Page 3 of 4

RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 3:18 am
by racndoc
I have no problem with "dispersing" transport convoys at sea when faced with overwhelming offensive threats and there is historical precedence for this. In summer 1942, an Allied Murmansk convoy scattered when they received a rumor of the BB Tirpitz sortieing from Norway. German subs and land based air took a frightful toll on the dispersed elements of the convoy and land based air and subs can duplicate that in this game.

The current CAP model is ridiculous as it allows IJN to mass 8 CVs and 3 CVLs fairly early in the war and ALL planes fly EVERY turn. The US had trouble directing 40 fighters to the correct altitude and bearing at Coral Sea even when they picked up the IJN strike with radar at a distance of 60 miles. At least the US created a Fighter Direction School(read air traffic control) in Oahu after the unsatisfactory performance at Midway so I have no problem with the US being able to mass CV CAP from 1944 onwards.

The bombardment routine as currently coded is idiotic. First of all the game engine makes bombardment TFs virtually invisible so they can go in and out against a base with 400AC and emerge unscathed. Im tired of seeing 9000-10000 troops killed in a single bombardment along with hundreds of AC so I have no problem with stationing 2 ship surface combat TFs to counteract an inherently gamey tactic. Or, you could lay 5000 mines on the base to create a little havoc.

The list goes on and on.....

RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 3:28 am
by Mr.Frag
To exploit a bug or flaw in the system

Thats what I see as gamey.

A good example of this was people flying aircraft higher then 32767 feet to exploit the bug that made them appear to be < 0 feet and get a 1000% increase in accuracy.

Using the system without exploiting it is not gamey, it's just being a good player.

RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 4:25 am
by Tristanjohn
ORIGINAL: ChezDaJez
ORIGINAL: Tristanjohn

You're mistaken. Breaking up a large transport TF in port reduces losses to enemy air attacks, as it's intended to.

A large transport TF in port is still inport regardless of what TF it is assigned to. Assignment to a TF was an administrative procedure IRL and did nothing to protect individual ships in port. The attacking player had no way of knowing what TF they were assigned to and could care less. The argument that the ships are spread out over a 60 mile hex that someone else said doesn't wash either as aircraft flying at 10,000' have over a 100nm visual range and would still spot the majority of them.

A lot of stuff that's been said doesn't wash. Almost eveything Gary has programmed doesn't wash. I can't do much about either, but I try.
Don't get me wrong. It's not the single ship TFs I object to so much as it is the inability of the air model to allow a large strike force to target more than 1 TF.

Now you're talking, but there's more to it than that.
Individual ships in a port, whether assigned to 1 or 100 TFs shouldn't make a difference as to how many ships the attacking player can engage.

Agreed.
Its unrealsitic to expect a carrier strike force composed of 27 Vals and 27 Kates to attack 1 ship out of XX amount in a port. In reality, the aircraft would swarm the port, attacking any ship in sight.

Precisely. Now go tell Gary. [8D]
Take the example of Truk Lagoon. The US attacked it with TF58 composed of 6 CVs and 6 CVLs totaling some 300 bomber and torpedo planes. Did the US think they could only attack 1 ship because they only had 1 strike force? Of course, not. They went in and blasted the place. 45 ships were sunk and 27 damaged.

In the game, you can only attack as many TFs as you have air groups. Attacking with 2 carriers means that can attack a mximum of 2 TFs, regardless of how many ships are in them.

Not quite true. Once in awhile the air routines will break up the attack groups into two or more smaller packages, and each of these packages will then be able to select its own target. But usually this doesn't happen, and, again, unrealistically, all the planes will likely swarm the same target. Indeed, we even see this at sea where the second-phase attack groups fly to a hex and somehow can't find their target. Well of course not, it was sunk hours ago! Yet sometimes there are still other ships in that hex, even in the same TF as the sunk ship! It's dumb all the way around. On the one hand the air model is too powerful, and on the other it couldn't grope an elephant in a bag.
How many times during the combat replay have you seen the message "Unable to locate target" displayed time after time once the initial target has been sunk. The combat routine does not allow these other aircraft to seek out and attack anything else.

