Japanese comments for Sir Robin

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herwin
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RE: Japanese comments for Sir Robin

Post by herwin »

ORIGINAL: el cid again

ORIGINAL: Nemo121
I've not gotten far enough into an RHS scenario to find out yet.

Hmm, I think this is the problem Shark7. I think you can assume that if Herwin or I or others are talking about severe issues with supply sinks it is because we have gotten that far and have found they don't just last " a bit longer " but a LOT longer and require a LOT more force than is historically reasonable.

Just to be clear... Are you suggesting that 4 divisions ( 1200 AV ) is sufficient to take either Singapore or Manilla against a player who has turtled up in there ( with over 1200 AV of defenders in most cases ) PLUS whatever bonuses they accrue through preparation points and defences ( x4 for urban hex in Manilla and a further bonus accruing for forts ).

Interesting, I'm not really familiar with many cases in-game where an inferior force was able to attack a dug-in defender who outnumbered them and was situated in an urban hex even if that defender was out of supply. Do you have a screen or CR of this as I'd love to see this.

At a location with a sink large compared to the assault force - you don't need odds. Even 0:1 will work. IF the enemy is foolish and does NOT put MILITARY units in the hex - the sink will take losses and collapse. A small example is Guam - where the composite unit is mostly sink - but also has a handful of Marines and a militia company. Or consider Christmas Island - with a tiny CD battery - but mainly a sink. Or Nauru Island - with a fairly large sink and no military elements. These places can be taken by small assault forces - one or two battalions - but not instantly. Lack of odds isn't a problem: the sink dies under assault. It dies faster if you hit it with bombers. The same thing holds for Kuala Lumpar - or Rangoon. If the static elements (which are not pure sinks - but have some military elements) are not supported by real combat brigades - the position is doomed - and will fall in less than a week. I assume that large sinks are the same - but I recommend shutting down supply production before you get there (by killing resource centers with strategic bombing) and then shutting down the rest by an advance party before true assault. I invest Manila for weeks before trying to attack it other than by bombardment. It does not matter if he has 5 units or 25 - ANY significant amount of combat force added to the sink will make it tought. IRL it was tought with ONE brigade defending. So I don't think that is very far from the mark. But just as that brigade was doomed - so is any amount of force. Lack of supplies combined with attrition from various forms of combat will do the job.

Yes, I've seen that. But if he does provide a decent garrison, the supply sink generates a lot of leverage, even if the supplies have been wiped out.

I don't think attrition combat ever did anything in WWII--to defeat someone you had to do something at some point. The fact that the game rewards attrition tactics over more active operations only reflects the problems with its erroneous conceptual approach to modelling ground combat operations. If you have a time mesh of a day, you need some way to get a space mesh of about a mile if you want ground combat to be realistic. With 60-mile hexes, you need to model the in-hex events to avoid problems with stiffness. The game uses changes to combat strength as a proxy for changes in the position, but that's like studying human sex by studying how owls capture their prey. Sure, both take place at night and both involve a chase and a consummation, but the outcome will still be less than realistic.
Harry Erwin
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RE: Japanese comments for Sir Robin

Post by Shark7 »

ORIGINAL: Nemo121
I've not gotten far enough into an RHS scenario to find out yet.

Hmm, I think this is the problem Shark7. I think you can assume that if Herwin or I or others are talking about severe issues with supply sinks it is because we have gotten that far and have found they don't just last " a bit longer " but a LOT longer and require a LOT more force than is historically reasonable.

Just to be clear... Are you suggesting that 4 divisions ( 1200 AV ) is sufficient to take either Singapore or Manilla against a player who has turtled up in there ( with over 1200 AV of defenders in most cases ) PLUS whatever bonuses they accrue through preparation points and defences ( x4 for urban hex in Manilla and a further bonus accruing for forts ).

Interesting, I'm not really familiar with many cases in-game where an inferior force was able to attack a dug-in defender who outnumbered them and was situated in an urban hex even if that defender was out of supply. Do you have a screen or CR of this as I'd love to see this.

Not only suggesting, I just did it that way against a player that turtled in CHS in my current game. For Singapore, I used 2nd Guards, 18th, 56th, and 5th IDs with 2 Tank Regiments. In Manila I used 48th, 21st, 16th, and 2nd IDs along with 65th Brigade and 2 tank Regiments. I also used a lot of mortar and artillery units and of course an engineer unit to help deal with the fortifications. I did not say just park 4 divisions there, I said you would need support units as well as a really good air campaign.

