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PBEM Air Action Phase - 7/14/2005 10:46:31 PM   
Shannon V. OKeets

 

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PBEM Air Action Phase

If you haven’t already, you should read through the postings in the PBEM Overview thread to get a sense of how the communications between players will be performed.

This thread focuses on minimizing the number of emails needed to implement air combat decisions. Here are the different subphases of air movement and combat, in order:
-----------------------------------------
1 Fly combat air patrol (CAP) to hex
2 Fly attacking air units to hex (or sea box)
3 Fly defending air units to hex (or sea box)
4 Intercept defending air units
5 Intercept attacking air units

6 Air to air combat
6.1 Place attacker’s fighters and bombers in sequence for air to air combat
6.2 Place defender’s fighters and bombers in sequence for air to air combat
6.3 Roll dice for defender & choose which units take casualties / get cleared through
6.4 Roll dice for attacker & choose which units take casualties / get cleared through
6.5 Defender decides whether to continue air to air combat
6.6 Attacker decides whether to continue air to air combat

7 Anti-air combat by defender on attacker’s planes
8 Anti-air combat by attacker on defender’s planes (occurs in naval air attacks)

9 Air bombardment (port attack, naval air attack, ground strike, ground support, strategic bombing, or carpet bombing) or paradrop or air supply.

10 Return attacker’s plane to base
11 Return defender’s planes to base

If I have forgotten something or got some things wrong, let me know.
------------------------------------------

Ideally, we want the phasing player to go through this sequence without having the non-phasing player read and answer several emails. Basically, let the phasing player just move all his air units and resolve the combats.

First, often times there are no decisions to make and MWIF will skip over involving the players in those situations. For example, if there is only one bomber and one defending fighter in an air to air combat, MWIF can perform the combat automatically, with the exception of whether to continue should the first round of combat yield no results. Other examples are items 7 and 8 which only require input from the players when implementing combat results.

To that end, we should note that items 2, 4, 6.1, 6.4, 6.6, 9, and 10 are decided by the phasing player and are non-issues.

I think standing orders can readily be devised for 1, 3, 5, 6.2, 6.5, 7, 8, and 11. CAP (1) is obvious.

Flying intercepts (5) against ground strike, port attacks, ground support, paradrops, etcetera could be set up as follows. Each fighter could be assigned certain hexes (or sea boxes) which it is tasked to defend. There could be many hexes assigned to each fighter and they would be in priority order - which to defend first. Another part of the definition of which hexes to defend could be something general, like, against any paradrops or air supply missions within range of the fighter. Flying defending ground support (3) could work the same way. The only difficulty I see with this is the situation where you have 4 or 5 fighters with overlapping defensive assignments. You don’t want them all to go to the first hex that is attacked and have nothing in reserve for other attacks during the turn. Does anyone have an idea how to handle this situation?

Placing fighters and bombers in order (6.2) is usually pretty easy and we could either simply leave it up to the AI or give the players some simple alternative strategies to choose from.

Where to return to base (11) should be easy to decide. You either want to remain in position to defend again next turn, move closer to the front line because you are planning to advance, or run for the hills. The player would just specify which hex the plane returns to.

Which units to shoot down when anti-air combat succeeds is pretty obvious. We should just let the AI do it.

The trickiest of these would be 6.5 and if we give the non-phasing player enough options for how to decide whether to stay and fight or return to base, even this should be doable. For instance, here is my first pass at different standing orders for breaking off combat:
(1) abort at the first opportunity,
(2) continue pressing the attack until the bitter end,
(3) abort the attack if the difference in the front fighter numbers exceeds some limit (player specifies how much),
(4) abort the attack if so many bombers or bomber points get through to the target (player specifies how much),
(5) abort the attack if so many planes are lost,
(6) abort the attack if I take more loses that the enemy (player specifies difference that needs to be exceeded).

The player could select one or more of the abort conditions and if any of them were met, then his planes would break off the attack. We could even use Boolean logic if that seems important (if X and Y but not Z then Stay/Abort).

Now, for those of you keeping score, this leaves 6.3 and 6.4 where sometimes the phasing player and sometimes the non-phasing player decides which planes to kill, abort, or clear through. I frequently find these to be very difficult decisions. We could give some options like:
(1) hurt his fighters before his bombers (or vice-a-versa),
(2) hurt my fighters before my bombers (when choosing your own losses),
(3) alternate between fighters and bombers,
(4) hurt his fighters if he has better fighters than I do (+1 or some such),
(5) maintain a +1 fighter differential; if that is ok, then hurt his bombers.

If we can provide good options for standing orders, then the non-phasing player should not have to participate directly in air combat operations.

Comments?

P.S. I have attached below parts of some posts that appeared in PBEM Overview and seem relevant to this thread.

============================
Sometimes [for] intercept's against more important ground strikes, port attacks, strat bombing ... [the players want more direct control].
============================
The only way I've seen this work for PBEM games is when both phasing and non-phasing players are forced to select from various mission types. In TOAW these would be:
1-air superiority(half the planes attack anything that flies going after fighters first),
2- ground support(!/2 planes support attacks/defense on the ground)
3- Interdiction(planes attack units moving along roads -try to avoid air to air combat) and
4-rest(recoup losses).
First an overall air superiority ratio is determined based on air to air strength totals within range of a given hex.
============================
Normally my opponent would do the intercepts and battles alone, using trying to do what is best for me: Say for example that a my opponent strat bomb Berlin and I have a fighter based there, it is pretty lilely that I would have intercepted with it and fight out the battle, so my opponent does that for me (in a computer game the AI could do it).

However there are cases when things are not that clear cut, for example a fight over Gibraltar with lots of planes on both sides, do I save some until next impulse, do I continue the air fight even though my odds are not that good, Gibraltar is at stake here, I might want to take bigger risks.

It is difficult for a computer to understand if a hex is important or not, Maybe it could be possible for to mark certain hexes for air battle where I don't allow the AI cannot take control (my opponent doesn't have to know which hexes). If I also can state at what odds level I want to continue a fight and change it on a a hex basis, for example abort the fight if odds at +2/-2
============================




_____________________________

Steve

Perfection is an elusive goal.
Post #: 1
RE: PBEM Air Action Phase - 7/14/2005 11:44:10 PM   
Mziln


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Don't forget...

If you are using Bounce Combat Option 22

If your using 22.4.2 Artillery Option 3 (AsA) anti-aircraft fire


< Message edited by Mziln -- 7/14/2005 11:45:41 PM >

(in reply to Shannon V. OKeets)
Post #: 2
RE: PBEM Air Action Phase - 7/15/2005 12:51:07 AM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Mziln

Don't forget...

If you are using Bounce Combat Option 22

If your using 22.4.2 Artillery Option 3 (AsA) anti-aircraft fire



Yes, I did forget Bounce Combat. And after I had reminded myself not to. If only I had listened to myself better.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Mziln)
Post #: 3
RE: PBEM Air Action Phase - 7/15/2005 2:15:43 AM   
Froonp


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From: Marseilles, France
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quote:

The only difficulty I see with this is the situation where you have 4 or 5 fighters with overlapping defensive assignments. You don’t want them all to go to the first hex that is attacked and have nothing in reserve for other attacks during the turn. Does anyone have an idea how to handle this situation?

Maybe the player could set up an "involvement percentage", that is he says "I'll only use X % of the aircraft available for a mission for standing orders in a certain area of the theater" (again, the game will have to have "areas" defined, maybe saying that all hexes that are X hex away for a city are the area of this city - i.e. the Moscow Area could be all hexes 2 hexes from Moscow).

