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Andrew: Solution for overland map movement limitations? - 7/25/2011 6:50:35 AM   
LoBaron


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Not sure if this has been thought through before so I just give it a try.

We have a couple of locations where overland movement is too easy compared to
reality. The most recent debate came from GreyJoys AAR concerning the Owen Stanley Mountains
where it should not be possible to move a huge ammount of troops from Buna to PM or
vice versa.

I don´t know if such a modifaction is possible but if it is it may be relatively simple
to implement and can be adjusted to reflect historical limitations in certain hexes:

Create a dot base with size -3,-3, built up to size 0 (or if possible a base which cannot be
built up which would yield the same result). This way no airbase or port can be created but
you can assign attributes usually limited to bases.
As an example you could then mod the OS hex to a max troop limit of (insert number here)
and a supply limit/max supply pull of (insert number here).
That creates an artificial bottleneck preventing or severely hindering large troop movements
over the mountain path without other significant changes.

Is something similar as the above a way to handle such locations?

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RE: Andrew: Solution for overland map movement limitati... - 7/25/2011 7:34:39 AM   
jb1144

 

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Thats interesting as my dad said, that actually how they went from Port Morsbey to Finschaffen. they walked it, it.Took according to him, 30 day walking over the Owen Stanley range in WW2 to reach Finschaffen. He was  TSGT with the 81st depot repair squadron,of the 81st depot repair group.

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RE: Andrew: Solution for overland map movement limitati... - 7/25/2011 8:16:31 AM   
LargeSlowTarget


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Have done the same thing - almost. Have created a dot base (Kokoda) and added a supply cap. Did not think about max troop limit - good idea!

I'm dreaming of a "leave behind heavy weapons"-function when moving units into roadless mountain regions - i.e. if you order a unit to move into such a hex, it would automatically split-off a sub unit containig all the wheeled / tracked stuff and only the footsloggers with what can be carried by hand / pack mules (e.g. MGs, light mortars, mountain arty) would move into the difficult terrrain.

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RE: Andrew: Solution for overland map movement limitati... - 7/25/2011 8:17:56 AM   
Roger Neilson II


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That seems very very cunning! Well thought out sir!

Roger

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RE: Andrew: Solution for overland map movement limitati... - 7/25/2011 8:25:43 AM   
Roger Neilson II


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Now admittedly this is not a reference to the Kokoda trail area, but I was struck by this contemporaneous account of movement in Burma......

Some troops sat around for days till it was their turn to join the single file up the track.....

Reference is from: Forgotten Voices of Burma - Julian Thompson. Random House Books.

Troops can go anywhere (almost) but its the numbers, state and equipment/supply they can have with them that's the issue.

Roger





Attachment (1)

< Message edited by Roger Neilson II -- 7/25/2011 8:26:08 AM >


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RE: Andrew: Solution for overland map movement limitati... - 7/25/2011 8:26:56 AM   
Roger Neilson II


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Another great idea.

Roger

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RE: Andrew: Solution for overland map movement limitati... - 7/25/2011 9:37:30 AM   
JeffroK


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quote:

ORIGINAL: Roger Neilson II

Now admittedly this is not a reference to the Kokoda trail area, but I was struck by this contemporaneous account of movement in Burma......

Some troops sat around for days till it was their turn to join the single file up the track.....

Reference is from: Forgotten Voices of Burma - Julian Thompson. Random House Books.

Troops can go anywhere (almost) but its the numbers, state and equipment/supply they can have with them that's the issue.

Roger






Jack Masters (BM 111 Inf Bde)talks of climbing a hill, 1 step forward and slide 2 steps back.

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RE: Andrew: Solution for overland map movement limitati... - 7/25/2011 1:16:14 PM   
Dobey455

 

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Only problem I could see with an otherwise fantastic idea is that you would reduce the numbers of troops advancing overland in areas like NG or Burma (which is great).....but, unless you ALSO put troop number restrictions on the main bases (lets say places like PM, Buna, Akyab,etc) then those places will still be stacked with ludicrous numbers of troops which the now reduced over-land offesive has no hope of defeating.

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RE: Andrew: Solution for overland map movement limitati... - 7/25/2011 2:18:17 PM   
GreyJoy


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quote:

ORIGINAL: Dobey

Only problem I could see with an otherwise fantastic idea is that you would reduce the numbers of troops advancing overland in areas like NG or Burma (which is great).....but, unless you ALSO put troop number restrictions on the main bases (lets say places like PM, Buna, Akyab,etc) then those places will still be stacked with ludicrous numbers of troops which the now reduced over-land offesive has no hope of defeating.


good point

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RE: Andrew: Solution for overland map movement limitati... - 7/25/2011 3:21:52 PM   
LoBaron


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quote:

ORIGINAL: GreyJoy


quote:

ORIGINAL: Dobey

Only problem I could see with an otherwise fantastic idea is that you would reduce the numbers of troops advancing overland in areas like NG or Burma (which is great).....but, unless you ALSO put troop number restrictions on the main bases (lets say places like PM, Buna, Akyab,etc) then those places will still be stacked with ludicrous numbers of troops which the now reduced over-land offesive has no hope of defeating.


good point


Good point.
But for this reason I wrote (insert number) instead of "3518".

The concept is to allow modability and balancing, which under current circumstances for non base hexes is only possible globally and not locally.
To which extent its modified is up to the one who does the mod.

The penalty for the marching army is higher fatigue, higher number of damaged units, therefore lower marching speed, and with troop limit it would
require a high ammount of supplies proportional to the size of the army you try to march across.

It should not be impossible, just very, very costly. In the optimal situation it should only be possible for the side which permanently controls the airspace/close naval
space for some time, as the player first has to ensure the edge in supplies and the time needed to prep for the trail itself. Then it could change into exactly the attrition
war which happened there.


