Air power

Warplan is a World War 2 simulation engine. It is a balance of realism and playability incorporating the best from 50 years of World War 2 board wargaming.

Moderator: AlvaroSousa

User avatar
ncc1701e
Posts: 10725
Joined: Tue Oct 29, 2013 7:50 pm
Location: Utopia Planitia Fleet Yards

RE: Air power

Post by ncc1701e »

ORIGINAL: Harrybanana

ORIGINAL: AlvaroSousa

Let's do some math. Real example from 1942 scenario attacking hex 195,65 with the 3 units next to it.

4-5, 11,10, 9-5
vs
7-5

4+11+9 = 24
24 * 80% due to 2 entrenchment levels something generals can see = 19.2
19.2 * 90% due to forest (if I remember that 17.28

17.28 vs 7 = 2.46 rounded down 2:1 which displays on the hover.

Say both sides has a GS unit with an 8 modified tactical.... This figure is taken from the unit at 201,50 in the 1942 scenario stuka

If ONLY the defender adds his GS it is twice as effective mathematically on the odds.

17.28 vs 7 + 8 = 1.15:1 = 1:1 displayed

If ONLY the attacker adds his GS

25.28 vs 7 = 3.6:1 = 3:1 displayed

If BOTH add their GS value

25.28 vs 15 = 1.6:1 = 1:1 because it rounds down.

Defender GS is always twice as effective as attacker in terms of odds.

They both add equal damage to the attack though.

It only impacts odds and retreats.

Alvaro, in your example above you say that each of the Attacker GS and the Defender GS are added to their respective sides. I understand that this is what is supposed to happen, BUT IT IS NOT HAPPENING!! NEITHER THE ATTACKER'S GS NOR THE DEFENDER'S GS IS BEING ADDED TO AFFECT THE COMBAT ODDS. This is broken and needs to be fixed. I will post this in the Bugs Forum.

I have made several tests using hex 195, 65 in Europe 1942 and I agree with Harrybanana. Ground support is not reflected in the combat odds results. There or not there, the combat odds are always the same.

The step losses are slightly bigger with ground support in average.
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
Nirosi
Posts: 2433
Joined: Sun Sep 17, 2017 5:01 pm

RE: Air power

Post by Nirosi »

I thing that during Harrybanana tests, step loses were slightly higher on the defender (with attacker GS), but with defender GS, step loses were much much higher (for the attacker in this case of course). At least this part seems working.
Harrybanana
Posts: 4098
Joined: Sat Nov 27, 2004 12:07 am
Location: Canada

RE: Air power

Post by Harrybanana »

ORIGINAL: ncc1701e

I have made several tests using hex 195, 65 in Europe 1942 and I agree with Harrybanana. Ground support is not reflected in the combat odds results. There or not there, the combat odds are always the same.

The step losses are slightly bigger with ground support in average.

What Alvaro is saying is that GS is reflected in the Combat Odds, but that for some reason this is not displaying in the Combat Report Logs. In other words, if you have a 6 strength ground unit and a 6 tactical strength bomber attacking a 3 strength Defender the Combat Odds will be displayed as 2:1 in the Combat Log, even though the odds are really 4:1.

What I am saying is that Alvaro is wrong and that the 6 tactical strength bomber is not being taken into account in determining the combat odds. My proof for this is that I have made multiple tests where I have made Attacks with and without GS. If GS was affecting the combat odds than one would expect that in the cases where Offensive GS was used (and Defensive GS was not used) there would be more "Retreat" Results than when it wasn't. One would also expect that where Defensive GS is used (and Offensive GS is not used) there would be fewer Retreat Results. But the Results were identical. In other words:

1. Offensive GS used and Defensive GS not used: Retreats occurred 25% of the time.
2. Defensive GS used and Offensive GS not used: Retreats occurred 25% of the time.

