Modeling of Carrier Battles

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RE: Modeling of Carrier Battles

Post by treespider »

ORIGINAL: Mike Scholl

ORIGINAL: spence
The 30 kt speed of advance/retreat postulated assumes calm or gentle seas. In anything worse than that the DDs couldn't keep up without suffering significant structural damage.

Another factor to consider, is what formation does the SAG assume. To have a reasonable chance of searching a hex it needs to be dispersed in line abreast...that is the formation Nagumo formed (IAW IJN Doctrine) for his charge at the US CVs at Midway. That is the formation assumed by the IJN SAG at Santa Cruz initially. But in a chance encounter not all of the SAG would be present at the point of contact and whether or not it could concentrate would depend on many circumstances not necessarily under the control of the SAG commander.

I guess I'm with Treespider on this in the end unless the "reaction" is much more limited..


What it does add "weight" to is the arguement that the Japanese did NOT think of their "screening forces" as AAA escort in the way the Allies did.


I still like the idea of the separate SAG...I just don't think there needs any special SAG "reaction" coded - as normal game mechanics can handle that aspect - at least for one day turns..
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RE: Modeling of Carrier Battles

Post by jwilkerson »

ORIGINAL: TheElf

ORIGINAL: jwilkerson

Ok, so to try to provide an executive summary of what I've seen debated so far .. first I'll list out the 11 factors:

(1) Idea that multiple carriers constitute an “air group”
(2) Aircraft handling facilities and practices (such as ability to bring ordnance to the flight deck)
(3) Light Landing System
(4) Air Search
(5) Damage Control (both designed in DC as well as “as practiced”
(6) Air frames (for example, in early ’42 we have A6M2, D3Y, B5N versus F4F, SDB, TBD)
(7) Air Crew Skills
(8) Shipboard and Fleet anti-aircraft
(9) CAP control
(10) Air Ordnance
(11) Strike Targeting (1-Pre-strike-targeting 2-Base-to-target-strike-navigation 3-tactical-over-the-enemy-fleet-targeting)

And a link back to the scope post http://www.matrixgames.com/forums/fb.asp?m=1657775

So the most consistent theme I see, is Spence (and a few others) arguing that FLAK (factor #8 above) is the factor which produces the largest gap between game results and real life results and hence would be priority #1 for being addressed. Does anyone agree or disagree with this? Are their any other factors which merit adjustment?

Joe I've been reading between the lines, but some have come right out and said that more control over the items on your list is what we need to look at. Though I'd be the first to say there needs to be some randomness or misfortune if you will, inherent in the design.

Solution to "more control" might just be "Play Carrier Force" !!!
[:)]
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RE: Modeling of Carrier Battles

Post by jwilkerson »

ORIGINAL: Ron Saueracker

ORIGINAL: jwilkerson

Ok, so to try to provide an executive summary of what I've seen debated so far .. first I'll list out the 11 factors:

(1) Idea that multiple carriers constitute an “air group”
(2) Aircraft handling facilities and practices (such as ability to bring ordnance to the flight deck)
(3) Light Landing System
(4) Air Search
(5) Damage Control (both designed in DC as well as “as practiced”
(6) Air frames (for example, in early ’42 we have A6M2, D3Y, B5N versus F4F, SDB, TBD)
(7) Air Crew Skills
(8) Shipboard and Fleet anti-aircraft
(9) CAP control
(10) Air Ordnance
(11) Strike Targeting (1-Pre-strike-targeting 2-Base-to-target-strike-navigation 3-tactical-over-the-enemy-fleet-targeting)

And a link back to the scope post http://www.matrixgames.com/forums/fb.asp?m=1657775

So the most consistent theme I see, is Spence (and a few others) arguing that FLAK (factor #8 above) is the factor which produces the largest gap between game results and real life results and hence would be priority #1 for being addressed. Does anyone agree or disagree with this? Are their any other factors which merit adjustment?