I'm not doing anything special, just starving the troops out. It works, so I go with it. The key is not the troops I use, the key was using my bombers to disable as many allied squads as possible before initiating attacks. Perhaps it is the fact that I did not want to face an extended seige and chose to use more air units againt the targets that makes the difference?

It's just seige warfare in the end. Eventually a base that runs out of supply and is under terrible air attack will start to suffer morale and fatigue.

As far as being an inferior force, yes my force was inferior at first. The air campaign evened the odds, and eventually swung them in my favor. I wish I had copied the combat report from when Manila fell, I could have posted it here. When Manila finally fell, I had about a 3 to 1 advantage in squads and AV.
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RE: Japanese comments for Sir Robin

Post by Nemo121 »

Shark, CHS isn't RHS... I'm sure it would work in stock or CHS or EA. I'm not sure it would work in RHS.
 
Stating a strategy which works in CHS ( or reality ) doesn't mean it will work in RHS ( unfortunately ).
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RE: Japanese comments for Sir Robin

Post by witpqs »

I've played both. The supply sinks in RHS make a huge (and bad) difference.
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RE: Japanese comments for Sir Robin

Post by Shark7 »

ORIGINAL: Nemo121

Shark, CHS isn't RHS... I'm sure it would work in stock or CHS or EA. I'm not sure it would work in RHS.

Stating a strategy which works in CHS ( or reality ) doesn't mean it will work in RHS ( unfortunately ).

We'll know for sure before too long, since I'm in an RHS scenario. So I will let you know what happens.
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RE: Japanese comments for Sir Robin

Post by herwin »

ORIGINAL: Shark7

ORIGINAL: Nemo121

Shark, CHS isn't RHS... I'm sure it would work in stock or CHS or EA. I'm not sure it would work in RHS.

Stating a strategy which works in CHS ( or reality ) doesn't mean it will work in RHS ( unfortunately ).

We'll know for sure before too long, since I'm in an RHS scenario. So I will let you know what happens.

Are you posting an AAR? Or just periodic reports?
Harry Erwin
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RE: Japanese comments for Sir Robin

Post by Bogo Mil »

As I already mentioned in an old thread, there is one thing that counters the advantage of the supply sinks: The Japanese army bombers are very effective in RHS - much more effective than in stock or CHS. Large raids of Sallys and Lilys are devastating. Once most of the AAA is neutralized, the dive bombers (even the obsolete Ida) are very useful, too. If you provide heavy air support, the Allies can not stop your ground forces.


But another "feature" can really slow down the advance: All the MSW are conflated to pairs. But the game engine doen't know a difference between "MSW Alpha" or "MSW Alpha & Beta" - if such a "pair" enters a minefield, it sweeps mines as one MSW. This effectively halves the minesweeping capability. Thus minefields are more dangerous and they stay longer than in stock or CHS.

The effect of the decreased minesweeping will be even worse for the Allies in the later war: Many of their sweepers are DMS or DMS pairs - and these do not respawn. The Allied minesweeping capability in 1944/45 will most probably be much worse than in the other mods. I'm afraid the game might become next to unplayable for the Allies if they don't manage to destroy most of the Japanese MLs early.

My suggestion for inprovements: Half the capacity of all minelayers to make up for the decreased capabilities of the sweepers and check out if some of the DMS (pairs) can be reclassified as MSW to allow respawning.


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RE: Japanese comments for Sir Robin

Post by Shark7 »

ORIGINAL: herwin

ORIGINAL: Shark7

ORIGINAL: Nemo121

Shark, CHS isn't RHS... I'm sure it would work in stock or CHS or EA. I'm not sure it would work in RHS.

Stating a strategy which works in CHS ( or reality ) doesn't mean it will work in RHS ( unfortunately ).

We'll know for sure before too long, since I'm in an RHS scenario. So I will let you know what happens.

Are you posting an AAR? Or just periodic reports?

I'll probably be posting a pictoral AAR until such time as Manila falls. I wasn't planning on a full AAR. But I will track it from the first landing until Luzon secured.
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RE: Japanese comments for Sir Robin

Post by herwin »

ORIGINAL: Shark7

ORIGINAL: herwin

ORIGINAL: Shark7




We'll know for sure before too long, since I'm in an RHS scenario. So I will let you know what happens.

Are you posting an AAR? Or just periodic reports?

I'll probably be posting a pictoral AAR until such time as Manila falls. I wasn't planning on a full AAR. But I will track it from the first landing until Luzon secured.

