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
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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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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.
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golden delicious
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Re: Operation Olympic

Post by golden delicious »

Curtis Lemay wrote: Fri May 15, 2026 3:01 pm
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.
Bob 150mm guns shouldn't be damaging battleships
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golden delicious
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Re: Operation Olympic

Post by golden delicious »

Curtis Lemay wrote: Fri May 15, 2026 10:56 pm 1. Use a pre-dawn turn to move the entire fleet to just over 10km from the coast.
When you're starting with the assumption that the game has sub-24 hour turns, there's a problem.
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.
Bob the coast guns win. Did you look at the scenario?
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Curtis Lemay
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Re: Operation Olympic

Post by Curtis Lemay »

golden delicious wrote: Sun May 17, 2026 5:25 pm
Curtis Lemay wrote: Fri May 15, 2026 3:01 pm
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.
Bob 150mm guns shouldn't be damaging battleships
I assume they do because the NAD was 10 => ten salvos of fire per round before the invaders can respond. Of course that had to be fixed to NAD => 100 => 1 salvo per round each. That should have been done now.
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Curtis Lemay
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Re: Operation Olympic

Post by Curtis Lemay »

golden delicious wrote: Sun May 17, 2026 5:27 pm
Curtis Lemay wrote: Fri May 15, 2026 10:56 pm 1. Use a pre-dawn turn to move the entire fleet to just over 10km from the coast.
When you're starting with the assumption that the game has sub-24 hour turns, there's a problem.
That wasn't an assumption as my point 2 should have made clear. This procedure wasn't specific to this scenario. I was just explaining how the rule I highlighted can benefit invaders. Even in this specific case, bringing the entire invasion fleet into view at max range will reduce the number of shots each invasion element must pass through.
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.
Bob the coast guns win. Did you look at the scenario?
Again, of course the coast guns need to be separated from other infantry. Perhaps including coast guns in Port Attacks would help? Or a specific attack that concentrates on coastal gunnery?
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sPzAbt653
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Re: Operation Olympic

Post by sPzAbt653 »

The NAD is set to 100 in the scenario I posted above. The US Navy starts just offshore at all three invasion beaches. I use the Navy to bombard enemy shore batteries for five rounds, and also use Heavy Bombers to do the same. After those five rounds I move the embarked units to the beaches, and they get plastered and any remnants that make it ashore are easily wiped out by the defenders in their turn [US staging areas have been put in supply for current testing]. Adding to the carnage is the issue of some embarked units not advancing into cleared beach hexes, leaving them at sea to take more hits during the enemy turn. I think that any embarked unit that participates in combat that results in a beach being cleared should advance into that hex. I think that shore batteries shouldn't need to be eliminated, they just need to be suppressed [according to history].

This scenario didn't work well in III and it doesn't work well in IV. Some modifications should be able to fix it.
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