Bullwinkle58 -> RE: Ground bombing is borked, part II (11/5/2011 6:30:09 PM)
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ORIGINAL: PaxMondo As PzB pointed out, it isn't the casualties, its the high numbers of the troops that are apparently being disabled subsequent to the air attacks. The result looks to be that the atoll will fall in a rather short period of time. Iwo should be the example. What were the IJ troop strengths Iwo? ~20,000, right? US troop strength? V Amphib Corp with follow on troops ... what about ~100,000 or more. ~25000 US casualties ... +30 days to secure. The fundamental item being the bombardments had little effect. The landing faced well entrenched and supplied troops. A very tough struggle. To avoid confusion, let me state the goal here isn't to replicate the Iwo damage assesments. The game is NOT a simulation and the model doesn't work by modeling every aspect of combat perfectly to get the desired outcome. The goal is arrive at a similar overall result: with the full hammer of the USN hitting Christmas Island (lvl 6 forts and well supplied), it should take at least 30 days (and since this atoll is a lot larger than Iwo, you could easily argue that it should take more like 60 days) and require followon forces to take. That the allies should prevail in this instance should not be seriously in doubt (assuming they do the job right, and Andy is doing it right I am sure). It's that even effectively bringing their big hammer to the party, it should take them TIME to secure their objective. Right now, it looks like the roadblock is going too easy with both players doing everything right. And the item that stands out in this are the high numbers of disabled troops. If I was going to tune this, I would take the fortification factor in the bombing effectiveness and tweak it ~25%. Then run Andy/PzB's turns a couple of times. Hopefully, we'll see those disabled drop enough to where the island will hold out for 30 - 60 days. Just my thoughts.... I disagree that Iwo RL results should be the calibration for anything. Iwo was Iwo. It was hollowed-out mountains. It may be Level 6 in the game, and so was this, but in RL it was mountians, not bunkers. Nothing man-made can come close. I also don't know of any RL atoll invasion where the full CAGs of eight fleet carriers struck a port in one strike. The math done in the thread shows the tonnage of aimed bombs which hit in this attack. Not multi-engine area bombing. There is no RL data for this. I don't have a problem with the numbers of disabled troops in these results. I actualy think the KIAs are way too small, from spalling and internal bunker frags at least, let alone concussion. Disabled troops recover. That there isn't time for that if the Allies press home their attack is an Oh Well--it's part of the model. If Andy accepts the disruption, supply usage, and his own KIAs to not let up, the defense can't automagically get better at the same time. Casualty care isn't overtly modeled in the game, but is secondarily through this mechanism. A fortified position ceaselessly fighting for survival isn't going to devote a lot of manpower to WIA care. The disabled have to wait. As for the time needed to take an atoll, it's part of the game balance. Yes, some islands took longer in RL than in the game. But sortie rates, tides and currents, beach obstructions, and a thousand other variables aren't overtly represented in the game. The whole game has an optempo too fast for RL, on both sides. The Japanese amphib bonus is an abstraction too, but I don't see any JFBs calling for it to be removed. Fort levels will always be a swag, with a lot of randoms in the mix. If I had a beef, it would be that fort levels can't be lowered exept by LCU action. Never by air attack. If you want to talk about something that needs to be changed we can go there. Also that Allies pilots never get napalm to use on forts. Also that CD emplacements pretty much never get destroyed by CAS either. Ahistorical, but hey, it's not a tactical engine.
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