High Altitude Sweep Rant

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Sardaukar
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RE: High Altitude Sweep Rant

Post by Sardaukar »

ORIGINAL: Yakface
ORIGINAL: LoBaron

ORIGINAL: Yakface




So if I am understanding correctly - dive is too powerful to give to everytime on the basis of one plane stat without the penalties which should come along with flying at altitude. Thanks for answering that one for me.

I have previously read post 118 and most of the rest (skipped some of the more recent ones for which I think I can be forgiven)

However, it doesn't answer the question I was asking. 118 deals with how to minimise the effect of an enemy at superior altitude, rather than what I was asking which is, what is a gamey height to be flying (ie where does the model break down) and suggestions for HR's to ensure we are working where the system is strong.

No I don´t think the dive is too powerful. When defending you can offset its effect by separating
your CAP into different alt bands. This effect is also a result of game calculations and has not
really a counterpart in reality. When attacking you have to wait for sufficient numbers to do it anyway.

As I understand it, the idea of building in a system that affects AC range depending on alt or other factors
that would make vhigh alt a drawback was seen as increasing micromanagement too much and also resulted
in negative impacts on other situations which are currently modelled accurately (such as other long range missions
as search, recon, heavy bomber missions and so on).

If you want my personal opinion: no altitude is gamey. The high alt nerv is just developing just
when the player at disadvantage does not search for other solutions and plays into the hands of the
attacker.

I appreciate the answers LoBaron. However, as a player I've got to listen to the air model developer when he says - 'your opponent is gaming the system' by flying Hurri sweeps at 36K ft. I'm guessing only he can answer the question about what HR's are appropriate.

If I recall correctly, The Elf suggested same as I, that is Sweeps only as high as best MVR band of plane. But that is just from memory and not gospel. [8D]
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LoBaron
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RE: High Altitude Sweep Rant

Post by LoBaron »

The point is: even IF the opponent is flying the Hurricane at 36k, if he runs into
a second generation oscar trap stacked in several bands between 25 and 5k with a nice number of airframes,
decent squad leaders and skilled pilots, he will lose more of his precious Hurricanes than
he likes, plus the pilots.

So whether he is gaming the engine or not does not make much of a difference.

On the other hand you can always set max ceilings allowed depending on the year (e.g. 20k @41-mid42, 25k
@mid42 -mid43, 30k until mid 44 and afterwards everything goes)

But in my opinion this takes a lot of fun out of the game and negates some historical advantages of airframes.

Thats admittedly a matter of taste though.
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Yakface
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RE: High Altitude Sweep Rant

Post by Yakface »

ORIGINAL: Sardaukar

ORIGINAL: Yakface
ORIGINAL: LoBaron




No I don´t think the dive is too powerful. When defending you can offset its effect by separating
your CAP into different alt bands. This effect is also a result of game calculations and has not
really a counterpart in reality. When attacking you have to wait for sufficient numbers to do it anyway.

As I understand it, the idea of building in a system that affects AC range depending on alt or other factors
that would make vhigh alt a drawback was seen as increasing micromanagement too much and also resulted
in negative impacts on other situations which are currently modelled accurately (such as other long range missions
as search, recon, heavy bomber missions and so on).

If you want my personal opinion: no altitude is gamey. The high alt nerv is just developing just
when the player at disadvantage does not search for other solutions and plays into the hands of the
attacker.

I appreciate the answers LoBaron. However, as a player I've got to listen to the air model developer when he says - 'your opponent is gaming the system' by flying Hurri sweeps at 36K ft. I'm guessing only he can answer the question about what HR's are appropriate.

