Page 5 of 18
Jan 25/26
Posted: Tue Jan 11, 2011 10:56 am
by herwin
January 25/26 1942
Nothing significant happened. Oscars swept Rangoon, but P-40E and Hurricane reinforcements are shortly arriving.
Units lost in the Philippines and rebuilt begin arriving at the Eastern US base.
The Shokaku and Soryu appear to be back in the Bismarck Sea.
Jan 26/27
Posted: Wed Jan 12, 2011 1:54 pm
by herwin
January 26/27 1942
Chuhsien captured by Japan.
RE: Jan 26/27
Posted: Thu Jan 13, 2011 3:47 am
by vicberg
Herwin,
I have to say something here. You aren't playing the game. You are playing what you think the game should be. I'm not sure why you are doing this? You don't seem to be enjoying it. If you play the game, then stack as much as you can in the best defensive terrain (which is not cities in the open for chinese) while maintaining supply lines. It's pretty simple.
You can rip on anything in the game and be correct. Air model has issues. Naval has issues. Land has issues. But we aren't talking about perfection. We are playing a game, a damn good one in comparison. Learn the model (for good or for bad) and maximize it.
RE: Jan 26/27
Posted: Thu Jan 13, 2011 6:00 am
by herwin
ORIGINAL: vicberg
Herwin,
I have to say something here. You aren't playing the game. You are playing what you think the game should be. I'm not sure why you are doing this? You don't seem to be enjoying it. If you play the game, then stack as much as you can in the best defensive terrain (which is not cities in the open for chinese) while maintaining supply lines. It's pretty simple.
You can rip on anything in the game and be correct. Air model has issues. Naval has issues. Land has issues. But we aren't talking about perfection. We are playing a game, a damn good one in comparison. Learn the model (for good or for bad) and maximize it.
Jim Dunnegan explains
why I (and the majority of players) play wargames: "By far the most common reason for playing the games is to experience history."
Jan 27/28
Posted: Thu Jan 13, 2011 7:27 am
by herwin
January 27/28 1942
Blitzk's comment: "Pain at Singapore !"
As a gamer, I'm happy my defence is working. As someone interested in the history, I'm not so sure:
Ground combat at Singapore (50,84)
Japanese Shock attack
Attacking force 63164 troops, 507 guns, 390 vehicles, Assault Value = 1982
Defending force 50200 troops, 560 guns, 285 vehicles, Assault Value = 864
Japanese adjusted assault: 1499
Allied adjusted defense: 4319
Japanese assault odds: 1 to 2 (fort level 3)
Combat modifiers
Defender: terrain(+), experience(-)
Attacker: shock(+), disruption(-)
Japanese ground losses:
8666 casualties reported
Squads: 15 destroyed, 274 disabled
Non Combat: 79 destroyed, 383 disabled
Engineers: 45 destroyed, 66 disabled
Guns lost 7 (2 destroyed, 5 disabled)
Vehicles lost 82 (4 destroyed, 78 disabled)
Allied ground losses:
4092 casualties reported
Squads: 42 destroyed, 106 disabled
Non Combat: 35 destroyed, 130 disabled
Engineers: 1 destroyed, 15 disabled
Vehicles lost 41 (10 destroyed, 31 disabled)
Units destroyed 1
Assaulting units:
12th Engineer Regiment
56th Recon Regiment
41st Infantry Regiment
148th Infantry Regiment
56th Engineer Regiment
5th Recon Regiment
5th Engineer Regiment
Imperial Guards Division
15th Ind Engineer Regiment
4th Ind Engineer Regiment
56th Infantry Regiment
55th Infantry Regiment
42nd Infantry Regiment
1st Tank Regiment
14th Tank Regiment
11th Infantry Regiment
21st Infantry Regiment
23rd Ind Engineer Regiment
113th Infantry Regiment
114th Infantry Regiment
91st Naval Guard Unit
3rd Ind. Mountain Gun Regiment
3rd Medium Field Artillery Regiment
56th Field Artillery Regiment
5th Field Artillery Regiment
32nd Field AA Battalion
7th Field Construction Battalion
20th AA Regiment
18th Medium Field Artillery Regiment
34th Field AA Battalion
5th Field Construction Battalion
Defending units:
1st Hyderabad Battalion
3rd Cavalry Regiment
1st Manchester Battalion
2nd Gordons Battalion
1st Malay Battalion
SSVF Brigade
2nd Malay Battalion
2nd Loyal Battalion
27th Australian Brigade
2/17 Dogra Battalion
Singapore Fortress
22nd Australian Brigade
9th Indian Division
Singapore Base Force
Malaya Army
2nd HK&S Heavy AA Regiment
224 Group RAF
113th RAF Adv Base Force
Malayan Air Wing
110th RAF Adv Base Force
111th RAF Adv Base Force
223 Group RAF
112th RAF Adv Base Force
22nd Indian Mountain Gun Regiment
1st HK&S Heavy AA Regiment
III Indian Corps
1st Indian Heavy AA Regiment
2nd ISF Base Force
3rd Heavy AA Regiment
24th NZ Pioneer Coy
AHQ Far East
109th RN Base Force
The attacking force is five divisions; the defending is two. Singapore is behind a water obstacle and is urban terrain. My opponent is having problems. Historically, the Singapore garrison should have held out, but its water supplies were vulnerable, and there was a civilian population to consider--although the anti-Chinese pogrom (100,000 dead) the Japanese followed up their capture with probably killed at least as many as would have died in a siege--so the British commander surrendered. That's very hard to model in the game. To storm Singapore, I think the Japanese really needs eight or nine divisions (4500 AV), so the repulse isn't out of line with reality.