I'll be very interested.
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: Japanese comments for Sir Robin

Post by Kereguelen »

ORIGINAL: el cid again

This evaluation - which is correct - also causes me to think of a different aspect of the subject. The hard work done on aircraft armament and performance in RHS (and by extension AE) does make a significant difference.
ORIGINAL: el cid again
The RHS / AE air combat system not only does away with uber CAP and uber bombing - it also makes air combat more like IRL - in which lots depends on numbers, morale, etc - and in which a skilled player on EITHER side can compete - even the poor Allies at the start of the war.

Sid, please, could you explain this further? I was not aware that the AE (or the AE air combat system) is related to RHS.
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RE: Japanese comments for Sir Robin

Post by el cid again »

ORIGINAL: wild_Willie2

ORIGINAL: el cid again

ORIGINAL: Nemo121




Hmm and even after allocating multiple new divisions I've seen Palembang resist a multi-Corps ( 4 Division to 5 division-equivalents ) assault.

Sure it should be damaged etc but oil workers shouldn't be holding off multiple divisions of Japanese troops. It just beggars belief., Now you can quote the tank factory in Stalingrad to me all you want but in reality workers rarely picked up tools and repelled a well-organised force of front-line combat troops who attacked in a cohesive fashion.

So, oil workers and rubber tree tappers picking up tools and resisting an equal or slightly lesser number of armed, organised front-line troops in modern combat --- No, it just isn't supported by the history.

Palembang is a special case. Here we don't have a major city like Manila - and we do have a large amount of supplies to consume - necessitating a less than small sink. It takes a bit of understanding of game mechanics to make it weak enough to capture: kill those supplies. You can do that with bombers - and you can do that by getting a unit in there on the ground. I recommend doing both. The latter is how programmers have AI do it - and it works even vs a sink. But you can set yourself up by bombing before you arrive. In the case of Palembang - or Asanol - or any large sink - I recommend you send in an "advance force" to shut down supply production - before the main assault. And I recommend you also damage the resource centers and destroy the supply stocks with air raids before and during the assault.

Taking a major point defended by BOTH military units and a sink is hard. If ONLY the sink is present - it isn't so hard.
The sink is make of fluff - it has almost no firepower - and it has horrible leadership and planning. But it DOES support combat units - and the combination is pretty powerful. I deliberately defend such points - as should be done - and usually is done unless for political reasons (e.g. Mac - or Yamashita's decisions to let Manila change hands uncontested).

Note that Palembang was not a particularly easy nut to crack IRL. The Japanese First Airborne Brigade was virtually wiped out. Not by "oil field workers" - but by soldiers. Your perception that it was undefended is at odds with events. The airborne were too lightly equipped and the defenders too numerous - so the unit was virtually wiped out - and it failed in its primary mission - to sieze at least one of the two refineries undamaged. In our compromise system, in effect we never damage both refineries - and a brigade assault will indeed be wiped out. It really isn't that bad.


A brigade sized assault wiped out??

The Japanes dropped about half a battalion worth of troops on Palembang (about 300 men), and they where indeed forced to retreat when faced by a counterattack by a portion of the 2000 allied soldiers stationed there.

A full airborne brigade would have consisted of about 2500 men...

It is all a matter of terminology. The unit assigned was the First Raiding Brigade. Neither the unit as such, nor the airlift available, could lift an entire theoretical TO&E in a single jump. And "entire" and "brigade" are almost exaggerations to use the words at all: the "brigade" had two "regiments" - each of which was a very small battalion. It also had a mobile support element and a base support element. And in Japanese theory - the ONLY nation to do it "right" by airborne theory - the PLANES were also "owned" by the unit. [88 German advisors set it up and trained the thing] There are large companies that had more effectives than the Japanese landed at Palembang. But I was using formal terminology - it is called a brigade - and except for one time in Leyte - this was its only jump as such.
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RE: Japanese comments for Sir Robin

Post by el cid again »

ORIGINAL: Nemo121
you would not say what you do (assuming rationality and honesty).

Well in light of your unwillingness to actually deal with the reality that someone CAN play your mod and feel there is a problem there without being either unhinged or a liar I'll take my leave from this thread.

Cid, you REALLY don't do yourself any favours when you come in and routinely refuse to acknowledge problems people report or state that their reports are either irrational or lies. To my certain knowledge a few people who have played RHS have refused to post to threads to report problems because they didn't care to be labelled in the manner you just have. This is a loss to RHS as it deprives it of much-needed feedback.