If I recall correctly, The Elf suggested same as I, that is Sweeps only as high as best MVR band of plane. But that is just from memory and not gospel. [8D]

Would that not just, in effect, give 'the dive' to the defending CAP everytime?
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Jaroen
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RE: High Altitude Sweep Rant

Post by Jaroen »

ORIGINAL: LoBaron

Strange thing that this type of discussion repeat itself every few months. [:D]

Just for those who don´t know Sardaukars tests, my old buried thread somewhere in the war room or like a summary
for what you can do against sweeps that come in high or what impacts fighter/fighter combat:

A single combat result does not tell you anything as long as you don´t view it in context of other combats or
draw the right conclusions from it. High losses against a sweeper can mean you got a bad day and the dice was against you.

THINK whom you are fighting against and what he will try to implement to maximize his results. And then do it also. There is
no single winning attribute to fighters, but if you know how to max every factor you can turn your fighter squad into this single winning attribute. There are limited but numerous ammounts of things to consider, which basically are:

1) Number of planes. Naturally the more the better. Just don´t forget that there are points of diminishing return.

2) Airframe type. There are dedicated high altitude fighters, dedicated turn fighters, interceptors, escort fighters, different armaments, some multi purpose planes. Read the plane stats. Or read books on the planes. Its easy to find out which is which with a bit of training. Use the types in their dedicated rolls for best success.

3) When on defensive: have radar available, try to work with mutually supporting bases, set the units for mission patterns that enable you to fight another day...

4) When on CAP: use split CAP techniques. Draw the sweepers down to You Favourit Alt and hit em with a small hammer from above if possible.

5) Get a training programme running that focuses on A2A, defensive AND Exp improvement. If you are outclassed by the driver and stay outclassed you should only fight in concert with 1)

6) Get your high skill leaders into the frontline units. Leader dice rolls can have major impact on the battles.

7) If you think you will conctantly be outclassed and outnumbered: pull back. There is no such situation where stay and fight shows a brighter future than pulling back except if you can´t or have to buy time to redistribute your forces.

8) If you have the numbers available and still lose, try to find the factors that could have negatively impacted the fight and change them. If you don´t find any, look harder. If you still don´t find any, consider things you don´t see (like enemy pilot skill)

9) Try to make life hard for the attacker yourself. Sweep him, bomb him, hurt his supply lines.


TheElf did wonders with the old combat engine. Gaming the system is possible but even then the final outcome and the tendencies shown in the real war are reflected by the results on the long run.

Thank you LoBaron for this good overview - once again! [;)]

Just for the single sweep/CAP battles I would like to stress the importance of SKILLS aside from experience. You mention it but its importance is apparently lost because Castor Troy (and others) don't use it with their arguments. In the example used (yes, only one fight) it is clear to me the Zero's loose the fight (also) because the Hurricane pilots have a good Air (=Offensive; not A2A) skill where the Zero's have no good Defensive skill. Aside from other factors negatively influencing the Japanese performance (Zero's probably missing good leadership etc.). For any analysis/comparison of such 'twisted' results it is necessary to have more information on pilot's skills and other circumstances aside from 'just' pilot's experience!

The diving message will also occur when lower positioned fighters (sweep or CAP) attack poor Defensive skill pilots above them. The dive message signifies initiative and surprise which happens when good pilots (high experience + skills + good leaders.) fight poor Defensive groups. So even though it does say 'diving' it doesn't perse mean it is actually having an altitude advantage to start with!!! In addition other circumstances might help gaining surprise of course, like radar. A good to very good Defensive skill also helps defeating enemy fighters which do get a shooting position.

But like theElf is saying, players might choose to go way out of 'historical' realities and choose maximum altitudes. Thereby gaining a huge plus (that's a game mechanic 'plus' for calculation purposes) against 'normal' altitude opponents. That max altitude bonus can't be outdone by even the best skills and such (building plusses) thus it is tweaking/gaming the system to use those unhistorical altitudes.

