Artillery Death Stars Post Patch Two Hot Fix

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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Jim D Burns
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RE: Artillery Death Stars Continue Post Patch Two

Post by Jim D Burns »

ORIGINAL: ckammp
There is nothing wrong with the way artillery is modeled in AE.

Perhaps you missed the earlier discussion where we delved into the issues surrounding artillery tearing anyone to pieces the way it does in AE. If so, I’d rather not rehash the arguments again here. Here’s the discussion topic where I went to some considerable pains to demonstrate the fact artillery was not the meat grinder some people seem to believe it is:

tm.asp?m=2293922

The operation Cobra bombardment was probably the most intense bombardment any single combat unit received during the war, especially when you consider all the bombs dropped by the thousands of planes too. The unit lost less than 1000 casualties to the bombardments and very few armored vehicles were lost at all, yet we see entire companies of tanks or more destroyed every turn in AE.

Nothing in the Pacific could ever come close to the intensity and scale of the Cobra bombardment, yet we see equal or higher losses every single turn caused by far less firepower.

In game terms, Cobra would have been a one hex battle. Thousands of artillery tubes (about 1/3rd were very heavy tubes) and about a dozen divisions were involved, along with 2,500-3,000 or so bombers of all types. Only one unit out of the 15+ defending divisions was hit (i.e. no full hex saturation where everyone was plastered like happens in game) and it only suffered about 900 total casualties (i.e. killed, wounded and missing combined).

AE gets it wrong when it comes to modeling artillery.

Jim
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RE: Artillery Death Stars Continue Post Patch Two

Post by ckammp »

ORIGINAL: Jim D Burns
ORIGINAL: ckammp
There is nothing wrong with the way artillery is modeled in AE.

Perhaps you missed the earlier discussion where we delved into the issues surrounding artillery tearing anyone to pieces the way it does in AE. If so, I’d rather not rehash the arguments again here. Here’s the discussion topic where I went to some considerable pains to demonstrate the fact artillery was not the meat grinder some people seem to believe it is:

tm.asp?m=2293922

The operation Cobra bombardment was probably the most intense bombardment any single combat unit received during the war, especially when you consider all the bombs dropped by the thousands of planes too. The unit lost less than 1000 casualties to the bombardments and very few armored vehicles were lost at all, yet we see entire companies of tanks or more destroyed every turn in AE.

Nothing in the Pacific could ever come close to the intensity and scale of the Cobra bombardment, yet we see equal or higher losses every single turn caused by far less firepower.

In game terms, Cobra would have been a one hex battle. Thousands of artillery tubes (about 1/3rd were very heavy tubes) and about a dozen divisions were involved, along with 2,500-3,000 or so bombers of all types. Only one unit out of the 15+ defending divisions was hit (i.e. no full hex saturation where everyone was plastered like happens in game) and it only suffered about 900 total casualties (i.e. killed, wounded and missing combined).

AE gets it wrong when it comes to modeling artillery.

Jim


Perhaps if artillery was massed in the Pacific like it was in the examples you cite, AE would model artillery differently. As it is, the AE artillery model is based on historic artillery usage by the Allies and Japan. When players use artillery in such historical manners, they achieve historical results. When players mass artillery in a-historical manners, they see a-historical results.

Furthermore, none of the examples you cite deal with the Pacific; how, exactly, do they apply to AE?
And that is an old thread, before patch-2 made adjustments to the artillery model. Why cite it now?

There is nothing wrong with artillery in AE.

Players unhappy with combat results need to look at ALL factors involved in combat results (especially tactics - theirs and opponents) instead of loudly and wrongly crying 'The game is broken.'

Once again - THERE IS NOTHING WRONG WITH ARTILLERY IN AE.
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RE: Artillery Death Stars Continue Post Patch Two

Post by Jim D Burns »

ORIGINAL: ckammp
Perhaps if artillery was massed in the Pacific like it was in the examples you cite, AE would model artillery differently. As it is, the AE artillery model is based on historic artillery usage by the Allies and Japan. When players use artillery in such historical manners, they achieve historical results. When players mass artillery in a-historical manners, they see a-historical results.

