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Air power still seems overpowered

 
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Air power still seems overpowered - 1/17/2018 5:11:59 PM   
cato13

 

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Hello,

So i'm playin the fall weiss campaign with latest patch and ive came to the conclusion that air units inflict far to much damage on ground units.

i dunno if its maybe down to my axis units in africa bein low on supply but so far ive lost 3 units to air power in 1941, one of those units being the famous africa corp tank unit.

it just doesnt feel right that air units can completely wipe out a corp sized unit.

thoughts?

ps,

add another army unit to the list. the way its lookin, air units could wipe out all my forces in africa without enemy ground units even getting involved. i could try and retreat to italy but then whats to stop the same thing happening. and before anyone says i should have fighter cover, i do. i have 4 fighters down there but they havent had any effect. im sure everyone must agree that the above scenario ive described is a bit ridiculous.

its kinda ruined this campaign for me if im bein honest.

are there any campaigns or mods that make air units a but less powerful?

< Message edited by cato13 -- 1/17/2018 5:48:54 PM >
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RE: Air power still seems overpowered - 1/17/2018 6:00:32 PM   
Harrybanana

 

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I agree. Not sure about the Fall Weiss campaign, but in the Vanilla game bombers, especially if massed, appears to be just too powerful. In particular the Luftwaffe, if properly nurtured and led, can overwhelm any defense. Just look at my AAR with KZ where the invincible Luftwaffe pretty much won the Game. In another game I am playing the Luftwaffe on one turn destroyed an Army in Portsmouth and on a subsequent turn destroyed a fully entrenched corps in Bristol; both units had AA level 1.

I believe the solution is simple. Limit it so that a particular hex can only be bombed by a maximum of two air units in a turn. Of course, I don't know if this would be simple to code or not.

< Message edited by Harrybanana -- 1/17/2018 6:39:55 PM >

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RE: Air power still seems overpowered - 1/17/2018 6:07:57 PM   
crispy131313


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Air units are indeed less powerful in Fall Weiss II (mod). I believe what you are facing is a bit of unhistorical strength of Britain in the North African campaign. This was purposely done to counter the tendency of players to stack the cards and send many more reinforcements to Libya then historical.

I would suggest in the Advanced Option screen (under scripts) to deselect the following "Unit" script" Strong Allied Air Presence Detected In Egypt. As a result you will not face a "hard mode" battle for the sky.

Similarly there is script another for ground forces, i think it has the title Mobile Units which you could also turn off if you find the North African campaign too hard. Mind you that the changes to the single player campaign were designed to be challenging in some parts.

Also just some tips in case this is causing issues as well. Fighters will not receive supply from HQ's unless they are attached (huge effect in North African campaign) and researching Anti-Air would help.

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RE: Air power still seems overpowered - 1/17/2018 6:10:28 PM   
cato13

 

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quote:

ORIGINAL: Harrybanana

I agree. Not sure about the Fall Weiss campaign, but in the Vanilla game bombers, especially if massed, appears to be just too powerful. In particular the Luftwaffe, if properly nurtured and led, can overwhelm any defense. Just look at my AAR with KZ where the invincible Luftwaffe pretty much won the Game. In another game I am playing the Luftwaffe on one turn destroyed an Army in Portsmouth and on a subsequent turn destroyed a fully entrenched corps in Bristol.

I believe the solution is simple. Limit it so that a particular hex can only be bombed by two air units in a turn. Of course, I don't know if this would be simple to code or not.


or just reduce air attack values for aircraft. this isnt 2018 where a plane can drop tactical nukes!

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RE: Air power still seems overpowered - 1/17/2018 6:13:44 PM   
cato13

 

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quote:

ORIGINAL: crispy131313

Air units are indeed less powerful in Fall Weiss II (mod). I believe what you are facing is a bit of unhistorical strength of Britain in the North African campaign. This was purposely done to counter the tendency of players to stack the cards and send many more reinforcements to Libya then historical.

