Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: For God's sake, somebody spike those guns - or how 12 AAA pieces are losing me China

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: For God's sake, somebody spike those guns - or how 12 AAA pieces are losing me China Page: <<   < prev  1 [2] 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: For God's sake, somebody spike those guns - or how ... - 1/7/2015 7:32:51 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline
Could you post screen shots of the base for these two days? I'd like to see construction ordered.

Edit. I just saw they're in the bush. Hmm.

< Message edited by Bullwinkle58 -- 1/7/2015 8:34:01 PM >


_____________________________

The Moose

(in reply to Yakface)
Post #: 31
RE: For God's sake, somebody spike those guns - or how ... - 1/7/2015 8:26:54 PM   
Lokasenna


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

quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: HansBolter

You guys can argue and speculate till you are blue in the face over how the algorithm is being used for supply consumption.

The bottom line is if you were able to remove the AA devices to save the supply consumption of their fire you are going to suffer a far greater supply consumption by airbase supply hits.

After all, airbase supply hits are the unrealistic mechanism every JFB exploits to rob China of its meager supply.


The AA supply consumption versus supply destruction quandary is interesting and I have no data. But here, as I read the CR, the IJA attacks were all on ground LCUs and not the AF. Direct supply destruction was not the Japan player's aim. Is that not how you read the CR?


If you want some data, you can turn off Fog of War on some test turns - the combat report will tell you exactly how much supply is lost to a supply hit or set of supply hits. I've seen values of around 17-20 supply for a single "Port supply" or "Supply" hit. Nowhere near 1000 as is mentioned above... It is random, though.



I've done some rudimentary hands-on research on supply burned up by units. If the manual (and what Alfred says in his Logistics 101 thread) is correct, then the "Supply needed" in the unit information screen is a monthly estimate based on the last day's supply usage. It's why your unit's supply required amounts go up immensely on the day after an attack, vs. sitting still - the code assumes you're going to keep up yesterday's pace of supply usage.

My instinct is that the 271 supply usage shown on this unit here is a combination of the daily usage (per my research, each portion of 30 in the Supply Required value is equal to 1 daily supply "eaten", so in this case 10 points) and the AA fire. So at 10 points daily "unit has to eat" usage, that's 260 spent on AA fire. However, the Supply Required on April 8th doesn't seem to reflect this... Given that level of expenditure, I'm not sure I'd want a "fix" on this - it would mean the unit's supply required would skyrocket, just for this base force unit, and it would suck up that much more supply.

Is firing 261 tons of AA shells realistic from just these 4 guns realistic? Probably not.

There is a game point that someone brought up above, however, which is that the Japanese player spends roughly 1-2 points per bomber in each raid in "sortie" costs. 100 Sallys = 100 points of supply, I think. Not a bad return on investment, if you're looking simply at a war of supply.

(in reply to Bullwinkle58)
Post #: 32
RE: For God's sake, somebody spike those guns - or how ... - 1/7/2015 8:39:18 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline

quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: HansBolter

You guys can argue and speculate till you are blue in the face over how the algorithm is being used for supply consumption.

The bottom line is if you were able to remove the AA devices to save the supply consumption of their fire you are going to suffer a far greater supply consumption by airbase supply hits.

After all, airbase supply hits are the unrealistic mechanism every JFB exploits to rob China of its meager supply.


The AA supply consumption versus supply destruction quandary is interesting and I have no data. But here, as I read the CR, the IJA attacks were all on ground LCUs and not the AF. Direct supply destruction was not the Japan player's aim. Is that not how you read the CR?


If you want some data, you can turn off Fog of War on some test turns - the combat report will tell you exactly how much supply is lost to a supply hit or set of supply hits. I've seen values of around 17-20 supply for a single "Port supply" or "Supply" hit. Nowhere near 1000 as is mentioned above... It is random, though.



I've done some rudimentary hands-on research on supply burned up by units. If the manual (and what Alfred says in his Logistics 101 thread) is correct, then the "Supply needed" in the unit information screen is a monthly estimate based on the last day's supply usage. It's why your unit's supply required amounts go up immensely on the day after an attack, vs. sitting still - the code assumes you're going to keep up yesterday's pace of supply usage.

My instinct is that the 271 supply usage shown on this unit here is a combination of the daily usage (per my research, each portion of 30 in the Supply Required value is equal to 1 daily supply "eaten", so in this case 10 points) and the AA fire. So at 10 points daily "unit has to eat" usage, that's 260 spent on AA fire. However, the Supply Required on April 8th doesn't seem to reflect this... Given that level of expenditure, I'm not sure I'd want a "fix" on this - it would mean the unit's supply required would skyrocket, just for this base force unit, and it would suck up that much more supply.

Is firing 261 tons of AA shells realistic from just these 4 guns realistic? Probably not.

There is a game point that someone brought up above, however, which is that the Japanese player spends roughly 1-2 points per bomber in each raid in "sortie" costs. 100 Sallys = 100 points of supply, I think. Not a bad return on investment, if you're looking simply at a war of supply.


The issue of the Supplies Required line isn't in dispute I think. Alfred's posts plus the BigB62 link show how that's calculated and displayed. It's a rolling 30-day average against last day's consumption. I think would be a way to say it. The red 288 looks fine to me.

The issue for me is that this unit is not in a base (no base infrastructure building) and the actual reduction in in-unit organic supply is from 301 to 30, with the screenshots taken at the same turn phase point. Given what the OP says was the activity on April 7th, and that there are no replacements drawn at all, I can't square how he spent 271 points. I'm not saying it's a bug. But I don't understand it.

_____________________________

The Moose

(in reply to Lokasenna)
Post #: 33
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 12:59:44 AM   
Lokasenna


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

quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: HansBolter

You guys can argue and speculate till you are blue in the face over how the algorithm is being used for supply consumption.

The bottom line is if you were able to remove the AA devices to save the supply consumption of their fire you are going to suffer a far greater supply consumption by airbase supply hits.

After all, airbase supply hits are the unrealistic mechanism every JFB exploits to rob China of its meager supply.


The AA supply consumption versus supply destruction quandary is interesting and I have no data. But here, as I read the CR, the IJA attacks were all on ground LCUs and not the AF. Direct supply destruction was not the Japan player's aim. Is that not how you read the CR?


If you want some data, you can turn off Fog of War on some test turns - the combat report will tell you exactly how much supply is lost to a supply hit or set of supply hits. I've seen values of around 17-20 supply for a single "Port supply" or "Supply" hit. Nowhere near 1000 as is mentioned above... It is random, though.



I've done some rudimentary hands-on research on supply burned up by units. If the manual (and what Alfred says in his Logistics 101 thread) is correct, then the "Supply needed" in the unit information screen is a monthly estimate based on the last day's supply usage. It's why your unit's supply required amounts go up immensely on the day after an attack, vs. sitting still - the code assumes you're going to keep up yesterday's pace of supply usage.

My instinct is that the 271 supply usage shown on this unit here is a combination of the daily usage (per my research, each portion of 30 in the Supply Required value is equal to 1 daily supply "eaten", so in this case 10 points) and the AA fire. So at 10 points daily "unit has to eat" usage, that's 260 spent on AA fire. However, the Supply Required on April 8th doesn't seem to reflect this... Given that level of expenditure, I'm not sure I'd want a "fix" on this - it would mean the unit's supply required would skyrocket, just for this base force unit, and it would suck up that much more supply.