Hmmm. Are you copying me or am I copying you? [:D] I should have read the entire post before responding, but I'll leave my remarks stand as I wrote them. They deserve to be read many times. Hopefully many times for meaning. (Are you reading this, Gary?)
That's a limitation of the game and breaking ships up into single ship TFs to achieve this effect is gamey IMO. In the example above the US would have only been able to hit a maximum of 12 ships if they were in single ship TFs. Is that realistic?

It might be gamey from your point of view; from my point of view it is even worse to allow the model to practice common butchery over the sea.
Single ship TFs fleeing a port during an attack is one thing, if that's what they are doing. Breaking up ships into single ship TFs to avoid air attack while continuing to unload is gamey because it is taking advantage of a known limitation of the game.

Not to do this thing is to allow the system to run amok with the crazy air model, an equally bad thing in my estimation.
I see it as being little different than operating along the edges of the map board. After all, that too is a limitation of the game.

It's not the same at all. What would be true to say is that in both cases we can and should take steps to correct the situation the best we might. That's common sense.
People complain they have to do this to combat the effectiveness of the Betty. What is it about the Betty that is ahistorical? Its range? The torpedo it carries? Its ability to attack an undefended merchant on the open sea? It can cause havoc when there is no CAP.

First of all, that's a pretty bogus argument in our case. Over Port Moresby I have very effective CAP, so effective, in fact, you haven't bothered to attack during the day for three weeks. Right? In fact the last time you came in it was with everything you had, including all of your carriers and everything Rabaul could send and you still couldn't break the defense. Indeed, I ended up hitting your carriers three times with bombs on counterattack!

Look. The model allows too many bombers to slip through. That's because of a lot stuff that isn't right with the model--and in this instance even in lieu of the outrageously erred CAP rules your bombers still came through in strength. The model is plain wrong. Not that many bombers would leak through given the amount of CAP I have over Port Moresby--at least not if that CAP were effective, and mine surely has been. Except it really hasn't been in game terms has it?

And in real life would you expect a handful of American and Australian level bombers with a measly escort (what did I have for an escort, five or six planes at most?) to be able to go out and score three hits on carriers? Of course not. Again, the model is whacked.

But forget all that. Let's take an historical case of ships "in port" when a large formation of Bettys attacked. Let's see what happened in real life.

The perfect example is off Lunga Roads, 7-8 August 1942.

On 7 August there was effective CAP from Enterprise and Saratoga[/i] and the first high-level attack (1315 hours) by two-engine bombers proved fruitless. A second wave around 1500 then hit. These were dive bombers, 16 of them, and from what I can tell the CAP was less effective as these bandits sneaked through without warning from the coastwatchers up the Solomons chain. In any event, in total they recorded one hit, on Mugford, which killed 22 sailors but did little actual damage to the vessel. So much for Japanese prowess in the air on 7 August 1942.

Morison gives Japanese losses (attested to by Admiral Yamada after the war) as 14 out of the 43 bombers (including both attacks), along with 2 "Zekes" (A6M2s) out of the 18 sent along as escort. American losses included 11 F4Fs and one SBD. (I make it 60 fighter planes that provided CAP at one time or another during these attacks, plus six SBDs off Wasp which had been assigned to bomb Tulagi but instead joined the fracas over the channel.)

Next day, 8 Augsut 1942.

There was CAP up this day as well, but it was totally ineffective CAP as it turned out, and all of the Bettys got to make their runs. So what happened?

First of all, Admiral Turner had more advance warning on the 8th, some eighty minutes in fact. And so he ordered all of his tranpsorts and escort ships "in the harbor" to work up steam and start maneuvering. This time the Americans were better prepared.

Three fighters off Enterprise tangled with four of the Bettys as they came in low over the eastern cape of Florida Island. The rest of the bombers were free to make their runs and were opposed solely with anti-aircraft fire and ships maneuvering for their lives.

One accidental hit on destroyer Jarvis (damaged, not sunk) and one burning Betty that crashed on George F. Elliott. She burned out of control due to a frightened crew and was eventually lost.

This was the extent of Allied casualties on 8 August 1942.

Sources differ on the number of Japanese bombers which pariticipated in the attack. Morison gives 26 in total, with nine returning to Rabaul. He claims the Japanese admitted to this after the war. I know that TIMJOT for one likes to cite some other source, quite possibly Frank and/or Lundstrom. Whatever, this variance runs only to a few planes. Everyone agrees as to American casualties.

