RE: Scout DDs Gamey? (Full Version)

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Nunya D. -> RE: Scout DDs Gamey? (5/15/2010 3:07:36 AM)


quote:

ORIGINAL: Thayne

..To send them again and again on the same mission is to tell a group of human beings, "You get to keep doing this until you die."

I may also consider it "gamey" in the sense that, after the first trip, to order the ship out again, should have dropped the crew's morale significantly. The third trip would have dropped it to near zero.

"We're floating corpses. Even if we succeed, the admiral is going to send us out again until we're dead. We're dead. We're fraking dead. If not on this trip, then the next, or the one after that."

By the third trip, there would probably be a half-dozen suicides and a good tenth of the crew would simply vanish. By the fourth trip, somebody would probably just throw a match into the powder room.




You mean, kinda like U-boat crews near the end of the war?




Nunya D. -> RE: Scout DDs Gamey? (5/15/2010 3:12:36 AM)


quote:

ORIGINAL: eMonticello


quote:

ORIGINAL: Charbroiled
If people think this is gamey because it was against "doctrine", well, I would like to see the "doctrine". 

Cruiser doctrine document is here. Unfortunately, they haven't scanned the destroyer doctrine yet.

The Cruiser doctrine is expressed somewhat in this page.

"By the mid-20th Century, cruisers were medium-sized, general-utility ships. They had a large cruising range and are capable of high speeds (over 30 knots). They served as protective screens against surface and air attacks and also provide gunfire support for land operations. Cruisers were lightly armored, heavily armed, fast ships designed to screen formations and to scout out enemy fleets. Their survivability depended on speed, not armor. This continued to be the meaning until after the Second World War - a fast, long-range, lightly armored ship, although by then more powerful than a destroyer."

And the destroyer doctrine is expressed somewhat in this page:

"The principal mission of destroyers is to operate offensively and defensively against submarines and surface ships and to take defensive action against air attacks. They also provide gunfire support for amphibious assaults and perform patrol, search, and rescue missions."

Sending out a single DD on a suicide mission to scout KB is gamey unless you transfer ship command to General Affleck.


Is the real question/concern here that he used a DD instead of a CL which were designed and doctrined for this type of mission? [&:]




sfbaytf -> RE: Scout DDs Gamey? (5/15/2010 3:22:19 AM)

If you want to learn about a suicide raid look no further than Task Force Buam and the Raid on Hammelburg.

I agree with the contention that Admirals were hard back then and would not hesitate to send a destroyer on a scouting mission if thousands of lives depended on it. Sure if word got back to higher up the command chain  the commander ordering it may have some explaining to do and chances are it would have been censored had it gone bad or some heroric cover story concocted, but I have no doubt that under the circumstances described and given the limitations of the game engine to use other methods, it would have been justified.

This isn't going to be resolved here as there is a definite split. The question is what did the 2 parties decided and what if any are the ramifications and remedy? If it is deemed "gamey" is the turn going to be replayed? At this point the cats pretty much out of the bag. KB is known to be at a certain location...




Canoerebel -> RE: Scout DDs Gamey? (5/15/2010 4:03:49 AM)

I am the party that started this thread. As announced above, there was enough disagreement over the issue to suggest it was a "gray area." Accordingly, I told my opponent I wouldn't use the tactic any more (not that I won't send out "flankers" and "scouts," just not that far).

I have no question that the tactic was proper for basically the reasons you state in your post. In reading the multitude of replies in here, I think the "not gamey" analysis offers a more insightful, rational analysis of the tactic in light of the realities of the game. But this isn't a court of law or a debate, so I'll just desist from circumnavigating Borneo to "avoid even the appearance of impropriety."

P.S. I strongly suspected the KB's location just where my DD found it, so I didn't gain any big advantage.




Bullwinkle58 -> RE: Scout DDs Gamey? (5/15/2010 5:22:54 AM)

quote:

ORIGINAL: Nunya D.


quote:

ORIGINAL: Thayne

..To send them again and again on the same mission is to tell a group of human beings, "You get to keep doing this until you die."

I may also consider it "gamey" in the sense that, after the first trip, to order the ship out again, should have dropped the crew's morale significantly. The third trip would have dropped it to near zero.

