Best IJN ASW assets?

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Shark7
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RE: Best IJN ASW assets?

Post by Shark7 »

ORIGINAL: Bullwinkle58

ORIGINAL: PaxMondo

ORIGINAL: Bullwinkle58


[ IJN crews had no fuel to train, they were scraping the barrel for men, their maintenance was horrible, their electronics worse.


Thank you for providing such good support to my statements.

A player can address 3 of your 4 listed variables, the code adapts for the 4th, and so should expect to change the results. Look at C&G's or PzB's AAR. Their situation in no way resembles the historical results. In both cases his forces are largely intact, the allies are at bay, and he has been sucking the life out of the DEI for +18 months.

It would be fair to say that a good many things would be FAR better under those circumstances for IJ than what was actually experienced. Training, manpower, and fuel for example.

My point is, using the historical reference (which is our best reference) you still need to address the events that led to it in a simulation such as AE. As has been pointed out numerous times 4-6 June 42 was pivotal. IF you beleive that (as I do), then you also have to accept that IF it does not happen, then a great number of things will not follow the historical result. If poor ASW was due to lack of training and fuel (which I agree with), and Midway events precipitated that, you then have to conjecture what would have been the outcomes. I beleive that Gary and the dev team have done just that. The allies have almost a 50% advantage in ASW based upon what is above. IMO, that is not a small difference. In fact, as was also presented above, you could make a strong case that the gap should not be so large. Electronics (sonar) in the 40's wasn't that much of a difference maker. ASW was still a "knife" fight, fought at close range. Training and the bigger boom made more difference. Also simply more assets dedicated to ASW.

At least, this is how I see it IMHO.


My comment last night was inartful. Let me try to do better.

I agree that players can get the IJN ahistoric levels of fuel, etc. What I disagree with, or perhaps just am side-arguing, is that nothing the Japanese player can do in the game really can affect the ASW encounter at sea. Yes, they can set up ahistorical ASW hunter-killer groups and patrol in ways they couldn't/didn't do in RL. They can divert shipyard repair points to keep ASW assets at sea when the Japanese economy didn't do that in RL. Fine.

But at the point of the tactical engagement the player has no control. AE is not a tactical game. You simply put an ASW-capable asset in a 40-mile hex with an enemy submarine and stand back. EVERYTHING important to the outcome at that point is not under the player's control. Sensors, weapons effects, crew response, ASW group formation discipline, weather effects, attack interim damage, etc., etc., etc. are all abstracted in the code. And it's those variables--not fuel and shipyards--that would determine outcomes in RL. And the player, despite your earlier assertion which I was reacting to, can't control them. So, the results both I and Mike have seen, while wildly ahistorical, are also not the result of bad play. They're in the code. Enter-the-hex-and-go-get-a-beer time. They aren't because Japanese players benefit from earlier ahistorical events a la Midway. They're because the ASW ratings built into the code and OOB, as JWE expalined, are a sledge-hammer and not a scalpel. More launchers and ammo equals more hits, even if each IJN hit is less damaging than a USN hit because the Type 2 DC is less powerful. That ASW rating rules the roost. And in RL the number of launchers was not even in the top 5 variables leading to attack success or failure. But that's the way the code works. OK, fine, I get it. I accept. At least I know that the 1944-45 ASW war will resemble nothing I know from history no matter what I, as the Allied player, do, or can do. (Outside play in the editor.)

Finally, on the issue of sensors, I disagree with your assertion that they were a minor element. Yes, WWII ASW weapons made ASW a close-in fight. That does not mean that sensors were not determinative. Certainly the Battle of the Atlantic disproved that. Most of the time the first knowledge an IJN escort had that a sub was near was a merchant exploding. Sensor equals Mark I eyeball at that point. For the next few minutes, the ASW commander had a datum that a sub was somewhere inside a circle centered on the target of about 4000 yards' diameter. If it was night, he was pretty sure the sub was surfaced; in daylight he knew. After that sensors come into play. WWII ASW weapons had a PK of tens of yards. (The Hedgehog, if the sub was attacked athwartships, only about 6 yards.) A submerged sub moving at three knots (6000 yds per hour), can increase that circle of uncertaintly rapidly in an hour. A surfaced sub, running at flank, can increase it by 40,000 yards in that same hour. If the escort is not already at battlestations, or is out of position in the formation, the only way the ASW commander has a chance to engage (a very poor chance perhaps if the geometry and his speed advantage are bad) is by having excellent sensors and well-trained operators feeding information to a tracking team in CIC or the bridge, and that team making tactical recommendations to the ASW commander. If any link in that chain fails, the sub gets away without prosecution.