I would suggest in the Advanced Option screen (under scripts) to deselect the following "Unit" script" Strong Allied Air Presence Detected In Egypt. As a result you will not face a "hard mode" battle for the sky.

Similarly there is script another for ground forces, i think it has the title Mobile Units which you could also turn off if you find the North African campaign too hard. Mind you that the changes to the single player campaign were designed to be challenging in some parts.

Also just some tips in case this is causing issues as well. Fighters will not receive supply from HQ's unless they are attached (huge effect in North African campaign) and researching Anti-Air would help.



i like playin hard mode in my wargames though, i just dont like my game being ruined by severely overpowered and completely unrealistic death star air units!

and yes im aware of the supply rules and i abide by them!


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RE: Air power still seems overpowered - 1/17/2018 6:50:26 PM   
James Taylor

 

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I've again long professed that air units should have a reduced ability to cause strength reductions as the footprint(strength) of the attacked unit is diminished.

It only makes sense if there are less people and machines they should get harder to hit. At one strength most air attacks should be futile having only a small percentage of making the targeted unit "combat ineffective".

On the other hand, each player has virtually the same set of tools to apply and there always seems a counter to every situation, discovery being the key.

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RE: Air power still seems overpowered - 1/17/2018 7:02:45 PM   
cato13

 

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quote:

ORIGINAL: James Taylor

I've again long professed that air units should have a reduced ability to cause strength reductions as the footprint(strength) of the attacked unit is diminished.

It only makes sense if there are less people and machines they should get harder to hit. At one strength most air attacks should be futile having only a small percentage of making the targeted unit "combat ineffective".

On the other hand, each player has virtually the same set of tools to apply and there always seems a counter to every situation, discovery being the key.


agreed, apart from your last comment. to use an extreme analogy, command and conquer has similar mechanics.


dont have a problem with air units affecting moral and readiness and maybe also dealing the odd point or two of damage.

do have a problem with air units wiping out unit formations on this scale of map!

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RE: Air power still seems overpowered - 1/17/2018 7:03:52 PM   
KorutZelva

 

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quote:

ORIGINAL: Harrybanana

Just look at my AAR with KZ where the invincible Luftwaffe pretty much won the Game.


Being on the receiving end, that's certainly how it felt like.

I wonder the impact on the game if one where to give bombers 'artillery' stats, basically they'd destroy morale and readiness but would have to rely boots on the ground to do the heavy lifting.

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RE: Air power still seems overpowered - 1/17/2018 7:18:33 PM   
crispy131313


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quote:

ORIGINAL: KorutZelva


quote:

ORIGINAL: Harrybanana

Just look at my AAR with KZ where the invincible Luftwaffe pretty much won the Game.


Being on the receiving end, that's certainly how it felt like.

I wonder the impact on the game if one where to give bombers 'artillery' stats, basically they'd destroy morale and readiness but would have to rely boots on the ground to do the heavy lifting.


Then you may run the risk of recreating WW1 trench warfare tactics. Air power in it's current form levels supply and helps destroy units and is necessary to keep the flow of the game moving forward. I can think of only a few key cities in the European Theater that were fought for dearly and never taken, so we need the tools to destroy units quickly and move forward. Bombers do this job well.

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RE: Air power still seems overpowered - 1/17/2018 7:37:09 PM   
Sugar

 

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quote:

Then you may run the risk of recreating WW1 trench warfare tactics. Air power in it's current form levels supply and helps destroy units and is necessary to keep the flow of the game moving forward. I can think of only a few key cities in the European Theater that were fought for dearly and never taken, so we need the tools to destroy units quickly and move forward. Bombers do this job well.


Additionally there`s a way to stop enemy bombing. Of course takes some skill and imagination to figure out how.

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RE: Air power still seems overpowered - 1/17/2018 8:26:25 PM   
cato13

 

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quote:

ORIGINAL: crispy131313


quote:

ORIGINAL: KorutZelva


quote:

ORIGINAL: Harrybanana

Just look at my AAR with KZ where the invincible Luftwaffe pretty much won the Game.


