RE: Japanese land in OZ!!
Posted: Sat Aug 02, 2014 12:20 pm
That mine hit should put Hiei in the yards for a month or two [:D].
What's your Strategy?
https://forums.matrixgames.com:443/
Just FYI, and a separate issue from the database differences between DBB and Stock, there was a change in the Betas quite a while back (I forget, probably more than a year???) that increased ground based flak overall. I'm not sure of the precise nature of the change (but it was not a database change).ORIGINAL: JocMeister
ORIGINAL: Lowpe
The Lilly is so fragile. Heck, every Japanese plane is compared to the Allies.
PDU off is going to really curtail Japanese bombing efforts as they can't upgrade to armored Helens across the board.
Well, even with PDU ON the strength of Japanese air power has never been in a ground attack role outside China. I suspect even less so with the more potent FLAK of DBB.
Also keep in mind numbers are very inflated. Losses screen show 41+21+5+1+1= 69 Japanese planes lost. Yet the total listed is only 52. I think the 52 number is the correct one. [:)]
ORIGINAL: Cribtop
Same question on sub targeting routines. They shoot at the escorts WAY too often for both sides. I get that sometimes that represents the sub getting detected by the escort and having no choice, but this clearly doesn't explain the majority of these incidents.
I'm on the fence about air ASW effectiveness. Air patrols and radar are what killed the U-boat threat after all. Just 'cause Japan didn't do it IRL doesn't mean they couldn't have done it. Still, the effectiveness maybe could be tweaked down as I suspect that in this, as with many other factors in the game, you run into linearity issues and just pack in the planes to ensure one of them gets lucky.
ORIGINAL: Lokasenna
That mine hit should put Hiei in the yards for a month or two [:D].
ORIGINAL: witpqs
Just FYI, and a separate issue from the database differences between DBB and Stock, there was a change in the Betas quite a while back (I forget, probably more than a year???) that increased ground based flak overall. I'm not sure of the precise nature of the change (but it was not a database change).
DBB did indeed recalibrate ground based flak too, but we also have seen ground based flak increase in our very, very old scenario 1 2x2 game.
ORIGINAL: Spidery
On the tank army.
The tanks have no supporting guns or engineers so are you bombarding them? Should be no counter-battery fire.
If you can get him to move the army against 2 or 3 good Corps that have had a chance to remove their disruption then I suggest you attack. With the tanks not being able to dig in you may be able to get a good AV ratio and do some damage. The armoured car companies seem particularly fragile.
ORIGINAL: Cribtop
A few thoughts:
The IJA tank stuff is silly. The idea that repeated bad odds attacks win through stands the game on its head. I wonder if KMT troops could be given a small hard target capability to represent swarming tanks with personnel, tank ditches, etc. Not enough to stop a well planned, good odds attack, but enough to put paid to 1:10 stuff.
ORIGINAL: Cribtop
Can the bounce be modified or eliminated in a mod or is that hard coded? I'd love to at least see a test where it was reduced or gone.
ORIGINAL: Cribtop
I'm on the fence about air ASW effectiveness. Air patrols and radar are what killed the U-boat threat after all. Just 'cause Japan didn't do it IRL doesn't mean they couldn't have done it. Still, the effectiveness maybe could be tweaked down as I suspect that in this, as with many other factors in the game, you run into linearity issues and just pack in the planes to ensure one of them gets lucky.
ORIGINAL: Bullwinkle58
Lokasenna and I have been discussing the sub war a bit lately. We may try to do a private mod to smooth out the dud rates, to add more than two "healing" points. Through the upgrade system.
In DBB John went through and re-calibrated all shipboard flak. He did the same for land-based flak, although I forget if it was at the same time or later.ORIGINAL: JocMeister
ORIGINAL: Lokasenna
That mine hit should put Hiei in the yards for a month or two [:D].
I sure hope so! [:)]
ORIGINAL: witpqs
Just FYI, and a separate issue from the database differences between DBB and Stock, there was a change in the Betas quite a while back (I forget, probably more than a year???) that increased ground based flak overall. I'm not sure of the precise nature of the change (but it was not a database change).
DBB did indeed recalibrate ground based flak too, but we also have seen ground based flak increase in our very, very old scenario 1 2x2 game.
In DBB it seems the shipflak values of ships are way higher then in BETA/Stock. So by playing the BETA and DBB you should get an added effect from both DBB (database) and BETA (EXE). Right?
