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RE: State of the Air War in AE

 
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RE: State of the Air War in AE - 3/8/2012 7:29:24 PM   
TheElf


Posts: 3870
Joined: 5/14/2003
From: Pax River, MD
Status: offline

quote:

ORIGINAL: Jaroen


quote:

ORIGINAL: TheElf

What are the weaknesses I see? Well there are several, and I won’t go into each and every one, but will speak to the one that generates most of the discussion here:
Uber Air battles. This is an easy one. It is a legacy weakness, and one that we spent an awful lot of time trying to address, uber CAP, bloody results, leaky CAP, you name it, this game does not do well. That said we made great strides, and expert players have shown that you CAN minimize the impact of this weakness by playing carefully. But you have to know what is reasonable and what isn’t. One of the ways to do this is to try to understand how real world Air Operations work. If you do a little light reading you will find that Air Operations in WWII were cyclical in nature. Sustained heavy combat Ops were difficult to maintain. Maintenance cycles and fatigue, force flow, logistics, often did not allow a “Balls to the Wall” “throw everything at them but the kitchen sink” mentality. Air forces spent themselves against each other, made gains or not, and then went into a phase of rebuilding.

Cheers!
Elf



Hi Elf, thanks for being so clear and up front with this opening for discussion. I hope you don't mind me picking apart your full original post. To me this part is the essence of the message. I could be wrong . . .

On the specific issue you mention I don't really have any true experience. I play the AI and normally stay withing 'realistic' boundaries to have that 'historical' battle. And I do enjoy it even though I spot some 'awkward' design tweaks helping the AI. Nevertheless I figure we all deal in some part with this escort/cap problems. Only, in my opinion it is mostly about the all or nothing results. CAP must bypass ALL escorts before getting to the bombers. But when they do get to the bombers it's usually murder.

My preference would be somewhat of a half/half solution. I'd propose to think of something to let the CAP get to the bombers without dealing with the FULL escort first. Like some percentage of the CAP breaking through depending on some suitable game values (some plane data, weather, radar guidance, leaders, pilot experience, etc.). Would that be possible? I mean design wise? At the same time those attacks on bombers should be somewhat less lethal. More damage and less kills. And also doing some interference with target acquisition and bombing effectiveness. More damage could also result in longer and more repairs required lessening continued massive air assaults. Don't know how to go about that using game values though (some measured higher durability???). Would there be one without schewing other parts of the game?

If it comes to ship attacks it would also feel more realistic I think if allied AAA in the second half of the war would be more punishing. Again, doing damage instead of killing would be sufficient together with hurting targeting - and torpedoing/bombing effectiveness.

Together, fighter break throughs, damage + required repairs, less effective bombing/torpedoing when intercepted and 'historical' AAA effectiveness might effect a change which feels more 'realistic'. Perhaps even with mega air battles.
Only 'uber' with umlaut, or else it is 'ueber'!

My other remark would be about possible other 'weaknesses' you see. You're quite mysterious about them?! Are you sure there are more? What would be another one which perhaps isn't discussed (much) but which you find 'irritating'?

To bite my own tail, I don't know about the game machine modelling strafing ground forces? To be exact, strafing seems to be horribly hurting, or non-effective. Horribly hurting when attacking large ground concentrations (including some AAA of course) or non-effective when attacking (very) small forces where they actually should be most effective. Would that be another issue you're thinking of??? Or is it just me? I don't think it's anything major though. But having this fun and realistic attack option is somewhat nullified. Which is a pity.

Thanks for you attention and hoping for some sound discussion!

The bolded items you mention are the heart of many of the changes we made in AE to start with. CAP fighters CAN get to the Bombers without necessarily going through the Escort. Unfortunately even when it works the clumsy nature of the legacy Combat replay does not communicate it well enough to make it obvious to the layman player. But it is in the code. The problem is that it would seem as Air battles grow in size the time available to resolve CAP vs. bomber combat is reduced. This is one of the issues I am looking into, but have yet to get a response from Michael. Could be a non issue, but I have a sneaking suspicion.

As far as other weaknesses, I've already acknowledged one, and that is the Ablative armor Escorts we've mentioned. But this is a tricky fix, as I have already stated, because when you look at attacker Vs Defender the ATTACKER has the Sweep in his bag of tricks. If we neuter CAP vs Escorts we risk imbalancing CAP against an attacker who uses sweep...does this make sense? not sure I am explaining this clearly...been a long day.

_____________________________

IN PERPETUUM SINGULARIS SEDES



(in reply to Jaroen)
Post #: 91
RE: State of the Air War in AE - 3/8/2012 7:44:21 PM   
Alfred

 

Posts: 6685
Joined: 9/28/2006
Status: offline
I can certainly confirm that whilst CAP always tangles first with the escorting fighters (="the ablative armour of the bombers) on occasion at some point some of the CAP does break through to the bombers even though there are still undefeated escorting fighters present.

One idea which has been put by Nemo before, which were it not for its coding difficulties, would go a long way towards addressing the ablative issues, is introduction of fighter doctrine a la EDBTR. The player would select that a particular CAP doctrine for each different fighter model. For example a Japanese player could elect Zeros to attempt to focus primarily on enemy fighters whereas Nicks could attempt to focus primarily on enemy bombers. Whether indirect or direct attack approaches were utilised could also be factored in. Thus the idea would be that whilst the Zeros kept the Allied escorting fighters occupied the Nicks would attempt to standoff until they could see an opportunity to reach the bombers. Off course they might not be given that opportunity by the Allied fighters who might target them directly, a distinct possibility if the escorting fighters greatly outnumbered the Zeros.

Whilst the idea has merit, it would entail some significant coding work and further extends the boundaries of the game's existing design parameters, an outcome which is not necessarily good for game playability. Not to mention the additional demands on processing power.

Alfred

(in reply to TheElf)
Post #: 92
RE: State of the Air War in AE - 3/8/2012 7:53:11 PM   
TheElf


Posts: 3870
Joined: 5/14/2003
From: Pax River, MD
Status: offline

quote:

ORIGINAL: Alfred

I can certainly confirm that whilst CAP always tangles first with the escorting fighters (="the ablative armour of the bombers) on occasion at some point some of the CAP does break through to the bombers even though there are still undefeated escorting fighters present.

One idea which has been put by Nemo before, which were it not for its coding difficulties, would go a long way towards addressing the ablative issues, is introduction of fighter doctrine a la EDBTR. The player would select that a particular CAP doctrine for each different fighter model. For example a Japanese player could elect Zeros to attempt to focus primarily on enemy fighters whereas Nicks could attempt to focus primarily on enemy bombers. Whether indirect or direct attack approaches were utilised could also be factored in. Thus the idea would be that whilst the Zeros kept the Allied escorting fighters occupied the Nicks would attempt to standoff until they could see an opportunity to reach the bombers. Off course they might not be given that opportunity by the Allied fighters who might target them directly, a distinct possibility if the escorting fighters greatly outnumbered the Zeros.

Whilst the idea has merit, it would entail some significant coding work and further extends the boundaries of the game's existing design parameters, an outcome which is not necessarily good for game playability. Not to mention the additional demands on processing power.

Alfred

This is an old Bombing the Reich concept which I love, and would have loved to implement in AE from the start. I also toyed with the idea of a CAG unit that went on each Carrier and embodied the potential differences in doctrine that could be employed from CVs. Unfortunately it was prioritized behind other bigger ticket items and never made it in.