Being on the receiving end, that's certainly how it felt like.

I wonder the impact on the game if one where to give bombers 'artillery' stats, basically they'd destroy morale and readiness but would have to rely boots on the ground to do the heavy lifting.


Then you may run the risk of recreating WW1 trench warfare tactics. Air power in it's current form levels supply and helps destroy units and is necessary to keep the flow of the game moving forward. I can think of only a few key cities in the European Theater that were fought for dearly and never taken, so we need the tools to destroy units quickly and move forward. Bombers do this job well.



i certainly dont want a ww2 game to reflect ww1 tactics but surely you agree that a scenario where air power alone can completely remove 100's of thousands of troops which is what this games scale is at is in any way realistic?

and this is in 1941. whats it gonna be like once all those air units have researched and skilled up? im probably lookin at air units in 1944 being able to destroy full strength units with a couple of attacks!

everything else in this game is bang on the money but this is a game breaker for me, which is frustrating cos its almost perfect!

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RE: Air power still seems overpowered - 1/17/2018 8:59:13 PM   
KorutZelva

 

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quote:

ORIGINAL: crispy131313

Then you may run the risk of recreating WW1 trench warfare tactics. Air power in it's current form levels supply and helps destroy units and is necessary to keep the flow of the game moving forward. I can think of only a few key cities in the European Theater that were fought for dearly and never taken, so we need the tools to destroy units quickly and move forward. Bombers do this job well.


To be fair any unit artilleried to death is a unit ripe for expeditious destruction.

I like a bit of ''combined'' in my combined arms. I cringe when two bloated airforce (with assisting token land force) duke it out in the desert. That way the number of bombers in a given front would gravitate towards an appropriate number based on the land unit available to make use of their suppressing power.

< Message edited by KorutZelva -- 1/17/2018 11:26:13 PM >

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RE: Air power still seems overpowered - 1/17/2018 9:25:49 PM   
James Taylor

 

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Perhaps we incorporate an overrun feature while quenching the airpower strength reduction.

Let's say that airpower attacks eventually reduce an attacked unit's morale and readiness to zero(irregardless of strength).

At that moment any armored or mechanized unit(corps size minimum?), or even a unit with the tech upgrade of mobility, will be allowed to overrun the unit, removing it from play.

The cost to the overrunning unit is AP=1, or perhaps just the terrain effect. It could even be dependent on clear terrain only or other considerations.

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RE: Air power still seems overpowered - 1/18/2018 12:45:09 PM   
PvtBenjamin

 

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The Axis air power is a major shortcoming of the game.

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RE: Air power still seems overpowered - 1/18/2018 1:09:42 PM   
PvtBenjamin

 

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I played a game that in 1944 German Strategic Bombers were attacking without an escort and 10 Str Lv 5 US fighters w/ HQ attached did zero damage. When a Tac bomber was escorted w/ Lv 5 German fighter my 10 Str Lv 4 USSR fighter w HQ attached would go from 10=> 3 with again 0 damage to either tac or fighter.

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RE: Air power still seems overpowered - 1/18/2018 3:14:01 PM   
Hubert Cater

 

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Thanks for the feedback everyone and off hand it is a bit hard to say one way or the other if things are potentially askew as there are a lot of different examples listed above, and without the numbers, i.e. levels, experience, supply, HQ attachments, there are potentially just too many factors that could have played a part in some of the results.

For example, in the unescorted German Strategic Bomber example above facing off against a 10 str Lv 5 US fighter, I can get results anywhere from 1:7, 4:5 to 7:1 depending on what Level the German Strategic Bomber is, how much experience it has, who it is attached to, the supply level and so on and this would also change depending on the US fighter experience and who it is attached to as well.

I also ran a test where I had a fully entrenched Corps in Bristol, with AA Level-1 and attacked it with 7 Tactical bombers, all with 1 experience point, attached to an HQ with 2 experience points and all at supply 9, and a range of Ground Attack levels from 1 to 3 for the Tactical Bombers and at best I could knock the Corps down to strength 5, but more often than not it stayed in the range of 7 or 8 strength.

