U2/Dan is doing WitP turns in just 15 min
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I think you are missing a few digits there.
Dan might be a demi-god [&o], but you can only click the mouse so fast.
Moderators: Joel Billings, wdolson, Don Bowen, mogami
U2/Dan is doing WitP turns in just 15 min
ORIGINAL: Subchaser
ORIGINAL: Von Rom
My opinion would be to keep it simple, with an option that allows players to add a bit more control/detail: ie - have bomb/torp loadouts.
There is no such option - bombs/torps. Here is what we’ve got 1) One ammo type 2) 4 ammo types 3) No Ammo limit, bomb/torp loadouts is close to option #2, and as many people here insist it’s not THAT simple.
With 2 hours per turn, after one hundred turns, and with thousands of ships and aircraft to consider, even the most anal retentive wargame veteran (who often uses a magnifiying glass to study all the little weapon loadout systems for all units in TOAW), may eventually cry "uncle" and want things to be a bit more streamlined. . .[;)]
Well, 2 hours is for the first turn, as I remember U2/Dan is doing WitP turns in just 15 min. Besides that there is a possibility to let AI run some zones of control. Are you going to manage CV air groups on a daily basis? You’re going to use CV raids every week, right? How often do you think CV battles will occur? 1 per week? per month? Count all historical CV battles 1941-1945, then, if there will be more than dozen we shall talk about it.
UV released… well I already don’t remember when it was released, long time ago, and so far I didn't see anybody crying ‘uncle’… on contrary, everybody is asking for this or that little option to see this, to trigger that, to be able to… Yes WitP is incomparably greater by scope, but there are a lot more ways to automate routine.
BTW Sometimes it’s very useful to use magnifying glass, believe me…
ORIGINAL: Mr.Frag
Yes, one can refuel task forces at sea, one can also rearm task forces at sea. Both require extreme coordination on the part of the player as far as maintaining a logistics network and really should work quite nicely for those who can pull it off.
A standard CV force is going to probably be 9+ ships. For each ship to refuel to it's maximum level in one turn, it needs a TK/AO per ship. This means the tanker force supplying fuel has to be at least the size of the Air Combat TF.
A TK/AO TF has a speed of advance of 2/2 compared to the Air Combat TF which will 5/3. Coordinating these two radically different speeds to be in the right place in the right time without having your Replenishment TF sunk by some other enemy action is certainly a challenge. The counter to this is attaching CVE's to protect the Replenishment TF. Now add in the fact the the CVE's also need to bring replacement aircraft to the CV/CVL, now add the fact that submarines will be making a bee-line for this rich collection of ships all in the same general area and you suddenly start thinking that a lot of planning needs to go into place to keep Air Combat TF's on station. It is possible, the USA did it later in the war.
Keep in mind, while refueling, since one gobbles up ops points, ships are reduced to crawl speeds. While all this sounds simple when discussing it in the forum, and wasn't that tough to pull off in UV's small scale with basically only one axis of threat (north-south), it takes new meaning in WitP scale where you are surrounded. Not against it, just do not really see that it will make any real difference to gameplay.
ORIGINAL: Mr.Frag
U2/Dan is doing WitP turns in just 15 min
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I think you are missing a few digits there.
Dan might be a demi-god [&o], but you can only click the mouse so fast.
ORIGINAL: U2
If you are wondering how long it takes me to do a turn the average is 10-15 minutes (excluding replay) as the USN...for sure the first turn took me 40 minutes but after that it is moving along nicely
ORIGINAL: Von Rom
Yes, bomb/Torp loadouts are not in the poll, but many here have suggested this very option. It is intended to help the developers.
Dan/U2, to their credit, have been playtesting this game for quite a while, and should be able to play turns rather quickly.
But you must remember that the vast majority of gamers who will play this game are casual/average players, and we should not have things so complex as to frustrate them.
ORIGINAL: Hoplosternum
Even with ammo resupply ships there will still be limits to what can be resupplied.
ORIGINAL: Hoplosternum
ORIGINAL: Mr.Frag
Yes, one can refuel task forces at sea, one can also rearm task forces at sea. Both require extreme coordination on the part of the player as far as maintaining a logistics network and really should work quite nicely for those who can pull it off.
A standard CV force is going to probably be 9+ ships. For each ship to refuel to it's maximum level in one turn, it needs a TK/AO per ship. This means the tanker force supplying fuel has to be at least the size of the Air Combat TF.
