dgaad
Posts: 864
Joined: 7/25/2001 From: Hockeytown Status: offline
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[QUOTE]Originally posted by Paul Vebber [B]I promised myself I would not keep this going...but there are still too many misconceptions out there that need to be set right... [/QUOTE][/B] We appreciate your continued engagement in this discussion. Please note that this discussion is no longer just about UV, at least not for me, because as I have said my main concern is doing what I can to prevent a fixed location approach in WitP. [QUOTE][B] the "developers have abandoned the discussion" because there is little point to continuing to say the same things over and over. It amazes me that despite repeatedly saying effectively that the "operational flexibility" issue will be taken up in WITP, there has continued to be a "discussion" at all. [/QUOTE][/B] Anyone who gets involved in a forum discussion will have to repeat himself. Ask anyone. Ask me ;) I would like "Operational Flexibilty" in UV. If I can't get it here, I want it in WitP. Saying that it will be taken up there is and ambiguous half of a loaf, but I want the whole shebang. Please note that my comment "the devs have abandoned the discussion" was made because I didn't see any response from the dev team to the comments being made by other players on the new mine rules. I have essentially given up on convincing the dev team to drop the fixed port scheme, so you can ignore anything I say, something which should give you some small, insigificant or momentary joy. [QUOTE][B] 1) The bottom line is that in the period of the campaign, some 6000 mines were laid by the US, half ineffectively by air (many landing on land or water far too deep and many simply didn't survive impact with the water...) the other half as described in my summary. [/QUOTE][/B] I'm personally in support of all of the changes made with respect to mineFIELD efficacy. I agree with you that offensive minefields are problematic from the standpoint of danger to friendly ships. [QUOTE][B] 2) Australian mining was done mostly defensively. A strategic decision in the context of the campaign, but I have no problem with adding Brisbane as an Allied mine center and giving the Aussies the HMAS Bungaree. She laid 250 mines at PM from what I can find, and possible reseeded it several times. Its conceivable you may see that in a future patch. But the vast majority of Aussie mines were laid defensively in her home waters. [/QUOTE][/B] Aussie home waters are part of the map, therefore Bungaree and her efforts are fair game for inclusion, along with a Brisbane mine center if we are talking about fixed locations. [QUOTE][B] 3) Offensive mining IS AND WAS a very different animal than defensive mining. No "safe passages" are left in an offensive minefield. The field is laid with speed as the utmost goal and precision navigation techniques that allow a ship at 10 knots in daylight with known navaids to "know where the mines are" are not available when mining offensively at 25+ knots in un-familiar waters at night. Whole fields were routinely off by 1000's of yards let alone knowing where individual mines are.... [/QUOTE][/B] Agree, generally, but lets not go overboard and make offensive minefields SO dangerous to friendly ships that they aren't laid at all even by players that know what they're doing. In some cases, due to the map configuration, some hexes that would be considered "offensive" minefields by the game, would in reality be a defensive minefield. [QUOTE][B] 4) hardly a knee-jerk, the restrictions of 1.1 DON'T GO NERLY FAR ENOUGH to reflect the constraints the miners were under!! [/QUOTE][/B] Disagree. The constraints in 1.1 are artificial and ahistorical. The minefield efficacy is from what little I have seen okay, but the artificial fixed port mine loading scheme is not supported by logic or historical data. To say that if something wasn't moved in the theater between 1 May 42 and 31 Dec 43 is evidence that a rule should be implemented so that it cannot be moved flys in the face of common sense to me, especially when I know that facilities of FAR GREATER size, cost, complexity, etc., were moved during WW2 (tank and aircraft factories, strategic bombing bases, ship resupply facilities, etc). [QUOTE][B] 5) Deep water mines are an "equal opportunity" threat because they are basically floating on the surface, tethered typically for a short time until the flimsy mooring broke (if it had one). The weight of the mooring cable must be borne by the buoyancy of the mine and the deeper the mooring the more mechanical forces the ocean exerts on it. This produced a "triple whammy" on deep water mines since: they typically were visible on the surface, but at times would submerge, since there was no way to predict the ocean current forces to get them to remain between keel depth and the surface. The mooring cable weight had to be minimized and so was a weak point, and the weaker cables were subject to more stresses than shorter cables and so broke after a short time. So deep water mines were of limited value because they quickly (or started out as) floating mines that drifted into whomever happened by, not knowing friend from foe. That is why "deep water" mines are so dangerous to both sides. And also why their use was soon abandoned by the Japanese and never employed by the US. [/QUOTE][/B] Agree. [QUOTE][B] 6) The US never lost a ship to enemy mining in the campaign (except Minesweepers…and losing several to OUR OWN minefields demonstrating amply that defensive minefields can indeed be a two-edged sword!) because the Japanese chose not to offensively mine very extensively. Mine sweepers removed the defensive mine threat as necessary, in a few cases being damaged or sunk doing so. [/QUOTE][/B] Agree, but I don't necessarily feel that this means special rules should be implemented to constrain use. A solution to limit Japanese mine use, for example, should give a Japanese player some (but not total) flexibility to depart from the history of Japanese mine warfare doctrine, and become more offensive than they were historically. Naturally, this should come at some increase cost to the Japanese player (such as by increasing the supply point cost of mines). [QUOTE][B] Mines were used most successfully as part of strategic mining campaigns ans were of limited effectiveness operationally. The game currently gives considerable "benefit of the doubt" to operational mining, in a way that shows both the strengths and weaknesses pretty well in operational terms. WITP, with its need to reflect strategic mining, WILL BE DIFFERENT, but for the purposes of this campaign the 1.1 rules reflect reality pretty well, with the possible exception of adding Brisbane as a mine loading facility and the Aussie minelayer, an asset that had little effect on the historical campaign because of strategic priorities. Hopefully that helps people understand the realities of the situation and that far form a "knee jerk" reaction, the mods made were the subject of considerable discussion and research and portray the operational limitations the two sides were under. If you want to change these strategic decisions, as has been said ad nauseum, you'll have to wait for WITP… [/B][/QUOTE] I want operational flexibility, along with the set of excellent rule implementations about minefield efficacy, in UV. I agree that the 1.1 rules reflect minefield efficacy very well, I disagree about the fixed port scheme, which as I said is illogical. I don't think it was a knee-jerk reaction, but to say that the fixed port scheme is based on history is either just a misunderstanding of historical facts, or disingenuous.
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Last time I checked, the forums were messed up. ;)
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