And you don't do anyone any favors to pretend we didn't acknowledge the problems and addressed them. That this one was difficult - and took several efforts - and several ideas from forum members - before it was licked may have clouded your judgement: OK - we thought it was addressed more than once. But the fact we kept going back and making still more changes until the issues were either eliminated or mitigated belies the "refuse to acknowledge" part. The final stage is testing - and I am engaged in that intensly - and the results are so good I wonder if the problem might not have been overstated to begin with? I think it is far more a matter of technique than of RHS detail: AI can take these places - so clearly players can.
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RE: Japanese comments for Sir Robin

Post by el cid again »

ORIGINAL: herwin

ORIGINAL: el cid again

ORIGINAL: Bliztk

In our game (me vs Herwin) the only way the japanese player has been able to advance thru Malaya, DEI and conquer Singapore is that after doing some research I discovered how to edit the value of the supply sinks to nil.

But I think that there is another problem with land combat in RHS, for example In our game (5 Jan 43) I`m still fighting in Madagascar trying to take Diego Suarez with 4 brigades + Commando Bn versus one one Bde and a CD which is not a Supply Sink. And we have seen several instances where attack ratios of 4-1 were repulsed.

Don´t know if it`s the composition of land forces (more organical support = more defense) or something that has changed in the firepower of land units, or a combination of both

I am skeptical that one can edit the supply sinks to nil: I doubt most people can even identify most sinks (which are INSIDE units - and how do you know what fraction of the support, engineers, etc is sink?) But IF you could do that - you THEN empower the defense with vastly too many supplies.

As for Madagascar - this also will be true in China and Russia and even Oahu - the problem is mountains. Combat in mountains is very very hard in WITP. In spite of which I think it is also right. Madagascar had only very second line colonial troops - and but a single battalion of caucasian troops - yet it was not possible to roll them over defending the long LOC through the mountains. Numbers were kind of irrelevant - and the point of the spear had a problem - or more properly a long series of problems.

I think you're thinking about very close and close terrain, which does empower the defence, but also requires large numbers of troops to hold ground. Mountains favour the attack--they limit lateral mobility, which is necessary for an effective defence. Each pass has to be garrisoned with enough forces to resist an attack by the entirety of the attacking force.

Madagascar is a very strange place - sort of a combination of mountains, desert and jungle. It has a very poor infrastructure - more or less a single road/rail line combination running down the spine of the island - which is high ground, and part of it is also very close. Lateral movement is pretty much not an issue - the trails are so poor that the game representation is pretty good - the time and thruput of the lateral routes is insufficient to be much of a problem. I was able to model it surprisingly well (this is my area of the map - it was done for RHS because Cobra wanted to do it - and is not inherited from any other WITP form). In this peculiar case - the attacker must attack along a single axis - and the defender only defend one pass at a time - as it were. Only the Naguilion road to Baguio is comparable in PTO - and there were also other routes in (Balinta Pass and the Ilagan Valley road). Tenerievo is accessable only from the NNE.
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RE: Japanese comments for Sir Robin

Post by el cid again »

ORIGINAL: herwin
ORIGINAL: el cid again

ORIGINAL: Nemo121



Hmm, I think this is the problem Shark7. I think you can assume that if Herwin or I or others are talking about severe issues with supply sinks it is because we have gotten that far and have found they don't just last " a bit longer " but a LOT longer and require a LOT more force than is historically reasonable.

Just to be clear... Are you suggesting that 4 divisions ( 1200 AV ) is sufficient to take either Singapore or Manilla against a player who has turtled up in there ( with over 1200 AV of defenders in most cases ) PLUS whatever bonuses they accrue through preparation points and defences ( x4 for urban hex in Manilla and a further bonus accruing for forts ).

Interesting, I'm not really familiar with many cases in-game where an inferior force was able to attack a dug-in defender who outnumbered them and was situated in an urban hex even if that defender was out of supply. Do you have a screen or CR of this as I'd love to see this.

