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RE: Ground combats too quick
Posted: Wed Jul 14, 2004 7:03 pm
by Mr.Frag
Look at all the questions people are asking about how to take Saipan in the Marianas. That should give you a clue of what the Allies have in store for them. It is NOT pretty. Troops NEVER surrender. You have to murder them wholesale before you can leave the hex. It takes FOREVER to make progress.
RE: Ground combats too quick
Posted: Wed Jul 14, 2004 7:26 pm
by foliveti
ORIGINAL: Nikademus
keep in mind here that even after you take the base...you'll also have to spend time "mopping up" since Japanese troops dont surrender en-masse. It took me over 3 weeks to completely clear Saipan in one playtest 'after' i'd taken the base (and that was with alot of support attacks)
I think a lot of people may be missing this point. Historically I think the alles often were able to take the main objective or base relatively quickly. However, digging out the defenders from the rest of the island could take weeks.
RE: Ground combats too quick
Posted: Wed Jul 14, 2004 7:39 pm
by ZOOMIE1980
ORIGINAL: AmiralLaurent
ORIGINAL: Mr.Frag
WitP is primarily a naval forces game. Very little focus is given to ground combat. It's the same with UV. Which is fine, it's still a great game, but the modeling of ground combat is not its strong point.
Thats pretty much completely wrong [:D]
Ground combat is probably more then a 3rd of the game now. The majority of your Victory Points will come from how you do at ground combat.
Ships just get you where you need to be to fight, they are no longer the primary score like in UV days.
That is exactly why because I'm disappointed to see how quick Japanese garnisons are crushed in 44-45 in the AAR available on this forum.
And you're right to point I speak from my UV experience. My WITP loading is now 93%, so I should be more clever in my some days (I just hope to be able to stop playing for work and maybe some sleep). But I am afraid that 1943-and-later PBEM will simply be impossible as the Japanese bases will be unable to hold against any attack for more than two days.
Seeing 60 000 Japanese take 2 months to crush 40 000 men holding Manilla is OK for me, but seeing 100 000 Marines land on Tarawa in 3 days isn't.
My main concern is the hability of Allied attacks to reduce forts level from 9 (the "best in the world" type) to 0 in some days. All my WWII knowledge shows that fortified areas were really hard nuts to crack.
I really haven't gotten far enough for the big US assaults to happen yet. But some thoughts have struck me reading this thread.
1) It would be totally unrealistic for there to EVER be 100,000 troops on an atoll like Tarawa. It's really unrealistic for that many to be on a place like Saipan as well. Half the casualties in such a case would be from friendly fire! In reality, it would be hard to jam 100,000 combat troops in any single hex, even on the Mongolian steppes. That's roughly two filled out Corps of troops in a 60 mile hex! You didn't even normally see that kind of troop concentration in Army Group Central on the German Eastern Front, much less in terrain like China, Burma, New Guinea or the Pacific Islands. Is there a any sort of limitation in the game to account for this?
2) While the ground combat model is perfect for most of the map, even thick jungle like Burma, there seems to be no real concept of a "front" in the large, relatively open land areas in China, or India. The troops are deployed, concentrated, largely along roads/rails instead of being spread out along a "front" ala the eastern front in Europe.
RE: Ground combats too quick
Posted: Wed Jul 14, 2004 7:48 pm
by Mr.Frag
Keep in mind, a full division is about 8,000 troops. To that are about 25,000 rear area folks supporting in.
In reality, only the 8,000 boys would be coming ashore to fight. The support guys would be doing their usual jobs.
RE: Ground combats too quick
Posted: Wed Jul 14, 2004 7:54 pm
by Black Cat
I have had US troop with a size 2 Fort [X(] in the PI holding the Clark Field hex in the PI for 2 weeks now ( 14 day turns ), they are outnumbered 2:1 and have had at least 4, perhaps 5 attacks fail against them. The reasons are the AI got several bad die rolls, I have commited my fighters to intercept the AI Bombers, giving them several major losses which lower their morale= lower effectiveness, but it will go soon due lack of supply.
I do think and with all due respect Jim, it`s unlikely the sitution you set up as example ,i.e. " equal numbers" and "no forts" will happen much. Also IMHO the keys to a extended defense, as in Pac War, is enough supply and a good quality leader. Factors that perhaps , in the AAR`s you make mention of, were ignored by the losing player ?. I also seem to remember that Kid, in one of his posts said he held the PI through June...... I`m only at 1/15/42 and always pull the 2 high quality Aussie Brigades out of Singapore/Mayla and never ship in supplies., so I can`t comment on how long it can hold if you really commited to it and are willing to lose ships getting in supply, but with those 2 Brigades there, plenty of supply to rebuild forts and fighter cover I could see it lasting through end of March depending on the die rolls.