Or more simle, the player should be able to decide (in some sort dialogue for general options about the standing orders) that he will keep X planes in reserve for the future impulse. Again, this decision should ideally be tied to an area.

I often use this when playing, i.e deciding to commit only X% of my fighter force, or deciding to keep 1 FTR in the Ploesti area as long as the Russian has a STR that can come and bomb it, etc...).

< Message edited by Froonp -- 7/15/2005 2:38:21 AM >

(in reply to Shannon V. OKeets)
Post #: 4
RE: PBEM Air Action Phase - 7/15/2005 2:17:48 AM   
Froonp


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quote:

Where to return to base (11) should be easy to decide. You either want to remain in position to defend again next turn, move closer to the front line because you are planning to advance, or run for the hills. The player would just specify which hex the plane returns to.

This decision can also be tied to where is the nearest face-up HQ that I intended to use for reorganizing planes.

(in reply to Shannon V. OKeets)
Post #: 5
RE: PBEM Air Action Phase - 7/15/2005 2:35:29 AM   
Froonp


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quote:

Placing fighters and bombers in order (6.2) is usually pretty easy and we could either simply leave it up to the AI or give the players some simple alternative strategies to choose from.

Could be (some ideas to feed your thoughts) :

Placing Fighters :
(1) Best Air to Air strengh in front
(2a) If Air to air is equal, place the plane with the lowest Tactical factor / Strat factor / Air to Sea factor (choice) in front .
(2b) If Air to air is equal, place the cheapest plane in front.
(3a) If there are Carrier planes involved, always place them in front of the LBA with equal air to air factor.
(3b) If there are Carrier planes involved, always place them behind the LBA with equal air to air factor.
(4) If Air to air is equal, place the FTR produced by the nearest belligerent in front (i.e. CW FTR in front because it comes back in reinforcement nearer than an US plane).
(5) If Air to air is equal, place the FTR produced by the richest belligerent in front.

Placing Bombers :
First, bombers have a factor that decide if it is "good" at a mission. Tactical factor for Ground Strikes and Ground Support, Strategical factor for Strat bomb & Carpets, and Air to Sea Factor for Air to Sea combat and Port Attacks.
(1) Place the "losse taker" on the front (The "losse taker" is a crappy bomber that I have flown on this mission only to take the eventual losses).
(2) Place the best bomber (best factor for the mission) on the rear.
(3a) If bombers are equal (same factor for the mission), place the one with the better air to air strengh in front.
(3b) If bombers are equal (same factor for the mission), place the one with the better air to air strengh on the rear.
(4a) If bombers are equal (same factor for the mission) and air to air is equal too, place in front the one with the worse other factor (tactical / Strat / air to Sea)
(4b) If bombers are equal (same factor for the mission) and air to air is equal too, place on the rear the one with the worse other factor (tactical / Strat / air to Sea)


< Message edited by Froonp -- 7/15/2005 2:48:41 AM >

(in reply to Shannon V. OKeets)
Post #: 6
RE: PBEM Air Action Phase - 7/15/2005 2:36:00 AM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Froonp

quote:

Where to return to base (11) should be easy to decide. You either want to remain in position to defend again next turn, move closer to the front line because you are planning to advance, or run for the hills. The player would just specify which hex the plane returns to.

This decision can also be tied to where is the nearest face-up HQ that I intended to use for reorganizing planes.


Yes, I agree. If we simply let the non-phasing player designate a hex for the plane's return to base, I think we have done enough.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 7
RE: PBEM Air Action Phase - 7/15/2005 2:46:39 AM   
Froonp


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quote:

Yes, I agree. If we simply let the non-phasing player designate a hex for the plane's return to base, I think we have done enough.

Maybe you could add to the game the "Rebase Area". the "Rebase Area" would be an area included in a zone X hexes away from a designated hex. The Phasing player could set up a number of Rebase Areas that will be used by the A.I. when he becomes the non phasing player, so that he is sure his planes will rebase in the right area after having used standing orders.

The game should also be able to predict if the rebase areas designated by the player are large enough to accomodate all the planes that will have to rebase after a given Air Mission, so that it only rebase in the designated rebase area the best planes. The extra planes would be rebases the earest possible to the designated rebase areas, leaving room for the best planes.

(in reply to Shannon V. OKeets)
Post #: 8
RE: PBEM Air Action Phase - 7/15/2005 2:48:09 AM   
Froonp


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I made a mistake, and would have liked to delete this post (I basically quoted my own post by error)

< Message edited by Froonp -- 7/15/2005 2:50:55 AM >

(in reply to Froonp)
Post #: 9
RE: PBEM Air Action Phase - 7/15/2005 2:51:02 AM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
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quote:

ORIGINAL: Froonp

quote:

The only difficulty I see with this is the situation where you have 4 or 5 fighters with overlapping defensive assignments. You don’t want them all to go to the first hex that is attacked and have nothing in reserve for other attacks during the turn. Does anyone have an idea how to handle this situation?

Maybe the player could set up an "involvement percentage", that is he says "I'll only use X % of the aircraft available for a mission for standing orders in a certain area of the theater" (again, the game will have to have "areas" defined, maybe saying that all hexes that are X hex away for a city are the area of this city - i.e. the Moscow Area could be all hexes 2 hexes from Moscow).

Or more simle, the player should be able to decide (in some sort dialogue for general options about the standing orders) that he will keep X planes in reserve for the future impulse. Again, this decision should ideally be tied to an area.

I often use this when playing, i.e deciding to comit only X% of my fighter force, or deciding to keep 1 FTR in the Ploesti area as long as the Russian has a STR that can come and bomb it, etc...).


This is tricky. There are so many different tasks a fighter might do. Perhaps something along the line of "commit no more than 1 (or some other number) fighter(s) to defending this hex; choose the nearest/farthest/weakest/strongest/least centrally located." By the last I am thinking of looking at all the planes available to defend a front and keeping the planes that can reach a lot of hexes unused if at all possible. My logic is that the centrally located planes make for the best reserve.

Your option of keeping X planes in reserve is a good one. That could be linked to a group of planes (2 out of these 6) or to an area (1 plane within reach of Ploesti). This also comes up when wanting to prefer future paradrops on capitals and major ports. I would prefer not to have MWIF work out a percentage -just have the player give a specific number.


_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 10
RE: PBEM Air Action Phase - 7/15/2005 2:53:57 AM   
Froonp


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quote:

There are so many different tasks a fighter might do. Perhaps something along the line of "commit no more than 1 (or some other number) fighter(s) to defending this hex; choose the nearest/farthest/weakest/strongest/least centrally located."

Exactly.
Basically, this is what I mentaly do when assessing the planes I'll send to intercept the enemy, when I'm the non phasing player.

(in reply to Shannon V. OKeets)
Post #: 11
RE: PBEM Air Action Phase - 7/15/2005 2:55:58 AM   
Shannon V. OKeets

 

Posts: 22095
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From: Honolulu, Hawaii
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quote:

ORIGINAL: Froonp

quote:

Placing fighters and bombers in order (6.2) is usually pretty easy and we could either simply leave it up to the AI or give the players some simple alternative strategies to choose from.

Could be (some ideas to feed your thoughts) :

Placing Fighters :
(1) Best Air to Air strengh in front
(2a) If Air to air is equal, place the plane with the lowest Tactical factor / Strat factor / Air to Sea factor (choice) in front .
(2b) If Air to air is equal, place the cheapest plane in front.
(3a) If there are Carrier planes involved, always place them in front of the LBA with equal air to air factor.
(3b) If there are Carrier planes involved, always place them behind the LBA with equal air to air factor.
(4) If Air to air is equal, place the FTR produced by the nearest belligerent in front (i.e. CW FTR in front because it comes back in reinforcement nearer than an US plane).
(5) If Air to air is equal, place the FTR produced by the richest belligerent in front.