Yep...Reduction in strike range if full CV strike (entire air group) is co-ordinated.

Hey, you were gonna give me some simple ideas about how to do this!
[:D]
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RE: Modeling of Carrier Battles

Post by jwilkerson »

ORIGINAL: treespider
ORIGINAL: Mike Scholl

ORIGINAL: spence
The 30 kt speed of advance/retreat postulated assumes calm or gentle seas. In anything worse than that the DDs couldn't keep up without suffering significant structural damage.

Another factor to consider, is what formation does the SAG assume. To have a reasonable chance of searching a hex it needs to be dispersed in line abreast...that is the formation Nagumo formed (IAW IJN Doctrine) for his charge at the US CVs at Midway. That is the formation assumed by the IJN SAG at Santa Cruz initially. But in a chance encounter not all of the SAG would be present at the point of contact and whether or not it could concentrate would depend on many circumstances not necessarily under the control of the SAG commander.

I guess I'm with Treespider on this in the end unless the "reaction" is much more limited..


What it does add "weight" to is the arguement that the Japanese did NOT think of their "screening forces" as AAA escort in the way the Allies did.


I still like the idea of the separate SAG...I just don't think there needs any special SAG "reaction" coded - as normal game mechanics can handle that aspect - at least for one day turns..

Hey I think I agree with Tree ... I've sent my SAGs out after Moses CVTFs several times .. and they've been bombed by Moses aircraft ... several times!!! Works perfectly already !!
[:D]

Edit: We play 2 days turns - but STILL works perfectly!!! [:)]
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RE: Modeling of Carrier Battles

Post by herwin »

ORIGINAL: el cid again
ORIGINAL: Mike Scholl

ORIGINAL: spence
The 30 kt speed of advance/retreat postulated assumes calm or gentle seas. In anything worse than that the DDs couldn't keep up without suffering significant structural damage.

Another factor to consider, is what formation does the SAG assume. To have a reasonable chance of searching a hex it needs to be dispersed in line abreast...that is the formation Nagumo formed (IAW IJN Doctrine) for his charge at the US CVs at Midway. That is the formation assumed by the IJN SAG at Santa Cruz initially. But in a chance encounter not all of the SAG would be present at the point of contact and whether or not it could concentrate would depend on many circumstances not necessarily under the control of the SAG commander.

I guess I'm with Treespider on this in the end unless the "reaction" is much more limited..


What it does add "weight" to is the arguement that the Japanese did NOT think of their "screening forces" as AAA escort in the way the Allies did.


Yes and no. They certainly thought about the use of superior surface combat ships aggressively as such. On the other hand, they also designed CLAA (although one ended up as a DDAA) - and did so from an early date - and built/converted em as well. It is hard to believe these vessels were not intended to be AA screening vessels. In fact, I don't believe it.
I think PLAYERS should decide what to do - let them assign ships to a SAG OR to a task group as a screen. And there is no reason the USN can not play the hunting game - when it has appropriate fast gunships to play it with. IF the PLAYER thinks surface battle is worth it.


How do we set up a hunt, then, without the AI messing it up good?
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RE: Modeling of Carrier Battles

Post by herwin »

ORIGINAL: jwilkerson

ORIGINAL: Ron Saueracker

ORIGINAL: jwilkerson

Ok, so to try to provide an executive summary of what I've seen debated so far .. first I'll list out the 11 factors:

(1) Idea that multiple carriers constitute an “air group”
(2) Aircraft handling facilities and practices (such as ability to bring ordnance to the flight deck)
(3) Light Landing System
(4) Air Search
(5) Damage Control (both designed in DC as well as “as practiced”
(6) Air frames (for example, in early ’42 we have A6M2, D3Y, B5N versus F4F, SDB, TBD)
(7) Air Crew Skills
(8) Shipboard and Fleet anti-aircraft
(9) CAP control
(10) Air Ordnance
(11) Strike Targeting (1-Pre-strike-targeting 2-Base-to-target-strike-navigation 3-tactical-over-the-enemy-fleet-targeting)

And a link back to the scope post http://www.matrixgames.com/forums/fb.asp?m=1657775

So the most consistent theme I see, is Spence (and a few others) arguing that FLAK (factor #8 above) is the factor which produces the largest gap between game results and real life results and hence would be priority #1 for being addressed. Does anyone agree or disagree with this? Are their any other factors which merit adjustment?