However, generally speaking, and let's say we are looking at Tactical Bombers, they are currently set where you can expect them to take 2-3 strength points between closely matched units, i.e. a Level-1 Tactical Bomber at 9 supply with no experience will inflict 1:3 on a supply 8 fully strength Corps that is out in the open.

Since increased Ground Attack levels will be cancelled out by increased AA applied to defenders, this ratio will tend to stay the same until supply levels, attachments, and experience become alternative factors. In this light, I'd argue that having an air unit being able to take 2-3 points of damage is not necessarily a bad thing as it does help to keep the flow of the game moving, especially for the Axis in the early years regarding Poland, France, Balkans and then Barbarossa, but beyond that I can see two main points of contention, possibly three:

1) Should air units inflict any strength point damage at all?
2) Should air units be allowed to mass together?
3) Should air units be allowed to destroy a unit?

For 1) I would still argue yes as otherwise the early parts of the game, especially the flow and timelines, would potentially suffer. Very early on, many air unit attacks are spread out so inflicting 2-3 points of damage is helpful and typically a ground unit is required to finish the unit off. Unless you start with ground units and then finish off with air after the fact, but essentially it is rarer that a grouping of air units is wiping out units all on their own. Later on this can happen as more air units are built and tactics possibly change with this in mind.

For 2) we have attempted to limit this with recent changes to how air units are linked to HQs, but if a player would still like to mass their air units, and they put in the effort to do so with the right number of HQs, then this is possible. Question really is here if this should be forcibly limited further from our end, or is it reasonable enough for a player to be rewarded if this is their strategy? Often there are pros and cons to this strategy and other areas may suffer and increased costs may be involved and at times the gains are short lived especially if another part of the war has suffered as a result. For example, the Axis may go all in for North Africa and it may feel overpowered there, but in the long run Barbarossa suffers and big picture wise the war may ultimately be lost despite the initial feelings of things being terribly unbalanced.

For 3) the bigger concern for me would be if air units are destroying ground units outright, i.e. from full strength, or was it a unit already severely weakened and on its last legs, or from a concentration of multiple attacks, and even possibly air attacks. If it is the former I think this would be a problem, but I suspect it is only the latter, which could be amended if it is indeed a deal breaker, but we'd have to be careful to not disrupt the flow of the game that is also quite important as well.

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RE: Air power still seems overpowered - 1/18/2018 4:08:59 PM   
Harrybanana

 

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quote:

ORIGINAL: Hubert Cater


I also ran a test where I had a fully entrenched Corps in Bristol, with AA Level-1 and attacked it with 7 Tactical bombers, all with 1 experience point, attached to an HQ with 2 experience points and all at supply 9, and a range of Ground Attack levels from 1 to 3 for the Tactical Bombers and at best I could knock the Corps down to strength 5, but more often than not it stayed in the range of 7 or 8 strength.




All I can say is that this is what happened to me in my game with Yeremenko (which I have now resigned). In fact, as I said it happened twice, first to a full strength Army in Portsmouth (which I think was only entrenched to level 1 or 2) and then to a full strength Corps in Bristol with maximum entrenchment. Admittedly I don't think either unit was attached to an HQ. But the unit in Portsmouth was defended by an AA in an adjacent hex and both Cities had their AA upgraded to level 1.

You say you attacked with 7 TAC, but in my game my opponent first attacked with 2 (or maybe even 3) Med Bombers to reduce the entrenchment and efficiency of the defending unit. Did you try that? The usual MO is to attack the enemy unit first with corps or Med Bombers to reduce the entrenchment, then finish it off with TAC.