Hmm, let’s see Iwo Jima was plastered for four days and it was the largest most intense island bombardment of the war. It was pretty much ineffectual. That’s an historical result from a massed barrage and aerial bombardment in the Pacific, and it lasted four days not one.

ORIGINAL: ckammp
Furthermore, none of the examples you cite deal with the Pacific; how, exactly, do they apply to AE?
And that is an old thread, before patch-2 made adjustments to the artillery model. Why cite it now?

Yeah right, Germans and Japanese were affected differently by high explosive shells… um care to explain to me exactly how it was different?

I cited it because it is probably the most intense artillery barrage of the war that any one unit suffered. The historical significance to a discussion about artillery fire and its affects means it is more than relevant to the topic at hand.
ORIGINAL: ckammp
Players unhappy with combat results need to look at ALL factors involved in combat results (especially tactics - theirs and opponents) instead of loudly and wrongly crying 'The game is broken.'

No one is complaining about results due to tactics. The problem is the artillery model, doesn’t matter who is doing the shooting, it is not a good model of historical artillery fire during WWII. Care to cite some historical examples that show thousands dying day after day after day after day after day in the pacific from a mere barrage fired at non-engaged troops? I’ll wait… still waiting…

I have no problem with troops formed for the assault getting massacred by artillery as they cross open ground to close with the enemy. I do have problems with thousands of cooks, mechanics, file clerks, etc. getting massacred miles in the rear where the enemy forward observers can’t even see them.

Artillery wasn’t that accurate in WWII and it was never used in a role that saw thousands of shells getting pumped off miles into the distance to “hopefully” hit something in the enemy backfield. It was a targeted weapon system that fired at known spotted targets and still had a damn hard time hitting anything that wasn’t standing upright in the open.
ORIGINAL: ckammp
Once again - THERE IS NOTHING WRONG WITH ARTILLERY IN AE.

I see the light. Your use of all CAPS has convinced me. [8|]

If you can’t cite some actual history to back up you wild assertions soon, this conversation is over.

Jim
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RE: Artillery Death Stars Continue Post Patch Two

Post by Arkady »

did someone made comparision of artillery effects when infantry is in reserve ? they should be immune though join combat when attacked
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RE: Artillery Death Stars Continue Post Patch Two

Post by JWE »

What ya’ll forget is this is a computer game. The combat result line that says ‘casualties’ is just a script called from memory, that calculates something called ‘casualties’ from the number of squads/devices effected. Since the game does not function in terms of individuals, ‘casualty’ reports don’t mean a thing. It is nice eye candy for the vast majority of people who just play and who like to see combat results in terms they understand.

‘Casualties’ are an engine generated show-and-tell value, based on the change in effectiveness of database entries. What do they mean? Well, maybe some KIA, maybe some WIA, maybe some MIA, maybe some “I ain’t doin squat while that’s going on”, maybe some “I didn’t count on this, I going home”, maybe some ‘combat fatigue’, maybe some ‘I have to help Chung (Sushi, Bill, Allan, Piet) to the aid station’, who cares. Combat ineffective is combat ineffective for whatever reason.

The only thing that is relevant, in game terms, is ‘things’ destroyed, ‘things’ disabled, fatigue and disruption.

So, ya’ll be barking up the wrong tree. In game terms, arty does what it is supposed to do.
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RE: Artillery Death Stars Continue Post Patch Two

Post by Canoerebel »

No, we don't be barking up the wrong tree.  We're using the total casualty figures knowing that they don't necessarily mean "KIA, WIA, MIA," etc.  However, they are "bad" since they happen to "our guys."
 