But in the game the results would have been more like six or seven or eight or nine bomb hits on 7 August and something on the order of twelve torpedo hits and five or six ships sunk the next day. (Can you imagine in the game, with just three Wildcats on CAP, how your Bettys would run wild?)

Big difference.

Why?

Because 1) the model has bombers as being too effective, especially torpedo bombers with their accuracy and durability against AA fire, and 2) does not intelligently handle the attacks of bombers vis-a-vis an equally intelligent disposal/handling of the ships in the target hex, all the while the CAP rules are at once strange of conception and ineffective for the most part. At Lunga Roads the ships were prepared to defend themselves as best they could on 8 August and this defense (one of evasion and AA fire) proved to be effective without appreciable CAP. But the model doesn't rocognize this history. The model has it that anything a Betty sees a Betty sinks, more or less.

Sorry, I can't buy the arguments you make. Almost nothing in Gary's model coincides with history. What should that tell us about his model? And to my way of thinking that suggests changes are required.
Whose fault is that?

Gary's. [8D]
The Allies feared its ability and tried not to operate where it was a threat unless they had CAP.

Wrong. The Allies operated where they needed to operate in order to prosecute the war. Sure, they always tried to give CAP support, and did what they could. But even when, like at Lunga Roads, that CAP was ineffective it is still the case that we didn't see slaughter over the sea by those Bettys.
But it seems to me that the majority of complaints come from the Allied players, at least until the tide turns their way.

I don't care about what other people say. My complaint is with the entire system. And I'll be bitching just as loud and just as long when when our PBEM game rolls into 1943 and 1944.
You don't hear them saying "I won't use the B-17 against shipping because it is too effective."

That's yet another error in the system. There are many. Almost too many to itemize.

But one has to use his assets sometime, yes? And no one said you couldn't use your Bettys on naval attack, or your Nells at extended range when they carry bomb loads, etc. And both of these planes, at least when they're loaded with torpedoes, are more effective in the anti-shipping role by an order of magnitude over B-17s, even as over-modeled as the B-17s happen to be. Of course the reason for that is that Bettys and Nells themselves are over-modeled. The entire air system is over-modeled.

Let me say that again. The entire air system is over-modeled.

So what's unfair? How are the Allies taking advantage of anyone? Both sides enjoy (or are inflicted with, from my point of view) overly-powerful air assets.

Again, go tell Gary. He designed this simulation, I didn't.
Nope they continue to use it. We are now in May 42 in my PBEM game. In April alone, I several MSWs and PCs to B-17 attacks while conducting Minesweeping or ASW tasks. Is that gamey? No, unrealistic maybe but not gamey.

You're right, it isn't gamey. It's just the Allied player putting his planes up to good effect. That the system has it completely wrong re the hits is unfortunate. I'd rather B-17s didn't hit much shipping. I'd also rather Bettys didn't do as much damage as Gary lets them do. But my wishes count for nothing.
Someone mentioned that the assigning aircraft to Naval search will alleviate this problem. Maybe at sea, but it won't do anything in a port except subject small groups of search planes to enemy CAP without benefit of escort. And search planes rarely attack anything as it is.

I tend to agree with this, but then I've never thought of putting an entire squadron on 100% naval search, either. This other guy says it works. Why not try it yourself and see? If it did work then that would be about semi-gamey. [8D]

But again, it wouldn't be your fault, it would be Gary's fault. It's a bad simulation.
I know the game has many flaws which reduces the authenticity of its historical simulation to simply game status. Exploiting the flaws to achieve ahistorical results further degrades it.

For serious players it isn't a question of exploitation but rather correction.
But there is unrealistic and there is gamey. Using units in the same manner as RL even though their effectiveness is overstated is not gamey, using a tactic to take advantage of a flaw in a combat routine is.

Well, in a nutshell what you argue for is to just play Gary's dumb simulation the way he tells you to play it. Anything else is "gamey." I would rejoin that the simulation itself gives inherently "gamey" results.

Basically I disgree with you, and I'll tell you why: I want something better.

RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 4:32 am
by Tristanjohn
ORIGINAL: AdmSpruance

I have no problem with "dispersing" transport convoys at sea when faced with overwhelming offensive threats and there is historical precedence for this. In summer 1942, an Allied Murmansk convoy scattered when they received a rumor of the BB Tirpitz sortieing from Norway. German subs and land based air took a frightful toll on the dispersed elements of the convoy and land based air and subs can duplicate that in this game.

The current CAP model is ridiculous as it allows IJN to mass 8 CVs and 3 CVLs fairly early in the war and ALL planes fly EVERY turn. The US had trouble directing 40 fighters to the correct altitude and bearing at Coral Sea even when they picked up the IJN strike with radar at a distance of 60 miles. At least the US created a Fighter Direction School(read air traffic control) in Oahu after the unsatisfactory performance at Midway so I have no problem with the US being able to mass CV CAP from 1944 onwards.

The bombardment routine as currently coded is idiotic. First of all the game engine makes bombardment TFs virtually invisible so they can go in and out against a base with 400AC and emerge unscathed. Im tired of seeing 9000-10000 troops killed in a single bombardment along with hundreds of AC so I have no problem with stationing 2 ship surface combat TFs to counteract an inherently gamey tactic. Or, you could lay 5000 mines on the base to create a little havoc.

The list goes on and on.....

It's well nigh endless. [8D]


RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 4:41 am
by Tristanjohn
ORIGINAL: Mr.Frag
To exploit a bug or flaw in the system

Thats what I see as gamey.

A good example of this was people flying aircraft higher then 32767 feet to exploit the bug that made them appear to be < 0 feet and get a 1000% increase in accuracy.

Using the system without exploiting it is not gamey, it's just being a good player.

Some of us would rather play something other than a badly designed simulation, though. This is why so many people argue for "fixes" and why others spend so much of their free time on scenario "mods." Gary advertised an historical simulation, what he gave us is a buggy and frustrating game. Sure, it's fun to play at times, but just for instance this last turn I had three separate TFs out of SF sailing off into the unknown (when their orders still had them ostensibly sitting in port) and another two TFs off Darwin similarly "swimming away" on the their own. And this is at v1.4.

What I did was to write my PBEM opponent and ask him not to operate his subs around either SF or Darwin. When will I need to instruct him to not operate his subs near any of my ports?

Thank you, but that's nuts. I'll go for "gamey" changes any day if they offer some relief.

RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 6:25 am
by bradfordkay
Hey guys, one of the arguments going on in this thread concerns splitting a large TF into multiple 1 ship TFs because the AI will send all our a/c to attack ONE TF, thus sparing all the others. Well, haven't 2by3 said that fixing the overkill attacks on small TFs is one of the targets of the upcoming patch?

If so, this argument could be negated entirely.





Gamey:

1) evacuating the DEI as Allies since day 1 of the war

Unrealistic, but not gamey, as you do have to spend (at that time) scarce PP to do so.


2) taking fragments of units out of a base so they can rebuild elsewhere

It was mechanics that were among the main service refugees pulled out of the PI. Thus I cannot fault anyone's attempt to withdraw service units (base forces, mainly, but I'll pull HQ units as well)from the PI, especially as there are far more than needed. I try to get the whole unit, but by March-April, you're pretty much limited to sub transport withdrawals. Again, you have to spend scarce PPs (during this time period, generally by May-June I no longer consider them scarce).

3) evacuating Singapore from day 1

Not gamey, but "Just not done, you see. The Empire must be preserved."


4) attacking anything other than PH on turn 1 as Japan (naval attacks)

If they don't use the turn one movement bonus to attack deeper than could be reached from the South China Sea or open Pacific, I'd I'd accept an alternate move as interesting.


5) making 1-2 ship TF (takes advantage of the targettting routines)

Could be moot.


6) putting many 1 ship TF in port to prevent bombardement

Unsure how I feel. If an opponent is abusing the naval bombardment bonus to completely shut out my air forces, I might consider it...


7) night bombing in general

If overused, then it's taking advantage of the system. The occaisional night strike makes the bloody nightfighters seem somewhat worthwhile.


8) invading Russia

No experience here...