_____________________________

IN PERPETUUM SINGULARIS SEDES



(in reply to Alfred)
Post #: 93
RE: State of the Air War in AE - 3/8/2012 7:54:36 PM   
pompack


Posts: 2582
Joined: 2/8/2004
From: University Park, Texas
Status: offline

quote:

ORIGINAL: Alfred

TheElf,

Please, please, oh please do not fall for the old conjuring trick being presented with the aim of pressuring you into changing things when there is no sound fundamental good reason to do so. Too often in the past code has been changed to accommodate poor players who complain when their lack of skill/understanding is exposed. To put up now the detailed reasons for my plea would be too time consuming but here are a few briefly presented reasons.

1. You were generous in dismissing kindly in the other related thread the validity of the so called air combat tests. I shall be much more direct. For the reasons you gave plus a few other reasons you did not state, those tests had zero validity. They have been described by a well known forum contributor as "vanity tests". They prove absolutely nothing.

2. All the proposed coding solutions are difficult to code because they are arbitrary, and there is no development team available to do all the work. Plus they all fail because they fail to address the fundamental problem which is that RTS style players who attempt to play a game which is grounded in real world parameters will always, at some stage, reach the edge of the cliff.

3. The game already has the solution to the perceived problems. Unfortunately it requires players to do all the necessary unsexy things which the RTS crowd don't like to do. Those game areas which could be further improved involve zero coding but an awful lot of OOB reconfiguring a la the DaBabes family of mods. No one, and I mean no one, is volunteering their services to undertake all that hard yakka for the official scenarios.

4. Some posters in this thread and elsewhere have repeatedly poointed out the incorrect strategy and tactics employed. Those who continuously shout down the messengers of what is the correct approach fail to understand the points. Here are a few common errors.

(a) Attrition of the Japanese forces is cited as the correct approach. This is wrong because attrition is a very dumb military strategy. Ask Haig, Joffre and Falkenhayn. What advocates of attrition really should be iterating is that degradation of the enemy force structure, plus misdirection of the enemy military assets, plus pinning enemy forces elsewhere is required before a direct approach to the Home Islands can be undertaken with any reasonable comfort level. None of these elements has anything to do with attrition. In fact given the basic game design, compounded by playing the ahistorical scenario 2, attrition particularly of air assets is to the benefit of Japan.

(b) Several posters are advocating coding additional air coordination penalties. Mein Gott, they already exist in the game. Instead because a player places over 4000 aircraft in a single airbase and has the need for only 250 aviation support personnel present at that same airbase to maintain this surreal air fleet, you are being asked to undertake complex recoding. All that is required in this instance is two things, firstly properly implement the AE decision to remove the 250 aviation support upper cap for human players, and secondly adopt the DaBabes treatment of the multifacets of engineers. The first might be relatively easily accomplished but the second isn't (see point 3 above).

(c) Others are practically demanding that coding be introduced to guarantee carrier fleets will be able to utilise fully 1000 fighters on fleet CAP. Again a misunderstanding of the real world and what the existing game engine is capable of. Just how long would it be before an Allied player sends a 20 CV fleet to act as an air combat trap deploying only fighters, approximately 2000. Would we then have demands to up the limits? Whatever limits are introduced, someone will sooner rather than later come up with a counter. The only correct way to deal with that sort of a problem is with skillful play.

(d) Others complain about the ablative armour effect to the bombers provided by the escorts. This too can be defeated. The days of when a battle incurred entirely within a day, usually over just 1-2 hours are long gone. Battles can and do rage for days, weeks. Campaigns for months. Let the strike package approach with its ablative armour. On day 1 the bombers will get through, the ablative armour will be hacked out of the sky. The escorting fighter groups will return to their airbases and perhaps will be able to draw in replacements or be rotated out and replaced by fresh fighter units. So on day 2 of the battle another strike package could possibly be assembled with its supporting ablative armour. Same result. However this time, the fighter losses, even if supply is present and the pools contain airframes, cannot immediately be made good as there is already in the game a 7 day restocking limit on airframes. The skillful recipient of these huges strike packages factors into his planning these game elements and assembles his forces to absorb the impact of day 1, day 2 ... to come out ultimately on top.


5. All this has come to a head as a result of the rader-GreyJoy match. The single biggest reason why that match has a problem, is due to a single fact which no one ever comments upon. That is they have no "objective" victory conditions. An old thread by Bullwinkle argued, and in my view, quite correctly that a game such as AE needs auto victory. Section 17 of the manual deals with the game's victory conditions. Unfortuneately far too many players like to puff up their chests and declaim s.17 doesn't apply to me, I'll know when I have "won". Well guess what the fundamental sillyness of that approach is exceedingly well demonstrated in the rader-GreyJoy match. When GreyJoy landed on Hokkaido the peanut gallery said the war was now won by the Allies. Now after the failure of the subsequent follow up Allied strategy and tactics there is much wailing that the Allies can't win. The victory conditions outlined in s17 of the manual fairly represent the historical outcome of WWII. In mid August 1945 Japan surrendered because it was totally defeated (except in the eyes of certain fanatical suicidal elites) without the need for an Allied landing on the Home Islands. GreyJoy couldn't adopt that approach because he had been outplayed by his opponent and could not achieve a victory as per s.17 of the manual. Instead he chose a Hail Mary to bypass s.17 of the manual. The results of the poor play has come home to roost.

Alfred


Alfred:
Dead on the money as always.

To extend your point #3 just a bit, you pointed out that the basic design can handle the changes as in "DaBabes" requiring "only" unskilled but dedicated people to dig into the OOB. Not only is no one stepping up to volunteer, there have been several comments (not all in this thread) stating that what is needed are a few simple code changes (but requiring highly skilled people) that no one is willing to make.

Dwell on that "willing" for a moment. First, on a system this massive and with this much really, really old legacy code there are no simple changes. Second, while no one has divulged any financial details I would be shocked if the AE development team achieved anywhere near minimum wage on this project; it was a labor for love, not financial gain. In industry, if you want something like this done you better expect to pay well in excess of $100/hour (including benefits driving by industry competition, not government mandates ) for a lot of hours. So just who is willing to stand up and say I will do my part in funding this change? And remember if a million people want the change it's easy, if fifty people want it they better have deep pockets.

Just my two cents from the viewpoint of a cynical old engineer


(in reply to Alfred)
Post #: 94
RE: State of the Air War in AE - 3/8/2012 7:56:30 PM   
TheElf


Posts: 3870
Joined: 5/14/2003
From: Pax River, MD
Status: offline

quote:

ORIGINAL: pompack


quote:

ORIGINAL: Alfred

TheElf,

Please, please, oh please do not fall for the old conjuring trick being presented with the aim of pressuring you into changing things when there is no sound fundamental good reason to do so. Too often in the past code has been changed to accommodate poor players who complain when their lack of skill/understanding is exposed. To put up now the detailed reasons for my plea would be too time consuming but here are a few briefly presented reasons.

1. You were generous in dismissing kindly in the other related thread the validity of the so called air combat tests. I shall be much more direct. For the reasons you gave plus a few other reasons you did not state, those tests had zero validity. They have been described by a well known forum contributor as "vanity tests". They prove absolutely nothing.

2. All the proposed coding solutions are difficult to code because they are arbitrary, and there is no development team available to do all the work. Plus they all fail because they fail to address the fundamental problem which is that RTS style players who attempt to play a game which is grounded in real world parameters will always, at some stage, reach the edge of the cliff.

3. The game already has the solution to the perceived problems. Unfortunately it requires players to do all the necessary unsexy things which the RTS crowd don't like to do. Those game areas which could be further improved involve zero coding but an awful lot of OOB reconfiguring a la the DaBabes family of mods. No one, and I mean no one, is volunteering their services to undertake all that hard yakka for the official scenarios.

