CV Airstrike Coordination

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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Tristanjohn
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RE: CV Airstrike Coordination

Post by Tristanjohn »

ORIGINAL: freeboy
This is fact: at no time in World War II did the IJN/IJA demonstrate an overall (consistent) ability to coordinate strikes (be they carrier based or land based) any better than the Allies.

OK, let me disagree at Midway the US suffered SEVEAR lack of coordination even though it "lucked" into a succeffful outcome, andthe JAps at Pearl managed 6 carriers worth.. could have doen it again at Midway had they had the same intel capabilities that the allies had... one of the area the game cannot reproduce.. the us reading the JAp maill... rememmber Yammamotto's plane intercepted based on intercepts .. etc... so

Where is the overall (consistent) Japanese advantage in strike coordination? You haven't shown that yet. You cite one example (PH) where they came in more or less as planned. At Midway you mumble something about coulda/shoulda/woulda. [:D]
You and others..Ron etc.. are crying wolf about a system you say unfairly allows cap to rule..

I haven't said a thing about CAP "ruling." Although it is too strong by half. And then some. No, my complaint happens to be that whether it rules or not the way the game models it is baloney.
I disagree.. Cap, against slower planes is Deadly, in any theater of the war...
Cap is even more deadly againt very slow single engine planes that are unescorted.
Cap benifits from radar. Incoming planes have a choice.. fly on or be blasted from the sky... if they manuver.. the formation loses cohesion and the strike is pretty much over ..

I've no idea what you're talking about there. The Japanese had effective radar early in the war? Even the USN didn't have that. Even if the Japanes had possessed good radar in 1941-42 they didn't have radios in their fighters as a rule, and even had they had those radios they'd likely have run into the same lack of radio discipline that often confounded Allied efforts to coordinate CAP. Not to mention all the while the USN was working toward effective CIC in the fleet, whereas the Japanese lagged way behind in this area.

As far as incoming raiders being blasted from the sky . . . like I tried to explain, a fighter on CAP can only "blast" away as long as it has ammo. Then it becomes a useless flying machine for the purpose of CAP.
So.. while I do understand you see cap as too affective, if players do not use all the cv fighters as cap, and play HISTORICALLY.. sending planes as escorts cap is less affective.

For what it's worth I escort my bombers when I can. With my CV TFs, for example, I set CAP only at 60%.

The problem before us is the way CAP is handled by the program, not some theoretical issue in history you seem to imagine I can't fathom. Indeed, I understand the history of WWII well enough to recognize a poor CAP model when I see it.
We tend as a group to play VERRY non historically...

That might well be true. I don't know. (Speaking for yourself? [:)])
so if your reasoning was applied I would see almost no carriers of either side lasting very long.. after all... if they where used they wouldn't be able to be defended.. not too historical imo

The air model in WitP is, as far as I can tell, just about as screwed up as it was (and still is) in UV. For one thing it's too bloody in some respects, and in any event we still have that little issue of strike coordination, yes? (Favoring the Japanese early in the war, per the Grigsby norm [:D])

But don't take my word for it. Go count up the hits recorded in your games on CVs, especially US CVs, I dare say, then count the number of actual hits recorded during the war. It's laughable at times.

There were only two examples of CV slaughter, if you will, during the war: that at Midway (where for all intents and purposes there was no CAP when the USN dive bombers went in), and then during the Leyte operation, where again there wasn't much CAP for the Japanese, and what there was of it was manned by bad pilots flying obsolete equipment, while the USN losses were basically suffered under circumstances not pertinent to this discussion.
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Tristanjohn
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RE: CV Airstrike Coordination

Post by Tristanjohn »

ORIGINAL: ZOOMIE1980
ORIGINAL: Tristanjohn
ORIGINAL: Bombur



-The data on range/speed of the TBD, Vals and Kates seem to be a pretty good variable to me.....otherwise, you cannot work with historical examples due to the scarcity of them. Maybe you could add the two other battles to increase the sample and you will see the IJN was able to coordinate strikes three times vs. two for USN. On the other hand, the USN should have a CAP coordination bonus since the beginning since they have radar. Some of variables in WiTP must be "abstracted" due to the lack of historical data. We never had, for instance, a confrontation beween Yamatos and South Dakotas, but it can happen in WiTP, what example will you use in that case?