Yep...Reduction in strike range if full CV strike (entire air group) is co-ordinated.

Hey, you were gonna give me some simple ideas about how to do this!
[:D]

Range is calculated taking into account the time to get the strike into the air, assuming the fighters launch first, followed by the bombers. If you work it out on paper for a typical strike, it should be fairly obvious what the equations should be.
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RE: Modeling of Carrier Battles

Post by herwin »

ORIGINAL: jwilkerson
ORIGINAL: treespider
ORIGINAL: Mike Scholl





What it does add "weight" to is the arguement that the Japanese did NOT think of their "screening forces" as AAA escort in the way the Allies did.


I still like the idea of the separate SAG...I just don't think there needs any special SAG "reaction" coded - as normal game mechanics can handle that aspect - at least for one day turns..

Hey I think I agree with Tree ... I've sent my SAGs out after Moses CVTFs several times .. and they've been bombed by Moses aircraft ... several times!!! Works perfectly already !!
[:D]

Edit: We play 2 days turns - but STILL works perfectly!!! [:)]

What we need is the pursuit, engagement, and return during the hours of darkness. The Allies need this, too, to model what happened in November 1942.
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
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RE: Modeling of Carrier Battles

Post by jwilkerson »

ORIGINAL: herwin

ORIGINAL: jwilkerson

ORIGINAL: Ron Saueracker




Yep...Reduction in strike range if full CV strike (entire air group) is co-ordinated.

Hey, you were gonna give me some simple ideas about how to do this!
[:D]

Range is calculated taking into account the time to get the strike into the air, assuming the fighters launch first, followed by the bombers. If you work it out on paper for a typical strike, it should be fairly obvious what the equations should be.

It should be and it is! But I'm hoping Ron has an Occam's Razor waiting for me!
[:D]

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RE: Modeling of Carrier Battles

Post by Ron Saueracker »

ORIGINAL: jwilkerson

ORIGINAL: Ron Saueracker

ORIGINAL: jwilkerson

Ok, so to try to provide an executive summary of what I've seen debated so far .. first I'll list out the 11 factors:

(1) Idea that multiple carriers constitute an “air group”
(2) Aircraft handling facilities and practices (such as ability to bring ordnance to the flight deck)
(3) Light Landing System
(4) Air Search
(5) Damage Control (both designed in DC as well as “as practiced”
(6) Air frames (for example, in early ’42 we have A6M2, D3Y, B5N versus F4F, SDB, TBD)
(7) Air Crew Skills
(8) Shipboard and Fleet anti-aircraft
(9) CAP control
(10) Air Ordnance
(11) Strike Targeting (1-Pre-strike-targeting 2-Base-to-target-strike-navigation 3-tactical-over-the-enemy-fleet-targeting)

And a link back to the scope post http://www.matrixgames.com/forums/fb.asp?m=1657775

So the most consistent theme I see, is Spence (and a few others) arguing that FLAK (factor #8 above) is the factor which produces the largest gap between game results and real life results and hence would be priority #1 for being addressed. Does anyone agree or disagree with this? Are their any other factors which merit adjustment?


Yep...Reduction in strike range if full CV strike (entire air group) is co-ordinated.

Hey, you were gonna give me some simple ideas about how to do this!
[:D]

I thought I did! It's in the thread back a few pages. I'll redirect you in the morning after some ZZZZsssss...maybe it needs clarification.[;)]
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RE: Modeling of Carrier Battles

Post by Ron Saueracker »

Bump
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RE: Modeling of Carrier Battles

Post by jwilkerson »

Long nap Ron!
[:D]

Lazy daze on those sunny greek isles eh?
[:)]

Were you still gonna "redirect and clarify me"??

