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RE: Battle for Okinawa! - 12/10/2013 2:05:47 PM   
JocMeister

 

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It seems we are actually in agreement so I don´t really understand what we are arguing about.

The only thing I´m questioning is the "fun factor" of it. When the only thing for one side to do is to "do nothing" fun kind of goes out the window. That is why I think there has to be an incitement to act. If I knew I could at least cause some damage to the Japanese air force I would of course try. Now I know its absolutely pointless to even begin to try so I do nothing. The question in my mind is whether that is much fun for either side. Or good for the game.


< Message edited by JocMeister -- 12/10/2013 3:06:45 PM >

(in reply to Wuffer)
Post #: 3091
RE: Battle for Okinawa! - 12/10/2013 2:19:33 PM   
Kereguelen


Posts: 1829
Joined: 5/13/2004
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quote:

ORIGINAL: ny59giants

Playing with PDU "ON" gives Japan an advantage.
Playing with Realistic R&D "OFF" gives Japan another advantage.
The recent changes in the beta patches which allows unlimited aircraft on a AF9 means CAP can be in the 100s.

I have two PBEM games going, but I will modify my next game to have the Americans get some 75 plane FG vs them coming in as 3x25. How many, I haven't thought through enough yet and this will not happen for a few more years.

Since there are so few games with AARs that show players using PDU "OFF," it is hard to treat this whole subject from a realistic perspective.


Correct assessment. I never understood why most people seem to play with PDU "on" and Realistic R&D "off" instead of using the standard game options (for which the game was designed). Since the release of the AE, everybody seems to assume that the poor Japanese player needs some help to make him competitive.

(in reply to ny59giants)
Post #: 3092
RE: Battle for Okinawa! - 12/10/2013 4:49:10 PM   
House Stark

 

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Perhaps someone needs to mod a version of Scenario 1/2 that would make PDU off a viable choice for the Japanese player by slightly improving the air group upgrade paths. Something that's in between PDU off's "50% Nates" and PDU on's "75% Franks with a few Tojos and Oscars sprinkled in for sacrificial purposes".

(in reply to Kereguelen)
Post #: 3093
RE: Battle for Okinawa! - 12/10/2013 4:59:57 PM   
Lokasenna


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I count myself lucky that I was able to get a Realistic R&D Off game for my first serious shot. Next time I'll play with it On, as my perception is that Realistic R&D is the norm around here.

For the record Jocke, I think achieving local air superiority for your offensive ops can qualify as 'fun'.

(in reply to House Stark)
Post #: 3094
RE: Battle for Okinawa! - 12/10/2013 5:26:09 PM   
witpqs


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quote:

ORIGINAL: ny59giants

Playing with PDU "ON" gives Japan an advantage.
Playing with Realistic R&D "OFF" gives Japan another advantage.
The recent changes in the beta patches which allows unlimited aircraft on a AF9 means CAP can be in the 100s.

I have two PBEM games going, but I will modify my next game to have the Americans get some 75 plane FG vs them coming in as 3x25. How many, I haven't thought through enough yet and this will not happen for a few more years.

Since there are so few games with AARs that show players using PDU "OFF," it is hard to treat this whole subject from a realistic perspective.

No such change. AF has always meant an unlimited number of aircraft. What did change was that Air Support needed is no longer capped at 250. Now it stays at 1 to 1 so that, say, 1,200 aircraft requires 1,200 Air Support. Also, the Air Support at size 8 or size 9 airfields counts as double. This helps both sides but is seen as helping the IJ more as they have much less Air Support troops available.

_____________________________


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Post #: 3095
RE: Battle for Okinawa! - 12/10/2013 6:14:44 PM   
JocMeister

 

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28th March 1945
______________________________________________________________________________

Very little to report.

------------------------
Destination Okinawa
------------------------

As predicted the first shuttle TF goes in opposed. It still looks like KB is lingering outside Shanghai. Oddly I have a really hard time getting a good fix on the KB. Despite 36 Cats flying from Naha I can´t solid intel.

------------------------
China
------------------------

Movement continue unopposed. Erik put some 3 units in the path of the Chinese. Its 22.000 AV. All in supply after a couple of days of airdrop. I feel reasonably confident I can deal with whatever he puts in the way.

Thats it. Incredible boring right now.

(in reply to witpqs)
Post #: 3096
RE: Battle for Okinawa! - 12/10/2013 7:24:20 PM   
Bullwinkle58


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quote:

ORIGINAL: Lokasenna

I count myself lucky that I was able to get a Realistic R&D Off game for my first serious shot.