Is firing 261 tons of AA shells realistic from just these 4 guns realistic? Probably not.

There is a game point that someone brought up above, however, which is that the Japanese player spends roughly 1-2 points per bomber in each raid in "sortie" costs. 100 Sallys = 100 points of supply, I think. Not a bad return on investment, if you're looking simply at a war of supply.


The issue of the Supplies Required line isn't in dispute I think. Alfred's posts plus the BigB62 link show how that's calculated and displayed. It's a rolling 30-day average against last day's consumption. I think would be a way to say it. The red 288 looks fine to me.

The issue for me is that this unit is not in a base (no base infrastructure building) and the actual reduction in in-unit organic supply is from 301 to 30, with the screenshots taken at the same turn phase point. Given what the OP says was the activity on April 7th, and that there are no replacements drawn at all, I can't square how he spent 271 points. I'm not saying it's a bug. But I don't understand it.



I think it's all going into AA fire.

Especially after having seen obvert's/Greyjoy's experiences.

(in reply to Bullwinkle58)
Post #: 34
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 1:14:27 AM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline

quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: HansBolter

You guys can argue and speculate till you are blue in the face over how the algorithm is being used for supply consumption.

The bottom line is if you were able to remove the AA devices to save the supply consumption of their fire you are going to suffer a far greater supply consumption by airbase supply hits.

After all, airbase supply hits are the unrealistic mechanism every JFB exploits to rob China of its meager supply.


The AA supply consumption versus supply destruction quandary is interesting and I have no data. But here, as I read the CR, the IJA attacks were all on ground LCUs and not the AF. Direct supply destruction was not the Japan player's aim. Is that not how you read the CR?


If you want some data, you can turn off Fog of War on some test turns - the combat report will tell you exactly how much supply is lost to a supply hit or set of supply hits. I've seen values of around 17-20 supply for a single "Port supply" or "Supply" hit. Nowhere near 1000 as is mentioned above... It is random, though.



I've done some rudimentary hands-on research on supply burned up by units. If the manual (and what Alfred says in his Logistics 101 thread) is correct, then the "Supply needed" in the unit information screen is a monthly estimate based on the last day's supply usage. It's why your unit's supply required amounts go up immensely on the day after an attack, vs. sitting still - the code assumes you're going to keep up yesterday's pace of supply usage.

My instinct is that the 271 supply usage shown on this unit here is a combination of the daily usage (per my research, each portion of 30 in the Supply Required value is equal to 1 daily supply "eaten", so in this case 10 points) and the AA fire. So at 10 points daily "unit has to eat" usage, that's 260 spent on AA fire. However, the Supply Required on April 8th doesn't seem to reflect this... Given that level of expenditure, I'm not sure I'd want a "fix" on this - it would mean the unit's supply required would skyrocket, just for this base force unit, and it would suck up that much more supply.

Is firing 261 tons of AA shells realistic from just these 4 guns realistic? Probably not.

There is a game point that someone brought up above, however, which is that the Japanese player spends roughly 1-2 points per bomber in each raid in "sortie" costs. 100 Sallys = 100 points of supply, I think. Not a bad return on investment, if you're looking simply at a war of supply.


The issue of the Supplies Required line isn't in dispute I think. Alfred's posts plus the BigB62 link show how that's calculated and displayed. It's a rolling 30-day average against last day's consumption. I think would be a way to say it. The red 288 looks fine to me.

The issue for me is that this unit is not in a base (no base infrastructure building) and the actual reduction in in-unit organic supply is from 301 to 30, with the screenshots taken at the same turn phase point. Given what the OP says was the activity on April 7th, and that there are no replacements drawn at all, I can't square how he spent 271 points. I'm not saying it's a bug. But I don't understand it.



I think it's all going into AA fire.

Especially after having seen obvert's/Greyjoy's experiences.


Maybe. But that's a pantsload of supply given what actual ground combat costs.

_____________________________

The Moose

(in reply to Lokasenna)
Post #: 35
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 1:27:30 AM   
Lokasenna


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

quote:

ORIGINAL: Bullwinkle58

Maybe. But that's a pantsload of supply given what actual ground combat costs.


Yep. It is my suspicion, though.

(in reply to Bullwinkle58)
Post #: 36
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 3:56:59 AM   
Alfred

 

Posts: 6685
Joined: 9/28/2006
Status: offline
A few of the other contributors to this thread are much closer to the right concept, but are not quite there.

(A).  As usual, I am careful in my use of terminology.  The key point which underlays what I said, and which doesn't appear to fully sink in, is the difference between an inactive and active unit.  That BF, even if not involved in combat, is not inactive, it is active.  The entire unit, not just device x or device y.  It is the entire unit which consumes supply to address all the various needs of the active unit.

(B).  The supply requirement/30 is only an aid to determining how long supply will last.  It does not accurately represent the actual consumption which will occur that day.  Never has and never will.



1.  Reference has been made to my Logistics 101 guide.  A close perusal of that document will note the supply consumption of engineers engaged in building activity.  That consumption is 1 point per engineer per phase.  The BF in question has 9 engineers.  It is building forts.  There is therefore a daily expenditure of 18 supply points just from that activity.  Building forts alone accounts for about 16% of the incremental consumption due to the unit not being inactive.  Those of you who remain wedded to a spreadsheet approach using false logic will now attempt to argue that it should be 18/30 or just over half a daily supply point.  Try using that false logic on an Allied base with several seebee units working hammer and tongs in construction and then try to explain why they consume so much more supply than the oft repeated x/30 daily rate would imply.  Or just look up the fortification building costs table posted some years ago on the forum which shows the actual supply consumption is not simply derived from the simplistic x/30 approach.

2.  One of the replies said I can't use the figure "about 290" because it was 290 on the 7th and 288 on the 8th.  Once again, someone who is not as precise as me is telling me that I am wrong and yet they can't even get this right.  The screenshot of the 7th actually says 292, not 290, and the 8th screenshot says 288.  So me saying 290 is the average of the two days.  But I said "about 290" because I don't know what the figures were for the 6th, the 5th, the 4th .... etc.  Having only datum points for a unit which allegedly had been in combat for a prolonged period, is not a good basis for providing a meaningful average.

3.  Time after time, there is an attempt to use real world calculations.  Time after time I keep repeating those figures are meaningless in this game where abstraction is used and so much is done under the hood.  Again another actual supply consumption which is not covered by the simplistic (supply required/30) is the daily supply consumed to reduce fatigue.  Those of you who are not as precise as me fail to notice that both the disruption and fatigue levels of the BF remain the same on both days even though it was engaged in combat.  No one without access to the code ever knows exactly the consumption rate when reducing fatigue.  Rather makes these attempts to produce a spreadsheet answer rather pointless, even if they were inputting the right figures into the spreadsheet.

4.  Closely related to the preceding point is also the fact that no additional disabled devices were visible on the 8th.  That again is an overnight, under the hood and therefore out of sight to the player, use of actual supply to repair any disabled devices resulting from combat.