At a location with a sink large compared to the assault force - you don't need odds. Even 0:1 will work. IF the enemy is foolish and does NOT put MILITARY units in the hex - the sink will take losses and collapse. A small example is Guam - where the composite unit is mostly sink - but also has a handful of Marines and a militia company. Or consider Christmas Island - with a tiny CD battery - but mainly a sink. Or Nauru Island - with a fairly large sink and no military elements. These places can be taken by small assault forces - one or two battalions - but not instantly. Lack of odds isn't a problem: the sink dies under assault. It dies faster if you hit it with bombers. The same thing holds for Kuala Lumpar - or Rangoon. If the static elements (which are not pure sinks - but have some military elements) are not supported by real combat brigades - the position is doomed - and will fall in less than a week. I assume that large sinks are the same - but I recommend shutting down supply production before you get there (by killing resource centers with strategic bombing) and then shutting down the rest by an advance party before true assault. I invest Manila for weeks before trying to attack it other than by bombardment. It does not matter if he has 5 units or 25 - ANY significant amount of combat force added to the sink will make it tought. IRL it was tought with ONE brigade defending. So I don't think that is very far from the mark. But just as that brigade was doomed - so is any amount of force. Lack of supplies combined with attrition from various forms of combat will do the job.

Yes, I've seen that. But if he does provide a decent garrison, the supply sink generates a lot of leverage, even if the supplies have been wiped out.

I don't think attrition combat ever did anything in WWII--to defeat someone you had to do something at some point. The fact that the game rewards attrition tactics over more active operations only reflects the problems with its erroneous conceptual approach to modelling ground combat operations. If you have a time mesh of a day, you need some way to get a space mesh of about a mile if you want ground combat to be realistic. With 60-mile hexes, you need to model the in-hex events to avoid problems with stiffness. The game uses changes to combat strength as a proxy for changes in the position, but that's like studying human sex by studying how owls capture their prey. Sure, both take place at night and both involve a chase and a consummation, but the outcome will still be less than realistic.

The good news is the ground combat model is understood to be poor. Some things will be corrected for AE. If WITP II is done - it will use a completely new model. But surely attrition must have mattered someplace, sometime?
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RE: Japanese comments for Sir Robin

Post by Shark7 »

ORIGINAL: herwin

ORIGINAL: Shark7

ORIGINAL: herwin




Are you posting an AAR? Or just periodic reports?

I'll probably be posting a pictoral AAR until such time as Manila falls. I wasn't planning on a full AAR. But I will track it from the first landing until Luzon secured.

I'll be very interested.

Keep in mind that this won't be against a turtle, El Cid actually makes me fight for every inch of ground, so that could weaken his troops along the way. Still it will be a good look at the supply sinks. Look for the first posting in the next day or two.
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RE: Japanese comments for Sir Robin

Post by herwin »

ORIGINAL: el cid again

ORIGINAL: herwin

I don't think attrition combat ever did anything in WWII--to defeat someone you had to do something at some point. The fact that the game rewards attrition tactics over more active operations only reflects the problems with its erroneous conceptual approach to modelling ground combat operations. If you have a time mesh of a day, you need some way to get a space mesh of about a mile if you want ground combat to be realistic. With 60-mile hexes, you need to model the in-hex events to avoid problems with stiffness. The game uses changes to combat strength as a proxy for changes in the position, but that's like studying human sex by studying how owls capture their prey. Sure, both take place at night and both involve a chase and a consummation, but the outcome will still be less than realistic.

The good news is the ground combat model is understood to be poor. Some things will be corrected for AE. If WITP II is done - it will use a completely new model. But surely attrition must have mattered someplace, sometime?

I don't think bombardment for weeks on end ever made a significant difference in WWII. It was found to be more useful to save most of the ammo and expend it in a set-piece attack. What the game design is doing is having the bombardment attacks serve as a proxy for methodical advance within the hex. The results, however, are highly unrealistic, both in terms of casualties sustained and how the hex is captured.
Harry Erwin
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RE: Japanese comments for Sir Robin

Post by JWE »

ORIGINAL: herwin
I don't think bombardment for weeks on end ever made a significant difference in WWII. It was found to be more useful to save most of the ammo and expend it in a set-piece attack. What the game design is doing is having the bombardment attacks serve as a proxy for methodical advance within the hex. The results, however, are highly unrealistic, both in terms of casualties sustained and how the hex is captured.
Hi ya Harry, long time no talk to. Been rather busy working, among other things, on the ‘dread’ land combat system for AE. Love your Owl analogy.

Anyhoo, as you are well aware, we can only dink with the code, we can’t rewrite the whole thing. I would, however, like to take it a step further and build a developmental model that may, or may not, be useful in the future. So, if you are willing, could you put together your take on a top level state diagram for a land combat algorithmic flow?

I know this is a bit OT, so shoot me an email.