The game, as I conceeeded above, doesn't overtly model any of that. It gives an ASW TF a pretty good chance to detect a sub in a huge, 40-mile hex, a lot of the time. (To be fair, the Allies get this bennie too.) Airborne ASW helps, yes, but again, the plane offers a single datum; the sub displaces a LONG way before the surface assets can arrive. In open ocean, where many of my and Mike's losses occured, there simply isn't any RL way for the prosecutions we saw to have occured. The game is just built that way, however. But, I will say, that despite the Allies' ASW advantages built into the code which get better over time, I've never sunk three IJN subs in a week. I'm just sayin'.

And just to add an honest opinion here, its at the tactical level the limits should come in. No player should be penalized by forcing them into making the same poor strategic decisions the Allies or Japanese made in the war. The player should have full strategic control and act accordingly, however, you should still be limited by game mechanics in the actual number crunching of carrying out your strategies (the tactical level). Because honestly what is the point of playing if you can't do anything different than history...might as well just watch news reels.

Basically what I am saying is even if I choose to form up 100 hunter-killer ASW groups, when the turn plays out, every contact should not have an attack, every attack should not have a hit, and every enemy sub should not be contacted. That is all inner workings stuff and the player should have little control over it beyond forming a good strategy to try to over-come the weaknesses.
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RE: Best IJN ASW assets?

Post by JWE »

ORIGINAL: Bullwinkle58
<snip>
They're because the ASW ratings built into the code and OOB, as JWE expalined, are a sledge-hammer and not a scalpel. More launchers and ammo equals more hits, even if each IJN hit is less damaging than a USN hit because the Type 2 DC is less powerful. That ASW rating rules the roost. And in RL the number of launchers was not even in the top 5 variables leading to attack success or failure. But that's the way the code works. OK, fine, I get it. I accept. At least I know that the 1944-45 ASW war will resemble nothing I know from history no matter what I, as the Allied player, do, or can do. (Outside play in the editor.)
<snip>
Perhaps I was not as clear as I thought, either. All true, a sledge-hammer, but ASW ‘rating’ does NOT rule the roost. That would be a Negatory. It is one of many things that contribute numbers to the calculations, but other contributors have much greater impact in their respective areas. Things might seem like a black box because yes the game is not tactical, but there is a high degree of internal differentiation, in both the data inputs and calculations performed on them, for the ASW combat more. It really is viewed as a phase flow including detection, acquisition, prosecution, and damage.

This is not an appropriate place to get into this, but if you are interested, I invite you to post in the Scen Design space. I will respond. Much of what you wish to see can be done (and is continuing to be refined) in data. Matrix will not likely allow revisions in this area. There are too many hundreds of people who find the present system acceptable to make (for them) an untested modification. I wholeheartedly support this policy. However, DaBabes and especially BabesLite function as sort of development scenarios where tweaks like this can be made and results evaluated.

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RE: Best IJN ASW assets?

Post by topeverest »

Of course all weapons are not equal. As an approximation that works well for me in the game, getting 20 points in an ASW TF is adequate at scaring off the heathens. Thirty is deadly. 8DD types +30 in a surface convoy is as about as safe as you are going to get from subs. I have not seen any material increase in performance above that threshold.
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RE: Best IJN ASW assets?

Post by Bullwinkle58 »

ORIGINAL: Shark7

And just to add an honest opinion here, its at the tactical level the limits should come in. No player should be penalized by forcing them into making the same poor strategic decisions the Allies or Japanese made in the war. The player should have full strategic control and act accordingly, however, you should still be limited by game mechanics in the actual number crunching of carrying out your strategies (the tactical level). Because honestly what is the point of playing if you can't do anything different than history...might as well just watch news reels.