However, I also think the game handles the operation incorrectly. In urban terrain, the problem is target acquisition--target engagement wasn't that big a deal. My take is that during WWII, technology was least important during a urban warfare. At the ranges we're concerned with, any heavy weapon could overmatch a squad, and anything else was at a disadvantage, so the problem is moving that heavy weapon into that position without the enemy taking it out. Firepower suppression was hard to pull off, so it was mostly about seeing him before he saw you. The exchange rate reflected the training and experience of the two armies, and it was an exchange rate, much like what was seen in fighter-versus-fighter combat, of slightly more than three assaulting casualties per defending casualty given forces of equivalent training and skill. My opponent has about two-to-one superiority, so this should take quite a while.
RE: Jan 27/28
Posted: Thu Jan 13, 2011 4:44 pm
by witpqs
Singapore historically was certainly more complicated than first meets the eye. In addition to what you noted, Percival was bluffed into surrender by an attacking commander who's force was about out of supply and inadequate for storming the city. On the other hand, the IJA forces seemed much better quality and had crossed the river against resistance and infiltrated the swamp (to the west, I believe?), something the defenders had thought most unlikely.
As bad as the atrocities were after the surrender, we can only speculate on what might have happened during and after an eventual capture of the city had resistance continued.
Jan 28/29
Posted: Thu Jan 13, 2011 8:08 pm
by herwin
January 28/29 1942
Minor actions.
RE: Jan 27/28
Posted: Thu Jan 13, 2011 8:11 pm
by herwin
ORIGINAL: witpqs
Singapore historically was certainly more complicated than first meets the eye. In addition to what you noted, Percival was bluffed into surrender by an attacking commander who's force was about out of supply and inadequate for storming the city. On the other hand, the IJA forces seemed much better quality and had crossed the river against resistance and infiltrated the swamp (to the west, I believe?), something the defenders had thought most unlikely.
As bad as the atrocities were after the surrender, we can only speculate on what might have happened during and after an eventual capture of the city had resistance continued.
The Japanese didn't respect adversaries who surrendered. A prolonged and bloody resistance might have protected the civilians better.
RE: Jan 27/28
Posted: Thu Jan 13, 2011 10:58 pm
by witpqs
ORIGINAL: herwin
ORIGINAL: witpqs
Singapore historically was certainly more complicated than first meets the eye. In addition to what you noted, Percival was bluffed into surrender by an attacking commander who's force was about out of supply and inadequate for storming the city. On the other hand, the IJA forces seemed much better quality and had crossed the river against resistance and infiltrated the swamp (to the west, I believe?), something the defenders had thought most unlikely.
As bad as the atrocities were after the surrender, we can only speculate on what might have happened during and after an eventual capture of the city had resistance continued.
The Japanese didn't respect adversaries who surrendered. A prolonged and bloody resistance might have protected the civilians better.
I understand, but it really depended upon the individuals. At Wake Island, wasn't the mass execution of the defenders only prevented by a senior commander intervening?
RE: Jan 27/28
Posted: Fri Jan 14, 2011 6:58 am
by herwin
ORIGINAL: witpqs
ORIGINAL: herwin
ORIGINAL: witpqs
Singapore historically was certainly more complicated than first meets the eye. In addition to what you noted, Percival was bluffed into surrender by an attacking commander who's force was about out of supply and inadequate for storming the city. On the other hand, the IJA forces seemed much better quality and had crossed the river against resistance and infiltrated the swamp (to the west, I believe?), something the defenders had thought most unlikely.