In my Akyab example, posted previously, over four days I suffered roughly:  4,000 casualites including 40 infantry squads destroyed (240 disrupted), 80 non-combat squads destroyed (280 disrupted), 24 guns destroyed (a bunch more disrupted, but I didn't jot down that number), and 24 vehicles destroyed (and a bunch more disrupted).
 
No matter how you look at it, JWE, that's total carnage.  And for that to happen in a heavily wooded hex while neither side was attacking (other than artillery bombardments) is out of whack.
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RE: Artillery Death Stars Continue Post Patch Two

Post by Canoerebel »

P.S.  We haven't forgotten this is a computer game, for heaven's sake.  We are trying to make known and then support our concerns about the game that we love and appreciate so that it can be made even better.  But we're fighting a very strong "don't gripe, don't gripe, don't gripe" sentiment.  And perhaps that's the way it should be.  As advocates for tweaking, we should carry the burden of proof.  But I am surprised by the defensive tone of so many that seem to take offense at our "gall" in voicing our concerns.
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RE: Artillery Death Stars Continue Post Patch Two

Post by JWE »

ORIGINAL: Jim D Burns
I see the light. Your use of all CAPS has convinced me. [8|]

If you can’t cite some actual history to back up you wild assertions soon, this conversation is over.

Jim
I know this a hot button issue Jim, but you might want to cut him a bit of slack. There's a bit of a conceptual disconnect between what actually goes on, in game terms, and what shows up on the show-and-tell reports. One can believe that artillery is acceptably effective in-game, even though the compter generated reports show historically suspect values.

Maybe we should just remove that line item - but that would upset a lot of other players.
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RE: Artillery Death Stars Continue Post Patch Two

Post by Jim D Burns »

ORIGINAL: JWE
I know this a hot button issue Jim, but you might want to cut him a bit of slack. There's a bit of a conceptual disconnect between what actually goes on, in game terms, and what shows up on the show-and-tell reports. One can believe that artillery is acceptably effective in-game, even though the compter generated reports show historically suspect values.

Maybe we should just remove that line item - but that would upset a lot of other players.

Yeah you’re right, I guess in the end only a from the ground up build of a brand new WitP 2 engine can ever hope to correct the horrid land combat system in game. It’s just my passion for history and the game that drives me and sometimes it gets the better of me.

Sorry for the tone of my last post ckammp. Please recognize that people get passionate when discussing topics they care about and sometimes they go over the top, don’t take it personally. It stems from my long standing frustration with the combat routines in game not with you personally.

Jim
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RE: Artillery Death Stars Continue Post Patch Two

Post by JWE »

ORIGINAL: Canoerebel
No, we don't be barking up the wrong tree. We're using the total casualty figures knowing that they don't necessarily mean "KIA, WIA, MIA," etc. However, they are "bad" since they happen to "our guys."

In my Akyab example, posted previously, over four days I suffered roughly: 4,000 casualites including 40 infantry squads destroyed (240 disrupted), 80 non-combat squads destroyed (280 disrupted), 24 guns destroyed (a bunch more disrupted, but I didn't jot down that number), and 24 vehicles destroyed (and a bunch more disrupted).

No matter how you look at it, JWE, that's total carnage. And for that to happen in a heavily wooded hex while neither side was attacking (other than artillery bombardments) is out of whack.
ORIGINAL: Canoerebel
P.S. We haven't forgotten this is a computer game, for heaven's sake. We are trying to make known and then support our concerns about the game that we love and appreciate so that it can be made even better. But we're fighting a very strong "don't gripe, don't gripe, don't gripe" sentiment. And perhaps that's the way it should be. As advocates for tweaking, we should carry the burden of proof. But I am surprised by the defensive tone of so many that seem to take offense at our "gall" in voicing our concerns.
No, no, no. There is no don’t gripe sentiment. Just a suggestion to change the focus to game relevant values.

