Carrier battles in UV

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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Oleg Mastruko
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Post by Oleg Mastruko »

Mike Wood wrote:Hello...

We have been working since Uncommon Valor, alpha, version 1.0 towards improving the fidelity of our combat, sighting and game systems. You may have noticed some improvements we made, using player input, in our patches for UV.
Mike, please stop wasting your valuable time arguing with a handful of individuals who would never be satisfied with whatever you say to them, and are not very experienced with the game model to boot (just take a look at Tristanjohn posting history and you'll know what I mean), and go back to programming WITP :o)

I, for one, am very satisfied with CV vs. CV battle modelling, per se. (I think CVs are overpriced in game points terms, but that's another story.)Incredible blunders happened in real life, but we all like to forget that when we see OUR little virtual guys do them on our PCs.

I don't want superhuman CV TF commanders and pilots that find the enemy everytime, and never make mistakes.

Tristan, FYI, any possible followup from you is most probably going to be ignored by me. Please analyse your last post, and the tone you used, before replying anyway, thank you.

O.
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Thanks Mike!

Post by denisonh »

It is obvious to me that Mike, Joel, Gary and the crew are busting thier balls to make WitP the best possible game it can be, and correct some of the shortcomings that are frustrating some of the UV players who have been posting to this thread. I applaud them and their efforts, and look forward to a quality product, WHENEVER IT MAY BE . The massive undertaking of a combining hundreds of models into a detailed yet massive in scope game that will flow, have a good user interface, and an adequate AI is a time sink. The interactions of the different pieces in the model are so difficult to predict, and those pieces have to be tested, adjusted, retested, readjusted, and so forth.

I am glad Mike has taken time to let us know that the concerns we have with the UV model are being addressed and reworked in WitP.

My own concerns for the most part have been addressed in Mike's comments.

As for the poll, I voted the IJN always wins. Since version 2.3, I consider myself lucky to draw a CV battle as the allies, as the air combat model and the Uber Zero make it impossible for the USN to win in a straight out battle. I even had a battle where the IJN did not return strikes and the Zeros decimated my air wings (lost over 140 aircraft) and achieved no damage on the IJN CVs. Unless the USN has a numerical advantage or uses some gamey tactics, he will draw or lose most of the time under version 2.3.

I would have voted either way under ver 2.2.
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Post by Kevinugly »

denisonh wrote:
As for the poll, I voted the IJN always wins. Since version 2.3, I consider myself lucky to draw a CV battle as the allies, as the air combat model and the Uber Zero make it impossible for the USN to win in a straight out battle. I even had a battle where the IJN did not return strikes and the Zeros decimated my air wings (lost over 140 aircraft) and achieved no damage on the IJN CVs. Unless the USN has a numerical advantage or uses some gamey tactics, he will draw or lose most of the time under version 2.3.

I would have voted either way under ver 2.2.
I have to say that I haven't had the game for that long so I might get hammered for this but playing as the USN I often win carrier battles. The only problem I have with the game is a lack of involvement although I've only played the shorter scenarios so far. The lack of involvement may be down to the scale of the game, effectively you're playing as a 'Grand Admiral' leaving the tactical detail to AI subordinates whose competence is sometimes questionable. Therefore I win, or I lose, but I'm not always sure why. Maybe the longer scenarios will change my opinion.

One thing though. It's only a game :)
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Post by Tristanjohn »

Oleg Mastruko wrote:
Mike, please stop wasting your valuable time arguing with a handful of individuals who would never be satisfied with whatever you say to them, and are not very experienced with the game model to boot (just take a look at Tristanjohn posting history and you'll know what I mean), and go back to programming WITP :o)
One might suppose it was obvious, but apparently not, that to make a mistake in UV early in one's experience should be more the norm than the exception, most especially given both the presentation of the poorly-written rules set and the no-frills awkward format it's offered to the player in. In any event, the only rule I know not to have understood outright was that regarding what would happen to a super squadron of B-17s which, to my knowledge, is not specifically covered in that very same poor rules set.