"We're floating corpses. Even if we succeed, the admiral is going to send us out again until we're dead. We're dead. We're fraking dead. If not on this trip, then the next, or the one after that."

By the third trip, there would probably be a half-dozen suicides and a good tenth of the crew would simply vanish. By the fourth trip, somebody would probably just throw a match into the powder room.




You mean, kinda like U-boat crews near the end of the war?


How many beaches must a jarhead breach before a jarhead won't breach beaches? (Apologies to the woodchuck.)

Hey, if sending a whole ship full of guys "way out there" is a suicide mission and thus gamey, I guess sending, EVERY DAY, hundreds of patrol planes out 20+ hexes over enemy territory, alone, with known CAP concentrations, is just too gamey for words. It must stop, forthwith. These are HUMAN BEINGS, man! Stop fighting! This is the War Room![:)]




Dili -> RE: Scout DDs Gamey? (5/15/2010 7:59:41 PM)

A plane with 4 human beings is not the same as a ship with 100's.
And the problem isn't doutrine it is culture. If America was a dictatorship likes Germany, Soviets or Japanese yeah it might do that. For America i could only see it in desperates times.




Bullwinkle58 -> RE: Scout DDs Gamey? (5/16/2010 12:10:08 AM)


quote:

ORIGINAL: Dili

A plane with 4 human beings is not the same as a ship with 100's.
And the problem isn't doutrine it is culture. If America was a dictatorship likes Germany, Soviets or Japanese yeah it might do that. For America i could only see it in desperates times.


I invite your attention, again, to the Schweinfurt missions. Or Point Du Hoc. Or the Doolittle Raid. Bombing the Ploesti oil fields.

"You want me to do WHAT, General Pickett?"




Nunya D. -> RE: Scout DDs Gamey? (5/16/2010 3:09:09 AM)


quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: Dili

A plane with 4 human beings is not the same as a ship with 100's.
And the problem isn't doutrine it is culture. If America was a dictatorship likes Germany, Soviets or Japanese yeah it might do that. For America i could only see it in desperates times.


I invite your attention, again, to the Schweinfurt missions. Or Point Du Hoc. Or the Doolittle Raid. Bombing the Ploesti oil fields.

"You want me to do WHAT, General Pickett?"


The Doolittle Raid is a perfect example of the willingness of the Commanders at that time to assign very dangerous and/or suicidal missions.

The raid accomplished almost nothing from a military standpoint and the expected survival rate of the pilots/cew was very low at takeoff. The arguement can be made that the pilots/crew of the Doolittle raid were volunteers and the crew of the DD wasn't. But that is what they did back then. The men back then had a deep sence of pride and honor. They took risks and fought hard.




Zemke -> RE: Scout DDs Gamey? (5/16/2010 5:07:10 AM)

The Doolittle Raid was done for political reasons and only took place once.
When considering the Schweinfurt and Ploesti raids the intent was to hit important targets, not be suicide raids, which they were not as most did make it back, granted with heavy loses.

There is no way the USN would have sent a lone destroyer 600nm, alone with the intent of "triggering" the KB into attacking, and then say that was normal or routine "back then", it simply was not done. A sub sure, but a sub will not "trigger" a KB response. A scouting Task Force, sure, a lone destroyer designed to be sacrificed, no way. But hey both sides can do this, so I guess it comes down to who is willing to lose destroyers. I just think it is gamey because of the intent was to trigger the KB to respond, reveling it's location, and a willingness to lose the ship to do so.




jimh009 -> RE: Scout DDs Gamey? (5/16/2010 6:32:30 AM)

Just my two cents. If I was your opponent, what would worry me wasn't whether your maneuver was gamey or not (it sort of is, I think, but not in a big way that leads to lasting changes in the actual game).

Instead, I would worry about what it says about your opponents defense network. To have a DD sneak in uncontested into Java/Burma and make a loop of Burma five times says a lot - little of which is positive. You might have even done your opponent a favor by doing this - as it clearly highlighted some big holes in your opponents defenses. I suspect after your destroyers sightseeing around Burma, many "holes" in your opponents defense (there and elsewhere in the game) have been plugged. :)




Mifune -> RE: Scout DDs Gamey? (5/16/2010 12:04:17 PM)

I totally agree with Nemo and Dili and could cite examples but why put gas on a fire. But gain thats just my two cents.