And maybe wily moose hereabouts think that Realistic OFF is a supply-consumption bear-trap waiting to be stepped in . . .

_____________________________

The Moose

(in reply to Lokasenna)
Post #: 3097
RE: Battle for Okinawa! - 12/10/2013 8:43:11 PM   
catwhoorg


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As a REAL newbie still, it seems to me that the Japanese economy has three weak points where things can fail.

Oil/Fuel/HI - all interrelated. You attack oil, to limit fuel and limit fuel to get limit HI points which are used for (just about) everything.

Pilots - at least a potential weakness. If you cannot limit the airframes, then limiting the quality of pilots through attrition is one way to hold the air battle in check. Unfortunately I don't see this being viable in most situations

Supply - Whilst sorta kinda related to HI above, supply is finite in all the games for the Japanese. (much less so as a global concept for the Allies). Forcing supply consumption to be above the sustainable rate will eventually lead to a collapse.

Its seems to me that if you put one or more of these into crisis, the whole war can come crashing down around your foes ears.

(in reply to Bullwinkle58)
Post #: 3098
RE: Battle for Okinawa! - 12/10/2013 9:02:08 PM   
FeurerKrieg


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PDU On - Realistic R&D On is a fun game to me (as a self-avowed JFB). Half the fun for me is trying to decide how to make a viable airforce, what the best R&D choices are, how much of each airframe is ideal, etc. It is pretty tough to stop a determined 4E attack from getting through no matter how much you put on CAP. Maybe the loss rates are not sustainable but I don't know if I've seen any 300 plane 4E raids being completely blocked. Plus it takes a lot of supplies to repair the damage from one raid. If I had to play with 50% Nates (ie PDU off) I wouldn't even bother.

I find the part where you say it would be fun to damage the Japanese players air force the issue. Why do you want to damage their air force? All that should matter is halting production and taking territory. These are achievable with PDU On by the allies, and still gives the Japan player the feeling that they aren't totally helpless in the late war.

Clearly, in your game, you have shown that Japan can't hold everything, so it seems like you are saying not only do you want to be able to conquer the DEI, China, Burma, PI, and Okinawa by early 45, you want to be able to make sure the Japanese have no viable air force to fight back with. I'd like to feel that if I do a good job of efficient moving oil, fuel, resources - and efficiently manage my pilots - and efficiently managing my defenses, that I could have some chance of holding onto the home islands into early 1946, otherwise, not much reason to play. Even with some early losses (I've only read the first couple pages from your early war stage), you seem to have done better than historical given you are in control of Okinawa before June 1945.

Not saying you are right or wrong - just my thoughts. Hope you don't mind!

_____________________________


Upper portion used with permission of www.subart.net, copyright John Meeks

(in reply to catwhoorg)
Post #: 3099
RE: Battle for Okinawa! - 12/11/2013 6:15:03 AM   
Barb


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From: Bratislava, Slovakia
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quote:

ORIGINAL: Wuffer


quote:

ORIGINAL: LoBaron

The Moose pretty much hits the central point of all this debate.


Fighting the air war to fight the air war will never win you the war. It does not matter whether it´s PDU ON or OFF. Aircraft have to deliver ordnance on target which needs to serve an overall goal. Shooting down enemy planes is a secondary achievement strategically. And on a tactical scale, e.g. to achieve air superiority over a landing area, this is easily within capabilities of the Allied air forces.




Well said, worth to repeat once more. :-)


Well said... altough it was already said in other words in this book: The Air Campaign: Planning for Combat

Basically the work says it is not good to hunt enemy in the air - where he is least vulnerable and you will be trading roughly 1:1 in airframes without some powerful force multipliers. Finding the weak spot and hitting there is what counts.
For Japan I suppose it is logistics - without supplies they could not fly. The problem is less clear on Japanese Home Islands, but solutions could be various...

< Message edited by Barb -- 12/11/2013 7:16:50 AM >


_____________________________


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RE: Battle for Okinawa! - 12/11/2013 7:07:12 AM   
Puhis


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quote:

ORIGINAL: House Stark

Perhaps someone needs to mod a version of Scenario 1/2 that would make PDU off a viable choice for the Japanese player by slightly improving the air group upgrade paths. Something that's in between PDU off's "50% Nates" and PDU on's "75% Franks with a few Tojos and Oscars sprinkled in for sacrificial purposes".




Perhaps someone have to correct this. I play only Japan, and only PDU off. In 1943 there's not many Nate groups left, pretty much every group gets upgraded plane model.

Air units with Nates (and early Oscars) are for training. Nate is as good training plane as Tojo.