I doubt anyone around here has caught on to UV faster than I have. I only bought it back in May (actuallly, it was a present for my son but I'm logging the hours :)) and I'm just into the second month of my third campaign (after getting whupped pretty good in the first two). Indeed, I'd wager my learning quotient for these types of games is fairly high. And afterall, it ought to be. I've only been playing them since forever.
I, for one, am very satisfied with CV vs. CV battle modelling, per se. (I think CVs are overpriced in game points terms, but that's another story.)Incredible blunders happened in real life, but we all like to forget that when we see OUR little virtual guys do them on our PCs.


That cuts no ice with me. I don't care who "wins." I only want a realistic, and thus for my taste satisfying, game experience.
I don't want superhuman CV TF commanders and pilots that find the enemy everytime, and never make mistakes.


On this point, at least, we see eye to eye.
Tristan, FYI, any possible followup from you is most probably going to be ignored by me.


Be my guest. Hit the filter. It's your loss, not mine. :)
Please analyse your last post, and the tone you used, before replying anyway, thank you.


I analyze everything I write as I write it, and then almost always edit it a few times after posting to correct any errors that occur to me then. No one around here posts as carefully, as dilligently as I.

As for the "tone" of the post in question (assuming you refer to mine to Mike Wood): I can find nothing wrong with it. I said what I had to say succinctly and was polite throughout. Now if you don't happen to like the content of that post I'd suggest you go find a more likely "messenger" because I don't kill so easily.

Thanks for your time.

Denisonh: my experience thus far runs precisely parallel to yours, for whatever that could be worth.
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UV also?

Post by mapr »

Mike Wood wrote:Hello...

We have done a lot of work in WIP on the air combat model. Among other changes, we have reduced the fatigue for all missions, some significantly. We have also changed the CAP rules to allow greater latitude for local commanders to loan normal CAP to nearby units under air attack. We have also done work on air-to-surface aircraft allocations. Many of these changes were added to improve play in normal and multiple day executions games.

I think You will like the improvements...

Michael Wood
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Hi,

Is there any chance to see fatigue adjustments in UV?
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Post by mogami »

" I doubt anyone around here has caught on to UV faster than I have."

Hi, I don't know. I seem to recall thrashing the USN so fast Matrix wanted to know what setting I was using.(normal) (I did not lose a CV sunk for quite a number of games) I captured PM in my first game. (back then I only thought the Japanese had to do this, I was not sure they could do it) Like I said, the only question I had was how to use barges and it was explained in the manual.


I am interested in knowing what your realistic model would produce in the following action.
WITP PBEM game. The Japanese player has been ultra conservative and the date is now Aug 1942.
He has grown somewhat restless from USN submarine attacks on his merchants around the Home Islands.
Recon has led him to believe Midway Island is being used as an advanced submarine base.
He decides to send his CV to bomb the port and try to catch the USN subs there. He also forms
several BB groups to shell the Island if the situation permits (they are a day behind the CV groups)
He staggers the departure of his CV groups (the slow group leaves a day before the faster groups)
The USN player has been hording his CV waiting for a chance to ambush the Japanese if/when/and where
they stick their neck out. Sigint reveals the IJN CV gather and depart so he knows where the IJN
are heading. The day after the USN CV depart PH to move into position I-170 patroling north
of PH encounters one of the USN CV. The Japanese player figures the jig is up and orders his
BB TF to return to port. However he believes he can surprise the USN by not attacking Midway
but instead move to cut off the return of the USN CV.
What results is on the morning of 10 Aug 1942 the two forces are 120 miles (2 hexes)apart.
All IJN CV are in same hex. All USN CV are in same hex. All TF both sides are 15 ships.
The weather is clear. All pilots 0 fatigue 99 morale training for Japanese from 60 to 90
Training for USN from 60 to 90 (or you can just make every pilot 75)
Please post your AAR version of a realistic battle produced by your system)

Ship spd AC Fgt/DB/TB
Kaga 28 72 24/24/24
Akagi 31 72 24/24/24
Hiryu 34 63 21/21/21
Soryu 34 63 21/21/21
Zuikaku 34 72 24/24/24
Shokaku 34 72 24/24/24
Junyo 25 53 19/17/17