And before someone attempts to say the above is a post facto rationalisation, I already had the above points in my draft notes when I was undertaking my homework before distilling it to the essentials in my first post.  Other homework points included

* looking up the location (85,39) - to confirm whether it was in the actual Sian base
* the TOE of the 36th, 66th and 82nd Chinese LCUs - to confirm their lack of any flak guns
* noting the three air bombardment in the CR and the damage suffered by the enemy air and the damage it inflicted on the Chinese - to indicated the level of flak resistance, important for the shot concept
* rereading several dev posts - to ensure I was not going to give wrong commentary


Things like fatigue reduction, device recovery, even construction can not be accurately captured by the simplistic (supply required/30) which is being deliberately misused in this thread.  .  It is one thing to attempt to get some ball park figures to understand the relationships, which some of the posters in this thread are trying to do; that is laudable but for others to continue to misinterpret what I say because they have an agenda to "prove" a bug exists, is not.

When I keep on seeing people misinterpreting what I say, and paying no attention to the ramifications of what I say because they have an agenda to push using wonky figures, I really lose any respect for what they say, especially when I'm told I am merely making assertions with the clear implication that I have no proper grounds for my commentary.  People wouldn't dream of acting that way if my name appeared on the AE credits as a dev.  How many times do you see a dev pointing out a mistake in my posts and yet 5 years after the game release, we see them still correcting other posters.

Alfred

(in reply to Lokasenna)
Post #: 37
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 6:08:54 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
Would like to see the similar data for a single field arty unit. More arty tubes, similar shell weight - I guess artillery bombardment may the supply sink hole then.

(in reply to Alfred)
Post #: 38
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 9:06:38 AM   
Yakface


Posts: 846
Joined: 8/5/2006
Status: offline
Hi Alfred

Could I ask you to clear up where you stand on a few points:

1. How much supply has 'gone' from the base unit on the day in question? (I make it 301-30t=271t)

2. How much would a you expect to have 'gone', based on the units ‘Supplies Required’ figure? (I estimated 10t but happy with something like ‘anywhere between 6 and 12t based on how many shots were taken’ )

3. The difference between these two figures? I make that around 260t

4. Bottom line - is my concern, that 200+ t of supplies were used by the base unit that turn, accurate? or is there a plausible explanation for where these supplies went (that accounts for the quantity that has gone AWOL) other than being consumed by firing at the bombers? I wouldn't find disruption/fatigue reduction or device repair as plausible - just can't account for the volume.

You have consistently told me my usage figure for the unit was wrong:

quote:

ORIGINAL: Alfred
I've explained that the 260 tons is not correct.


And:

quote:

ORIGINAL: Alfred
No you are wrong on the 260ish tons of additional supplies. I have told you what the incremental increase was.


quote:

ORIGINAL: Alfred
quote:

ORIGINAL: Yakface
Either way the supplies that are being used in combat actions are in addition to the 'supplies required' figure.

Once again you keep repeating this fallacy. As already stated by me in this thread and in this reply, the supplies required figure takes into account what occurred. (my emphasis)


And you have said that you have posted the definitive method for working out supply. Reposting here for ease of reference:

quote:

ORIGINAL: Alfred

1. The BF unit shown has 179 ready devices and 4 unready devices. This means it's estimated monthly supply requirement would be around 180 supply points if not engaged in any combat or building activity. IOW if totally inactive. That it's two screenshots show an estimated monthly supply requirement of about 290 supply points means that its activity is imposing an estimated additional 110 monthly supply points.

2. The BF combat related additional supply cost is not being expended only by the 4 heavy AA guns which are capable of reaching the enemy aircraft flying at 10k. On a LCU, there is no tracking of supply consumption by individual devices. The tracking is at the LCU level. Units engaged in combat may fire up to 10 shots. Each shot increases the supply requirement by 10%. Hence a LCU which fires all 10 shots will increase it's supply consumption by 100%. If it fired only 2 shots, the increased supply consumption would be 20%.

3. As established in point 1 above the BF additional combat related supply consumption is 110 or approximately 60%, thereby indicating it fired 6 shots at the enemy aircraft.



5. From what you have posted, would it be reasonable of me to assume you are saying that that any figure between 6 and 12t supply used would be expected that day for that base unit?

6. Is 12t the expected maximum given the activities of the unit on that particular day? If not what is a rough realistic maximum? (given that fatigue/disruption reduction and device repair is not really an issue)

7. Is there anyway in which your method above or other supply drains you know of could account for the 271t apparently used that day for that unit?

8. If there is no other reasonable explanation for where that supply has gone then is it right to assume that your method of calculation is probably only a tiny part of the supply use story here?

9. In your opinion is what has been observed:

a) A bug
b) WAD but flawed resulting in excessive usage compared to real-life expectations?
c) WAD and reasonable. ie As a representation of real-life events (without reference to game abstractions) it is to be expected that 4x90mm would use 200+ t under similar conditions?

quote:

ORIGINAL: Alfred
When I keep on seeing people misinterpreting what I say, and paying no attention to the ramifications of what I say because they have an agenda to push using wonky figures, I really lose any respect for what they say, especially when I'm told I am merely making assertions with the clear implication that I have no proper grounds for my commentary.


This is plain disingenuous. You keep posting that what has apparently occurred (large quantity of supply consumption) is wrong and hasn't/couldn't happened without giving an alternative explanation. In that case, yes, the observed facts make what you write nothing more than empty assertions.


< Message edited by Yakface -- 1/8/2015 2:50:51 PM >

(in reply to Yaab)
Post #: 39
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 9:24:28 AM   
paradigmblue

 

Posts: 784
Joined: 9/16/2014
From: Fairbanks, Alaska
Status: offline

quote:

ORIGINAL: Alfred

A few of the other contributors to this thread are much closer to the right concept, but are not quite there.

(A).  As usual, I am careful in my use of terminology.  The key point which underlays what I said, and which doesn't appear to fully sink in, is the difference between an inactive and active unit.  That BF, even if not involved in combat, is not inactive, it is active.  The entire unit, not just device x or device y.  It is the entire unit which consumes supply to address all the various needs of the active unit.

(B).  The supply requirement/30 is only an aid to determining how long supply will last.  It does not accurately represent the actual consumption which will occur that day.  Never has and never will.



1.  Reference has been made to my Logistics 101 guide.  A close perusal of that document will note the supply consumption of engineers engaged in building activity.  That consumption is 1 point per engineer per phase.  The BF in question has 9 engineers.  It is building forts.  There is therefore a daily expenditure of 18 supply points just from that activity.  Building forts alone accounts for about 16% of the incremental consumption due to the unit not being inactive.  Those of you who remain wedded to a spreadsheet approach using false logic will now attempt to argue that it should be 18/30 or just over half a daily supply point.  Try using that false logic on an Allied base with several seebee units working hammer and tongs in construction and then try to explain why they consume so much more supply than the oft repeated x/30 daily rate would imply.  Or just look up the fortification building costs table posted some years ago on the forum which shows the actual supply consumption is not simply derived from the simplistic x/30 approach.