(in reply to House Stark)
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RE: Battle for Okinawa! - 12/11/2013 7:32:34 AM   
CaptBeefheart


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Joc: Regarding Command Modern Air/Naval Combat, I picked it up and have been doing a few light scenarios to get better at controlling my forces. For instance, it was no fun having my cruisers end up within range of North Korean shore batteries. It promises to be a great game with unlimited scenario potential.

Cheers,
CC

_____________________________

Beer, because barley makes lousy bread.

(in reply to Puhis)
Post #: 3102
RE: Battle for Okinawa! - 12/11/2013 8:16:33 AM   
JocMeister

 

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quote:

ORIGINAL: Feurer Krieg
Not saying you are right or wrong - just my thoughts. Hope you don't mind!


I don´t mind one bit.

Its hard to try and get my core thinking across. Partly because I´m not really sure how to put it into words. As I see it its not a JFB vs AFB issue. Its a GAME issue effecting both sides in a negative way. The "fun factor".

I´ll try to explain a little bit more. Sorry if it sounds confusing and is a bit of a rant.

We pretty much already established that trying to gain air superiority is not a achievable or worthwhile goal against a competent Japanese player right? So the best way is to play defensively (with some exceptions of course that was mentioned earlier) and avoid combat. This means reverting back to 42-43 allied tactics of jumping in and out. Or relying on a huge CAP that makes it not worthwhile for the Japanese player to try something. But this is where the problem begins as I see it...

Whats the best tactics for a Japanese player at this point? Defensive right? No need to waste planes and pilots on tackling a massive CAP with thousands of planes. Just sit back and let the allied player come to you. After all you have superior numbers and to some extent better planes. All you have to do is stay defensive.

So now you have two sides that both play defensively. No side have any incitement to do something and that is the core of the matter. Its an unintended flaw in the game design. On several occasions now we have had thousands of fighters just a few hexes from each other. I´m not questioning the fact of the situation. I´m questioning whether or not this is how we want the game to be?.

I think there are several reasons for this. One is the Japanese air force vs the Allied. One side is forced to fight defensively due to the nature of things while the other is forced to do so because of limited numbers.

Another problem as I see it is defense vs offense. (Basically what Michael said in an earlier post) Its very easy to put of a massive CAP over a base with hundreds if not thousands of planes. But its almost impossible to do the same on the offense unless you have a level 9 base within 2-3 hexes which seldom happens. This works reasonably well in the early game when numbers isn´t that high. Sweeping with a 25 plane squadrons against 100-150 fighters is still doable. But when you try to sweep with 25 planes against 500-1500 planes its just suicide. This is probably a much bigger problem than PDU ON/OFF. Basically defense is too powerful compared to offense.

This is just one of many issues I think the game suffers from. But this community is unique in the way that while every other multiplayer or online game community realize their game have to evolve with the players and new tactics/tricks/gamestyle, this community shuns and despises any kind of change. You arn´t even allowed to discuss perceived balancing issues or change. As soon as you try to raise a discussion, concern, or thought you will get instantly slammed. This is what will destroy the game in the end. The time span is just much longer than other games because there are no other games out there that take years to finish...

Personally this will most likely be the first two and last two games for me. Human beings will always push the boundaries of what is possible. In this game the boundaries have been pushed so far (on both sides) that the end product just isn´t much fun. This game needs to adjust to these extreme situations in order to stay fun and competitive in a way that makes people want to play it. If it doesn´t people will stop playing it in the end. But this will never happen with this game because there is a very vocal minority (I hope its a minority..) that abhors change and refuses to see the need for that change and balancing to happen.

Look at how many players that has disappeared over the last two years. How many new players have come to fill that void? Look at the number of AARs and posts on the forum. Now tell me if you think we are heading in the right direction...

Turned into something a bit off topic I think. But the heart of what I´m trying to get at is in there somewhere.

< Message edited by JocMeister -- 12/11/2013 9:30:22 AM >

(in reply to FeurerKrieg)
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RE: Battle for Okinawa! - 12/11/2013 8:21:01 AM   
JocMeister

 

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quote:

ORIGINAL: Commander Cody

Joc: Regarding Command Modern Air/Naval Combat, I picked it up and have been doing a few light scenarios to get better at controlling my forces. For instance, it was no fun having my cruisers end up within range of North Korean shore batteries. It promises to be a great game with unlimited scenario potential.

Cheers,
CC


Hey CC,

Excellent news. I´m currently reading through the entire forum. Really impressed with the number of scenarios already created and excellent interaction with the developers. I think this one might end up under the Christmas tree!