Zuiho 28 30 18/0/12
Ryujo 29 48 28/0/19
Shoho 28 30 18/0/12

221/155/198


Enterprise 32 90 36/36/18
Saratoga 33 90 36/36/18
Lexington 33 90 36/36/18
Yorktown 32 90 36/36/18
Hornet 32 90 36/36/18
Wasp 29 76 30/36/10

210/216/100

Japanese
TF1 (126)
Soryu
Hiryu

TF2 (144)
Shokaku
Zuikaku

TF3 (144)
Kaga
Akagi

TF4 (161)
Junyo
Ryujo
Zhuiho
Shoho

USN
TF 51 (180)
Enterprise
Hornet

TF 52 (180)
Saratoga
Lexington

TF53 (166)
Yorktown
Wasp
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Post by Tristanjohn »

Mogami wrote:" I doubt anyone around here has caught on to UV faster than I have."

Hi, I don't know. I seem to recall thrashing the USN so fast Matrix wanted to know what setting I was using.(normal) (I did not lose a CV sunk for quite a number of games) I captured PM in my first game. (back then I only thought the Japanese had to do this, I was not sure they could do it) Like I said, the only question I had was how to use barges and it was explained in the manual.
Gee, and I just got through giving myself a pat on the back for how carefully I write, too. :)

Well, in fact I have covered this but you'd need to go back quite a few posts, and possibly not in this thread but its parent, to find the passage where I stated that I don't approach this kind of recreational software as a game but rather a simulation. In order that you do not misunderstand me a third time, I'll try to make that even clearer still: to me, UV is not a game but a simulation of a slice of World War II warfare in the Pacific c.1942-43. It is because of this peculair mindset that I was "able" to "discover" that "problem" with "B-17s" which you recently indicated that for no one else, as far as you know, has "ever come up."

Well, it "came up" with me because my mindset is "historical" and because "groups" of 40-some bombers was just what the doctor ordered as far as my "historical" counterparts were concerned and with that in "mind" I just naturally went ahead and tried it to see how much more effective that sort of apppoach might be for bombing the bejesus out of Rabaul as opposed to the penny-packet squadron mentality the player is treated to stock out of the old package.

Indeed, this is the reason (I've no doubt) why I "discovered" so fast what I consider to be this model's seminal error, namely, the ridiculously-enhanced Japanese air model. It only took me as long as it requires for opposing CV TFs to close in the Coral Sea in Scenario 19 to "discover" that the early-war Japanese air model in UV makes no more sense than did the Japanese early-war air model in Pacific War, which is to say not very much sense at all insofar as neither one of them reflects the history they want to simulate but are in fact gamey as all get out--and apparently more popular today than ever!

Translated: my view is that if I can't do something I could have historically then the simulation must be compromised to that degree. I realize that in any game certain conventions have to be followed and not every last detail is likely to be covered, but in general, and for the purpose of this discussion, if one is not able to sit down with a war simulation and pretty much operate as captains down through history operated and with pretty much similar results then that simulation is ca-ca with capital C's.

So while you might very well be the top surogate Yamamoto on this historically-impoverished board of otherwise confused "gamers" I assure you that from what I've read to date I likely know a helluva lot more about "simulations" and simulation theory than you'll ever know or even want to know, and to make richer still I'm without a shadow of a doubt a far more useful playtester into the bargain.

I can say this with confidence, Mogami, because if there is one attitude a playtester might bring to his employer which could have any enduring value it would be the sincere desire (and real capability) to break the freaking model he has been handed to test. And to be frank, by your own admission you're not even trying. All you want to do is "win" the "game" inside of that little box and have an "enjoyable" experience while you're at it.

If that were not the case then you and the rest of the playtesters and development staff and Gary himself would have tumbled to the B-17 problem a long time ago and filled in that little black hole. And while all of you were at it you might even have properly documented this case in the "manual" I don't find awful useful on top of that.