4. Some posters in this thread and elsewhere have repeatedly poointed out the incorrect strategy and tactics employed. Those who continuously shout down the messengers of what is the correct approach fail to understand the points. Here are a few common errors.

(a) Attrition of the Japanese forces is cited as the correct approach. This is wrong because attrition is a very dumb military strategy. Ask Haig, Joffre and Falkenhayn. What advocates of attrition really should be iterating is that degradation of the enemy force structure, plus misdirection of the enemy military assets, plus pinning enemy forces elsewhere is required before a direct approach to the Home Islands can be undertaken with any reasonable comfort level. None of these elements has anything to do with attrition. In fact given the basic game design, compounded by playing the ahistorical scenario 2, attrition particularly of air assets is to the benefit of Japan.

(b) Several posters are advocating coding additional air coordination penalties. Mein Gott, they already exist in the game. Instead because a player places over 4000 aircraft in a single airbase and has the need for only 250 aviation support personnel present at that same airbase to maintain this surreal air fleet, you are being asked to undertake complex recoding. All that is required in this instance is two things, firstly properly implement the AE decision to remove the 250 aviation support upper cap for human players, and secondly adopt the DaBabes treatment of the multifacets of engineers. The first might be relatively easily accomplished but the second isn't (see point 3 above).

(c) Others are practically demanding that coding be introduced to guarantee carrier fleets will be able to utilise fully 1000 fighters on fleet CAP. Again a misunderstanding of the real world and what the existing game engine is capable of. Just how long would it be before an Allied player sends a 20 CV fleet to act as an air combat trap deploying only fighters, approximately 2000. Would we then have demands to up the limits? Whatever limits are introduced, someone will sooner rather than later come up with a counter. The only correct way to deal with that sort of a problem is with skillful play.

(d) Others complain about the ablative armour effect to the bombers provided by the escorts. This too can be defeated. The days of when a battle incurred entirely within a day, usually over just 1-2 hours are long gone. Battles can and do rage for days, weeks. Campaigns for months. Let the strike package approach with its ablative armour. On day 1 the bombers will get through, the ablative armour will be hacked out of the sky. The escorting fighter groups will return to their airbases and perhaps will be able to draw in replacements or be rotated out and replaced by fresh fighter units. So on day 2 of the battle another strike package could possibly be assembled with its supporting ablative armour. Same result. However this time, the fighter losses, even if supply is present and the pools contain airframes, cannot immediately be made good as there is already in the game a 7 day restocking limit on airframes. The skillful recipient of these huges strike packages factors into his planning these game elements and assembles his forces to absorb the impact of day 1, day 2 ... to come out ultimately on top.


5. All this has come to a head as a result of the rader-GreyJoy match. The single biggest reason why that match has a problem, is due to a single fact which no one ever comments upon. That is they have no "objective" victory conditions. An old thread by Bullwinkle argued, and in my view, quite correctly that a game such as AE needs auto victory. Section 17 of the manual deals with the game's victory conditions. Unfortuneately far too many players like to puff up their chests and declaim s.17 doesn't apply to me, I'll know when I have "won". Well guess what the fundamental sillyness of that approach is exceedingly well demonstrated in the rader-GreyJoy match. When GreyJoy landed on Hokkaido the peanut gallery said the war was now won by the Allies. Now after the failure of the subsequent follow up Allied strategy and tactics there is much wailing that the Allies can't win. The victory conditions outlined in s17 of the manual fairly represent the historical outcome of WWII. In mid August 1945 Japan surrendered because it was totally defeated (except in the eyes of certain fanatical suicidal elites) without the need for an Allied landing on the Home Islands. GreyJoy couldn't adopt that approach because he had been outplayed by his opponent and could not achieve a victory as per s.17 of the manual. Instead he chose a Hail Mary to bypass s.17 of the manual. The results of the poor play has come home to roost.

Alfred


Alfred:
Dead on the money as always.

To extend your point #3 just a bit, you pointed out that the basic design can handle the changes as in "DaBabes" requiring "only" unskilled but dedicated people to dig into the OOB. Not only is no one stepping up to volunteer, there have been several comments (not all in this thread) stating that what is needed are a few simple code changes (but requiring highly skilled people) that no one is willing to make.

Dwell on that "willing" for a moment. First, on a system this massive and with this much really, really old legacy code there are no simple changes. Second, while no one has divulged any financial details I would be shocked if the AE development team achieved anywhere near minimum wage on this project; it was a labor for love, not financial gain. In industry, if you want something like this done you better expect to pay well in excess of $100/hour (including benefits driving by industry competition, not government mandates ) for a lot of hours. So just who is willing to stand up and say I will do my part in funding this change? And remember if a million people want the change it's easy, if fifty people want it they better have deep pockets.

Just my two cents from the viewpoint of a cynical old engineer



Hah!! if Michael got 100/hr from the vocal minority to implement their changes he'd be a millionaire by now!

_____________________________

IN PERPETUUM SINGULARIS SEDES



(in reply to pompack)
Post #: 95
RE: State of the Air War in AE - 3/8/2012 8:29:48 PM   
pompack


Posts: 2582
Joined: 2/8/2004
From: University Park, Texas
Status: offline

quote:

ORIGINAL: TheElf

Hah!! if Michael got 100/hr from the vocal minority to implement their changes he'd be a millionaire by now!


Michael is the only person I have ever encountered (virtually in this case ) who changes other people's old code for fun.

All I can say is:

Blessed be Michael

(in reply to TheElf)
Post #: 96
RE: State of the Air War in AE - 3/8/2012 10:02:02 PM   
Jaroen


Posts: 169
Joined: 6/23/2008
From: Amsterdam
Status: offline
Hmmmm, I fully agree with Alfred and others proclaiming the same 'playing' attitude.
Don't know where Alfred's reply came from (it was quoted) but I'm happy it was posted here somehow! Thanks.
Also thanks for your answer on my argument Elf. From watching the combat replays it wasn't clear to me CAP sometimes did break through. I know those replays don't tell the real story, but hey . . . what else is there without having the code in your hands? (ermmm, the database?!)
After having played WitP and AE after I did notice the changes you mentioned. But I figured it might perhaps work twiddling them a bit more. Which always is tricky . . . Michael would know for sure!?

We all recognize that sense of competitiveness in those player vs. player games, right?! To me that's a very straightforward answer to how players look for every angle to 'win' the fight/battle and even the war. To me it explains very well every (well many or most) attempt to go outside 'historical' realities. I'd probably go looking for those myself . . . , somewhat?!

Agreeing with Alfred, and with TheElf, on those mega battle issues that leaves me with asking about those other perceived air combat 'irritations'. Would there be any? Is that AAA efficiency one, or the strafing attack effectiveness (mainly with fighters or fighter/bombers). By the way, I think it is true that air attack results are in large part calculated via the size of ground force targets. As in being a percentage theroff. If true, that could be a little odd when having strong air attacks (strafing) against 'small' targets. I don't know about you guys but I think of strafing attacks as some kind of pinpricks. Dealing very precise damage on a small target. Dangerous, but fast in and quickly out. On a large ground force it shouldn't do much damage (perhaps only specific types of troops/hardware?) but it could be devastating on small forces. I can imagine it's hard to implement that way. Easy to come up with an idea, but hard to realize . . .

Good night all!

(in reply to TheElf)
Post #: 97
RE: State of the Air War in AE - 3/8/2012 10:04:30 PM   
LoBaron


Posts: 4776
Joined: 1/26/2003
From: Vienna, Austria
Status: offline
quote:

ORIGINAL: Alfred

TheElf,

Please, please, oh please do not fall for the old conjuring trick being presented with the aim of pressuring you into changing things when there is no sound fundamental good reason to do so. Too often in the past code has been changed to accommodate poor players who complain when their lack of skill/understanding is exposed. To put up now the detailed reasons for my plea would be too time consuming but here are a few briefly presented reasons.[...]