Placing Bombers :
First, bombers have a factor that decide if it is "good" at a mission. Tactical factor for Ground Strikes and Ground Support, Strategical factor for Strat bomb & Carpets, and Air to Sea Factor for Air to Sea combat and Port Attacks.
(1) Place the "losse taker" on the front (The "losse taker" is a crappy bomber that I have flown on this mission only to take the eventual losses).
(2) Place the best bomber (best factor for the mission) on the rear.
(3a) If bombers are equal (same factor for the mission), place the one with the better air to air strengh in front.
(3b) If bombers are equal (same factor for the mission), place the one with the better air to air strengh on the rear.
(4a) If bombers are equal (same factor for the mission) and air to air is equal too, place in front the one with the worse other factor (tactical / Strat / air to Sea)
(4b) If bombers are equal (same factor for the mission) and air to air is equal too, place on the rear the one with the worse other factor (tactical / Strat / air to Sea)



As a player I like all these. As a programmer I am appalled. Part of my programming anguish comes from my player knowledge that you probably haven't covered all the possibilities.

Let's design what we, the players, want first. I'll let the programmer worry about implementing it later.


_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 12
RE: PBEM Air Action Phase - 7/15/2005 3:04:05 AM   
Shannon V. OKeets

 

Posts: 22095
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quote:

ORIGINAL: Froonp

quote:

Yes, I agree. If we simply let the non-phasing player designate a hex for the plane's return to base, I think we have done enough.

Maybe you could add to the game the "Rebase Area". the "Rebase Area" would be an area included in a zone X hexes away from a designated hex. The Phasing player could set up a number of Rebase Areas that will be used by the A.I. when he becomes the non phasing player, so that he is sure his planes will rebase in the right area after having used standing orders.

The game should also be able to predict if the rebase areas designated by the player are large enough to accomodate all the planes that will have to rebase after a given Air Mission, so that it only rebase in the designated rebase area the best planes. The extra planes would be rebases the earest possible to the designated rebase areas, leaving room for the best planes.


This strikes me as too complicated. If you have a group of planes that you want to return to base near an HQ or in a city or in some other desirable location (e.g., forest) then you, the player, have to work out which planes will return to which hexes. After all that is how it is done over the board. Hopefully the game interface will let you see (and perhaps inform you of potential problems) where you are planning to have all your planes at the end of the turn. One additional capability might be to designate several return to base hexes in a priority order for individual planes.


_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 13
RE: PBEM Air Action Phase - 7/15/2005 3:11:31 AM   
Froonp


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quote:

If you have a group of planes that you want to return to base near an HQ or in a city or in some other desirable location (e.g., forest) then you, the player, have to work out which planes will return to which hexes. After all that is how it is done over the board.

I thought that if the return to base of the non phasing player's planes must be made automatically during the phasing player play, following the non phasing player's standing orders, it would be simpler to define vague rebase areas than strict rebase hexes for each and every plane having standing orders. Maybe I had something wrong, it could certainly be the case as English is not my mother tongue.
Cheers !
Patrice

(in reply to Shannon V. OKeets)
Post #: 14
RE: PBEM Air Action Phase - 7/15/2005 3:52:45 AM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Froonp

quote:

If you have a group of planes that you want to return to base near an HQ or in a city or in some other desirable location (e.g., forest) then you, the player, have to work out which planes will return to which hexes. After all that is how it is done over the board.

I thought that if the return to base of the non phasing player's planes must be made automatically during the phasing player play, following the non phasing player's standing orders, it would be simpler to define vague rebase areas than strict rebase hexes for each and every plane having standing orders. Maybe I had something wrong, it could certainly be the case as English is not my mother tongue.
Cheers !
Patrice


You got it right.

It's just that when I sit over the board as the non-phasng player I have a pretty good idea of where I want to have my planes return to base. At least half the time it is right back to where they started from. As the German in Barbarossa, I am always trying to move them forward into Russia. So, if I left a few planes unused and later fly them in defence against a USSR counterattack, then I want them to return to base even farther forward if at all possible. As the USSR in the same situation I am always running away and I keep returning my planes farther eastwards - usually so they are at the maximum of their range from the front line. In all these cases, I could tell you exactly where I want to have my planes return to base even before the phasing player moves.

The exception that comes up is when I have 3 or 4 planes covering a front and a couple of them are lost during combat. In that case I probably want to have those that survive to occupy the best locations. What I am proposing would not give that option to the non-phasing player. I don't think it is a big thing though.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 15
RE: PBEM Air Action Phase - 7/15/2005 11:24:32 AM   
c92nichj


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Hold one second, I am afraid that you are about to design something far to complicated.
As a player I don't want to go through each my planes and give them standing orders for any potential issue. Maybe if I can select several planes and give them the same type of order.

1 Fly combat air patrol (CAP) to hex . - Would be solved by a standing order.
3 Fly defending air units to hex (or sea box) - Here you can mark all hexes/sea areas that you would want to defend adn under what circumstances wou would like to defend them, If my opponent have +25A combat odds before airphase, I would not want to waste my precious bomber, on a case that is allready lost, I don'twant to fly unless the bomber will make a difference.
5 Intercept attacking air units - Solve with the AI's help, you should be able to set some general command like; -intercept when I can get odds at X level, don't intercept if that means all my fighters will be used.

6 Air to air combat
6.2 Place defender’s fighters and bombers in sequence for air to air combat - AI could handle this
6.3 Roll dice for defender & choose which units take casualties / get cleared through - AI could handle this
6.5 Defender decides whether to continue air to air combat - Ai could handle this with input from player in form of a standing order, abort when odds are at X
7 Anti-air combat by defender on attacker’s planes AI to handle but, if Anti-Air units are to be used they need to be commited in the same way as intercepting fighters, ie only commit if it would help and hex is important.
11 Return defender’s planes to base - I see two options to solve this one, a) Delay the RTB until the non-phasing players impulse b) Select one of four alternative: Rebase forward, rebase backward, hold, position, rebase close to HQ. The AI would decide the exact hex. I don't want to go through each and every plane for every impulse and set potential RTB hexes.



(in reply to Shannon V. OKeets)
Post #: 16
RE: PBEM Air Action Phase - 7/15/2005 11:53:15 AM   
Shannon V. OKeets

 

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From: Honolulu, Hawaii
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quote:

ORIGINAL: c92nichj
Hold one second, I am afraid that you are about to design something far to complicated.
As a player I don't want to go through each my planes and give them standing orders for any potential issue. Maybe if I can select several planes and give them the same type of order.

1 Fly combat air patrol (CAP) to hex . - Would be solved by a standing order.
3 Fly defending air units to hex (or sea box) - Here you can mark all hexes/sea areas that you would want to defend adn under what circumstances wou would like to defend them, If my opponent have +25A combat odds before airphase, I would not want to waste my precious bomber, on a case that is allready lost, I don'twant to fly unless the bomber will make a difference.
5 Intercept attacking air units - Solve with the AI's help, you should be able to set some general command like; -intercept when I can get odds at X level, don't intercept if that means all my fighters will be used.

6 Air to air combat
6.2 Place defender’s fighters and bombers in sequence for air to air combat - AI could handle this
6.3 Roll dice for defender & choose which units take casualties / get cleared through - AI could handle this
6.5 Defender decides whether to continue air to air combat - Ai could handle this with input from player in form of a standing order, abort when odds are at X
7 Anti-air combat by defender on attacker’s planes AI to handle but, if Anti-Air units are to be used they need to be commited in the same way as intercepting fighters, ie only commit if it would help and hex is important.
11 Return defender’s planes to base - I see two options to solve this one, a) Delay the RTB until the non-phasing players impulse b) Select one of four alternative: Rebase forward, rebase backward, hold, position, rebase close to HQ. The AI would decide the exact hex. I don't want to go through each and every plane for every impulse and set potential RTB hexes.


