ORIGINAL: Ron Saueracker
ORIGINAL: jwilkerson
ORIGINAL: Ron Saueracker
Ahhh...the scale issue. With the use of such generalizations as hexes and rigid time pulses (especially with air and naval movement being totally seperate phases, should an operational game have included such tactical game elements such as exact ranges of aircraft, Japanese strike coordination benefits yet not include CV launch/recovery rates, coordinated strike range penalties and non coordinated strike range bonuses and Allied CAP direction team bonuses? What is needed is to either include all tactical details into the operational scope of the game's mechanics to allow for more historical results or remove the few that exist which lead to ahistorical results.
A question that ranks right up there with "Why are we here"!
[:D]
Well, I started playing something called War In The Pacific, in about 1978 IIRC. The scale was 60 mile hexes, 2.33 day turns and individual ships, at least at the CV/CVL/CVE/BB/BC/CA/CL level. So, very similar at the high level.
Airpoints were modeled at 10:1 .. so one airpoint equalled 10 planes. But each major plane type was individualized, So Akagi, might have 3xA6m2, 2xD3Y and 3xB5N. And the ranges, attack strengths, defense strengths etc. were all individualized.
One of the strengths and weaknesses of that game and this one (WITP by 2b3/Matrix) is the multi-level aspect. I bet being able to be King and Nimitz on the one hand while also being able to command a minesweeper TF or manage the training of a fighter squadron, is one of the reasons many of us are here. This "multi-level" aspect of the game of one of the things that make it truly unique. Of course, life is full of trade-offs.
For ground units, the problem is that we have daily turns (well most players do) yet in the game it can take weeks to move one hex. So the "decision/effect" cycle is not ideal. For carrier vs carrier combat, we seem to have some control over decisions that might be made in cycles of like 4 hours or 8 hours (what planes to launch with at what altitude and range) yet we have to make them for a 24 (or even 48) hour period.
But, I've been living with this problem for about 30 years now - it was in the original WITP - it is still there. If I really want to play Flattop or CV, I've got 5 copies of flattop and 2 copies of CV, so I can wip those out and play them. For WITP, I have to compromise and live with some abstractions at least as things stand now.
For WITP_II, I suspect we might be able to have a variable "tactical" cycle with perhaps 2 hour, 4 hour, 6 hour or 8 hour options. But for WITP and for AE, we will have to live with the 12 hour naval phase and the 12 hour (pseudo 8 hour) air phase(s).
OK. But is there any way to simply add range penalties for coordinated strikes (the larger the strike the shorter the range), range bonuses for uncoordinated strikes (to ensure that CVs with shorter range a/c have a much higher chance of getting off a strike within the limits of the games operational scale), enhanced Allied CAP to reflect fighter direction, and reduced Japanese flak in CV TFs to reflect the two differrent CV TF defensive doctrines to level the playing field?
There is, but it isn't going to make it into AE. It was my biggest priority item that I had to shelve due to time constraints. We accomplished so much and yet had to leave entire portions of the code untouched.
The issue of coordination is rooted in the doctrinal practices of both the IJN and the USN. The basic CV doctrine, initially widely accepted was mobile air power from the sea. The USN, IJN, & RN all aligned early on in the simplicity of it. From there they diverged based on real limitations stemming first from the design of their Carriers and their physical capabilities, and then evolved completely separate strains of CV Doctrine from the composition and positioning of screens, Aircraft design, to the emphasis (or lack of), on and execution of radar tactics and other technology.
Add to this one of the most important facet of the development of carrier power, culture, not to mention continuing evolution and refingin of the assumptions that were norm on Dec 7, 1941 and you have a bang up job trying to turn 1s & 0s into a facsimile of it. For instance if you are the Allied player and you Avoid KB til 1944 how can you reasonably expect your CV force to function the same way it did after it evolved to the killing machine it was IRL 1944? You can't because none of the RL experiences that forced that evolution
aren't present in you game!!
My answer to this is still in the works, but suffice it to say there is one control that is missing from the game as it is right now in Stock and at least initially in AE...
...CAG
I won't go into any details as this may never see the light of day, but at least for the CV Air Combat piece of this puzzle I intend to make use of a HQ unit called "CAG" (CAG-1, CAG-2, CARDIV 1 Buntachio etc) that has several of the controls or "priority tasking" some people have astutely called it, rolled into a leader, whose values have a meaningful effect on the outcome of the battle. It won't ever be a tactical "phase" if you will, but the intent is to allow more player control over those things previously discussed here. At least those that are deemed appropriate for an operational level wargame. So likely you'll continue to see valuable air assets dump their ordnance on tankers when 2 hexes away 3 CVs lurk...sorry.
One other thing that will likely never change is the importance of up to the minute intel and quick decisions. This is not modeled in the game and without drastic rewrites we'll likely never institute a real time dynamic carrier battle simulation nestled in the code for an operational wargame. But we have already made use of a "timeline" as it relates to Air interception and scrambling CAP, so who knows.
I'm talking about doctrinal decisions that when selected by the player can affect the intiative of a battle or yes Ron, the range of a strike. Things like Urgent, Deferred, and Normal departures for the USN, and the Concept of a Supra-Air Group that is divided in half for strike resolution due to the real physical limitations of IJN CV design. These were REAL considerations that are left unspoken to in the original release.
But be careful what you ask for...you might not like it
EDIT: Changed "are" to "aren't" 3rd para.