Attacks against HQn units buggy?

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CaseLogic
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RE: Attacks against HQn units buggy?

Post by CaseLogic »

ORIGINAL: Yaab

Cool it off!

A new age is rising, the age of Japanese HQ samurai ubermensch! With exp 70 and 100% prep, these warriors of steel come from carefully selected HQs, which have been fragmented to death and spread among the islands chains of the Pacific Ocean. Each HQ is divided into 15 tiny commando fragments of super tough, unbeatable warriors, who can postpone their death for the Emperor indefinitely (or at least until 1973). The Allied response? The Australian commando units and US Army paras will take care of those nasty yellow devils spat by the cadet schools of Ginza! Welcome to the mini-AV war in the Pacific - pencils, fists and knives. Golden Gate in '68!

Add in some lone artillery devices as previously stated as well.
I recently attacked a japanese fragment of only 35 artillery devices with 8000 well supplied Chinese AV, combat odds of some 6500:1, with the result of 0 casualties on both sides. For three days.
This was after a previous attack wiped out the other 9 japanese units in the hex and these lone devices were all that was left (retreat cut off).
I also had to destroy them by air. One attack by 3 attack bomber squadrons at LowG did the trick where 20+ corps totaling 150.000+ ground troops over several days could not. [:)]

This was in latest official though, not in beta.
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wdolson
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RE: Attacks against HQn units buggy?

Post by wdolson »

A while back I saw an issue where small units, especially badly damaged artillery units were very tough to wipe out. I haven't seen it in a long time. I suspect Michael addressed it in one of the betas.

There have been a lot of bugs fixes since the last official patch.

Land combat has always had some problems. It's better than WitP, but not perfect.

Bill
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LoBaron
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RE: Attacks against HQn units buggy?

Post by LoBaron »

ORIGINAL: wdolson

A while back I saw an issue where small units, especially badly damaged artillery units were very tough to wipe out. I haven't seen it in a long time. I suspect Michael addressed it in one of the betas.

Yes, I remembered this as well while reading this thread. Did a search but came up blank. It is not mentioned in the bugfix list of the current betas - or I used the wrong search terms.

edit: wasn´t this situation (also) related to garrison/static units?
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RE: Attacks against HQn units buggy?

Post by HansBolter »

ORIGINAL: wdolson

A while back I saw an issue where small units, especially badly damaged artillery units were very tough to wipe out. I haven't seen it in a long time. I suspect Michael addressed it in one of the betas.

There have been a lot of bugs fixes since the last official patch.

Land combat has always had some problems. It's better than WitP, but not perfect.

Bill

Thanks Bill
Hans

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Lokasenna
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RE: Attacks against HQn units buggy?

Post by Lokasenna »

ORIGINAL: Yaab

Cool it off!

A new age is rising, the age of Japanese HQ samurai ubermensch! With exp 70 and 100% prep, these warriors of steel come from carefully selected HQs, which have been fragmented to death and spread among the islands chains of the Pacific Ocean. Each HQ is divided into 15 tiny commando fragments of super tough, unbeatable warriors, who can postpone their death for the Emperor indefinitely (or at least until 1973). The Allied response? The Australian commando units and US Army paras will take care of those nasty yellow devils spat by the cadet schools of Ginza! Welcome to the mini-AV war in the Pacific - pencils, fists and knives. Golden Gate in '68!

You're awesome.
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rustysi
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RE: Attacks against HQn units buggy?

Post by rustysi »

ORIGINAL: Alfred

What extremely low adjusted AV.[:@] You have been around long enough to know not to peddle such rubbish which is not supported by what is printed in the CR.  That the "usual suspects" were clearly not wanted is clear evidence that the two of you had already made up your minds and are not prepared to admit that your combined private analysis is just wrong.

(A)  What is your dislike raised in post #1.  From what you wrote the dislike comes down to that it took 3 weeks to eliminate the Japanese remnant.  Absolutely nothing strange that it took so long.  What did you think would happen.  Surrounded Japanese and Allied forces have always been treated differently when it comes to retreat and surrender. 

When a retreat path is available both sides retreat when the victor's adjusted AV is 2+ levels above the fortification level.  Achieving 48:1, 28:1 and 112:1 odds on a continental land mass where a valid retreat path can be traced would have resulted in the Japanese remnant retreating.  If under those circumstances it had not retreated, then you would have a prima facie bug.  But those are not the conditions applicable here.