< Message edited by LoBaron -- 7/25/2011 3:24:35 PM >


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RE: Andrew: Solution for overland map movement limitati... - 7/25/2011 4:20:17 PM   
Shark7


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quote:

ORIGINAL: Dobey

Only problem I could see with an otherwise fantastic idea is that you would reduce the numbers of troops advancing overland in areas like NG or Burma (which is great).....but, unless you ALSO put troop number restrictions on the main bases (lets say places like PM, Buna, Akyab,etc) then those places will still be stacked with ludicrous numbers of troops which the now reduced over-land offesive has no hope of defeating.


Just from my perspective here, but if you were to march an army over the Owen Stanley Mtns, you'd really be limited to light infantry anyway. Not sure it is such a wise idea to try to attack a fortified base with light infantry only.

I think the idea of the OP is to discourage marching large armies over these historically very inhospitable terrains and allowing an over-whelming invasion in either direction. If you limit the defender too much, you have effectively wiped out any gains from making the march difficult. Remember, if you go with the OPs idea, both sides are prevented from doing the overland march to take PM or Buna, unless the opponant foolishly leaves these areas under defended.

All in all, the idea seems sound to me, but that is just my humble opinion.

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RE: Andrew: Solution for overland map movement limitati... - 7/25/2011 6:29:22 PM   
Nikademus


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you'd need to do it for the adjacent hexes too however otherwise LCU's will go around the hex

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RE: Andrew: Solution for overland map movement limitati... - 7/25/2011 7:16:06 PM   
Alfred

 

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LoBaron,

Nice idea but I don't think it will fly. Two basic reasons for my view.

1. Too easy to be circumvented.
2. Too subjective a decision.

Elaborating a bit on the above.

1. Circumvention

You have specified the Kokoda Track. Obviously the principle could be applied elsewhere (see comments next section). I will therefore limit myself to the specifics of the Kokoda Track here.

Firstly, the shortest distance between Buna and Port Moresby is two hexes. An army marching between the two bases can either travel via hex 98,129 or 99,130. There is no qualitative difference between the "northern" and "southern" routes. If only one of those hexes is modified as you suggest (assuming it is possible which I greatly doubt by the way), the marching army merely uses the alternative route. Hence you would need to modify both hexes.

Secondly, even with both direct route hexes so modified, nothing would stop an army marching out of Buna to still go around the created obstacle by taking the slightly longer route via hex 99,128. In terms of cost imposed on supply delivery and troop fatigue would still be far less than the benefits of marching a 140k army.

Thirdly, you assume that with your modification, the army would march out of Buna. It could just as easily set off from Terapo or Salamua. The additional hex travelled would not impose much of a handicap and would even be shorter than the possible alternative route out of Buna via hex 99,128.

Fourthly, the invading army could be dropped off at a non base hex and then march overland directly to its destination, thereby also bypassing your modified terrain.

Doubtless there would be other means to circumvent your scheme. For every proposal there is always a counter proposal.

2. Subjectivity

As seen from the preceding section, it is quite easy to circumvent your proposal. The obvious counter counter is to surround all of Port Moresby with your modified hexes. That however would be a very subjective decision. Why so treat Port Moresby and not elsewhere. The problem is not just applicable to the jungle of New Guinea. To nominate just a few other locations, tt also applies to the desert and oil producing regions of China, the India-Burma border, marching from Broome to Katherine/Darwin to Alice Springs. To be consistent we would end up with a honeycomb of so much modified terrain that there would scarcely be a hex left on the map without a "base" of some sort. I for one, would then immediately think that the entire AE terrain movement/supply/fortification (yes fortification too because even though no airfield or port could be built why would one not be able to build up forts) concept would be meaningless.

Then you would also have the rants from the usual crowd complaining that the devs are on purpose encouraging players to play unhistorically. Witness the recent thread on this sub-forum from el cid complaing that players are not being penalised by not using the Kokoda Track.

Summary

Sorry LoBaron, your suggestion is one which fundamentally aims to assist poor players. As such, as always it will ultimately fail as the better players will find a way around it. The only proper way of avoiding the perceived problem is to remove the ability of an opponent to march 140k over the Owen Stanleys.

Firstly, don't lose both China and India thereby dramatically increasing both the industrial capacity to fully equip such an expeditionary force. Don't forget the expeditionary force is backed up by overwhelming air and sea forces (again fully equipped by the industrial base), which if not present, the defender could ship in the necessary assets to hold Port Moresby and interdict the enemy before it left Port Moresby plus interdict the logistical chain linking Buna back to the depots.

Secondly, have enough pressure points elsewhere so that the additional resources made available after the loss of both China and India, can not be safely concentrated on a single point.

Alfred

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RE: Andrew: Solution for overland map movement limitati... - 7/25/2011 8:13:17 PM   
Roger Neilson II


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As I would always expect carefully reasoned and explained views, backed up by encyclopaedic knowledge of the game.

Whilst you may be entirely right that the proposed solution is not workable the alternative - which is almost like Risk (board game from way back) - of treating all terrain as pretty well operational areas is severely denting my love of the game. What it is doing is making the game play out in a very unhistorical manner - unless one adds volumes of house rules. Something needs to be done(don't know what) to at least represent the main land masses in the way they were for the combatants.

Yes I know what is sauce for the goose is sauce for the gander....... I know that a Japanese invasion of a mangrove swamp and turning it into a nice port is something that at a later stage the allies can also do, but its not the Pacific War!

Some critical issues for me in the land warfare.

1. The India/Burma border - where contemporary accounts suggest that it was nigh impassable to any large force except at key points.
2. The New Guinea highlands - where again its was a matter of very slow, tortuous progress as it was pretty well impossible to supply and move anything heavy around
3. China - where Japanese panzer divisions can roam at will with no gas problems at all - and later the Allies can do the same. (Thanks but I'll play an east front game if I want this.

