Surface Combat

Uncommon Valor: Campaign for the South Pacific covers the campaigns for New Guinea, New Britain, New Ireland and the Solomon chain.

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Nikademus
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Re: Check out this compilation of battles

Post by Nikademus »

Originally posted by Wilhammer
http://www.combinedfleet.com/map.htm

Notice how almost NOTHING happened in the open ocean.
Heh, our interpretations of "open ocean" must be different. :)

Paul;

I figured that was the line of reasoning in the game and understand. Even though the one day turns are far less clunky than the old PacWar system, some compromises and design challenges remain since an easy way must be found to resolve 24 hours of movement, counter-movement etc etc, and tie it all in too air and undersea ops as well. All of which falls below the spectrum of what an operational commander has to deal with.

I would still profer one suggestion though in regards to Transport and supply TF's (non-fast ones) such as the one at the beginning of the grand campaign/MO operation.

In such circumstances, the only reason to create surface TF's would be to (hopefully) intercept such a ripe target. The game should allow some form of limited 'reaction' allowing a surface combat TF "in close proximity" (say 2-4 hexes) to be given a chance to make a run at it. Similar to the "follow TF" routine. (and perhaps thats where it could be worked in?)

Otherwise the player's only option is to guess/track the destination hex for a spotted TF on a per turn basis, or station surface TF's right at the base most likely threatened which presents two problems to the defender.

1) it gives the attacker more time to adjust his gameplan

2) provides a convenient opportunity to pound it with LBA and/or carrier aircraft.

Before i get jumped on by opposing viewers i will admit that in the scope covered by UV, this is a minor issue, if it can even be called an issue as the majority of the fighting will revolve around the solomons chain where the "Tokyo Express"/short-distanced objective nature of that conflict will make bases the obvious magnets which will produce all the surface combat a grognard can desire.

As always though, i am also thinking of the "Big Picture" in my own way too :)

What that means is that i'm thinking of the upcoming WitP which will share essentially the same engine as UV. In that grand scale game, limiting surface warships to base support vessels would become more of an issue and i hope that will be considered as that much anticipated game is developed further.

Limiting surface combat to bases only after all, was a necessary limitation of PacWar. Here (and in WitP) the player for the first time is allowed to plot detailed paths for their TF's. As such, just as with the subs (and the carriers) there should be a range of action for all types of TF's involved. Obviously that for a surface TF would be much more limited in scale but the ability to react should be there.

Especially if WitP allows the type of hypothetical campaign envisioned in the defunct "Pacific Tide" where carrier development and involvement was speculated as "arrested" in favor of battleship development (i.e. no "washington Treaty")

Same destination hex open ocean (i.e. non "base" hexes) combat remains possible in UV, but this is a hard thing to arrange, even when tracking a slow transport group as even an error of one 30 mile hex can allow that slow fat target to escape your grasp.
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Ross Moorhouse
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Post by Ross Moorhouse »

Originally posted by Pkunzipper
So it near impossible to have a daylight surface combat in open waters... even if a faster TF with search planes want to engage a slower one. :(
Oh no its not. Here is the proof.. Hot out of the game..

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Sultanofsham
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Post by Sultanofsham »

Its not that hard. At the start of campaign 17 as the Japanese I ran down the remains of the american carrier group with a surface force.
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von Murrin
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Post by von Murrin »

Check out the little teaser from the forthcoming patch. :p

In case you can't find it, it's in the bottom center of Ross' screenie. ;)
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Post by deilthedog »

in the case off no mid trnasit interceptions fair enough.
my biggest wish is for surface TF's to intercept enemy ones just like CV TF's in open water
example
patrol /react -TF react to all TF'S
retirement allowed /react - all tf'a except CV's
how about it?
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Didz
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Post by Didz »

Originally posted by Dunedain
This is one area that needs to be corrected. Surface combat
TF's should be able to intercept each other in mid course,
wherever they might happen to be. If you set a surface combat TF to "react to enemy", they should do just that. If an enemy TF
comes within sighting range, they should try to go after/intercept
them and engage.
I would second the above but also add the condition that reaction should take place whenever two forces come within sighting range of each other not just at the end of their daily track.


I have seen my CV task force sail right through the middle of an IJN battlegroup without triggering a single contact. Given the length of the daily movement in UV its too easy for TF's to pass through each other even in broad daylight.