(in reply to CaptBeefheart)
Post #: 3104
RE: Battle for Okinawa! - 12/11/2013 9:50:29 AM   
Wuffer

 

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Joc,
I could not agree stronger; your analysis of the offensive/defensive values is the reason why I stopped it totally. Could really understand your frustation. Your situation reminds me as being Britain in 1943 but without the USA...

1. As the Japanese player did neither repeat the historical failure of underestimating the sub war nor the need for training pilots etc., you are facing a total different and much more complicated situation. (Add to this Moose’s point of surrendering your strongest asset – bombing his oil from the beginning.)

2. As the whole game is an abstraction and not a simulation, the design implicates a weakness in some aspects – you will allways playing the engine, just a few examples:

command and control centers – could not be destroyed
infrastructure in the homeland (transporting stuff for production!) – more or less immune (so, by design any strat-bomb- and sub-campaign is weaken before even beginning)
stored HI-production.... – hm, obvious!
skilled workers in the armanent and a/c-factories – appearing magically (not modelled)
skilled technicans and constructing designers for world class aircraft – they hatch and slip ot of supply!?! :-)

We could list much more, but the picture is clear: You did not have air superiority. And you won’t get it. Period.


3. What was historically done, is interesting, but didn’t really help you and led easily to false assumptions as McArthur’s very first achievement was to gain absolutely and complete air superiority in 1943. As we know, the Allies could bomb at will due to their numbers and advanced technology – not exactly the situation you face! To matters worse, you are seriously handicaped to historical oob’s on your side, for example the un-armoured B29’s, which is simple completely absurd in this context.

4. All these points are interesting to discuss, especially the question of a super-strong Japan, but they did not help you at the moment.
Why did you invade Okinawa? Because it was historically done and belong to a coherant strategy? Or because it help you NOW and HERE?

What are his weak points in this game?
Forget about daylight bombing his a/c-factories, I’m afraid.

OTH, some aspects did favour the Allies’ side as well – the battle of Okinawa was much harder and bloody IRL.




< Message edited by Wuffer -- 12/11/2013 10:59:11 AM >

(in reply to Puhis)
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RE: Battle for Okinawa! - 12/11/2013 12:19:34 PM   
JocMeister

 

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My Okinawa invasion took place so I can base B29s within normal range of the HI. Doing an Marianas campaign turned out to be impossible due to massed NFs taking out half a B29 for each airborne NFs. That being said its probably good from a gameplay perspective that the game won´t get decided with a Marianas campaign... Okinawa also means I can start using B24s in a strat bombing role on the HI. This is probably most important. The B29 replacement rate is not enough to take the losses of a strategic bombing campaign (even at night). I can now spread the losses on 140 planes per months instead of 80. Very important aspect.

I have no doubt in my mind I will win this game (in a AV victory). As soon as I start the strat bombing campaign again it will start to add VPs pretty fast. The thing I´m finding is that its not particularly fun. This is what I´m trying to get at. I have to do it by night. For anyone who has read this AAR that is VERY obvious. I don´t have the numbers to conduct a daylight campaign. I would run out of fighters and bombers in just a couple of raids.

Now the thing I´m asking myself is: Am I having fun? The answer to that is simply: No. By being forced to bomb at night I don´t have to deal with air superiority, sweeps, escort, fighter rotation, fighter bases and everything related to that. All I have to do is get bases within normal B29 range and after that its just a matter of letting them fly as soon as FAT is within reasonable levels and wait for the VPs to tick in. Nothing more to it. I just feel I´m missing out on a huge chunk of the game.

Same with the Okinawa situation. Erik has masses of airfields and fighters all around me. I should be working on getting fighter bases up and start working on gaining air superiority and close air fields before the next landing. But there is no point in it. Its far, far better to just move the fleet in when the times come and let him fly against me. I have a 1200 plane CAP up over the fleet. He can´t touch it. I know this, Erik knows this. Everyone knows this is how it works. But is this how it should be? Is this how we want it to work?

I can tell you from being in the middle of it that its boring. Plane and simple. Its just no fun. And I can´t imagine Erik is having much more fun. We just sit there and stare each other down. Both stuck in a situation where it makes no sense to act. This has been the game for the last 3 months when I realized there is no point in doing anything in the air. So I just hang back under a massive CAP where I need to protect bombers or ships and do nothing more. And Erik do nothing. Sounds like much fun?






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RE: Battle for Okinawa! - 12/11/2013 12:23:19 PM   
Mike McCreery


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Would it be more fun for Erik if he had less planes?