< Message edited by Harrybanana -- 1/18/2018 4:12:26 PM >

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RE: Air power still seems overpowered - 1/18/2018 4:14:50 PM   
PvtBenjamin

 

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The fighter was in Turkey (city) with Eisenhower attached, the fighter had just been operated from the US and was reduced from 10 =>6 on the Strategic Bomber attack. The USSR fighter was in Stalingrad with Konev attached. Tac bombers were reducing Army/Shock Army (lv 2 AA) at 4-5 per clip even with the intercept. 4 full strength (or close ) armies/shock army lost in one turn. I had 4 HQ's west of Stalingrad. These type outcomes were very common. I give you the person was probably better at Air strategy than me, but he still hadn't taken Moscow/Stalingrad/Cairo or London.

I think addressing question 2 (massing together) would resolve many imbalances. Many Axis players put their ENTIRE air force in one area, Sicily/Northern Africa for example. Then obliterate a region. Early in the game there is no defense when they do this and it is very unrealistic.

Perhaps some type of airbase or geographical limits would make a major improvement. Obviously less limits in Germany/USSR etc but still some limits.

I have enjoyed thousands of hours of SC vs AI over the years. I think the massing of air units greatly reduces the PBEM experience.

Thank you for your interest in the issue.




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RE: Air power still seems overpowered - 1/18/2018 4:23:20 PM   
PvtBenjamin

 

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Harry's description of UK is very close to my experiences. UK fighters also greatly reduced which is costly to repair.

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RE: Air power still seems overpowered - 1/18/2018 4:31:53 PM   
KorutZelva

 

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1) Should air units inflict any strength point damage at all?

Arty can still give the odd damage point, especially upgraded. I don't think they should be shut down completely from inflicting some (especially to tanks).

2) Should air units be allowed to mass together?

We wouldn't prevent people to mass them, but it wouldn't happened as much if they were 'flying artillery' because their wouldn't be a big benefit to do so. You're not shoehorning smaller concentrations with an arbitrary limit, you're rewarding a different behavior.

3) Should air units be allowed to destroy a unit?

In my AAR with HB bombers wiped out two armies in cities (Rabat and Casablanca) without too much efforts (IIRC, both the units and the city had upgraded AA). Once the entrenchment is gone, land unit melts. Turning the planes into 'flying artillery' still offers lethal and dynamic offensive possibilities. Artillery is good against a static defense but takes time to set-up. Bombers have long range and are more flexible since they can hit at many point across the line where it is needed. They can strike even behind the first line of defense that the artillery wouldn't be able to reach to help you get that breakthrough and keep up with that breakthrough as it advances.

I see bombers as unit killer as a hold-over design decision of previous iteration of the game where that was no unit-swap or unit cycling. Concentration of land unit was hindered so they had give bomber the power to get that finishing touch. The game has evolved to a point that we don't need to rely on them for unit kill as much.


< Message edited by KorutZelva -- 1/18/2018 4:35:04 PM >

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RE: Air power still seems overpowered - 1/18/2018 5:16:38 PM   
Hubert Cater

 

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quote:

ORIGINAL: Harrybanana

All I can say is that this is what happened to me in my game with Yeremenko (which I have now resigned). In fact, as I said it happened twice, first to a full strength Army in Portsmouth (which I think was only entrenched to level 1 or 2) and then to a full strength Corps in Bristol with maximum entrenchment. Admittedly I don't think either unit was attached to an HQ. But the unit in Portsmouth was defended by an AA in an adjacent hex and both Cities had their AA upgraded to level 1.

You say you attacked with 7 TAC, but in my game my opponent first attacked with 2 (or maybe even 3) Med Bombers to reduce the entrenchment and efficiency of the defending unit. Did you try that? The usual MO is to attack the enemy unit first with corps or Med Bombers to reduce the entrenchment, then finish it off with TAC.



Thanks and I just re-ran the test starting with 2 Medium Bombers, also with 1 experience point and Level-1 Ground Attack applied and also attached to the same HQ that has 2 experience points and then followed up with 5 Tactical Bombers instead of the 7, and on a first try was able to bring the Corps down to 3. Granted it could have been possibly knocked out with more favourable +/- modifiers per attack, but the 3 seemed an average result as it was +1 on a few attacks and -1 one on the others.