I think we either have to shorten the move duration or introduce some form of dynamic intercept routine so that if two forces meet they have a chance to engage.
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Paul Dyer
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A Bit of Trivia

Post by Paul Dyer »

A bit of trivia, it is a historical fact that most sea battles have been fought reasonably close to land. To this day the battle held farest out to sea remains that between British and French sailing ships on 1 June 1794 ("the Glorious First of June"), around 400 miles from the nearest land.

Agree that TFs that meet mid-transit should be able to engage, but not a biggie IMHO.
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Didz
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Post by Didz »

Originally posted by Wilhammer


"Surface combat is RARE on the high seas".

It rarely even happenmed in WW2, the Battle of North Cape and Kommisart Island (sp?) being the only two to come to mind.

Ouch! Don't tell me, let me guess. Oh! yes your american.

Lets see.

Battle of the River Plate - 13 December 1939
Battle of Punta Stillo -9 July 1940
Battle of Cape Spartivento - 27 November 1940
Battle of Cape Matapan - 28 March 1941
Battle of Denmark Strait - 24 May 1941
Sinking the Bismark - 27 May 1941
Battles of the Java Sea - 27 Feb 1942 to 1 March 1942
Battle off South Borneo - 28 Feb 1942 - 1 March 1942
Battle of the Barentz Sea - 31 December 1942
Cape North - 25 December 1943

Just a few.

I've ignored battles that did not involve at least one capital ship.

As for finding each other in a big ocean.

The Royal Navy used to use the spotter planes that you might have noticed on some of the ships. Once the enemy were spotted they radio'd the location and everybody turned in that direction. Quite simple really. There was also an old technique called screening that involved sending destroyers out in a wide sweep and of course there were reports from Land Based Aircraft and other ships that enabled RN officers to work out the likely location of the enemy and plot an intercept course.
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Pkunzipper
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Post by Pkunzipper »

Originally posted by von Murrin
Check out the little teaser from the forthcoming patch. :p

In case you can't find it, it's in the bottom center of Ross' screenie. ;)
Yeah!!
I noticed it too!!!!
It is a really great addition!!!! ;) :) ;)

------------------------------------------------------
However I think one of the 2 following things should be added:
1- Surface combat TFs react to enemy TF
2- Recon reports include heading and speed of the spotted TF (in order to guess his destination hex of the next phase)

Since this is an operational level game, I think the best choice is the former
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Didz
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Post by Didz »

Originally posted by Paul Vebber

Out in "open ocean" unless you are going after a retiring cripple, the ability of a taskforce to bring another taskforce to battle was problematic. Even an auxillery that you have a 10 knot speed advantage on could take you 10 hours to overtake at 3 hex range. It could be lost in a squall, screen a turn with smoke putting you out of position, etc. For combatants of like speed, even if it detects you entering the hex at 15nm, it could take you 5 or 6 hours of stern chase if it refuses battle.
I can vouch for that having spent many a happy hour trying to sink hapless merchant ships with my long guns in GBNA. I even tried ramming the buggers in the end. And the rate at which it soaks up ammunition is alarming.

THe issue seems to be in close waters and choke points were the probability of interception is high and the ability to prevent the passage of supply ships is desired. Since these sorts of situations can be handled at the base terminus, this leaves only the attempt at ambushing replenishment ships the case that is lacking. This proved historically difficult.

This is one of those "design decision bugs" where "brute force" calculation may seem to be "more realistic" when it may in reality slow the game execution down for little return. This could cause there to be a great deal more surface actions than historically occured because the players ability to "game the sytem" and use knowledge no real commander would have to force surface engagements. In the absence of realtively simple solution, its not an area that is likely to be "overhauled" extensively. The gme is working as intended.

You can disagree with the design decision, but compromises have to made to balance realism and playability.
I understand the problem for the design team but the issue for me is that this "design decision bug" denies me the option to use certain tactic's and strategies that ought to be possible.

The argument that it does not detract from historical events doesn't cut much ice with me. I wargame to explore what might have happened not to recreate what did happen. So its important that a game gives me a comprehensive set of options rather than forces me to stick to the designers script.
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Paul Vebber
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Post by Paul Vebber »

I doubt there will be anything in this patch to address the issue, but like I said, some options have been floated.

