accurate coastal guns? (Full Version)

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djr007 -> accurate coastal guns? (9/21/2006 1:27:41 AM)

I have noticed a distrubingly accuracy in the coastal guns of the Japanese. To be specific, losing some 70 ships when invading, the majority AK's and LST's and a large number of DD's as well. As I hold an Master's Degree in Military History, I can state that such a performance is very ahistorical. Is this simply a luck of the "die", an attempt at play balance or a computer glitch?




dtravel -> RE: accurate coastal guns? (9/21/2006 2:35:03 AM)

Did you actually have 70 ships sink?  Or did you just happen to get peashooter hits on 70 ships along with a few sunk or heavily damaged?




bbbf -> RE: accurate coastal guns? (9/21/2006 3:43:15 AM)

And did you follow good practice like aerial and naval bombardment pre landings? For a number of days?

Was it against the AI or against a human opponent who probably stacked many more guns there than historically?

Having said that, sometimes it is just the dice rolls - I've had forces hit the beach against a lot of guns and not lose many ships, other times losses are heavy.




djr007 -> RE: accurate coastal guns? (9/21/2006 6:48:02 AM)

Names and damages can be provided if neccessary. I considered preliminary bombardment, but noticed a marked decline of effectiveness after the first day.




djr007 -> RE: accurate coastal guns? (9/21/2006 6:50:51 AM)

AI opponent. I tried for two days carrier air strikes followed by same-day naval bombardment. I can try more, but there is a law of diminishing returns.

It would have to be an AI foe. What human player would cram 80,000+ men on Saipan?




dtravel -> RE: accurate coastal guns? (9/22/2006 4:17:35 PM)

More like "what human player would put only 80,000+ troops on Saipan?"  What difficulty level is the game set to?




bbbf -> RE: accurate coastal guns? (9/24/2006 10:29:50 AM)


quote:

ORIGINAL: djr007

Names and damages can be provided if neccessary. I considered preliminary bombardment, but noticed a marked decline of effectiveness after the first day.



Yep, you have to run multiple Bombardment TF's that follow each other in sequence.

So I suspect this is your major issue - a landing against an enemy that was far from supressed - you will suffer mightily every time.

Patience is the key, bombard by sea and air until you start noticing that the facilities stop repairing. This means the target is out of supply, and will be heavily suppressed.

Then whack them some more, just to be sure, and then land.

You will suffer far less casualties.




Xargun -> RE: accurate coastal guns? (9/26/2006 11:41:28 PM)

Don't forget when dealing with BBs doing bombardments (and CAs to a lesser degree) - these ships carry very limited main gun ammo and after 1 or 2 bombardments they have little left to use - so there subsequent bombardments will only be with secondary guns. Usually you get 2 good bombardments from BBs before they become ineffective on the job - you need to rotate them back for resupply and bring in another TF to continue..

And make sure you send aircraft to attack the port - that will cause damage to the CD guns / units there.

Xargun




AmiralLaurent -> RE: accurate coastal guns? (9/27/2006 2:23:15 PM)

One of the problems with WITP is that all guns will fire against a landing, and most of them will target ships (that IRL will only be targetted by CD guns). So if the AI has 80 000 men in Saipan, it probably has 500 or more field artillery guns that will do far more damage to your ships that what they should IRL.

Also the land system considers all units in the same hex to always fight together and be able to hit with gunfire everything in the hex... So you can't compare this with the historical Saipan landing. It was opposed by 2 batallions IIRC, you are facing 3 or 4 divisions... And only two days of preparation is less than the IRL number.

To reduce casualties during the landing, you may add CA and CL to your transport TF, they will 1) suppress some enemy fire by firing back 2) draw shells that won't do them any harm in almost all case.





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