As bad as the atrocities were after the surrender, we can only speculate on what might have happened during and after an eventual capture of the city had resistance continued.
The Japanese didn't respect adversaries who surrendered. A prolonged and bloody resistance might have protected the civilians better.
I understand, but it really depended upon the individuals. At Wake Island, wasn't the mass execution of the defenders only prevented by a senior commander intervening?
The civilians on the island when it surrendered were kept for forced labour and executed in October 1943.
Jan 29/30
Posted: Fri Jan 14, 2011 11:02 am
by herwin
January 29/30 1942
Minor actions.
Jan 30/31
Posted: Sat Jan 15, 2011 6:48 am
by herwin
January 30/31 1942
A convoy of very small merchies trying to sneak into Singapore runs into a Japanese sub...
Japanese bombardment at Singapore is hit by heavy counter-battery fire. So far, so good.
Jan 31/Feb 1
Posted: Sat Jan 15, 2011 1:10 pm
by herwin
January 31/February 1, 1942
Japanese shock attack at Nanyang reduces the defences one level.
Bombardment attack at Singapore.
Probe at Rabaul establishes that the garrison is about division strength.
Feb 1/2
Posted: Sun Jan 16, 2011 10:58 am
by herwin
February 1/2 1942
Defences at Nanyang rebuilt one level.
Bombardment attack at Singapore.
Something may be up in the Solomons. I think I'll redeploy into position to intercept it. I also don't want my CVTFs following predictable tracks if there are subs entering the area.
A Japanese sub appears to be headed towards Darwin. I'll try to get a reception committee organised. (I have some experience developing ship tracking algorithms, and I'm applying it here.)
Feb 2/3
Posted: Sun Jan 16, 2011 6:54 pm
by herwin
February 2/3 1942
Deliberate attack at Singapore.
Attacking force 60163 troops, 504 guns, 390 vehicles, Assault Value = 1881
Defending force 48652 troops, 564 guns, 270 vehicles, Assault Value = 798
Japanese engineers reduce fortifications to 2
Japanese adjusted assault: 1572
Allied adjusted defense: 1711
Japanese assault odds: 1 to 2 (fort level 2)
Combat modifiers
Defender: terrain(+), experience(-)
Attacker:
Japanese ground losses:
3652 casualties reported
Squads: 8 destroyed, 195 disabled
Non Combat: 42 destroyed, 163 disabled
Engineers: 27 destroyed, 57 disabled
Guns lost 1 (1 destroyed, 0 disabled)
Vehicles lost 45 (10 destroyed, 35 disabled)
Units destroyed 1
Allied ground losses:
4088 casualties reported
Squads: 8 destroyed, 161 disabled
Non Combat: 8 destroyed, 306 disabled
Engineers: 0 destroyed, 28 disabled
Assaulting units:
15th Ind Engineer Regiment
56th Engineer Regiment
41st Infantry Regiment
113th Infantry Regiment
5th Engineer Regiment
5th Recon Regiment
4th Ind Engineer Regiment
114th Infantry Regiment
56th Recon Regiment
11th Infantry Regiment
55th Infantry Regiment
56th Infantry Regiment
21st Infantry Regiment
14th Tank Regiment
148th Infantry Regiment
42nd Infantry Regiment
Imperial Guards Division
1st Tank Regiment
23rd Ind Engineer Regiment
91st Naval Guard Unit
18th Medium Field Artillery Regiment
7th Field Construction Battalion
20th AA Regiment
3rd Medium Field Artillery Regiment
32nd Field AA Battalion
5th Field Artillery Regiment
56th Field Artillery Regiment
34th Field AA Battalion
3rd Ind. Mountain Gun Regiment
5th Field Construction Battalion
Defending units:
27th Australian Brigade
SSVF Brigade
3rd Cavalry Regiment
1st Manchester Battalion
1st Malay Battalion
2nd Loyal Battalion
22nd Australian Brigade
2nd Gordons Battalion
2/17 Dogra Battalion
Singapore Fortress
2nd Malay Battalion
9th Indian Division
24th NZ Pioneer Coy
Malaya Army
Malayan Air Wing
111th RAF Adv Base Force
224 Group RAF
Singapore Base Force
112th RAF Adv Base Force
1st Indian Heavy AA Regiment
223 Group RAF
110th RAF Adv Base Force
2nd ISF Base Force
III Indian Corps
113th RAF Adv Base Force
2nd HK&S Heavy AA Regiment
AHQ Far East
22nd Indian Mountain Gun Regiment
1st HK&S Heavy AA Regiment
3rd Heavy AA Regiment
109th RN Base Force
Japanese Netty base identified in Eastern Borneo. I'm sending AVPs to Shortlands and Tulagi to give me early warning outposts. I want to know whether Rabaul is running torpedo bombers.
