Ron Saueracker
Posts: 12121
Joined: 1/28/2002 From: Ottawa, Canada OR Zakynthos Island, Greece Status: offline
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ORIGINAL: Tom Hunter As I just posted in the Lunacy AAR I am retiring from WitP. I will be staying with the Fear and Loathing game a bit longer but we are looking for an Allied player to take my position there as well, send a message to me if your interested. Fair warning I will be at GDC all next week and be replying erractically during that time. The final battle of the night was an experiment on my part, one that a number of people have criticised, the USS Oklahoma and 13 PT boats TF. I built that TF because of some trends that I had noticed watching the combat animations, one bieng that BBs tended to shoot more when they were outnumbered, another that ships like to shoot like types, so a BB will fire plenty if faced with another BB but check fire, or check fire on main battery if there are no other BBs around. This was a theory of mine before, but I think I have proved it conclusively now, and here are the results to show it. When the battle opened at 5000 yards with no supply Okalhoma fired on Atago which fired back Naka, Hayashio and Asaguma opened up on PT boats but did not hit. The Japanese heavies did not fire in round 1. In round 2 the range opened to 10000 yards. Nachi, Kagero, Hayashio and Asaguma all opened up on Okalhoma hitting will 11 DD caliber shells, 8 x 8" shells and one torpedo. Okalhoma fired back on Nachi (1 secondary hit) Atago (2 main in rouond 1 + 2 secondary in round 2) Yugumo (3 main battery hits) and Kagero 1 secondary hit. Olkahma expended 250 rounds of main battery ammo and had a hit rate of 2% she expended 241 rounds of secondary ammunition and had a hit rate of 1.6% It takes her a minimum of 12 minutes to fire off 240 rounds of main gun ammunition. One thing that I hope is obivious here is that if a ship is shot at, it will fire back on the ship that fired at it. It seems to do this until it runs out of ammunition, more on that soon. I saw this in the battles up above as well, sometimes a Japanese ship (they were always outnumbered) would be fired on by two RN ships, especially in the PoW combat where the ship quality was very high and most ships opened fire. But the Oklahoma shows this in very clear terms. Now I am going to speculate a little bit, and then talk about a few other battles that were fought recently in either Lunacy or just today in fear and loathing. I think ships want to shoot at like types, so the engine is byassed in favor of BBs shooting at BBs, not at DDs. In of itself that is good. But the engine also seems to want to not shoot at all if there is not a like type target available. That is really, really bad. What this means is that TFs of like types will fight a pretty good historical battle. We have all seen this, and I think it is why Erik beleives that the combat I just picked apart is an outlyer. Before I started watching closely I would have believed this too, but I don't any more. But if the TFs are not like types then things start to break down. That is why Mogami's cruisers did really well against my BBs in this series of engagements. It is also why cruiser TFs generally do well against BBs, the BBs don't shoot. We have all seen this, and if you look at your combat reports or just look for engagements where BBs decisively defeated a force containing cruisers only you will not find many, maybe not even one. Some may say that this is fine because BB Vs. Cruiser engagements were rare in the Pacific. But that was because of doctrine on both sides, and we should not be forced to adhere to that doctrine or punished for changing it. However there is a way to get ships to shoot, and we have already seen it. Get the enemy to shoot at you! How do you do that? don't give him many targets. Now if you send a solo DD or Cruiser to this kind of fight you will get mugged because the like types will fire on you and you will be badly outnumbered and get sunk. But if you send a BB the enemy ships will not want to shoot at it, so only some of them will. Being fired on will have a magical awakening effect on the otherwise quiesent main battery, because (theory here) the model will run out of smaller guns to shoot. I think that is why Yugumo ate 3 14" shells off Oklahoma, the secondaries had already shot at the Japanese cruisers so there was nothing left for the model to grab. Just the fact that Okalhoma shot at Cruisers with secondaries and DDs with the main battery is a problem, we all know she should have done it the other way round, but this model is such a mess that you should take what you can get. I got a post from a War Plan Orange player who said that the people who were winning were not moving their BBs around in big TFs, the winning force seemed to be 2-3 BBs and a few DDs. He said they would win by attrition. He is right, and the reason why is obvious now, when those 3 BBs meet the enemy fleet they shoot twice as often, or maybe more than twice as often than the ships in the 6 to 10 ship fleet, which means that the outnumbered ship fight at a huge advantage. After watchign this and crunching the numbers I decided to wait for this post until I had actually tested my theory. The next time Mogami hit Sorong I had several TFs of one BB and 2 DDs, the Japanese came in with cruisers and this time they badly damaged 2 DDs, lost a CA and a DD but did not scratch the Allied BBs all of which fired numerous rounds from all their guns. This fleet structure of lonely Battleships duking it out with enemy surface combat TFs would be a total disaster in the real world, but in WitP it is the the best possible BB TF. When I grouped 4 BBs with with cruiser