Say, as long as we're on the subject of testing models, do you happen to know if anyone's brought up the subject of staging flights through intermediate airfields? I ask because that's just one of the details that would be necessary at this scale to "simulate" the kind of war that was in actuality waged in the Pacific. What, are the Allies supposed to take a gazillion little islands with 0 airfield potential and engineer all of these former red dots into 1-level fighter strips so as to be able to reach Rabaul with sufficient escorts for its bombers? SPeaking of which, what about the short-legged light and medium bombers? Where are they supposed to fly from? Are we required to invade the Green Islands before we tackle Rabaul? Or is that practically already covered by the rule whereby it's perfectly feasible to turn sites like Mieta (in its particular case and in actuality situated on the slippery slope of an active volcano :)) into a virtual O'Hare Field overnight and then just . . . go for it?

Be that as it may, congratulations on thumping the USN so quickly in your first bout. Though in lieu of my now clearly-stated mindset I'm sure you'll appreciate that I'd be even more impressed had I been told you'd unearthed a way for the USN to "thrash" the Japanese while playing the "game" with a wee bit more realistic "mindset."

But there I go again, asking for the moon.

P.S. I'll have to look at the rest of your post and see if I can make some sense of that. Meanwhile, have you any idea re the problem I noted getting that test scenario up using the editor?
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Post by Apollo11 »

Hi all,

On very first day of this poll I voted "Never can tell" because the CV vs. CV
battles are so much influenced with myriad of parameters and it is, in
essence, a lottery for both sides...


Leo "Apollo11"
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Post by Tristanjohn »

All right, I've read the second part of your post, Mogami, and I find it to be somewhat silly. Actually, the question you pose is outright stupid insofar as you expect me to pull some "AAR figures" out of the thin air based on some imaginary scenario you've been pleased to rig (or taken from recent play with the WitP game) for reasons known only to yourself.

What would you expect me to say?
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Post by Tristanjohn »

mapr wrote:Hi,

Is there any chance to see fatigue adjustments in UV?
I certainly hope so. :)
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Post by PzB74 »

I also picked the never can tell option. Sometimes I can tell, but most of the time there are to many factors that can influence the outcome to be certain.

I'm amazed at how much time and energy some of you spend discussing whether UV is accurate, historical a.s.o.... :sleep:

Geeez! Have to pop a beer each time I stumble accross another one just to flush away the dust. All such discussions should be redirected to a blablabla directory on the forums! *pop*

Reminds me of the famous woodchuck discussion in Monkey Island!

I think of UV as a game of chess and offer suggestions for improvements when my knowledge of WWII history doesn't match with what is happening in the game.
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Experts

Post by mogami »

"All right, I've read the second part of your post, Mogami, and I find it to be somewhat silly. Actually, the question you pose is outright stupid insofar as you expect me to pull some "AAR figures" out of the thin air based on some imaginary scenario you've been pleased to rig (or taken from recent play with the WitP game) for reasons known only to yourself."



Hi, My mistake I thought you had a working model for combat. All you have is "UV is silly"
Regarding your B-17 exploit. The units are clearly labeled as squadrons. Heavy bombers were used in 12 plane squadrons with 4 sqd forming a group. (hey look there are 4 sqd in May 42 together at Rockhampton) You'd think a expert would pick up on this right away. (In WITP they come as a group (48ac) but you can break the groups down)(very few full strength groups in Dec 41)
The need for this in the manual is equal to the need to explain what infantry squads/platoons/Companies are.

"So while you might very well be the top surogate Yamamoto on this historically-impoverished board of otherwise confused "gamers" I assure you that from what I've read to date I likely know a helluva lot more about "simulations" and simulation theory than you'll ever know or even want to know, and to make richer still I'm without a shadow of a doubt a far more useful playtester into the bargain.

I can say this with confidence, Mogami, because if there is one attitude a playtester might bring to his employer which could have any enduring value it would be the sincere desire (and real capability) to break the freaking model he has been handed to test. And to be frank, by your own admission you're not even trying. All you want to do is "win" the "game" inside of that little box and have an "enjoyable" experience while you're at it."

I'm not the top surrogate Yamamoto. (we have a Yamamoto that crushes Allied players in UV I rarely play the Japanese in PBEM)I'm more "Uncle Mog" I answer questions and try to help solve problems with understanding or using the game.

