2000 Lb bombs on TBM

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el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: 2000 Lb bombs on TBM

Post by el cid again »

I don't think you understand (Jeff) how the game mechanics work. [In a grand sense, no one does. Nothing like undocumented code written by many cooks to create a confusing situation.] Nevertheless, we do have some clues in the WITP manual and in the postings by Matrix programmers. To that add that we can learn by testing - and I am a test technician - able to pretty well reverse engineer what the code must say. [Sometimes the theory the code says something isn't as valid as how it really works - because of various complex interactions - so learning what really happens is sometimes the very best way.]

Perhaps it is broader than how does the code work in a technical sense? Perhaps you don't do statistics? Your suggestions conspire to reduce the effectiveness of your forces/units - in aggregate at least. A non air example is the idea that having brigades is superior to having divisions: for any given number of slots, if all of them are brigades, you have a weaker total force than if all of them are divisions. We include many units smaller than divisions because it is good simulation - but it isn't a good way to increase the power of an army in the game. The bomb situation is similar - if slightly more complex: for any given load (in pounds) delivered over a target in WITP, delivering fewer bombs will REDUCE the chances of a hit in direct proportion to the numerical reduction. The damage - if you avoid the device list of RHS - would theoretically be the same for most targets IF you could get as many hits - but you cannot. Code won't let you. [The exception is, if the target was an armored ship, and if the bombs were not big enough, you might be better off to select an AP bomb of larger size for that kind of target. Otherwise a significant fraction - but not all - of the smaller bombs won't do as much damage. Note this exception does NOT apply to any sort of land target.]

Now wether or not Grand Slam bombs make sense is a different kettle of fish entirely. We seek to have "bunker busters" in our present day - and contemplate even tiny nuclear weapons for that mission (wether or not it is wise - crossing the nuclear threshold gives all the four stars I know nightmares). But until we have a more complex game system - or are at least willing to do some very intensive game support (you wanna hire me to write pwhex files for an ongoing game???) -
there are no solutions for this. It is highly doubtful if even the 4000 pound bomb has a real job in WITP? But it might - vs say Yamato. Otherwise, using it is not really making air units more effective, but the reverse. Going with larger bombs is the same sort of thing, writ larger. And I am sorry. Because it would be good if we could model heavy bombs for at least forts (e.g. Fort Drum). Right now the Fort will NOT survive a siege - even if done entirely by light infantry.
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