The answer to your question may be that it should take a very long time for the winners LCU`s to recover if they have taken heavy losses.
RE: Ground combats too quick
Posted: Wed Jul 14, 2004 7:57 pm
by ZOOMIE1980
ORIGINAL: Mr.Frag
Keep in mind, a full division is about 8,000 troops. To that are about 25,000 rear area folks supporting in.
In reality, only the 8,000 boys would be coming ashore to fight. The support guys would be doing their usual jobs.
I think historically Saipan was invaded with 5 divisions. Assuming roughly 8000 combat troops per division, puts the number on Saipan at roughly 40,000. That's probably the upward limit of what could be jammed on an island the size of Saipan without beginning to incur some serious operational difficulties. That number would be MUCH smaller on atolls like Tarawa, Kawajelin, etc....
100,000 Combat troops equates to 12-14 Infantry divisions or 2-3 full Corps....
It seems logical that if there are anti-deathstar rules on carrier TF's there should be some anti-deathstar rules on massive assault forces in one hex, too.
RE: Ground combats too quick
Posted: Wed Jul 14, 2004 7:58 pm
by Nikademus
troop limits for small landmasses was discussed however it was dropped due to other priorities, not to mention it was hard to come to any kind of consensus as to "what" limit should be enforced....more so given that it is simply impossible and unfeasible to try to represent land masses (i.e. Atolls) with different or unique requirements. The game is too large for such nicities.
So you have bases like Midway which are obviously very small but also have larger atolls and whole islands as well. The Japanese did a good job stuffing a division+ on Tarawa and Saipan, and Okinawa packed 100,000 troops within a smaller sector of the landmass (and under it)
Where does one draw the line? It also would have required a morass of testing, especially with the new LCU rules in place. Given how potentially bloody atoll combat can be, the attacker is going to want at least a 5:1 edge in troopage and firepower.
Any "restrictions" or stacking limits on an island or atoll would have required a seperate stacking rule for the attacker, otherwise you'd have little chance to take them.
Rather than look at the troop levels that are being employed, i think a simpler solution to potential game-exploits vis-a-vis amphibious operations would be to re-examine the 'objective' tab functionality.
RE: Ground combats too quick
Posted: Wed Jul 14, 2004 8:16 pm
by ZOOMIE1980
ORIGINAL: Nikademus
troop limits for small landmasses was discussed however it was dropped due to other priorities, not to mention it was hard to come to any kind of consensus as to "what" limit should be enforced....more so given that it is simply impossible and unfeasible to try to represent land masses (i.e. Atolls) with different or unique requirements. The game is too large for such nicities.
So you have bases like Midway which are obviously very small but also have larger atolls and whole islands as well. The Japanese did a good job stuffing a division+ on Tarawa and Saipan, and Okinawa packed 100,000 troops within a smaller sector of the landmass (and under it)
Where does one draw the line? It also would have required a morass of testing, especially with the new LCU rules in place. Given how potentially bloody atoll combat can be, the attacker is going to want at least a 5:1 edge in troopage and firepower.
Any "restrictions" or stacking limits on an island or atoll would have required a seperate stacking rule for the attacker, otherwise you'd have little chance to take them.
Rather than look at the troop levels that are being employed, i think a simpler solution to potential game-exploits vis-a-vis amphibious operations would be to re-examine the 'objective' tab functionality.
Yea, that sounds a reasonable compromise. I've come to realize as a Solitaire player that you have to keep yourself somewhat inside a "reality box" to keep the game playable. I could pull Ausi Divisions out of DEI, Malaysia, and the home continent, empty out India and move all SE Asia attached Chinese units, and move them ALL to Mandalay, move those early air support units you get at Karachi in mid Jan and move them there as well, and then add every available combat air unit in the game I had PP for, and send the AI into one of those death spirals, knowing full well it's not going to attempt to flank me at all. Same for Rabaul. But what's the point? Until when or if ever, we get an AI enhancement to allow it flip to a plan B, all that does is needlessly break the game. Same thing on the Japan side. Mogami has already stated that there are some extreme things you do against the Allied AI that will completely break the AI, so why would one want to do that? The AI is what it is and it will either be enhanced or not. If it's not enhanced, the game is still very playable and enjoyable, you just have to play within reason...
RE: Ground combats too quick
Posted: Wed Jul 14, 2004 8:24 pm
by Banquet
Didn't I read somewhere that the A.I looks for your weak spots? If you emptied half the map defending where they were next going to attack, wouldn't it then find all your newly created weak spots? (at last on hard difficulty - where it gets to peak at your bases) Ot am I being overly optimistic? Otherwise what does 'looks for weak spots' mean?