For chris’sake, I was an artillerist in my youth. If there is anything, in this game, I want to see perform correctly it is the guns. Just don’t want people to ping on the ‘casualty’ number. Much better to ping on “combat ineffective” LCU Devices.

We really are listening.
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RE: Artillery Death Stars Continue Post Patch Two

Post by ckammp »

ORIGINAL: Jim D Burns
ORIGINAL: ckammp
Perhaps if artillery was massed in the Pacific like it was in the examples you cite, AE would model artillery differently. As it is, the AE artillery model is based on historic artillery usage by the Allies and Japan. When players use artillery in such historical manners, they achieve historical results. When players mass artillery in a-historical manners, they see a-historical results.

Hmm, let’s see Iwo Jima was plastered for four days and it was the largest most intense island bombardment of the war. It was pretty much ineffectual. That’s an historical result from a massed barrage and aerial bombardment in the Pacific, and it lasted four days not one.

ORIGINAL: ckammp
Furthermore, none of the examples you cite deal with the Pacific; how, exactly, do they apply to AE?
And that is an old thread, before patch-2 made adjustments to the artillery model. Why cite it now?

Yeah right, Germans and Japanese were affected differently by high explosive shells… um care to explain to me exactly how it was different?

I cited it because it is probably the most intense artillery barrage of the war that any one unit suffered. The historical significance to a discussion about artillery fire and its affects means it is more than relevant to the topic at hand.
ORIGINAL: ckammp
Players unhappy with combat results need to look at ALL factors involved in combat results (especially tactics - theirs and opponents) instead of loudly and wrongly crying 'The game is broken.'

No one is complaining about results due to tactics. The problem is the artillery model, doesn’t matter who is doing the shooting, it is not a good model of historical artillery fire during WWII. Care to cite some historical examples that show thousands dying day after day after day after day after day in the pacific from a mere barrage fired at non-engaged troops? I’ll wait… still waiting…

I have no problem with troops formed for the assault getting massacred by artillery as they cross open ground to close with the enemy. I do have problems with thousands of cooks, mechanics, file clerks, etc. getting massacred miles in the rear where the enemy forward observers can’t even see them.

Artillery wasn’t that accurate in WWII and it was never used in a role that saw thousands of shells getting pumped off miles into the distance to “hopefully” hit something in the enemy backfield. It was a targeted weapon system that fired at known spotted targets and still had a damn hard time hitting anything that wasn’t standing upright in the open.
ORIGINAL: ckammp
Once again - THERE IS NOTHING WRONG WITH ARTILLERY IN AE.

I see the light. Your use of all CAPS has convinced me. [8|]

If you can’t cite some actual history to back up you wild assertions soon, this conversation is over.

Jim


Iwo Jima?
Please cite a source showing that Iwo Jima was "plastered for four days" by artillery.
Are you referring to a pre-invasion bombardment by naval gunfire, not artillery?

And besides the organic division artillery of the three Marine diviosions, only two battalions of 155mm howitzers (from VAC Artillery) were deployed on Iwo Jima.
Hardly the equal of the massive amount used against Germany.

And tactics are the problem - players using massed artillery in a-historical manner will yield a-historical results. My point is that players who follow historical deployments will see historical results. Thus - there is nothing wrong with artillery in AE.

Finally, what "wild assertions" have I made?[&:]

All I have said is there is no problem with the artillery model in AE. It is you, and others like you who disagree with unfavorable results, who are claiming 'artillery is broken'.
As you are the accussor, the burden of proof is on you.
And you have yet to show one example of how, when using artillery in a historical manner, the results are a-historical.

This is not meant to be a personal attack against you, Canoerebel, or any other poster who believes the artillery model is 'broken'. If anything I have posted has caused people to belive that, I apologize.