AE has done a great job of sorting the islands out so that a strip of coral can no longer have men standing ten high on each others shoulders..... and where they actually need water to survive! Its also done a great job on imposing massive supply problems to over garrisoning. Sadly the land masses have not had anything like a solution.

So we can have a player doing a blitzkreig over huge land masses that frankly the greatest proponents of lighting war could have only dreamed of.

If the one suggested by LoBaron is not workable is there another method?

And sorry, for me ( I may be alone in this) simply playing it that way when its the Allies' turn is not what attracts me to the War - as I said at the start I'll play Risk if that's all its about.

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RE: Andrew: Solution for overland map movement limitati... - 7/25/2011 9:50:03 PM   
Alfred

 

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Roger Neilson II,

Oh I fully empathise with your concerns. As Dr Zachary Smith would have said; "The pain, oh the pain".

However I do believe you will always be disappointed if you base your view of AE on the basis of it being a true PTO simulation. Even with its slight imperfections (of course if the design had been left solely in my hands there would have been no imperfections at all) I think AE is an excellent game. But then I view it as it is, foremost a game. Players of AE are not being asked to refight the Pacific War exactly as it occurred between 1941 and 1945, but they are tasked with handling a conflict between team Red (the Japanese Empire) and team Green (the USA and its allies) using the tools available to the historical protagonists. This includes having to employ those assets within the framework constraints of that era, both technological and political, which impacted upon the scale and feasibility of operations available to the real historical protagonists. Even then just to make the game playable at all there is considerable abstraction in the game engine, and as an inevitable outcome there will always be unhistorical situations. This will be particularly apparent in games between players of widely different skill levels/play philosophies.

Given the game engine limitations and the lack of people who would be willing to put the considerable work to fully address your concerns, tweaking the following areas might alleviate to some degree your concerns.

1. I haven't downloaded Treespider's mod nor looked at it, but it's changes look promising. I'm not entirely certain that so many dot bases should have been created in China but his other structural changes seem to be very promising in terms of reproducing the technical constraints of the era. Certainly players such as witpqs think highly of the mod, so you might be attracted to the mod.

2. DaBabes Mod is another one which might suit you better.

3. In terms of stock AE a couple of areas could be reconsidered. Firstly, PDU ON is too generous. Considerations could be given to altering the PDU ON/OFF dynamic to the following.

(a) with PDU OFF, the player is given absolutely no option as to the available list of airframes for upgrading. Only the next airframe model would be made available for upgrading.
(b) currently with PDU ON, the player is presented (with only a few exceptions) with the entire inventory of airframe models of that type for upgrade purposes. It could be tweaked so that a player has only a restricted list of aircraft models to select from. So that instead of having the entire inventory to choose from, the player has only the historical upgrade plus one or two additional airframe options at most.

Alternatively, a tweak I believe to have great merit when PDU On is employed, is to allow the historical airframe upgrade model to be a free choice but upgrading to any other airframe model would cost PPs, the amount equivalent to changing the units HQ.

Secondly, I don't think the ill effects of not meeting the garrison requirements are adequate. They are certainly much better than they were when the game first shipped out but they can still be too easily disregarded. I once did the garrison requirements calculations and if I recall correctly, India alone needed a Japanese garrison of about 3700 AV. Properly garrisoning the requisite bases would go a long way towards soaking up the additional resources made available to amass a 140k army to march overland from Buna to Port Moresby. Some months ago I prepared a draft paper which touched on this issue in much greater detail but following some off forum feedback and an awareness that it probably could not be implemented using current dev resources, I decided not to post it on the forum.

Alfred


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RE: Andrew: Solution for overland map movement limitati... - 7/25/2011 11:41:13 PM   
LoBaron


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quote:

ORIGINAL: Alfred

LoBaron,

Nice idea but I don't think it will fly. Two basic reasons for my view.

1. Too easy to be circumvented.
2. Too subjective a decision.

Elaborating a bit on the above.

1. Circumvention

You have specified the Kokoda Track. Obviously the principle could be applied elsewhere (see comments next section). I will therefore limit myself to the specifics of the Kokoda Track here.

Firstly, the shortest distance between Buna and Port Moresby is two hexes. An army marching between the two bases can either travel via hex 98,129 or 99,130. There is no qualitative difference between the "northern" and "southern" routes. If only one of those hexes is modified as you suggest (assuming it is possible which I greatly doubt by the way), the marching army merely uses the alternative route. Hence you would need to modify both hexes.

Secondly, even with both direct route hexes so modified, nothing would stop an army marching out of Buna to still go around the created obstacle by taking the slightly longer route via hex 99,128. In terms of cost imposed on supply delivery and troop fatigue would still be far less than the benefits of marching a 140k army.

Thirdly, you assume that with your modification, the army would march out of Buna. It could just as easily set off from Terapo or Salamua. The additional hex travelled would not impose much of a handicap and would even be shorter than the possible alternative route out of Buna via hex 99,128.

Fourthly, the invading army could be dropped off at a non base hex and then march overland directly to its destination, thereby also bypassing your modified terrain.

Doubtless there would be other means to circumvent your scheme. For every proposal there is always a counter proposal.

2. Subjectivity

As seen from the preceding section, it is quite easy to circumvent your proposal. The obvious counter counter is to surround all of Port Moresby with your modified hexes. That however would be a very subjective decision. Why so treat Port Moresby and not elsewhere. The problem is not just applicable to the jungle of New Guinea. To nominate just a few other locations, tt also applies to the desert and oil producing regions of China, the India-Burma border, marching from Broome to Katherine/Darwin to Alice Springs. To be consistent we would end up with a honeycomb of so much modified terrain that there would scarcely be a hex left on the map without a "base" of some sort. I for one, would then immediately think that the entire AE terrain movement/supply/fortification (yes fortification too because even though no airfield or port could be built why would one not be able to build up forts) concept would be meaningless.