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RE: Modeling of Carrier Battles

Post by Mike Scholl »

Never accept any wooden animals from a guy who hangs out with a bunch of Greeks. :-)
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RE: Modeling of Carrier Battles

Post by Ron Saueracker »

ORIGINAL: jwilkerson

Long nap Ron!
[:D]

Lazy daze on those sunny greek isles eh?
[:)]

Were you still gonna "redirect and clarify me"??


Hey Joe, here is my old post in the thread...

My main beefs with the current incarnation is that there are a few tactical details which have been included in an operational level game which impact the mechanics negatively while further, other tactical details which would go a long way to counter those currently included are glaringly absent, leaving the mechanics somewhat crippled as a result.

1) Having rigid tactical level data such as exact range figures for aircraft but having operational level 60 mile hexes often results in a/c that have a few extra gallons in the tank enjoying an extra hex range over a/c that have just a few less gallons losing a hex range. This is one of the reasons why Japan regularly gets to hit Allied CVs with strikes yet Allied CV a/c remain on deck in the game yet historically there is no example of this actually occurring. The new map with its' 40 mile hexes should alleviate this somewhat. Perhaps implementing a mechanic which rounds up the a/c range if it is closer to the next further hexside than the center of the hex (basically adding a hex in range) and rounds down the a/c range if closer to the hexside than to the hex center (basically reducing the range by a hex) might also mend the tactical with the operational level of the design.

2) The limitations of the phase/pulse design is another operational level design limitation which plays havoc with such rigid tactical data like a/c range and naval movement during non naval movement phases. Not much can be done about the necessity of the phase/pulse design approach at this point but perhaps the suggestions in (1) can augment the well intentioned but rather clunky reaction mechanism currently used as the sole design feature which attempts to allow for an abstract ability for naval forces to maneuver into/out of range during the air phases.

3) The co-ordinated strike bonus. In the current model, Japan enjoys an arguably unwarranted hard coded strike bonus. In my opinion, this should be removed and have coordination rely upon aircraft endurance, CV operational efficiency/maximums, weather and leader skill (both TF and squadron leaders).

3a) Aircraft endurance. Co-ordination of strikes relied greatly upon an aircrafts ability to loiter while further aircraft massed prior to departing for the target. Historically, the a/c with the longest endurance launched first and the a/c with the shortest launched last. The co-ordinated strike should therefore have a range equal to the lowest endurance a/c. Due to relative a/c speed, sometimes the strike would form up miles from the target to allow the slower longer ranged a/c to proceed while the faster a/c caught up after launching last, lessening the range penalty. The success rate of this latter method of coordination was less than that of those which formed up over the TF as it was much more difficult to join up enroute. These two approaches to co-ordinated strikes had an impact on historical strike ranges, yet the current model does not penalize co-ordinated strike ranges.

3b) CV operational characteristics. Seeing that strikes, CAP and search patrols are launched and recovered, refueled and rearmed per air phase, one must also assume that these varied evolutions occur within a specific portion of an air phase. Therefore, a CVs ops capacity should come into play, even on an operational level, if only to counter balance the unpenalized coodination of strikes and the CAP capability of CV TFs.

CVs had different levels of ops capability, dependent on design. Those CVs converted on the stocks, older prewar purpose built CVs and the smaller CVs had a less efficient ops capability than the larger war built CVs which benefitted from pre war experience and from combat experience. Tactical level wargames have always used these differing capabilites (ie Flattop) and Jim Dunnigan, one of the designers of many tactical carrier games, published some abstract ops capability rates in his Victory at Sea book. What I'm suggesting is that a very basic way of utilizing these abstract capabilities be included in the code to help determine strike sizes , co-ordination, and CAP percentage per CV. Would it be possible to simply use these figures as a multiplier? ie, if a CV was rated at a 70% ops efficiency rating, could this 70% figure be used to limit the max assigned air mission x .70? Therefore, 70% of the CVs airgroup assigned to strike missions can go in the first wave (the remaining 30% go in a seperate wave during the same air phase) or 70% of the a/c assigned to CAP can be aloft at any one time.