and DDs, and 2 more with more cruisers and DDs I did less damage to the Japanese than when I sent one BB up against a similar force of Japanese cruisers. The most recent test of the theory occured in the Fear and Loathing game, where 3 Royal Navy TFs crashed into the Japanese landing at Soerbaja. The Japanese did not have a surface combat group in the hex, but they did have 4 transport TFs each with 25+ transports and a few PGs and PCs for defense. The 3 RN TFs were a cruiser TF with 2 Country Class, 3 Town Class, and Fleet class and 5 DDs, and Warspite with a DD and Revenge with a DD. Skipping the analyis the Cruiser TF arrived first and hit one of the convoys. These were all day battles the cruisers hit on TF an fought at 22k yards, 18K, 12, 9, 17, 24 and 30. They did a substantial amount of firing and damaged 16 Japanese ships out of a convoy of 29, some of which had been bombed or torpedoed by Allied air attacks earlier in the day. Warspite arrived next and fired at 22, 18, 14, 10, 4, 8, 14, 20 and 28. She fired off all 800 of her main gun rounds, sunk 4 ships and damaged 7 more, though some were hit by the DD HMS Decoy. This is a pretty good performance in one respect, Warspite and Decoy damaged or sunk 11 out of 31 ships, the 11 cruisers and DDs from the cruiser TF only got 5 more. This happened because Warspite was shot at by some of the small guns on the Japanese merchant ships so she got to shoot back a lot. If there had been warships present in the convoy the battle would have been very different and also unrealistic, but in a different way. If there had been 1 cruiser in the convoy Warspite would have done a small amount of shooting because of unlike types, and then retired. If there had been many escorts she would have chewed up the escorts but not the convoy, but with no escorts she gets into the merchant men, some of them fire on her, and she fires back. If there had only been 1, 2 or 3 merchant ships she might not have fired at all. Still it is both amazing and kind of pathetic that HMS Warspite closed to within 4000 yards of a 30 ship convoy and expended 1600 15". She should either have sunk more, or used a lot less ammunition. Basically you can have one or the other, but not both, if your going to be realistic. If lots of ammo is used up the damage should be high, and if little is used up damage should be low, but the game does not work this way, partly because of the like ships rule, partly because big guns are highly unlikely to hit, and partly because a round of ammo does not equal either a fixed number of shells OR an amount of shells fired in a fixed period. Finally HMS Revenge arrived and found a third convoy of 35 ships, opened fire, used up all 1600 rounds of main batter ammunition and hit 8 ships sinking 1. I did not watch the combat report, so I don't know the details. There is one more combat, farther to the South near Koepang that I want to comment on, because it shows the other side of the broken model. While Warspite was taking on the Japanese merchant marine with her notoriously inaccurate gunnery KMS DeRuyter and 4 DDs caught 1 AP and 2 AKs off an island base near Koepang. Now in the real war a CL and 4 DDs would easliy massacre 3 merchant ships, as was seen over and over again during the fall of Singapore and the NEI as well as many other places where surface combatants found small numbers of merchant ships. But the model does not like you ship to shoot at a ship that is not like you. Merchants are not like DDs and CLs so only the AP fired. The Allied ships did not fire much either because they don't like to shoot at merchant ships. The result was the AP was hit by 24 shells and a torpedo and sunk, and the other 2 ships got away. This is not the exception in WitP it is the rule, for the reasons that I have explained over the course of these posts. So what should we make of all this. First of all your BBs should be put into very small TFs. Even if they run into a big enemy BB TF they have an excellent change of crippling or sinking one or more enemy BBs and they will ALWAYS do disproportunate damage. If they meet an enemy cruiser or destroyer TF they will do very well unless they get torpedoed because they will return fire on everything that shoot at them, weather or not they actually have the guns to do it. It does make some sense to group cruisers and DDs since they are likely to run into like types anyway. Grouping BBs in small TFs in a huge advantage for the Allies because they have so many more of them. In fact if done well (keep the BBs under aircover, no unecessary risks early in the war) I suspect it will completly wreck the game because the Japanese don't really have a strong counter move. I'm not going to find out, because I am not going to waste any more time on a game which I find too flawed and frustrating, but some one reading this should try it. Conversly the Allies should not agree to a house rule regarding the size of BB TFs because that makes the BBs much weaker and less effective than they were historically. Sorry to post such negative conclusions, and maybe I am wrong about the end effect on the game, but I am certain that I have the model and its effects figured out, those who disagree are welcome to run historically correct TFs up against the gamey, bastard, A-historical TFs I suggest, but don't complain when all your ships get sunk, because that is what is going to happen. Anyone going to GDC next week? send a message, maybe we can meet up for a beer. I'm still blown away by all the ooohs and aaaahs, like this is breaking news or something.
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Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
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