Basically what I am saying is even if I choose to form up 100 hunter-killer ASW groups, when the turn plays out, every contact should not have an attack, every attack should not have a hit, and every enemy sub should not be contacted. That is all inner workings stuff and the player should have little control over it beyond forming a good strategy to try to over-come the weaknesses.

I fully agree with the ability to be as strategically ahistoric as the player can stand. That IS a lot of the fun of the game. The US sub effort was full of early mistakes, and not making them is part of the idea for the sub-fan. I'm a sub fan; I think that has come through in all my AE posts back to the beginning.[:)]

To the devs, I want to be crystal clear that I'm not being critical of the game. It's a strategic level game, except when it isn't. The original designers loved airplanes, and that part of the game is tactical to a large extent. The land piece is almost higher than strategic in its lack of control and detail. The naval pieces are somewhere in the middle. I wish the original design had allowed a degree of sub war control closer to that of the air war, but it didn't and I understand that AE was never going to rip that part out and re-write it.

The problem with this is that submarine warfare was very different than the rest of the naval effort. The list of differences is long and includes the solo hunting nature of operations, the ability to go deep into enemy waters from Day 1, the need for surprise and stealth to cover for extreme fragility, etc. In short, everything that makes subs useful and historic is tactical. And the game isn't. When you talk ASW at a strategic level it's about throwing resoiurces at it, and that's not what tips the scales. It's all the things I talked about up-thread: training, sensors, weather and water environmental factors, formation discipline, information management, damage control. Trying to incorporated any/all of that in code, using only a few numerical variables visible in the editor, was tough I'm sure.

The sub war was at the core of results in the PTO. It wasn't at the same level as, say, mine warfare. In total I argue it was more decisive than air operations, certainly more than multi-engine efforts. The original game design under-served that. I think the current code does about the best as can be done without ripping it out and doing it again. Which is still going to lead to carping. That doesn't mean the sub war, as it exists, isn't still a lot of fun. I don't know how I ever played WITP without patrol zones for example.

I'm just a sub war geek.[:)]
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RE: Best IJN ASW assets?

Post by Bullwinkle58 »

ORIGINAL: JWE

Perhaps I was not as clear as I thought, either. All true, a sledge-hammer, but ASW ‘rating’ does NOT rule the roost. That would be a Negatory. It is one of many things that contribute numbers to the calculations, but other contributors have much greater impact in their respective areas. Things might seem like a black box because yes the game is not tactical, but there is a high degree of internal differentiation, in both the data inputs and calculations performed on them, for the ASW combat more. It really is viewed as a phase flow including detection, acquisition, prosecution, and damage.

As I've thought about this more I've realized it really is the fact that it can't be ground out at the pure tactical level that leads me to my "Huh?" reactions. I also hate black boxes when I don't have the keys to look inside. [:)]

It's good to know those phases are in there; I'm getting flashbacks to classified naval warfare pubs from the wardroom safe.

I took the math you previously described as being primarily the ASW rating, modified by the weapon device specs, then seasoned at the back-end with CO's numbers, crew training, detection level, and maybe weather. If those types of factors are more inherent in the basic crunching, great.

Overall, though, without going tactical, or at least semi-tactical, I think the ASW models are very good. I just want them to be tactical.[:)] When can I buy that game.[:)][:)]
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RE: Best IJN ASW assets?

Post by Alfred »

ORIGINAL: Bullwinkle58

... I'm a sub fan; I think that has come through in all my AE posts back to the beginning.[:)]


... I'm just a sub war geek.[:)]

With those antlers of your's providing an inbuilt snorkel as early as 7 December 1941, of course you would be a sub fan.[:)] OTOH, they would stick up above the parapet/trench making you a target for snipers on land.[:)]

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RE: Best IJN ASW assets?

Post by Barb »

I would like to know what experience US DEs had as standard. Because all those japanese ASW vessels from E to xPB had 45 as their "normal" experience.
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RE: Best IJN ASW assets?