3c) I believe both weather and leader skill are factored in right now to some degree.

quote:

ORIGINAL: Ron Saueracker


quote:

ORIGINAL: jwilkerson

Ok, so to try to provide an executive summary of what I've seen debated so far .. first I'll list out the 11 factors:

(1) Idea that multiple carriers constitute an “air group”
(2) Aircraft handling facilities and practices (such as ability to bring ordnance to the flight deck)
(3) Light Landing System
(4) Air Search
(5) Damage Control (both designed in DC as well as “as practiced”
(6) Air frames (for example, in early ’42 we have A6M2, D3Y, B5N versus F4F, SDB, TBD)
(7) Air Crew Skills
(8) Shipboard and Fleet anti-aircraft
(9) CAP control
(10) Air Ordnance
(11) Strike Targeting (1-Pre-strike-targeting 2-Base-to-target-strike-navigation 3-tactical-over-the-enemy-fleet-targeting)

And a link back to the scope post fb.asp?m=1657775

So the most consistent theme I see, is Spence (and a few others) arguing that FLAK (factor #8 above) is the factor which produces the largest gap between game results and real life results and hence would be priority #1 for being addressed. Does anyone agree or disagree with this? Are their any other factors which merit adjustment?




Yep...Reduction in strike range if full CV strike (entire air group) is co-ordinated.

Ron S




Hey, you were gonna give me some simple ideas about how to do this!


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I'm at my sister's house so I'll look for Dunnigan and get back to this...want to find the ops capability chart.

Guess the first thing to do is to define all CVs as either strike carriers (capable of launching half their complement fast enough to avoid a range penalty) or not.

Strike CVs (CVS): by class

Ranger
Lexington
Yorktown
Wasp
Essex
Independence
Saipan
Midway

Illustrious
Indomitable
Implacable
Colossus
Centaur
Majestic

Akagi
Kaga
Hiryu
Soryu
Shokaku
Unryu
Chitose
Taiho
Shinano

All others are not strike carriers.

By defining a CV as a Strike Carrier (neccesitating a new ship type with specific code so that we end up with two distinct CV ship types with somewhat different coded capabilities) we can simply and abstractly model operational capacity. A CVS can launch 50% of its' strike group with no range penalty...all others lose 1 hex range for strikes. Reason for the 50% figure is basically readied deckload. Reason for 1 hex penalty for non CVS is poor ops capacity...ie fewer elevators, poor hanger design etc, smaller deck.

We will also need an addition to the Air Combat TF UI, a toggle between deferred strikes and coordinated strikes. If set to Deferred, the CVS's and CV's in the TF will launch (perhaps make this dependent on TF leader stats as to how often the doctrine chosen by player is followed by TF CDR) 50% strikes. CVS suffer no range penalty, CVs suffer - 1 hex, with the result that the CVS bonus is negated...therefore it is important not to combine CVS and CV types in same TF. If set to coordinated, then 100% of a CVS/CV complement is launched as a single coordinated strike but with a -1 hex range penalty for CVS and -2 hex range penalty for non CVS.

Just to clarify...the total airgroup of each CVS/CV still gets to participate in each air phase, the only difference being in size and range of strike packets.

Were the IJN coordination bonus should come into play on three issues...1) with regard to deferred strikes (deferred meaning that the slowest aircraft launch first and proceed directly to the target while the faster aircraft launch last and catch up to the slower a/c enroute). The Japanese might get a better chance of forming up enroute than Allied aircraft during the early stages of the war. 2) The IJN bonus can also impact the chance of coordinated strikes staying together the entire trip (not getting seperated). 3) Multiple CVS/CV strike coordination.