Then you would also have the rants from the usual crowd complaining that the devs are on purpose encouraging players to play unhistorically. Witness the recent thread on this sub-forum from el cid complaing that players are not being penalised by not using the Kokoda Track.

Summary

Sorry LoBaron, your suggestion is one which fundamentally aims to assist poor players. As such, as always it will ultimately fail as the better players will find a way around it. The only proper way of avoiding the perceived problem is to remove the ability of an opponent to march 140k over the Owen Stanleys.

Firstly, don't lose both China and India thereby dramatically increasing both the industrial capacity to fully equip such an expeditionary force. Don't forget the expeditionary force is backed up by overwhelming air and sea forces (again fully equipped by the industrial base), which if not present, the defender could ship in the necessary assets to hold Port Moresby and interdict the enemy before it left Port Moresby plus interdict the logistical chain linking Buna back to the depots.

Secondly, have enough pressure points elsewhere so that the additional resources made available after the loss of both China and India, can not be safely concentrated on a single point.

Alfred



Alfred, your criticism is aprechiated.
I am not a modder, my limited time available for the game is reserved for actually playing.

The original intent of the idea was to complicate ahistorical gameplay in a specific area of the game, southern New Guinea:
Crossing the OS mountains in much less than a month with 7 divisions and heavy equipment - I should have known that guys like LST already tried something similar as the issue in this area
is so obvious.
Every other area may have to be treated different and there the points you make may, or may not, apply. I havent thought through a similar modifcation of Burma, China or the DEIs,
but believe that a simple solution for a local issue of noticable impact must not be perfect to improve - or needs to be a fix everything button for all tricky spots on the map.

My interest does not lie in assisting poor(?) players (at least in this case), rather I´d like to contribute to bringing the game closer to historical situations where applicable, where the
ammount of work required to reach that goal is low in proportion to the potential benefit, and where the impact on other game aspects is neglectable.

But I guess my motivation is not of much interest here anyway.

Let me adress your post in a bit more detail:

Circumvention:

Concerning your first, second and third point: Nik already mentioned it, a single hex might not achive the desired goal, so you a few add more.
I do not see much of a problem with this. At max I see 4 locations where the implementation would make sense: The two river hexes north of
Terago/Wau and the two hexes between PM and Buna. Its not like such a concentration of base hexes is unique on the map, the situation asking
for a solution because of the extremely short supply/movement paths might be though.

The intention is not to cover the whole map with dot bases (although, funny, I had this idea quite some
time ago though dismissed it as impractical with the way bases are implemented).
The relevant quesiton is whether the benefits outweight the drawbacks locally. Thats not up to me to decide.

The fourth point, well, it has been a very long time since I have seen a PBEM without the most basic HRs in WitP: no landings at non base hexes.

Subjectivity:

Surounding PM, or even to single it out is not neccesary, the coastline is not of interest but the Owen Stanleys. This topic and the one about other areas on the
map is covered above already. New Guinea is quite unique on the map, both in its geographical layout and in the short supply/movement paths working against the
conventional game mechanisms.

Since the primary goal is to make movement costly, and to limit the ammount of troops able to pass without a significant investement of supplies, this
also at least limits the argument against fort building ability. What speaks against this? It slows the op tempo further - but only to a small extent as keeping garrison
troops in the mountains would require supplies in ammounts comparable to small islands when overstacked.
This further increases realism in simulating the logistical nightmares faced on the ridge.


To sum things up:

Circumvention could easily be prevented by careful placement of the dot bases and the implementation of standard HR #1.

Subjectivity is obvious, the area concerned is subjectively chosen. But the result would be an objectively measurable convergence
to the historical situation in an important strategic area of the war that decides control over the northern passage along the Australian coast to
the DEIs, and represents the door to Rabaul, the Admiralties and Northeastern New Guinea.

I don´t think that it is the perfect solution for every map issue we got. But maybe interesting enough to try it out.







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RE: Andrew: Solution for overland map movement limitati... - 7/26/2011 1:06:09 AM   
Shark7


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quote:

ORIGINAL: Roger Neilson II

As I would always expect carefully reasoned and explained views, backed up by encyclopaedic knowledge of the game.

Whilst you may be entirely right that the proposed solution is not workable the alternative - which is almost like Risk (board game from way back) - of treating all terrain as pretty well operational areas is severely denting my love of the game. What it is doing is making the game play out in a very unhistorical manner - unless one adds volumes of house rules. Something needs to be done(don't know what) to at least represent the main land masses in the way they were for the combatants.

Yes I know what is sauce for the goose is sauce for the gander....... I know that a Japanese invasion of a mangrove swamp and turning it into a nice port is something that at a later stage the allies can also do, but its not the Pacific War!

Some critical issues for me in the land warfare.

1. The India/Burma border - where contemporary accounts suggest that it was nigh impassable to any large force except at key points.
2. The New Guinea highlands - where again its was a matter of very slow, tortuous progress as it was pretty well impossible to supply and move anything heavy around
3. China - where Japanese panzer divisions can roam at will with no gas problems at all - and later the Allies can do the same. (Thanks but I'll play an east front game if I want this.

AE has done a great job of sorting the islands out so that a strip of coral can no longer have men standing ten high on each others shoulders..... and where they actually need water to survive! Its also done a great job on imposing massive supply problems to over garrisoning. Sadly the land masses have not had anything like a solution.

So we can have a player doing a blitzkreig over huge land masses that frankly the greatest proponents of lighting war could have only dreamed of.