Post by PaxMondo »

ORIGINAL: Bullwinkle58

ORIGINAL: PaxMondo

ORIGINAL: Bullwinkle58


[ IJN crews had no fuel to train, they were scraping the barrel for men, their maintenance was horrible, their electronics worse.


Thank you for providing such good support to my statements.

A player can address 3 of your 4 listed variables, the code adapts for the 4th, and so should expect to change the results. Look at C&G's or PzB's AAR. Their situation in no way resembles the historical results. In both cases his forces are largely intact, the allies are at bay, and he has been sucking the life out of the DEI for +18 months.

It would be fair to say that a good many things would be FAR better under those circumstances for IJ than what was actually experienced. Training, manpower, and fuel for example.

My point is, using the historical reference (which is our best reference) you still need to address the events that led to it in a simulation such as AE. As has been pointed out numerous times 4-6 June 42 was pivotal. IF you beleive that (as I do), then you also have to accept that IF it does not happen, then a great number of things will not follow the historical result. If poor ASW was due to lack of training and fuel (which I agree with), and Midway events precipitated that, you then have to conjecture what would have been the outcomes. I beleive that Gary and the dev team have done just that. The allies have almost a 50% advantage in ASW based upon what is above. IMO, that is not a small difference. In fact, as was also presented above, you could make a strong case that the gap should not be so large. Electronics (sonar) in the 40's wasn't that much of a difference maker. ASW was still a "knife" fight, fought at close range. Training and the bigger boom made more difference. Also simply more assets dedicated to ASW.

At least, this is how I see it IMHO.


My comment last night was inartful. Let me try to do better.

I agree that players can get the IJN ahistoric levels of fuel, etc. What I disagree with, or perhaps just am side-arguing, is that nothing the Japanese player can do in the game really can affect the ASW encounter at sea. Yes, they can set up ahistorical ASW hunter-killer groups and patrol in ways they couldn't/didn't do in RL. They can divert shipyard repair points to keep ASW assets at sea when the Japanese economy didn't do that in RL. Fine.

But at the point of the tactical engagement the player has no control. AE is not a tactical game. You simply put an ASW-capable asset in a 40-mile hex with an enemy submarine and stand back. EVERYTHING important to the outcome at that point is not under the player's control. Sensors, weapons effects, crew response, ASW group formation discipline, weather effects, attack interim damage, etc., etc., etc. are all abstracted in the code. And it's those variables--not fuel and shipyards--that would determine outcomes in RL. And the player, despite your earlier assertion which I was reacting to, can't control them. So, the results both I and Mike have seen, while wildly ahistorical, are also not the result of bad play. They're in the code. Enter-the-hex-and-go-get-a-beer time. They aren't because Japanese players benefit from earlier ahistorical events a la Midway. They're because the ASW ratings built into the code and OOB, as JWE expalined, are a sledge-hammer and not a scalpel. More launchers and ammo equals more hits, even if each IJN hit is less damaging than a USN hit because the Type 2 DC is less powerful. That ASW rating rules the roost. And in RL the number of launchers was not even in the top 5 variables leading to attack success or failure. But that's the way the code works. OK, fine, I get it. I accept. At least I know that the 1944-45 ASW war will resemble nothing I know from history no matter what I, as the Allied player, do, or can do. (Outside play in the editor.)

Finally, on the issue of sensors, I disagree with your assertion that they were a minor element. Yes, WWII ASW weapons made ASW a close-in fight. That does not mean that sensors were not determinative. Certainly the Battle of the Atlantic disproved that. Most of the time the first knowledge an IJN escort had that a sub was near was a merchant exploding. Sensor equals Mark I eyeball at that point. For the next few minutes, the ASW commander had a datum that a sub was somewhere inside a circle centered on the target of about 4000 yards' diameter. If it was night, he was pretty sure the sub was surfaced; in daylight he knew. After that sensors come into play. WWII ASW weapons had a PK of tens of yards. (The Hedgehog, if the sub was attacked athwartships, only about 6 yards.) A submerged sub moving at three knots (6000 yds per hour), can increase that circle of uncertaintly rapidly in an hour. A surfaced sub, running at flank, can increase it by 40,000 yards in that same hour. If the escort is not already at battlestations, or is out of position in the formation, the only way the ASW commander has a chance to engage (a very poor chance perhaps if the geometry and his speed advantage are bad) is by having excellent sensors and well-trained operators feeding information to a tracking team in CIC or the bridge, and that team making tactical recommendations to the ASW commander. If any link in that chain fails, the sub gets away without prosecution.