Not pertaining to coordination or ops efficiency is the fact that carrier a/c range is too decisive in the game. Not once was there an historical example of a TF with shorter ranged aircraft not launching vs one with longer range. It happens all the time in WITP because of the use of tactical ranges with no tactical ship movement and too few air phases. I propose that shorter ranged a/c still launch vs an enemy CV TF (only vs a CV TF) but that each a/c has to pass a die roll to see whether or not it makes it back. This is to abstractly model naval movement and the high value of CVs as targets. There is also historical instances of this occurring...Mitscher at Phillippine Sea, whereas, as I already mentioned, there are no instances ever of a/c not launching if the range precluded recovery.


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RE: Modeling of Carrier Battles

Post by jwilkerson »

Yeah, yeah, yeah ... but I had asked for more specifics on the strike "coordination" idea. I jotted down some ideas myself - just borrowed from flatop, tried to simplify and re-express in WITP terms ... essentially ... a "long range" small strike ... a "medium range" medium strike .. a "short range" large strike. But I'd be curious if your brin can come up with an "Occam's razor" in this area. I tend to get bogged down in details.
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RE: Modeling of Carrier Battles

Post by Ron Saueracker »

ORIGINAL: jwilkerson

Yeah, yeah, yeah ... but I had asked for more specifics on the strike "coordination" idea. I jotted down some ideas myself - just borrowed from flatop, tried to simplify and re-express in WITP terms ... essentially ... a "long range" small strike ... a "medium range" medium strike .. a "short range" large strike. But I'd be curious if your brin can come up with an "Occam's razor" in this area. I tend to get bogged down in details.
[:)]

I'm about to get to it. Patience grasshopper...[:)]
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RE: Modeling of Carrier Battles

Post by el cid again »

ORIGINAL: herwin

ORIGINAL: el cid again
ORIGINAL: Mike Scholl





What it does add "weight" to is the arguement that the Japanese did NOT think of their "screening forces" as AAA escort in the way the Allies did.


Yes and no. They certainly thought about the use of superior surface combat ships aggressively as such. On the other hand, they also designed CLAA (although one ended up as a DDAA) - and did so from an early date - and built/converted em as well. It is hard to believe these vessels were not intended to be AA screening vessels. In fact, I don't believe it.
I think PLAYERS should decide what to do - let them assign ships to a SAG OR to a task group as a screen. And there is no reason the USN can not play the hunting game - when it has appropriate fast gunships to play it with. IF the PLAYER thinks surface battle is worth it.


How do we set up a hunt, then, without the AI messing it up good?


Create two Task Groups - a carrier one and a SAG one.

Set the Carrier one to follow the SAG. It will react as a carrier group should automatically if enemy carriers are detected - and not if they are not - instead it will follow the SAG. If it is fast enough, it will stay with the SAG IF you say "do not retire"

Set the SAG to go where you want the two task groups to go. Set reaction to allowed. You may set retire or do not retire as you please.

This may work just fine right now - without code changes - as several have posted. Or it might require changes - sometimes a SAG is upset when it sees enemy carriers and runs I think.

It might be smart to put NO planes on the SAG ships. I don't know if they are a fire hazzard or not in game terms? But IRL they would not be carried and we should honor that.
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RE: Modeling of Carrier Battles

Post by el cid again »

ORIGINAL: herwin

ORIGINAL: jwilkerson
ORIGINAL: treespider




I still like the idea of the separate SAG...I just don't think there needs any special SAG "reaction" coded - as normal game mechanics can handle that aspect - at least for one day turns..

Hey I think I agree with Tree ... I've sent my SAGs out after Moses CVTFs several times .. and they've been bombed by Moses aircraft ... several times!!! Works perfectly already !!
[:D]

Edit: We play 2 days turns - but STILL works perfectly!!! [:)]

What we need is the pursuit, engagement, and return during the hours of darkness. The Allies need this, too, to model what happened in November 1942.

