Operation Olympic

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
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Telumar
Posts: 2268
Joined: Tue Jan 03, 2006 12:43 am

Re: Operation Olympic

Post by Telumar »

Curtis Lemay wrote: Fri May 15, 2026 3:01 pm
golden delicious wrote: Fri May 15, 2026 11:08 am
Curtis Lemay wrote: Wed May 13, 2026 2:07 am Be sure to read section 19.6 in the manual, ending with this:

"Both of these formulae pose a tactic for the
phasing player: bring the entire fleet to be moved
through the interdictor’s range into its detection
before moving through. The more in-range targets
detected the less interdiction there will be per
individual move."
This is moot because, in this scenario, a battery of 150mm coast guns seems to be able to duke it out quite happily with a battle group. As implemented, the coast gun reaction mechanic requires coast guns to be broken out to a separate unit in every scenario otherwise the infantry in the unit will soak up the phasing player's fire, giving the coast guns a huge advantage.
From 19.6:

"Chance of surface interdiction per in-range surface
interdictor:

Target Value of Moving Unit or Stack / Target Value of
all detected in-range Units.

Note that if the moving stack is the only one detected,
then the chance of interdiction is 100%. Also, if
there are 100 friendly ships and 100 enemy ships in
spotting range, the chance of interdiction will be 1%
per ship, averaging 1 interdiction per moving enemy
ship – it pairs off both side’s ships (on average)."


So...if only one target is in range, it's automatically going to be interdicted. If it is one of dozens of targets in range, it has a chance to get through.
How would this work? I mean one unit has to be the first, this unit will take a hit in each case (as soon as it is detected). Then the player moves the next unit into range with a chance of 50% hit upon detection and then the third with 33% and so on..? It's not that they all move at the same time ;)

Besides that: With three units having entered range the chance per unit to get hit is not 33% but 61% on average (100+50+33/3). Of course the per unit values are right upon first strike each but the average is not. If you restart to count once everyone is in range the numbers are as described, but not upon entering.
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Curtis Lemay
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Location: Houston, TX

Re: Operation Olympic

Post by Curtis Lemay »

Telumar wrote: Fri May 15, 2026 7:45 pm
How would this work? I mean one unit has to be the first, this unit will take a hit in each case (as soon as it is detected). Then the player moves the next unit into range with a chance of 50% hit upon detection and then the third with 33% and so on..? It's not that they all move at the same time ;)

Besides that: With three units having entered range the chance per unit to get hit is not 33% but 61% on average (100+50+33/3). Of course the per unit values are right upon first strike each but the average is not. If you restart to count once everyone is in range the numbers are as described, but not upon entering.
1. Use a pre-dawn turn to move the entire fleet to just over 10km from the coast. When dawn occurs, the entire fleet is simultaneously revealed - without triggering any interdiction. (And sort of realistic).
2. If that isn't possible, move the fleet no closer than 25km from the coast. Any interdiction will be at huge range and minimal impact.
3. Move the most heavily armored units into range first.
4. Get all surface naval gunnery in range first, before any auxillaries or troop ships.
5. With all gunnery units in range, paste the coastal guns with them.
6. Continue like so till the gunnery units are at their optimum range.
7. Lastly, bring the troop ships into range and charge the beaches.
8. Contrast this with sending individual embarked units to the beach by themselves (one at a time). They will be eaten alive one-by-one.
My TOAW web site:

Bob Cross's TOAW Site
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