We have time to design this right. I am in no particular hurry since it will be a couple of months before I can get to writing the code for PBEM. The only thing I would like to get done on PBEM in the next month is to have a firm design for the PBEM structure since I will need that to design the game interface.

The particulars of standing orders we can work out in, say, the next 2 months. Even then, they will certainly need to be polished through play testing. The reason I started this thread is so you, and others, can get involved and make sure I don't screw up the design.

The way I see standing orders working is that they will remain in effect from impulse to impulse and turn to turn unless the player modifies them. If the game interface is done right, you should be able to review them quickly and make any changes quickly. When you first start a game, you might have to issue a lot of standing orders (e.g., as the USSR in Barbarossa). After the game gets underway you will probably just be tweaking them here and there.

But I also like your other suggestions about the AI handling a lot of the decisions. Perhaps we could let the players give standing orders or let the AI make the decisions or some combination of the two.

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Perfection is an elusive goal.

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Post #: 17
RE: PBEM Air Action Phase - 7/15/2005 12:18:55 PM   
Greyshaft


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Love to add thoughts but too busy taking care of new baby... I'll try this weekend

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Post #: 18
RE: PBEM Air Action Phase - 7/15/2005 6:35:26 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Greyshaft

Love to add thoughts but too busy taking care of new baby... I'll try this weekend

WE would love to read your opinions. There is no hurry. We'll be kicking these topics around for well over the next month.

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Perfection is an elusive goal.

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Post #: 19
RE: PBEM Air Action Phase - 7/15/2005 11:51:20 PM   
Mziln


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Just so everyones on the same page (from RaW 7)...

To strategically bombard:

1. Your opponent flies combat air patrol to potential target hexes;
2. You fly all your selected attacking bombers and escorting fighters to the target hexes;
3. Your opponent flies intercepting fighters to the target hexes;
4. You fly intercepting fighters to the target hexes;
5. Fight any 14.3 Air-to-air combat; (bounce combat is part of air-to-air combat)
6. If your using 22.4.2 Artillery Option 3 (AsA), Surviving bombers suffer anti-aircraft fire from AA units;
7. Surviving bombers attack the target hex;
8. Return all remaining aircraft to base and turn them face down.

To carpet bomb:

1. Your opponent flies combat air patrol to potential target hexes;
2. You fly all your selected attacking bombers and escorting fighters to the target hexes;
3. Your opponent flies intercepting fighters to the target hexes;
4. You fly intercepting fighters to the target hexes;
5. Fight any 14.3 Air-to-air combat; (bounce combat is part of air-to-air combat)
6. If your using 22.4.2 Artillery Option 3 (AsA) surviving bombers suffer anti-aircraft fire from AA units;
7. Surviving bombers carpet bomb the target hex;
8. Return all remaining aircraft to base and turn them face down.

I always thought you should be able to prioritize or script PBEM.

I'll be able to coment more intelicently once I finish the air mission rules. Untill then...

Stand Down - NO intercepts attempted at all.

Stand By - Intercept bombers only when you can get a CAP unit ratio of an attackers FTR units.
(I.E. 4-1, 5-1, 1-5, and etc.)

Would it be possable for option 2 to be toggled in a previous turn (or CAP phase) globally and locally (I.E. globally - all units; Locally - individual units)?

Problems:

Rebasing after intercepting...

A fighter flying interception uses half its printed range.

An intercepting fighter can use its full range to return to base after the mission. The fighter could land someplace other than its original base.

Other things to consider:

If you are using “16. Offensive chits Option 61” if you play an Offensive chit at the start of an air action, specify 1 of your face-up HQs as controller;



< Message edited by Mziln -- 7/16/2005 1:46:48 AM >

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Post #: 20
RE: PBEM Air Action Phase - 7/16/2005 4:13:24 AM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Mziln

I always thought you should be able to prioritize or script PBEM.

I'll be able to coment more intelicently once I finish the air mission rules. Untill then...

Stand Down - NO intercepts attempted at all.

Stand By - Intercept bombers only when you can get a CAP unit ratio of an attackers FTR units.
(I.E. 4-1, 5-1, 1-5, and etc.)

Would it be possable for option 2 to be toggled in a previous turn (or CAP phase) globally and locally (I.E. globally - all units; Locally - individual units)?

Problems:

Rebasing after intercepting...

A fighter flying interception uses half its printed range.

An intercepting fighter can use its full range to return to base after the mission. The fighter could land someplace other than its original base.

Other things to consider:

If you are using “16. Offensive chits Option 61” if you play an Offensive chit at the start of an air action, specify 1 of your face-up HQs as controller;



I apologize for forgetting about the Bounce option. I have to reread it and think through how it should be handled in PBEM.

"Pioritize and script" are other words for the concept I have been refering to as standing orders. Basically, the non-phasing player leaves instructions for MWIF to handle his portion of the air combat. Once we get a good definition of what kind of instructions we want to be able to produce, I will make up a "language" that lets the player leave standing orders. The languaage could be inthe form of a script and it will certainly include the ability to set priorities.

There are issues yet to be worked out concerning how to let the player give standing orders with minimum fuss and bother. I am sure we can design a game interface for PBEM that provides maximum flexibility with minimum keystrokes (or mouse clicks). But the first task is to decide where orders need to be written. Second is to come up with examples of orders so we can see different types. I would like us to explore the possibilities of both the different kinds of game situations likely to come up and different orders that we would like to write.


At this point all ideas are good; we are just probing the world of air combat using standing orders, trying to understand it better. Once the dust settles a bit (in 2 or 3 weeks?), I'll write up a summary of our conclusions and we can review it as a group and see if everyone is happy. If we reach a consensus, then I will have a design document to use to write code. Play testing might (probably will) require some changes later, but if we are clever enough our final design should be pretty solid.

The rest of your comments that I quoted above rely on MWIF to enforce rules and permit actions that are in accordance with the rules. I expect MWIF to do that as an absolute minimum. If it doesn't, then it is an error that I will have to fix. Note that we are focused on the non-phasing player's decisions - "automating" them will reduce the number of emails substantially. The offensive chit play would be by the phasing player.

More comments are eagerly awaited.


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Post #: 21
RE: PBEM Air Action Phase - 7/18/2005 3:26:38 PM   
Greyshaft


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There will always be those players who want to control every decision in the game and PBEM should cater for them. At the other extreme I believe there should be the option of rationalising all combats to the minimum possible interaction between players. For the sake of discussion is it possible to consider the following? Suppose it is the Axis impulse:


1 Fly combat air patrol (CAP) to hex <SCRAP THS PHASE>
2 Fly attacking air units to hex (or sea box) <AXIS FIRST PHASE INCLUDING SUBMITTING SCRIPTS>
3 Fly defending air units to hex (or sea box) <ALLIED FIRST PHASE INCLUDING SUBMITTING SCRIPTS >
4 Intercept defending air units <AXIS SECOND PHASE>
5 Intercept attacking air units < ALLIED SECOND PHASE >

<BEGIN AI RESOLUTION OF COMBAT IN ACCORDANCE WITH SUBMITTED SCRIPTS>
6 Air to air combat
6.1 Place attacker’s fighters and bombers in sequence for air to air combat
6.2 Place defender’s fighters and bombers in sequence for air to air combat
6.3 Roll dice for defender & choose which units take casualties / get cleared through
6.4 Roll dice for attacker & choose which units take casualties / get cleared through
6.5 Defender decides whether to continue air to air combat
6.6 Attacker decides whether to continue air to air combat
7 Anti-air combat by defender on attacker’s planes
8 Anti-air combat by attacker on defender’s planes (occurs in naval air attacks)
9 Air bombardment (port attack, naval air attack, ground strike, ground support, strategic bombing, or carpet bombing) or paradrop or air supply.
<END AI RESOLUTION OF COMBAT >

10 Return attacker’s plane to base <AXIS THIRD PHASE>
11 Return defender’s planes to base < ALLIED THIRD PHASE>

So the players give up a lot of the immediate tactical control of air battles (which is probably more realistic anyway… Hitler didn’t fly a Focke-Wulf) but they get their combats done in fewer interactions. I would expect that the players only get limited information about the enemy forces eg. The allied know there are 4 enemy bombers and 3 enemy fighters doing a port attack on Portsmouth but they don’t know the type of bomber or fighter and must therefore respond blindly.


