Mike Wood wrote:Hello...
I do not feel the model is flawed, as I have tried to explain. I need to get back to work.
To begin, I don't think the model is all that far off re where CV strikes end up going in general. As a rule they find the right target, sometimes do not. God-like control over where these planes end up over targets would not well serve the simulation, would
not reflect history.
By the same token, it is idiotic to continually send massive strikes to puny targets already pulverized by the first wave of bombers. That needs to be corrected.
On the whole I disagree with your bald premise that this model is not flawed. The model most definitely is flawed, Mike.
Before I begin, let me say that I've as much experience in wargames as anyone around and I've volunteered much of time down through the years to help make these games better things to play. Indeed, I've logged countless hours playtesting into the wee hours some of Gary's former titles. I've been around and I've paid significant dues, so please read what I have to say without taking offense. I assure you that I intend none.
1) CV TF attack squadrons usually arrive over target in large packages and thus tend to overwhelm the CAP over the target hex.
2) No consideration seems to have been paid to the
sequence of combat events. So, the damage a first strike might do to given carriers in an enemy CV TF needs to impact the ability of those enemy carriers to launch subsequent flights. In game it appears that one side gets to launch all its strikes for the entire turn, then the other side does the same thing. I have occasionally seen what appear to be alternate strikes back and forth but that's not the rule.
If a first strike puts a carrier out of commision, its planes ought not to be able to fly any longer. I just don't see that much.
3) Successful torpedo strikes by Japanese torpedo bombers off carriers are too high, and successful torpedo strikes by Allied torpedo bombers are off the historical scale. If your model was "accurate" a player should be able to play a hundred games and not see more than one or two USN torpedoes find their marks. The torpedoes were slow and defective, the planes delivering these torpedoes themselves were slow and defective.

Yet I've seen USN torpedo bombers successfully strike home not only on CVs but CAs and DDs and the like. That just didn't happen in 1942.
Japanese torpedo bombers are simply devastating on USN assets and that isn't historical either. They were better but nowhere near as effective as this system suggests.
4) Spotting routines are laughable. First of all not that much information was available to begin with, and why should the USN know what the Japanese can see and vice versa? The plain fact is that the ability of either side to get what information they did have available from spotting to the right people, and then have it used properly by those people, was not all that high during the period in question.
The information we do receive is next to useless. What heading is a given TF on, how fast was it proceeding? It'd help to have an "Information Center" where players could review current and old spotting reports at a glance and study these. So, the most current sighting of a given TF would be presented in, say, white, yesterday's in blue, the day before yesterday's in red and so on, again, with speed and direction (at time of sighting) also displayed--and displayed in plain view, not by "hovering over the icon" with the pointer. With this kind of information at his disposal a player could more reasonably make intelligent plans, the simulation would be infinitely enhanced, the game would become more fun to play.
While we're on it, Australian coastwatchers need ability to relay reports of incoming Japanese air strikes and TF movements down the Slot, and this early warning has to go a long way toward preparing Allied forces in the lower Solomons to succcessfuly meet these attacks.
5) The weather system could stand big-time revision.
First of all it doesn't even appear to function properly (I've seen all sorts of correct spotting and even attacks into so-called "bad weather" hexes. Happens all the time.
Secondly, there is no consideeration given to
weather fronts. That's what's needed, so players can use the weather (hopefully) to their advantage with regard to fleet movements. Design a sort of "screen'saver" of weather that moves across the map in more-or-less intelligent fashion, and have the centers of these "weather fronts" much harder to penetrate with respect to spotting (nearly impossible would be about right) while their fringe areas mellow out some and allow partial detection of fleet assets. Something like that would represent an entirely more intelligent approach and improve both the play and
feel of the simulation greatly.
What you have at present is all but dysfunctional. It certainly is not "right."
Please understand I am not here to give you a bad time, Mike. I like your game
UV and have nothing but very high respect for Matrix the company. I've very much enjoyed playing Gary's games over the years. I would encourage Matrix and 2by3, though, to take a long look at the dynamics of the upcoming
WitP system and ask in all honesty if it relflects anything like reality. The
UV simulation does a fairly good job, broadly speaking, in some areas, but other aspects of this model are off to such a degree that you only make yourself look foolish when you issue blanket statements such as, "The model isn't flawed." Well of course it's flawed, and some gamers here at least ask you to
try to make it better.
Come on. If that's the best you can do, say so. If that's all you
care to do then say that. But I feel it's unreasonable on the part of the development team to expect serious wargamers to look at what's extant and call that "realistic." Fun to play? I happen to think it mainly is a fun game. I'm sure everyone who plays it feels the same way. But spot-on it ain't. Not by a long shot. (And when you think on it so far we've only brushed one small part of the greater model. Many other useful improvements might be made--assuming it's
possible to make these improvements, always.

)