2.  One of the replies said I can't use the figure "about 290" because it was 290 on the 7th and 288 on the 8th.  Once again, someone who is not as precise as me is telling me that I am wrong and yet they can't even get this right.  The screenshot of the 7th actually says 292, not 290, and the 8th screenshot says 288.  So me saying 290 is the average of the two days.  But I said "about 290" because I don't know what the figures were for the 6th, the 5th, the 4th .... etc.  Having only datum points for a unit which allegedly had been in combat for a prolonged period, is not a good basis for providing a meaningful average.

3.  Time after time, there is an attempt to use real world calculations.  Time after time I keep repeating those figures are meaningless in this game where abstraction is used and so much is done under the hood.  Again another actual supply consumption which is not covered by the simplistic (supply required/30) is the daily supply consumed to reduce fatigue.  Those of you who are not as precise as me fail to notice that both the disruption and fatigue levels of the BF remain the same on both days even though it was engaged in combat.  No one without access to the code ever knows exactly the consumption rate when reducing fatigue.  Rather makes these attempts to produce a spreadsheet answer rather pointless, even if they were inputting the right figures into the spreadsheet.

4.  Closely related to the preceding point is also the fact that no additional disabled devices were visible on the 8th.  That again is an overnight, under the hood and therefore out of sight to the player, use of actual supply to repair any disabled devices resulting from combat.


And before someone attempts to say the above is a post facto rationalisation, I already had the above points in my draft notes when I was undertaking my homework before distilling it to the essentials in my first post.  Other homework points included

* looking up the location (85,39) - to confirm whether it was in the actual Sian base
* the TOE of the 36th, 66th and 82nd Chinese LCUs - to confirm their lack of any flak guns
* noting the three air bombardment in the CR and the damage suffered by the enemy air and the damage it inflicted on the Chinese - to indicated the level of flak resistance, important for the shot concept
* rereading several dev posts - to ensure I was not going to give wrong commentary


Things like fatigue reduction, device recovery, even construction can not be accurately captured by the simplistic (supply required/30) which is being deliberately misused in this thread.  .  It is one thing to attempt to get some ball park figures to understand the relationships, which some of the posters in this thread are trying to do; that is laudable but for others to continue to misinterpret what I say because they have an agenda to "prove" a bug exists, is not.

When I keep on seeing people misinterpreting what I say, and paying no attention to the ramifications of what I say because they have an agenda to push using wonky figures, I really lose any respect for what they say, especially when I'm told I am merely making assertions with the clear implication that I have no proper grounds for my commentary.  People wouldn't dream of acting that way if my name appeared on the AE credits as a dev.  How many times do you see a dev pointing out a mistake in my posts and yet 5 years after the game release, we see them still correcting other posters.

Alfred



Alfred, I have immense respect for the level of knowledge you have of this game, and the fact that you share it with others.

However, when reading your posts, it is sometimes hard to concentrate on the information provided because the tone can be interpreted as condescending or adversarial. I hope you continue to respond to questions like these and help those of us that don't have as deep of an understanding of the game as you do. I know that it can be deeply frustrating when people don't understand what you're explaining to them the first time, and you have to explain it again. When writing those responses, please remember that it costs nothing to be kind.

(in reply to Alfred)
Post #: 40
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 9:33:23 AM   
Yakface


Posts: 846
Joined: 8/5/2006
Status: offline
quote:

ORIGINAL: paradigmblue


Alfred, I have immense respect for the level of knowledge you have of this game, and the fact that you share it with others.

However, when reading your posts, it is sometimes hard to concentrate on the information provided because the tone can be interpreted as condescending or adversarial. I hope you continue to respond to questions like these and help those of us that don't have as deep of an understanding of the game as you do. I know that it can be deeply frustrating when people don't understand what you're explaining to them the first time, and you have to explain it again. When writing those responses, please remember that it costs nothing to be kind.


I hope people will forgive a little annoyance on my part here, but what you say Paradigm has been pointed out to Alfred on numerous occasions to no noticeable effect

< Message edited by Yakface -- 1/8/2015 10:33:45 AM >

(in reply to paradigmblue)
Post #: 41
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 10:42:43 AM   
Yakface


Posts: 846
Joined: 8/5/2006
Status: offline
However, in the interests of full disclosure, I should admit that I'm not above being an ar$e on occasion

< Message edited by Yakface -- 1/8/2015 11:43:45 AM >

(in reply to Yakface)
Post #: 42
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 3:08:19 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline
I haven't been satisfied that your core question--how did supply end up at 30 after one day?--has been answered. Having some time this morning while watching the news from France I did a short test. Like all testbeds in the game you have to understand it might be directional, but can't fully reproduce the hundreds of variables in your game. Still, the results were interesting.

My main object was to see if I could reproduce your actual supply on hand performance seen in your original post.

Test:

1) I used a testbed game I have saved for these things. It is a Scen 1, latest beta. All Allied and Japanese forces in all three dimensions are stood down with no replacements or upgrades on. I only turn on the specific units I'm looking at. The load was in Head-to-Head mode. The initial measured move was 11/4/1942. 3-day turns were run for about a month prior to that in order to get air and LCUs into the proper hexes and in the proper replacement posture.

2) I positioned one Nate, 1 Ida, and 1 Lilly unit at Kaifeng. I moved in more than enough Av support. They were left to sit without flying while I got the Chinese into position.

3) I ordered the 91st, 3rd, 57th, and 76th Chinese Corps to the same hex shown in your initial post. This is NE of Sian on a yellow road. They had replacements off. By the time of the initial real move one had local Forts of 2, the other three had level 3. All from internal engineers. There were some disabled devices, and all had no disruption.

4) I ordered the 6th Base force, the same one you used, to Sian. I set replacements and upgrades to Yes. The unit was alone in the Sian base. I let turns run for about three weeks until the TOE was 100% filled out with all devices, including all AA lines. I then Move moded and walked the unit to the test hex. It arrived with the four infantry corps and I let it rest for three days. Replacements off, upgrades off. It began to dig local forts, but I did not note supply data on these days. At the end of three days it was at full TOE. 0 disruption. Fatigue 2. Experience 43.

Initial Supply: 163
Initial Supply Required: 161

5) I then ran seven 1-day turns. Air attacks were identical for the first five days. Altitude was lowered from 9000 to 1000 ft. for the last two. On every day animation showed AA fire. On every day the IJA flew, and on every day the CR showed only infantry corps being directly bombed. On no day did the succeeding day show the 6th BF with any disruption, any disabled devices, or any change in fatigue or morale. On the fourth day 1 level of local forts appeared and remained at that level through day 7.

6) Supply results:

Day 1:

Supply: 163
Supply Required: 161

Day 2:

Supply: 249
Supply Required: 241

Day 3:

Supply: 249
Supply Required: 241

Day 4: (fort level 1 appeared)

Supply: 265
Supply Required: 257

Day 5:

Supply 257
Supply Required: 177

Day 6: (air attack altitude to 1000 ft. 1 Lilly and 1 Ida destroyed, several damaged)

Supply 260
Supply Required: 257

Day 7: (air attack at 1000 ft. 1 Ida destroyed, several damaged)

Supply 266
Supply Required: 257

The final status of the infantry corps showed some disabled devices in each, some more than others. No disabled devices present in the 6th BF. Disruption, fatigue, and morale were the same as before the test.