A TK/AO TF has a speed of advance of 2/2 compared to the Air Combat TF which will 5/3. Coordinating these two radically different speeds to be in the right place in the right time without having your Replenishment TF sunk by some other enemy action is certainly a challenge. The counter to this is attaching CVE's to protect the Replenishment TF. Now add in the fact the the CVE's also need to bring replacement aircraft to the CV/CVL, now add the fact that submarines will be making a bee-line for this rich collection of ships all in the same general area and you suddenly start thinking that a lot of planning needs to go into place to keep Air Combat TF's on station. It is possible, the USA did it later in the war.
Keep in mind, while refueling, since one gobbles up ops points, ships are reduced to crawl speeds. While all this sounds simple when discussing it in the forum, and wasn't that tough to pull off in UV's small scale with basically only one axis of threat (north-south), it takes new meaning in WitP scale where you are surrounded. Not against it, just do not really see that it will make any real difference to gameplay.
Mr Frag,
Come on are you playing the same game as everyone else? I am not sure that everyone or even anyone is concerned about the potential for the battle of Midway going on for a fortnight of simultaneous strikes [X(] But the existing system can be abused. Easily.
There are lots of places where one side will have a temporary (or longer) advantage. For example if the IJN moves it's CVs into the Indian Ocean. Under the UV system with a few Tankers and Escort switches the japanese CVs would be able to stay on station for a long long time. Half squadrons on Naval strike and half resting. They can last a long time. They could kill everything in one extended stay. Every transport, destroyer, cruiser and battleship. In one campaign lasting just a few weeks. Then they are back in the Pacific with not even a minor Naval threat from the West.
Maybe the Japanese will stay off Pearl Harbour. With unlimited ammo they may lose a lot of planes to Flak and Op losses but when are they going to get a better chance at sinking US ships. Do you want to sink them now when there is little or no CAP (and even that is mostly Buffalos etc.) and the ships have their lowest Flak and Radar values. You have a much better chance of doing damage now than waiting until the US have gathered together their 6 CVs, have the Flak upgrades and everything has Radar.
The Japanese will also appreciate it when the US offensive begins. Even with ammo resupply ships there will still be limits to what can be resupplied. Kamakazi strikes will use up Flak that will need replenishing. As will the repeated bombardment missions. Those resupply ships will be stretched. If the allied player has to plan and juggle to get his results all the better. Let him have that dilema.
As for submarines making a nuisance of themselves, thank god for that [:D] They accounted for a few CVs in the war. I am yet to see them hit one in UV although I dare say it happens. And many players use their CVs a lot compared to history. I certainly don't have my CVs pinned in port for fear of subs in UV under the present system.
I just cannot see why you don't want the rule which seems to add realism as well as improving the choices / dilemas the players have to make. Already I fear that CVs are going to be in almost constant use in the game and this will change the whole feel of the campaigns. This may restrict them a little, and do it in a realistic way [:)] If the programmers have given it the thumbs up why not?
How do you figure that? They're too heavy for the Vals to carry, and the Kates, well... Level bombing is not the most accurate means of attacking maneuvering warships.ORIGINAL: Brady
I beleave in WiTP we are going to see the Japanese # 80 bombs employed in more instances, Japan also has 500 KG bombs as well, as the 800KG bombs... ...all these larger Bombs have the potential to adress the bomb effect desparity isue.
ORIGINAL: Mr.Frag
If you allow me to pop a couple of low value ships into the path of your CV's to drain off your torpedoes so I as the USA get to chuckle and laugh as I now bring my CV's into range of your 30kg (chuckling) bombs that can't even penetrate my wooden flight decks, I'll be sure to use it. Japan bombs are poor to say the least. Removing torpedoes as a threat renders Japan into nothing more then floating targets. It is *so* exploitable that I have grave concerns. If done in a manner where the player can practice this tactic, you might as well just drive KB right into Pearl Harbor's CD on Dec 7th because they will be useless.
Japan's only credible weapons system are her Torpedoes. Take that away and whats left? The USA has tasty bombs that make holes and sink ships. I have NEVER seen Japan sink ships without torpedoes being used on anything above a DD.
I am not against limiting CV's being on station. I am against this potential huge exploit called ammo. I am all for limiting CV on station time, but you also have to remember that by the end of '43, the USA kept CV's pretty much on station for the rest of the war so whatever is done has to also be matched with what the USA could do legitimately.
ORIGINAL: foliveti
Could World War II carrier aircraft that took off with bombs or torpedoes safely land without dropping them first. I was under the impression, perhaps mistaken, that if they took off with a bomb, they had to drop it before they landed or there was a good chance it could go off when they landed. If this is the case, the fact that you have a bunch of planes going after a single merchant ship and blowing the heck out of it may not be that ahistoric. If they got a bad first sighting report and went after a low priority target they might as well use them on that shipping rather than just drop them in the ocean. My whole premise may be based on vague recolections of old war movies, so if someone has better info, I would like to hear it.