New "How To" at Wargamer.com

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ExNusquam
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RE: New "How To" at Wargamer.com

Post by ExNusquam »

ORIGINAL: SeaQueen
Sometimes, but not necessarily. They could be set by the scenario designer in the victory conditions (e.g. lose no more than 25% of the available fighters), or by the player based on context. You wear many hats as the player (and as the scenario designer), if the decision makes sense, then make it.
I should have phrased that better - I think modeling the long-term political (domestic or otherwise) and strategic factors is outside the realm of what can be done within the simulator. When designing the victory conditions and constraints (weapon availability, no-nav zones), a designer is considering those long-term political factors, but not necessarily modeling them out in the simulator.
In my Poland scenario, I'm really frustrated by how an SA-21 site covers almost all of Poland.
I'm sure there's a planner in Stuttgart who's equally frustrated (although I think Command over-models EOR). The SA-21 functions quite well in an Anti-Access role, denying NATO it's biggest advantages: combat air power and tactical ISR. Gaining access to allow positive correlation of forces is the primary objective for the early phases of that scenario, and is worth the risk of losses. I highly recommend Tangredi's Anti-Access Warfare, since he explains the concepts far better than I can.

That one SAM site sets the pace for everything else.
This definitely highlights how much the west has placed it's center of gravity in air power. I think that's been the case for a long time; Egyptian AD in 1973 and Serbian AD in 1999 both had significant impacts on the ability of western forces to achieve their operational objectives (at least initially). It's certainly something I need to do some more reading/thinking on.
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SeaQueen
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RE: New "How To" at Wargamer.com

Post by SeaQueen »

I highly recommend Tangredi's Anti-Access Warfare, since he explains the concepts far better than I can.

Thank you. It's on my Amazon list.
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kevinkins
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RE: New "How To" at Wargamer.com

Post by kevinkins »

Part Two is here:
https://www.wargamer.com/articles/comma ... l-guide-2/

Talk about going from the frying pan into the fire i.e. Part 1 (very basic) Part 2 (a large lua script). I can't wait to see where the next one goes.

Kevin
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SeaQueen
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RE: New "How To" at Wargamer.com

Post by SeaQueen »

It's funny that you noticed that they don't pick the same target each time and just work their way down the list. I once pressed Dimitris about how the targets were selected. He thought a moment, started to explain, and then stopped himself, leaving it at, "It's complicated.."

The more I build up a bunch of scenarios I enjoy replaying, the more I've noticed the variability in the outcomes. Some of that is my own making (e.g. I might randomize the number of available aircraft, sometimes resulting in some very bad things happening like all the AWACS are stuck on the ground, leaving just JLENS). Other randomness is intrinsic to the simulation, like if there's two targets of the same type, which one gets hit first? Very often it'll prioritize the target perceived to be least damaged. Other times it seems to prefer targets which are closer. Without insight into the exact algorithm (which is complicated, I'm told [:)] ) it's hard to be super choosy when you have long target lists.

The solution I've found to getting a desired weapons distribution is to make the target list fairly short. The more specific I am in what my desired weapons allocation is, the more specific my target list is. If you look at my mission editor screen, you'll often see things like "OCA Strike Wave Ia - Main RNWY" followed by "OCA Strike Wave Ib - Aux RNWY" then "OCA Strike Wave Ic - AvGas Storage." Each mission might have just a few targets, or in some cases just one. They might be timed to arrive nearly simultaneously, and even if they're loaded with the same loadouts (e.g. KAB-1500) they might have very different weapons allocations in order to achieve the desired effects with the desired degree of certainty. Early waves, for example, might serve merely to soften up hardened targets, being unlikely to destroy them while later waves exist to finish off what's left (e.g. the first waves of GLCMs and TBMs destroyed just a few hardened aircraft shelters, the last few waves should leave few if any left).
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kevinkins
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RE: New "How To" at Wargamer.com

Post by kevinkins »

“The study of history lies at the foundation of all sound military conclusions and practice.”
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Roby7979
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RE: New "How To" at Wargamer.com

Post by Roby7979 »


nice,I have translated it for italian players

Ragazzi se la volete in italiano la trovate qui,insieme a altre guide:

https://www.bsmclan.org/airstrike
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mikkey
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RE: New "How To" at Wargamer.com

Post by mikkey »

Nice guides, thanks Kevin.
i224747
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RE: New "How To" at Wargamer.com

Post by i224747 »

Valueable advice/guides. Thanks.
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Gunner98
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RE: New "How To" at Wargamer.com

Post by Gunner98 »

Very nice. Understanding the mystery of A2A refueling is an important key to the game.
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kevinkins
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RE: New "How To" at Wargamer.com

Post by kevinkins »

It was a republished tutorial ... deleted the link.
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