If the one suggested by LoBaron is not workable is there another method?

And sorry, for me ( I may be alone in this) simply playing it that way when its the Allies' turn is not what attracts me to the War - as I said at the start I'll play Risk if that's all its about.


There is a way to make terrain completely impassible, but it requires editing the PWHEX file. Without doing that, the terrain remains just as easily passable as it is currently, just with more supply nodes (IE dot bases) along the way.

By editing the PWHEX file, I was able to add in a japanese base on a 'land mass' at the very low left corner of the map to allow the Monsun U-boats to arrive 'from around the cape'. So yes, anything is possible, but it is practical?

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Post #: 17
RE: Andrew: Solution for overland map movement limitati... - 7/26/2011 1:09:36 AM   
Andrew Brown


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My thinking on this is how to apply general restrictions, not just in one area (PNG). This issue affects other areas with poor transport networks as well, such as part of China, India and Burma, and Northern Australia, to name a few.

A while ago there was a partial "band aid" fix for this problem applied to Burma and Northern Australia (only) and tied in hard coding to the Monsoon season. I would have preferred a more general fix, along the same lines, and not tied to the monsoon so that it could be applied elsewhere. Also, such a fix should allow more supplies to flow along better lines of communication, such a railways.

Finally, any fix needs to be applied so that it does not impact games in progress or stock scenarios (unless it is generally agreed that to do that is a good idea). This can be achieved by using a code fix in conjunction with the use of the scenario data files.

I think it is still possible to come up with a fix, but I am still not sure exactly how it could be done. My thinking so far has been to use a value applied in the base data to use as a limit on how many supply points can be drawn from the base each day, and have the transfer of supplies from that base to a remote location be reduced proportionally, from that value, according to the supply cost of the supply path, so that the higher the supply path cost, the fewer supplies can be drawn.

Andrew

PS: Edited for clarity.


< Message edited by Andrew Brown -- 7/26/2011 1:11:46 AM >

(in reply to LoBaron)
Post #: 18
RE: Andrew: Solution for overland map movement limitati... - 7/26/2011 1:24:33 AM   
Alfred

 

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quote:

ORIGINAL: Andrew Brown

My thinking on this is how to apply general restrictions, not just in one area (PNG). This issue affects other areas with poor transport networks as well, such as part of China, India and Burma, and Northern Australia, to name a few.

A while ago there was a partial "band aid" fix for this problem applied to Burma and Northern Australia (only) and tied in hard coding to the Monsoon season. I would have preferred a more general fix, along the same lines, and not tied to the monsoon so that it could be applied elsewhere. Also, such a fix should allow more supplies to flow along better lines of communication, such a railways.

Finally, any fix needs to be applied so that it does not impact games in progress or stock scenarios (unless it is generally agreed that to do that is a good idea). This can be achieved by using a code fix in conjunction with the use of the scenario data files.

I think it is still possible to come up with a fix, but I am still not sure exactly how it could be done. My thinking so far has been to use a value applied in the base data to use as a limit on how many supply points can be drawn from the base each day, and have the transfer of supplies from that base to a remote location be reduced proportionally, from that value, according to the supply cost of the supply path, so that the higher the supply path cost, the fewer supplies can be drawn.

Andrew

PS: Edited for clarity.



The immediate problem I see with your current thinking solution is that it doesn't really apply to a short distance route march.

Again to look at the specific Kokoda Track example which has kick started this thread, the 140k expeditionary force will have started its march with all units in full supply. Those LCUs could subsist on their intrinsic organic supply carried with them. Hence the amount of supply flow from the Buna depot is not a real issue for the purposes of the march. Your thinking would only really have an impact should the expeditionary force be held up at its destination (Port Moresby) and thus be forced to top up its intrinsic supply stores from the Buna depot.

However that is not the issue which really concerns LoBaron and Roger Neilson II who are essentially trying to prevent the overland march by a 140k expeditionary force from occurring in the first place. If the expeditionary force could be stopped at Port Moresby, then the Allied player in this instance would already have had the necessary assets in place and in play to use the existing game engine to demonstrate the short comings of the invasion. Any modified hexes discussion would then be quite moot.

Alfred

(in reply to Andrew Brown)
Post #: 19
RE: Andrew: Solution for overland map movement limitati... - 7/26/2011 1:37:30 AM   
witpqs


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I'm pretty sure the supply restrictions in Australia are not limited to the monsoon season.

(in reply to Alfred)
Post #: 20
RE: Andrew: Solution for overland map movement limitati... - 7/26/2011 1:44:19 AM   
Andrew Brown


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quote:

ORIGINAL: witpqs

I'm pretty sure the supply restrictions in Australia are not limited to the monsoon season.


No I don't think they are either. But how easily can such restrictions be applied to other parts of the map, and how can the supply costs of the transport links be taken into consideration also (they are not currently, at least that is my understanding).

Andrew

(in reply to witpqs)
Post #: 21
RE: Andrew: Solution for overland map movement limitati... - 7/26/2011 1:52:40 AM   
Andrew Brown


Posts: 5007
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From: Hex 82,170
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quote:

ORIGINAL: Alfred
The immediate problem I see with your current thinking solution is that it doesn't really apply to a short distance route march.

Again to look at the specific Kokoda Track example which has kick started this thread, the 140k expeditionary force will have started its march with all units in full supply. Those LCUs could subsist on their intrinsic organic supply carried with them. Hence the amount of supply flow from the Buna depot is not a real issue for the purposes of the march. Your thinking would only really have an impact should the expeditionary force be held up at its destination (Port Moresby) and thus be forced to top up its intrinsic supply stores from the Buna depot.