The defending Corps is attached to an HQ, and for the test I ran the Corps of course starts at 90% readiness and 100% morale. On the subsequent turn, after having its morale completely reduced from the previous rounds attack, and even though it started back at strength 10 after having been reinforced, it was much more quickly reduced and only needed half the attacks.

So on the surface it feels reasonable enough in the sense that an attached HQ for the defender, and morale and readiness are playing a big part in the combat results, and that after a few rounds of concentrated attack the unit would eventually be no longer able to withstand the withering assault. I just say this as it took arguably considerable effort to reduce the unit to 0 after two turns, but of course it started out optimally as well.

Granted, in game terms, not every defending unit will start out as optimally, but if it does, it will take a very thorough and persistent effort to knock it out which again tells me we are ideally not that far off from reality (with how the current game mechanics are working as it is taking into account all the other factors as needed) even if defending land units are being destroyed by air units in the end.

So for me at least it comes back to whether such a concentration of air power should be further curbed, and remember some may like the ability to be able to do this as there are still pros and cons to this choice for the Axis after the USSR gets involved, and/or if defenders should be destroyable by air power alone.


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RE: Air power still seems overpowered - 1/18/2018 5:22:41 PM   
Hubert Cater

 

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Thanks PvtBenjamin and if the US air unit had just been operated then it would have lost some morale as a result. I didn't test out the other example you provided.

Again I'd need to see all the factors to know if it is working as it should under the current game mechanics because as mentioned I can get wildly different results depending on all the numbers. Not trying to be difficult here, I'm really not, it's just a matter of do we want the other factors to play a role or not sort of thing? And if we do they really should not be discounted and need to be considered as integrally as all the other factors you've described.

On massing of air units, and especially in North Africa, has your opponent brought extra HQs there? And if so how did this strategy possibly hinder his efforts in the USSR? I'm just asking as it would be good to have a fuller and bigger picture idea on what sort of long term effects may have been in play, as well as if the new HQ attachment rules for air units is having a bit of a desired effect for situations like this or not.



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RE: Air power still seems overpowered - 1/18/2018 5:25:21 PM   
Hubert Cater

 

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Thanks KorutZelva, this is helpful as well and really any "solution" or adjustment just needs to ensure the game is not broken in another way due to cause and effect, which is why I am asking a lot of questions and running tests. This is something that needs to be thoroughly thought through as it potentially is not an insignificant change.

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RE: Air power still seems overpowered - 1/18/2018 5:25:41 PM   
cato13

 

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quote:

ORIGINAL: Hubert Cater

Thanks for the feedback everyone and off hand it is a bit hard to say one way or the other if things are potentially askew as there are a lot of different examples listed above, and without the numbers, i.e. levels, experience, supply, HQ attachments, there are potentially just too many factors that could have played a part in some of the results.

For example, in the unescorted German Strategic Bomber example above facing off against a 10 str Lv 5 US fighter, I can get results anywhere from 1:7, 4:5 to 7:1 depending on what Level the German Strategic Bomber is, how much experience it has, who it is attached to, the supply level and so on and this would also change depending on the US fighter experience and who it is attached to as well.

I also ran a test where I had a fully entrenched Corps in Bristol, with AA Level-1 and attacked it with 7 Tactical bombers, all with 1 experience point, attached to an HQ with 2 experience points and all at supply 9, and a range of Ground Attack levels from 1 to 3 for the Tactical Bombers and at best I could knock the Corps down to strength 5, but more often than not it stayed in the range of 7 or 8 strength.

However, generally speaking, and let's say we are looking at Tactical Bombers, they are currently set where you can expect them to take 2-3 strength points between closely matched units, i.e. a Level-1 Tactical Bomber at 9 supply with no experience will inflict 1:3 on a supply 8 fully strength Corps that is out in the open.