The allies are always going to win if the player is competent. You seem to want to make it more strong on the allied side which would indicate the Japanese player would have less fun right?

It is a game



_____________________________


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Post #: 3107
RE: Battle for Okinawa! - 12/11/2013 12:27:47 PM   
JocMeister

 

Posts: 8262
Joined: 7/29/2009
From: Sweden
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29th March 1945
______________________________________________________________________________

Well, more of nothing.

------------------------
Destination Okinawa
------------------------

Looks like Erik is letting me unload in peace. Still can´t get a fix on the KB. Could he have snuck away somewhere? He still have loads of ASW forces in the area. I´ll start dealing with them next turn. I also shifted the Fleet a bit too see if I can get to anything. Most likely I´ll just have my strike fly into so massive CAP on Formosa but I´ll give it a try. If there is something I can spare its strike planes.

------------------------
China
------------------------

Erik bombs my CMA causing little damage. I´ll try to get a LRCAP up tomorrow but its 4 hexes so I´ll most likely get skewered by the Frank sweeps.

Two more days and my small Burma corps shock attack across the river towards Tsuyung. I´m bombing here daily causing around 1000-1500 casualties per day depending on weather. Been doing that for 2-3 weeks now. Erik troops must be gutted by now. No idea why he just doesn´t pull back under CAP. Odd.

I´ll get some maps up tonight!

(in reply to JocMeister)
Post #: 3108
RE: Battle for Okinawa! - 12/11/2013 12:37:24 PM   
JocMeister

 

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quote:

ORIGINAL: Wargmr

Would it be more fun for Erik if he had less planes?

The allies are always going to win if the player is competent. You seem to want to make it more strong on the allied side which would indicate the Japanese player would have less fun right?

It is a game


No. Not once have I said that.

(in reply to Mike McCreery)
Post #: 3109
RE: Battle for Okinawa! - 12/11/2013 12:47:53 PM   
JocMeister

 

Posts: 8262
Joined: 7/29/2009
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30th March 1945
______________________________________________________________________________

Only seen the replay. Take this with a grain of salt as we almost always get hit with a massive sync problems whenever there is lots of action. So it might as well have ended with the entire Allied navy sunk.

Looks like Erik tried for a 8 hex strike again. Not sure I should be happy or sad that I moved...

------------------------
Destination Okinawa
------------------------

I´ll update when I get the turn but looks like Erik skewered himself on the allied CAP. I estimate Japanese losses to be around 1000-1200 planes for a single kami hit on CVL Cabot (not even "on fire" listed)

I think perhaps one of the strikes where from the KB. But not certain. Could have been all LBA.


(in reply to JocMeister)
Post #: 3110
RE: Battle for Okinawa! - 12/11/2013 2:28:16 PM   
JocMeister

 

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Airlosses!




Attachment (1)

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RE: Battle for Okinawa! - 12/11/2013 3:19:48 PM   
leehunt27@bloomberg.net


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Have Japanese players been winning the game more often because of this imbalance in the air war being discussed in the last couple pages of posts?

It seems to me most players want to sign up on the "Opponents Wanted" forum as Allies, leading one to believe the Allies "win" more often? Is that true? What percentage of PBEM games are won by the Allies versus the Japanese?

I guess what I'm really getting at, are the Allies really at a disadvantage with the current VP and air system? Seems more like the burden of surviving and winning is on the Japanese...

_____________________________

John 21:25

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Post #: 3112
RE: Battle for Okinawa! - 12/11/2013 3:24:52 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
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quote:

ORIGINAL: JocMeister

quote:

ORIGINAL: Feurer Krieg
Not saying you are right or wrong - just my thoughts. Hope you don't mind!


I don´t mind one bit.

Its hard to try and get my core thinking across. Partly because I´m not really sure how to put it into words. As I see it its not a JFB vs AFB issue. Its a GAME issue effecting both sides in a negative way. The "fun factor".

I´ll try to explain a little bit more. Sorry if it sounds confusing and is a bit of a rant.

We pretty much already established that trying to gain air superiority is not a achievable or worthwhile goal against a competent Japanese player right? So the best way is to play defensively (with some exceptions of course that was mentioned earlier) and avoid combat. This means reverting back to 42-43 allied tactics of jumping in and out. Or relying on a huge CAP that makes it not worthwhile for the Japanese player to try something. But this is where the problem begins as I see it...

Whats the best tactics for a Japanese player at this point? Defensive right? No need to waste planes and pilots on tackling a massive CAP with thousands of planes. Just sit back and let the allied player come to you. After all you have superior numbers and to some extent better planes. All you have to do is stay defensive.

