Some Conclusions

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

Moderators: Joel Billings, wdolson, Don Bowen, mogami

User avatar
crsutton
Posts: 9590
Joined: Fri Dec 06, 2002 8:56 pm
Location: Maryland

RE: Some Conclusions

Post by crsutton »

ORIGINAL: Feinder

I think it mostly evens out.

In that, I that Japan can push harder and farther and longer than they could historically (ie, most of 1942).  However, as Herwin has observed, the door not only closes, but swings back and smacks Japan in the face in 1943.

I think as Japan, you have to play more agressively than historical, in order to compensate for the butt-kicking you're going to get starting about summer of 1943.

-F-

Yes, in fact the only hope to win as Japan is via autovictory. Unfortunately, many Japanese players play the game in pursuit of AV which throws the whole game off. That is, it is an all or nothing throw of the dice in 1942 with little regard for the results as a lot of IJN players throw in the towel if they don't make it. Makes for some briefly fun but bad games.
Better to get rid of AV and change the point system to reward the Japanese more for late game coups. For example, the loss of an Allied carrier in 1945 should cost four times as much as the loss of one in 1942.

I want variation and excitment in the game but want it to follow historical lines and for the Japanese player to feel like it is worth playing to the near end.

I suspect that AE will help with some of the other problems. I am not starting any WITP these days.
I am the Holy Roman Emperor and am above grammar.

Sigismund of Luxemburg
User avatar
Anthropoid
Posts: 3107
Joined: Tue Feb 22, 2005 1:01 am
Location: Secret Underground Lair

RE: Some Conclusions

Post by Anthropoid »

ORIGINAL: crsutton

ORIGINAL: Feinder

I think it mostly evens out.

In that, I that Japan can push harder and farther and longer than they could historically (ie, most of 1942).  However, as Herwin has observed, the door not only closes, but swings back and smacks Japan in the face in 1943.

I think as Japan, you have to play more agressively than historical, in order to compensate for the butt-kicking you're going to get starting about summer of 1943.

-F-

Yes, in fact the only hope to win as Japan is via autovictory. Unfortunately, many Japanese players play the game in pursuit of AV which throws the whole game off. That is, it is an all or nothing throw of the dice in 1942 with little regard for the results as a lot of IJN players throw in the towel if they don't make it. Makes for some briefly fun but bad games.
Better to get rid of AV and change the point system to reward the Japanese more for late game coups. For example, the loss of an Allied carrier in 1945 should cost four times as much as the loss of one in 1942.

I want variation and excitment in the game but want it to follow historical lines and for the Japanese player to feel like it is worth playing to the near end.

I suspect that AE will help with some of the other problems. I am not starting and WITP these days.

Not having played against a human, nor having played this game past early 1943, but having listened to you guys a lot, I think the core of the idea you are expressing here Crsutton sounds like a great idea.
The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
http://www.youtube.com/watch?v=IkIIlkyZ ... playnext=3
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

RE: Some Conclusions

Post by herwin »

ORIGINAL: tocaff

Many people keep complaining about how fast the Allies can build an airbase.  My ex father in law was a CB and I remember him telling us about how they would land on an island that still wasn't secure and within days LBA was operating where there had been nothing.  Of course this kind of field wasn't for the big boys to fly from, but.........

Four weeks from scratch was the record for an operational bomber base in the Pacific.
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
User avatar
Anthropoid
Posts: 3107
Joined: Tue Feb 22, 2005 1:01 am
Location: Secret Underground Lair

RE: Some Conclusions

Post by Anthropoid »

ORIGINAL: herwin

ORIGINAL: tocaff

Many people keep complaining about how fast the Allies can build an airbase.  My ex father in law was a CB and I remember him telling us about how they would land on an island that still wasn't secure and within days LBA was operating where there had been nothing.  Of course this kind of field wasn't for the big boys to fly from, but.........

Four weeks from scratch was the record for an operational bomber base in the Pacific.

I don't doubt you are right Harry, but the next question is raises for me is: why? Why was four-weeks the fastest?

I bet it isn't because it is 'impossible' to take a feral site and turn it into a working bomber base in anything less than four weeks. Rather, I'd guess it is because of the number of troops, tools, fuel, supply, administrative efficiency, bulldozers, work-policy, etc.