Since increased Ground Attack levels will be cancelled out by increased AA applied to defenders, this ratio will tend to stay the same until supply levels, attachments, and experience become alternative factors. In this light, I'd argue that having an air unit being able to take 2-3 points of damage is not necessarily a bad thing as it does help to keep the flow of the game moving, especially for the Axis in the early years regarding Poland, France, Balkans and then Barbarossa, but beyond that I can see two main points of contention, possibly three:

1) Should air units inflict any strength point damage at all?
2) Should air units be allowed to mass together?
3) Should air units be allowed to destroy a unit?

For 1) I would still argue yes as otherwise the early parts of the game, especially the flow and timelines, would potentially suffer. Very early on, many air unit attacks are spread out so inflicting 2-3 points of damage is helpful and typically a ground unit is required to finish the unit off. Unless you start with ground units and then finish off with air after the fact, but essentially it is rarer that a grouping of air units is wiping out units all on their own. Later on this can happen as more air units are built and tactics possibly change with this in mind.

For 2) we have attempted to limit this with recent changes to how air units are linked to HQs, but if a player would still like to mass their air units, and they put in the effort to do so with the right number of HQs, then this is possible. Question really is here if this should be forcibly limited further from our end, or is it reasonable enough for a player to be rewarded if this is their strategy? Often there are pros and cons to this strategy and other areas may suffer and increased costs may be involved and at times the gains are short lived especially if another part of the war has suffered as a result. For example, the Axis may go all in for North Africa and it may feel overpowered there, but in the long run Barbarossa suffers and big picture wise the war may ultimately be lost despite the initial feelings of things being terribly unbalanced.

For 3) the bigger concern for me would be if air units are destroying ground units outright, i.e. from full strength, or was it a unit already severely weakened and on its last legs, or from a concentration of multiple attacks, and even possibly air attacks. If it is the former I think this would be a problem, but I suspect it is only the latter, which could be amended if it is indeed a deal breaker, but we'd have to be careful to not disrupt the flow of the game that is also quite important as well.



Very interesting read hubert.

I would say yes to point 1 and 2. i have zero issues with air units inflicting pain on ground units although the more i think about it the more im coming round to the idea of air units not affecting strength at all but certainly reducing morale and readiness.

it just seems silly seeing large ground formations being wiped out single handedly by air units

regarding point 2, i havent played pbem so im not sure how big an issue this is but my gut feelin is that if someone wants to spend lots of precious IC massing air units then it means they aint spending those points on something else which can have a downside as well.

my main beef is point 3. my current game has pretty much been ruined as most of my axis african force has been removed from the map by air units alone. admittedly the units arent in great shape but they were all 10 strength units.

and this is against the AI. i can only imagine how frustrating this would be in pbem.

my solution would be to simply reduce the damage that air units inflict but you are better placed than me to decide what effect that would have on the game overall!





(in reply to Hubert Cater)
Post #: 24
RE: Air power still seems overpowered - 1/18/2018 5:49:56 PM   
KorutZelva

 

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quote:

ORIGINAL: Hubert Cater

Thanks KorutZelva, this is helpful as well and really any "solution" or adjustment just needs to ensure the game is not broken in another way due to cause and effect, which is why I am asking a lot of questions and running tests. This is something that needs to be thoroughly thought through as it potentially is not an insignificant change.


I'd help run test if I was more computer savvy.

It is true that there are many factor to consider. Right now Year 1 of Barbarossa can be conducted without air due to the poverty of USSR in units and poor fighting performance. There isn't much of an opportunity cost to not base much air force there until the USSR has inf tech 2 at the minimum. This rewards big concentration of air force in the middle east and NA.

(in reply to Hubert Cater)
Post #: 25
RE: Air power still seems overpowered - 1/18/2018 6:34:34 PM   
James Taylor

 

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I've been dealing with this air issue for like 15 years now and I think the relevant point is Hubert's #2, the massing of air units.

This is most probably the greatest deviation of what happened in real life. To cut to the chase, the new rule of HQ attachment was a good start, but not far enough.

Since an HQ usually represents an army group commander, the nominal attachment of air units should be capped at 2/per HQ. The players could still mass air units to some degree, but their effectiveness would be greatly diminished.

