optimum bombardment range

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obvert
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RE: optimum bombardment range

Post by obvert »

ORIGINAL: witpqs

ORIGINAL: obvert

More on this.

Also, does shore battery fire disrupt bombardment? I've gotten decent results at max range with BBs and CAs, and some less good in at 15k yards. Other perimeters the same.
I believe it does, but I should say "can". It seems that shore batteries have a tough row to hoe when it comes to opposing bombardments. They do much better more consistently against invasions. With bombardments they often don't even get firing, let alone effectively.

I'm only thinking of when they do fire, not when they don't. When the range is close enough in my experience they do fire. Maybe no hits, but does that fire disrupt bombardment in the same kind of way AA may disrupt air strikes even when not hitting much?
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RE: optimum bombardment range

Post by witpqs »

ORIGINAL: obvert
ORIGINAL: witpqs
ORIGINAL: obvert

More on this.

Also, does shore battery fire disrupt bombardment? I've gotten decent results at max range with BBs and CAs, and some less good in at 15k yards. Other perimeters the same.
I believe it does, but I should say "can". It seems that shore batteries have a tough row to hoe when it comes to opposing bombardments. They do much better more consistently against invasions. With bombardments they often don't even get firing, let alone effectively.

I'm only thinking of when they do fire, not when they don't. When the range is close enough in my experience they do fire. Maybe no hits, but does that fire disrupt bombardment in the same kind of way AA may disrupt air strikes even when not hitting much?
I believe it does, based on the times when I have had CD guns fire against bombardments. But since sometimes bombardments are poor even with no opposition, it would take a reasonably large sample to know for sure. So, I only "think" so.
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Barb
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RE: optimum bombardment range

Post by Barb »

CD units frequently has a "passive" effect on protecting from bombardment - as they are frequently target of the naval bombardment, they are shielding other units.

Usually it is much different matter to fire on big, fat, slow transport anchored off the beach than to fire on "small" cruiser or destroyer several miles off to the sea moving at 30 kts (56km/h) ... Thus you probably do not see that many ships hit in naval bombardments, but the effect of CDs are there - protecting the inshore troops by taking fire...
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obvert
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RE: optimum bombardment range

Post by obvert »

Great. That all makes sense. Thanks!
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RE: optimum bombardment range

Post by crsutton »

You know, I just never fool with setting the range. Just escorts bombard on or escorts bombard off. Never saw any difference or need to do otherwise. Versus anything but a solid CD battery I send everything in and let them walk all the way up to the shoreline. Rarely, do i bombard heavily defended bases but then I just set escorts bombard off and that solves my problem. I would advise not fooling with the range at all.
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obvert
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RE: optimum bombardment range

Post by obvert »

ORIGINAL: crsutton

You know, I just never fool with setting the range. Just escorts bombard on or escorts bombard off. Never saw any difference or need to do otherwise. Versus anything but a solid CD battery I send everything in and let them walk all the way up to the shoreline. Rarely, do i bombard heavily defended bases but then I just set escorts bombard off and that solves my problem. I would advise not fooling with the range at all.

Lately I've noticed better results at max range, and this is often what I've used. I tried in closer a few times and didn't get as good of results, and the CD guns did fire, getting a hit on a CA at 15k.

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RE: optimum bombardment range

Post by paolorossi »

ORIGINAL: Alfred

ORIGINAL: Bullwinkle58

ORIGINAL: bushpsu

Yes, thank you, I understand there can be many factors in deciding a range. My question was actually about if there is an optimum range for the bombardment to cause the most damage.

Zero. If you pose the question that way. It's a very incomplete question, but if that's the one you're asking . . . zero.

A pistol one inch from a chest does more damage than a pistol from across the street.

Yes and no to both.[:)]

There is a decrease in effectiveness beyond 2/3 of gun range. Gun effectiveness is constant up to 2/3 range. But other things also affect effectiveness.

This is a quote from michaelm made on 9 June 2010.



This is some of the tweaking done to Naval Bombardments:
----------------
Spotting:
All locations have a 'spotted' status which gets clear during the night phase.
If the ship has a float group and its mission is RECON - needs to be either a day or night mission so applicable flies - and the target has not been spotted yet, the group 'spots' for this ship and any others attacking the same target. A message shows up if this is the case.
To keep planes from flying RECON all over, just set the range to '0'. It doesn't matter how many planes are available, just that you have the mission.
Spotted targets at night don't have the weapon penalty for night naval bombardment attacks.

Supply:
Supply loss points are a factor of the device(shell size) and damage inflicted, rather than by a fixed modifier. Smaller shell, less supply loss. Bigger shell, bigger loss.

Bombardment by ship:
Weapons get penalties;
(a) FLAK-type devices not as effective.
(b) devices firing at over 2/3rd of their max range are less effective.
Attack at night with the target not spotted are less effective. Moonlight helps offset this disadvantage.
Presence of friendly units in hex assists accuracy of the firing ships.
Hits are determined by turret rather than by total number of devices. Once a 'turret' hits, the barrels determine damage.

Return fire from shore guns:
Weapons get penalties;
(a) FLAK-type devices less effective.
(b) devices firing at over 2/3rd of their range less effective.
Attack at night and the target hasn't been spotted has the weapon accuracy lowered.
Supply and support state of the LCU can affect how many guns return fire.

Bombardment process change:
Rather than start the ship bombardment at a fixed range of 3 to 12 depending on the ship type, the start range is 30 for day and 15 for night.

As range closes, weapons become more accurate. This also means weapons become available to fire as range closes, rather than be mainly available immediately as currently.
If a minimum Bombardment Range is set, then the ships will outside that range of the shore and only guns with the range will fire. Setting the range to 0 will make the TF behave as now.

One change that missed this build was adding unit fatigue based on the effect of the shell not causing damage but impacting the LCU area. Higher fort and better terrain would lessen the impact of the 'shell shock'. This would be more obvious at night with higher fatigue generation.
-------

How well it does is up to you players.




Alfred

Dear Alfred,

so if I understand well, when you put "0" for min bomb every ship with every gun will bombard, while if you put a number different from "0", example "5" means that only guns able to reach a 5 miles object will bombard?
is it right?
Many thanks
Paolo
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Bullwinkle58
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RE: optimum bombardment range

Post by Bullwinkle58 »

5= 5000 yards. 2.5 nautical miles.
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RE: optimum bombardment range

Post by Xargun »

If I think the target has any real CD guns protecting it - not just integral artillery - then the range stays high to avoid their fire. If I'm trying to maximize damage I send everything (escorts including) into the fray to range 0. This will give me the most bang for the buck - but like every one has said, you need to be cautious if you expect air attack, or enemy ships in the area as if you blow all your ammo and then get jumped by an enemy surface TF you could be in trouble. ANd range has nothing to do with escorts (mostly DDs) if you don't want them to partake simply use the Escorts Do not Bombard options and they won't fire no matter what range you pick.
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