Feb 3/4
Posted: Mon Jan 17, 2011 10:53 am
by herwin
February 3/4 1942
Insert standard comment about the imaginary ground combat model
Shock attack at Nanyang reduces fortifications to level 1.
Bombardment at Singapore has almost no effect.
Deliberate attack at Wuchow reduces fortifications to level 1.
Game Needs
Posted: Mon Jan 17, 2011 5:55 pm
by herwin
I'll put my thoughts here, rather than disturb the newbies.
1. I think the naval game is pretty good. No complaints.
2. I think the air game is generally pretty good, but I think the game needs an air tasking order. That is, the player should be able to identify his/her priority targets and missions, and the game engine then uses them to allocate sorties. Individual squadrons might or might not be taskable.
3. I think the game needs an 'amphibious landing plan' capability. This would give the commander of the operation the ability to control the deployment of reserves and the detailed schedule of phases.
4. The game needs to model within-hex ground combat. The basic element being fought over should be one or more 50 square kilometre areas (1% of a hex). Casualties need to be more realistic, too--take into account target acquisition as part of the target engagement process so that task organisation is motivated to be 'right-sized'. Model the different results of stealth reconnaissance, reconnaissance in force, bombardment, hasty attack, deliberate attack, screening, hasty defense, positional defense, fortified defense, defense of a river line or beach, urban defense, mountain operations, pursuit, delay, retreat, mobile battle, and exploitation within the hex.
RE: Game Needs
Posted: Mon Jan 17, 2011 7:23 pm
by Mac Linehan
ORIGINAL: herwin
I'll put my thoughts here, rather than disturb the newbies.
1. I think the naval game is pretty good. No complaints.
2. I think the air game is generally pretty good, but I think the game needs an air tasking order. That is, the player should be able to identify his/her priority targets and missions, and the game engine then uses them to allocate sorties. Individual squadrons might or might not be taskable.
3. I think the game needs an 'amphibious landing plan' capability. This would give the commander of the operation the ability to control the deployment of reserves and the detailed schedule of phases.
4. The game needs to model within-hex ground combat. The basic element being fought over should be one or more 50 square kilometre areas (1% of a hex). Casualties need to be more realistic, too--take into account target acquisition as part of the target engagement process so that task organisation is motivated to be 'right-sized'. Model the different results of stealth reconnaissance, reconnaissance in force, bombardment, hasty attack, deliberate attack, screening, hasty defense, positional defense, fortified defense, defense of a river line or beach, urban defense, mountain operations, pursuit, delay, retreat, mobile battle, and exploitation within the hex.
Herwin -
Excellent points. Implementation of the above would be the next major step in the evolution of AE - moving it from "outstanding" to "phenomenal". I realize that this would call for major code changes - far beyond what I comprehend (not to mention endless hours of work); but the bottom line is that AE has a solid following
because of it's unmatched depth, detail and realism; and continues to draw and excite creative talent to do more as the limits have yet to be reached.
Mac
Feb 4/5
Posted: Wed Jan 19, 2011 7:48 am
by herwin
February 4/5 1942
The only substantive operations were a bombardment of Singapore. My opponent is using airstrikes on my airfield to distract my engineers from working on field fortifications. He hasn't noticed yet that I have some small merchies sneaking into Singapore harbour and topping up my supply dumps. I don't intend to lose because my supply was drained off, and this allows me to keep my ground combat units at something approaching full strength.
ATO
Posted: Wed Jan 19, 2011 8:01 am
by herwin
I mentioned above I'd like to have an air tasking order capability. That comment was posted elsewhere and drew a lot of flak that made me suspect some of the people commenting didn't know what an ATO is. So go
here for a definition. There are two underlying ideas that need emphasis:
1. The ATO is
what not
how. People complain about the amount of micromanagement in the game. That's because the player needs to define both what and how. I'd like to get the player out of the business worrying about how.
2. To implement the ATO, commanders think in terms of sorties, not aircraft. That is, an air task requires a certain number of sorties armed and equipped in a certain way. Squadrons and groups are sortie generators. I'd like to get the player out of the business of micromanaging sortie generation.
Combining those two ideas would produce a simpler and more abstract user interface, one better matched to how commanders operated in WWII.
Note, the game already does this fairly well in naval ops.