Bombardment missions unstoppable?
Posted: Tue Jun 26, 2007 4:41 pm
Bombardment missions are currently far far too easy to do and almost impossible to stop. Why?
- They almost never lose any speed even when heavily damaged (see the other thread "Speed?")
- They never give up - since morale isn't modelled they press on even if that means certain death
- Bombardments don't take any time, they require only a short "touchdown" - bang, arrive at hex, that's it bombardment done, as if it takes 2 minutes?
- Even if the enemy force is in the target hex, bombardment can be done (kinda simoultaneously with surface combat?)
- Even if the bombardment force loses all it's heavy ships, it can still bombard. In game terms, two damaged surviving DDs + one CA hanging on to last health bar arriving at target hex for 5 minutes work as well as the full bombardment force with heavy hitters.
I've tried all sorts of strategies but was never able to stop IJN bombardment no matter what I did, unless I wiped out every single ship of the bombardment force.
Suggestions:
- Make it so that you need heavy ships to do the bombardment. If the original force has BBs, if you lose them, or get them damaged beyond some level you CANNOT complete bomb mission. If the original force is based around CAs - if you lose CAs (or ideally, if they are damaged beyond certain level) you CANNOT do the bombardment. You can't effectivelly bombard with couple DDs!!
- Make bombardments TAKE TIME. 3-4 hours. Ideally, time to complete bomb mission would be dependable on how many "heavy hitters" you have left and their state of damage. Damaged ships should not bombard, and it should then take more time for the rest of TF to complete bombardment mission.
- Make it so that bombardment CANNOT be done until the defending surface force in the hex is somehow disposed of. With current system I tried sending surface TF to defend the airfield, but they never stopped the bombardment guys, even if they won surface battle (which happens rarely enough as it is).
Separate:
- Modelling speed loss within the damage model is a separate issue (see thread "Speed?") and doing something about it would be most welcome (even though I think we won't see it happen).
- Morale is beyond the scope of this game so I understand nothing can be done to instill fear of god into those stubborn Japanese, not even if they lose 70% of bombardment force in their approach [X(]
- They almost never lose any speed even when heavily damaged (see the other thread "Speed?")
- They never give up - since morale isn't modelled they press on even if that means certain death
- Bombardments don't take any time, they require only a short "touchdown" - bang, arrive at hex, that's it bombardment done, as if it takes 2 minutes?
- Even if the enemy force is in the target hex, bombardment can be done (kinda simoultaneously with surface combat?)
- Even if the bombardment force loses all it's heavy ships, it can still bombard. In game terms, two damaged surviving DDs + one CA hanging on to last health bar arriving at target hex for 5 minutes work as well as the full bombardment force with heavy hitters.
I've tried all sorts of strategies but was never able to stop IJN bombardment no matter what I did, unless I wiped out every single ship of the bombardment force.
Suggestions:
- Make it so that you need heavy ships to do the bombardment. If the original force has BBs, if you lose them, or get them damaged beyond some level you CANNOT complete bomb mission. If the original force is based around CAs - if you lose CAs (or ideally, if they are damaged beyond certain level) you CANNOT do the bombardment. You can't effectivelly bombard with couple DDs!!
- Make bombardments TAKE TIME. 3-4 hours. Ideally, time to complete bomb mission would be dependable on how many "heavy hitters" you have left and their state of damage. Damaged ships should not bombard, and it should then take more time for the rest of TF to complete bombardment mission.
- Make it so that bombardment CANNOT be done until the defending surface force in the hex is somehow disposed of. With current system I tried sending surface TF to defend the airfield, but they never stopped the bombardment guys, even if they won surface battle (which happens rarely enough as it is).
Separate:
- Modelling speed loss within the damage model is a separate issue (see thread "Speed?") and doing something about it would be most welcome (even though I think we won't see it happen).
- Morale is beyond the scope of this game so I understand nothing can be done to instill fear of god into those stubborn Japanese, not even if they lose 70% of bombardment force in their approach [X(]