You may be interested in knowing I do not post my bug reports or criticism of the engine on the open forums. I post them in the private forum. It's up to the designers to make changes they think are appropriate. On open forums I only comment on how I play. and try to answer questions posted. You may be the top "Mr Know-it-all" ever to vist Matrix. I can't tell since there is little useful input in your posts. I am amazed how you are able to make conclusions without any supporting data. (I can say with confidence that you have no clue concerning any aspect of my testing. What do you call someone who is able to confidently form conclusions without data? Have you ever read a single one of my test reports? Your creditablity, with me, suffered a collapse after this. I doubt I can trust a person who is able to make conclusions without data.
Comments like "this model's seminal error, namely, the ridiculously enhanced Japanese air model, " are totally useless. (Since I've yet to see you post any data supporting this statement.) I'd think a bright boy such as your self would quickly see it's not the air model that is ridiculously enhanced. It's the players ability to manage the war that is enhanced. And this enhancement is characteristic in all popular war-games. (As in the Antietam example. No one would put up with a game that did not allow the AOP commander to fight the battle his way)( and it is ridiculous to suppose any "After the fact" simulation/game can ever be proven. It is impossible to prove a negative. So all you can prove is that UV does not fit your perception. You can't prove your perception is correct and you clearly do not comprehend the perceptive of the designers.
It was your "I know better" that confused me.
The purpose of the forum is to compare notes and ideas.
Attacking the games or other posters has no productive results. I really was under the impression you had something and I was interested in seeing what type of battle results it provided to compare with UV's. UV is an "Operational" level game. As such all combat could be reduced to text only reports generated each turn. There is no real need for the animations except to interest the players and add to the flavor.
You don't actually have a model or a system to compare to UV's. All you have is your own idea and this idea is in conflict with UV. But even when UV produces exact results to historical events it remains flawed in your opinion. (can't see what you could do to improve "exact" results. However UV is not attempting to produce exact results. It is producing plausible results. It has to do this instead because there are very few exact situations in UV once the player begins input.

However I will leave you to bask in the radience and warmth all your super charged brain cells no doubt generate.
May I suggest a change of your screen name "Willy Coyote-Super Genius" (many ideas, no productive result)
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Post by PzB74 »

Didn't read the entire thread until now - it was the discussion about carrier battles that interested me - but I must say that Tristanjohn stepped over the line by using a very negative language, not only towards Mog, but towards the entire forum really.

"So while you might very well be the top surogate Yamamoto on this historically-impoverished board of otherwise confused "gamers"

Tristanjohn, this is very disrespectful and you demean yourself by using such coarse language. It shows a lack of understanding and knowledge about discussion technics and common courtesy.

You are a newbie on this forum and should treat everyone with respect, then maybe you will be respected yourself one day.
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Post by mapr »

PzB wrote:I also picked the never can tell option. Sometimes I can tell, but most of the time there are to many factors that can influence the outcome to be certain.

I'm amazed at how much time and energy some of you spend discussing whether UV is accurate, historical a.s.o.... :sleep:

I think of UV as a game of chess and offer suggestions for improvements when my knowledge of WWII history doesn't match with what is happening in the game.
Amen. Ofcourse I also have some opinions of my own about UV that could be considered...:) But it seems that most of them are taken care of in War in the Pacific. Mostly my wishes concern about AI TF commanders etc. Example: Smart Operational leval commander have decided to put CV TF in training mode. During the training search planes spot enemy (CV)TF, but drill sergeant just tells pilots to continue training... Sweep! Dive! etc... instead of telling trainees to be ready for real life combat with live ammo. Most of US knows what happens(I don't, I read forum enough). Othet thing is target prioritising... For which I don't have any reasonable solution.

Poll:
Only times I am certain about result are the ones when I've done my recon better than my opponent and I know it.

History&UV: Blah. I really don't care about historical point of view too much, all i hope is that player is given tools to work with and no restrictions to do his job...

