Apollo11
Posts: 24082
Joined: 6/7/2001 From: Zagreb, Croatia Status: offline
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Hi all, quote:
ORIGINAL: Mogami Hi, Several misunderstandings. First the game only shows you animations when either the submarine or the ASW group has a good idea where the enemy is. All the near encounters are not shown. (The game does not tell you when it checked and decided there would be no event that phase) This means that every time the animation appears something is about to happen or there is a chance something important (producing a combat result) can occur. In the animation screen if it is the surface group attempting to prosocute a sub several things are possible. 1. A ship fails to locate the sub 2. A ship locates the sub but fails to hit with DC. The DC are too far from sub to have any effect and so the animation does not show them being fired. They have been fired and so the total often used of 80 percent DC hits is incorrect because this is by far the most common result. 3. The ship locates the submarine and fires DC that are close to the submarine. Here you see the ship in the animation fire the DC and if they hit the sub you get a damage report. Since this only occurs after the program has decided there is a good chance to hit the submarine it is not surprising that many hits occur. (DC that will miss do not generate animation) However for every time you see this animation you will have seen the fail to locate or fail to hit message 10 times. So the actual hit rate is 80 percent of 10 percent (or for every 100 encounters 10 will produce DC attacks with 8 of these hitting. ) If the ASW/Surface force contains 10 ships you can expect at least one ship to fire DC. If you have 10 such TF encountering submarines each turn you will be getting 8 hits per turn but still only 8 percent of attacks will produce hit. It is the increase in player generated activity producing the increase in submarine loss experiance in some games not an over inflated DC rating. Both players begin in Dec 1941 to combat submarines in 1944/45 styles. The submarines however are being placed in 1941 manners. (Close to enemy bases where strong ASW forces are based and with many aircraft devoted to ASW operations because seach/patrol is not felt as needed because players doubt enemy surface forces will be in those areas. I know as Japan my ratio for Patrol to ASW aircraft is nearly 1-1 and my ships assigned to ASW duty exceeds in Dec 1941 what the Japanese had assigned to that mission in Nov 1943. Has anyone ever played a wargame where the loss rates experianced in the game were below the loss rates experianced in the actual battle/war ? Very interesting! This is what I posted about ASW long long long ago at UV forum: quote:
ORIGINAL: Apollo11 ASW depth charging successes in WitP (and UV) compared to historic results... Hi all, While reading book (I am still unable to play my UV PBEMs): Martin Middlebrook Convoy: The Greatest U-Boat Battle of the War ISBN: 0-304-36578-5 I found wealth of interesting information. This book deals with famous eastbound convoys SC.122 and HX.220 and resulting battle in the north Atlantic in the March of 1943. In that battle the convoy HX.229 lost 13 ships of 95,502 gross weight and the convoy SC.122 lost 9 ships of 53,094 gross weight (for total of 22 ships and 146,596 tons gross weigh together with 161,000 tons of cargo lost). Germans lost one U-boat during the battle (U.384) and had several others damaged (but not sunk). To get such results Germans fired 90 torpedoes (from around 30-40 submarines involved). The Allies, on other side, expended 378 depth charges (229 by HX.229 surface escorts, 69 by SC.122 surface escorts and 80 by British Coastal Command aircraft). Therefore there were dozens and dozens of depth charge attacks and only one sinking of enemy submarine. So... how can we translate this huge battle in north Atlantic to our UV and WitP? Well... one thing is pretty clear... there were many many many unsuccessful depth charge attacks (although if they didn't sink/damage submarine they did stop it from attacking and thus were success in one way). In our current UV v2.30 (and I presume WitP ALPHA) the depth charge attacks once they happen are usually 100% deadly and result in submarine sinking. This is especially true for Allied ASW effort where Japanese submarines almost always pay the highest price once the surface ships start depth charging. IMHO, the number of successful hits resulting from depth charge attacks in UV (and WitP) should be greatly reduced but number of overall attacks (that miss or sometimes damage submarine) should increase several times. Historically submarines were subjected to depth charge attacks lots of times (from all sides - Allies attacking German and Japanese submarines and Japanese attacking US submarines) but only fraction of those attacks were fatal. I think that it would be beneficial that similar results start happening in UV and WitP... P.S. Please note that the north Atlantic convoy battle I mention above was one of the largest battles ever fought there (certainly counting the overall number of involved submarines) and that it was the last success of admiral Donitz U-Boats. After March 1943 the "North Atlantic Air Gap" was closed and CVEs started to come into convoy service together with many support escort TFs which were able to help attacked convoys. In essence this battle was true "swan's song" and peak of German U-Boat effort... So... if "Mogami" is correct then this is what actually happening in WitP but we don't see it... Therefore I suggest that following changes are, possibly, discussed regarding this: #1 Limit the number of ships that can go into in ASW TF to less than 25 (I think 10 should be MAX). #2 Limit the number of ships in any TF that are able to have a chance to attack (i.e. depth charge) submarine at one point. Since maneuvering over submerged submarine is difficult no more than 4-5 ships should be able to attack (i.e. depth charge) submarine. Right now if you have 25 ship TF all those 25 ships will attempt to attack (i.e. depth charge) submarine which is not OK IMHO... Some formula with combination of RND seed and best ship should be used to determine which ones should attack. #3 Show _FULL_ animations in ASW warfare (i.e. including all failed depth charge attempts). This way we get to see all and true picture can emerge to player. Any ideas/comments/suggestions gentleman? Leo "Apollo11"
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Prior Preparation & Planning Prevents Pathetically Poor Performance! A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF P: UV, WitP, WitP-AE
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