The other anominaly being a player would need to concentrate up to 4 HQs in one area to accomplish the current air massing status. Not a likely scenario.

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SeaMonkey

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Post #: 26
RE: Air power still seems overpowered - 1/18/2018 8:38:21 PM   
Sugar

 

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quote:

This is most probably the greatest deviation of what happened in real life. To cut to the chase, the new rule of HQ attachment was a good start, but not far enough.
The opposite is true: the Germans massed their air units in Poland and France, with devastating effects. They failed to do so in NA, now you want the Axis player to repeat that failing?

To quote Rommel: "Even the bravest soldier is hit by a bomb"; in face of the Allies` air superiority of course.

Beside the fact that conquering Malta would be nearly impossible, the attack values of bombers have already been reduced. And by the way, it`s not impossible to stop bombing, air superiority can also be achieved by fighters. I managed to destroy the entire DAK including superior bomber formations by attacking into their assembly in several PbEMs. Next time a player is confronted with such circumstances he will undoubtly demand to reduce attack values of fighters, instead of asking how he can improve his gameplay.

In comparison to Breakthrough SoE, the numbers and attack values of tanks are also reduced, and the necessity to develop Inf. 3 for the SU leads together to the impossibility to counterattack prior to 43; if something is disturbing the balance in PbEMs (and it is imho in favour of the Axis), then that are the reasons.

My suggestions: reduce the number of german tac. bombers by 1 from the start including their force pool cap., add. 4 (3 for Brits and Italy) tanks to the force pool cap. of each major, delete heavy tanks, and reduce russian Inf. to 2 again, with the same values of every other nation. Maybe it would also be necessary to increase the attack values of tanks by 1.

This way the tanks would gain a more decisive role, like it was in the beginning of the war.

(in reply to James Taylor)
Post #: 27
RE: Air power still seems overpowered - 1/18/2018 9:19:23 PM   
PvtBenjamin

 

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So Sugar you are arguing that the entire Axis air force in Northern Africa makes sense.


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Post #: 28
RE: Air power still seems overpowered - 1/18/2018 10:21:48 PM   
Sugar

 

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Not only it makes sense, it`s necessary to do and in this case also easily available.

In SC no unit is insuperable, be it by multiple attacks of bombers or other units; aircraft are cheaper to operate than transporting land units (and unsinkable); but the same is true for the Brits. You`ll have to take Malta anyway, the planes are therefore already there.

In Breakthrough SoE there was no DAK, this could also be a solution, since it`s too cheap anyway. Or place the DAK in Palermo to give the Allies an opportunity to stop shipment.

If there were no other solutions, I'd perhaps agree to crippling the tac. bombing (which would have a huge impact on the Allies later in the war also); at least there are. I won all my Allied PbEMs despite those circumstances by never losing NA, although I prefer the Axis and they`re slightly in favour imho.

(in reply to PvtBenjamin)
Post #: 29
RE: Air power still seems overpowered - 1/18/2018 11:37:20 PM   
Harrybanana

 

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quote:

ORIGINAL: Sugar

The opposite is true: the Germans massed their air units in Poland and France, with devastating effects. They failed to do so in NA, now you want the Axis player to repeat that failing?


In the game the "massed" air force attacking Poland is only 1 Med and 2 TAC. True the Germans will have more when they invade France, but generally not as much as they will have when attacking in NA. Historically I don't think the Germans could have sent the entire Luftwaffe to Libya even if they wanted to. Even if Malta were captured supplying that many aircraft would have been impossible even if there were the necessary number of air fields. But it is not that the Axis can concentrate all of the Luftwaffe in a small area that is so wrong IMO, it is that all of these aircraft can attack the same hex.

quote:

Beside the fact that conquering Malta would be nearly impossible


Would it be impossible? By using BBs to bombard the town hex to 0 and any naval unit to blockade the ports supply to Malta can be reduced to 0 so the AA there can not reinforce.





(in reply to Sugar)
Post #: 30
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