True enough, it does not take into consideration intrinsic supply already held by LCUs. To take that into account you would have to look at restrictions on how many units can move through hexes of various terrain types, or changes to how intrinsic supply works, which is a whole new dimension which I have not considered as part of this thought exercise.

Nevertheless, I do believe that there should be general restrictions on how much supply can be funnelled through single points on the map (such as bases).

Another possibility is to apply the island hex stacking limits to hexes with difficult terrain, to limit the size of the force that can be placed in a single hex, even in non-island hexes. Such limits might have to take into consideration the presence of roads/railways, however.

Andrew

(in reply to Alfred)
Post #: 22
RE: Andrew: Solution for overland map movement limitati... - 7/26/2011 2:03:52 AM   
Alfred

 

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LoBaron,

I certainly didn't mean to imply you were motivated to assist weaker players although that would be a consequence of your idea.

I think you have dismissed too quickly the issue of fortifications.

Again taking the Kokoda Track as our example. The two hexes adjacent to buna which you would modify are both jungle hexes. That already represents a 2x defense modifier. If the Port Moresby garrison sent out some engineers to those hexes and built up the fort levels to between 3 and 5, you would have a further defence benefit of approximately 50-100%. As this would be a "quasi" base, the fortification levels would remain in place if the engineers withdrew back to Port Moresby and immediately bestow their defence bonus to any future arriving Allied infantry. That is quite a defensive advantage when you consider that out in the field, individual infantry units build their own fortifications and do not bequeath them to their relieving units.

So the bottom line is that a rush from part of the Port Moresby garrison could move into a pre-prepared position which enhances the LCUs baseline defence AV by 4x. The defender therefore could look with equanimity his prospects even if he is outnumbered 8:1 in AV. All this occurring under circumstances where you are artificially weakening the strength of the expeditionary force.

I can easily foresee an impenetrable wall being created against any invasion accross the Owen Stanleys. Furthermore this would be much worse than the situation which can occur in atoll invasions.

1. In an atoll invasion, the attacker at least has the option of using naval bombardments to thin out the defence line.

2. With command of the sea, an atoll can be isolated from receiving supply, thereby starving the garrison and reducing substantially the defensive AV prior to the invasion. The same does not necessarily apply to land bases who have multiple LOCs from other nearby land bases who can push out supply to the "quasi" base.

3. An atoll invasion has a quick outcome. The auto shock assault either succeeds or it fails. For the purposes of the actual battle, there really is no reliance upon external supply flow; the invading LCUs basically win or lose on the basis of their intrinsic organic supply carried into battle.

4. With these "quasi" bases on the Kokoda Track the expeditionary force will probably take some time to capture the "quasi" base and then still faces the prospect of marching on to Port Moresby, all this necessitating drawing on supply from its Buna depot, a problem not really confronted by the invaders of an atoll.

Regarding HR #1, we will just have to agree to disagree. Yes, in classical WITP the not invading a non base hex was pretty universal, although even then there were some players, Nemo immediately springs to mind, who would never agree to such a HR. In AE I don't believe the rationale for this HR is as strong as it was in classical WITP and I certainly detect a much higher percentage of players who play without it.

As a general principle, I strongly support Andrew Brown's view that any solution must be universally applicable and not just apply to a part of the map. Could you not anticipate the squeals of protest which inevitably would follow if a "solution" was not applied universally.

Alfred

(in reply to Alfred)
Post #: 23
RE: Andrew: Solution for overland map movement limitati... - 7/26/2011 2:05:52 AM   
Buck Beach

 

Posts: 1973
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From: Upland,CA,USA
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quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: Alfred
The immediate problem I see with your current thinking solution is that it doesn't really apply to a short distance route march.

Again to look at the specific Kokoda Track example which has kick started this thread, the 140k expeditionary force will have started its march with all units in full supply. Those LCUs could subsist on their intrinsic organic supply carried with them. Hence the amount of supply flow from the Buna depot is not a real issue for the purposes of the march. Your thinking would only really have an impact should the expeditionary force be held up at its destination (Port Moresby) and thus be forced to top up its intrinsic supply stores from the Buna depot.


True enough, it does not take into consideration intrinsic supply already held by LCUs. To take that into account you would have to look at restrictions on how many units can move through hexes of various terrain types, or changes to how intrinsic supply works, which is a whole new dimension which I have not considered as part of this thought exercise.

Nevertheless, I do believe that there should be general restrictions on how much supply can be funnelled through single points on the map (such as bases).

Another possibility is to apply the island hex stacking limits to hexes with difficult terrain, to limit the size of the force that can be placed in a single hex, even in non-island hexes. Such limits might have to take into consideration the presence of roads/railways, however.

Andrew


If you are talking about a code change effecting the flow of supply, some consideration should also be given in adjusting the supply spoilage rate as discussed elsewhere in this forum as to being unrealistically low.

Buck

(in reply to Andrew Brown)
Post #: 24
RE: Andrew: Solution for overland map movement limitati... - 7/26/2011 2:11:11 AM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline

quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: Alfred
The immediate problem I see with your current thinking solution is that it doesn't really apply to a short distance route march.

Again to look at the specific Kokoda Track example which has kick started this thread, the 140k expeditionary force will have started its march with all units in full supply. Those LCUs could subsist on their intrinsic organic supply carried with them. Hence the amount of supply flow from the Buna depot is not a real issue for the purposes of the march. Your thinking would only really have an impact should the expeditionary force be held up at its destination (Port Moresby) and thus be forced to top up its intrinsic supply stores from the Buna depot.


True enough, it does not take into consideration intrinsic supply already held by LCUs. To take that into account you would have to look at restrictions on how many units can move through hexes of various terrain types, or changes to how intrinsic supply works, which is a whole new dimension which I have not considered as part of this thought exercise.

