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RE: Targeting
Posted: Fri Jan 20, 2006 5:17 am
by Fidel_Helms
ORIGINAL: Chuck2
I agree with "golden delicious" that this should be handled intelligently by the TOAW combat resolution routine, not by the player.
For the life of me, I can't understand why. The high level officers that the player is usually understood to represent are the ones who design the rules of engagement, make the decisions to go after command and control, etc.
RE: Targeting
Posted: Fri Jan 20, 2006 8:02 am
by Rhetor
Why not just upgrade the "enchanced targeting" and "precision guided" routines if this is a problem? I don't usually play the modern scenarios so am not too familiar with how it works. However, if you are attacking a headquarter unit with B-2 bombers than the system should take into account you are going after command squads and not trucks or something. I agree with "golden delicious" that this should be handled intelligently by the TOAW combat resolution routine, not by the player.
If it worked, it would be good.
However, bear in mind that in the current version you actually have the option of choosing exactly what you want to attack, namely when attacking airfields and bridges. In case of airfields it was introduced to solve exactly the same problem I mentioned in my first post - dispersion of firepower between all the units on the hex, regardless of player's intentions.
RE: Targeting
Posted: Fri Jan 20, 2006 11:08 am
by *Lava*
ORIGINAL: sstevens06
I would certainly be in favor of adding dedicated 'Wild Weasel' aircraft with the ability to strike AD units, specifically ones equipped with SAMs (SEAD missions). That would be a major improvement for accurately simulating modern conflicts.
I think the capability exists (to a certain extent) as it is.
SEAD at an operational level first targets Command and Control. This includes a target subset of C&C facilities and early warning radars. Attacking these assets are meant to deny the enemy the ability to coordinate defenses. After one takes out the C&C system, fixed SAM and air defense (fighter) forces are targeted. I believe one could simulate this effort using TOAW. The addition of long ranged missiles (tomahawk) would definately enhance the simulation. The problem that TOAW encounters is that once the "fixed assets" have been destroyed, mobile assets cannot be targeted. This is where you have mobile SAM (SA-6) suppressors being targeted by "Iron Hand" aircraft using weapons like Harm. This would be very difficult to represent in
any simulation as these are reactive attacks which occur when a mobile battery turns on its radars. The effects of jammers such as the EA-6B are also almost impossible to simulate in a game of this nature. You would have to add a new air mission (SAM suppression) which interacts between aircraft on ground support and/or interdiction missions and
ground SAM and AAA units. That's a fairly difficult task to program and would be a major new feature to the game.
Ray (alias Lava)
RE: Targeting
Posted: Fri Jan 20, 2006 1:24 pm
by golden delicious
ORIGINAL: Fidel_Helms
They are on the map- the notoriously difficult to kill command squads. ln a Gulf War or Iraq 2003 scenario, command squads at all levels should be some of the easiest equipment to kill.
Even if you could kill those top-level command squads, the effect would be minimal. What one wants is a theatre option to target them which gives a % chance of various penalties for the entire force.
RE: Targeting
Posted: Fri Jan 20, 2006 1:25 pm
by golden delicious
ORIGINAL: Fidel_Helms
For the life of me, I can't understand why. The high level officers that the player is usually understood to represent are the ones who design the rules of engagement, make the decisions to go after command and control, etc.
So let them design the 'rules of engagement'. Don't let them carry them out.
RE: Targeting
Posted: Fri Jan 20, 2006 1:26 pm
by golden delicious
ORIGINAL: Rhetor
However, bear in mind that in the current version you actually have the option of choosing exactly what you want to attack, namely when attacking airfields and bridges. In case of airfields it was introduced to solve exactly the same problem I mentioned in my first post - dispersion of firepower between all the units on the hex, regardless of player's intentions.
Bridges and airfields are different, though. They tend to be dead easy to find and the blighters don't move. Not like commanders, who really ought to be moving around all day.
RE: Targeting
Posted: Fri Jan 20, 2006 3:10 pm
by Curtis Lemay
ORIGINAL: golden delicious
ORIGINAL: Rhetor
British special forces (were they called LRDG?) attacked once Rommel's headquarters. Their aim was specifically one man - Rommel, yet the decision was made very high in the command structure. Would you call that excessive micromanaging?
I'd say the best way to model this sort of thing is by theatre option- the effect of killing the unit would not be sufficient in any case (it was LRDG, btw).
It's modeled by event in CFNA, with a 3% chance of success. Success impacts shock and recon awards that were in place.
RE: Targeting
Posted: Fri Jan 20, 2006 3:23 pm
by Chuck2
ORIGINAL: Fidel_Helms
ORIGINAL: Chuck2
I agree with "golden delicious" that this should be handled intelligently by the TOAW combat resolution routine, not by the player.
For the life of me, I can't understand why. The high level officers that the player is usually understood to represent are the ones who design the rules of engagement, make the decisions to go after command and control, etc.
Isn't going after "command and control" a routine strategy in modern warfare? It would seem a waste to use all those smart bombs on engineer squads and the like.
RE: Targeting
Posted: Fri Jan 20, 2006 3:43 pm
by golden delicious
ORIGINAL: Curtis Lemay
It's modeled by event in CFNA, with a 3% chance of success. Success impacts shock and recon awards that were in place.
Interesting. Don't you find this unbalancing? For such major factors to be dependent on a random chance is a real downer for players.