Ciao. John
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RE: Japanese comments for Sir Robin

Post by herwin »

ORIGINAL: JWE

ORIGINAL: herwin
I don't think bombardment for weeks on end ever made a significant difference in WWII. It was found to be more useful to save most of the ammo and expend it in a set-piece attack. What the game design is doing is having the bombardment attacks serve as a proxy for methodical advance within the hex. The results, however, are highly unrealistic, both in terms of casualties sustained and how the hex is captured.
Hi ya Harry, long time no talk to. Been rather busy working, among other things, on the ‘dread’ land combat system for AE. Love your Owl analogy.

Anyhoo, as you are well aware, we can only dink with the code, we can’t rewrite the whole thing. I would, however, like to take it a step further and build a developmental model that may, or may not, be useful in the future. So, if you are willing, could you put together your take on a top level state diagram for a land combat algorithmic flow?

I know this is a bit OT, so shoot me an email.

Ciao. John

Done.
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: Japanese comments for Sir Robin

Post by el cid again »

ORIGINAL: herwin

ORIGINAL: el cid again

ORIGINAL: herwin

I don't think attrition combat ever did anything in WWII--to defeat someone you had to do something at some point. The fact that the game rewards attrition tactics over more active operations only reflects the problems with its erroneous conceptual approach to modelling ground combat operations. If you have a time mesh of a day, you need some way to get a space mesh of about a mile if you want ground combat to be realistic. With 60-mile hexes, you need to model the in-hex events to avoid problems with stiffness. The game uses changes to combat strength as a proxy for changes in the position, but that's like studying human sex by studying how owls capture their prey. Sure, both take place at night and both involve a chase and a consummation, but the outcome will still be less than realistic.

The good news is the ground combat model is understood to be poor. Some things will be corrected for AE. If WITP II is done - it will use a completely new model. But surely attrition must have mattered someplace, sometime?

I don't think bombardment for weeks on end ever made a significant difference in WWII. It was found to be more useful to save most of the ammo and expend it in a set-piece attack. What the game design is doing is having the bombardment attacks serve as a proxy for methodical advance within the hex. The results, however, are highly unrealistic, both in terms of casualties sustained and how the hex is captured.

Well - it didn't work out well at Leningrad. But one might say it mattered at Stalingrad. Never wanted to go to either. [I once thought I was teleported by time warp to Dec 7 1941 because

1) I grew up watching "the Twilight Zone" on TV and reading science fiction

2) I sailed into the filming of Tora Tora Tora - and my ship was not aware of the dawn filming about to happen

3) I walked through the entry "door" (sailors have their own language in which "door" isn't a word) to the ship just in time to see a line of pseudo Kates make their run.

For a moment I "knew" I had been transported back in time to the same spot in 1941. I was not happy about it.
I would be still less happy to be a Russian or German at Leningrad or Stalingrad. It was a messy situation.

It is quite true that the decisions made for ground combat are unfortunate. It was considered secondary in a naval air game I suppose. But frustration with the fundamental model used should not be misdirected at RHS or at supply sinks. These were invented for LOGISTIC reasons - and were found to have beneficial functions in combat (preventing total capture of undamaged infrastructures) - and other uses (static construction and air support at certain points). Not too bad for a compromise that was not liked by its creator from the get go. That attrition remains a WITP mechanism is not the fault of the sinks - and that they make more of it needed at cities is IMHO far more historical and ralistic than any tiny unit marches in and it is all yours.

I am not finding games last as long as history for most major objectives. Hong Kong falls before Christmas most of the time. Singapore never holds out 100 days: I am one hex out on Jan 16 in one game - and two hexes out in almost all others. Luzon should have been a nightmare in 1942 for the Japanese - something anyone who travels there will immediately recognize. When I first crested the last ridge at Baguio City - coming up the Naguilion Road (down which both Japanese and Filipino American forces marched in 1941 and 1944) - I realized Yamashita was right - and MacArthur a fool. Here is a mountain city in malaria free country which hosts valuable mines and rice terraces - protected by a long series of steep ridges with swift rivers at the bottom. Falling back on the mountains - which can feed a million people (and do today) - and defending Manila Bay by stocking the CD forts with food - makes the decision to fight over Manila one of choice: but IF either side wants to fight over it - see the real fight for the city with just a few thousand naval infantry and support troops. No way it should be easy.
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JWE
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Joined: Tue Jul 19, 2005 5:02 pm

RE: Japanese comments for Sir Robin

Post by JWE »

ORIGINAL: herwin
Done.
Got your email, and your pm thingies I to IV. Very interesting, and thank you. Gonna have to think on it somewhat, but there's much good food for thought. I really like some of your stepwise inplementations. I think we may be able to do something.

Ciao. John
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