Animations etc: Seen those in my first game, turned of as soon as I found the option(immeadiately before next turn).
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Post by HMSWarspite »

Oleg Mastruko wrote:a) Not quite... You can say that IJN lost the war when they lost 4 CVs at Midway, but had USN lost the 4 CVs at Midway, they would not lose the war, just make it a bit longer. Even IJN had many other assets at their disposal even after Midway catastrophe, as Solomons campaign proved later. In UV you DO have those other assets as well, but the problem is they are worthless (as measured in game points) compared to monster 450-point CVs.
UV does not model the entire war. You could speculate about what would have happened if the US had lost 4 CV in the Solomons: they might have pulled out and tried else where, or they might have escalated the committment. My point is that on UV game type scale, both of these have to count as a loss. Same way as it would be in a game of a central pacific battle, where US lose all 3 CV at Midway.
Oleg Mastruko wrote:b) Of course sinking 4 of my CVs should not immediatelly impose that I lose and he wins! What I am trying to say - losing CVs is crippling punishment in itself, player does not need to be punished *further* by losing 450 points per carrier, thus making the game virtually unplayable from that moment on.
It does not immediately do anything. You play on, but have a deficit on points. Sink 6 IJN CV, wreck his airforce, etc etc, but face it, you now have a result that goes way beyond the fact you cannot use 4 CVs. You appear to be arguing that if you stall on the start line in a motor racing game, it is silly that you have effectively lost.
Oleg Mastruko wrote:I think CV - or any ship for that matter - should be worth in points as much as the ship has "durability points". I like this "durability=game points" calculation, I don't know why it's not used for CVs too.

So, Yorktown class = 90 points, Shokaku = 100, Lex = 110 (IIRC) etc.

That way when you lose a CV - you lost very important asset, but in no way CV can be worth as much as, say, Lunga, game-point-wise.

BTW, I think BBs are "overpriced" as well. Two large BBs are worth (in game points) more than fully developed Lunga (?!?).

O.
The hull of a CV is an extremely minor measure of its capability. You are effectively arguing that an airbase's value is purely that of the airstrip, and ignoring the capabilty to inflict damage. A CV is a high profile, expensive (in crew training etc if nothing else) strategic asset. Losing c50% of the strength in the Pacific has GOT to have an effect on the perception of how the player is doing!

Final point: in terms of cost, difficulty to replace etc, 2 BBs probably ARE more valuable than Lunga (strategically, crew, etc).

Most UV players (I am not talking about you here) play the game MUCH too fast, with way to little regard for the effect of losses. Anything that encourages this is a bad idea IMHO.
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Base points

Post by mogami »

Hi, Bases are worth far more then the points. If a CV is lost the enemy gains 300 points. If Lunga changes hands the new owner gains 300 points and the other player loses 300 points (a 600 point swing in score)
Even a 8k point lead is no guarentee to victory if over 300 turns remain to play. (If in Dec 42 the Japanese are ahead by 8k with 2k in base points then if allied player captures the the bases the score would change by 4k. (Dec 42 Japan 8k Allied 0 Subtract 2k from Japan add 2k to allied score now 6k to 2k (only a 4k spread now)
Also when a base is lost the loser also suffers higher point loss in other units (All ac and LCU are lost plus what was lost during battle.)
The Allied players Heavy Bombers will score more points then Japanese bombers (and for less risk) B-17/B-24 units can score points, All through 1943 that the Japanese can not match using Betty/Nell/other bombers.
If I was 8k behind in Dec 42 I would not resign. (I have never resigned Allied side, I have lost auto victory but I have never resigned)
The Japanese player can resign with honor if he is behind in points and has no chance of retaking a base. (and his offensive CV and surface strength has already been spent)

I've been behind as much as 10k during 1942 and still had over 2k lead by late 43. Base points are temperay and can change sides. Ships/LCU/aircraft are permenat points. This is why players should not risk units without reason and should take measures not to give the enemy points for nothing. (Betty raid on Townsville. 2 Allied transports damaged with 4 Bettys being lost. Score Japan 0 Allies 4 In most of my PBEM games the enemy suffers 5-6 times the number of planes lost operationaly compared to mine. (But I do not fly in bad weather, make random attacks, fly tired or low morale) In the games where The Japanese have had large leads the final score is often Points from AC lost operationaly Japan 1k Allies 200 (800 points) In the example above where after bases change hands score was 6k to 2k now it is 6.2k to 3.0k (lead dropped to 3.2k)
Aside from ac lost when CV lost the Allied player should finish campaign having destroyed many more enemy AC on ground then he lost. The Allied player should not lose large numbers of AC to bombing. However by Mid 42 he will have enemy bases in range that B-17/B-24 and hit often. Aside from surface action the allied player can score points faster then Japanese. His ASW is better. The sub war should produce 3x the points for Allies as Japanese. (Provided IJN subs do not sink USN CV/BB) There is no reason for allies to permit Japanese subs to operate once they have been detected. (and ASW assets trained) The Japanese on the other hand have to make a much larger commitment to defeating USN subs.