-The allies didn´t have land based TBD´s.....



-A CAP bonus for late war allies would be quite correct too.

Not "too." [:-] Maybe. Perhaps. Assuming Matrix/2by3 wanted to move on it. The Japanese should get no bonus at all in this regard.

Expectations on this forum about what will realistically get "fixed" and will not need to be examinded from time to time.

Undoutdedly true. For myself, I expect not a whit of change. It's the same old story with Grigsby, looking for fantastic ways to jump up the Japanese early in the war, either for reasons of play balance or through some misguided appreciation of his unsupported by a thorough reading and understanding of the history.
This whole thread smacks of a "design level" complaint in how CAP and strike coordination occur. I'd say you have a snowball's chance in hell of something like this ever getting addressed, not matter how correct you may be about it.

Agreed. But it's fun strapping that old butterfly to the wheel anyhow. [:D]
Remember 2x3 is only three guys or so. A designer, and two programmers. They are all off polishing World At War and working on whatever next is coming down the pike. Maybe ONE of them will visit this game from time to time, and that only to fix actual BUGS, not DESIGN issues. And that probably squashing these leader bugs and fixing the remaining CTD's that folks are experiencing. I seriously doubt they are going to redesign and code and test new combat resolution algorithms, unless their "defect" is simple and obvious.

Yeah, maybe on a cold day in hell . . . during a blue moon.
Bottom line, 99.9% of WitP is as it is. What you have is what you are going to have, forever, so learn to live with it. The game is still immently enjoyable. And that is quite typical of game life cycles. Maybe, once sales finally fall off to a trickle, they will release the source code to third parties ala PACWAR and then the devoted WitP fans can mod and prod and message until their hearts are content.

If I should only live so long. [:)]

But you're right, of course. It's a wonderful game and I tip my hat to Gary for finally making it come true.
Regarding Frank Jack Fletcher: They should have named an oiler after him instead. -- Irrelevant
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Mr.Frag
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RE: CV Airstrike Coordination

Post by Mr.Frag »

Ron, I give up ... as long as you want to invent crap that the game doesn't have feel free, it is a waste of time to discuss things with you as you simply change your story each and every time slightly to vary the complaint once you get told that the facts prove your statements wrong.

I must admit, I do like your targetting multiple lcu's in a hex one considering you can not target anything on a ground attack mission apart from a location and ground attack missions themselves are very difficult to even get to fly (as *many* people have complained) yet you invent this unprovable "i target 3 separate lcus in a hex" fairy tale to support your story knowing full well that it would take me days in an editor to build the perfect case to prove once again your statement is nonsense.
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Ron Saueracker
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RE: CV Airstrike Coordination

Post by Ron Saueracker »

ORIGINAL: Mr.Frag

Ron, I give up ... as long as you want to invent crap that the game doesn't have feel free, it is a waste of time to discuss things with you as you simply change your story each and every time slightly to vary the complaint once you get told that the facts prove your statements wrong.

I must admit, I do like your targetting multiple lcu's in a hex one considering you can not target anything on a ground attack mission apart from a location and ground attack missions themselves are very difficult to even get to fly (as *many* people have complained) yet you invent this unprovable "i target 3 separate lcus in a hex" fairy tale to support your story knowing full well that it would take me days in an editor to build the perfect case to prove once again your statement is nonsense.

What am I inventing? I did not design the game?[&:]

As for inventing an unprovable targetting of LCU issue, it is not the player who selects the LCUs (aside from selecting "ground attack mission" and picking the hex), the AI does, and in doing so, condemns the ground attack missions to uncoordinated attack routines simply because the strike packet split occurs BEFORE the CAP vs STRIKE phase. How is this a fairy tale and how is it unprovable? It's there in black and white in almost every combat report posted in the AAR thread..

WHATEVER!!![8|] As Zoomie is almost definitely correct in assuming nothing more than fixing bugs will happen anyway, the point is moot and we simply agree to disagree and glare at each other from our opposing trenches. This does not mean pot shots are now off limits.[;)]
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