The game, as I conceeeded above, doesn't overtly model any of that. It gives an ASW TF a pretty good chance to detect a sub in a huge, 40-mile hex, a lot of the time. (To be fair, the Allies get this bennie too.) Airborne ASW helps, yes, but again, the plane offers a single datum; the sub displaces a LONG way before the surface assets can arrive. In open ocean, where many of my and Mike's losses occured, there simply isn't any RL way for the prosecutions we saw to have occured. The game is just built that way, however. But, I will say, that despite the Allies' ASW advantages built into the code which get better over time, I've never sunk three IJN subs in a week. I'm just sayin'.
As well, maybe I was less than articulate.

I see your points and have no real disagreement.

I still beleive that the game balance in this respect is ok. I admit to NOT having gotten a lot tof time past 8/43 yet. But so far, to counter the player in game advanced ASW tactics (combined air/sea), you also have to use advanced sub tactics. Watching AAR's to date, few of the players are employing these (with some noted exceptions Fletcher comes to mind). If you do not pay attention to your DL, you will lose subs.

So, cheers to sub ops. It is a good aspect to the game. We take a different view on it. Not such a bad thing, is it? [:)]
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RE: Best IJN ASW assets?

Post by undercovergeek »

Ok.... the E boats are unleashed - what converts to Es?
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RE: Best IJN ASW assets?

Post by KenchiSulla »

You really should use tracker to see....

I know some CMs, DDs and DMS convert to E type boats but the best ones are build later in the war.
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RE: Best IJN ASW assets?

Post by rtrapasso »

ORIGINAL: Bullwinkle58

Good to know more of the math, JWE. For my current game I suspected something along those lines re the ratings, so I edged the Type 2 DC down a bit on Accuracy, to an 8. I probably should have toned down the E's launcher count instead. Next time I will, and leave the DDs' Type 2s alone.

You probably would like, as much as any of us, to get into the sensor code and re-model it to make it the huge game-changer it really was and is. I know, from forums for past sub games by Sonalysts, that sonar modeling is a math Everest, and radar not much different. If ever there's a WITP2 I hope that can be funded in the design specs.

Thanks for the knowledge.
To add a bit more to the debate: according to the "US Submarine Design" series, USN fleet boats were ORDERS OF MAGNITUDE quieter than I-boats, and at least an order of magnitude quieter than the quietest U-boats... (i didn't see comparisons to British boats...)

This alone gave the USN a tremendous advantage in sub warfare (including sub vs sub, i would think).

As this fact isn't widely appreciated, i am pretty sure it is not in the WITP game design.
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RE: Best IJN ASW assets?

Post by rtrapasso »

Another factor that is not "appreciated" in the game: Allied HuffDuff, which could automatically locate the bearing of high frequency radio transmissions within seconds... this was shipborne from 1942 on in Allied ships and gave a great advantage in ASW (and other operations).

AFAIK, the Japanese did not have this generally available on ships... aside from possibly the "efficiency" factor in ASW, the game does not seem to model this, i.e., by ignoring this, the IJN and Allied ASW efforts are made more on par with each other (which was NOT the case in actual events) which would tend to magnify the IJN relative ASW strength.
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RE: Best IJN ASW assets?

Post by JWE »

In a sense Bob, the answer is both yes and no. You are correct, in the sense that it is just not possible to model this on the basis of “method” or “technique” so, of course, the engine does not calculate probabilities of each and every advantage/disadvantage of the relative combatants (heck, to be precise, you would have to do that for each and every Class and Class upgrade for each and every combatant).