Nevertheless, I do believe that there should be general restrictions on how much supply can be funnelled through single points on the map (such as bases).

Another possibility is to apply the island hex stacking limits to hexes with difficult terrain, to limit the size of the force that can be placed in a single hex, even in non-island hexes. Such limits might have to take into consideration the presence of roads/railways, however.

Andrew


Stacking limits in reality were a function of the presence of roads/railways. The capacity of the MSR mattered a lot--I spent some time investigating it for an Italian campaign game.


_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to Andrew Brown)
Post #: 25
RE: Andrew: Solution for overland map movement limitati... - 7/26/2011 3:03:53 AM   
Blackhorse


Posts: 1983
Joined: 8/20/2000
From: Eastern US
Status: offline
quote:

ORIGINAL: Andrew Brown

Another possibility is to apply the island hex stacking limits to hexes with difficult terrain, to limit the size of the force that can be placed in a single hex, even in non-island hexes. Such limits might have to take into consideration the presence of roads/railways, however.

Andrew


Given the limitations of the game engine, I think the stacking limit approach is more practical than trying to adjust the supply trace.

Fx, consider an atoll-like limit for stacks in jungle, jungle rough or mountain hexes:

1. A maximum of 6,000 men in Jungle, Jungle Rough, or Mountain hexes
2. All devices above this limit are disabled
3. All non-infantry / non-engineer devices with a load cost >9 are disabled (mortars and pack howitzers can make the trek, but not vehicles and heavier artillery)
4. These restrictions apply unless the LCU stack controls a rail/road hexside leading out of the Ju,JR or Mtn hex

Notes:
#1: The atoll limit (6,000) is plugged in here as an example. Some other # may be a more appropriate limit
#2: The increased supply penalty for atolls may not work in these cases, where the attacking player may well be able to 'game' the system by burning extravagant amounts of supply for a few turns to get a large force through the jungle/mountains. I think disablements work better to model the situation on continental terrain.
#3: Without device restrictions, a manpower limit would make armor and artillery attractive choices to send into roadless jungle/mountain terrain.
#4: So if a LCU enters a contested jungle hex across a road hexside, there is no stacking limit. But if a stack crosses a roadless hexside, into a contested hex, all the large devices are disabled, as are any other devices above the manpower cap.




< Message edited by Blackhorse -- 7/26/2011 3:09:02 AM >


_____________________________

WitP-AE -- US LCU & AI Stuff

Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!

(in reply to Andrew Brown)
Post #: 26
RE: Andrew: Solution for overland map movement limitati... - 7/26/2011 4:37:41 AM   
Alfred

 

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quote:

ORIGINAL: Blackhorse

....Given the limitations of the game engine, I think the stacking limit approach is more practical than trying to adjust the supply trace.

Fx, consider an atoll-like limit for stacks in jungle, jungle rough or mountain hexes:

1. A maximum of 6,000 men in Jungle, Jungle Rough, or Mountain hexes
2. All devices above this limit are disabled
3. All non-infantry / non-engineer devices with a load cost >9 are disabled (mortars and pack howitzers can make the trek, but not vehicles and heavier artillery)
4. These restrictions apply unless the LCU stack controls a rail/road hexside leading out of the Ju,JR or Mtn hex

Notes:
#1: The atoll limit (6,000) is plugged in here as an example. Some other # may be a more appropriate limit
#2: The increased supply penalty for atolls may not work in these cases, where the attacking player may well be able to 'game' the system by burning extravagant amounts of supply for a few turns to get a large force through the jungle/mountains. I think disablements work better to model the situation on continental terrain.
#3: Without device restrictions, a manpower limit would make armor and artillery attractive choices to send into roadless jungle/mountain terrain.
#4: So if a LCU enters a contested jungle hex across a road hexside, there is no stacking limit. But if a stack crosses a roadless hexside, into a contested hex, all the large devices are disabled, as are any other devices above the manpower cap.



I can see merit in the idea of disabling the non infantry/engineer devices but I don't see this promising idea directly addressing the core issue raised by LoBaron. There would be no slowdown in the rate of marching across the Owen Stanleys. Only if the expeditionary force were forced into combat whilst burdened with disabled devices would the invader have any reason to pause and consider the wisdom of the advance. Even then he could bring sufficient infantry to not be concerned about not having armour/artillery participating in the combat.

If we were to go down this path I would suggest the following additional tweaks.

1. Above the stacking limits, all devices (includes infantry/engineers, <load 9 devices) should be disabled. Thus you would have available for combat on the march (and immediately available for operations once the stack arrives at its destination) only infantry/engineers below the stacking limit. Bring too large a stack, you start to suffer the consequences of having more disabled than support squads, viz they start to die off.

2. Incorporate the operations mode into the mix. For example travel through a jungle, jungle + rough, or mountain hex (as suggested) which does not have a road or railway line, could only be accompliosh in "combat" mode. "Move" mode would not be available. This would actually help to slow down the march.

3. Also increase the fatigue and disruption rates suffered. The more the expeditionary force is above the stacking limit, the greater the fatigue and disruption. This could also be combined with the length of time spent above the stacking limits so that really long marches adversely affect the combat effectiveness of the expeditionary force.

4. I also think desert and desert + rough terrain should be incorporated. These might need to have a different stacking limit and perhaps the disabled devices should be reversed. That is in desert terrain, above the stacking limit it would be infantry which would be disabled leaving only armour/motorised devices ready for combat. That change would be consistent with the different travel times for the different terrain types given on page 189 of the manual.

Alfred

(in reply to Blackhorse)
Post #: 27
RE: Andrew: Solution for overland map movement limitati... - 7/26/2011 5:01:58 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: Andrew Brown

quote:

ORIGINAL: witpqs

I'm pretty sure the supply restrictions in Australia are not limited to the monsoon season.