I know I am repeating myself, but I really think I have to.
Robert Harris
User avatar
ncc1701e
Posts: 10725
Joined: Tue Oct 29, 2013 7:50 pm
Location: Utopia Planitia Fleet Yards

RE: Air power

Post by ncc1701e »

I agree with your conclusion.
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
Nirosi
Posts: 2433
Joined: Sun Sep 17, 2017 5:01 pm

RE: Air power

Post by Nirosi »

Harrybanana put it in the bug report. I can only imagine that Alvaro will now have to check it then, since the request became "official".
User avatar
AlvaroSousa
Posts: 12127
Joined: Mon Jul 29, 2013 7:13 pm
Contact:

RE: Air power

Post by AlvaroSousa »

I just ran the sim myself adding in debug logs to track the damage.

It is working. You want to argue it is too little that is another matter.
But the air power is being added to the combat

1st # is the attacking land units
2nd # GS is the ground support for the attacker



Image
Attachments
gs.jpg
gs.jpg (43.68 KiB) Viewed 493 times
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
User avatar
ncc1701e
Posts: 10725
Joined: Tue Oct 29, 2013 7:50 pm
Location: Utopia Planitia Fleet Yards

RE: Air power

Post by ncc1701e »

Is it still attacking hex 195, 65 as per your initial example?
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
User avatar
AlvaroSousa
Posts: 12127
Joined: Mon Jul 29, 2013 7:13 pm
Contact:

RE: Air power

Post by AlvaroSousa »

I did several attacks.

But I did find a slight flaw. The air power was being reduced by the attacker 40% reduction... so I fixed that. It is not supposed to be.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
User avatar
*Lava*
Posts: 1530
Joined: Mon Feb 09, 2004 7:44 pm
Location: On the Beach

RE: Air power

Post by *Lava* »

All of this discussion and tests and it seems to leave airpower in the same situation where it is not worth the cost.

My personal impression is that A air unit attacking A ground unit, is going to take a lot of casualties and not do much damage. On the ground we can attack A ground unit with multiple ground units. And by doing so, we can smash that unit.

What I would like to see is the ability to select multiple air units and attack A single ground unit at the same time... just like how land warfare works.

That is what happens in real war, and that would change the equation completely.

Its a simple fix.
redrum68
Posts: 1698
Joined: Sun Nov 26, 2017 1:53 am

RE: Air power

Post by redrum68 »

My impression so far is that air does help but just isn't very cost effective and disbanding is too generous. The simplest fixes I would propose are:
1. Make air units a bit cheaper (say each type cost something like 50 less)
2. Disbanding should only give back like 25% or 33% of cost rather than 50%

The other more drastic change that I think would be interesting is making it so bombers are more effective if there is no enemy fighter intercept and less effective if there is. This would force players to try to at least have more fighter defenses to protect their ground units.
User avatar
*Lava*
Posts: 1530
Joined: Mon Feb 09, 2004 7:44 pm
Location: On the Beach

RE: Air power

Post by *Lava* »

You see, you have an even bigger problem here and that is the ability to construct gazzilions of tanks.

As the US found, the Sherman wasn't really up to the task of facing Panzers, so what they did was bomb the snot out of them.

Airpower is severely underpowered in this game.

Allow multiple air units to attack the same ground unit at the same time and do some real damage, and believe me, folks will not be disbanding their air force.
redrum68
Posts: 1698
Joined: Sun Nov 26, 2017 1:53 am

RE: Air power

Post by redrum68 »

You would have to completely change how the air system works and the balance if you allowed multiple units to bomb at once. Otherwise, a handful of bombers could just destroy a unit and they'd become crazy strong flying artillery. There is a reason that currently you can only damage each ground unit once per turn with a bomber.
User avatar
*Lava*
Posts: 1530
Joined: Mon Feb 09, 2004 7:44 pm
Location: On the Beach

RE: Air power

Post by *Lava* »

ORIGINAL: redrum68

Otherwise, a handful of bombers could just destroy a unit and they'd become crazy strong flying artillery.

Exactly.

So you better have fighters.

Which is, IMO, a far better simulation than 20 Panzer Corps. [:-]
User avatar
AlvaroSousa
Posts: 12127
Joined: Mon Jul 29, 2013 7:13 pm
Contact:

RE: Air power

Post by AlvaroSousa »

You need to read about the 1944 bombing of the Panzer division Lehr. The Allies through hundreds of bombers on it. Very few physical losses. The pilots exaggerated kills.