9) Sub invasions with fragments of units to know exactly what is on the island

If a previous invasion had been heavily reconned by air, but your intelligence had indicated far fewer troops than found... I can see where a raid by sub is performing thorough recon. If a player does it all the time, then he has indicated every invasion beforehand.

RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 6:56 am
by kaiser73
ORIGINAL: freeboy

why is taking fragments a no no? fragments in every theatre of ww2 where rebuilt up?
and why cannot the Jap invade PI on t1?

Cause in history the surprise was in effect only the attack on PH. Allies were expecting the Japanese to attack Philippines as first move of an eventual war so it's unlikely they would have gained surprise there.
si if KB goes on Philippines on turn 1, they should turn off the surprise rule (so allies can use cap).

RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 7:15 am
by kaiser73
ORIGINAL: bradfordkay

Hey guys, one of the arguments going on in this thread concerns splitting a large TF into multiple 1 ship TFs because the AI will send all our a/c to attack ONE TF, thus sparing all the others. Well, haven't 2by3 said that fixing the overkill attacks on small TFs is one of the targets of the upcoming patch?

If so, this argument could be negated entirely.





Gamey:

1) evacuating the DEI as Allies since day 1 of the war

Unrealistic, but not gamey, as you do have to spend (at that time) scarce PP to do so.


2) taking fragments of units out of a base so they can rebuild elsewhere

It was mechanics that were among the main service refugees pulled out of the PI. Thus I cannot fault anyone's attempt to withdraw service units (base forces, mainly, but I'll pull HQ units as well)from the PI, especially as there are far more than needed. I try to get the whole unit, but by March-April, you're pretty much limited to sub transport withdrawals. Again, you have to spend scarce PPs (during this time period, generally by May-June I no longer consider them scarce).

3) evacuating Singapore from day 1

Not gamey, but "Just not done, you see. The Empire must be preserved."


4) attacking anything other than PH on turn 1 as Japan (naval attacks)

If they don't use the turn one movement bonus to attack deeper than could be reached from the South China Sea or open Pacific, I'd I'd accept an alternate move as interesting.


5) making 1-2 ship TF (takes advantage of the targettting routines)

Could be moot.


6) putting many 1 ship TF in port to prevent bombardement

Unsure how I feel. If an opponent is abusing the naval bombardment bonus to completely shut out my air forces, I might consider it...


7) night bombing in general

If overused, then it's taking advantage of the system. The occaisional night strike makes the bloody nightfighters seem somewhat worthwhile.


8) invading Russia

No experience here...


9) Sub invasions with fragments of units to know exactly what is on the island

If a previous invasion had been heavily reconned by air, but your intelligence had indicated far fewer troops than found... I can see where a raid by sub is performing thorough recon. If a player does it all the time, then he has indicated every invasion beforehand.

The problem with the sub invasions is they give a PERFECT scout without any loss. You can load a fraction of a unit on a sub (so you won't even lose the unit), you send in the island. when you unload, combat happens, and you know EXACTLY how many men/guns/tanks, what kind of units, how many are in the place,



RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 7:38 am
by ChezDaJez
Well, like I said my nearest sub is 10 hexes from San Francisco so I really don't that's the reason for your TFs taking off. Its been at least 2 weeks since any have been within 5 hexes of SF. I'm using my subs for scouting and early warning primarily. I'm also lining the sea floor with them in the hopes of building a bridge between Tokyo and San Francisco<g>. To have to move my subs, especially the aircraft subs and minelayers, more than 10 hexes from any Allied port is ridiculous in the extreme. I'm not willing to do that.

Chez

RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 7:52 am
by ChezDaJez
Cause in history the surprise was in effect only the attack on PH. Allies were expecting the Japanese to attack Philippines as first move of an eventual war so it's unlikely they would have gained surprise there.
si if KB goes on Philippines on turn 1, they should turn off the surprise rule (so allies can use cap).

Actually the Japanese achieved surprise everywhere they attacked. There were indications that something was up and intelligence knew that Japanese ships were at sea loaded with troops but they did not predict the attacks to come. Japanese landings in Khota Bharu on the first day of the war (actually a few hours before Pearl harbor) came as a complete surprise to the British. They did not expect to be attacked at that time though they did consider that Khota Bharu was a prime spot for a landing. They failed to do anything about it beyond paper planning. Our forces in Guam didn't even know there was a task force offshore until the Japanese had already landed.