I simply strongly feel that the artillery model works fine, and needs no more 'tweaking'- I would really rather play the game, than wait for patches or hotfixes that IMHO are not needed.
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RE: Artillery Death Stars Continue Post Patch Two

Post by JWE »

ORIGINAL: Jim D Burns

Yeah you’re right, I guess in the end only a from the ground up build of a brand new WitP 2 engine can ever hope to correct the horrid land combat system in game. It’s just my passion for history and the game that drives me and sometimes it gets the better of me.

Sorry for the tone of my last post ckammp. Please recognize that people get passionate when discussing topics they care about and sometimes they go over the top, don’t take it personally. It stems from my long standing frustration with the combat routines in game not with you personally.

Jim
Very gracious Jim, thank you.
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RE: Artillery Death Stars Continue Post Patch Two

Post by jwilkerson »

ORIGINAL: JWE

For chris’sake, I was an artillerist in my youth. If there is anything, in this game, I want to see perform correctly it is the guns. Just don’t want people to ping on the ‘casualty’ number. Much better to ping on “combat ineffective” LCU Devices.

We really are listening.

Yes John was in the US Army artillery as was I - so the AE Team are actually fairly "heavy" in terms of in depth - hands on knowledge of how artillery works and what it can do.

But just to emphasize what John is saying - during my AE testing - there were times when my target LCU wound up stronger after the artillery barrage (I still struggle with using the "bombardment word") than before - this because devices in some cases - are repairing faster than the "barrage" is knocking them down - so I definitely agree with John that the casualties number needs to be taken with a bit of a grain of salt.

Does anyone remember the first time you played WITP and saw some of your guys jump off the landing craft at an unopposed landing and took 983 casualties? When I first saw that, I was like, what are those guys doing, tripping all over themselves jumping out of the landing craft? [:)] I've learned to ignore it now as just part of the wall-paper - but if we turn the electron microscope on that aspect of the game - well it looks pretty strange as well.

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RE: Artillery Death Stars Continue Post Patch Two

Post by herwin »

ORIGINAL: Jim D Burns
ORIGINAL: ckammp
Perhaps if artillery was massed in the Pacific like it was in the examples you cite, AE would model artillery differently. As it is, the AE artillery model is based on historic artillery usage by the Allies and Japan. When players use artillery in such historical manners, they achieve historical results. When players mass artillery in a-historical manners, they see a-historical results.

Hmm, let’s see Iwo Jima was plastered for four days and it was the largest most intense island bombardment of the war. It was pretty much ineffectual. That’s an historical result from a massed barrage and aerial bombardment in the Pacific, and it lasted four days not one.
Umm... Defenders were in fortified positions; nasty vertical terrain (it's much harder to hit targets on crests of hills or mountains); no spotters.
ORIGINAL: ckammp
Furthermore, none of the examples you cite deal with the Pacific; how, exactly, do they apply to AE?
And that is an old thread, before patch-2 made adjustments to the artillery model. Why cite it now?

Yeah right, Germans and Japanese were affected differently by high explosive shells… um care to explain to me exactly how it was different?
Different behaviour at the sharp end. German troops would take cover.

I cited it because it is probably the most intense artillery barrage of the war that any one unit suffered. The historical significance to a discussion about artillery fire and its affects means it is more than relevant to the topic at hand.
ORIGINAL: ckammp
Players unhappy with combat results need to look at ALL factors involved in combat results (especially tactics - theirs and opponents) instead of loudly and wrongly crying 'The game is broken.'

No one is complaining about results due to tactics. The problem is the artillery model, doesn’t matter who is doing the shooting, it is not a good model of historical artillery fire during WWII. Care to cite some historical examples that show thousands dying day after day after day after day after day in the pacific from a mere barrage fired at non-engaged troops? I’ll wait… still waiting…
Very valid point. In WWII, rear area targets were distributed uniformly except for the low density areas centred on obvious aim points.

I have no problem with troops formed for the assault getting massacred by artillery as they cross open ground to close with the enemy. I do have problems with thousands of cooks, mechanics, file clerks, etc. getting massacred miles in the rear where the enemy forward observers can’t even see them.