(a) Attrition of the Japanese forces is cited as the correct approach. This is wrong because attrition is a very dumb military strategy. Ask Haig, Joffre and Falkenhayn. What advocates of attrition really should be iterating is that degradation of the enemy force structure, plus misdirection of the enemy military assets, plus pinning enemy forces elsewhere is required before a direct approach to the Home Islands can be undertaken with any reasonable comfort level. None of these elements has anything to do with attrition. In fact given the basic game design, compounded by playing the ahistorical scenario 2, attrition particularly of air assets is to the benefit of Japan.[...]


I very much agree with your post, Alfred. Except for the italic part.

Attrition is dumb, no doubt about it. But sometimes I am embarrassed to say, I agree with Wikipedia:

quote:

Military theorists and strategists like Sun Tzu have viewed attrition warfare as something to be avoided. In the sense that attrition warfare represents an attempt to grind down an opponent through superior numbers, it represents the opposite of the usual principles of war, where one attempts to achieve decisive victories through maneuver, concentration of force, surprise, and the like.

On the other hand, a side which perceives itself to be at a marked disadvantage in maneuver warfare or unit tactics may deliberately seek out attrition warfare to neutralize its opponent's advantages. If the sides are nearly evenly matched, the outcome of a war of attrition is likely to be a Pyrrhic victory.

The difference between war of attrition and other forms of war is somewhat artificial, since war always contains an element of attrition. However, one can be said to pursue a strategy of attrition when one makes it the main goal to cause gradual attrition to the opponent eventually amounting to unacceptable or unsustainable levels for the opponent while limiting your own gradual losses to acceptable and sustainable levels. This should be seen as opposed to other main goals such as the conquest of some resource or territory or an attempt to cause the enemy great losses in a single stroke (e.g. by encirclement and capture).

Historically, attritional methods are tried when other methods have failed or are obviously not feasible. Typically, when attritional methods have worn down the enemy sufficiently to make other methods feasible, attritional methods are abandoned in favor of other strategies.

Attritional methods are in themselves usually sufficient to cause a nation to give up a non-vital ambition, but other methods are generally necessary to achieve unconditional surrender.


Obviousely, a war of attrition is to be avoided if other methods of warfare are a feasible option.
It is also to be avoided if it means investing a lot of assets in an area with an equally strong enemy force with the ability to counter or reverse the attritiing situation.

But in context of using attrition to thin out, spread out, and wear down enemy forces to make other means of attack an option (which is basically the context under which
this discussion takes place: "A2A is borked, because I cannot attack a, b and c without getting my a** spanked" ), it is a valuable tool. If you apply mission governed
attrition warfare, and combine it with short to medium term goals, it is in fact exactly part of what you describe as "None of these elements has anything to do with attrition".

Considering our - on first glance - clearly different opinions I wonder if we just have slight differences when using the word attrition in the current context.
From my POV every element of warfare contains elements of attrition. If you use this factor to your advantage, I would call it
"attrition warfare". I don´t see the benefit of neglecting this element of war, it does not prevent or exclude other strategical
elements.

< Message edited by LoBaron -- 3/8/2012 10:06:20 PM >


_____________________________


(in reply to Alfred)
Post #: 98
RE: State of the Air War in AE - 3/8/2012 10:21:53 PM   
Wirraway_Ace


Posts: 1400
Joined: 10/8/2007
From: Austin / Brisbane
Status: offline

quote:

ORIGINAL: TheElf


quote:

ORIGINAL: EUBanana


quote:

ORIGINAL: Jzanes
In regards to the firing passes issue, quality of pilots or airframes is irrelevant. All you need is a couple hundred newbs in an obsolescent escort fighter and the bombers will always get thru. I'm not sure, but I believe Rader or Greyjoy actually tested this. They loaded up some squadrons with completely unskilled pilots and sent them out to escort some bombers. The escorts were slaughtered (as always) but the bombers got thru w/o a scratch.


Quite.

I think there are real issues and I'm attempting to be constructive, but I'm not finding this a very constructive thread, tbh.

That is too bad. I am disappointed to hear that is your opinion. I happen to think this has been VERY constructive. Just because you haven't convinced everyone here to your way of thinking doesn't mean the dialogue hasn't been constructive.

What I have found interesting is that we are in the midst of this discussion and I don't sense a floodgate opening. I haven't seen a lot of people piling into this thread with pitchforks and torches demanding a swift change. We're upwards of 75 replies, but the participation is low. It's still early, but I guess we'll have to see how this thread matures....

TheElf,

I would be cautious about judging by the number of pitchforks because of the limited number of games that have reached 44-45...

I am a firm believer in the leaky CAP model. The bombers should generally get through. The historical data for this are overwhelming. I also think those who operate 20 CVs and CVLs in a single hex are themselves trying to exploit the game engine and ignoring everything they know or should know about a carrier ops. Additionally, a player that trys to invade a major enemy base or set of interlocking bases with functional, supplied airfields packed with aircraft should expect a bloodbath.

I am a firm believer that operational readiness rates for aircraft are too high and pilot fatigue effects to low. For some reason, UV "felt" better than either WiTP or WiTP-AE in this respect, probalby because of its single theater focus allowed for a simple approach to modeling readiness. The pace of air operations has to be slowed down by player choice currently unless combat is very, very heavy, not by any practical limit within the game. Bombers and fighters can make "milk runs" against lightly defended enemy bases daily for long, long periods at a stretch. This was not the case from bitter memory in UV where I rotated units almost daily to keep ops losses down and fatigue reasonable--which seemed more consistent with historical op tempos in essentially every theater.

It also seems to me that the maximum size of a single strike should coorelate with (not equal) the maximum effective CAP size in a way that produces a plausible distribution of results. Time and space create limits on the size of a single, coherent strike as well as CAP. My recommendation, if it were possible within the code, would be to place an absolute limit on the number of aircraft that could be included in combat resolution as a single strike package that is coorelated with the maximum size of an effective CAP, whether there actually is a firing pass limit or a time model that creates a practical CAP limit. As a starting point, I would use the largest historical raid size from any theater in WWII to establish that limit, and define the size as the largest number of aircraft that arrived over a single major target within 30 minutes as the maximum strike package. Any aircraft that would normally have been included in that strike package that exceed that limit due to the presence of numerous large airfields and a air HQs would be rolled over into a 2nd or even third strike package. For those the argue that such limits should not be known or are arbitrary, I would argue that they were not difficult to derive from both experience and mathmatics. I suspect the 8th AF banged up against the practical limits of strike size routinely during late war operations even with excellent bases and fixed targets.

If it can't be done, I still believe the game can be played with an eye on historical limits on mass by two like minded players and produce the finest wargaming experience available...

Mike

(in reply to TheElf)
Post #: 99
RE: State of the Air War in AE - 3/8/2012 10:53:20 PM   
EUBanana


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Well, I gave it a while to see what would be produced - a whole bunch of workarounds mixed in with "you're playing it wrong". Unfortunately, as per usual.

The 300 pass rule seems to exist alright. You can work around it, sure. You can split your CVs up so your CAP does not exceed 300 fighters (which is admittedly a pretty damn big bunch of CVs, so it's probably not that onerous... unless near land bases, which still might not be that onerous I suppose given the historic role of CVs). It doesn't take a rocket scientist to work out that if the code will only count the first 300 fighters, that having 500 is wasting your time.