In sum: it should be POSSIBLE for a player to do almost anything that did not happen in the actual war, as long as it was not IMPOSSIBLE to have done in the actual war. As long as what a player CAN do was possible, and involves an appropriate cost/benefit tradeoff I can't see any reason why a player accomplishing something like a bomber base 10x as fast as they actually were put up should not be allowed in the game.

There are at least some examples of unprecedent accomplishments: Lex was supposed to take days or weeks to get fixed enough for Midway (or was it Yorktown?) but they got it 'ready' in what? 48 hours?

I think the real problem with the game, as far as I can tell from my limited experience, and listening to you guys, is that there are not proper tradeoffs for certain actions which run counter to historical reality. Mostly these actions tend to involve concentrating much larger quantities of stuff and people in smaller areas than actually happened (deathstars, 5 Eng units on one base, etc.).

Other games deal with such things with stacking limits, but I seem to recall having discussions on here before, and not being able to conclude that a 60 mile hex was small enough that one could logically arrive at sound reasons to impose stacking limits. In fact, it seems like it was you who was explaining to me just how many Divisions the Soviets or somebody had stacked up at various phases in the Eastern front war?

I don't know what other guys do, but when I'm playing the AI, I find that I will often strip a 'rear' area base, and the stock game gives me plenty of Pol Pts to be able to do so. For example, right now in my game against the AI, most of the units that start out assigned to West coast in SF, LA, and SD have been shipped out to Canton Island, Baker, Palmyra, etc. While the game allows me to do this, in actual fact, I'll bet it was not done. Even though the threat of a Japanese invasion of the West Coast was minimal, I'll bet the brass left PLENTY of manpower and firepower on the West coast, but the game doesn't require the player to do that. In fact, with the "auto Uber US Power" that comes with any Japanese assault on the West coast there is no reason to leave much of ANYTHING on the West Coast, even by degrees in Pearl and Oz too.

In sum: it seems to me it is too easy for the Allied player to move units that probably would have been left idle in rear area defense far sooner than probably happened in the actual war, and it is also far too easy to stack up way too many units very quickly.

Some ideas here? Don't allow so many units to switch HQ, and don't allow units that are not from the same HQ to be in the same stack (except for home bases: West Coast, India/SRL, and Oz)? Or one step even further: have sub-HQs (Command Groups or some such) that come into the game pre-assigned for the most part, these could be based on actual historical patterns of units which operated together. Except for sufficiently large bases, do not even allow units that are not in the same Command Group to be in the same stack or TF.
The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
http://www.youtube.com/watch?v=IkIIlkyZ ... playnext=3
User avatar
88l71
Posts: 218
Joined: Mon Sep 17, 2007 2:01 am

RE: Some Conclusions

Post by 88l71 »

About switching HQ's - why not do it like PacWar, where certain units attached to West Coast/China/Australia were permanently restricted (except for the Australian LCU's that were released to SWPAC)?

I love the depth and complexity in-game but one area where one is at a disadvantage is the huge number of stuff to keep track of and the level of micromanagement required, as in real life a overall theater commander in the player's position would leave much of the above to staff officers or subordinate commanders.

I liked PacWar's routine convoy system where logistics would be handled automatically unless the enemy controlled the airspace near a base.
User avatar
Feinder
Posts: 7177
Joined: Wed Sep 04, 2002 7:33 pm
Location: Land o' Lakes, FL

RE: Some Conclusions

Post by Feinder »

Better to get rid of AV and change the point system to reward the Japanese more for late game coups.
 
Bingo.
-F-
"It is obvious that you have greatly over-estimated my regard for your opinion." - Me

Image
juliet7bravo
Posts: 893
Joined: Wed May 30, 2001 8:00 am

RE: Some Conclusions

Post by juliet7bravo »

"within days LBA was operating where there had been nothing"
 
Building a basic dirt/Marston mat airstrip that could operate small numbers of short field capable fighters/light attack AC, in good weather wasn't that difficult in decent terrain (which is at a premium in the Pacific).  Building a "Size 9", all-weather airfield with concrete runways, hangars, tank farm, etc. and the infrastructure to match would obviously be much more difficult and time consuming, and could only be done in a fairly limited number of areas.  Then there's having suitable terrain located within land movement range of a port large enough to handle the shipping traffic required to support a sizable airfield logistically.  Which limits the number of locations, and/or restricts their possible max size even more... 
 