It could be argued that the forces in the Philippines weren't surprised, but they certainly weren't prepared either. When Japanese planes finally arrived over Clark nearly 10 hours after PH, US bombers and fighters were still lined up neatly.

Overall though, the primary result of the surprise attacks wasn't so much the damage inflicted on Allied forces as much as it was the paralysis it caused the upper command levels in Singapore and the PI who failed to formulate an effective response until too late.

Chez

RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 9:13 am
by kaiser73
yes, but what i mean is USA was looking for the KB.

They were expecting an attack on Philippines by Japan (Naval studies before the war stated Japan would have attacked DEI and PHI as first move). So it is very unlikely that KB sailing around PHI would have been "unseen".
Don't forget the KB had to pick a longer and "strange" course to get to PH (from North). So japanese themselves were aware that the sole presence of KB spotted would have taken out all the surprise.
So, IMO, if Japan player choose to naval-attack Manila on turn 1, the surprise 1st turn should be turned off since Allies would have spotted 6 CV TF way before and so on alert.

I mean, the attack KB did on PH could have done just in PH (or maybe on West Coast if able to get there undetected). Cause US never thought Japan could attack so far from its bases.

However, at the end, the main thing is ALWAYS to clarify with your opponent before houserules.
In all PBEM i started, i agreed in advance my houserules (no small TF, no night bombing unless on MP, no naval attack out of PH, no sub scouting invasions and so on). If players agree to that, then there is nothing to worry.

Personally, i will never understand Allies Players who uses all possible gamey tricks in order to hit Japan even more than they can. I mean, in all PBEM i played as Allies, my main fear is always that Japan last enough for me to have fun.
What's the point of using 1 ship TF so Japan can't kill anything in SRA, or to evacuate SRA and DEI? it makes all the game too "easy" for the allied player. the fun is having a challenge.

RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 12:09 pm
by ADavidB
No one has mentioned the issue of the "map edge". It is a fundamental limit of the game. A player can sit a couple of air/combat TFs in the "straights" between Colombo and the map edge and prevent passage.

Is this "gamey"? Not really, because it is part of the game. It certainly isn't realistic, but there is nothing that can be done to the game to model the tens of thousands of miles of ocean that aren't on the map.

As far as land units and the map edge goes, the key is not to let your land units get caught against the map edge. (Assuming that land movement is eventually fixed, this will become less of a problem.)

I agree with Frag, if something is specifically "broken", like high altitude bombing than it is gamey to use it to get around the game limits. As for the rest of it, it's a game, one that needs fixing, but never-the-less, still a game and not a historic simulation.

Dave Baranyi

RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 2:18 pm
by Runsilentrundeep
ORIGINAL: kaiser73

ORIGINAL: freeboy

why is taking fragments a no no? fragments in every theatre of ww2 where rebuilt up?
and why cannot the Jap invade PI on t1?

Cause in history the surprise was in effect only the attack on PH. Allies were expecting the Japanese to attack Philippines as first move of an eventual war so it's unlikely they would have gained surprise there.
si if KB goes on Philippines on turn 1, they should turn off the surprise rule (so allies can use cap).

Acutally I don't know about this one. MacArthur had 12 hours notice and still lost his planes on the ground. He may have not been suprised but their was a significant "command Paralysis" for the USAFFEHQ during the that key time (which is still being debated as to why this day). Command paralysis is as good as suprise for me, so you say tomato....

RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 4:54 pm
by bradfordkay
"It could be argued that the forces in the Philippines weren't surprised, but they certainly weren't prepared either. When Japanese planes finally arrived over Clark nearly 10 hours after PH, US bombers and fighters were still lined up neatly."



The aircraft caught on the ground at Clark Field were not lined up like on Oahu, but had landed from attempted morning missions and were being serviced at the time the Japanese attacked. This was because weather had delayed the Japanese attack (and prevented the attempted US attack).

I agree that MacArthur certainly suffered from "command paralysis" on that day, but that wasn't why his air forces were destroyed. In this case it was just a bad die roll...

RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 5:40 pm
by rtrapasso
I agree that MacArthur certainly suffered from "command paralysis" on that day, but that wasn't why his air forces were destroyed. In this case it was just a bad die roll...