ORIGINAL: JocMeister
ORIGINAL: Cribtop
Can the bounce be modified or eliminated in a mod or is that hard coded? I'd love to at least see a test where it was reduced or gone.
Since michealm did tweak it a little bit some time ago I can only assume its locked in the exe. Me and Erik played the last 6 months of our game without bounce by introducing a max altitude at 32k. At least the most extreme results seemed to disappear.
My intention in this game was to remove the bounce by max ALT. And we do have a max ALT HR of 32k. Sadly I had forgotten early war fighters don´t fly that high and allied fighter are stuck way under 32k anyway. I outsmarted myself in this case since most (all?) Japanese fighters have a higher max ceiling! [:D]
ORIGINAL: Cribtop
I'm on the fence about air ASW effectiveness. Air patrols and radar are what killed the U-boat threat after all. Just 'cause Japan didn't do it IRL doesn't mean they couldn't have done it. Still, the effectiveness maybe could be tweaked down as I suspect that in this, as with many other factors in the game, you run into linearity issues and just pack in the planes to ensure one of them gets lucky.
I think a lot could be done to the sub war in general. We can only hope DBB or RA will take a look into it someday. Sadly I think much of it is locked in the EXE and thus outside modders control.
I think one of the problems might lie in how easily a sub can get detected and given a full 10/10 DL. As we all know that is a death sentence in late war.
ORIGINAL: obvert
The DL thing is really the worst of the problem. As I see it from the other side now it's pretty interesting. The fact that there are complete no-go zones of air patrols close to big bases I can understand, but for every sub in range of LBA or the KB to get slammed with a 10/10 seems too much, but at least I have a good vector on where the KB is when it's moving by the DL markers. [;)]

6/5th Division is loaded on xAK Kinkasan Maru moving to Pegu.


Ground combat at 84,42 (near Sian)
Japanese Deliberate attack
Attacking force 37696 troops, 362 guns, 103 vehicles, Assault Value = 961
Defending force 49245 troops, 189 guns, 0 vehicles, Assault Value = 1026
Japanese adjusted assault: 620
Allied adjusted defense: 1546
Japanese assault odds: 1 to 2
Combat modifiers
Defender: terrain(+), experience(-), supply(-)
Attacker:
Japanese ground losses:
3985 casualties reported
Squads: 17 destroyed, 219 disabled
Non Combat: 1 destroyed, 40 disabled
Engineers: 5 destroyed, 13 disabled
Allied ground losses:
277 casualties reported
Squads: 4 destroyed, 49 disabled
Non Combat: 0 destroyed, 6 disabled
Engineers: 0 destroyed, 5 disabled
Guns lost 4 (1 destroyed, 3 disabled)
Assaulting units:
6th Division
116th Division
1st Ind.Mixed Brigade
15th Medium Field Artillery Regiment
8th Ind.Hvy.Art. Battalion
1st Field Artillery Regiment
5th Ind.Hvy.Art Battalion
Defending units:
90th Chinese Corps
93rd Chinese Corps
80th Chinese Corps
27th Chinese Corps
96th Chinese Corps
14th Group Army
3rd Group Army
1st War Area
31st Group Army

Ground combat at 81,39 (near Tienshui)
Japanese Shock attack
Attacking force 85488 troops, 740 guns, 932 vehicles, Assault Value = 2304
Defending force 31112 troops, 285 guns, 0 vehicles, Assault Value = 967
Japanese adjusted assault: 1539
Allied adjusted defense: 1486
Japanese assault odds: 1 to 1
Combat modifiers
Defender: terrain(+), experience(-)
Attacker: shock(+), disruption(-)
Japanese ground losses:
2021 casualties reported
Squads: 87 destroyed, 117 disabled
Non Combat: 159 destroyed, 67 disabled
Engineers: 9 destroyed, 14 disabled
Guns lost 12 (5 destroyed, 7 disabled)
Vehicles lost 442 (337 destroyed, 105 disabled)
Units destroyed 2
Allied ground losses:
1431 casualties reported
Squads: 6 destroyed, 158 disabled
Non Combat: 0 destroyed, 20 disabled
Engineers: 0 destroyed, 11 disabled
Assaulting units:
5th Tank Regiment
23rd Tank Regiment
12th Tank Regiment
32nd Division
17th Division
5th Armored Car Co
3rd Tank Regiment
20th Recon Regiment
41st Division
10th Tank Regiment
9th Tank Regiment
110th Division
1st Recon Regiment
8th Armored Car Co
15th Tank Regiment
11th Tank Regiment
Defending units:
68th Chinese Corps
56th Chinese Corps
75th Chinese Corps
22nd Artillery Regiment
4th Heavy Mortar Regiment
3rd Heavy Mortar Regiment
18th Artillery Regiment
41st AA Regiment
Ground combat at 84,42 (near Sian)
Japanese Shock attack
Attacking force 13504 troops, 166 guns, 87 vehicles, Assault Value = 1157
Defending force 48987 troops, 187 guns, 0 vehicles, Assault Value = 971
Japanese adjusted assault: 170 [X(]
Allied adjusted defense: 2410
Japanese assault odds: 1 to 14
Combat modifiers
Defender: terrain(+), experience(-), supply(-)
Attacker: shock(+)
Japanese ground losses:
2599 casualties reported
Squads: 19 destroyed, 270 disabled
Non Combat: 0 destroyed, 18 disabled
Engineers: 0 destroyed, 24 disabled
Guns lost 26 (1 destroyed, 25 disabled)
Allied ground losses:
269 casualties reported
Squads: 1 destroyed, 21 disabled
Non Combat: 0 destroyed, 3 disabled
Engineers: 0 destroyed, 0 disabled
Assaulting units:
116th Division
35th Division
6th Division
1st Ind.Mixed Brigade
8th Ind.Hvy.Art. Battalion
15th Medium Field Artillery Regiment
1st Field Artillery Regiment
5th Ind.Hvy.Art Battalion
Defending units:
90th Chinese Corps
27th Chinese Corps
80th Chinese Corps
93rd Chinese Corps
96th Chinese Corps
1st War Area
5th New Chinese Corps
14th Group Army
3rd Group Army
31st Group Army
Ground combat at 83,44 (near Ankang)
Japanese Deliberate attack
Attacking force 38079 troops, 563 guns, 8 vehicles, Assault Value = 982
Defending force 31806 troops, 176 guns, 0 vehicles, Assault Value = 822
Japanese adjusted assault: 404
Allied adjusted defense: 1696
Japanese assault odds: 1 to 4
Combat modifiers
Defender: terrain(+), experience(-)
Attacker:
Japanese ground losses:
3235 casualties reported
Squads: 13 destroyed, 323 disabled
Non Combat: 1 destroyed, 20 disabled
Engineers: 2 destroyed, 29 disabled
Guns lost 31 (2 destroyed, 29 disabled)
Allied ground losses:
897 casualties reported
Squads: 2 destroyed, 73 disabled
Non Combat: 3 destroyed, 18 disabled
Engineers: 0 destroyed, 5 disabled
Assaulting units:
13th Division
40th Division
1st Mortar Battalion
15th Ind.Medium Field Artillery Regiment
14th Medium Field Artillery Regiment
2nd Ind. Mountain Gun Regiment
11th Army
51st Ind.Mtn.Gun Battalion
52nd Ind.Mtn.Gun Battalion
Defending units:
94th Chinese Corps
92nd Chinese Corps
95th Chinese Corps
26th Group Army
5th War Area
33rd Group Army
Ground combat at Clark Field (79,76)
Japanese Deliberate attack
Attacking force 35111 troops, 475 guns, 505 vehicles, Assault Value = 1083
Defending force 32070 troops, 429 guns, 270 vehicles, Assault Value = 945
Japanese adjusted assault: 1543
Allied adjusted defense: 1018
Japanese assault odds: 1 to 1 (fort level 2)
Japanese Assault reduces fortifications to 1
Combat modifiers
Defender: terrain(+), preparation(-), experience(-)
Attacker:
Japanese ground losses:
1755 casualties reported
Squads: 2 destroyed, 94 disabled
Non Combat: 1 destroyed, 45 disabled
Engineers: 9 destroyed, 40 disabled
Vehicles lost 90 (10 destroyed, 80 disabled)
Allied ground losses:
1211 casualties reported
Squads: 4 destroyed, 89 disabled
Non Combat: 5 destroyed, 41 disabled
Engineers: 1 destroyed, 17 disabled
Guns lost 22 (2 destroyed, 20 disabled)
Vehicles lost 32 (11 destroyed, 21 disabled)

ORIGINAL: obvert
Nice job!
Crossing rivers with tanks is dicey, or at least with all of these little regiments. With the SL here if you can get dug in it could hold for a while, and his units will need some time to recover.
Was the other shock near Ankang also a river crossing? If not, why shock against Chinese in x3 terrain?