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Post #: 22
RE: PBEM Air Action Phase - 8/16/2005 6:18:20 PM   
herwin

 

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Having built air command and control systems professionally, the flavor here should be that each air unit generates missions (and can surge at logistical cost), and the missions get allocated to do various things. A reserve is held out to intervene or do something major, but day-in-day-out, air operations are like trench warfare.

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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

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Post #: 23
RE: PBEM Air Action Phase - 8/17/2005 12:19:11 AM   
Greyshaft


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quote:

ORIGINAL: herwin
...the flavor here should be that each air unit generates missions (and can surge at logistical cost), ...
Charlie don't surf and Wif don't surge!

Seriously though, "surging" is a valid concept in air warfare but it is not part of the WiF system and I can't see Harry/Steve reinventing the wheel to make it so.


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Post #: 24
RE: PBEM Air Action Phase - 10/17/2005 4:25:41 PM   
paladin4me

 

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I've played WiF for a long time (ed's 1, 3, 5 and FE - still have last two). One observation from all the games is that CAP is rarely used and I would agree that this phase can be removed from play. Generally FTRs (fighters) are positioned to cover one or more potential target hexes using intercept mode. Strategic bombing targets tend to have the most FTR cover, particularly when on defensive mode in a zone (eg: CW most of the time and Ge in west Europe when attacking USSR). FTR cover can be overlapping where FTRs have the range. A hex based priority system coupled with use x% of available FTRs (ie those within intercept range) would probably cover the strat (carpet?) bombing, port attack and ground strike missions. Ground support is a little different as it may not be so much the strategic/tactical importance of the hex being attacked, but rather whether the combat odds can be most affected. Conversely the strat/tact importance may also need to be a factor in determining aircraft support priority - I think I just answered my own question - hex based priority and use x% available ACFT (aircraft) would still apply - except for ground support missions the available ground combat factors would need to be variable based on the combat odds and what is need to generate an odds shift. As for the ACFT lineup - sometimes I use the max A2A approach, but more often I use the A2A (air to air) in depth; ie a FTR lineup that doesn't change that much as front FTRs are lost (I also like using FTRs that should be scrapped as the front FTR with all the good more m odern one behind). As for TAC line-up it's generally the ones with the least ground pounder strength at the front modified by what the unit costs to build. A TAC may have less ground factors than another but if it costs 4 BPs and the other costs 2BPs then the expensive unit is behind the other cheap one. Summary! - hex based priority with "use %" available ACFT with some AI smarts to add enough ground combat factors to alter/shift the odds coupled with ability to include a samll modification to perhaps allow for losses; ie plus 1, 2 or 3 TACs to those deemed necessary to shift odds (includes phasing player ground and air ground combat factors). Apologies for the length of this missive, but air combat/missions is a very important part of IGOUGO WiF game as the level of player interaction for the tabletop game is quite high and most probably is one which has the highest interaction level as air combat can occur at many stages/phases of an impulse.

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Post #: 25
RE: PBEM Air Action Phase - 10/17/2005 7:25:38 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: paladin4me
I've played WiF for a long time (ed's 1, 3, 5 and FE - still have last two). One observation from all the games is that CAP is rarely used and I would agree that this phase can be removed from play. Generally FTRs (fighters) are positioned to cover one or more potential target hexes using intercept mode. Strategic bombing targets tend to have the most FTR cover, particularly when on defensive mode in a zone (eg: CW most of the time and Ge in west Europe when attacking USSR). FTR cover can be overlapping where FTRs have the range. A hex based priority system coupled with use x% of available FTRs (ie those within intercept range) would probably cover the strat (carpet?) bombing, port attack and ground strike missions. Ground support is a little different as it may not be so much the strategic/tactical importance of the hex being attacked, but rather whether the combat odds can be most affected. Conversely the strat/tact importance may also need to be a factor in determining aircraft support priority - I think I just answered my own question - hex based priority and use x% available ACFT (aircraft) would still apply - except for ground support missions the available ground combat factors would need to be variable based on the combat odds and what is need to generate an odds shift. As for the ACFT lineup - sometimes I use the max A2A approach, but more often I use the A2A (air to air) in depth; ie a FTR lineup that doesn't change that much as front FTRs are lost (I also like using FTRs that should be scrapped as the front FTR with all the good more m odern one behind). As for TAC line-up it's generally the ones with the least ground pounder strength at the front modified by what the unit costs to build. A TAC may have less ground factors than another but if it costs 4 BPs and the other costs 2BPs then the expensive unit is behind the other cheap one. Summary! - hex based priority with "use %" available ACFT with some AI smarts to add enough ground combat factors to alter/shift the odds coupled with ability to include a samll modification to perhaps allow for losses; ie plus 1, 2 or 3 TACs to those deemed necessary to shift odds (includes phasing player ground and air ground combat factors). Apologies for the length of this missive, but air combat/missions is a very important part of IGOUGO WiF game as the level of player interaction for the tabletop game is quite high and most probably is one which has the highest interaction level as air combat can occur at many stages/phases of an impulse.


I hadn't looked at this in 6 weeks, but after rereading the sections appplicable to your comments, most of your concerns appear to be fairly well covered. Here are the PBEM sections on standing orders for air units plus the one about HQ providing support (since that is referenced by one of the others).
======================
Air Units
SO 5 CAP (Combat Air Patrol)
Location PBEM X.1.1 Non-phasing player flies CAP to hex or sea box (Rules 14.2.1)
Choices CAP can be flown to defend against: port attacks, naval air combat, strategic bombing, carpet bombing, ground strikes, air transported land units, paradrops, ground support, air resupply (ATR reorganization of land units).
Default No CAP for any hexes against any enemy air missions.
Interface The player selects a theater of operations for which this SO applies. He can further restrict its application by excluding individual air units.

SO 5 uses the same interface as for SO 6, with just a couple of changes. There is no need to fly escort, nor does the player have to worry about bombers for naval air missions and ground support. Another new factor is whether the target hex is only within range flying CAP or if it can also be reached as an interceptor (using SO 6). The latter is usually preferred since it doesn’t commit the fighter unless the enemy actually flies the air mission against the hex. Sometimes the player wants to fly CAP as a means of rebasing a fighter (1) without using a air mission when he is the phasing player or (2) if the end of turn is imminent and he might not get another chance.

There are some additional factors which could be woven into the decision rules that the AI Assistant uses: impulse number, estimated number of impulses remaining, current weather, and expected weather next turn. However, these are assumed to be part of the player’s knowledge when setting the SO. Therefore, they are not be taken into consideration by the AIA.