Now one side is advocating to repair the system code to make sure unhistorical altitudes just don't offer such an advantage (that huge plus) and others are saying the players should simply decide not to twist the game mechanics and play 'historically'. In my view both are right. An ideal game mechanic should make the unhistorical choice to operate at max altitude unsustainable. After all it isn't unhistorical for no reason! (Btw, what would those reasons be? I can think of a few, but . . . anyway.) But not having that ideal game code present shouldn't deter people from playing according to historical realities even when it means sacrificing a possible unrealistic advantage. House rules could be put in place to cover that.

But I think we'd all love to have a game system mechanic with the already present historical altitude bands plus performance and such, which does represent historical possibilities and outcomes even when players go to the extremes. It does come close however! The system isn't bad at all and does offer a great simulation in an abstract way of air combat during WW2.

As a side note to spotting:
Doesn't WW2 history tell us that mostly enemy planes were not spotted/recognized!? It just didn't happen on a regular basis. Wasn't it mostly great eyesight and experience (plus coincidence) where spotting was more of a regular, but still very coincidental, occurance? That's why radar was such a great invention. It helps massively knowing where the enemy is in order to spot them.

As a side note to the experience/'second hand information' debate:
We should take into account that much of that 'second hand knowledge' (in books, reports, etc.) is of course derived from first hand experience (as in interviews with pilots and/or from pilots themselves). So we shouldn't discount such information just because it's not directly heard from the one experiencing the phenomenon.

Good gaming all!
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Sardaukar
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RE: High Altitude Sweep Rant

Post by Sardaukar »

ORIGINAL: Yakface
ORIGINAL: Sardaukar

ORIGINAL: Yakface



I appreciate the answers LoBaron. However, as a player I've got to listen to the air model developer when he says - 'your opponent is gaming the system' by flying Hurri sweeps at 36K ft. I'm guessing only he can answer the question about what HR's are appropriate.

If I recall correctly, The Elf suggested same as I, that is Sweeps only as high as best MVR band of plane. But that is just from memory and not gospel. [8D]

Would that not just, in effect, give 'the dive' to the defending CAP everytime?

Not according to my experience. Sweep and CAP are different missions and there seem to be lot of difference how combat altitudes are calculated. Note that CAP also includes scrambled fighters that are still climbing to CAP altitude. Plus, one can always use same rule for CAP too, if needed.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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LoBaron
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RE: High Altitude Sweep Rant

Post by LoBaron »

ORIGINAL: Sardaukar
Not according to my experience. Sweep and CAP are different missions and there seem to be lot of difference how combat altitudes are calculated. Note that CAP also includes scrambled fighters that are still climbing to CAP altitude. Plus, one can always use same rule for CAP too, if needed.

A very good point.
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RE: High Altitude Sweep Rant

Post by herwin »

There's a RAND study on the probability of visual detection of reconnaissance aircraft silhouetted against the sky by ground observers. For an aircraft about the size of a Kate approaching at 400 knots (yes, I know), and a detection probability of 1.0 if the observer happened to be looking at it (i.e., closer than 6 miles), the mean range of actual detection was about 2 miles--about 30 seconds delay. [&:]
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RE: High Altitude Sweep Rant

Post by Grfin Zeppelin »

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Nikademus
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RE: High Altitude Sweep Rant

Post by Nikademus »

ORIGINAL: herwin

Unfortunately, there are very few.

really?

I could suggest over a dozen.
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RE: High Altitude Sweep Rant

Post by Nikademus »

ORIGINAL: Gräfin Zeppelin

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That was one fast weather balloon i took a trip in! [:D]
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RE: High Altitude Sweep Rant

Post by USSAmerica »

Yes, but do weather balloons have a high enough max altitude to "game" the repeating dive sweep?  [:D]
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Nikademus
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RE: High Altitude Sweep Rant

Post by Nikademus »

YOU need to read more books too.

Obviously the 'weather balloons' used tractor beams. They had no need to dive! gosh doesn't anyone watch Star Trek:TOS anymore? There was one episode where weather balloon "Enterprise" captured a pilot named Ian Kibler in such a manner.