I agree. I do not favor one side gets to the other does not. Instead, you have pretty much common code/practice. IRL navies learn from what happens - and even if they don't start out knowing - they will usually end up knowing (whatever). The list of things "IJN could not do" which is false (based on we know it did it sometime somewhere) is longer than the list where it is true. And even if USN didn't do this or that - I doubt there is any naval evolution it could not do if it wanted to.
In Viet Nam we had to go in against shore batteries - and these were cleverly organized using "pattern firing" so that fire control didn't matter - and could not be jammed. The object was to disable a ship - then concentrate fire on her. We came up with a routine that if a ship lost steering or propulsion - the ship in line BEHIND would TOW the ship ahead! Everyting was already rigged on every ship - and the disabled ship would run up a certain signal flag - and throw over a monkey fist to the bow of the ship behind as it passed. By the time the trainling ship reached the right position for tow - the two ships had to have matched speeds - and a full hawser had to be in place on both ships. Doing this at 30 knots is dangerous beyond comprehension to non sailors - a parting line would kill men in its path - and doing this without skill and drill would always fail. But it became an SOP. Yet it also was never used as far as I am aware. It just shows that navies have great capabilities - if they want to have them - wether or not the occasion arises to use them.
el cid again
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RE: Modeling of Carrier Battles

Post by el cid again »

ORIGINAL: jwilkerson

Yeah, yeah, yeah ... but I had asked for more specifics on the strike "coordination" idea. I jotted down some ideas myself - just borrowed from flatop, tried to simplify and re-express in WITP terms ... essentially ... a "long range" small strike ... a "medium range" medium strike .. a "short range" large strike. But I'd be curious if your brin can come up with an "Occam's razor" in this area. I tend to get bogged down in details.
[:)]

We could give players some control here by using range settings in the air units as conditions.

Thus - a strike using planes set to extended range is NEVER coordinated (it is long range so no assembly time) -
and is always a single squadron - or if existing code permits - a single squadron plus whatever fighter escort is available the way the game works.

On the other hand - a strike limited to normal range MAY BE coordinated (it is not so long range so assembly time exists).
Here the chance should be related to the ratings of the air units themselves - higher skilled units being more likely to stay together. And keep it simple -

IF coordinated THEN ALL units arrive together

IF NOT coordinated THEN each bomber squadron arrives separately (with or without fighter cover, however code works it out now, and based on wether or not any fighters were even available)


This is the single carrier case. A more complex case is the multiple carrier case:

IF coordinated THEN ALL units arrive together

IF NOT coordinated, then roll again for EACH carrier separately - and repeat the single carrier case above (you might get a coordinated strike for just squadrons from one carrier - or not).

herwin
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RE: Modeling of Carrier Battles

Post by herwin »

Pages 23-28 of the Pacific War Encyclopaedia.

Ranger and Wasp were overcrowded, like the Ryujo. The top ten classes in order from most efficient to least were: Ranger, Wasp, Yorktown, Soryu, Hiryu, Unryu, Ryujo, Saipan, Colossus, Essex. Shinano was 55th.

Carrying capacity efficiency: Aircraft/full load displacement.

Page 26 has aviation fuel efficiency: Avgas in 1000s of gallons, same per aircraft, sorties (based on 300 gallons/sortie), and rank. The best were typically escort carriers. The worst were various abortions.

Pages 27-28 has manpower efficiency: Crew/aircraft. Not really a good measure.


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
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Ron Saueracker
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RE: Modeling of Carrier Battles

Post by Ron Saueracker »

Here ya go Joe...[8D] Perhaps something like this is workable?

Guess the first thing to do is to define all CVs as either strike carriers (capable of launching half their complement fast enough to avoid a range penalty) or not.