Air power is not as effective in WW2 as many believe.

The Air system in WarPlan does work well but in not an obvious way over time. 1 unit can support any unit within 6-8 hexes with effectively 1/2 a full corp in combat power. They can now seriously slow the enemy. They can lower their effectiveness.

With this patch we will see the impact the changes have.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
User avatar
*Lava*
Posts: 1530
Joined: Mon Feb 09, 2004 7:44 pm
Location: On the Beach

RE: Air power

Post by *Lava* »

ORIGINAL: AlvaroSousa
Air power is not as effective in WW2 as many believe.

Panzer Lehr lost 200 vehicles in one day to fighter bombers and reduced to moving and fighting at night during the Normandy invasion.

Rommel was almost killed by air attack.

At the Battle of the Bulge, the Germans once again, had to attack at night and in poor weather.

In gaming terms that means that Nazi armor moves are reduced by 50%.

Sounds pretty effective to me.
User avatar
AlvaroSousa
Posts: 12127
Joined: Mon Jul 29, 2013 7:13 pm
Contact:

RE: Air power

Post by AlvaroSousa »

I think we are talking about 2 different things. Direct ground support vs air strike. In my example this was a simple air strike. Direct ground support is different.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
User avatar
AlvaroSousa
Posts: 12127
Joined: Mon Jul 29, 2013 7:13 pm
Contact:

RE: Air power

Post by AlvaroSousa »

My source is Brute Force by Ellis on the effectiveness of simply sending waves of aircraft alone to bomb units.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
User avatar
scout1
Posts: 3133
Joined: Mon Aug 23, 2004 11:26 pm
Location: South Bend, In

RE: Air power

Post by scout1 »

ORIGINAL: AlvaroSousa

I think we are talking about 2 different things. Direct ground support vs air strike. In my example this was a simple air strike. Direct ground support is different.

I recently finished a book on the battle of the bulge and have read alot of WWII books .... I agree the flyboys grossly overclaimed physical ground kills (aka tanks, troops) ....
However there is a gap in the game as to their impact on supply interdiction and movement impact on enemy troops. An air unit on full support will automatically get sucked into the first two land combats which occur and are effectively done for the remainder of the turn (at least to my understanding which could be wrong) .... It would be nice to target air units on full support to focus on supply interdiction or movement interdiction rather than to be "gamed" into defensive support for ground units ....

Or do I not understand how interdiction works ?
User avatar
ncc1701e
Posts: 10725
Joined: Tue Oct 29, 2013 7:50 pm
Location: Utopia Planitia Fleet Yards

RE: Air power

Post by ncc1701e »

There is no interdiction in the game. See this thread:
https://www.matrixgames.com/forums/tm.asp?m=5084182
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
User avatar
*Lava*
Posts: 1530
Joined: Mon Feb 09, 2004 7:44 pm
Location: On the Beach

RE: Air power

Post by *Lava* »

ORIGINAL: AlvaroSousa

My source is Brute Force by Ellis on the effectiveness of simply sending waves of aircraft alone to bomb units.

I would agree with that, when applied to strategic bombers.

Tactical bombers and fighter bombers are quite another thing. The difference of course being that these aircraft would visually identify a target and then dive down to attack it.

From a German POV, once they sorted out their air land coordination problems in supporting troops during Barbarossa, they could never get enough of close air support.

In the Western Front, after the catastrophe in Sicily, all Nazi units were ordered to remain off roads during the day, to avoid attack by air and to dig in to avoid casualties due to artillery and air attack.

Here is a nice video which sums up the situation quite nicely:

https://www.youtube.com/watch?v=mElnH-U9Q0w
Why the German Army failed in the West 43-44

Note, that you have 2 different situations here. In the second part of the war, on the Eastern Front there was still plenty of space to maneuver, yet, the Nazis did not have general air superiority. They were, however, able to achieve local air superiority.

Meanwhile on the Western Front, the Allies had complete air superiority and while folks tend to focus on the strategic bombing campaign, their tactical bombers were destroying everything in sight.
Post Reply

Return to “WarPlan”