No I don't think they are either. But how easily can such restrictions be applied to other parts of the map, and how can the supply costs of the transport links be taken into consideration also (they are not currently, at least that is my understanding).

Andrew


I'm not looking at it right now, but I believe it's in the editor. Just set the daily supply cap. Might even be a switch to include it for monsoon months, but obviously you don't check that unless it's in Burma or on the Burma/India border. Treespider put supply caps on some additional bases that way (mostly in India and China).

(in reply to Andrew Brown)
Post #: 28
RE: Andrew: Solution for overland map movement limitati... - 7/26/2011 6:54:36 AM   
LoBaron


Posts: 4776
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From: Vienna, Austria
Status: offline
This discussion is really interesting.

Alfred, I still think we are talking a bit past each other (this time). An 8:1 AV advantage to successfully cross the kokoda trail sounds desireable
to me, garrisoning can be limited by setting the troop stacking limit way below atoll limitations. Shock attack only applies to atolls, no need to implement it here.
The impenetratable wall could be created. But to achieve this the supply cost is so high you cannot keep it up for an ammount of time or only with the kind of
local superiority the should make it impossible for an opponent to cross the OSMs anyway.

Do we have a different POV concerning the difficulties the player should face when crossing the OS mountains?


The preferrence of a global solution drops the original idea anyway. Blackhorses proposal looks promising I think.
The difference between a global and a local solution is that with the complexity of the WitP AE map we have a dangerousely high chance to
create problems in one area by eliminating them somewhere else. I was aiming for a local "quick and easy" fix that does not require a complete
overhaul - to adress local problems -, but for sure this is much less elegant.

Just a question: is there a codewise limitation for number of different terrain types?

< Message edited by LoBaron -- 7/26/2011 8:58:23 AM >


_____________________________


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Post #: 29
RE: Andrew: Solution for overland map movement limitati... - 7/26/2011 10:39:23 AM   
Blackhorse


Posts: 1983
Joined: 8/20/2000
From: Eastern US
Status: offline
Alfred,

My point #2 ("all devices above this limit are disabled") was meant to accomplish your point #1

To your point #4, I agree that it would be attractive to tailor stacking restrictions and penalties to different terrain types. Restrictions on roadless Swamp and Wooded Rough could slow down the Japanese blitzkrieg (and any Allied counter-offensive) in China, as Roger Neilson discussed.

Since my approach is fairly draconian, immediately disabling all devices above the size limit, I do not think it is necessary to also have additional fatigue and disablements based on unit size, as you propose. I think your concept could be an alternative to mine; instead of immediately disabling all devices above the limit, disable a set % per turn, until the LCU stack is within the limit.

quote:

ORIGINAL: Alfred


quote:

ORIGINAL: Blackhorse

....Given the limitations of the game engine, I think the stacking limit approach is more practical than trying to adjust the supply trace.

Fx, consider an atoll-like limit for stacks in jungle, jungle rough or mountain hexes:

1. A maximum of 6,000 men in Jungle, Jungle Rough, or Mountain hexes
2. All devices above this limit are disabled
3. All non-infantry / non-engineer devices with a load cost >9 are disabled (mortars and pack howitzers can make the trek, but not vehicles and heavier artillery)
4. These restrictions apply unless the LCU stack controls a rail/road hexside leading out of the Ju,JR or Mtn hex

Notes:
#1: The atoll limit (6,000) is plugged in here as an example. Some other # may be a more appropriate limit
#2: The increased supply penalty for atolls may not work in these cases, where the attacking player may well be able to 'game' the system by burning extravagant amounts of supply for a few turns to get a large force through the jungle/mountains. I think disablements work better to model the situation on continental terrain.
#3: Without device restrictions, a manpower limit would make armor and artillery attractive choices to send into roadless jungle/mountain terrain.
#4: So if a LCU enters a contested jungle hex across a road hexside, there is no stacking limit. But if a stack crosses a roadless hexside, into a contested hex, all the large devices are disabled, as are any other devices above the manpower cap.



I can see merit in the idea of disabling the non infantry/engineer devices but I don't see this promising idea directly addressing the core issue raised by LoBaron. There would be no slowdown in the rate of marching across the Owen Stanleys. Only if the expeditionary force were forced into combat whilst burdened with disabled devices would the invader have any reason to pause and consider the wisdom of the advance. Even then he could bring sufficient infantry to not be concerned about not having armour/artillery participating in the combat.

If we were to go down this path I would suggest the following additional tweaks.

1. Above the stacking limits, all devices (includes infantry/engineers, <load 9 devices) should be disabled. Thus you would have available for combat on the march (and immediately available for operations once the stack arrives at its destination) only infantry/engineers below the stacking limit. Bring too large a stack, you start to suffer the consequences of having more disabled than support squads, viz they start to die off.

2. Incorporate the operations mode into the mix. For example travel through a jungle, jungle + rough, or mountain hex (as suggested) which does not have a road or railway line, could only be accompliosh in "combat" mode. "Move" mode would not be available. This would actually help to slow down the march.

3. Also increase the fatigue and disruption rates suffered. The more the expeditionary force is above the stacking limit, the greater the fatigue and disruption. This could also be combined with the length of time spent above the stacking limits so that really long marches adversely affect the combat effectiveness of the expeditionary force.

4. I also think desert and desert + rough terrain should be incorporated. These might need to have a different stacking limit and perhaps the disabled devices should be reversed. That is in desert terrain, above the stacking limit it would be infantry which would be disabled leaving only armour/motorised devices ready for combat. That change would be consistent with the different travel times for the different terrain types given on page 189 of the manual.

Alfred



_____________________________

WitP-AE -- US LCU & AI Stuff

Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!

(in reply to Alfred)
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