SO 6 Defensive air support for land or naval units and factories
Location PBEM X.1.3 Non-phasing player flies air units to hex or sea box (Rules 14.1)
Choices Sending fighters as interceptors to defend against: port attacks, naval air combat, strategic bombing, carpet bombing, ground strikes, air transported land units, paradrops, ground support, air resupply (ATR reorganization of land units), or as fighter escort for bombers (see below).

Sending bombers to participate in naval combat or to provide ground support against land attacks.
Default No units are sent.
Interface The player selects a theater of operations for which this SO applies. He can further restrict its application by excluding individual air units.

For SO 6, the left hand columns are, reading from left to right:
1. Small buttons for changing the map view (POVs)
2. Units under consideration (air units being given SO 6)
3. 10 boxes for each air unit that indicate whether the player has / can set a SO 6 for each of the different enemy air mission types, and
4. a fly out display for each air unit that shows the conditional settings for when the air unit flies / does not fly to defend against a specific enemy air mission type.

Clicking on a fighter brings up a shaded area that indicates its range. For bombers the shaded area for its range is optional, since for a bomber with a range of 10, the whole visible screen is within range. Clicking on the fighter/bomber unit displayed either on the map or in the left hand column (same unit, same unit picture) produces the same results: the hexes within range of the fighter/bomber are shaded.

When the player clicks on a mission type against which to defend, only the viable target hexes are highlighted. The shaded area for its range is removed. What is then displayed are only those hexes for which the SO makes sense. A viable target hex is not only (1) within range of the fighter, it also (2) has target units that the enemy can attack with that mission type (naval units in port for port attacks, naval units in the sea area for naval air missions, etc.), and (3) the enemy has air units that can fly that mission type against those hexes. If no such hex exists, then that mission box would simply not be selectable for the SO. Lastly, the player can set the priority for each hex within the specific mission type. To assist in that decision making, the AIA generates a dynamic description of each hex that appears when the player moves the cursor over the target hex. The dynamic description lists the attackable units/resources in the hex, the enemy air units that can attack it, and other friendly fighters available to defend it.

The few remaining controls the player can set are binary (on or off): (1) don't fly if the odds against surviving are too awful - player specifies the value for too awful, (2) send only 1 plane against 1 plane, (3) send more than 1 plane against more than 1 plane, and (4) don't fly if the enemy mission is too weak to do any damage. These appear in a pop up menu that is displayed once the player has selected a mission type. The AIA determines what “too weak” means. These conditionals on when to fly / not fly, are specific to a selected air unit and a specific mission type. They apply to all the hexes for which the air unit might fly defense against a mission type.

When a player clicks on specific mission type, the conditional settings appear to the right of the mission type boxes attached to the left hand column. This is a 'flyout' display that changes when the player places the cursor overs a mission type for a specific air unit. It disappears when the player moves the cursor off the mission type. There is a control button that makes the settings for all the air units appear for a specified mission type. For example, it can show all the conditional settings for when to fly / not fly for the mission type "ground strike". When the control button is clicked, the AIA displays these settings for every air unit.

Prioritizing which phase the fighter flies in is not possible. The sequence of play dictates this priority. Therefore the 'priority' number displayed in the left hand column is automatically generated by the AIA based on the sequence of play. If a fighter has a SO to defend against a ground strike and another to defend against a port attack, then the port attack box has 1 in it and the ground strike box has a 2. If the enemy does a port attack on a hex the fighter is protecting, then the fighter will fly against that mission. If the port attack doesn't happen, then the fighter remains available to protect against the ground strike.
The bombers are only capable of flying two types of missions based on this SO: ground support and naval interception. The former occurs after land attacks have been announced and the latter occurs before the search rolls for a naval combat. Both of these mission types can include fighter escorts. The player selects air units, mission types, and prioritizes hexes as described above for fighter missions. The major difference between these bomber missions and the fighter interception missions, is that the bombers directly affect the combat odds for the land and naval combats. The intercepting fighters only indirectly affect the odds.

Because of this, the bombers are treated more like the HQs in SO 20, HQ Support. The player sets a range that the likely odds has to fall within for the bomber(s) to provide support. The range setting enables the player to avoid providing support when: (1) it isn’t needed, or (2) it won’t do any good.

The player can assign specific priorities to the bombers’ target hexes or sea areas (e.g., 1, 2, 3, etc.). In addition, the player can also select a group of hexes or sea areas and prioritize them according the to odds the attacker has achieved. If he does so, the priority has an asterisk as well as the number: 1*, 2*, 3*, ... The only two choices for prioritizing a group of hexes or sea areas by odds are to: (1) support the hex or sea area that needs the most help (highest attack odds), or (2) support the hex or sea area that will make the attacker suffer the most (lowest attack odds). In both cases, the bomber only provides support if the odds fall within the specified range.

Any fighters assigned to fly escort only do so if there is a bomber flying support. The number of fighters sent by the AIA to any one hex or sea area will not exceed the number of bombers that is sent to the same hex or sea area. The fighter escorts will not be sent at all, if there is no possibility of enemy fighters engaging the bombers. Note, if you want additional fighters sent for intercepting enemy bombers, then they should fly as interceptors.

SO 7 Air combat preparation
Location PBEM X.2.2 Non-phasing player arranges fighters and bombers (Rules 14.3.1)
Choices A criteria for sorting air units (fighters and bombers have separate criteria).
Default For fighters, put the one with the highest air-to-air strength in front and the rest in descending order by air-to-air strength. In case of ties, put the cheapest (lowest build point cost in front).

For bombers, put the one with the worst tactical/strategic/naval strengths in front (depending on mission being flown) and the rest in ascending order by the same criterion. In the case of ties for the first criterion, put the cheapest (lowest build point cost) in front.


Interface The player selects a theater of operations (TOO) for which this SO applies. The TOO identifies target hexes, not air units, for which this SO applies. The player can restrict its application by excluding individual target hexes. The focus is on target hexes and not air units because multiple air units are involved in each air combat.

When there is only one fighter or one bomber, there is no decision to make. In most cases the fighters are sorted in descending order by air-to-air factor. Given two or more fighters with the same air-to-air strength, the player might sort this subgroup in ascending order by range (put the fighters with the shorter range at higher risk of taking hits). There are other criteria that the player might want to use (land based versus CVP, tank buster, night, twin engine, fighter-bomber, etc.). The interface shows the player has a list of fighter capabilities and the player decides which criteria to use to sort the list. There can be sorts within sorts to handle ties - up to 5 levels.

The bombers are usually more difficult to sort. The player might want to do a sum of capabilities and sort on the sum. For example, (tactical + strategic + naval strengths) could be a good indicator of how valuable the unit is. He might want to sort in ascending order on that sum (so the least valuable units are at more risk). Other factors are build point cost, time it takes to rebuild, and the owning major power (e.g., kill off the Italian planes first).

In most cases, these decisions are very simple and setting the SOs will be easy. This design handles more difficult cases with some versatility. However, it is not intended to address situations involving 28 aircraft from 5 different major powers, with the same fine tuning that players use when playing over the board.