Canoerebel -> RE: Scout DDs Gamey? (5/16/2010 1:45:36 PM)

The flaw with the "gamey" argument is that you are attempting to apply historic doctrine into a non-historic situation. 

No, the Allies didn't send destroyers on missions that had a very high likelihood of being "suicidal."

But neither did the Allies give orders to huge carrier and transport TFs to "steam forward for two days despite not knowing where the KB is and continue going forward even if the KB is sighted and it becomes clear that the mission is impossibly dangerous." 

In real life, the Allies would (1) have had more info about the KB's location and (2) would have the ability to recall an invasion force at any point information developed about overwhelming enemy forces ahead.

But in AE (with two-day turns) the Allies are faced with the non-historic (and therefore "gamey" per se) situation of putting together invasions under just these circucumstances.

So, to help dampen this decidedly gamey aspect of invasions, the Allies engage in a countermeasure to send a DD around Borneo in search of information about the KB.  Gamey?  Perhaps, but in just a small way necessary to reduce the radical gaminess inherent in the invasion.




Miller -> RE: Scout DDs Gamey? (5/16/2010 3:25:13 PM)

Dan and Myself have agreed to put this issue behind us, as in game terms it has had little or no overall impact on our game. Please no more comments, thank you.




sfbaytf -> RE: Scout DDs Gamey? (5/16/2010 4:23:00 PM)

Perhaps the Americans wouldn't be so crazy as to send a lone destroyer on a "suicide mission" but the British are a different matter.

Next time send a British DD or used one of the old Lend Lease destroyers and you should be ok...

http://en.wikipedia.org/wiki/USS_Buchanan_%28DD-131%29


quote:

ORIGINAL: Zemke_4

The Doolittle Raid was done for political reasons and only took place once.
When considering the Schweinfurt and Ploesti raids the intent was to hit important targets, not be suicide raids, which they were not as most did make it back, granted with heavy loses.

There is no way the USN would have sent a lone destroyer 600nm, alone with the intent of "triggering" the KB into attacking, and then say that was normal or routine "back then", it simply was not done. A sub sure, but a sub will not "trigger" a KB response. A scouting Task Force, sure, a lone destroyer designed to be sacrificed, no way. But hey both sides can do this, so I guess it comes down to who is willing to lose destroyers. I just think it is gamey because of the intent was to trigger the KB to respond, reveling it's location, and a willingness to lose the ship to do so.





bigred -> RE: Scout DDs Gamey? (5/16/2010 6:09:28 PM)

THE BELOW QUOTE IS FROM AN INDIVIDUAL THAT LIKES A "NO RULES" GAME

quote:

As a commander it is your job to prevent the enemy doing whatever it is within their capabilities of doing.

Don't defeat your opponent by rules-lawyering to death, instead, destroy them with your forces on-map.

If your opponent decides to send forces on suicide missions then destroy them. Simple. Also, what may seem like a suicide mission to you mightn't to your opponent and, you know what, he might be right. It seems he was right in this case.


THE QUOTE BELOW IS FROM A DIFFERENT TYPE OF PLAYER MORE COMFORTABLE WITH HOUSE RULES.

quote:

ORIGINAL: Captain....you and your men are being sent out into the middle of enemy held waters in the hopes that he'll reveal his presence to us (through the magic of the combat report) by launching an airstrike on you. Naturally this entails great danger to you and the men under your command.....but know that your sacrfice will be forever immortalized in the Hall of Zeros and Ones. Besides which, your craft is very maneuverable!....it is possible you may survive in which case you'll all get free ice cream and a commemorative plate"


The above quotes remind me to be careful as I pick my opponent. I personally would want a "no rules" player to get to the down and dirty of a game. 'Kill or Be Killed" with no rules of safety to hide behind in case of disadvantage.


Sorry, lol, just got to the request to stop posting.




Bullwinkle58 -> RE: Scout DDs Gamey? (5/16/2010 6:19:14 PM)


quote:

ORIGINAL: Nunya D.