RE: Ground combats too quick
Posted: Wed Jul 14, 2004 8:29 pm
by ZOOMIE1980
ORIGINAL: Banquet
Didn't I read somewhere that the A.I looks for your weak spots? If you emptied half the map defending where they were next going to attack, wouldn't it then find all your newly created weak spots? (at last on hard difficulty - where it gets to peak at your bases) Ot am I being overly optimistic? Otherwise what does 'looks for weak spots' mean?
Not on a strategic scale, no. It "peeks" a bit to help find your CV TF's and get more prewarning of your invasion forces from the way I understand it. But I don't think it will attack any Indian base, like Madras, if it empty, unless that's part of on of the operational subroutine it is executing. In otherwords, I don't think, as part of its Burma offensive subroutine, it's smart enough to try and flank and all-out Mandalay defense by massively flanking you in the Dacca/Calcutta area. It would be DAMNED COOL if it did, though!
Oh and as for the weak spots, I think that mean it will look for some weak spots within the scope of operations it is currently pursuing. It's not just going to attack Bombay all of sudden because it's empty, or even take Baker Island.....at least I don't think it will.
RE: Ground combats too quick
Posted: Wed Jul 14, 2004 8:35 pm
by Banquet
That's a shame. In my first try at the full campaign I remember sending units from Kuantan to strengthen Khota Bharu when the Japs attacked. After nearly emptying Kuantan the Japs attacked it.. I was hoping that was an example of the AI being clever, but maybe it was just a coincidence..
RE: Ground combats too quick
Posted: Wed Jul 14, 2004 8:39 pm
by ZOOMIE1980
ORIGINAL: Banquet
That's a shame. In my first try at the full campaign I remember sending units from Kuantan to strengthen Khota Bharu when the Japs attacked. After nearly emptying Kuantan the Japs attacked it.. I was hoping that was an example of the AI being clever, but maybe it was just a coincidence..
The attack on Kuantan is just part its preprogramed routine to take Malaysia. About it all it "might" have done is see that a base, that was already part of its objectives, was empty so it hit it a turn or two earlier, if that. In otherwords, Kuantan is well within its current "scope of operations".
RE: Ground combats too quick
Posted: Wed Jul 14, 2004 8:39 pm
by Titanwarrior89
My Battle for Bataan went on for months. There are some problems, but over all, I think the ground campaign is simulated fairly close to history.[:D]
ORIGINAL: Jim D Burns
I mentioned this before but the thread appears to have died without comment due to the busy message board. Is anyone else struck by the fact that ground combat in the game is far too quickly resolved?
If you have two identical units in clear terrain without forts, then the attacker will always win on day one of the combat if he simply shock attacks (assault values are doubled for shock attacks). I cannot for the life of me understand why the attacker is favored so heavily in this game. WWII combats usually required at a minimum 3-1 odds or better to launch a successful assault, I can think of no examples where 1-1 odds were always victorious.
I do understand the need to simulate Japans early expansion, but how many AAR’s have talked about the 'titanic' [8|] two day struggle to capture Bataan or Singapore. I mean common, these were some of the worst case tactical situations possible for the defenders and they still managed to hold out for months historically. Why is no one worried about how quickly these locations seem to fall in every game discussed so far?
How on earth will Japan be able to hold out for 4 years after their initial expansion if each battle only takes a few days to resolve? Combat in the Pacific was a grueling attrition war that sometimes lasted for months. I see no way to get any disputed hex to last for more than maybe a week with our current rules.
If the defender has 9 forts it may take about 5-9 days for the attacker to reduce those forts, and then boom it’s all over. Defensive advantage is non-existent in the current combat system, as long as the attacker uses airpower and costal bombardments then the defenders will probably give up within a couple days of fighting.
If some people prefer simple and quick ground combats, then how about giving those of us who wish to see historically long attrition campaigns, a game options toggle that increases the 2-1 victory rule to 5-1 or even 8-1. It would be all that is required to extend the ground combats from a few days to a few weeks or months. We may even see some Japanese units forced to withdraw and rebuild after the PI or Malaya campaigns, or the same for the 1st Marines after Guadalcanal.
Jim
RE: Ground combats too quick
Posted: Wed Jul 14, 2004 8:44 pm
by Titanwarrior89
I agree Eric, I am getting the same results here(overall). My PI campaign was long and did not end until some time in late march. I know that this was short of the historical date. But the battle can rage for that long under the right conditions.[:'(]
ORIGINAL: Erik Rutins
Well, I can't say my experience has been the same, but certainly we'll keep an eye on this. In my current retail release grand campaign, I've been holding at Rangoon, Johore Baru and Bataan for around three months. Ongoing attrition, deliberate and shock attacks, outnumbered in each place at least 2:1... terrain is definitely taken into account, as are HQs, supplies, disruption, fatigue, etc. Joel, Mike or one of the testers could probably add more to this, but from my own experience those long historical stands are definitely possible.