Not quite correct, in the sense that many of these factors were indeed considered when tweaking the algorithm – especially the noise factor differential between US and IJN subs. The model is not based on method (it cannot be), it is based on “relative” result. All the individual factors are in the mind of the designer when they develop the differential probabilities (the randoms).

Results are kinda-sorta broken down into several phases – detection, acquisition, prosecution, and damage.

Detection – there is an Allied/Japan differential that grows year-by-year until it is “substantial” (I hesitate to say dispositive). Informed by data fields of respective radar devices, experience, leadership, etc. While not expressly modeled, HF/DF plays a part in determining the numerical differentiation.

Acquisition – if detected (by however means), can an ASW TF, or Ship, ‘acquire’ the sub in order to attack it. Again, there is an Allied/Japan differential that grows year-by-year until it is “substantial”. While not expressly modeled, ‘noise levels’ play a part in determining the numerical differentiation.

Prosecution – the ASW TF shoots its weapons at a target. How many weapons and what kinds of weapons are a function of data, and how the engine uses that data to calculate ammo expenditure, % hit and “tonnage on target”. This is the case where 16 may not be bigger than 11 and 2 + 2 do not equal 4. The designers understand the concept of salvos, and also understand the concept of coordination between sensors and weapons and forward firing technique. Weapon data has been informed in order to conform with this understanding.

Damage – again a data impetus, with several non-obvious considerations.

So yes, factors are “appreciated” in the game. But no, those factors are not expressly modeled; except in so far as they are held in the mind of the designer. You would not believe the background math that was passed back and forth during the development activity.
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RE: Best IJN ASW assets?

Post by crsutton »

ORIGINAL: rtrapasso

Another factor that is not "appreciated" in the game: Allied HuffDuff, which could automatically locate the bearing of high frequency radio transmissions within seconds... this was shipborne from 1942 on in Allied ships and gave a great advantage in ASW (and other operations).

AFAIK, the Japanese did not have this generally available on ships... aside from possibly the "efficiency" factor in ASW, the game does not seem to model this, i.e., by ignoring this, the IJN and Allied ASW efforts are made more on par with each other (which was NOT the case in actual events) which would tend to magnify the IJN relative ASW strength.


Huff Duff was probably the most effective weapon the Allies used in the Atlantic. I don't really know how much it was employed in the Pacific. Probably not as much as the ranges between locations for land based stations were too great and the threat to Allied merchant shipping was really not that serious. I do know that the Allied used Huff Duff intercepts to locate Japanese surface forces during naval battles in the Philippine Sea, so it certainly was present.

More important in the Pacific was Allied radio interception and intrepretation. Not ultra but the reading of every day encrypted radio codes and by the frequency of the traffic and the abiltiy to indenitfy the "hand" of certain morse key operators and such. The Allies had a pretty good idea of where convoys were and where they were going. Part of the reason for the American sucess is that frequently subs were routed to intercept shipping. As for Japanese subs, the Japanese loved to establish sub picket lines in support of operations. With ultra and radio traffic interpretation, the Americans got very good at locating and "rolling up" these picket lines.

In the end, the Allies has so many resources that they began to use the "hunt to exhaustion tactice" Basically all subs were very limited in range and endurance once underwater. I think a German sub had about a 80 mile +/- range and could perhaps stay down for 50 hours max. I doubt that Japanese subs could do any better. Once a sub was sighted the tactic was to just drive it under. If the sub escaped ASW attacks then the Allies would just saturate the operating radius of the sub with ASW air and naval patrols. Eventually the sub would have no choice but to surface within that radius and would be shortly picked up by radar. The choice to the sub commander was to either fight it out on the surface or dive again, but without batteries either choice was not a good one.
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RE: Best IJN ASW assets?

Post by Bullwinkle58 »

ORIGINAL: Alfred

ORIGINAL: Bullwinkle58

... I'm a sub fan; I think that has come through in all my AE posts back to the beginning.[:)]


... I'm just a sub war geek.[:)]

With those antlers of your's providing an inbuilt snorkel as early as 7 December 1941, of course you would be a sub fan.[:)] OTOH, they would stick up above the parapet/trench making you a target for snipers on land.[:)]

Alfred

And the gloves!! No light discipline at all. I'd be a goner.[:)]
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RE: Best IJN ASW assets?