Artillery wasn’t that accurate in WWII and it was never used in a role that saw thousands of shells getting pumped off miles into the distance to “hopefully” hit something in the enemy backfield. It was a targeted weapon system that fired at known spotted targets and still had a damn hard time hitting anything that wasn’t standing upright in the open.
ORIGINAL: ckammp
Once again - THERE IS NOTHING WRONG WITH ARTILLERY IN AE.

I see the light. Your use of all CAPS has convinced me. [8|]

If you can’t cite some actual history to back up you wild assertions soon, this conversation is over.

Jim
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RE: More information needed...

Post by jackyo123 »

There are several excellent books that discuss the Chinese theater in ww2, and the main 'thesis' that they put forward is something along these lines:

"In China, the Japanese could advance at will, where and when they wanted. In the north, they had not much interest. In the south, their aims in 1944 were fully met. Chiag's policy was to retreat behind the rivers and wait out the US to finally defeat Japan, so he could take on Mao."


So, the question - should China be a 'forced' quagmire on the Japanese player? If he wants to take China, he should be able to.

However - the political points should be less - no way a victory in China would have won the war for Japan, so it shouldn't in AE either - and zapping the motivation for the landwar in china in the first place (by reducing PP's) would more than likely induce the 'quagmire' that some players are seeking without having to tweak code and possibly break the island hopping campaigns.

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RE: More information needed...

Post by Blackhorse »

So, the question - should China be a 'forced' quagmire on the Japanese player? If he wants to take China, he should be able to.

It doesn't make sense to think that Japan can "take China" while simultaneously fighting the US, Britain and the Allies -- when it couldn't win in China after 4+ years of hard fighting when China was its only opponent.

All the Japanese wanted to do, was force the KMT to sign a peace treaty acknowledging Japanese rule over coastal China and Manchuria. They could not accomplish even this limited war aim from September 1937 to December 1941.

Japan's successful 1944 offensive ran parallel to their coastal holdings (and supply routes). As Mike Scholl pointed out, Japan could not even hold what they captured. When Japan tried to push deeper into China, away from their line-of-communications, (twice at Changsha, for example) they were repulsed.

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RE: More information needed...

Post by Canoerebel »

Here's the skewed power of artillery from another perspective:  In my PBEM game, my opponent is besieging Chengtah, a key city on the Chinese main line of resistance.  The base has six forts, it's a wooded hex, and the Chinese have about 4500 AV.  The Japanese have some 23 units and an AV well in excess of 3,000.  Here's the combat results:
 
Ground combat at Changteh (81,50) 
Japanese Deliberate attack
Attacking force 102321 troops, 957 guns, 532 vehicles, Assault Value = 3535
 
Defending force 121842 troops, 521 guns, 0 vehicles, Assault Value = 4603
 
Japanese engineers reduce fortifications to 5
 
Japanese adjusted assault: 1704
 
Allied adjusted defense: 14135
 
Japanese assault odds: 1 to 8 (fort level 5)
 
Combat modifiers
Defender: terrain(+), forts(+), leaders(+), experience(-)
Attacker:
 
Japanese ground losses:
      14413 casualties reported
         Squads: 35 destroyed, 953 disabled
         Non Combat: 64 destroyed, 646 disabled
         Engineers: 65 destroyed, 164 disabled
      Vehicles lost 138 (13 destroyed, 125 disabled) 
 
Allied ground losses:
      2440 casualties reported
         Squads: 14 destroyed, 138 disabled
         Non Combat: 11 destroyed, 213 disabled
         Engineers: 1 destroyed, 9 disabled
      Guns lost 1 (0 destroyed, 1 disabled)
 
Usually, you would expect casualties to be higher in a deliberate attack than in a bombardment.  This attack - which was a major battle involving two large armies - resulted in less casualties to the Allies than did the Japanese bombardments in the jungles around Akyab, even though those bombardments involved considerably less troops.
 