Conclusion: I cannot come close to reproducing the supply behavior your one turn shows in your OP. I saw no supply consumption numbers anywhere close to what you saw when the next day showed 30 on hand. I'm still not claiming it's a bug. I am saying I don't understand the difference in our relative data.

< Message edited by Bullwinkle58 -- 1/8/2015 4:13:23 PM >


_____________________________

The Moose

(in reply to Yakface)
Post #: 43
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 3:14:15 PM   
Yakface


Posts: 846
Joined: 8/5/2006
Status: offline
I think I can explain why you are not seeing it.

The only way to tell what supplies have left a unit in the previous day is to make sure that it does not draw supply to replace any usage.

If you have the unit in a base or within 15 'supply point' range (3 points for a road hex, 5 for trail, 10 for clear etc) it will draw supplies every day and you will see no reduction.

Also - if Sian had supplies then it would supply that unit daily (IIRC). This happens even if you set the base to stockpile supplies. Units take precedence over the base toggle.

The fact you are not seeing any days in the red pretty much indicates that the unit is drawing supply daily as even at rest it will use some supply each day

< Message edited by Yakface -- 1/8/2015 4:19:46 PM >

(in reply to Bullwinkle58)
Post #: 44
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 3:17:18 PM   
Yakface


Posts: 846
Joined: 8/5/2006
Status: offline
I only noticed what was happening in my game after Sian had been run completely out of supply........by the base units there using in great big lumps on airraids

To have any chance of replicating this, it would be best to get the units supply route up to the 40-50 pt range. Then it will only pull supply a couple of times per week.

< Message edited by Yakface -- 1/8/2015 4:22:08 PM >

(in reply to Yakface)
Post #: 45
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 3:20:48 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline
quote:

ORIGINAL: Yakface

I think I can explain why you are not seeing it.

The only way to tell what supplies have left a unit in the previous day is to make sure that it does not draw supply to replace any usage.

If you have the unit in a base or within 15 'supply point' range (3 points for a road hex, 5 for trail, 10 for clear etc) it will draw supplies every day and you will see no reduction.

Also - if Sian had supplies then it would supply that unit daily (IIRC). This happens even if you set the base to stockpile supplies. Units take precedence over the base toggle.

The fact you are not seeing any days in the red pretty much indicates that the unit is drawing supply daily as even at rest it will use some supply each day


Yes and no. Sian has supplies in my test, yes. But I saw no consumption figure day-to-day even close to your 271. And supplies should not flow up a yellow road every day.

Edit: Sian on the initial day has supply of 12,692 with Stockpiling On. Stockpiling does allow LCUs to pull supply, but it should not move every day.

< Message edited by Bullwinkle58 -- 1/8/2015 4:22:28 PM >


_____________________________

The Moose

(in reply to Yakface)
Post #: 46
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 3:22:46 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline
I am not convinced that building forts in the woods consumes supply.

(in reply to Yakface)
Post #: 47
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 3:28:56 PM   
Yakface


Posts: 846
Joined: 8/5/2006
Status: offline
quote:

ORIGINAL: Bullwinkle58

quote:

ORIGINAL: Yakface

I think I can explain why you are not seeing it.

The only way to tell what supplies have left a unit in the previous day is to make sure that it does not draw supply to replace any usage.

If you have the unit in a base or within 15 'supply point' range (3 points for a road hex, 5 for trail, 10 for clear etc) it will draw supplies every day and you will see no reduction.

Also - if Sian had supplies then it would supply that unit daily (IIRC). This happens even if you set the base to stockpile supplies. Units take precedence over the base toggle.

The fact you are not seeing any days in the red pretty much indicates that the unit is drawing supply daily as even at rest it will use some supply each day


Yes and no. Sian has supplies in my test, yes. But I saw no consumption figure day-to-day even close to your 271. And supplies should not flow up a yellow road every day.

Edit: Sian on the initial day has supply of 12,692 with Stockpiling On. Stockpiling does allow LCUs to pull supply, but it should not move every day.


Sian produces around 200 supplies a day so may well be masking usage - then there's other bases.

The fact that you are seeing no red numbers any day indicates that the unit is certainly being resupplied every day. Even if not firing that unit would use 5-6t per day. That would at lease put it in the red on many days in your test. The fact it didn't means it must have drawn more supply each and every day, completely hiding the quantities it has used.

The only way to get an accurate picture is to get the supply chain length into the 40-50 range so that it only draws supplies a few times a week



< Message edited by Yakface -- 1/8/2015 4:32:19 PM >

(in reply to Bullwinkle58)
Post #: 48
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 5:21:02 PM   
Malagant

 

Posts: 372
Joined: 3/13/2004
Status: offline

quote:

ORIGINAL: Yakface

quote:

ORIGINAL: Bullwinkle58

quote:

ORIGINAL: Yakface

I think I can explain why you are not seeing it.

The only way to tell what supplies have left a unit in the previous day is to make sure that it does not draw supply to replace any usage.

If you have the unit in a base or within 15 'supply point' range (3 points for a road hex, 5 for trail, 10 for clear etc) it will draw supplies every day and you will see no reduction.

Also - if Sian had supplies then it would supply that unit daily (IIRC). This happens even if you set the base to stockpile supplies. Units take precedence over the base toggle.

The fact you are not seeing any days in the red pretty much indicates that the unit is drawing supply daily as even at rest it will use some supply each day


Yes and no. Sian has supplies in my test, yes. But I saw no consumption figure day-to-day even close to your 271. And supplies should not flow up a yellow road every day.

Edit: Sian on the initial day has supply of 12,692 with Stockpiling On. Stockpiling does allow LCUs to pull supply, but it should not move every day.


Sian produces around 200 supplies a day so may well be masking usage - then there's other bases.

The fact that you are seeing no red numbers any day indicates that the unit is certainly being resupplied every day. Even if not firing that unit would use 5-6t per day. That would at lease put it in the red on many days in your test. The fact it didn't means it must have drawn more supply each and every day, completely hiding the quantities it has used.

The only way to get an accurate picture is to get the supply chain length into the 40-50 range so that it only draws supplies a few times a week





Could you do a Hot Seat playing both sides and 'surround' a unit to test consumption?

_____________________________

"La Garde meurt, elle ne se rend pas!"

(in reply to Yakface)
Post #: 49
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 8:31:43 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline
OK, last post. Dog-with-a-bone time here. Fortunately I had three episodes of the "The Newsroom" to re-watch.

This is as close as I can get. Somebody great with the editor could do a mini-custom testbed. That person is not me.

I first tried to eliminate the too-much supply floating around problem by moving scores of LCUs into Chinese cities, turning on all replacements/upgrades, turning on all Stockpiling, and turning on all base infrastructure to burn supply. I got Sian to 80, and Yenen to 1049, but supply still flowed from far away in the next set of trials.

So I went all medieval. I ordered every Chinese LCU in every city to walk to Mandalay. Also most in the bush who were blocking roads. I had Japan take every single city in China all the way to Paoshan. I took Sian last. The very same set-up was in place in the same hex. The same IJN aircraft, but all started and stayed at 1000ft. to get max supply burn on AA. There should have been no way for re-supply to flow to that hex.

I was simply trying to isolate the combat effects on the 6th BF of six days of equivalent bombing. Local forts started at level 3 and did not increase. Six engineer devices were in the 6th BF; if they use supply for local forts as Alfred states they did so every turn and the effects should even out.

