one of the few places where multi-engine torp attacks took place (albeit with very limited attack runs). The shoals, shallows and narrow attack lane probably contributed to them being so ineffective though. Multi-engine a/c torp attacks would be difficult ,nie impossible in most ports, even Brisbane I venture. Simply not enough room to maneuver, and to get to the proper level, and make effective attack runs, for the big planes.




(quote)
-----------------------------------------
Getting back to AA and CAP affecting Bettys and Nells: USN flak was already a fairly sophisticated weapons system (speaking on the whole) by the time autumn of 1942 rolled around. As the Navy adopted CIC doctrine, proximity fuzes, radar fire control, better tactical skill manneuvering its TFs with flak protection in mind, plus the addition of more and more AA platforms on its ships, the Japanese not only dropped like flies but began to shy away from this murderous fire in round numbers. (For that matter, study how adroitly Admiral Turner negated Betty attempts to strike his transports off Lunga Point right after the landing, and this without hardly any flak at all and only a few Wildcats overhead as CAP.)
----------------------------------------



I do not believe proximity fuses appeared until very late in 42 and not in any appreciable numbers until 1943. Getting back to the point. Turner had 8 Cruisers ( incl. 1 AA CL ) over a dozen DDs providing Flak. Most had 20mm upgrades and some 40mm. In addition each one of his transports had been fitted with 12 or more 20mm guns. The amount of Flak thrown up at Lunga on 8th and 9th Aug 42 was probably the heaviest up to that point in the PacWar. You can hardly call it "hardly any flak". Also the Sara Enterprise and Wasp provided CAP. IIRC it number between 16 to 18 F4Fs at any one time. Not exactly a few.

Regardless, Are you saying that in similar circumstances, ie Transport TF escorted heavily by AA upgraded CA, CLs, DDs and covered by substantial high morale low fatigue CAP (F4Fs). Are getting mauled by by Nells and Bettys??? I just havent seen it.

Are you playing PBEM or are you by any chance playing the AI on Hard?


In any case you might want to consider this. We are really dealing with just 2 examples of daylight Nell/Betty torp attacks, specifically Kuantan 12/41 and Lunga roads 8/8-8/9 42. The former very successful against light AA and no CAP in open seas the latter unsuccessful with heavy AA and CAP in enclosed seas. It really is a too small and diametrically opposing sample to formulate with any degree of accuracy what should be considered "Historical".


Regards

(in reply to Chiteng)
Post #: 289
- 8/22/2003 1:01:53 AM   
pasternakski


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*sigh*

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Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.

(in reply to Chiteng)
Post #: 290
- 8/22/2003 1:37:18 AM   
HMSWarspite

 

Posts: 1401
Joined: 4/13/2002
From: Bristol, UK
Status: offline
I thought this post had died? Obviously not!

I do love these endless arguments about the game, which are rarely accompanied by effective evidence/analysis. I haven't done tests on UV, but I once did lots (c100 IIRC) PH opening attacks in PW. I have also done tests in CMBO/BB. I learnt that perception is a dangerous thing. We humans tend to remember the funny results, and forget the 'normal' ones. I would suggest that instead of endless 'this game is wrong' messages, a resonable amount of controlled testing, against a critiqued historical situation might help?

(Oh yes, and 1st hand combat reports are often wrong! - in history and the game with FOW)

Ding ding, seconds out, round 21!

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