The raid accomplished almost nothing from a military standpoint and the expected survival rate of the pilots/cew was very low at takeoff. The arguement can be made that the pilots/crew of the Doolittle raid were volunteers and the crew of the DD wasn't. But that is what they did back then. The men back then had a deep sence of pride and honor. They took risks and fought hard.


I'm sure a fair percentage of the DD's crew would have been volunteers for the Navy. Once you do that and take the oath there's little need to "ask for volunteers" outside of TV and movie portrayals. Or, of draftees either, really. So long as they're legal orders, you carry them out. And a mission with 100% expected casualties is not, without further facts, illegal.




sfbaytf -> RE: Scout DDs Gamey? (5/16/2010 6:26:22 PM)

The order for a mission like this would probably read something like this:

Destroyer XXX:

Proceed to coordinates x,y arrive at coordinates x,y at XXX time. Arrive at point x,y no later than XX and no earlier than XX

Report back any enemy contact

Only the Captain and XO would be privy to the actual orders.






Bullwinkle58 -> RE: Scout DDs Gamey? (5/16/2010 6:32:39 PM)


quote:

ORIGINAL: Zemke_4

quote:

The Doolittle Raid was done for political reasons and only took place once.


War is the accomplishemnt of political ends by other means. As for once, is the issue that CR did the DD sweep four times? Somehow I doubt the opponents here would say that was the distinction.

quote:

When considering the Schweinfurt and Ploesti raids the intent was to hit important targets, not be suicide raids, which they were not as most did make it back, granted with heavy loses.


The 305th Bomb Group had 87% casualties on the second Schweinfurt raid.

In contrast, CR's destroyer lost no men in four missions. Hardly comparable. Opponents keep calling this a "suicide mission" (which, as I've said elsewhere has little deterrent effect in history if the mission was necessary.) In truth, the mission(s) were highly effective and led to a successful invasion.

quote:

There is no way the USN would have sent a lone destroyer 600nm, alone with the intent of "triggering" the KB into attacking,


Again, when the DD was NOT attacked it provided essential information as to where the KB WASN'T.

quote:

and then say that was normal or routine "back then", it simply was not done.


I don't believe anyone is saying it was routine or normal back then. They're saying it was possible, the game code allows it, and that it might be reasonable to do given the lack of intel that was "normal" from the game. To date, no one has posted compelling evidence that a well-organized Japanese search and attack couldn't have stopped this DD on its first circumnavigation.

quote:

A sub sure, but a sub will not "trigger" a KB response.


Subs are much slower. And a sub is also open to detection and attack while in transit on the surface. Why are sub sailors' lives worth so little to you?

quote:

A scouting Task Force, sure, a lone destroyer designed to be sacrificed, no way.


I'm sure the JFBs here would love such a restriction, but it simply isn't your call to make. Fight your own war; take your lumps in 1944-45.

quote:

But hey both sides can do this, so I guess it comes down to who is willing to lose destroyers.


Exactly.

quote:

I just think it is gamey because of the intent was to trigger the KB to respond, reveling it's location, and a willingness to lose the ship to do so.


Only CR knows what his intent was. And the Japanese player can prevent what you say by standing-down the KB's attack units. His call.






Dili -> RE: Scout DDs Gamey? (5/16/2010 9:16:11 PM)

quote:

I invite your attention, again, to the Schweinfurt missions. Or Point Du Hoc. Or the Doolittle Raid. Bombing the Ploesti oil fields.


A strategic operation or desperate times.


quote:

Perhaps the Americans wouldn't be so crazy as to send a lone destroyer on a "suicide mission" but the British are a different matter.
Next time send a British DD or used one of the old Lend Lease destroyers and you should be ok...


What's that have to do with this issue? USnavy had also 2DD's transformed as APDs employed in same way in Torch. That is like saying that all opposed disembarks that allies made is evidence that they had same disregard for soldiers life as Soviets, Japanese or Nazis. The issue is reward value vs life expended vs options to achieve same mission.




byron13 -> RE: Scout DDs Gamey? (5/16/2010 10:41:13 PM)


quote:

ORIGINAL: Panther Bait

The only potential qualm I would have on the tactic is that the game engine is notorious for not reporting single ship convoys. The fact that the Swanson made it around Borneo 5 times previously without him detecting it suggests that's the case here (or I suppose it's possible that it was reported but it was assumed to be a sub, since the game has a tendency to report subs as anything except subs).