Of course, you work with the system you are given. I like reading these conversations precisely because it gives me a greater understanding of the game rules, so I'm better able to not be banjaxed when something odd happens. Having CAP not count beyond a hardcoded limit seems like a pretty important thing everybody needs to know if they plan on playing, so clearly I have taken away useful information from reading these threads.

But. It's not realistic, is it. I don't think Nikola Tesla's death rays were in operation, swatting the 301st->nth fighters infallibly out of the fray. From a realism point of view, from a sheer common sense point of view, that seems like a rather serious flaw to me. That people defend the tesla coils/Hand of God seems rather odd to me. You can't really truly think that in any WW2 CAP the 301st fighter mystically never counted. (Actually it used to be the 201st.) Really talk about cutting off the home islands and whatever strikes me as irrelevant. It's not a strategic issue, its a 'wow, game reality is kinda trippy' issue, and given how many CVs you got in 1944, you WILL encounter it one way or another. It's another piece of information that must be filed away by the player. At least we actually know about it now.

Of course you can argue that such big fights are unrealistic and that they shouldn't happen. I've never argued for huge fights to necessarily be modelled better, and would be quite happy if what was done was ensure they never happened in the first place. But as it is, you're relying on workarounds and houserules and awareness of arcane constants tucked away into the code to fix things.

Of course, maybe it'll never change. Whatever. TheElf posted a thread asking for opinions, I gave mine in good faith. Whether it is acted on or not - whatever. Obviously I'd rather something be done, but neither will my heart be broken if it wasn't. I'm aware of the workarounds.

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Post #: 100
RE: State of the Air War in AE - 3/8/2012 11:18:03 PM   
Alfred

 

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quote:

ORIGINAL: Jaroen

... Agreeing with Alfred, and with TheElf, on those mega battle issues that leaves me with asking about those other perceived air combat 'irritations'. Would there be any? Is that AAA efficiency one ...


The concern you expressed in post #89 regarding ship AAA has already been addressed in the DaBabes family of mods. That tweaking will not emigrate to the official scenarios for the reason I stated in my earlier post, and also elaborated further by pompack. The reason that on one is prepared to do the work. It is much easier to complain.

I have said this recently but I will say it again. The AE development team no longer exists. It was dispersed a couple of years ago. There is no official AE product development work scheduled and none will be forthcoming. The last sanctioned official work on AE was the recent huge patch and michaelm was the only person who worked on that exercise. If there are some new bugs introduced by that patch and fixing them is not too time consuming, I would not be surprised if michaelm volunteered to provide a fix. However I would be very surprised if there were any other future development work authorised.

What this thread demonstrates is that theElf is prepared, essentially off his own back and perhaps with some support from michaelm, to consider whether some elements are not WAD and if bringing them up to the design standards the AE team agreed upon many years ago is feasible, address them. This however is essentially a labour of love.

The only ongoing AE development work is unofficial and carried out primarily by the team which produces the DaBabes family of mods. Many of that team were AE developers. Amongst the significant changes they have incorporated into their mods are changes to ship AAA, specifically the problem of DP guns. They were able to do this work because michaelm provided a special exe hook to allow separation of the 5/38 DP guns into having different data when used as naval guns compared to when they are used for flak purposes. With the hook, the DaBabes team then recalculated all the data after revisiting the balistic qualities of the relevant guns. Without the hook the Allied DP guns flak effectiveness is greatly reduced and that is a legacy issue.

It is my understanding but I stand to be corrected, that the hook has also been provided for the official scenarios, or at least could be relatively easily provided. What is missing is the total lack of interest from people to do all the detailed recalculations. No one has a right to expect the DaBabes team to do the work, as a labour of love, for the official scenarios. Their focus very understandably is on their own mods.


Alfred

(in reply to Jaroen)
Post #: 101
RE: State of the Air War in AE - 3/8/2012 11:28:24 PM   
Alfred

 

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quote:

ORIGINAL: EUBanana

... The 300 pass rule seems to exist alright. You can work around it, sure. You can split your CVs up so your CAP does not exceed 300 fighters (which is admittedly a pretty damn big bunch of CVs, so it's probably not that onerous... unless near land bases, which still might not be that onerous I suppose given the historic role of CVs). It doesn't take a rocket scientist to work out that if the code will only count the first 300 fighters, that having 500 is wasting your time...



Again you refer to a 300 CAP fighter limit. People who don't pay close attention or for whom English is a second language may not realise that you are totally wrong.

1. There is a 200 flight pass limit, which michaelm especially upped to 300 for the benefit of rader-GreyJoy.

2. Each flight can comprise up to 8 planes.

This means that excluding the special exe provided to rader-GreyJoy, the theoretical maximum number of CAP fighters who might participate in combat is 1600 aircraft.

Not all flights will necessarily engage in combat. There are several factors for this, such as not arriving in time etc. Nonetheless, under the existing main code, it is only the number above 1600 which would be quite redundant.

Alfred

(in reply to EUBanana)
Post #: 102
RE: State of the Air War in AE - 3/8/2012 11:50:48 PM   
JeffroK


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A general self aggrandisement society. keep going and you will decide there is nothing needs fixing. The customers must be wrong!

If the efforts of the devs was so good, why has michaelm spent so much of his time and effort fixing the damn thing!, he indeed needs payment for the work being done by those who are getting some income from sales.

Why do we have mods which seek to correct amazing errors like the inability of AAA to perform as in real life. Dababes works OK, why isnt this official and why wasnt it in the vanilla release?

As a recreation of history, many of your arguements are correct. I dont think the counter arguements are saying no bombers should get through, but examples of 100% of the bombers getting through is flawed, all CAP being held off by inferior escorts is also wrong.

But we keep being told "Its only a game"
As such, GJ & rader have gamed themselves into a corner that the game cant handle.
They probably both deserve it.
But the game should be able to handle the circumstance it allows to build up, through the postings you see glimmers of ideas which could help, aircraft service levels, AAA, aircraft numbers must equal AV pts available.
I would suggest the number of passes is to give every interceptor 2 (maybe it should be 3 or 4) passes, this allows an overwhelming CAP to overwhelm an escort then remaining passes can be used against the bombers.

On the continual line on dispersal, basically the AFB has 4 lines of approach, from the north and a narrow push through Hokkaido, a narrow thrust via Iwo Jima and the Volcano Islands, a narrow thrust through Okinawa and the Ryukyu's. a broader thrust through China. They may be able to combine 2 of these, IRL it was Iwo & Okinawa, it still forces large numbers of aircraft and shipping into small area of the map, makes both attacker and defender overstack and commit large numbers to raids. Its easy for some to say deploy B29s in depth, where??

The assumption that all players are going to be historically bent and play only within the games limitations is soft, once put in a competition most are going to find every trick/tactic they can to get an advantage. They are also approaching the late game where numbers get bigger and things were clearly not tested to breaking strain.

I'll also reiterate that this will be the last Matrix offering I'll buy, their approach of putting out a good game, largely developed by poorly compensated "volunteers" and not supporting it fully has become a pain. The only exception with be Panther Games who are a stand alone company.

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Post #: 103
RE: State of the Air War in AE - 3/8/2012 11:55:45 PM   
witpqs


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You seem to imply that the development team for AE made quite the cash horde. Would you share with us how much?

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Post #: 104
RE: State of the Air War in AE - 3/8/2012 11:57:15 PM   
EUBanana


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quote:

ORIGINAL: Alfred
Again you refer to a 300 CAP fighter limit. People who don't pay close attention or for whom English is a second language may not realise that you are totally wrong.