BLUF: There should be terrain values assigned that dictate construction rates and max airfield size for every airfield capable hex.  Should also be a progressive construction rate modifier, i.e. the larger the airfield, the longer it takes to construct to the next level, no matter how many engineer units you stuff onto it. 
User avatar
ggm
Posts: 139
Joined: Fri May 25, 2007 11:57 pm

RE: Some Conclusions

Post by ggm »

herwin,

im curious as to what version of rhs your playing. im curious as to how the production system is working. are the allies still repairing their disrupted factories.

ggm
Alas, poor Yorick!--I knew him, Horatio; a fellow of infinite jest, of most excellent fancy: he hath borne me on his back a thousand times; and now, how abhorred in my imagination it is! my gorge rises at it.
William Shakespeare Hamlet
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

RE: Some Conclusions

Post by herwin »

ORIGINAL: Anthropoid
ORIGINAL: herwin

ORIGINAL: tocaff

Many people keep complaining about how fast the Allies can build an airbase.  My ex father in law was a CB and I remember him telling us about how they would land on an island that still wasn't secure and within days LBA was operating where there had been nothing.  Of course this kind of field wasn't for the big boys to fly from, but.........

Four weeks from scratch was the record for an operational bomber base in the Pacific.

I don't doubt you are right Harry, but the next question is raises for me is: why? Why was four-weeks the fastest?

...

The usual answer to that question is “The bearing of a child takes nine months, no matter how many women are assigned.” (Fred Brooks) It's not quite that bad--but you hit diminishing returns quickly. How would you accelerate the project? Think about what has to be done: area clearance, earth moving, construction of runways and taxiways, paving, construction of facilities, hangars, and revetments. You've probably seen highway construction projects--airfield construction is similar. More men and equipment simply get in each other's way.

I don't mind one week construction times. What I mind is a failure to model diminishing returns properly.

The four-week record, by the way, was not a size-9 airfield. It was a size-4 or 5.
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
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

RE: Some Conclusions

Post by herwin »

ORIGINAL: ggm

herwin,

im curious as to what version of rhs your playing. im curious as to how the production system is working. are the allies still repairing their disrupted factories.

ggm

7.78972

I don't know the allied repair status. Ask Blitzk.
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
User avatar
ChezDaJez
Posts: 3293
Joined: Fri Nov 12, 2004 7:08 am
Location: Chehalis, WA

RE: Some Conclusions

Post by ChezDaJez »

ORIGINAL: juliet7bravo

"within days LBA was operating where there had been nothing"
 
Building a basic dirt/Marston mat airstrip that could operate small numbers of short field capable fighters/light attack AC, in good weather wasn't that difficult in decent terrain (which is at a premium in the Pacific).  Building a "Size 9", all-weather airfield with concrete runways, hangars, tank farm, etc. and the infrastructure to match would obviously be much more difficult and time consuming, and could only be done in a fairly limited number of areas.  Then there's having suitable terrain located within land movement range of a port large enough to handle the shipping traffic required to support a sizable airfield logistically.  Which limits the number of locations, and/or restricts their possible max size even more... 

BLUF: There should be terrain values assigned that dictate construction rates and max airfield size for every airfield capable hex.  Should also be a progressive construction rate modifier, i.e. the larger the airfield, the longer it takes to construct to the next level, no matter how many engineer units you stuff onto it. 


There are several real-life examples that contradict your view. One of those is Adak in the Aleutians where U.S. Army engineers landed on 30 Aug 1942 and constructed a WitP defined size 4 or 5 airfield under very arduous conditions in 2 weeks.


The following exceerpt was taken from "GUARDING THE UNITED STATES AND ITS OUTPOSTS" by Stetson Conn, Rose C. Engelman, and Byron Fairchild


...In the meantime, preliminary reconnaissance landings on Adak on 26 and 27 August had failed to discover any enemy forces on the island, and three days later an Army force of about 4,500 began to come ashore. The fortuitous discovery that a tidal basin near the landing area could be used as an airfield site solved anticipated construction problems on that score. Army engineers installed an ingenious drainage system which with fills provided a usable airfield in less than two weeks, instead of the two or three months that had been forecast. The Army planned to increase the Adak garrison to more than 10,000 men by mid-October, and thus to make it the strongest as well as the most advanced of the Alaskan bases...