This is worse than a bad die roll - it reflects incompetence on someone's part. You don't send up CAP and then land it all at the same time. You don't group all your aircraft in wartime on the field because it is convenient to refuel them that way, especially when you are expecting an enemy attack. MacArthur's failure as an air commander is another of many on his list of sins in the Philippines campaign.

RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 6:02 pm
by panda124c
ORIGINAL: kaiser73

Gamey:

1) evacuating the DEI as Allies since day 1 of the war
2) taking fragments of units out of a base so they can rebuild elsewhere
3) evacuating Singapore from day 1
4) attacking anything other than PH on turn 1 as Japan (naval attacks)
5) making 1-2 ship TF (takes advantage of the targettting routines)
6) putting many 1 ship TF in port to prevent bombardement
7) night bombing in general
8) invading Russia
9) Sub invasions with fragments of units to know exactly what is on the island

Gamey????
#2 Nobody ever saves a descimated unit to rebuild it (British at Crete)?????
#7 No B-29s over Tokyo????
#9 No Marine Raider Batallions for reconing unknow Islands, (Large tracks of the Pacific were unmapped in the 40's)???

Gamey is making use of a feature unique to the game, not using inproper or inovative tatics. We do suffer from knowing too much about what really happened so our actions are based on the history. We know how may carriers the Japaness have and their capability something that was unknown at the begininng of the war.

RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 6:05 pm
by panda124c
ORIGINAL: BraveHome

I rather like Runsilentrundeep's definition of gamey, if we expand the first section slightly:

"To execute a plan within a game that would not be reasonable in the battle/war the game represents (due to RL factors making this unfeasible that are not represented in the game system)."

Several examples of this are given, I'll add one of my own:

To put a sacrificial lamb (like a single PC) in a naval TF near a CV to distract the CV (who is often set to Naval Attack/Port attack as a secondary mission to protect the CV from a major TF incursion such as another CV TF) from Port attacking a target-rich port area by this single PC TF. This is taking advantage of limited game AI, resulting in decisions a RL naval commander would (should?) never make.


Yes the AI is stupid. There should be a weight on TF's to see if it's worth attacking. But if this did not happen the Japaness could never sucker Halsey. [:D]

RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 6:24 pm
by Hornblower
I’m not 100% sold that 1-2 ship convoy’s are gamey. However if your invading Tarawa as and example, and you have 55 one ship convoys, that’s a different story. Halsey’s comment “Gamey: abusing the game mechanics to achieve an ahistorical result.” I think is right on the money..

RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 6:30 pm
by AmiralLaurent

Gamey is using game mechanisms to allow impossible things:

_ having bases with just above 250 air support points and 1000 aircraft.

_ dividing air groups in squadrons, so damaged planes are repaired 3 times faster.

_ landing 50 men behind 10 divisions and make them surrender because they have no more retreat path.

_ sending ASW TF with 25 DDs chasing subs. In RL losses by collisions would be more important than sub sinkings.

And so on.

RE: Gamey vs. Unorthodox

Posted: Thu Mar 31, 2005 6:34 pm
by Bradley7735
If you're invading Tarawa with 55 one ship convoys, all of them will sink when encountering the CD guns. Nothing gamey about that. It's just stupid. If your opponent doesn't have CD guns at Tarawa, then he's to blame for not sinking all 55 of them.

One ship TF's aren't gamey. Subs and planes will pick them off very easily. My CV task forces will send about 18 planes per 1 ship TF. They don't usually send all 100 planes to attack one ship. When someone has to use 1 ship task forces, he's at the point where he knows most of them will be sunk, and he's trying to save some of them.

Allies do it early, Japan will do it later. It's not gamey. If you don't have the air, sub and surface forces present to deal with 1 ship task forces, then it's your fault for not sinking all of them.

Gamey is doing things that coding can't fix. Using corsairs on CVE's (not historical), using the map edge to your advantage, landing troops at non base hexes.

Pulling partial units out to grow a new unit is gamey, until they fix the experience problem. If they grew back green, then it wouldn't be gamey.

Using subs to take empty bases isn't gamey. It's your opponents fault for not putting a garrison on it.

my 2 cents.