It is easier for the Allies to wage mine warfare. The Japanese have more choke points on routes to their base. Allied units are closer to mine providing bases. (Japanese have to return to Truk)
Allied subs and mines should out point Japanese. (can not be measured precisily since players that provide ASW/minesweeping lose much less then players who don't. I've been gifted many points by players who mine areas and then run their own ships there. (I would be considered a light mine user. I mostly reserve mines for enemy choke points well beyond my movement areas. (I will mine my own base if and when enemy transports are detected heading there. but then I clear my mines before moving TF into the hex) I don't order TF's to move into a hex I know is mined.

So I hope this helps a little in seeing that no lead is safe if enemy has both time and means to score points. The 6 USN CV give the Japanese around 2.1k points. This is a nice thing for the IJN (if they get it free)
It is not a game winner on it's own. Japanese still have to prevent USN from expanding and capturing bases. The Allies can expand (slowly)without ever leaving LBA cover. The Japanese can not defend everything. If they lose a major battle the Allies are able to quickly exploit this by capturing the lesser defended bases.
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PzB74
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Post by PzB74 »

So the summary is that the Japanese player has to outplay his opponent and retain his naval striking power while the USN is first severely weakened and then destroyed piecemeal.

If Japan only looses a few ships and manage to severely weaken the USN during 42, the allied player has to slowly rebuild his strength before going over to the offensive again. A premature or piecemeal start of this offensive can lead to defeat if Japan got a big lead in points.

On the other hand - this would implicate that one of the most important virtues of the Allied player has to be patience. Careful management and deployment of resources will most likely wear the IJN down and open the door to many valuable bases.

The only situation in which an experienced allied player would risk all his 6 CV's in 42 would be when an auto victory base came under attack or got occupied.

Occupying and filling up Luganville with 112k Nip soldiers would be just one such threat....

So the points the Japanese player scores in 42 might be deceiving. It's not only a question about numbers, where the points came from might be equally important.

Japan 'won' several phyrrical victories like the battles of Coral Sea and Santa Cruz. In achieving this they seriously weakened their most valuable assets while the USN could cover their losses in relative short time.

Would this be an accurate estimate?
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Post by mogami »

Hi, Thats pretty good. I failed to explain that along with Lungas 300 points it also decides who gets all the bases (and their points) Lunga provides defense for. The controling player also gets all the points from being able to conduct offensive operations from a base. (how many points do bombers flying out of Lunga score in the course of a game.)
This is why no matter the score a player should not give up unless they can no longer capture enemy bases. CV do not alone prevent base change of owners. (weather can prevent them from interfering or assiting) The only certain defense of a base is surface ships present in the hex or within reaction range and the garrsion. The garrision can in fact only contribute to the points the enemy scores when capturing the base. (Why I don't load any base with troops with the exceptions of auto bases)
There are many ways to score points. So the most important thing about the score on any date in a campaign is really how much time remains. (a 1k lead on Dec 29 1943 is much more secure then a 10k lead on Dec 29 1942)
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Post by Oleg Mastruko »

HMSWarspite wrote: It does not immediately do anything. You play on, but have a deficit on points. Sink 6 IJN CV, wreck his airforce, etc etc, but face it, you now have a result that goes way beyond the fact you cannot use 4 CVs. You appear to be arguing that if you stall on the start line in a motor racing game, it is silly that you have effectively lost.
Not quite. What I am arguing is that if your tyre blows at 1000th kilometer of Paris-Dakar endurance race it is silly that you effectivelly lost. (I'll give you an example to this effect below.)
HMSWarspite wrote: Most UV players (I am not talking about you here) play the game MUCH too fast, with way to little regard for the effect of losses. Anything that encourages this is a bad idea IMHO.
I agree with you here in principle, although it has been my experience from PBEM games that most players (me, and most of my opponents so far) are if anything more careful and conservative with their game assets than real commanders were.