Strike CVs (CVS): by class

Ranger
Lexington
Yorktown
Wasp
Essex
Independence
Saipan
Midway

Illustrious
Indomitable
Implacable
Colossus
Centaur
Majestic

Akagi
Kaga
Hiryu
Soryu
Shokaku
Unryu
Chitose
Taiho
Shinano

All others are not strike carriers.

By defining a CV as a Strike Carrier (neccesitating a new ship type with specific code so that we end up with two distinct CV ship types with somewhat different coded capabilities) we can simply and abstractly model operational capacity. A CVS can launch 50% of its' strike group with no range penalty...all others lose 1 hex range for strikes. Reason for the 50% figure is basically readied deckload. Reason for 1 hex penalty for non CVS is poor ops capacity...ie fewer elevators, poor hanger design, smaller deck etc.

We will also need an addition to the Air Combat TF UI, a toggle between deferred strikes and coordinated strikes. If set to Deferred, the CVS's and CV's in the TF will launch 50% strikes (perhaps make this dependent on TF leader stats as to how often the doctrine chosen by player is followed by TF CDR). CVS suffer no range penalty, CVs suffer - 1 hex, with the result that the CVS bonus is negated if a non CVS type is included in the same TF...therefore it is important not to combine CVS and CV types in same TF. If set to Coordinated, then 100% of a CVS/CV complement is launched as a single coordinated strike but with a -1 hex range penalty for CVS and -2 hex range penalty for non CVS. The TF will always launch a deferred strike if range precludes a coordinated one, regardless of player setting.

Just to clarify...the total airgroup of each CVS/CV still gets to participate in each air phase, the only difference being in size and range of strike packets.

Where the concept of an early war IJN coordination bonus should come into play is with the following three issues...1) with regard to deferred strikes (deferred meaning that the slowest aircraft launch first and proceed directly to the target while the faster aircraft launch last and catch up to the slower a/c enroute). The Japanese might get a better chance of forming up enroute than Allied aircraft during the early stages of the war. 2) The IJN bonus can also impact the chance of coordinated strikes staying together the entire trip (not getting seperated). 3) Multiple CVS/CV strike coordination (only with CVS/CV within same TF).

Not pertaining to coordination or ops efficiency is the fact that carrier a/c range is too decisive in the game. Not once was there an historical example of a TF with shorter ranged aircraft not launching vs one with longer range. It happens all the time in WITP because of the use of tactical ranges with no tactical ship movement and too few air phases. I propose that shorter ranged a/c still launch vs an enemy CV TF if out of range(only vs a CV TF) but that each a/c has to pass a die roll to see whether or not it makes it back. This is to abstractly model naval movement within the air phases and the high value of CVs as targets. There is also historical instances of this occurring...Mitscher at Phillippine Sea, whereas, as I already mentioned, there are no instances ever of a/c not launching if the range precluded recovery.


In conjuction with the IJN coordination bonus, an early war Allied CAP bonus should exist, as well as differentation between Allied and IJN TF flak defence.

Regarding the CAP bonus...

Allied CAP was theoretically better from the start of hostilities given the Allied use of radios in their aircraft (facilitates communication between CAP elements), their early adoption of fighter direction utilizing radar and aircraft communication capability (British had practiced this well before Pearl Harbor) and of course the lack of any of the above for Japan.

I'd lean towards establishing a base line for CAP capability (1.0) and have Japan start below it (perhaps 0.75 penalty) and gradually improve the capability with bonuses for such documented advances as radar, radio equipped a/c, doctrine and combat experience. For Allies, instead of initiating a single generalized bonus at what appears to be a generalized date, perhaps institute a multiple step progression rate and start at a more reasonable date. Perhaps allow the Allies a 1.0 capability at games start, increase it to 1.25 in June/42, 1.50 in Dec/42, 1.75 in June/43 and 2.0 in Dec/43 to reflect their early experience (Britsh), equipment, doctrinal advantages and gradual accumulation of combat experience.
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