Post by Bullwinkle58 »

ORIGINAL: Cannonfodder

You really should use tracker to see....

I know some CMs, DDs and DMS convert to E type boats but the best ones are build later in the war.

I took a very quick glance in the editor yesterday. It seems, from memory, that the Momo-class are pretty muscular.
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RE: Best IJN ASW assets?

Post by Bullwinkle58 »

ORIGINAL: rtrapasso
To add a bit more to the debate: according to the "US Submarine Design" series, USN fleet boats were ORDERS OF MAGNITUDE quieter than I-boats, and at least an order of magnitude quieter than the quietest U-boats... (i didn't see comparisons to British boats...)

This alone gave the USN a tremendous advantage in sub warfare (including sub vs sub, i would think).

As this fact isn't widely appreciated, i am pretty sure it is not in the WITP game design.

I know from RL experience that quiet ops are a factor--95%+--of three things. Good initial design and builder QA, good maintenance practices, and crew training and discipline. Take the best design, but have the crew paint sound mounts to make them stiff, or drop tools while at silent running, and it all goes out the window. In modern sonar world we call ooppsies "transients." They are precious to opposing sonar operators. No narrow-band analysis needed. Drop a wrench in the bilge and you're toast.

WWII USN crews drilled and drilled on silent running. It wasn't just the title of a great novel.
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Bullwinkle58
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RE: Best IJN ASW assets?

Post by Bullwinkle58 »

ORIGINAL: rtrapasso

Another factor that is not "appreciated" in the game: Allied HuffDuff, which could automatically locate the bearing of high frequency radio transmissions within seconds... this was shipborne from 1942 on in Allied ships and gave a great advantage in ASW (and other operations).

AFAIK, the Japanese did not have this generally available on ships... aside from possibly the "efficiency" factor in ASW, the game does not seem to model this, i.e., by ignoring this, the IJN and Allied ASW efforts are made more on par with each other (which was NOT the case in actual events) which would tend to magnify the IJN relative ASW strength.

All part of the sensor variables that I wish were fuly modeled in the game.

I believe Blair talks to Japanese ability to detect USN radar signals at decent ranges, but without bearing ability. They might know a sub was painting them, but not where he was. I don't recall what year this became available, or on what classes, but I'm pretty sure it was on many ASW platforms by mid-1944 at least.
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RE: Best IJN ASW assets?

Post by rtrapasso »

So yes, factors are “appreciated” in the game. But no, those factors are not expressly modeled; except in so far as they are held in the mind of the designer. You would not believe the background math that was passed back and forth during the development activity.

If the results people are describing are accurate (i.e. - Allied subs being easy meat in 1944 and on), i'd say that either something has happened in one of the patches, or the model needs serious tweaking.
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RE: Best IJN ASW assets?

Post by Shark7 »

ORIGINAL: Bullwinkle58

ORIGINAL: rtrapasso
To add a bit more to the debate: according to the "US Submarine Design" series, USN fleet boats were ORDERS OF MAGNITUDE quieter than I-boats, and at least an order of magnitude quieter than the quietest U-boats... (i didn't see comparisons to British boats...)

This alone gave the USN a tremendous advantage in sub warfare (including sub vs sub, i would think).

As this fact isn't widely appreciated, i am pretty sure it is not in the WITP game design.

I know from RL experience that quiet ops are a factor--95%+--of three things. Good initial design and builder QA, good maintenance practices, and crew training and discipline. Take the best design, but have the crew paint sound mounts to make them stiff, or drop tools while at silent running, and it all goes out the window. In modern sonar world we call ooppsies "transients." They are precious to opposing sonar operators. No narrow-band analysis needed. Drop a wrench in the bilge and you're toast.

WWII USN crews drilled and drilled on silent running. It wasn't just the title of a great novel.

However, if you can get that crew that does everything right, doesn't drop the wrench or paint the sound mounts stiff...then a diesel electric boat running on batteries at low speed makes about as much sound as the lead acid battery in your car (an actual comparison I've seen)....very difficult to detect.
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