There was another Japanese deliberate attack the same day at Ankang involving two smaller armies.  The results:
 
Ground combat at Ankang (82,42) 
Japanese Deliberate attack
 
Attacking force 41072 troops, 352 guns, 132 vehicles, Assault Value = 1482
 
Defending force 37284 troops, 215 guns, 0 vehicles, Assault Value = 1301
 
Japanese adjusted assault: 707
 
Allied adjusted defense: 664
 
Japanese assault odds: 1 to 1 (fort level 1)
 
Japanese Assault reduces fortifications to 0
 
Combat modifiers
Defender: terrain(+), leaders(+), disruption(-), experience(-)
 supply(-)
Attacker:
 
Japanese ground losses:
      2026 casualties reported
         Squads: 4 destroyed, 145 disabled
         Non Combat: 9 destroyed, 121 disabled
         Engineers: 0 destroyed, 13 disabled
      Vehicles lost 45 (7 destroyed, 38 disabled) 
 
Allied ground losses:
      2343 casualties reported
         Squads: 15 destroyed, 162 disabled
         Non Combat: 7 destroyed, 167 disabled
         Engineers: 0 destroyed, 4 disabled
 
Another deliberate attack and again considerably less casualties in this "pitched battle" than we saw during the Akyab bombardments.
 
You can pick through this and try to find reasons the Chinese suffered less casualties than did the Allies at Akyab, but the bottom line is that it shows how bloody artillery bombardments are in this game [not against fortified hexes, because the developers have fixed that].  Battles should be more bloody than artillery bombardments.
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RE: More information needed...

Post by ckammp »

ORIGINAL: Canoerebel

Here's the skewed power of artillery from another perspective:  In my PBEM game, my opponent is besieging Chengtah, a key city on the Chinese main line of resistance.  The base has six forts, it's a wooded hex, and the Chinese have about 4500 AV.  The Japanese have some 23 units and an AV well in excess of 3,000.  Here's the combat results:

Ground combat at Changteh (81,50) 
Japanese Deliberate attack
Attacking force 102321 troops, 957 guns, 532 vehicles, Assault Value = 3535

Defending force 121842 troops, 521 guns, 0 vehicles, Assault Value = 4603

Japanese engineers reduce fortifications to 5

Japanese adjusted assault: 1704

Allied adjusted defense: 14135

Japanese assault odds: 1 to 8 (fort level 5)

Combat modifiers
Defender: terrain(+), forts(+), leaders(+), experience(-)
Attacker:

Japanese ground losses:
     14413 casualties reported
        Squads: 35 destroyed, 953 disabled
        Non Combat: 64 destroyed, 646 disabled
        Engineers: 65 destroyed, 164 disabled
     Vehicles lost 138 (13 destroyed, 125 disabled) 

Allied ground losses:
     2440 casualties reported
        Squads: 14 destroyed, 138 disabled
        Non Combat: 11 destroyed, 213 disabled
         Engineers: 1 destroyed, 9 disabled
     Guns lost 1 (0 destroyed, 1 disabled)

Usually, you would expect casualties to be higher in a deliberate attack than in a bombardment.  This attack - which was a major battle involving two large armies - resulted in less casualties to the Allies than did the Japanese bombardments in the jungles around Akyab, even though those bombardments involved considerably less troops.

