ORIGINAL: Alfred
ORIGINAL: DesertWolf101
Can we please stop with the insults? Surely we can have an interesting discussion or even an argument without resorting to playground behavior? [:-]
M-M, I believe the primary point of contention that is being leveled here is not that these weapons are not effective, it's that they should not be more effective than other bombardment tools also present in the game to a point that is clearly ahistorical. I think we all know enough about the Pacific War to see that an LCI(G) should not be more effective than a dozen heavy cruisers in bombardment, but if you think differently could you please explain why the USN went to such lengths to bring in large numbers of heavy warships for sustained bombardments very late into the war if they could have simply used a score of these craft in a single run?
I have studied artillery effects quite extensively in my professional life. The latest project I did directly tied to the subject was a few years back when I looked at the 2014 Zelenopillya attack. The main weakness of standard rocket artillery is the lack of penetrating capacity. Especially when we are talking about WW2 rockets, they are great against units on the surface with little cover but are extremely inaccurate and are very weak against units in bunkers. I assure you they are not nearly as powerful against dug in forces, especially if concrete emplacements are available, as large caliber howitzer or gun shells.
The cruisers are not being used in the same type of "bombardment". The results therefore should not be the same.
Alfred
This is worth highlighting. Regular bombardment impacts various targets (troops, port, airbase etc) while amphibious support is targeted at troops only.
ORIGINAL: WriterNotViking
This discussion is going nowhere, and I've been reading these forums long enough to recognize that some very old conflicts are being reiterated here. Discussions of game mechanics and whether or not something is working as designed are secondary to the question of whether this is a) historically accurate and, independently thereof, b) whether the ability to render fortified atoll garrisons entirely combat ineffective with a single turn's actions by LCI gunboats is balanced, purely in terms of gameplay. WITP:AE is a game, not a simulation, which means question b) can be debated without ever going under the hood to examine precise game mechanics. It is clearly understood by all that changes to the game will not be made, and no one is harmed if some reach the conclusion that a given mechanic or device is not balanced well. This is called a difference of opinion. We all already know the game is not perfect; we all love it anyway.
I find that this entire discussion was derailed at the start by the introduction of the straw man argument that the garrison was expected to drive the invaders into the sea (which Alfred bizarrely labeled a "very precise comment" [&:]) I think it's time everyone take a step back and remember that you're posting in someone else's AAR, and the author is fully entitled to rant or raise issues of game balance when presented with disappointing results. If you want to disagree, there are respectful ways to do that, as other posters have done in this AAR and others. Mind_messing's dripping condescension and Alfred's weird lament that someone else isn't available to be even more inappropriately harsh than he already is do not clear this bar.
This seems like an excellent opportunity to share a reminder that having knowledge beyond the average does not entitle you to be unpleasant.
A) It is perfectly accurate, both to reality and history. Defending troops, for various reasons, react poorly to large quantities of high explosives delivered over a very short period.
B) It is balanced - there are counters to the LCI support variants. They have minimal AA and weapons for surface combat, no armour, are comparatively slow and short ranged. They are virtually useless outside of the narrow mission they are designed for, and an encounter with any "real" warship (including second and third line IJN escort ships) will almost certainly end badly for the LCI's. Similarly, a hit from virtually any IJ aircraft will inflict serious damage.
They're not an "I win" button for the Allies. Had the IJ chosen a different set of options, a single destroyer flotilla could have inflicted heavy losses on that task force (even more so given the single DE escort...).
ORIGINAL: Yaab
Remember this thread?
https://www.matrixgames.com/forums/tm.asp?m=3436371
Ideally, the turn should be re-done against level 7 (concrete) forts.
Also, think about saturation. If you have 100 Idas with 4 x 30 kg bombs each, and you arrive at once against a batalion of 50 devices, it means that ideally 400 bombs are dropped against 50 devices, which means ideally each devices can be hit 8 times, leading to battalion's disablement and destruction. But if Idas arrive in 4 waves of 25 bombers each due to rain/thunderstorms/bad leaders, you get 100 bombs against 50 devices, leading to no losses on the ground. I see it all the time in China.
Actual losses are not the correct metric to be looking at here.
ORIGINAL: Evoken
Ah classic devs were gods argument. We mere mortals cant possibly understand what our omniscient gods have written in the code , how dare us!!!!!!!. Bro game is 11 years old and it still has major bugs , you can teleport units from west coast to India in a couple days ffs. Yes we mere mortals do not know actual algorithms written in code but if you mess around with editor enough you can somewhat understand how to manipulate values to get results you want. My suggestion of nerfing the rockets might not be %100 accurate but its much more balanced than 28 rocket boats causing 6k casualties in a bombardement , when you cant achieve such a result with 20 BB's in 1 day in same conditions.
If you could tell us mere mortals how algorithm works on these LCI Alfred we could maybe come up with better ideas
Again, "casualties" is something of a misnomer in this context.
The actual pre-invasion toll was:
Squads: 54 destroyed, 353 disabled
Non Combat: 56 destroyed, 342 disabled
Engineers: 0 destroyed, 2 disabled
Guns lost 85 (15 destroyed, 70 disabled)
Vehicles lost 17 (4 destroyed, 13 disabled)
To me, this is consistent with a heavy saturation bombardment. Comparatively few of these devices are destroyed outright, but most are rendered unsuitable for immediate combat. With time, the vast majority of the troops on the atoll would return to combat effectiveness, but the Allies closed that option down.