So, if it's a case of Miller doing everything right (set up air searchs, deploy LBA, etc.) to handle the presence of Allied shipping, but the game engine is making it impossible to detect and persecute the Swanson, then it's probably on the gamey side only because there is no counter tactic.

If it's a case where Miller's air search plan was not up to the task and a reasonable air search/LBA deployment would have found the DD and sank it sooner, then it's totally reasonable.


I think this is the answer. Use 2x ship TFs so that your opponent has the opportunity to deal with your suicide mission at a distance with Betties and torpedoes before your TFs have a chance to obtain the intelligence they seek. If the search plan is sufficient, the "free market" approach to the game will quickly determine whether you think the missions are worth it or not. If the search plan is not sufficient, shame on your opponent.


quote:

ORIGINAL: Panther BaitRegarding whether it's a historically based tactic, I don' think you can really defend it with references to the picket ships. Most of the picket DDs/DEs were stationed "relatively" close to either other pickets or whatever force they were protecting, so that there was a very good chance that someone could respond to a Mayday or a request for backup in a reasonable amount of time.

This is just a little different than asking a solitary DD to sail hundreds of miles through enemy seas with virtually no chance of rescue if they get attacked, especially when the DD has no real means to "search" for the KB other than to draw an attack from it. This is akin to ordering an employee to walk down a dark alley with $100 bills taped to his forehead to "search" for muggers, so the boss will know whether to walk down it himself or not. IMO, it would be a lot more historical to confine these search missions to Allied subs. However from the AAR, I get the sense that Canoerebel's game with Miller is more of "do what the engine allows" type of game rather than a "strictly historical" game, so the I wouldn't base a gamey or not call to history in this case.

Mike


Disagree with this. It is correct inasmuch as you could expect to be rescued after your ship sunk. But the pickets were fairly unique in the U.S. experience of being sent out knowing the pickets were kamikaze fodder and had an unusually high chance of being destroyed. Yes, sunk crews were likely to be rescued, but the loss of vessels and crew made the missions near suicide if you were in one of the hot paths. The commanders thought the losses worth the risk (better to have pickets sunk than carriers); tragic but very real math. If your circumstances are the same, then maybe it is worth it. I'm not sure how you draw the line between this kind of decision and launching waves of LCIs and DEs on suicide missions because you have some many you dont mind losing several dozen rather than keeping track of them.




Panther Bait -> RE: Scout DDs Gamey? (5/17/2010 3:11:06 PM)

I'd have to go back and check the numbers, but from what I remember of Morison's History of the US Navy (he has a good table in the Appendix listing US ship losses in the kamikaze timeframe and the cause of each), outright quick sinkings on picket duty were not the norm. Many (maybe even most), of the pickets were either scuttled after evacuating the crew, towed back for salvage, or scrapped in the US instead of repaired because they were not likely to return to service before the predicted end of the war and were going to end up as surplus. Even the USS Laffey served until 1968.

So, while Picket duty was dangerous, it is still in my mind, a lot different than a single ship mission designed to draw a fatal response merely for the gathering of intelligence gathering.

Regardless of whether it's historical or not, though, I do agree with those that say sending a ship on a suicide mission is not gamey, as long as there is an effective counter-tactic. So the issue here really depends on air search effectiveness and the air strike initiation algorithms.

Mike






SuluSea -> RE: Scout DDs Gamey? (5/17/2010 3:59:32 PM)

When the allied player puts his anti Kamikazee defenses to test I can imagine the threads will be 10 pages long.

Interestingly enough I've read numerous times since release players from the Japanese side invoke "since we have hindsight we're able to make better choices", but when the allied player makes a change from normal operations some almost soil themselves. The allied player is a slave to wartime production, it looks like some want it carried over to operations as well.




bigred -> RE: Scout DDs Gamey? (5/20/2010 12:52:53 AM)


quote:

ORIGINAL: SuluSea

When the allied player puts his anti Kamikazee defenses to test I can imagine the threads will be 10 pages long.

Interestingly enough I've read numerous times since release players from the Japanese side invoke "since we have hindsight we're able to make better choices", but when the allied player makes a change from normal operations some almost soil themselves. The allied player is a slave to wartime production, it looks like some want it carried over to operations as well.


