CRations -> RE: LB Payloads (6/20/2012 3:27:55 AM)
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quote:
ORIGINAL: Alfred The OP is trying to apply real world considerations to a set of game abstractions. There is therefore no good answer to what he is trying to achieve as it fundamentally involves a trade off. Have a read of this thread: http://www.matrixgames.com/forums/tm.asp?m=2583518&mpage=1&key=bomb%2Csize� in particular post #19 and the linked thread contained in that post. The basic error being committed here is that the OP wants to go CAS, a concept which is not particularly well implemeneted in the game as it involves too much abstraction compared to a naval strike against a ship. To compound the error, CAS is only a sub set of ground attack in the game which, in the case of airfields and ports, is even more abstracted. Yes, in very simplified terms, the bigger the bomb, the more damage it will inflict IF delivered onto the target area. However it isn't of much value if it misses. Having more, albeit smaller bombs, increases the odds that something will be delivered onto the target area. Then you have to factor in the actual game abstractions. When you go CAS after a unit, you don't get to pick (a) which unit is targetted in the hex (if there are several present) or (b) within a unit itself what devices exactly will be targetted. Against soft shelled devices in the unit, a smaller bomb will often suffice whereas a hard shelled device would need a bigger bomb. In any case even with a big bomb the result is likely to be only a disablement, which is not outright destruction. Then consider the greater set of ground attack on which level bombers are mainly used (and not on CAS). In hitting airfields/ports the destruction of supply is dependent on bomb size. But what about cratering runways. What exactly do you think that 70% runway damage actually represents? A single large bomb crater right in the middle of the runway or 70 small craters caused by 70 small bombs, the WWII equivalent of cluster bombing. Alfred Hi Alfred - thanks for your thoughts and the research/links you provided. I am trying to find out what would work best for ground support - the smaller munitions or the larger. I think what MichaelM was saying was that bigger bombs do more damage but smaller bombs in a payload give me multiple chances of scoring a hit. I assume also that the leader and pilot skill levels of the air group are the primary check for a successful hit. It sounds also like there's no real damage until the enemy unit's supplies are used up? I haven't checked supplies but I have noticed fatigue and morale loss after successful attacks against a ground unit. Perhaps there's no real loss of squads until the units supplies have been exhausted? I'm beginning to think that in regards to enemy ground units, the real payoff is in the loss of moral and increase of fatigue and not so much the destruction of squads in an enemy unit. This game is interesting in that the designers keep so much of the information out of the manual. This really forces me to study the combat and learn by trial and error. I was hoping to use the experience of others on this forum but I now think I need to play a few hundred turns head to head against myself and just examine the actual damage, effects, and changes during different forms of combat. CR
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