Turn 1:

Supply: 184
Supply Required: 161

Turn 2:

Supply: 172
Supply Required: 209 (Red)


Turn 3:

Supply: 159
Supply Required: 225 (Red)

Turn 4

Supply: 139
Supply Required: 241 (Red)

Turn 5

Supply: 112
Supply Required: 241 (Red)

Turn 6

Supply: 100
Supply Required: 241 (Red)

At the end of the run 1 Support device was disabled, nothing else. Morale, Fatigue and Experience had not changed from Turn 1. Forts still at 3. No strikes in this run were directly on the 6th BF. All were targeted at the infantry corps at 1000 ft. AA animation was seen each turn. The IJN bombers took losses but flew every day.

Conclusion: I still can't force a 271 supply point loss in one day. Nothing close. The supply burn above looks very reasonable to me given the number of AA devices firing. All three types were in range at 1000ft.

I continue to not understand the OP results shown or the 30 supply at the beginning of Day 2.


< Message edited by Bullwinkle58 -- 1/8/2015 9:34:41 PM >


_____________________________

The Moose

(in reply to Yakface)
Post #: 50
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 9:56:48 PM   
Alfred

 

Posts: 6685
Joined: 9/28/2006
Status: offline
Bullwinkle,

With those test beds, you really have no chance of replicating the OP experience.

1.  You are flying far fewer aircraft units and aggregate planes.

(a)  The OP had 3 raids.  You don't say how many you had but at most you could only have had two raids
(b)  The OP had an aggregate of 109 aircraft from 4 different IJA bomber units.  You appear to have only 2 different IJA bomber units with presumably at best only 50% of the OP aircraft flying

2.  Only when you flew at 1k did the IJA suffer any casualties.  OTOH, the OP inflicted more casualties on the IJA @ 10k.  At 1k, all your flak guns had a chance to inflict damage whereas at 10k only the 4x90mm could inflict damage.


These two points strongly suggest that the OP put up a much more intensive flak barrage and for a longer period than you did.  A stronger and lengthier flak barrage is indicative that more shots were expended.  The more shots expended means a greater run down of the on hand organic supply stock.  Further support for the OP firing more shots is seen in (a) your much smaller incremental increase in required supplies on the following days, and (b) being subsequently in the red re organic supply, that also impacted upon flak performance.  The fact is that it is not obvious to the player just how many shots are fired by a unit and that has a direct impact on the consumption of supplies.

3.  What you see the following morning re disabled devices and fatigue is not determinative of what was the actual outcome of combat.  With sufficient organic supply on hand, plus adequate support personal, the end of turn auto logistics phase can bring everything back as new for human inspection first thing next morning.  Your first test had sufficient organic supply so there is no evidence that any disabled devices/fatigue suffered was not automatically addressed.  Whereas in your second test, with a shortage of organic supply you started to see some disablement next morning.  Whether that second test result was due to the shortage of organic supply and therefore insufficient supply which could be expended on "repairs", it is impossible to say with certainty but it is strongly suggestive.

4.  Your first test did show a spike of 18 required supplies after reaching level 1 forts.  That is consistent with 18 engineer points being expended that day.  For the second test, you simply did not have a long enough time frame to move from level 3 (when the bombing commenced) to level 4 fortifications.  It takes longer to build fortifications as one goes along the curve, and that speed is negatively impacted by a shortage of on hand organic supply.  But there is a simple logic in play here.  Why would the construction of forts in a base consume supply but the same undertaking out in the field not consume supplies.

Alfred

(in reply to Bullwinkle58)
Post #: 51
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 10:31:10 PM   
zuluhour


Posts: 5244
Joined: 1/20/2011
From: Maryland
Status: offline
I don't normally like to chime in on these points, but one thing seems to stick out a lot with supply. The hint is, it is points not tons. It really is a big hint.

(in reply to Alfred)
Post #: 52
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 10:40:37 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline

quote:

ORIGINAL: Alfred

Bullwinkle,

With those test beds, you really have no chance of replicating the OP experience.

1.  You are flying far fewer aircraft units and aggregate planes.

(a)  The OP had 3 raids.  You don't say how many you had but at most you could only have had two raids
(b)  The OP had an aggregate of 109 aircraft from 4 different IJA bomber units.  You appear to have only 2 different IJA bomber units with presumably at best only 50% of the OP aircraft flying

2.  Only when you flew at 1k did the IJA suffer any casualties.  OTOH, the OP inflicted more casualties on the IJA @ 10k.  At 1k, all your flak guns had a chance to inflict damage whereas at 10k only the 4x90mm could inflict damage.


These two points strongly suggest that the OP put up a much more intensive flak barrage and for a longer period than you did.  A stronger and lengthier flak barrage is indicative that more shots were expended.  The more shots expended means a greater run down of the on hand organic supply stock.  Further support for the OP firing more shots is seen in (a) your much smaller incremental increase in required supplies on the following days, and (b) being subsequently in the red re organic supply, that also impacted upon flak performance.  The fact is that it is not obvious to the player just how many shots are fired by a unit and that has a direct impact on the consumption of supplies.

3.  What you see the following morning re disabled devices and fatigue is not determinative of what was the actual outcome of combat.  With sufficient organic supply on hand, plus adequate support personal, the end of turn auto logistics phase can bring everything back as new for human inspection first thing next morning.  Your first test had sufficient organic supply so there is no evidence that any disabled devices/fatigue suffered was not automatically addressed.  Whereas in your second test, with a shortage of organic supply you started to see some disablement next morning.  Whether that second test result was due to the shortage of organic supply and therefore insufficient supply which could be expended on "repairs", it is impossible to say with certainty but it is strongly suggestive.

4.  Your first test did show a spike of 18 required supplies after reaching level 1 forts.  That is consistent with 18 engineer points being expended that day.  For the second test, you simply did not have a long enough time frame to move from level 3 (when the bombing commenced) to level 4 fortifications.  It takes longer to build fortifications as one goes along the curve, and that speed is negatively impacted by a shortage of on hand organic supply.  But there is a simple logic in play here.  Why would the construction of forts in a base consume supply but the same undertaking out in the field not consume supplies.

Alfred


Fine.

New test. Same "clean China" map. Moved more planes to origin base.






Attachment (1)

_____________________________

The Moose

(in reply to Alfred)
Post #: 53
RE: For God's sake, somebody spike those guns - or how ... - 1/8/2015 10:47:39 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline
quote:

ORIGINAL: Alfred

Bullwinkle,

With those test beds, you really have no chance of replicating the OP experience.

1.  You are flying far fewer aircraft units and aggregate planes.

(a)  The OP had 3 raids.  You don't say how many you had but at most you could only have had two raids
(b)  The OP had an aggregate of 109 aircraft from 4 different IJA bomber units.  You appear to have only 2 different IJA bomber units with presumably at best only 50% of the OP aircraft flying

2.  Only when you flew at 1k did the IJA suffer any casualties.  OTOH, the OP inflicted more casualties on the IJA @ 10k.  At 1k, all your flak guns had a chance to inflict damage whereas at 10k only the 4x90mm could inflict damage.


