neuromancer
Posts: 627
Joined: 5/30/2002 From: Canada Status: offline
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quote:
ORIGINAL: LordHawke Whoa big war happening here... Wasn't supposed to be. It was just supposed to be a minor comment. The same brother pointed out another thing this weekend that has also shown to be true. Off hand, minor, flippant, etc. such comments are very dangerous to make. People tend to latch onto them and run with them, even though they aren't really meant to be a big deal. quote:
The 'real players' in history actually had quite a fair bit of info to munch on. <snip> Agreed. Again, I think the main point I am saying is the difference between the sort of broad informational/ intelligence difference like that, and the kind of detail that we can have simply by knowledge of the scenario. Historically there was actually a fair amount of effort spent on keeping strategic movement of assets secret. Hornet and Enterprise while off on the 'Doolittle Raid' were being extremely secretive, and were basically 'off the radar' for a while. And no one could even say they were in an operational theatre. Same with the carrier group that attacked Pearl. They were somewhere in the Pacific, which is a pretty big area. Heck, when the Washington sank Kirishima, they weren't even 100% sure that they were even shooting at a Battleship, let alone which one (it was later determined to be Kirishima). This is clearly indicated in her AAR where the captain recorded under 'fired upon and apparently sunk': "1 large cruiser or BB". quote:
An operational example of this would be Midway. Yes... but if the Americans hadn't broken the Japanese codes, they wouldn't have necessarily been in the right area. They had to know where the attack was going to happen, the Pacific is a pretty big place. I think actually Midway is a very helpful example, particularly in context of UV. UV practically assumes that the only thing going on is Coral Sea. There is no Midway (unless you play the post Midway scenarios), there are no pushes elsewhere and so on. As I said before, this means that there are no resources diverted elsewhere for any other action, or losses elsewhere either. And so it comes back to my basic point that the players can say X, Y, and Z will be available sometime in June, then A, B, and C in July and August. So with that knowledge I can... All I'm saying is that it is a level of predictability that the real commanders of the era couldn't count on. Even with 'variable reinforcement' on, the arrival times are still moderately predictable. As Bilbow correctly indicated, that is because of the necessity of game balance, and as I pointed out, any ideas on really randomizing the reinforcements without tossing game balance out the window would be hideously complex to do on a computer. So I think really all I was trying to say was: A. The real war wasn't "balanced". The world is not set up to be 'fair', or to give everyone a chance to win. B. The real world isn't particularly predictable. Production schedules can slip. Disasters can occur. Politicians can make strange demands (case in point, a commando raid by the Brits in Norway caused Hitler to divert a disproportionate amount of resources North, which made sure they weren't doing anything useful). And generally Murphy's Law will apply. With that in mind, a really good wargame - more of a simulation than a game - would throw that same level of uncertainty in. So when talking about taking Port Moresby - for example, as the original topic here - you would say "the IJN can expect to have dominance in the Coral Sea for a while, so they can X, Y, and Z. But of course nothing is ever certain, so you have to be careful not to stretch yourself to far, because if it turns out the Allies have more resources in the area then you expect, or if High Command decides the Coral Sea isn't as important as you do and thus start diverting reinforcements elsewhere, you might find yourself with your butt hanging out in the wind, and the Allies getting ready to give it a good kick!" But as we said, that isn't really practical. And that is all I am really trying to say. That this relative predictability and certainty allows us to employ strategies in this game that would simply have been insane in the real world. I really never intended this to become a huge debate. See comment near beginning of this post. quote:
Wargamers in the US Naval Staff College have tried for years to simulate Midway, but the Japs would always win! Curiously enough, the Japanese wargamed Midway before the battle. And they lost. They had to keep on altering conditions until they won. Whereupon they declared victory certain and sailed off into history. quote:
The Japanese were essentially blind to the fact that they could never beat the US. Although Yamamoto is quoted as saying after Peal that they had "awoken the sleeping giant". I think he understood the sheer industrial might of the US. Coupled with the fact that he understood that the 'sneak attack' on Pearl (which wasn't supposed to be, it was supposed to be a surprise attack, but while at war, not an sneak attack on a nation at peace - which is dishonourable under Bushido anyway) would really piss off the Americans. I suspect that the goal of the Japanese was never to conquer the US, unless they were insanely naive. Probably just beat them up in the Pacific, and encourage them to go further into their shell (up until WW2, the US was extremely isolationist). And thus with the US out of he Pacific, the Japanese would be free to do as they wished. Pearl Harbour ensured that the US would do no such thing. quote:
though we can come close to experiencing the command dilemnas and operational tensions faced by the two sides. And that's why I love playing wargames. Exactly. And I do enjoy UV - particularly our game (I don't play the AI any more, it just isn't the same). I also acknowledge that my favourite table top wargame - Totalier Krieg - is a somewhat less than accurate recreation of WW2 (Alexandria Express anyone? London to Alexandria in less than a month!) it is reasonably close, creates the right feel, and is a load of fun. And that is really all we can ask of a playable wargame, that it create the right feel, and be fun. quote:
1. The Allies should Turtle till 10/42 then attack. <snip> The defender's state of mind, focussed on trying to defend everything, in effect, defends nothing. Ho boy, now the vets are going to be all over you! I am not going to directly comment as it could affect our game! quote:
2. PM cannot be defended against an aggressive Japanese player. I think the argument here is that if the allies commit too many resources to P.M., a 'hyper aggressive' IJN player will jump straight on Noumea or Brisbane. The IJN taking P.M. is annoying, and possibly more of a pain for the IJN in the long run (I'm still experimenting with that as you can see by my frequent bombing runs), but losing Brisbane or Noumea is a disaster (being where all your reinforcements arrive). Some of the vets indicate they have pulled it off too. quote:
I see neuromancer is still beating himself up for losing Lady Lex and Yorktown in our Coral Sea battle. And I will for some time! quote:
If he had been more careful (and kept his carriers further away), he could have stretched my airgroups out, then hit me when I was too fatigued, refuelling, or otherwise occupied. I always had to watch my back for his carriers and LBA (much like Nagumo at Midway). Plain and simple, I screwed up. And I knew it almost as soon as I did it. All I had to do was run my carriers directly away from you, I could have danced back and forth as I had room to manoeuvre, and as long as you were in Catalina range of Australia, I would probably always know where your carriers were. So we could have had a nice little attrition battle, or with rested groups close for a 'mini-Midway'. But I went the wrong direction. And I paid for it. The Shortland Island debacle was a straight out error. I had the group with the wrong setting, that was all. Avoidable/ Stupid mistakes are the ones I hate the most. And those are the ones I beat myself up over. quote:
Even the invasion proper was nearly botched. He had managed to fly down Kanga Force from Wau. I had actually thought I had a chance of holding for a while, but your reinforcements tipped it. Too bad I didn't damage more APs on that one. quote:
3. The 'Death Star'. <snip> Hmm... interesting. "What good are snub fighters against that thing?" quote:
4. USN wins for sure by '43. I haven't been there yet, but from what I've read in the UV 'Classics' (aka AARs), there's a plethora of possibilities here as well. Me neither, I'm just working on what I've read from the vets. I suppose I should know better. In games where I'm more experienced, I've seen other veterans make claims to which I will readily say 'B.S.!' quote:
5. IJN CVs never get sent home. I think I saw this happening in one AAR, where the IJN player sent them to Tokyo to avoid losing more points to the (then) resurgent Allied CVs. Gamey, but somewhat historical, as it was what the IJN did before Leyte Gulf. Hmm. Actually it isn't even really 'gamey'. Being the important assets they are, the IJN would declare the Coral Sea a 'lost cause' and withdraw the carriers so they can 'live to fight another day', in another theatre. quote:
the (unholy) pleasure of sinking 2 enemy CVs. I hope to somehow return that favour. If you are up to what I think you are, I might get the chance. Or I might lose horribly. quote:
I actually keep a copy of Agawa's fascinating biography of Yamamoto (The Reluctant Admiral) at my side for inspiration when I make my turns against neuromancer. Now that's a good wargame. No question that UV is a good wargame. think there is some misunderstanding as to what my point was. But I've covered that a couple times now.
< Message edited by neuromancer -- 4/15/2004 3:05:24 PM >
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