So now you have two sides that both play defensively. No side have any incitement to do something and that is the core of the matter. Its an unintended flaw in the game design. On several occasions now we have had thousands of fighters just a few hexes from each other. I´m not questioning the fact of the situation. I´m questioning whether or not this is how we want the game to be?.

I think there are several reasons for this. One is the Japanese air force vs the Allied. One side is forced to fight defensively due to the nature of things while the other is forced to do so because of limited numbers.

Another problem as I see it is defense vs offense. (Basically what Michael said in an earlier post) Its very easy to put of a massive CAP over a base with hundreds if not thousands of planes. But its almost impossible to do the same on the offense unless you have a level 9 base within 2-3 hexes which seldom happens. This works reasonably well in the early game when numbers isn´t that high. Sweeping with a 25 plane squadrons against 100-150 fighters is still doable. But when you try to sweep with 25 planes against 500-1500 planes its just suicide. This is probably a much bigger problem than PDU ON/OFF. Basically defense is too powerful compared to offense.

This is just one of many issues I think the game suffers from. But this community is unique in the way that while every other multiplayer or online game community realize their game have to evolve with the players and new tactics/tricks/gamestyle, this community shuns and despises any kind of change. You arn´t even allowed to discuss perceived balancing issues or change. As soon as you try to raise a discussion, concern, or thought you will get instantly slammed. This is what will destroy the game in the end. The time span is just much longer than other games because there are no other games out there that take years to finish...

Personally this will most likely be the first two and last two games for me. Human beings will always push the boundaries of what is possible. In this game the boundaries have been pushed so far (on both sides) that the end product just isn´t much fun. This game needs to adjust to these extreme situations in order to stay fun and competitive in a way that makes people want to play it. If it doesn´t people will stop playing it in the end. But this will never happen with this game because there is a very vocal minority (I hope its a minority..) that abhors change and refuses to see the need for that change and balancing to happen.

Look at how many players that has disappeared over the last two years. How many new players have come to fill that void? Look at the number of AARs and posts on the forum. Now tell me if you think we are heading in the right direction...

Turned into something a bit off topic I think. But the heart of what I´m trying to get at is in there somewhere.


The bolded part, right at the beginning there, is actually where I disagree with you. I think the results you've posted here show that, if anything, you have a mild amount of air superiority, even globally, due to superior airframes. Fighter-to-fighter, anyway. He certainly doesn't have superiority over you. And since our perspectives differ starting at the premise, well...

Edit - Another point where I disagree: the underlined part - you have an incentive to play offensively. You have to take ground. He has to defend it. If you play defensively, you won't win. Push forward, establish your local air superiority. Because you can have overwhelming air superiority in one or two places if you really want it, and if you set it up. If this means you have to island hop and can't leap frog because he's doing his job defensively, fine - shouldn't that be what happens in a good game anyway? And this is where time comes in. You've got what, 8 months left to get to 2:1?

Just keep pushing forward, make Japan suffer moderate defeat after moderate defeat. A hole in the ship here, a hole there, and eventually it will sink (...the ship is his ability to resist...). If he keeps meeting you on your pushes, eventually he's going to be ground down so far that he won't have any teeth left. That's the whole point of this war!

< Message edited by Lokasenna -- 12/11/2013 4:32:45 PM >

(in reply to JocMeister)
Post #: 3113
RE: Battle for Okinawa! - 12/11/2013 3:27:10 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
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quote:

ORIGINAL: leehunt27@bloomberg.net

Have Japanese players been winning the game more often because of this imbalance in the air war being discussed in the last couple pages of posts?

It seems to me most players want to sign up on the "Opponents Wanted" forum as Allies, leading one to believe the Allies "win" more often? Is that true? What percentage of PBEM games are won by the Allies versus the Japanese?

I guess what I'm really getting at, are the Allies really at a disadvantage with the current VP and air system? Seems more like the burden of surviving and winning is on the Japanese...


I think if players would play the game as designed, it would be fine. Don't cripple yourself with rules on no strat bombing, maneuver band limitations, etc. Play for VPs and do what the game lets you do. There's a set of victory conditions for a reason!

(in reply to leehunt27@bloomberg.net)
Post #: 3114
RE: Battle for Okinawa! - 12/11/2013 3:35:54 PM   
JocMeister

 

Posts: 8262
Joined: 7/29/2009
From: Sweden
Status: offline

quote:

ORIGINAL: leehunt27@bloomberg.net

Have Japanese players been winning the game more often because of this imbalance in the air war being discussed in the last couple pages of posts?