These two points strongly suggest that the OP put up a much more intensive flak barrage and for a longer period than you did.  A stronger and lengthier flak barrage is indicative that more shots were expended.  The more shots expended means a greater run down of the on hand organic supply stock.  Further support for the OP firing more shots is seen in (a) your much smaller incremental increase in required supplies on the following days, and (b) being subsequently in the red re organic supply, that also impacted upon flak performance.  The fact is that it is not obvious to the player just how many shots are fired by a unit and that has a direct impact on the consumption of supplies.

3.  What you see the following morning re disabled devices and fatigue is not determinative of what was the actual outcome of combat.  With sufficient organic supply on hand, plus adequate support personal, the end of turn auto logistics phase can bring everything back as new for human inspection first thing next morning.  Your first test had sufficient organic supply so there is no evidence that any disabled devices/fatigue suffered was not automatically addressed.  Whereas in your second test, with a shortage of organic supply you started to see some disablement next morning.  Whether that second test result was due to the shortage of organic supply and therefore insufficient supply which could be expended on "repairs", it is impossible to say with certainty but it is strongly suggestive.

4.  Your first test did show a spike of 18 required supplies after reaching level 1 forts.  That is consistent with 18 engineer points being expended that day.  For the second test, you simply did not have a long enough time frame to move from level 3 (when the bombing commenced) to level 4 fortifications.  It takes longer to build fortifications as one goes along the curve, and that speed is negatively impacted by a shortage of on hand organic supply.  But there is a simple logic in play here.  Why would the construction of forts in a base consume supply but the same undertaking out in the field not consume supplies.

Alfred


The time it took to move planes to the origin base after buying them out with PPs, and let them rest from the repositioning, ran down organic supply in the target LCUs. I have no trouble believing this is also due to the 6 engineer devices building local forts. But that factor has been constant.

I ran four turns. As I said, supply started low, but the point is the delta between turn #1 and #2. In the OP's post it was 271 points. Here it is much less.

Turn 1

Supply: 79
Supply Required: 257 (Red)

Turn 2

Supply: 23
Supply Required: 254 (Red)

Turn 3

Supply: 0
Supply Required: 252 (Red)

Turn 4

Supply: 0
Supply Required: 204 (Red)

On no day did less than three raids fly. On one day four did. Infantry corps were bombed in every case. The 6th BF was not bombed directly. After Turn 4 1 squad of .303 AA was disabled, 1 squad of Support, and two squads of Infantry.

The point I'm trying to make, and the OP was as well, is taking all the factors--engineers, recovery of disablement, recovery of fatigue, etc.--he saw a 271 point supply reduction, and here, with more attacking planes, I saw a 56 point reduction. All the pointing to to other factors doesn't get away from that. My AA didn't eat supply at nearly the rate his did.

< Message edited by Bullwinkle58 -- 1/8/2015 11:48:16 PM >


_____________________________

The Moose

(in reply to Alfred)
Post #: 54
RE: For God's sake, somebody spike those guns - or how ... - 1/9/2015 4:44:01 AM   
tiemanjw

 

Posts: 580
Joined: 12/6/2008
Status: offline
Ok, I tried a few tests myself here. A little different setup though. I wanted to make sure the unit would not get any supplies from the outside. Also, since in my game China is a lost cause, I'm personally more interested in seeing what I can do to a Japanese unit. So my set up was:
take Coral Sea scenario, modify it to add several bomber groups and an HQa to Noumea. A Japanese BF was placed on one of the tiny islands near by. No base (not even a dot base). The BF consisted of:
10 75mm T88 AA Guns
24 Av support
12/36 Engineers (run with both to see how much additional supply was sucked)
22 support
1 sound detector
2 observer squads

The unit starts with 300 supplies in all tests.

For the first test, a control.
12 Engineers
Turn - supplies (on hand, not supplies required)
1-300
2-295
3-290
4-285

so it looks like 5 supplies a day, while sitting idle.

Test 2
12 Engineers, 1 x 12 B25 group ordered to ground attack, 6kft. 1 PBY Sqdn on recon
1-300
2-131
3-48
4-27
5-6
7-0

In each phase, all 12 B25s flew. Note that this is not a linear decline in supplies. Rather, the best curve fit is a log fit, though it is not perfect (R^2=.9412). This makes some sense as the manual hints that under supplied units conserve supplies. Section 15.0 says
quote:


While supplies are
actually consumed as used, without adequate supplies on hand to meet the expected needs,
units instinctively begin to curtail operations in order to stretch out the available supplies.

I think we are seeing this in action.

Anyhow, moving on.
an abbreviated re-run of test 2
and a short re-run:
1-300
2-206
3-111

so less effect. Similar order of magnitude, but it appears there are die rolls involved here.

test 3
7 x 12 B24 groups ordered to attack
turn-supplies-(A/C in attack 1, A/C in attack 2...)
1-300
2-26-(33,27,6)
3-0-(35,18,9,9)

so supplies drop faster when attacked by more A/C and / or more waves. The drop is too quick to get any kind of trend line.


The remaining tests add 24 additional Eng squads to the base unit for a total of 36.

For the first test, I tried to do a baseline... but I left the PBYs on recon by accident. This is interesting:
1-300
2-221
3-153
4-148

This surprised me... why would 24 extra eng draw this many more supplies? Oh, right... I left the PBYs on recon. Doh! It seems that the base force is firing at the PBYs (no surprise here... we know they do that). But it seems like they are shooting an awfully lot at a handful of A/C. My sense is, that if anything is broken (and I'm not yet convinced it is), that this may be it. It also MAY be the difference between what the moose and yak are seeing. Yakface, do you know if your opponent is sending recon over this area at all?

moving on again. This time the real baseline with 36 Eng
1-300
2-294
3-288
4-282

So, those extra 24 squads draw an extra supply a day. Because of possible rounding errors, I can't say for sure if that means the involuntary fort building is costing any supply. That said, it is either costing no supply or very little supply - so if it is a supply vampire, it is not much of one.


A few notes on the testing:
I only put the one base force at the location. All bombing was ground bombing from 6k ft. Since the unit was alone, it was the one targeted in the bombing, and suffered casualties... between 0 and 10 squads disabled according to the CR. I did not control for this in my quick test.

Some parting thoughts:
It appears that what Yakface sees can be duplicated (with the above caveats). However, I'm still not convinced this is a bug. I would expect a large supply increase in combat. I would further not want a unit to be able to store a full months worth of combat stores that moved organically with the unit (which would happen if the supply required number scaled 100% with supplies used) as it would make extended behind the lines operations possible without need for a logistical tail. It would also suck in all supply from an area and cause other units to starve while some got really fat.
If there is a problem though, it may be in the firing at recon (and possibly search) aircraft.
Another thought / observation is that a fat unit is going to act fat. Units appear to make a good attempt to conserve supply when the unit supplies are low - however, the unit does not appear to take into account the local supply situation outside the unit. It doesn't matter if it can't draw any more supplies, if its got it - it will flaunt it. I don't know if there is a way to selectively starve a unit - if there is, this could be a possible solution.