SO 8 Air combat results
Location PBEM X.2.4 and PBEM X.2.6 Choose planes lost, damaged, and/or cleared through (Rules 14.3.3)

Air combat results are:
DX - Defender (player not rolling the dice) destroys own front fighter or bomber
AX - Attacker (player rolling the dice) destroys enemy’s front fighter or bomber
DA - Defender aborts own front fighter or bomber
AA - Attacker aborts enemy’s front fighter or bomber
DC - Defender clears through any one of his own bombers
AC - Attacker clears through any one of the enemy’s bombers
Choices This is a prioritization task. The player decides which of his own units and the enemy’s he kills, damages, and aborts in priority order. In that sense it is similar to SO 7, Air combat preparation.
Default For DX it is to destroy the cheaper (lowest build point cost) of the two air units.
For AX it is to destroy the more expensive (highest build point cost) of the two air units.
For DA it is to abort the bomber.
For AA it is to abort the bomber.
For DC it is to clear through the bomber with the highest tactical/strategic/naval strength (depending on mission being flown)
For AC it is to clear through the bomber with the lowest tactical/strategic/naval strength (depending on mission being flown)

Interface The player selects a theater of operations (TOO) for which this SO applies. The TOO identifies target hexes, not air units, for which this SO applies. The player can restrict its application by excluding individual target hexes. The focus is on target hexes and not air units because multiple air units are involved in each air combat.

This is a prioritization task. It only comes into play when there is more than 1 unit from which to choose. For example, when you have to choose which of two bombers to clear through. Therefore, to set this SO, the player needs to prioritize the units based on their characteristics. Characteristics of interest are:
∙ unit type (fighter, bomber, ATR),
∙ air-to-air strength,
∙ mission strength (tactical for ground strikes, strategic for strategic bombing, etc.), and
∙ overall unit value (sum of air-to-air, naval, tactical, and strategic strengths multiplied by the time required to build the unit).

For AC results (clearing through an enemy bomber), the obvious choice would be the enemy bomber with the lowest mission strength. This might have a secondary importance to air-to-air strength under some special circumstances. For DC results (clearing through a friendly bomber), the likely choice would be to clear the bomber with the highest mission strength. In both cases the player will have the ability to set which criterion to use first and which to use second if there is a tie.

For AX results (killing enemy air units) the choice is between the front fighter or the front bomber. The player could set this SO to always kill the fighter (or bomber). In order to provide some flexibility, the player can make the choice conditional on: (1) the likely air-to-air combat odds for the next round, (2) whether there will be a next round (e.g., killing the bomber might end the air combat), (3) the cost or time to rebuild the air unit, or (4), the overall unit value. Note that special features of the air units are not part of the conditions (e.g., twin engine, night fighter, tank buster, etc.). The same process is used for DX, AA, and DA results.

SO 9 Abort air combat
Location PBEM X.2.8 Non-phasing player decides whether to continue air combat for another round (Rules 14.3.3)
Choices Yes or No
Default No.
Interface The player selects a theater of operations (TOO) for which this SO applies. The TOO identifies target hexes, not air units, for which this SO applies. The player can restrict its application by excluding individual target hexes. The focus is on target hexes and not air units because multiple air units are involved in each air combat.

There are several factors that influence whether to continue an air combat or not. In the following list the word bomber includes ATRs. Considerations are:
∙ risk of losing a fighter
∙ risk of losing a bomber
∙ opportunity of killing an enemy fighter
∙ opportunity of killing an enemy bomber
∙ opportunity to help our units on the ground or at sea with bomber support
∙ opportunity to help our units on the ground or at sea by preventing the enemy air mission
At different times in the game the importance of any of these can vary from crucial to irrelevant. The player has the ability to combine these risks into a simple Abort / Stay decision.

The risk of loses and opportunity of kills are measured simply by the air-to-air combat odds. The opportunity of helping our land/naval units (or factories) is measured by the whether our bomber(s) or the enemy bombers getting through will make a difference. What constitutes “making a difference” depends on the enemy air mission.

∙ Paradrops, air resupply, and air transport always make a difference.
∙ Air-to-sea attacks, including port attacks, make a difference if the number of Xs and Ds are going to change. Some allowance is given for anti-aircraft fire when the AIA determines the number of air-to-sea factors that get through.
∙ Ground strikes make a difference if the probability of a land unit being disrupted increases by 25% or more.
∙ Strategic bombardment makes a difference if the probability of losing a production or oil point, or a factory, increases by 25% or more.
∙ Ground support makes a difference if the attack odds are likely to change by a column.

The process for combining the air-to-air combat odds and the “make a difference” measures into an Abort / Stay decision are pretty simple. The player sets how bad the odds have to be for him to abort when “make a difference” is true and when it is false. That is two settings, each of which range from -9 through -2, -1, 0, +1 up to +8. Basically, the player sets his comfort level for the risk/reward of killing planes: first, when the overall air mission means something, and a second time for when it doesn’t.

SO 10 Return air units to base
Location PBEM X.5.2 Non-phasing player returns planes to base (Rules 14.3.2)
Choices A controlled hex within range that doesn’t exceed stacking
Default Return to the hex from which it just came.
Interface The player selects a theater of operations for which this SO applies. He can further restrict its application by excluding individual air units.

Once the air units for which the SO pertains is decided, the player selects one of the mutually exclusive sections 1 to 6 below. Within that section he selects a subsection and in some cases, a sub-subsection. Note that only section 1 gives the player direct control over where the unit returns to base. In all other cases, the AI Assistant makes assessments to determine where the unit returns to base. For section 7, the player sets a priority for each subsection as either: 1 (crucial), 2 (somewhat important), or 3 (not important).

1. Move unit to a specific hex, or a prioritized list of hexes. 1.1 Back to the hex it came from
1.2 To the hex it protected (the target hex)
1.3 Any specific hex the player chooses.

2. Move unit in a general direction, or a prioritized list of directions.
2.1 North, south, east, west, NE, NW, SE, SW
2.2 Towards capital
2.3 Towards nearest city (friendly or in home country)

3. Move unit so it can be transported or retired.
3.1 To a port (specific, nearest, farthest, any)
3.2 To a home city (specific, nearest, farthest, any)

4. Move unit so it can be reorganized during the turn.
4.1 To where an HQ can reorganize it (specific, nearest, farthest, any)
4.2 To where a TRS can reorganize it (specific, nearest, farthest, any)
4.3 To where an AMPH can reorganize it (specific, nearest, farthest, any)
4.4 To where an ATR can reorganize it (specific, nearest, farthest, any)

5. Move unit so it can be reorganized at the end of the turn.
5.1 Towards an oil source (specific, nearest, farthest, any)

6. Move unit for a purpose
6.1 To attack next turn (in front line, near front line)
6.2 To defend next turn (just in range of our frontline, in range of as many hexes of our frontline as possible while being 1, 2, 3, 4, or 5 hexes from frontline)
6.3 As part of a general retreat (far from the frontline or enemy land units)

7. Other concerns to be taken into consideration for hex selection.
7.1 Keep the unit in supply
7.2 Avoid stacking where stacking is only possible due to current situation (e.g., HQ present, leader present, lake/swamp frozen)
7.3 Good defensive terrain against ground strikes
7.4 With a land unit (or avoid stacking with land units)
7.5 In a friendly ZOC (to be safe from partisans)

The player needs to make one big decision: whether to use sections 1, 2, 3, 4, 5, or 6. Once he has decided that, the subsections are displayed for selection. Section 7 is available at all times and can be set for individual air units. However, the settings last used are always the default for section 7, so they really only need to be set once.

Each of the sections can be important in certain game situations. Here are a couple of “not so obvious” examples. 1.2 is useful for repositioning air units (avoiding the limitations on air missions that the phasing player has to deal with). 2.1 is a good way of returning bombers from naval air missions. 3.1 can help get the German air force out of North Africa when things look bad. 7.4 is best (i.e., the choice is to not stack with land units) when it avoids presenting the enemy with a juicy target for a ground strike the next turn.

...