Regards,
- Erik
RE: Ground combats too quick
Posted: Thu Jul 15, 2004 12:52 am
by Agua
ORIGINAL: Mr.Frag
WitP is primarily a naval forces game. Very little focus is given to ground combat. It's the same with UV. Which is fine, it's still a great game, but the modeling of ground combat is not its strong point.
Thats pretty much completely wrong [:D]
Ground combat is probably more then a 3rd of the game now. The majority of your Victory Points will come from how you do at ground combat.
Ships just get you where you need to be to fight, they are no longer the primary score like in UV days.
Heheh... well, tell you what, given equal levels of exposure, how many people do you think would choose to play a ground combat game as modeled in WitP *without ships* over, say, AA:HttR? Regardless of what's going on under the hood, you're only able to direct very limited levels of spatial manuever with regard to pure ground forces.
Like I said, it's a great game, but gripping portrayal of ground combat is not its strong point.
[Edited to include the following:] Take a look at how much of the manual is devoted to the various units in the game: Naval Units (section 6.0) -
45 pages; Air Units - 26 pages (section 7.0); Ground Units -
16 pages (section 8.0).
RE: Ground combats too quick
Posted: Thu Jul 15, 2004 1:26 am
by Jim D Burns
ORIGINAL: Nikademus
At a guess i'd say people are taking my "2day major assault" battles and isolating them from rest of the battle. (when they're looking at the AAR i did at least)
I tried to steer clear of using a specific example as there are basically an unlimited number of possibilities. By simply taking two identical opponents in the open with no forts, we look at the core of the combat system. A 1-1 odds attacker will always win when he shock attacks on day one. This tells me the system inherently favors the attacker at the minimal odds of only 1-1 shock. Far too difficult for a defender I think.
Most Japanese Islands will be held with reinforced regiments, once the attacker reduces forts and disrupts the defenders, it's all over. Iwo Jima saw the US land at least 3 divisions (60,000-75,000 troops maybe) against about 20,000 Japanese, a good 3-1 if not 4-1 ratio. The battle lasted for over a month, and the total casualties (killed,wounded and missing) suffered by some units on the US side exceeded 75%. I doubt any of these divisions could have hopped onto a transport and gone on another op for at least 6-8 months.
Try a test case in the game, my prediction is Iwo falls within 6-9 days and the US divisions can board transports for another invasion within days of the battles end. Victories were never this cheap in the Pacific, sure sometimes units may have done well with minimal casualties, but the norm was massive attrition.
Jim
RE: Ground combats too quick
Posted: Thu Jul 15, 2004 1:32 am
by Jim D Burns
ORIGINAL: captskillet
I haven't noticed this too much either. Sinapore held out until middle of Jan 42 and it is now early Feb and Clark Field, Manila and Battan still in American hands.
Historically Singapore fell on Feb. 15th, so you're about a month ahead of schedule. I'm not saying it should be impossible to take it sooner than history (as well it should); I'm simply looking at the core combat system. Overall it favors the attacker, by increasing the tipping point odds we can still achieve early victories, but the costs will be higher, more in line with the attritional nature of WWII Pacific combat.
Jim
RE: Ground combats too quick
Posted: Thu Jul 15, 2004 1:37 am
by Jim D Burns
ORIGINAL: Black Cat
I do think and with all due respect Jim, it`s unlikely the sitution you set up as example ,i.e. " equal numbers" and "no forts" will happen much.
My understanding of the rules is that a 2-1 always wins, so a 1-1 attacker who shocks always wins if all else is equal. You may be seeing modifiers that are reducing the attacker below a 2-1, but if he gains 2-1 he'll win. My example simply looks at the core system, I didn't try to evaluate terrains, leadership, fatigue, etc. Just a look at the core odds needed to tip the scale.
Jim
USA 41st Division vs IJA 34th Division
Posted: Thu Jul 15, 2004 1:47 am
by Nikademus
AFTER ACTION REPORTS FOR 05/01/42
----
Ground combat at Luganville
Allied Shock attack
Attacking force 18180 troops, 234 guns, 0 vehicles
Defending force 22509 troops, 256 guns, 7 vehicles
Allied assault odds: 0 to 1 (fort level 0)
Japanese ground losses:
28 casualties reported
Guns lost 1
Allied ground losses:
893 casualties reported
Guns lost 28
1:1 force levels always win? [:D]
RE: USA 41st Division vs IJA 34th Division
Posted: Thu Jul 15, 2004 2:01 am
by Jim D Burns
Well your example is a 1-2 base attack for starters...
Jim