It seems to me most players want to sign up on the "Opponents Wanted" forum as Allies, leading one to believe the Allies "win" more often? Is that true? What percentage of PBEM games are won by the Allies versus the Japanese?

I guess what I'm really getting at, are the Allies really at a disadvantage with the current VP and air system? Seems more like the burden of surviving and winning is on the Japanese...


It has nothing to do with "sides" or "winning". The allies arn´t at a disadvantage if played in a certain way. My point being that if both sides play the same defensive game it gets very, very boring. For BOTH players. Its not a JFB vs AFB issue.

I´m sorry but I can´t really explain it any clearer what I mean then what I did in post #3013



(in reply to leehunt27@bloomberg.net)
Post #: 3115
RE: Battle for Okinawa! - 12/11/2013 3:37:27 PM   
JocMeister

 

Posts: 8262
Joined: 7/29/2009
From: Sweden
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quote:

ORIGINAL: Lokasenna

The bolded part, right at the beginning there, is actually where I disagree with you. I think the results you've posted here show that, if anything, you have a mild amount of air superiority, even globally, due to superior airframes. Fighter-to-fighter, anyway. He certainly doesn't have superiority over you. And since our perspectives differ starting at the premise, well...

Edit - Another point where I disagree: the underlined part - you have an incentive to play offensively. You have to take ground. He has to defend it. If you play defensively, you won't win. Push forward, establish your local air superiority. Because you can have overwhelming air superiority in one or two places if you really want it, and if you set it up. If this means you have to island hop and can't leap frog because he's doing his job defensively, fine - shouldn't that be what happens in a good game anyway? And this is where time comes in. You've got what, 8 months left to get to 2:1?

Just keep pushing forward, make Japan suffer moderate defeat after moderate defeat. A hole in the ship here, a hole there, and eventually it will sink (...the ship is his ability to resist...). If he keeps meeting you on your pushes, eventually he's going to be ground down so far that he won't have any teeth left. That's the whole point of this war!


Ah good points. I´ll get back to you after dinner!

(in reply to Lokasenna)
Post #: 3116
RE: Battle for Okinawa! - 12/11/2013 4:05:15 PM   
leehunt27@bloomberg.net


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Status: offline
Yes, I understand JocMeister. I've seen this problem even in Eastern Front games, where both sides just sit there in 1943-1944.

_____________________________

John 21:25

(in reply to JocMeister)
Post #: 3117
RE: Battle for Okinawa! - 12/11/2013 4:33:35 PM   
JocMeister

 

Posts: 8262
Joined: 7/29/2009
From: Sweden
Status: offline
quote:

ORIGINAL: Lokasenna

The bolded part, right at the beginning there, is actually where I disagree with you. I think the results you've posted here show that, if anything, you have a mild amount of air superiority, even globally, due to superior airframes. Fighter-to-fighter, anyway. He certainly doesn't have superiority over you. And since our perspectives differ starting at the premise, well...

Edit - Another point where I disagree: the underlined part - you have an incentive to play offensively. You have to take ground. He has to defend it. If you play defensively, you won't win. Push forward, establish your local air superiority. Because you can have overwhelming air superiority in one or two places if you really want it, and if you set it up. If this means you have to island hop and can't leap frog because he's doing his job defensively, fine - shouldn't that be what happens in a good game anyway? And this is where time comes in. You've got what, 8 months left to get to 2:1?

Just keep pushing forward, make Japan suffer moderate defeat after moderate defeat. A hole in the ship here, a hole there, and eventually it will sink (...the ship is his ability to resist...). If he keeps meeting you on your pushes, eventually he's going to be ground down so far that he won't have any teeth left. That's the whole point of this war!


That might be a very mild air superiority! I would rather say that none of us have air superiority globally. And both have complete 100% air superiority above our own bases. Because none of us can touch the other one. You don´t try to do anything against a 500 plane CAP. Its just suicide. For both of us.

He cannot stop me moving forward on ground. On the ground we have this absurd situation where he is bombing my troops and I just ignore it. He did so in Thailand and he is now doing it in China. I just ignore it. Because its 4 hexes from my nearest base. So if I put up LRCAP over that the best I can hope for is 1:1 ratio which is unproductive because I want/need a 5:1 to just break even in terms of Fighter availability. That being said, its not stopping me. The only thing its doing is bumping my troops from move to combat. I also get a few points of DIS and FAT. Isn´t it a little absurd my best course of action is to do nothing? I have 800 planes 4 hexes away but it makes no sense to use them? Here is where the Japanese are at a tremendous disadvantage. Reverse the situation and exchange 100 Helens for 800 4Es...no longer a couple of points of DIS and FAT.