1. There is a 200 flight pass limit, which michaelm especially upped to 300 for the benefit of rader-GreyJoy.

2. Each flight can comprise up to 8 planes.

This means that excluding the special exe provided to rader-GreyJoy, the theoretical maximum number of CAP fighters who might participate in combat is 1600 aircraft.

Not all flights will necessarily engage in combat. There are several factors for this, such as not arriving in time etc. Nonetheless, under the existing main code, it is only the number above 1600 which would be quite redundant.

Alfred


Eventually they stop engaging. The question that matters is, does it happen in game, or is it purely a theoretical limit which you will never reach due to its large number.

If it was a purely theoretical limit, then we wouldn't be having this discussion, because everything would be fine. But based on some tests and some bitter experience it appears that it will be encountered in game. Therefore the precise number is irrelevant, it's still going to be an issue.

If it turns up at all, really, it is a potential issue. Something else the player needs to know about the inner workings of the code.

The ablative armour exacerbates it, though obviously using fighters as cannon fodder has its own issues, which you yourself have pointed out. That said, thats kinda what I was saying - it's merely an admission of defeat as far as the system goes and pointing out mitigating factors.

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Post #: 105
RE: State of the Air War in AE - 3/8/2012 11:58:20 PM   
Alfred

 

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quote:

ORIGINAL: LoBaron

quote:

ORIGINAL: Alfred

TheElf,

Please, please, oh please do not fall for the old conjuring trick being presented with the aim of pressuring you into changing things when there is no sound fundamental good reason to do so. Too often in the past code has been changed to accommodate poor players who complain when their lack of skill/understanding is exposed. To put up now the detailed reasons for my plea would be too time consuming but here are a few briefly presented reasons.[...]


(a) Attrition of the Japanese forces is cited as the correct approach. This is wrong because attrition is a very dumb military strategy. Ask Haig, Joffre and Falkenhayn. What advocates of attrition really should be iterating is that degradation of the enemy force structure, plus misdirection of the enemy military assets, plus pinning enemy forces elsewhere is required before a direct approach to the Home Islands can be undertaken with any reasonable comfort level. None of these elements has anything to do with attrition. In fact given the basic game design, compounded by playing the ahistorical scenario 2, attrition particularly of air assets is to the benefit of Japan.[...]


I very much agree with your post, Alfred. Except for the italic part.

Attrition is dumb, no doubt about it. But sometimes I am embarrassed to say, I agree with Wikipedia:

quote:

Military theorists and strategists like Sun Tzu have viewed attrition warfare as something to be avoided. In the sense that attrition warfare represents an attempt to grind down an opponent through superior numbers, it represents the opposite of the usual principles of war, where one attempts to achieve decisive victories through maneuver, concentration of force, surprise, and the like.

On the other hand, a side which perceives itself to be at a marked disadvantage in maneuver warfare or unit tactics may deliberately seek out attrition warfare to neutralize its opponent's advantages. If the sides are nearly evenly matched, the outcome of a war of attrition is likely to be a Pyrrhic victory.

The difference between war of attrition and other forms of war is somewhat artificial, since war always contains an element of attrition. However, one can be said to pursue a strategy of attrition when one makes it the main goal to cause gradual attrition to the opponent eventually amounting to unacceptable or unsustainable levels for the opponent while limiting your own gradual losses to acceptable and sustainable levels. This should be seen as opposed to other main goals such as the conquest of some resource or territory or an attempt to cause the enemy great losses in a single stroke (e.g. by encirclement and capture).

Historically, attritional methods are tried when other methods have failed or are obviously not feasible. Typically, when attritional methods have worn down the enemy sufficiently to make other methods feasible, attritional methods are abandoned in favor of other strategies.

Attritional methods are in themselves usually sufficient to cause a nation to give up a non-vital ambition, but other methods are generally necessary to achieve unconditional surrender.


Obviousely, a war of attrition is to be avoided if other methods of warfare are a feasible option.
It is also to be avoided if it means investing a lot of assets in an area with an equally strong enemy force with the ability to counter or reverse the attritiing situation.

But in context of using attrition to thin out, spread out, and wear down enemy forces to make other means of attack an option (which is basically the context under which
this discussion takes place: "A2A is borked, because I cannot attack a, b and c without getting my a** spanked" ), it is a valuable tool. If you apply mission governed
attrition warfare, and combine it with short to medium term goals, it is in fact exactly part of what you describe as "None of these elements has anything to do with attrition".

Considering our - on first glance - clearly different opinions I wonder if we just have slight differences when using the word attrition in the current context.
From my POV every element of warfare contains elements of attrition. If you use this factor to your advantage, I would call it
"attrition warfare". I don´t see the benefit of neglecting this element of war, it does not prevent or exclude other strategical
elements.


Yes there is a misunderstanding about the word.

The Wiki excerpt you quote is not a good exposition of attrition strategy.

There is a huge difference between attrition and an attrition strategy. The former is inherent in all warfare from time immemorial, the latter is a concept which has only been developed in the industrial era and as a strategy was very much born and died on the Western Front (with some post facto rationalisation provided by Cadorna to explain his uncreative 11 battles of the Isonzo) of World War I.

Prior to the creation of the mass conscript European armies, made possible by the industrialisation of the late C19th, by far the biggest cause of attrition was sickness and desertion. The reason why famous military theorists did not advocate a strategy of attrition was because it was not a practical strategy to pursue.

An attrition strategy, as envisaged and implemented by the Western Front leaders (again honourable mention to Cadorna too) was that both sides would incur mutual losses. Early twentieth century military technology is not that of today. Then in order to inflict casualties on the enemy you had to expose yourself to receiving casualties too whereas today it is possible to inflict casualties from a standoff position and not expose oneself to similar treatment (excellent examples being NATO's actions in Bosnia and Libya). Note that the WWI Entente advocates for an attrition strategy did so in the absence of developing an actual war winning strategy and were quite prepared to tolerate suffering more casualties than the enemy.

When you employ the word "attrition", you describe actions whose intent is not attrition (a mutual process) but degradation of enemy force structure and pinning of the enemy forces elsewhere, away from the critical front (aided by misdirecting the enemy). The aim of all good generals down the ages has been to defeat the enemy forces, not to ruin their own army in the process.

Alfred

(in reply to LoBaron)
Post #: 106
RE: State of the Air War in AE - 3/9/2012 12:02:32 AM   
EUBanana


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quote:

ORIGINAL: JeffK
A general self aggrandisement society. keep going and you will decide there is nothing needs fixing. The customers must be wrong!


A lot has been fixed, in patches official and unofficial and in mods, and the issues being raised here are pretty minor edge cases which the vast majority of players probably won't even see as few games reach '44 or '45.

There are workarounds, and the edge cases we're talking about aren't all that historical anyway.

I consider these things to be unpleasant minefields that the gamer must tread warily around. Once you know they are there you can take steps to avoid them. In an ideal world they would be fixed, this thread implies maybe they would be. Maybe not. The world is not ideal.

But the game is still worth playing for all that.

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Post #: 107
RE: State of the Air War in AE - 3/9/2012 12:09:02 AM   
vettim89


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Much appreciate so many of the good comments being made here. I am not the whining type; so, I may go,"Huh?" at a particular combat result but would never cry foul. The game engine has its limitations, I accept them. That said, sometimes I wonder about the air intercept routines.