Now for the example I was talking about (sobering one for me). I was playing as USN against very experienced, careful, and I'd say conservative opponent, that is prone to err on the safe side (never on the risky side of things). I won't go into details, but up to Xmas 42 I was playing what I consider The Perfect Game (tm) from the Allied POV. I was having all CVs and was extremely satisfied with my overall situation, everything builtup to the max, no major losses, 4/3 bases all over the map etc.

Then I made an incredibly silly mistake, needlessly provoked CV battle and was unlucky in Great Gamble that every CV battle is, and lost 4 or 5 (I don't remember) CVs. OK, no biggie you say (of course, don't you? :))

I try never to rely my strategy too much on CVs and morally, and strategically, I was ready to continue, but one look at the scoreboard shocked me - not only my opponent gained ~2500 points in one turn, but EVEN WITHOUT losing 5 CVs I would have very very hard time catching him on points. Capturing Lunga, Tulagi, PM, Shotlnad, Gili, Buna and Lae (those are the bases I planned to capture by game's end) would NOT be enough by itself EVEN if I kept my CVs intact.

To have a chance to catch him - I had to sink his CVs (because they are worth thousands of points) AND capture the said bases (perhaps not all of them in that case). This, for me, is not realistic. Since my opponent is incredibly cautious, it was enough for him to retire his CVs and other high value assets, deny me the points, and I would never win the game, even if he let me have Lunga, PM and other bases I mentioned with invitation from the Emperor.

Of course, after I lost CVs, whole point was moot. What shocked me is that I would have to sink HIS CVs to win, even if I managed to keep my own CVs safe. Capturing bases would not be enough.

O.
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Post by Oleg Mastruko »

Mogami wrote:Even a 8k point lead is no guarentee to victory if over 300 turns remain to play. (If in Dec 42 the Japanese are ahead by 8k with 2k in base points then if allied player captures the the bases the score would change by 4k. (Dec 42 Japan 8k Allied 0 Subtract 2k from Japan add 2k to allied score now 6k to 2k (only a 4k spread now).
Your calculation is right (in my case it was IIRC 7k in spread in Dec 42 before CV battle - see my reply to Warspite above) but you say "Only a 4k spread" after capturing "mid-map" bases?!? 4k is mucho points.

How do you propose USN player eliminates "only 4k" spread AFTER he captures all the bases in the middle of the map, up to, and including Lae and Shortland, if the IJN player is careful enough to pull all his CVs to Truk (thus denying the USN player the potential points for their sinking) and all infantry to Rabaul?

Rabaul is worth incredible 2700 points, and is in game terms the ONLY way to get the needed points if the IJN CVs are "unavailable" or unwilling to sink, and IJA infanrty refuses to die (by pulling out in timely fashion).

Mogami, I was following your successes as USN player on AAR board, and know your score of 19 wins with 3 losses or something similar, but I'd like to see how you fare against very very conservative and cautious IJN opponents, that are not willing to give you points for killing INF units in various shitholes, and sinking CVs. ie, against an opponent that is willing to pull out his assets and let you bleed to capture Rabaul (nigh impossible task against experienced opponent).
Mogami wrote: I've been behind as much as 10k during 1942 and still had over 2k lead by late 43.
Is there an AAR available?

You would never manage to do that if your opponent only pulled back his CVs and placed every INF unit in Fortress Rabaul (with walls made of gold and diamonds growing on trees - why else would it be worth 2700 points? :))
Mogami wrote: So I hope this helps a little in seeing that no lead is safe if enemy has both time and means to score points. The 6 USN CV give the Japanese around 2.1k points. This is a nice thing for the IJN (if they get it free)
It is not a game winner on it's own. Japanese still have to prevent USN from expanding and capturing bases. The Allies can expand (slowly)without ever leaving LBA cover.
Exactly what I thought, before my experience from the said game (see my reply to Warspite above).

O.
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