...The new base at Adak soon proved its worth. On 14 September a force of twelve B-24 heavy bombers accompanied by twenty-eight fighters from Adak delivered a strong attack on Kiska.

While I generally agree that the disparity between Allied and Japanese construction forces in the game seems to be too great at times, there is substantial RL documentation to support U.S. abilities.

Chez
Ret Navy AWCS (1972-1998)
VP-5, Jacksonville, Fl 1973-78
ASW Ops Center, Rota, Spain 1978-81
VP-40, Mt View, Ca 1981-87
Patrol Wing 10, Mt View, CA 1987-90
ASW Ops Center, Adak, Ak 1990-92
NRD Seattle 1992-96
VP-46, Whidbey Isl, Wa 1996-98
juliet7bravo
Posts: 893
Joined: Wed May 30, 2001 8:00 am

RE: Some Conclusions

Post by juliet7bravo »

Adak actually illustrates my point to my thinking.  IIRC, the lagoon/tidal basin floor was firm flat ground (i.e. "decent terrain"), the initial work was diverting the water and laying matting down to support fighter ops.  Fairly straight-forward brute force engineering, although pretty innovative.  I'd call it a level 2, with minimal support infrastructure, usable (at that point) only under fairly decent weather conditions (relatively speaking), to provide LR escort for bombers staging elsewhere.  Took considerably longer and an immense amount of angst to fully develop the airfield and build additional/better runways.  Note that they also made virtually unlimited money/resources available to defend/build up the north...
User avatar
AirGriff
Posts: 701
Joined: Mon Oct 11, 2004 5:05 pm

RE: Some Conclusions

Post by AirGriff »

How did the game developers determine what signified a level designation for an airfield and what data did they use?
Image
User avatar
88l71
Posts: 218
Joined: Mon Sep 17, 2007 2:01 am

RE: Some Conclusions

Post by 88l71 »

http://www.history.navy.mil/faqs/faq67-3.htm

Almost 55,000 Seabees on Okinawa making preparations for Olympic...to say nothing of Army engineers.
User avatar
JWE
Posts: 5039
Joined: Tue Jul 19, 2005 5:02 pm

RE: Some Conclusions

Post by JWE »

Not to take anything away from the Army, but I think the record, from jungle to fully functional airfield, was at Segi Point, New Georgia, by 47th NCB; 10 days, 22 hours, 12 minutes. (June 30, 1010 to July 11, 0822), during which time 14 inches of rain was recorded. Field was small, only 3000’, and only based three VF. Maybe a 2-3, in game terms?

But yeah, diminishing returns. Took 73rd NCB 4 days to renovate Munda (5000’) so it could base four VF (August 9 to August 13), but even after addition of 24th NCB, 828th EAB, and 131st Hy Constr Eng, it took till October 15 to make the field “bomber capable”.

Clearly the field was useable by bombers, Navy was running PB4Y patrols from Munda by August 21, but back then, ‘bomber capable’ meant the ability to base bombers there and that meant basing facilities like revetments, taxiways, hospitals, av-gas tank farms, hootches for a lot of aircrew, bomb dumps, fuzing areas, beer halls, lengthening the runway from 5000’ to 8000’, and oh yeah, blowing holes thru the coral reefs to make a 300’ ship channel and construct unloading piers with bomb handling facilities and truck parks. Think after all this was done, Munda was regularly basing 3-4 Bomb Groups?
User avatar
ChezDaJez
Posts: 3293
Joined: Fri Nov 12, 2004 7:08 am
Location: Chehalis, WA

RE: Some Conclusions

Post by ChezDaJez »

ORIGINAL: juliet7bravo

Adak actually illustrates my point to my thinking.  IIRC, the lagoon/tidal basin floor was firm flat ground (i.e. "decent terrain"), the initial work was diverting the water and laying matting down to support fighter ops.  Fairly straight-forward brute force engineering, although pretty innovative.  I'd call it a level 2, with minimal support infrastructure, usable (at that point) only under fairly decent weather conditions (relatively speaking), to provide LR escort for bombers staging elsewhere.  Took considerably longer and an immense amount of angst to fully develop the airfield and build additional/better runways.  Note that they also made virtually unlimited money/resources available to defend/build up the north...