SO 20 HQ support
Location PBEM 11.7.5 Defender HQ Support (Rules 11.16.3) Option 13
Choices Each HQ either provides support or not.
Default No.
Interface All the HQ units that might provide support against land attacks are displayed in the left hand column. To qualify, the HQ must be face up, and either in or adjacent to a hex that contains friendly land unit(s) that are vulnerable to land attack. The last will include even very unlikely units that might be vulnerable due to successful overruns, paradrops, or sea invasions.

The player can then give each HQ a SO to provide support to vulnerable hexes in priority order. Or, HQs can be given no SO for providing support.

The support for each hex can be conditional upon the likely attack odds. Note that the odds can only be estimated because the phasing player hasn’t announced his HQ support, nor have ground support missions been announced or flown. The AIA will be able to determine precisely the level of the ground support it is going to send, using SO 5 (Defensive air support for land units ...) settings. It can also calculate the maximum ground support the enemy could send. Working with this information as data, the AIA can make an educated judgment of likely attack odds. The player sets a range that the likely odds has to fall within for the HQ to provide support. The range enables the player to avoid providing support when: (1) it isn’t needed, or (2) it won’t do any good.

All standing orders remain in effect until changed by the player. The obvious exceptions to this are if the player has moved the unit for which the SO is given, or the units in the 'target' hex have all left. So, a SO to protect against port attacks remain in effect as long as the fighter didn't move and there is at least one naval unit in the port. SOs for HQs might need revision more often since they tend to move around, and if not the HQ, then the hexes in the frontline that it might support are somewhat dynamic. Since a player usually only has 2 or 3 HQs this is not that big a deal. To make things easier, the AIA remembers what the last minimum and maximum were for the range of acceptable attacks to support, and uses them as the starting values every time a new SO 20 is entered.

For prioritizing hexes to receive support, MWIF draws a U-shaped box (no top bar) that surrounds the units in the hex being supported. Basically, the units are given an outline frame, without the top because the number of units in the hex is displayed there. This U-shape has a small box to its top right that gives the priority. In MWIF, the number of units in a hex is shown by having a small box in the top center of the unit stack. The hex priority box is the same size but off to the right.

If the player has prioritized the hexes, the priority boxes will contain a 1, 2, 3, ... The player can also select a group of hexes and prioritize them according the to odds the attacker has achieved. In that case, the priority has an asterisk as well as the number: 1*, 2*, 3*, ... The only two choices for prioritizing by odds are to: (1) support the hex that needs the most help (highest attack odds), or (2) support the hex that will make the attacker suffer the most (lowest attack odds). In both cases, the HQ only provides support if the odds fall within the specified range.
======================

If you (or anyone else) send me an email (Steve@PatternDiscovery.us) I will send you the two PDF files for PBEM System Design and Standing Orders.

Default settings are simply place holders in case the player has never bothered to enter any instructions for the standing order. Once a standing order has been entered, then it remains in effect until changed (the default is no longer used).

In direct response to your comments:

(1) CAP is rarely used, but there is no need to eliminate it from the PBEM game completely.

(2) Rather than have the player state a percentage of fighters to use, SO 6 provides a lot more control. In particular, the AI Assistant will know all of the same mission type that the enemy is flying. For example, all the strategic bombing missions, all the ground support missions, which lets it make better decisions within each mission type. Given the choice between a simple percentage of fighters and the increased amount of detailed control, I have opted for the more detailed control. These might be tedious to set up the first time when the entire concept is new and the battlefield unexamined. Once the player gets the hang of it, they should be pretty easy to put in place. Since the standing orders from the previous turn remain in effect, situations that are unchanged (like protecting against strategic bombing) can be left as is. The SO's will need to be reviewed when things change (losses, units move, reinforcements, priorities) but that is how it should be.

(3) The standing order for arranging units is close to what you requested. Maintaining a uniform air-to-air strength throughout all the combat rounds is probably not doable though. The number of conditional statements would be very long (# of our fighters involved, # of enemy fighters involved, difference in air-to-air rating of using the best versus using the uniform air-to-air, etc.). Remember, when playing over the board, you probably only use the uniform air-to-air criteria 1 time in 20 - when a lot of fighters (and bombers) are involved in the combat and you expect a lot of rounds of air combat to occur. There are going to be trade-offs between PBEM versus internet play. The convenience of not having to log in at the same time as the opponent(s) will cost you in not having the same interactive control over decisions.

When it comes to long missives, I still hold a dominant position as the most long-winded in this forum. I read everything that is posted and give them all serious consideration. Thanks for the comments/suggestions.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to paladin4me)
Post #: 26
RE: PBEM Air Action Phase - 10/18/2005 2:04:53 PM   
paladin4me

 

Posts: 5
Joined: 6/24/2004
From: Winmalee NSW Australia
Status: offline
quote:

Any fighters assigned to fly escort only do so if there is a bomber flying support. The number of fighters sent by the AIA to any one hex or sea area will not exceed the number of bombers that is sent to the same hex or sea area. The fighter escorts will not be sent at all, if there is no possibility of enemy fighters engaging the bombers. Note, if you want additional fighters sent for intercepting enemy bombers, then they should fly as interceptors.[/quote

Thank you very much for that. It is great that you are/have put a lot of thought into this game and the mechanics. However, re the section of your post above - I and the rest of the guys I play with see no harm in flying an escort FTR - even though there is no bomber to escort - the rules don't specify whether bombers have to fly to be able to fly escort. This way the FTRs can travel at full range instead of half range - sort of like CAP but without the prior commitment. Further, why can't the number of FTRs exceed the number of bombers sent to the same hex, the desired tactic may be try and swamp the opposition with overwhelming FTR cover.

Please keep up the good work.

_____________________________

Grizzled WiF Verteran

(in reply to Shannon V. OKeets)
Post #: 27
RE: PBEM Air Action Phase - 10/18/2005 7:21:30 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
quote:

ORIGINAL: paladin4me
quote:

Any fighters assigned to fly escort only do so if there is a bomber flying support. The number of fighters sent by the AIA to any one hex or sea area will not exceed the number of bombers that is sent to the same hex or sea area. The fighter escorts will not be sent at all, if there is no possibility of enemy fighters engaging the bombers. Note, if you want additional fighters sent for intercepting enemy bombers, then they should fly as interceptors.


Thank you very much for that. It is great that you are/have put a lot of thought into this game and the mechanics. However, re the section of your post above - I and the rest of the guys I play with see no harm in flying an escort FTR - even though there is no bomber to escort - the rules don't specify whether bombers have to fly to be able to fly escort. This way the FTRs can travel at full range instead of half range - sort of like CAP but without the prior commitment. Further, why can't the number of FTRs exceed the number of bombers sent to the same hex, the desired tactic may be try and swamp the opposition with overwhelming FTR cover.

Please keep up the good work.


There are, by my most recent count, over a zillion house rules for WIF. MWIF will contain over 70 optional rules, almost all of which are ADG defined optional rules. MWIF will not support house rules because each house rule requires specific code be written to accommodate it.

The way you and your friends play the game is fine by me, but it is a direct violation of the rules as written (RAW). Section 14.2.1 states that a fighter can use its full range when flying escort but only half its range when flying as an interceptor. Escorting means there is a friendly bomber involved, not merely passing cloud formations. You are treating the fighter as if it were flying CAP, which is covered in other sections of the rules. MWIF will enforce the rules as it is written in RAW (to the best of my ability).

_____________________________

Steve

Perfection is an elusive goal.

(in reply to paladin4me)
Post #: 28
RE: PBEM Air Action Phase - 10/18/2005 10:10:14 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

MWIF will enforce the rules as it is written in RAW (to the best of my ability).

We will help you !

(in reply to Shannon V. OKeets)
Post #: 29
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