I would post the combat reports of the battle but I have not figured out how yet, I'm pretty new to these new fangled typewriters (duh, huh, huh:rolleyes: ) So, in review...
Date: April, 1943 (Night Engagement)
Location: Munda (Jap/Nip base hex) LOL, yeah, I saw the thread.
IJN: 4 heavy cruisers (2 x Mogami; 2 x Myoko)
USN: 4 heavy cruisers (4 x New Orleans); 2 light cruisers (2 x Brooklyn); 8 destroyers (1 x Fletcher;1 x Porter; 5 x Late Benson/Gleaves; 1 x Bagley)
3 rounds of combat 8000 yds; 2 x 5000 yds
Ships that actually fired: IJN = 4 x CA vs USN = 3 x CA; 2 x CL; 3 x DD.
Result: IJN 1 x Myoko sunk; 1 x Myoko and 1 x Mogami heavily damaged; 1 x Mogami lightly damaged. USN 2 x New Orleans and 1 x Brooklyn sunk; 1 x New Orleans, 1 x Brooklyn, and 1 x Fletcher heavily damaged; all other ships no damage.
Hmmmm.....
I can't see how this is representative of a naval surface action. The volume of firepower was heavily in favour of the USN but was negated by the shot for shot, tit for tat, combat routine. The IJN 8" cruisers had a relative rate of fire of 3.5/1. It was like they had 8" chain guns. I don't want to hear how night engagements were undisciplined melees, or that the IJN was superior at night fighting(remember this is April 1943), or that some ships were in a separate TF or got lost or something...
If ships are in a TF, they are normally within 500 to 1500 yrds of each other, generally in line ahead but many times as separate divisions but still part of the overall TF. Before anyone jumps in, Savo Island was an exception, but I'll get to that in a bit. They are normally within some form of contact and or communication. It stands to reason that all the ships in a respective TF will engage and/or be engaged by the enemy, depending on the range, visibility, if in contact etc. Those that do not should be an exception, NOT a given. (ie. Scott's Eastern Force at Savo)
In the above example, how can one explain over 50% of the screening DDs (DDs usually made contact with enemy at night first) not taking any part in the battle and the CA failing to engage while it's sister cruisers were burning funeral pyres? (presumably it was not off on it's own wanking off like Crutchley's HMAS Australia, but Savo was an aboration and one can't presume that the TF Admiral would take his flagship to a cocktail party more than once...remember what happened to Admiral Byng)
What has to happen is that all ships in contact select one target and fire ONCE each (then repeat for the required number of fire cycles per round, changing targets occasionally to model a fluid battleground) so that numerical superiority and simultaneous fire is modelled. Accuracy, target selection, night fighting expertise and volume/rate of fire is a separate issue here (in case anyone wanted to bring up Tassafaronga or Kula Gulf). Not all ships need be in contact during any given round (to simulate they are too far away to engage initially or have been engaged and became separated from the tide of battle), but those that are should engage. To simulate the widely separate forces at Savo, those ships not in contact stay out of contact for that round, but become engaged during a later round. (once again simulating local numerical superiority eg. IJN routing Southern Force in first "round" then destroying the Northern Force in detail during a later "round"). Generally. if ships are initially out of contact, they at least should be part of a group to simulate a separate force. They should not be single ships for the most part but of course there were a few rare exceptions.
Considering that naval combat is of such importance to a game like this, I'm a bit surprised that naval combat is handled in such a simple and abstract manner. Other points to think about.
A: Players should be able to choose from a variety of formations for surface combat TFs (the formations having different combat characteristics and combat bonuses and penalties...to keep it simple a choice of two formations, line ahead with capital ships in the centre and destroyers in the van and rear, but all one formation OR divisional, with destroyers operating independently of the capital ships. Of course, in keeping with the operational spirit of UV, have the TF commanders have specific tactical characteristics. Cautious COs tend to choose line ahead, aggressive COs tend to choose divisional.
The benefits and drawbacks could be simple as well. All ships in line ahead would suffer from a detection modifier (they tend to be surprised as no scouting forces are utilized, unless of course they have radar and have a leader with a high night rating to utilize radar properly). Line ahead formations would also suffer a negative destroyer torpedo modifier, as they were tied to the capital ships and were not "free" to maneuver like a separate destroyer division could. The benefit of line ahead is that all ships are involved in each round as the ships are generally never out of contact and the odds of being fired on by friendly ships are reduced. The reverse is true for divisional. Of course, if the TF lacks capital ships and is only DDs or an IJN CL and DDs, this force would be treated as having divisional modifiers even though it's in line ahead.
B: More detection and gunfire modifiers needed. Searchlights (+ and -), starshells (+), smokescreens (-), floatplane illumination for IJN (+) and floatplane fire hazard Allied (if floatplanes left onboard), radar (+), IJN lookouts and radar detectors (+), flashless gunpowder (-) could all be part of an improved abstract combat resolution.
C: TF commander (apart from ship captains who also are senior officer afloat) should have a flagship designated so that the player knows why and when a CO died when his ship was hit and/or destroyed. TF should suffer a negative modifier or morale check for loss of TF commander. Right now, it's very rare to see a TF commander die unless all ships in a TF are destroyed. It's like he has a Star Trek transporter room or escape pods on each ship.:p
D: Ship damage. Less critical hits please, or at least don't say critical hit or massive damage if the hit is not in fact a critical blow. Despite FoW, if a ship's magazine detonates and the ship jack knifes, that's a critical hit, baby! Ships could take an amazing amount of damage and still survive. Right now, it appears to be either low tech text candy or that ships only get hit in their vitals. There are such things as chain lockers, mess decks, paint lockers etc. on ships. As well, ships seem to fire until they go under, torn flag flying, band playing despite the fall of shot and gore all around them. There has to be a point were a ship becomes "out of action" or crippled, where ship preservation becomes paramount. Ever see Peter Sellers in "The Party", when he plays the invincible trumpeter while filming Gunga Din in the opening scenes?
E: How is rate of fire handled, if at all? 5" 38s, 6" 47s, 8"50s etc all had a different rate of fire but I'm surprised to see no apparent difference between the number of hits an 8" cruiser gets than a 6" cruiser, or for that matter, a destroyer armed with 5"38s, a gun that could squeeze off up to 20 rounds/minute or a BB . Quite a difference between 20 rounds/minute and 2 to 3 for 8" guns and 6 to 10 per/minute for 6" guns. USN surface combat TFs were formed around 6" gunned Brooklyns and Clevelands after Tassaforonga because of their high rate of fire and the effective application of this "smothering" fire with radar control.
Like I said before. These are just ideas but this game is centred around naval combat as much as it is air and land. Naval combat therefore deserves the same consideration for revamping that other combat routines do. Given the level of detail in this game regarding weapons, OOBs, etc., it would be a shame if combat resolution was left wanting.



