Tristanjohn wrote:The thing is UV has the Japanese flying superior aircraft with superior pilots under superior leadership; even goes so far as to "model" Allied USN/USMC pilots/planes as starting a given scenario (#14 leaps readily to mind in this regard) fatigued and with seriously-low morale, so you see it isn't as if one were just trying to maintain some healthy balance in play with the game but rather it is very much more the case that one is attempting to affect a reasonably historic model balance for the first time.
I happen to be accurate. It is you who distorts, Mogami. Big difference. In fact exactly opposite from what you claim.Mogami wrote:It gets a little old after a while. This taking an item you don't like and then distorting it.
I wonder why?
And you distort for the reason you're an apologist for the system and in denial. I, on the other hand, am a free agent and I am only trying to make the game better. But then I'm not concerned with being "loyal" to Matrix and 2by3 and so I guess I can "afford" to be somewhat more . . . honest?
Is that a fact? Well now, let's just see how the numbers in the game actually read and leave the forum to form its own judgment.In Scenario 14 for those of you who don't know the 3 USN CV have morale from 60 to the mid 70's on turn 1. By turn 4 the first of the 12 Airgroups hits 99 morale.
The Poop
The American CV fighter pilots in Scenario #14 start with the following values for Fatigue/Morale/Experience:[indent]Wasp: 14/63/80
Enterprise: 12/60/81
Saratoga: 13/62/80
Note: The leadership ratings for these three USN carrier-based fighter squadrons, the best America had, mind you, run respectively (Leadership/Inspiration) 66/78, 59/71, 65/71.
[/indent]In our current test of Scenario #14 I have just completed and sent to you via email the Allied 5 August 42 turn and no American CV pilot when I exited the game enjoyed a morale higher than 71, that squadron belonging to Wasp.
Thank you very much.
The Seagull section attached to Chicago (I believe it's Chicago but the specific cruiser name isn't important) has just now reduced its fatigue to 0 and its morale stands at . . . 23.
Hello?
In my experience that one's ready to fight around the middle of September.
The USMC flyboys in both Noumea and Luganville start the game with the same 12-14 range of fatigue as do all USN pilots and in two cases are imagined to have entered the war with much lower morale than their Navy counterparts.
The USMC Dauntless squadron in Noumea starts out 12/52/57 with its squadron commander rated 59/56. The USMC fighter squadrons begin 13/56/72 and 13/69/73 with their squadron leaders rated at 58/63 and 69/61.
I find that especially remarkable for at this juncture of the war it is quite probably the case that the United States Marine Corps had the highest across-the-board morale of any country's military service in the world. But not in UV for that just wouldn't square with the pro-Japanese early-war bias. So, it's "modeled" as if Marine-aviator ranks were fleshed out with poorly-trained draft-dodger types.
Great show, Mogami.
The ratings for USN dive-bomber and torpedo-bomber squadrons are somewhat better, but the highest morale found within these ranks is the 81 assigned to VB-6 on Enterprise, the lowest 64 for VT-7 (Avenger) on Wasp.
The morale ratings for the other two carriers' torpedo-bomber squadrons are 65 and 66 for "Sara" and "The Big E" respectively.
Even one of the Wasp dive-bomber squadrons comes onto the board rated only 64 for morale (VS-72).
The highest Experience rating for any of these squadrons would be the 81 scores assigned to one Dauntless unit each on Enterprise and Saratoga. All the rest are in the seventies.
All AAF units are in the 50's and 60's across the board, including their commanders' ratings for Leadership and Inspiration. One RAAF P-40 suqadron comes on with 71 Morale and 69 Experience, its commander rated 70/71. That's the best of all, of course, and by a good margin for land-based Allied air assets. The worst is probably the AAF P-39 squadron rated 13/50/60 with its commander standing at 58/53.
There might very well be combat before the 9th or 10th, though given this dubious start with regard to the condition of its units I as the Allied commander never would dream of rushing into combat. It's bad enough facing the super"Zero" and super"Betty" and super"Nell" and super"Kate" and all that without doing so with "bummed-out" air crews suffering from "the shakes."There is no combat before the 9th or 10th.
What I've seen is that several Allied land-based fight squadrons arrive with what seems to be superfulous pilot allocations. One group starts in PM I think it is with 40 pilots, isn't that correct? (I don't say it is and I'm not going to check as long an argument fails to develop. For sure at least one squadron of P-39's does, though.)TJ overlooks the fact that many of the groups are short on aircraft that arrive while the groups rest.
The B-17 units (all of these with the sole exception of one) start with pathetic pilots and mostly hopeless-to-mediocre leadership) arrive short planes, if that's what you mean.
Some do, some do not.Also they all have surplus pilots.