What you had here was combat on an island.  Retreat was not an option.  The surrender routine instead comes into play, and as stated above, the Japanese respond differently when confronted with such a situation.  Section 8.4.2.2.1 of the manual deals with retreats.  Many factors are taken into account to determine whether a unit which cannot retreat, is actually eliminated.  Again, with those odds against an Allied unit, if there had not been an immediate surrender you would have a prima facie bug.  But not when it is a Japanese unit, particularly if the Japanese unit has good leadership/morale/experience etc.  You need to achieve a 125:1 adjusted AV to be certain of eliminating a good Japanese unit.

(B)  Post #3 had a sync bug.  That complicates matters because it adds to the overall FOW but not to the point any other bug is revealed.

So what are the dislikes here?  That the Japanese CR shows an Allied adjusted AV of 7 but the Allied CR shows it as 33.  Rather than just stating it was wacko you should have not been so dismissive of the leader impacts.  In the first CR the Allied player obtained a negative leadership modifier but a positive leadership modifier in the second CR.  Also in the second CR, a negative Japanese modifier occurred.  The impact of these modifiers can be clearly seen in the different damage meted out: only 3 disabled Japanese devices in the first CR but 31 destroyed Japanese devices in the second.  Why would that outcome alone not go a long way towards explaining the different adjusted AV outcomes.  No, nothing wacky at all if you were prepared to look at the evidence objectively

(C)  Post #4, basically the same complaint.  Here we get a WTF expletive because the Allied unadjusted AV was 234 but the adjusted AV was only 3.  You were so overwhelmed with indignation you failed to properly assess what was before your eyes.

Unlike the previous CR excerpts, here there seems to be a second Allied unit involved but that is not necessarily the case.  If there is any bug at all in play here is whether the second unit at the "grassy knoll" (the 4th Aust Cav Bde) participated in combat (assuming it too had been given orders to attack, a player decision not made clear at all) that you should have focussed on, not the difference in AV.  That you didn't demonstrates you didn't even pick up on it.

So what we have is

"Attacking force 757 troops, 3 guns, 85 vehicles, Assault Value = 234".

Nothing untoward here as the numerated devices is the same force projection from the 194th Tank Bn as previously seen and the increase in unadjusted AV from the previous mid 30s to 234 represents the presence in the hex of the second unit.  The 194th Tank Bn unadjusted AV could never, under any circumstance jump to 234 so it is your error to make that claim.

Next, in order to buttress your poor analysis, you claim that being out of supply, which the CR clearly states is the case, could not explain an adjusted AV of 3.  Well yes it can.  The unadjusted AV of the Tank Bn, which according to the CR is the only unit which participated in combat, probably was low 30s at best  Rounding up/down, if down to 25% effectiveness because of no supply, yes an adjusted AV of 3 for the Tank Bn is not anything which remotely comes close to being properly referred to as wacky.

Thirdly, the two of you have been around long enough to know that a Shock Attack does not affect AV; it impacts on the fire phase.  Rather disingenuous to suggest that if it had been a Deliberate Attack, would the adjusted AV have become 1.5.  Still, rather indicative of the care you have lavished on analysing this matter in a closed internal circuit.

And why the Japanese AV 4?  For the reasons which have often been posted on the forum, and explained by me, support squads count for final odds determination.

It is just wishful thinking that one merely waves a tank wand and presto they crush the enemy.  One tank = 1 AV just as a single Borneo headhunter armed with a bow = 1 AV.  With the abstraction it is the total AV that goes towards crushing an opponent and here the lack of damage inflicted on the enemy is a more salient point than that tanks were involved.

(D)  Post #11.  Where the chickens come home to roost.

Note the significant change from post #4

"Attacking force 2109 troops, 19 guns, 277 vehicles, Assault Value = 194"

Now we have clear evidence, as seen by the numerated devices, that both Allied units actually participated in combat this time, but not how the unadjusted AV has deteriorated as result of what had transpired logically beforehand.  Alas Japanese reinforcements arrived so Bullwinkle's long drawn out planning comes to nought.  Explains the frustration but not the tone and poor analysis shown in this thread.

Even here we still get this fixation on misrepresenting adjusted AV and the role of HQn which is seen as the silent culprit in all this, hence the thread title.


To directly answer the reiterated issue

"Extremely low adjusted AV numbers against HQn units is WAD?"

Yes it is WAD because the question as posed is nonsense.  The adjusted AV is derived from many other factors which experienced players are well aware of.

Show that the 4th Aust Cav Bde did actually receive orders to fight on 13 December and it disobeyed those orders and then you might have a valid issue worth investigation by the devs but that has nothing to do with the presence of an HQ.