As an example, I had a combat over Chittagong a while back. I need to go back and get the exact numbers but it was something like this

Japan's Force

60 G3M/G4M
25 A6M2
25 Ki-43 (not sure of the exact modal)

Allied CAP

75 P-40E
25 P-38E
32 Hurricane IIb

All fighters set at 40% CAP stacked between 15k and 25 k. Level 6 AB with multiple BF with Radars. Too RN TF in hex with multiple BBs, CAs, and CLs all with updated radar. By the time the ATA routine ended I had over 100 a/c on the scene

So 130+ fighters meet a raid escorted by less than half their number. Now, I would expect some leakers but instead NONE of the CAP made it through to the Netties! So the Japanese fighters were able to fully occupy more than two and a half times their number. My point being that this type of action occurs even in smaller battles not just ones involving 2000 aircraft. Now this is a big code change but it seems to me that it should be more like the Surface Combat action where we see "such and such a ship attempts to screen unloading ships". The ATA code seems to look at all air battles as one large "furball" instead of many smaller battles occuring within the hex. The Escorts act as one large lump of fighters that are able to engage all comers while the interceptors arrive piecemeal and are "screened" by the escorts one by one. Yes, Escorts could and did occupy numbers greater than there own but there was a limit. Not only that but as more and more interceptors arrive on the scene, the escorts would become more and more dispersed and increasingly less effective. Never mind the fact that Japanese radios were of poor quality and that they largely relied on hand signals at least early in the war.



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Post #: 108
RE: State of the Air War in AE - 3/9/2012 12:13:20 AM   
EUBanana


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quote:

ORIGINAL: vettim89

Much appreciate so many of the good comments being made here. I am not the whining type; so, I may go,"Huh?" at a particular combat result but would never cry foul. The game engine has its limitations, I accept them. That said, sometimes I wonder about the air intercept routines.

As an example, I had a combat over Chittagong a while back. I need to go back and get the exact numbers but it was something like this

Japan's Force

60 G3M/G4M
25 A6M2
25 Ki-43 (not sure of the exact modal)

Allied CAP

75 P-40E
25 P-38E
32 Hurricane IIb

All fighters set at 40% CAP stacked between 15k and 25 k. Level 6 AB with multiple BF with Radars. Too RN TF in hex with multiple BBs, CAs, and CLs all with updated radar. By the time the ATA routine ended I had over 100 a/c on the scene

So 130+ fighters meet a raid escorted by less than half their number. Now, I would expect some leakers but instead NONE of the CAP made it through to the Netties! So the Japanese fighters were able to fully occupy more than two and a half times their number. My point being that this type of action occurs even in smaller battles not just ones involving 2000 aircraft. Now this is a big code change but it seems to me that it should be more like the Surface Combat action where we see "such and such a ship attempts to screen unloading ships". The ATA code seems to look at all air battles as one large "furball" instead of many smaller battles occuring within the hex. The Escorts act as one large lump of fighters that are able to engage all comers while the interceptors arrive piecemeal and are "screened" by the escorts one by one. Yes, Escorts could and did occupy numbers greater than there own but there was a limit. Not only that but as more and more interceptors arrive on the scene, the escorts would become more and more dispersed and increasingly less effective. Never mind the fact that Japanese radios were of poor quality and that they largely relied on hand signals at least early in the war.





It's pretty hard to say anything from one data point, unfortunately. I kinda expect oddities, thats great. My heart does sink a little when I hear about CAP which as a mathematical certainty won't engage, though.

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Post #: 109
RE: State of the Air War in AE - 3/9/2012 12:19:46 AM   
Commander Stormwolf

 

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quote:

fighters were able to fully occupy more than two and a half times their number. My point being that this type of action occurs even in smaller battles not just ones involving 2000 aircraft. Now this is a big code change but it seems to me that it should be more like the Surface



it happened at eastern solomons - 15 zeroes occupy 50+ wildcats..
it's what the zero was good at... forcing the CAP to dive and escape, leaving the strike package in tact

worked well until the hellcat was introduced

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Post #: 110
RE: State of the Air War in AE - 3/9/2012 12:25:52 AM   
SuluSea


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It looks like I'm in the minority but I find the air combat routine and modelling both brilliant and facsinating.

Great post Alfred, usually my attention span doesn't allow me to finish reading long post such as yours but you've written another classic..



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Post #: 111
RE: State of the Air War in AE - 3/9/2012 12:55:19 AM   
vettim89


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quote:

ORIGINAL: SuluSea

It looks like I'm in the minority but I find the air combat routine and modelling both brilliant and facsinating.

Great post Alfred, usually my attention span doesn't allow me to finish reading long post such as yours but you've written another classic..




For the most part I agree with you, SS. One point I think could be made is that with AE, the results are much more unpredictable. In WITP, the Late Game USN could move it's "Death Star" anywhere it wanted with impunity. You cannot be so sure of it in AE. I do like like that.

Also, I was not necessarily griping about my air battle. I was merely showing a dat point I had seen. As I said, you need to understand what the game engine will do and plan accordingly.

To be the contrarian, if I looked at my result and said, "Wow, 130 fighters is not enough. I better put 200 there to assure safety." My oppnent then says, "Wow, he has 200 fighters in that hex. Its must be really important. I better move 200 fighters of my own into range". This can result in the invariable overconcentration of forces into a few hexes on the map which I beleive the AE Team was trying to get away from in the first place. Beofre you know it, we look like a bunch of five year olds playing soccer.

(Some of you will get that last comment)

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Post #: 112
RE: State of the Air War in AE - 3/9/2012 1:10:25 AM   
Bullwinkle58


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quote:

ORIGINAL: Alfred
When you employ the word "attrition", you describe actions whose intent is not attrition (a mutual process) but degradation of enemy force structure and pinning of the enemy forces elsewhere, away from the critical front (aided by misdirecting the enemy). The aim of all good generals down the ages has been to defeat the enemy forces, not to ruin their own army in the process.

Alfred


Ah, to be a WWI afficionado!

If I have been using "attrit" incorrectly re Greyjoy's game, apologies. In my usage I mean to degrade the Japanese ability to wage war so that there is no other choice but surrender.

Especially in a Scen 2 game my experience has been that one cannot completely ground the air forces. The lack of need for POL to fly coupled with the limited Allied replacement pools makes it very difficult to degrade them directly using A2A and airbase strikes. The best (only?) way I've discovered is to indirectly push them over by going after the "HI bank" by going after the fuel supply. It's a third-order attack on air power, but it works if one is very patient and methodical. Shooting down older models of Japanese planes in backwater theaters helps, but to really ground the Japanese and make it safe to do widespread strat bombing of the HI one must get at HI.

First, don't let the Japanese build a multi-million point bank by letting them camp in India for a couple of years. And also begin to go after fuel early. The loss of 200 Allied subs is not too high a price to pay if you can stop the POL from getting to Japan. Kill the fuel, kill the HI, kill aircraft replacement production (and at extremes make it impossible to pay the Japanese pilot "tax" every month.)

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Post #: 113
RE: State of the Air War in AE - 3/9/2012 1:16:22 AM   
witpqs


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What he said!

Mutual attrition = usually bad.

Greatly lopsided attrition of the enemy = usually good.

It's sort of like the congressman said: "Compromise with him?! Let him compromise with me!"

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Post #: 114
RE: State of the Air War in AE - 3/9/2012 2:52:29 AM   
Alfred

 

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quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: Alfred
When you employ the word "attrition", you describe actions whose intent is not attrition (a mutual process) but degradation of enemy force structure and pinning of the enemy forces elsewhere, away from the critical front (aided by misdirecting the enemy). The aim of all good generals down the ages has been to defeat the enemy forces, not to ruin their own army in the process.

Alfred


Ah, to be a WWI afficionado! ...




Hmm, why is it I feel I'm being sent a subtle hint I should decamp off to another Matrix forum and terrorise the those denizens. Oh well there I could compare monthly our Peak Performance Indicators in attrition strategy. After all no finer demonstration of attrition strategy can be found than Verdun.