Adding a check for surface combat when TFs that happen to ocupy the same hex during the turn will not add significantly to the number of surface engagements, At a rather siginicant penalty, as it force the game to run lots of little increments advancing everyting proportinally to see when a "close quarters situation" develops. The rarity of the occurance doesn't seem to justify the significant effort required for marginal gain.

As the player, with the advantage of a hex grid, you have a significant information advantage over your realife counterpart, for whom a few degrees of error in a stern chase or losing sight of the quarry do to smoke screening or squals made a pursuit difficult.

Search planes added a good capability, but tended to be slow, short on endurance and often rendered ineffective by cloud cover. If it was as easy as you indicate, Why did it take so long to hunt down the Bismarck? The Atlantic battles were largely supported by landbased search planes and the much higher submarine density. Even the it took many days of cat and mouse that often resulted in the escape of teh quarry.

We forget the technology of the times and to get a magnetic compass navigated search plane to KNOW WHERE HE WAS WHEN HE REPORTED THE CONTACT was subject to errors on order of a hex! You had to fly a compass bearing that was +/- several degrees, in winds that could off from your weather briefing by many knots in almost any direction. No GPS back then...

THere were fewer such engaements in the pacific because the immensely larger scale of the problem.

The "solution" wold make "alternative strategies and tactics" far more efective than they were in real life because you have a far superior situational awareness and the luxury of no navigation errors...
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Post by juliet7bravo »

What about a simple reaction move check only at the beginning/end of each turn? If you're within a few hexes, have your orders configured correctly, the right commander, ect. you would have the possibility of a limited (say 2-3 hexes tops) reaction move occuring against spotted enemy TF's at that time. That would be operational level control...you've ordered your TF commander to patrol a particular area, then making something happen is up to him within realistic constraints. Same thing would work for CV TF's. Put the right man in the right place, with the right guidance, and let him make the tactical decisions.
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Didz
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Post by Didz »

Where it becomes really noticeable is when dealing with choke points like 'The Slot', the various straits between the islands and the approaches to harbours like Gilli Gilli.

I tend to monitor these and place Subs on permanent overwatch for passing convoys etc. I'm not too bothered that enemy ships sail straight through these submarine pickets as their primary mission is not to sink the enemy but merely to report their presence.

However, if I were to station a surface group in such a location I would expect some chance of intercepting an enemy TF passing through it.

30 miles may be a large expanse of ocean but on a clear day a British masthead lookout could see the topmasts of a French frigate 9 miles away so a picket line of 6 Destroyers ought to be able to spot anything moving through the hex they are in especailly if you know what direction they will be coming from.
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Didz
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Post by Didz »

Originally posted by juliet7bravo
What about a simple reaction move check only at the beginning/end of each turn? If you're within a few hexes, have your orders configured correctly, the right commander, ect. you would have the possibility of a limited (say 2-3 hexes tops) reaction move occuring against spotted enemy TF's at that time. That would be operational level control...you've ordered your TF commander to patrol a particular area, then making something happen is up to him within realistic constraints. Same thing would work for CV TF's. Put the right man in the right place, with the right guidance, and let him make the tactical decisions.
This gave me another idea. What about MINES?

Surely mined hexes have to be tested when a TF sails through them so why not add a second test for the existence of an enemy TF. Then if there is one the TF's move can be interdicted until the end of the phase subject to a spot check. Two opposing TF's could still sail straight past each other but at least those on deliberate picket duty would have a chance to intercept something.
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Post by Wilhammer »

My experience suggests that MINES are treated just like ships; end points only.

Anyone confirm this?
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Mines...

Post by Erik Rutins »

Moving through a mined hex can result in hitting a mine, you don't have to begin or end your move in the hex.

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Paul Vebber
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Post by Paul Vebber »

Mines are a lot easier because they don't move. I'm not sure if mines only get you if you end up there, does seem to be that way, but I recall one case where I think I hit a minefield in route?

Anyway, for ships the paths not only have to cross, but the ships have to be there at the same time. The vagueries of the hex grid don't help...

If a TF "Acts like minefield" and sits in a hex the entire turn, its easier to quickly figure out, that is the line along which possible future tweaks may be made, so you can patrol a choke point by begining the turn there with no movement orders (patrolling).