Not to argue but I think you understate the difficulties encountered. They first needed to dam one end before they could drain it. The tidal basin did have a firm bottom but it also had 1-2 feet of mud that needed removal. They also needed to bring in thousands of tons of fill. They did this by removing 2 hills next to the airfield. The level of the airfield is about 7-8 feet higher than where the original tidal basin floor had been. And anyone who has ever spent any time on tundra can tell you what a nightmare that would be for construction of facilities.

Chez
Ret Navy AWCS (1972-1998)
VP-5, Jacksonville, Fl 1973-78
ASW Ops Center, Rota, Spain 1978-81
VP-40, Mt View, Ca 1981-87
Patrol Wing 10, Mt View, CA 1987-90
ASW Ops Center, Adak, Ak 1990-92
NRD Seattle 1992-96
VP-46, Whidbey Isl, Wa 1996-98
User avatar
Terminus
Posts: 39781
Joined: Fri Apr 22, 2005 11:53 pm
Location: Denmark

RE: Some Conclusions

Post by Terminus »

Adak was a thick layer of peat over rock, like the other Aleutians. Ghastly place to fight and build airfields. Amazing they pulled it off at all.
We are all dreams of the Giant Space Butterfly.
juliet7bravo
Posts: 893
Joined: Wed May 30, 2001 8:00 am

RE: Some Conclusions

Post by juliet7bravo »

I think you're confusing the end result of years of intensive, more or less non-stop construction with what they started with.  The original runway was low and wet.  Period movies/stills of it show the planes taking off/landing through standing water, sending up sheets of water.  Got a copy of the original "Alaska at War" somewhere, think you can get it on YouTube and see for yourself.  Pretty impressive to see the conditions they were working in.
 
The dam was a simple dike bulldozed up in the "very narrow" (whatever that means) channel leading to the sea.  They closed it when the tide was coming in, opened it up when the tide was out to allow the tidal flat to drain whatever runoff/rainfall had collected.  Bottom was no doubt mud in places, but the majority of it was firm sand scoured by the tide.  They used sand fill from inlets and dredges to fill in the low/marshy spots (after clearing the mud).  Moving mud and sand no great feat, just alot of hard work.  End result was a large flat firmly packed sand strip...marked off a 4500' (or 5500'?) x 100' runway and covered it with Marston Mat.  Then spent years continually improving it, building additional runway(s), drainage, and the infrastructure.  Don't doubt the runway ended up being 7'-8' higher than the original basin floor...ultimately.  But not 14 days after they started.  Not knocking their accomplishment, but the special terrain (which they determined once on site) and extremely favorable local conditions (relatively speaking) is exactly what allowed them to throw up the runway quickly instead of the 3 months originally projected.
 
For that matter, think about it.  Jethro Math sez 4500'x100'x8'=3,600,000 cubic feet of dirt.  Or something on the order of 225,000 tons of fill.  More really, for the apron, service/parking areas, etc.  IIRC, the airfield was ready for mat on about day 8.  So going by your scenario, they surveyed, built a dam, drained the flat, moved 2,700,000 cubic feet of mud (another 150k tons), dug 3,600,000 cubic feet of dirt (after first building a road/support network through the tundra to move the mud/fill, service the equipment, etc.), moved it on site, spread it, and packed it...in 8 days.  Ain't happening.   
 
Then again, I could be totally out to lunch...
 
 
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

RE: Some Conclusions

Post by herwin »

You sound like my grandfathers (civil engineer and mining engineer), my uncle (highway engineer), and my brother (civil engineer). My knowledge of this stuff comes from doing military terrain analysis back in a previous career, so it doesn't count.
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
John Lansford
Posts: 2664
Joined: Mon Apr 29, 2002 12:40 am

RE: Some Conclusions

Post by John Lansford »

I am a highway engineer, and the largest earthmoving road project east of the Mississippi River was one of mine.  The contractor had to move 25 MILLION cubic yards of material (undercut, soil and rock) in 5 years; he calculated that if he moved roughly 40,000 cubic yards a DAY he could meet that schedule.  He ended up bringing a 26 cubic yard shovel onto the project, and about 20 100 and 150 ton earthmoving trucks to get the job done, and they ran 22 hours a day, six days a week.

While I agree that the Seabees could do remarkable things, moving over 230,000 cubic yards in less than 10 days back in 1943 sounds like an impossibility unless they had LOTS of earthmoving equipment.
Post Reply

Return to “War In The Pacific - Struggle Against Japan 1941 - 1945”