Alfred

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Post #: 115
RE: State of the Air War in AE - 3/9/2012 3:54:47 AM   
gradenko2k

 

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Let's not get tied down in semantics, here. WW1 attrition was when both sides tried to run each other out of men first. The attrition being referred to in the context of WW2 in the Pacific is one-sided, wherein Japan's forces were attritted at little (relative) cost to the Western Allies.

(in reply to Alfred)
Post #: 116
RE: State of the Air War in AE - 3/9/2012 4:59:10 AM   
jwilkerson


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In the old days of board games - if the players found the rules to be "broken" in some aspect - they could make a house rule and continue on.

In the days of computer games - it would be great if all games were PERFECT - but that will never happen - and if it did - no one would play them - because they would be too realistic!

Let's call the problem "loop holes" as a general characterization. Simulations will always have shortcommings - they are not - by definintion reality - they are something less. Hence, in a conflict simulation with multiple sides there will always be shortcommings (loopholes) which can be exlpoited.

If we find these - we can make house rules against them.

That is what I do.

The set of necessary house rules for a given game is initially limited by the experience of the players - what have they experienced that needs to be controlled. During the game new situations may arise. Compatible playing partners can agree to prohibit undesired activities.

As much as we would love to close ALL loopholes with the rules (the code) - it cannot be done.



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(in reply to gradenko2k)
Post #: 117
RE: State of the Air War in AE - 3/9/2012 7:06:17 AM   
LoBaron


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quote:

ORIGINAL: TheElf
As far as other weaknesses, I've already acknowledged one, and that is the Ablative armor Escorts we've mentioned. But this is a tricky fix, as I have already stated, because when you look at attacker Vs Defender the ATTACKER has the Sweep in his bag of tricks. If we neuter CAP vs Escorts we risk imbalancing CAP against an attacker who uses sweep...does this make sense? not sure I am explaining this clearly...been a long day.


You are perfectly clear. And I agree that this presents a potential sideffect of any manipulation of the attack priorities.

Sweep vs. CAP hangs in delicate, but IMHO well understood, balance. If the triggers for engaging fighters are modified to vector more planes
against bombers, and these triggers are same for attack decisions against sweeps, this could tilt the balance very much in the attacker´s
favor...basically the exact opposite effect of what we want to achieve.

I am with you and Alfred, the implementation of a BTR style of target selection is intriguing, but if I understand the context of this discussion correctly
this is out of scope?

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(in reply to TheElf)
Post #: 118
RE: State of the Air War in AE - 3/9/2012 12:13:43 PM   
castor troy


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From: Austria
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quote:

ORIGINAL: TheElf

I think what is being lost here is that, while they have successfully explored the frontier of lunacy in terms of over stacking and uncovered the limits of computer processing power vis a vis AE, GJ and Rader did so by cramming an unrealistic number of aircraft into a relatively small space. In all likelihood, and I am guessing it sounds like they overcame all the little controls we put in place to break up Uber Air Battles in a unique set of circumstances that existed in their game.

What you are all advocating is hard coding essentially. We are talking about rewriting code for the game to accommodate gameplay that is aberrant. I admit that there are situations where large numbers of A/C come together regardless of how you play, and that others have begun to experience the same effects, but should we as developers risk making a change that could have 2nd and 3rd order effects on the rest of those that haven't seen this sort of thing in their game?

Development/support of this product is essentially over save for Michaelm's gracious charity. I can't just go in with a scalpel and start monkeying around with the code. Do I have ideas? yes. But it isn't my call.

Until something changes you all as players have to understand the limitations and try to live within them. That is the only way.



unfortunately this is it exactly. I said that probably a dozen of times in GJ's AAR, we just have to live with the fact that there is a limitation and IMO every PBEM reaches the point some time in 44 when there are just far too many aircraft around. From that point on, using a carrier fleet (independent of the side) near more than 3 overlapping airfields is suicide. Means, coming close to Japan is nothing you should do with your carriers. No matter how inexperienced one starts, I think when he has goine through 4 years in game he has enough experience to be able to mass 3000 airacft for the one decisive blow to sink two or three dozen carriers. Probably not even that many aircraft needed to do that.

I know ppl think that I am thinking the airmodel is totally BS, which isn't what I say btw. It is quite ok (and far better than WITP) from 41 to mid 44 IMO, later it gets problematic (if there would be a severe penalty for flying aircraft in the stratosphere it would be great)Why? Just because there are so many more aircraft involved and no matter how experienced/inexperienced one is there will always be enough aircraft for the one desicive attack. To be honest, there will be enough aircraft for more than that one strike in at least 4 out of 5 times. So what to do? I know what I am going to do, no matter what side I am playing. Not moving my carriers into an area where I end up in range of 4+ operational enemy airfields that can send out more than 500 aircraft in a single day.

btw, I think this is a very good thread so far. +1

when the consensus is that you should not end up with your carriers in range of 1000 enemy aircaft because those would be able to wipe out a good portion of your carrier fleet then this doesn't mean I can say I find it all that great because I think the so called Allied carrier Death Star late war should be able to deal with 1000 enemy aircraft. Not saying a 1000 aircraft strike but 1000 aircraft attacking your Death Star in several waves. In my game vs. Rainer79 I have massed fleet carriers and CVE to bring roughly 1500-1600+ Corsairs/Hellcats and thought I could at least be strong enough stay one day, the result were a dozen CVE sunk though. My experience never showed an advantage for the carriers to be split in different hexes, this is more like a way to lose one of those TFs for sure. Why? Because even if the enemy gets some raids into different hexes, the BIG one still goes into ONE hex. One big strike, one big loss in carriers. The biggest advantage of not splitting them into different hexes is to provide a lot of targets for the attacking bombers and not 6 fat targets that all bombers aim at. Vanilla flak is also an issue here, that should not be left out to be honest. Dababes has dealt with this, which is great IMO, same as dealing with the super E, but that's not the topic of this thread.

In the end, just don't move your carriers into harms way, even if you think it could be done real life. Not saying I want to stop raids, but do some damage to the bombers at least as I just can't see a reason why 200 green fighters should be able to keep 400 elite fighters on Cap from attacking the bombers. I choose those numbers because I think these would still be doable in real life, even if it sounds a lot. If you've got something like three dozen carriers, this would mean roughly one third of the fighters being able to attack. And 200 fighters on escorts should be doable as well.

How many IJ aircraft where involved in the Mariana's Turkey Shoot? 8 or 900? It wasn't really a disaster for the Allied and there were by far not as many carriers involved as a PBEM usually sees, probably not even halve of what I had in late 44. I am sure there were never 500 CAP fighters airborne at the same time, I am sure there were never those strikes we are able to do in the game (coordination penalties don't help anymore when you've got thousands of aicraft) and I am also sure flak was a real issue for the Japanese at that time.

< Message edited by castor troy -- 3/9/2012 12:40:58 PM >


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(in reply to TheElf)
Post #: 119
RE: State of the Air War in AE - 3/9/2012 2:13:40 PM   
EUBanana


Posts: 4552
Joined: 9/30/2003
From: Little England
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You can probably live with it in most games, assuming strategic bombing and cutting off the oil really does work (I note I've never seen Japan economically collapse due to lack of oil in an AAR before so I'm kinda curious if even that is possible to be honest! ).

Greyjoy is essentially trying to invade Japan with zero strategic preparation, so it's going to be a hard slog for him. However, not only that (which might well lead to his defeat in its own right), but it looks like the game engine simply can't model it.

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(in reply to castor troy)
Post #: 120
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