But again this may risk being abused and causing ahistorical numbers of, or situations, that could make the cure worse than the disease.

Gary et. al. reads the forums and give consideration to what gets reported, others of us chime in with suggestions, but ultimately the balance between parts of the game is delicate, so we will go slow with changes of this nature.

Its easy to look "up from the bottom" and say a certain tactical option that you may want to exploit isn't available and envision ways to fix it. But the top down result, care must be taken not to make the cure potentially worse than the disease...through the ability to ahistorically exploit it.
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Post by Paul Vebber »

There are a lot of new combat reports during the surface action to give some insight into what sort of damage appears to be happening (your look outs get carreid away sometimes)

Penetrations don't give just "critical hit" but "serious damage" or Critical damage to give you an idea of how "good your damage roll was".

reports of listing now are made, (and counterflooding), Engine damage, Comms and electrical, deck explosions, apparanet internal secondary explosions and fires, etc.

These results are still abstract in their effect to a major extent, but gie you an idea of teh type of damage (flotation, system, or fire) damage you are doing and as stated above "how good the damage roll roll was" (within the limits of fog of war)

The new penetration routines and hit loaction determination fix the previous problems with deck penetrations (they are very rare now except to destroyers with inconsequetial armor) and fix teh major probelm of heavy class vulnerability to light class.

The Japanese "tin-clad" cruisers have a real rough time with the decently armored Allied CLs and CA's are to be greatly feared if all you have are DD"s and CL's (but torps can get lucky, and you can have the occassional Adm Hipper in the Barants Sea situation...IF you meet a BB you better hope you have one, or have a LOT of DDs for fodder to start fires topside on her and hope the Capt gets spooked...or pray for lots of Torp hits...

I think these changes improve teh results considerably, especially in class mismatch engagements (ther appears to be a reason for CA armor now ;) ) and the communications of "what is going on" greatly enhances the immersiveness of surface battles.
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Nikademus
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Post by Nikademus »

Originally posted by Paul Vebber
There are a lot of new combat reports during the surface action to give some insight into what sort of damage appears to be happening (your look outs get carreid away sometimes)

Penetrations don't give just "critical hit" but "serious damage" or Critical damage to give you an idea of how "good your damage roll was".

reports of listing now are made, (and counterflooding), Engine damage, Comms and electrical, deck explosions, apparanet internal secondary explosions and fires, etc.

These results are still abstract in their effect to a major extent, but gie you an idea of teh type of damage (flotation, system, or fire) damage you are doing and as stated above "how good the damage roll roll was" (within the limits of fog of war)

The new penetration routines and hit loaction determination fix the previous problems with deck penetrations (they are very rare now except to destroyers with inconsequetial armor) and fix teh major probelm of heavy class vulnerability to light class.

The Japanese "tin-clad" cruisers have a real rough time with the decently armored Allied CLs and CA's are to be greatly feared if all you have are DD"s and CL's (but torps can get lucky, and you can have the occassional Adm Hipper in the Barants Sea situation...IF you meet a BB you better hope you have one, or have a LOT of DDs for fodder to start fires topside on her and hope the Capt gets spooked...or pray for lots of Torp hits...

I think these changes improve teh results considerably, especially in class mismatch engagements (ther appears to be a reason for CA armor now ;) ) and the communications of "what is going on" greatly enhances the immersiveness of surface battles.
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Paul Vebber
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Post by Paul Vebber »

What about a simple reaction move check only at the beginning/end of each turn?


The problem with "reaction" at more than a single hex or so is the "chain reaction" problem, especially around the Slot... If TF A reacts to B and moves out of range of C reacting to B and A then reacts to C you can get some nasty 'infinite loops' or other logic bombs that can lead to really bizzare cases of multiple TFs chasing each others tail, or the "but the stupid thing went after THAT TF, I wanted it go after THE OTHER one... or the "I'll put a gauntlet of week TFS' to casue the enmy to stop and never get where they want to go". It really measn a LOT of new code and LOT of testing to put the required guards in against "gamey" behavior.


And the possibility of all sots of gamey tactics of sending out small single ship task forces to try to "soak off" reaction, stream raids to "clear the way of reactors"...it can readily get way out of hand...
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