As I said I have absolutely no doubt I will get the AV. Its just a matter of night bombing with B29s until I get the VPs I need. My point being that its pretty sad that it has to be done like that. I would have wanted to have furious air battles over Japan where fighters duke it out, airfields get closed, factories get bombed. I can´t imagine its much more fun for Erik either. Mass as many NFs and hope the B29s go there. Had the game made a little more sense he would at least be fighting over his own bases saving pilots and shooting down SOME allied planes. Now he is shooting down nothing. Because I sit there and do nothing. So now we both sit there and do nothing.

It doesn´t have anything to do with winning or losing. Of AFB or JFB. The game just stopped making sense a while back. Its pretty disappointing and sad to be honest.

(in reply to Lokasenna)
Post #: 3118
RE: Battle for Okinawa! - 12/11/2013 4:53:44 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline
Well, aren't B-29 night raids and him hoping he puts his night fighters in the right place at least an approximation of historical reality?


As for your perceived need to obtain 5:1 kill ratios since he can produce so many fighters (I doubt he's producing THAT many, but your point that Allied numbers are [a bit] lower is taken)... Your replacements come for free. His don't. Make him pay for them. Every 36 HI he spends on a fighter is 36 HI closer to breaking his HI bank.

(in reply to JocMeister)
Post #: 3119
RE: Battle for Okinawa! - 12/11/2013 5:12:59 PM   
JocMeister

 

Posts: 8262
Joined: 7/29/2009
From: Sweden
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Battle for Okinawa
______________________________________________________________________________

Erik really did go all in with this one. It was a very good move. But I doubt he could have penetrated the CAP even with a full KB strike. Notice what can only be "kami ships" deliberately placed within strike range of allied CVs. Probably under a massive LRCAP from Kagoshima.

This is the first attack on the Fleet.

quote:

Morning Air attack on TF, near Naha at 94,66

Weather in hex: Thunderstorms

Raid detected at 40 NM, estimated altitude 2,000 feet.
Estimated time to target is 12 minutes

Japanese aircraft
A6M5b Zero x 15
A6M5c Zero x 36
J2M3 Jack x 15
P1Y2 Frances x 13
Ki-84a Frank x 98


Allied aircraft
Corsair II x 132
Corsair IV x 65
Hellcat I x 10
Seafire IIC x 16
Seafire L.III x 5
F4U-1A Corsair x 76
F4U-1D Corsair x 566
F6F-3 Hellcat x 173
F6F-5 Hellcat x 258


Japanese aircraft losses
A6M5b Zero: 5 destroyed
A6M5c Zero: 23 destroyed
J2M3 Jack: 7 destroyed
P1Y2 Frances: 7 destroyed
Ki-84a Frank: 45 destroyed

Allied aircraft losses
Corsair II: 1 destroyed
Hellcat I: 1 destroyed
F4U-1A Corsair: 1 destroyed
F4U-1D Corsair: 1 destroyed
F6F-5 Hellcat: 1 destroyed


Thats a 1300 plane CAP. This is the last strike.

quote:

Afternoon Air attack on TF, near Naha at 94,66

Weather in hex: Heavy cloud

Raid detected at 120 NM, estimated altitude 21,000 feet.
Estimated time to target is 29 minutes

Japanese aircraft
Ki-43-IV Oscar x 58

Allied aircraft
Corsair II x 90
Corsair IV x 54
Hellcat I x 6
Seafire IIC x 9
Seafire L.III x 2
F4U-1A Corsair x 57
F4U-1D Corsair x 426
F6F-3 Hellcat x 128
F6F-5 Hellcat x 182


Japanese aircraft losses
Ki-43-IV Oscar: 25 destroyed
Ki-43-IV Oscar: 2 destroyed by flak

No Allied losses



Even after 850 Japanese planes has been shot down CAP is still at 950 planes. Damage to the fleet is CVL Cabot with 22 SYS damage.

I was lucky because I moved just at the right time but also because Erik failed to recon Naha properly and didn´t know there were 250 planes on CAP. He probably thought I had a big chunk of my CAP up as LRCAP. Two or three strikes went for the shipping at Naha. No damage done.

Now I need to decide on what to do tomorrow. He might get frustrated and go for a SCTF Kami at Naha tomorrow. Unlikely though... Anyway. Minor Japanese defeat today. He will be back at full strength in a couple of days and ready to go again. So this doesn´t change anything.

Here is a screen.




Attachment (1)

(in reply to JocMeister)
Post #: 3120
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