Alfred

OK, I don't want to open a can of worms here and I'm not trying to be a know it all or show anyone up here. What I'm trying to do is make sure everything is as it should be. Also I may be comparing apples and oranges and if I am let me know. This is WRT what I've highlighted near the beginning of the above post.

I'm in scenario 1 of a CG against the AI and am patched to the latest official patch, 1124. Here's what I found:





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rustysi
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RE: Attacks against HQn units buggy?

Post by rustysi »

More...



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It is seldom that liberty of any kind is lost all at once. Hume

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rustysi
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RE: Attacks against HQn units buggy?

Post by rustysi »

Again...

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It is seldom that liberty of any kind is lost all at once. Hume

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rustysi
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RE: Attacks against HQn units buggy?

Post by rustysi »

Wait for it...



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rustysi
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RE: Attacks against HQn units buggy?

Post by rustysi »

OK, so the first two are before and after combat. The third is the CR, and the forth shows that three retreat paths exist. Now I know its not an HQ, but it only has support devices. Anyway I would have expected the unit to retreat. Am I missing something here???[&:]

BTW I'm glad it didn't retreat as I didn't want to chase it all over New Britain.[:D] Also this 'battle' took weeks before the Lark Battalion was eliminated.[>:]
It is seldom that liberty of any kind is lost all at once. Hume

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Lokasenna
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RE: Attacks against HQn units buggy?

Post by Lokasenna »

There are paths out of the hex, but there is nowhere to retreat towards, so they didn't retreat.
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RE: Attacks against HQn units buggy?

Post by BBfanboy »

ORIGINAL: rustysi

OK, so the first two are before and after combat. The third is the CR, and the forth shows that three retreat paths exist. Now I know its not an HQ, but it only has support devices. Anyway I would have expected the unit to retreat. Am I missing something here???[&:]

BTW I'm glad it didn't retreat as I didn't want to chase it all over New Britain.[:D] Also this 'battle' took weeks before the Lark Battalion was eliminated.[>:]
Looks like Jungle Rough terrain - lots of places to hide. I wonder if the combat calculations give the terrain that much value for the defenders.
From other discussions, it seems like the units in question have to have some fighting troops to stay in battle long enough to get expected casualties. If there is no AV the defending unit troops avoid battle as much as possible so there is little for the attackers to shoot at.

That's how it looks to me - perhaps a poor way of saying what Alfred did - there are lots of things that can confound battle results. It DID take something like seven weeks to clean up Iwo Jima, even with no vegetation and weeks of heavy pounding, and it was only something like 5X3 miles, not the 46 mile hex the game tries to model.
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RE: Attacks against HQn units buggy?

Post by PaxMondo »

ORIGINAL: BBfanboy


It DID take something like seven weeks to clean up Iwo Jima, even with no vegetation and weeks of heavy pounding, and it was only something like 5X3 miles, not the 46 mile hex the game tries to model.
Which I suspect the devs are trying to emulate, and I think that they have. It gets a lot of gamers though because in other games, annihilation quickly follows your battle win. But that isn't how it plays out in real life, and there are a lot of casualties in 'mop up' operations.
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RE: Attacks against HQn units buggy?

Post by rustysi »

It makes sense to me and I didn't even question it in my game until I found this thread through a link in another post. Agree with all said. Was just a bit curious. Thanks for the responses.
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RE: Attacks against HQn units buggy?

Post by Alfred »

ORIGINAL: PaxMondo

ORIGINAL: BBfanboy


It DID take something like seven weeks to clean up Iwo Jima, even with no vegetation and weeks of heavy pounding, and it was only something like 5X3 miles, not the 46 mile hex the game tries to model.
Which I suspect the devs are trying to emulate, and I think that they have. It gets a lot of gamers though because in other games, annihilation quickly follows your battle win. But that isn't how it plays out in real life, and there are a lot of casualties in 'mop up' operations.

No need to suspect. It was categorically stated to be the intention. One of the "official" classical WITP voices, almost driven to distraction by the constant Ostfront analogies raised by players who insisted there was a bug or very poor game design which allowed resistance to continue, had to point out that

(a) the complainers were referring to games with 1 week turns, not the 1 day turns of classical WITP
(b) that historically it did take weeks, not a single day's worth of fighting, to totally liquidate Ostfront pockets
(c) IRL one can capture and use the major facilities of a city even whilst mopping up operations continue elsewhere within the city

Alfred
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