RE: Surface Combat Test
Posted: Thu Sep 09, 2004 12:23 pm
I don't think we actually know how long a round is supposed to be in real time. We could of course try to calculate it with the range decreases and such (but then we'd have to guess at the angle etc.).
I'm not sure whether many surface engagements lasted all that long during WWII. And many things could break of combat (I expect even minor combat units like PG or PC could fire smoke and temporarily screen a force to break away), a short rain squall, a false report of enemy ships clsoing, air alert etc.
Particularly, I have had very good results in cruiser/destroyer (allied) engagements against unescorted or weakly escorted transports (japanese). Yes, much fire seems to be concentrated against single transports, but I have also noted that in many cases those transports are very combative (firing back and taking another round of suppressive fire by cruisers and destroyers). Most ships won't take only a few minutes to sink, even a cargo will unless it's cut in half (even half a hull can and will float if the condtions are right, and visibility might not make the damage apparent right away to the enemy) stay afloat a while, well beyond the duration of a surface engagement.
My last extensive game, before quiting I decided to check the ai's situation (reload the game from the japanese point of view) and found their casualties were much higher then I had expected from the combat reports. While the ai seems to scuttle ships unreasonably early at times (in a later game I found the allies had apparently scuttled Prince of Wales after a single bomb hit during a port raid against Singapore), this correctly reflects how a cargo might limp (drift) out of a battle area for a day or two before it finally sinks (or is sunk by a PT boat or patrol plane).
All in all, naval combat works for me. Obviously I'd prefer to tear those convoys to pieces faster. But there are good reasons why the on the scene commander (who is responsible for ship and crew, if he loses a cruiser because he failed to spot an approaching enemy while hapilly pounding away at a tanker he will face court martial and a life in misery (particularly RN captains historically iirc)) might have broken off a fight or why several ships might have concentrated fire on a ship of little strategic value and let others get away.
What I find more shocking is how convoys will push on to their old target day after day when controlled by the ai (but then that's a purely ai issue). I expect against a human player (my first PBEM game is being setup and should stat tonight) things will be quite different and a task force will not fall to the same trap twice (or my own cruiser squadrons lay the same trap twice in a row without risk of being caught in turn by an enemy squadron).
Marc aka Caran...
I'm not sure whether many surface engagements lasted all that long during WWII. And many things could break of combat (I expect even minor combat units like PG or PC could fire smoke and temporarily screen a force to break away), a short rain squall, a false report of enemy ships clsoing, air alert etc.
Particularly, I have had very good results in cruiser/destroyer (allied) engagements against unescorted or weakly escorted transports (japanese). Yes, much fire seems to be concentrated against single transports, but I have also noted that in many cases those transports are very combative (firing back and taking another round of suppressive fire by cruisers and destroyers). Most ships won't take only a few minutes to sink, even a cargo will unless it's cut in half (even half a hull can and will float if the condtions are right, and visibility might not make the damage apparent right away to the enemy) stay afloat a while, well beyond the duration of a surface engagement.
My last extensive game, before quiting I decided to check the ai's situation (reload the game from the japanese point of view) and found their casualties were much higher then I had expected from the combat reports. While the ai seems to scuttle ships unreasonably early at times (in a later game I found the allies had apparently scuttled Prince of Wales after a single bomb hit during a port raid against Singapore), this correctly reflects how a cargo might limp (drift) out of a battle area for a day or two before it finally sinks (or is sunk by a PT boat or patrol plane).
All in all, naval combat works for me. Obviously I'd prefer to tear those convoys to pieces faster. But there are good reasons why the on the scene commander (who is responsible for ship and crew, if he loses a cruiser because he failed to spot an approaching enemy while hapilly pounding away at a tanker he will face court martial and a life in misery (particularly RN captains historically iirc)) might have broken off a fight or why several ships might have concentrated fire on a ship of little strategic value and let others get away.
What I find more shocking is how convoys will push on to their old target day after day when controlled by the ai (but then that's a purely ai issue). I expect against a human player (my first PBEM game is being setup and should stat tonight) things will be quite different and a task force will not fall to the same trap twice (or my own cruiser squadrons lay the same trap twice in a row without risk of being caught in turn by an enemy squadron).
Marc aka Caran...