There was another Japanese deliberate attack the same day at Ankang involving two smaller armies.  The results:

Ground combat at Ankang (82,42) 
Japanese Deliberate attack

Attacking force 41072 troops, 352 guns, 132 vehicles, Assault Value = 1482

Defending force 37284 troops, 215 guns, 0 vehicles, Assault Value = 1301

Japanese adjusted assault: 707

Allied adjusted defense: 664

Japanese assault odds: 1 to 1 (fort level 1)

Japanese Assault reduces fortifications to 0

Combat modifiers
Defender: terrain(+), leaders(+), disruption(-), experience(-)
supply(-)
Attacker:

Japanese ground losses:
     2026 casualties reported
        Squads: 4 destroyed, 145 disabled
        Non Combat: 9 destroyed, 121 disabled
        Engineers: 0 destroyed, 13 disabled
     Vehicles lost 45 (7 destroyed, 38 disabled) 

Allied ground losses:
     2343 casualties reported
        Squads: 15 destroyed, 162 disabled
        Non Combat: 7 destroyed, 167 disabled
        Engineers: 0 destroyed, 4 disabled

Another deliberate attack and again considerably less casualties in this "pitched battle" than we saw during the Akyab bombardments.

You can pick through this and try to find reasons the Chinese suffered less casualties than did the Allies at Akyab, but the bottom line is that it shows how bloody artillery bombardments are in this game [not against fortified hexes, because the developers have fixed that].  Battles should be more bloody than artillery bombardments.

Looking at the data you listed in post #121 of this thread, the Allies suffered a total of 2001 casualties in TWO days of artillery bombardment. In the combat results above, the Allies took 2440 casualties in ONE deliberate attack, plus 2343 casualties in another deliberate attack.

2440 one-day battle vs. 2001 two-day bombardment. How, exactly, are bombardments more bloody than battles?

Furthermore, what about the other factors involved?
What was the units' morale, fatigue, leadership, support,supply?
Without knowing those factors, how can you claim something is wrong with the combat model?
And have you duplicated the results of the Akyab bombardment?
Maybe it was just a one-time bad 'die rolls' event.

Bottom line, there is nothing wrong with artillery in AE.
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Canoerebel
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RE: More information needed...

Post by Canoerebel »

I updated those figures in Post # 185 - Over four days of bombardment, the Allies at Akyab suffered 4,000 casualites, 40 infantry squads destroyed, 240 infantry squads disrupted, 80 non-combat squads destroyed, 280 non-combat squads disrupted, 24 guns destroyed, and 24 vehicles destroyed.  So, the average per day was roughly 1,000; 10/60; 20/70; 6 and 6.  This is roughly the same as the losses suffered at Changteh in a deliberate attack although the force engaged at Chengtah was considerably larger. 

As noted previously, you would expect a pitched battle to be far more bloody than an artillery bombardment, but that wasn't the case with this particular comparison and I don't think players will find that to be the case in their games.  Artillery is simply too powerful in the game.

ckammp, you've made it clear that you don't think there is anything wrong with artillery.  Let's step aside and allow other players to weigh in with the results from their own games.  A large sampling of data from a variety of ongoing games should shed more light on the issue.
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ckammp
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RE: More information needed...

Post by ckammp »

ORIGINAL: Canoerebel

I updated those figures in Post # 185 - Over four days of bombardment, the Allies at Akyab suffered 4,000 casualites, 40 infantry squads destroyed, 240 infantry squads disrupted, 80 non-combat squads destroyed, 280 non-combat squads disrupted, 24 guns destroyed, and 24 vehicles destroyed.  So, the average per day was roughly 1,000; 10/60; 20/70; 6 and 6.  This is roughly the same as the losses suffered at Changteh in a deliberate attack although the force engaged at Chengtah was considerably larger. 

As noted previously, you would expect a pitched battle to be far more bloody than an artillery bombardment, but that wasn't the case with this particular comparison and I don't think players will find that to be the case in their games.  Artillery is simply too powerful in the game.

ckammp, you've made it clear that you don't think there is anything wrong with artillery.  Let's step aside and allow other players to weigh in with the results from their own games.  A large sampling of data from a variety of ongoing games should shed more light on the issue.

Sir,

I respectfully disagree that the examples of combat results that you have posted prove flaws in the AE artillery model.

I do, however, recognize the wisdom in your last paragraph, and readily agree. I feel my position on this issue is very clear, and I believe I have little more to contribute to this discussion.
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