I am waiting for the mid-game new house rules.




Rankorian -> RE: Scout DDs Gamey? (5/20/2010 2:24:53 AM)


quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: Dili

A plane with 4 human beings is not the same as a ship with 100's.
And the problem isn't doutrine it is culture. If America was a dictatorship likes Germany, Soviets or Japanese yeah it might do that. For America i could only see it in desperates times.


I invite your attention, again, to the Schweinfurt missions. Or Point Du Hoc. Or the Doolittle Raid. Bombing the Ploesti oil fields.

"You want me to do WHAT, General Pickett?"


But if there were terrible losses, sometimes there were consequences in the US. I am thinking of...some Italian attack that caused so many lives that there was a Congressional investigation.

It might not have been entirely fair system, but in the US during WW2, some politician [and I do not find the term "politician" entirely derogatory--comes with Democracy] might actual hold a hearing.

Nevertheless, I am in the non-gamey category in this case. Consenting adults. It is a relationship, between them, which no one else can completely understand.




Central Blue -> RE: Scout DDs Gamey? (5/20/2010 6:35:59 AM)

only "gamey" if there is an obvious exploitation of real weakness in the code.

Still, it's pretty clear that some gamers want to play the history with hind sight, and some folks want to play their PBEM opponent's OODA regardless of the fact that Col. Boyd developed his theories subsequent to the period dealt with in this game.

Col. Boyd and Nemo aside, it was standard practice in Pac War to pack Palembang with Allied assets because it didn't repair; and there were no forums to complain about "gamey" behavior of mostly commonwealth assets falling back on Dutch Palembang rather than British Singapore..

The AI never complains, so human players need to carefully negotiate their expectations.

Saying that the Allies can't send this ship out on its suicide mission is akin to invoking an election rule for the various countries on the allied side. The designers didn't care to invoke elections in their design, so everything subsequent has to be negotiated. Folks that bitterly complain about such a tactic might be better off requesting the Japanese side in the Ironman scenario if they are worried about one destroyer.




Lomri -> RE: Scout DDs Gamey? (5/20/2010 4:36:37 PM)


I think that the part I like the least is the 100% reporting from your lone DD task force. You have 0% chance of the DD just disappearing on its mission and never returning with no contact about what happened. If the DD was caught flat footed and hit by enemy planes it might not have had a chance to get a coherent radio message out, nor does the game reflect the fact that the radio signal may never get received.

just my 2c




Grit -> RE: Scout DDs Gamey? (5/20/2010 5:26:09 PM)

I wonder if the Japanese leadership considered the Doolittle Raid gamey?

The decision to launch early, and Halsey's decision not to break radio silence to warn the Chinese bases clearly doomed the planes/pilots. But it went anyway.

Sometimes military leaders have to make tough decisions.




mbar -> RE: Scout DDs Gamey? (5/20/2010 5:56:14 PM)


quote:

ORIGINAL: Grit
I wonder if the Japanese leadership considered the Doolittle Raid gamey?


[:D] Awesome! I'm glad I'm not the only one who thinks this. I can see the threads now.

NAGUMO: "I lost all 4, count'em FOUR, carriers to the lowly USN while trying to invade Midway. The balance in this game is BORKED."

TOJO: "B-25 are LANDBASED bombers!!!!!! There is now WAY they should launch from a carrier! USN took advantage of an exploit in the game that needs to be hotfixed ASAP!"

USN: GG you guys.




Nikademus -> RE: Scout DDs Gamey? (5/20/2010 6:08:50 PM)


quote:

ORIGINAL: Nunya D.
Is the real question/concern here that he used a DD instead of a CL which were designed and doctrined for this type of mission? [&:]



I'm wondering why a pre-WWII surface scouting doctrine is being cited in an scenario involving carrier aircraft.




Kwik E Mart -> RE: Scout DDs Gamey? (5/20/2010 6:27:17 PM)

"The first Japanese task group, called Northern Force, under Admiral Ozawa, was comprised of four aircraft carriers stripped of planes, to act as a decoy, luring Third Fleet north away from Leyte. The carriers had no aircraft because the enormous Japanese losses..."

would this be gamey if enacted in AE?





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