RE: Targeting
Posted: Fri Jan 20, 2006 6:23 pm
by Fidel_Helms
ORIGINAL: golden delicious
ORIGINAL: Fidel_Helms
They are on the map- the notoriously difficult to kill command squads. ln a Gulf War or Iraq 2003 scenario, command squads at all levels should be some of the easiest equipment to kill.
Even if you could kill those top-level command squads, the effect would be minimal. What one wants is a theatre option to target them which gives a % chance of various penalties for the entire force.
It wasn't minimal in the Gulf War. It wasn't just top level command and control we went after- we eviscerated Iraqi C&C at every level.
RE: Targeting
Posted: Fri Jan 20, 2006 6:25 pm
by Fidel_Helms
ORIGINAL: golden delicious
ORIGINAL: Fidel_Helms
For the life of me, I can't understand why. The high level officers that the player is usually understood to represent are the ones who design the rules of engagement, make the decisions to go after command and control, etc.
So let them design the 'rules of engagement'. Don't let them carry them out.
? What's the distinction that you're making? I'm simply saying that it would be more realistic to allow the player to set targetting priorities instead of being forced into the default.
RE: Targeting
Posted: Fri Jan 20, 2006 6:28 pm
by Fidel_Helms
ORIGINAL: Chuck2
ORIGINAL: Fidel_Helms
ORIGINAL: Chuck2
I agree with "golden delicious" that this should be handled intelligently by the TOAW combat resolution routine, not by the player.
For the life of me, I can't understand why. The high level officers that the player is usually understood to represent are the ones who design the rules of engagement, make the decisions to go after command and control, etc.
Isn't going after "command and control" a routine strategy in modern warfare? It would seem a waste to use all those smart bombs on engineer squads and the like.
Yes, exactly. In TOAW, an aircraft would rather use its multi-million dollar smart munitions against an infantry squad or a POS Russian tank from the 60s than on an important command bunker.
RE: Targeting
Posted: Fri Jan 20, 2006 9:17 pm
by Chuck2
ORIGINAL: Fidel_Helms
ORIGINAL: Chuck2
ORIGINAL: Fidel_Helms
For the life of me, I can't understand why. The high level officers that the player is usually understood to represent are the ones who design the rules of engagement, make the decisions to go after command and control, etc.
Isn't going after "command and control" a routine strategy in modern warfare? It would seem a waste to use all those smart bombs on engineer squads and the like.
Yes, exactly. In TOAW, an aircraft would rather use its multi-million dollar smart munitions against an infantry squad or a POS Russian tank from the 60s than on an important command bunker.
OK, let's fix it. Someone who knows about these things can come up with the exact formula but the basic thing is that the "command and control" items should be at the top of the target list.
RE: Targeting
Posted: Sat Jan 21, 2006 4:25 pm
by Curtis Lemay
ORIGINAL: golden delicious
Interesting. Don't you find this unbalancing? For such major factors to be dependent on a random chance is a real downer for players.
Then reality must be a downer for them. There really was a "Raid on Rommel". It had a non-zero chance of success.
RE: Targeting
Posted: Sat Jan 21, 2006 7:02 pm
by Rhetor
Bridges and airfields are different, though. They tend to be dead easy to find and the blighters don't move. Not like commanders, who really ought to be moving around all day.
Yes, of course. Yet I do very much believe, that in the case of HQs, the primary target are not the officers, but their communication equipment.
RE: Targeting
Posted: Sun Jan 22, 2006 12:54 am
by ralphtricky
ORIGINAL: Rhetor
Bridges and airfields are different, though. They tend to be dead easy to find and the blighters don't move. Not like commanders, who really ought to be moving around all day.
Yes, of course. Yet I do very much believe, that in the case of HQs, the primary target are not the officers, but their communication equipment.
As a former enlisted man, I find that hard to believe.[;)]
Seriously, with today's electronics, I would think that it should be relatively eay to find the HQs, or at least cripple their communications. There's only so much you can do with jamming and relays.
RE: Targeting
Posted: Mon Jan 23, 2006 4:02 pm
by golden delicious
ORIGINAL: Fidel_Helms
It wasn't minimal in the Gulf War. It wasn't just top level command and control we went after- we eviscerated Iraqi C&C at every level.
That's all well and good, but if we look at what happens when you
do take out that central command, the effect is much more severe in real life than in TOAW.
RE: Targeting
Posted: Mon Jan 23, 2006 4:02 pm
by golden delicious
ORIGINAL: Fidel_Helms
? What's the distinction that you're making? I'm simply saying that it would be more realistic to allow the player to set targetting priorities instead of being forced into the default.
I'm saying that's done at the force level rather than per combat.
RE: Targeting
Posted: Mon Jan 23, 2006 4:04 pm
by golden delicious
ORIGINAL: Curtis Lemay
Then reality must be a downer for them. There really was a "Raid on Rommel". It had a non-zero chance of success.
Yeah, I know. Does it always get launched or is it by TO? I'm just not too keen on the possibility of an entire scenario (especially one as large as yours) being decided by one % chance.
RE: Targeting
Posted: Mon Jan 23, 2006 4:06 pm
by golden delicious
ORIGINAL: Rhetor
Yes, of course. Yet I do very much believe, that in the case of HQs, the primary target are not the officers, but their communication equipment.
However, in the modern era, communications equipment is just as mobile as the officers themselves.
At least, it is in real armies. Not the sort of rabble that the US has been fighting recently.