I didn't say that. I said that they come on board with low morale. I've further indicated I wouldn't fight them that way. I have written in the past that my effort is to explore whether or not the system can reproduce historical results consistently with the Allied side employing historical methods of advance. One problem that occurs fast is that USN carrier-borne fighter squadrons are then forced into combat with reduced ratings, especially Enterprise, and that this can cause problems around Guadacanal if the Japanese choose to oppose the (conventional in my case) landings there.(So the groups do not get rookies) It appears to me the groups are being reorganized. They certainly do not suffer in any combat as a result. TJ implies these USN pilots are being exposed to the Japanese while suffering under low settings.
What the hell are you talking about? I've produced AARs from just such combat, and unless you choose to lie in the weeds out of some effort to completely defeat the purpose and confound the spirit of our "test" PBEM game yet another combat's gonna take place around Guadacanal and once again the Japanese will be flying superior aircraft with superior pilots versus American inferior aircraft driven by inferior (and bummed out(There are 24 Operating A6M2 on the map on turn 1. and 10 A6M3. These groups are 10-15 points higher in morale but there is no way for any combat to take place.
Big surprise why I get ahistorical results!
I'm convinced the rest of you people have either never bothered to play the system historically, or if you ever did bother it was so long ago and you're all in such deep collective denial anyway about what actually works in there and what doesn't that you "cannot" remember.
Or entirely more likely you do not want to remember, but let us not have any unpleasantness in the forum today.
I never wrote otherwise.TJ knows no combat will take place before the Allied player decides.
They have quite a bit to do with the play balance if the Allied player chooses to follow the historical timeline.These settings have no impact on the historic model balance.
Let's see. I am "stooping" to the truth here? Your "numbers" make better sense than mine?Using them only shows TJ doesn't know what he is talking about or he will stoop to anything to prove his point.
Why would you say such a thing? Anyone who has the game can go in there for himself and verify that what I've just written is true and also verify that what you've just written is hogwash.
And that's giving you the benefit of the doubt, Mogami, because if it ain't "hogwash" then it has to be something worse still. As in "an attempt to mislead people in the forum" or something similar. And I don't go for that at all.
Sure, if the Allied player cares to wait long enough, say, until around the middle of September to bring that poor Seagull section up to speed. (Hey, good psychotherapy takes time.(What OOB settings have to do with the model is also beyond me. Since these OOB setting change every turn and the USN airgroups will be 99 morale 0 fatigue when they enter enemy airspace.)
We finally see eye to eye. Yes, by all means players ought to famiiarize themselves with the details of the game . . . before they deliver themselves to opinion on how well it works and what changes should be made and all that.He has posted his own errors on more then one occasion as examples of UV being flawed. Where he gets the idea that there is an added "Japanese bonus" early in the games is silly. (Go load scenario 14 yourselves and look at the bias in action)
This was its one absolute advantage.The A6M2 had longer range.
Wrong. The Japanese had at the time of Scenario #14 been checked at Coral Sea and utterly ravaged at Midway.The pilots were good and as of the period where most long scenarios begin undefeated.
And then we are asked to end up on that idiocy.The USN pilots are just as good. Look for yourself for once TJ and then shut up. (load scenario 14 H2H look at the Japanese pilots then look at your USN pilots, then shut up)
Please. I want my sternest detractors, I demand that my most stern detractors go into the game and check the figures I've just cited for Allied ratings, then come back here and tell everyone if I made it up or not.
That is true and points to a weakness (make that a grave weakness) of the naval model. But then I've already mentioned this a dozen times . . . that basically the entire game model is ca-ca.His real beef with the makeup removed is the Japanese player is not forced into making futile air attacks and being wiped out. He is carefull to omit the fact that the real bias in the game works against the Japanese. On Aug 7th the Japanese player can not tell Tanaka to go defeat the larger USN surface force on the night of the 8th. There is nothing in the game that defeats the USN that night. It might happen butit might also be a total defeat of the Japanese TF.
There's a lot more wrong in the game than slipshod editing of scenarios, Mogami, but at least we've now come round to admitting that the provided scenarios as they stand make not a whit of sense. Another old complaint of mine.I'll tell you why units have the settings and levels they do in any scenario.
All units are May 1 1942 status. When you make a new scenario you select a new starting date and then add units. The units keep the same numbers. As a result at the start of any scenario there is a period in which all the units "adjust"
Airgroups short of aircraft in May 1942 get replacements. Airgroups with low morale recover. Fatigue works off. These things have no impact on any of the scenarios because no combat occurs. They are not "implanted bias" they are just a side effect of the way scenarios are built. Anyone who wants to can edit specific scenarios to raise levels at start. (but why bother the game will restore the units by the time they are used in combat)
A sort of progress at that.