(in reply to Bullwinkle58)
Post #: 55
RE: For God's sake, somebody spike those guns - or how ... - 1/9/2015 8:57:05 AM   
Yakface


Posts: 846
Joined: 8/5/2006
Status: offline
Oops

< Message edited by Yakface -- 1/9/2015 9:57:34 AM >

(in reply to tiemanjw)
Post #: 56
RE: For God's sake, somebody spike those guns - or how ... - 1/9/2015 10:56:39 AM   
Yakface


Posts: 846
Joined: 8/5/2006
Status: offline
Bullwinkle, Tiejman – firstly, thanks for running some tests on this.

I was hoping to get round to it this weekend and will add them (if the other half has no plans for me) to the pot. The more data points, the better.

Bullwinkle, even the 56t drop you saw is well outside expected usage based on supplies required figure and may be artificially reduced because the unit started with few supplies in the way Tiejman has noted in his post.

This I found particularly interesting, and also very worrying:

quote:

ORIGINAL: tiemanj
The remaining tests add 24 additional Eng squads to the base unit for a total of 36.
For the first test, I tried to do a baseline... but I left the PBYs on recon by accident. This is interesting:
1-300
2-221
3-153
4-148

This surprised me... why would 24 extra eng draw this many more supplies? Oh, right... I left the PBYs on recon. Doh! It seems that the base force is firing at the PBYs (no surprise here... we know they do that). But it seems like they are shooting an awfully lot at a handful of A/C. My sense is, that if anything is broken (and I'm not yet convinced it is), that this may be it. It also MAY be the difference between what the moose and yak are seeing. Yakface, do you know if your opponent is sending recon over this area at all?


In answer to your question, yes the stack is subject to recon. From memory, I think it is being flown over about 4 times per day (2 aircraft in each phase).

Looking at your figures, for the ‘just recon’ test, the unit in question used 74t the first day and then 63t the next above the control usage of 5t/day. The final is back to 5t - back to basic rate – wonder if recon was grounded that day.

It is early days in terms of testing, so I don’t want to put more weight on it than justified. However *if* this is consistent for other situations then it’s pretty serious drain on supply, especially in China. I have roughly 14 heavy AA equipped units at 5 locations under constant recon. Even if the supply drain was only 30t per unit above the basic ‘supplies required’ figure, that would still be 420t per day, around 12.5kt per month (10%-ish of a relatively intact China supply production) and that's not even shooting at bombers, just taking a pop at some recon planes. 12.5kt/month is a figure that in most circumstances won’t matter in India or Oz, but in the supply-knife-edge environment of China, it would be really bad news.

There are a lot of ‘if’s’ and ‘would’s’ in there because I think much more testing is required.


< Message edited by Yakface -- 1/9/2015 12:04:07 PM >

(in reply to Yakface)
Post #: 57
RE: For God's sake, somebody spike those guns - or how ... - 1/9/2015 11:41:44 AM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline
Yes, excellent tests. In most ways better than mine.

As tiemanj said, two major differences though. You and I had several infantry corps co-located in the hex and in my tests in only one test run and one turn in that run was the BF directly targeted. The code wants to bomb either infantry type, larger units, or something else that makes it beeline onto the corps. So the BF in my test almost never got direct hits, lost devices to disablement, or took direct supply hits. Thus no repair of devices, and probably less fatigue and disruption to repair inter-turn.

Second, our BF has three AA device lines: a .303 MG, a 12.7 gun, and the bigger gun, which I think is the 75mm here (too early to go look.) So each firing pass eats 3x the supply as one. I flew at 1000ft. so all three device lines would be in range every turn.

I had no recon. I suspect this is key, as tiemanj says. Did not think of that. And Japan players in my PBEM experience flood China with recon. They have a lot to use right away in the game design. I would not expect the code to be sophisticated enough to choose to ignore recon flights, nor would I expect it to asses chances of re-supply. The supply models are hairy enough as it is. But recon is a very, very low-risk flight for the attacker, and if it eats AA-based supply that could be used by a supply-focused attacker.

Regardless of how "stretchy" the actual supply usage is in the various test set-ups, this whole exercise has been eye-opening to me on how much supply is consumed in the minor, day-to-day air ops of the average PBEM. I tend to focus on the ground combat numbers in LCU stacks and don't have time to dig into the hundreds of air strikes in the average game month. Three days ago if you'd asked me how much supply operating three pretty ineffective AA device lines costs I would have been off by a lot.

< Message edited by Bullwinkle58 -- 1/9/2015 12:44:17 PM >


_____________________________

The Moose

(in reply to Yakface)
Post #: 58
RE: For God's sake, somebody spike those guns - or how ... - 1/9/2015 10:13:24 PM   
zuluhour


Posts: 5244
Joined: 1/20/2011
From: Maryland
Status: offline
" there are die rolls involved here."  

(in reply to Bullwinkle58)
Post #: 59
RE: For God's sake, somebody spike those guns - or how ... - 4/12/2015 8:05:46 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
I am resurrecting this thread to add my two cents.

The AA supply consumption can be easily tested in the Guadalcanal scenario. Playing as the Japs against Allied AI, you can be 100% sure that a pack of B-17s will drop bombs on Lunga on turn 1. So I set Lunga to stockpile its supplies. All adjacent bases also stockpile supplies to prevent automatic supply movement among the bases. Lunga starts with 1000 supplies.

There are four Jap units on Lunga. I put the two eng units with AAMGs on Rest, while the SNLF units are set on Combat posture. Both SNLFs have a total of 6 heavy DP guns that can shoot at the bombers. The units are not constructing anything. All units require 339 supplies, so 30 supplies should be consumed per day by idle units.

I am playing with FOW ON, so combat report will tell you how much supply was destroyed.

I ran four tests, with 8-12 x B-17s bombing from 15,000 feet. Every time there were flak bursts in the combat animations.

There were no Allied recon flights over Lunga.

Here is the situation on turn 2:

Test 1: 796 supplies left. 1 airbase hit, 1 runway hit.

Test 2: 689 supplies left. 1 airbase hit, 2 runway hits.

Test 3: 715 supplies left. No hits.

Test 4: 671 supplies left. 3 airbase hits, 5 runway hits (two waves of bombers)

CONCLUSION: On average, 300 supplies were consumed on Lunga during one turn. You could have argued that airbase/runway hits consume supplies and the consumption is not reported in the combat report, but test 3 proves otherwise. You could argue that units under fire somehow consume 1000% more supplies then usually, but how exactly do they do it? Are they having a SPAM orgy in an air raid shelter? Are they setting fire to their ammo dumps because of some nervous breakdown? Let's assume the AA guns are the real culprits here. With 300 supplies consumed by 6 DP guns this amounts to 50 supplies expended per gun per turn. Now, how do you defend and resupply Pacific bases with the supply consumption like this, especially if you play Japs? It is hopeless.

When I played the Guadalcanal scenario earlier, I was always perplexed by the poor supply situation on Lunga. Now I know the SNLFs should have left their DP guns in Rabaul. This folly had cost the Japs the loss of the Guadalcanal campaign, and subsequently, the whole war. The horror, the horror!






< Message edited by Yaab -- 4/12/2015 12:22:10 PM >

(in reply to zuluhour)
Post #: 60
Page:   <<   < prev  1 [2] 3   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: For God's sake, somebody spike those guns - or how 12 AAA pieces are losing me China Page: <<   < prev  1 [2] 3   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.093