sandman455
Posts: 209
Joined: 7/5/2011 From: 20 yrs ago - SDO -> med down, w/BC glasses on Status: offline
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quote:
ORIGINAL: PaxMondo . . . 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.... Yes sir, I do believe you have summed up my thoughts I have had about some of the results from these most appreciated AAR's. Just too much too fast. I could go on for pages but I'm too clueless about the game in general and the capabilities of the assets involved to be of much help. Yet here's just one instance of me scratching my head. . . From PzB's AAR - there' simply no way I can conceive of getting that many carrier aircraft (with many coming from CVE's no less - utterly hopeless) marshalled above the island, all with their own ToT's on pre-recon targets in a 16 hour period. Plus, he's got LCU's on the ground?? They are now in a CaS mission unless you just don't care about hitting friendlies. CaS has always been a loiter type mission which is exactly the opposite of the mass strikes that was implemented by Andy day after day. Who knows, maybe with months of planning with weeks of rehearsal. /shrug But given what I know about carrier ops, I still think you would be looking at a goat rope before 10am and by 4pm the allied casualties/disruption would EQUAL the enemies because targets wouldn't look at all like the recon (smoke, fires, craters, movement, etc). If you kept sending in aircraft, they would just be throwing bombs everywhere. Honestly, either they loiter and figure out the situation with help from units on the ground, or they pickle their loads, frag some USA/USMC squads, and get back for dinner while there still is some. You tell me what's going to happen? What about this idea: With friendlies in the target hex, your strikes convert to a "CaS" profile which would severely limit the number of aircraft that get to drop ordnance. You could send a strike of Y size, but only Y-X would attack with X being a random modified by the amount of friendlies engaged. More friendlies in hex - the more confusion - the bigger the X. Random thoughts from the peanut gallery.
< Message edited by sandman455 -- 11/5/2011 6:18:07 PM >
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Gary S (USN 1320, 1985-1993) AOCS 1985, VT10 1985-86, VT86 1986, VS41 1986-87 VS32 1987-90 (NSO/NWTO, deployed w/CV-66, CVN-71) VS27 1990-91 (NATOPS/Safety) SFWSLANT 1991-93 (AGM-84 All platforms, S-3 A/B systems)
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