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RE: High Altitude Sweep Rant

Post by USSAmerica »

I forgot about the tractor beams.  My bad. 

So, do the Japanese have fighter factories that will upgrade to produce weather balloons, or are they another example of the blatant AFB bias of the developers?  [:D]
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LoBaron
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RE: High Altitude Sweep Rant

Post by LoBaron »

But as stated several times now the tractor beams are overpowered. [&:]
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RE: High Altitude Sweep Rant

Post by Nikademus »

I wanted El Cid's "rockets" added to the Japanese OOB but i was laughed at and called an Axis Fanboy. This hurt my feelings so i sulked for a month. I like rockets.....they go boom.

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RE: High Altitude Sweep Rant

Post by jwilkerson »

Looks like this one finally got out of control with personal attacks - we will try relocating it to see if things calm down.
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RE: High Altitude Sweep Rant

Post by herwin »

@ChezdeJez

Thanks for the response. I'll take it on board.
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RE: High Altitude Sweep Rant

Post by herwin »

ORIGINAL: Nikademus

ORIGINAL: herwin

Unfortunately, there are very few.

really?

I could suggest over a dozen.

Make that "Unfortunately, there were very few in the 1970s."
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
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Complexity

Post by herwin »

In neuroscience we sometimes find ourselves in 'ant country' where the interacting factors involved in producing the behaviour we see become too complicated to analyse. At that point, we have to give up and treat the system descriptively and the behaviour as emergent. I'm beginning to suspect this whole altitude issue is in that category. We're seeing gamers respond to incentives in one way and the real-life aircrew responding in another. There's something missing from the equation.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
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RE: High Altitude Sweep Rant

Post by castor troy »

ORIGINAL: LoBaron

ORIGINAL: castor troy

we are always out of context because what you write here and sell as gospel is not what the game is doing. Same as the pre flak gospel BS and that was proved wrong by michaelm who got the balls to actually say "ok, here is something wrong". YOU never miss the point and are spot on. [&o] That´s why michaelm is around, to actually look at what is happening if people provide him with saves to look at. And he obviously also doesn´t refrain from saying something is wrong if another dev insists on "it´s wad".

Ah ok thanks. Just wanted to be sure I can ignore it... [:)]

how often do you think has my opponent changed his fighters´ altitude to all possible combinations? Hundreds of times. You sure think it would have helped him against 39-42000ft sweeps? No, but hey, we all agreed that this is gaming the system. All you can do is agree on everyone on the same alt and then the one who gets radar help or has plain luck ends up a couple of feet higher which is going to be enouh.

So you think that Lightnings should not be able to dominate the early Japanese types if handled by a professional?
I get roughly 1:2 results against Lightnings with Zeroes when not outnumbered, but hey, maybe this is because I
know how to handle them...
Tojo vs Corsair is a good example, the Corsair can go a couple of feet higher... that´s enough for the dive.

And this tells you that something is broken? So a big heavy fighter with a mean top speed on a dive shouldn´t
wreck any opposition except the most determined, thought through and backed up with sufficient numbers of planes?

So you are basically complaining that life is not fair and sometimes your chance is no chance? [;)]


nothing wonders me anymore... you are most obvious the AE god and know how to handle everything, you even believe your guides lol. Now the pity is that I am talking about my Lightnings that are shredding the enemy´s second generation fighters. Nothing is broken and I´m fine with mentioning again that you blow out your senseless fantasy blah blah about pre Cap flak too and we all know how it turned out. But you sure can ignore that as long as you wish. AGAIN, I´m not saying there is something bugged, it´s the design that is working exactly how it was designed and doing ceiling sweeps is gaming the system (quote air team lead).

That says enough about it, it´s not the game that has a flaw, the players are the ones having the flaw. And please stop giving people advise "how to handle things" that obviously don´t work, at least not in ANY of the ongoing AARs it seems. But hey, perhaps it´s just you that is smart on the internet. [&o]
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