John DiFool
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Posts posted by John DiFool
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As a followup to my post in the other thread, I
have devised a quick and dirty method to help
rein in the tendency to buy air units like crazy.
Oil as a separate resource is the key. Each unit
needs a certain amount of oil per turn when
involved in combat operations:
Non Mech ground unit...2
Sub....................3
Naval Unit.............4
Armor..................5
Air/Bomber.............6
Any unit at rest/port..1/3 of above rounded up
[Argh why does the font change from the edit
window to the post window?]
So say in January 1940 Germany has an Oil income
of 60 [with a reserve of 100]. They currently
consume, if most units are involved in combat,
54 points of Oil per turn.
The German player decides to buy 3 new Air Units
in February, in preparation for the Western War.
Those units now cost a whopping 18 Oil per turn
during combat ops, which is unsustainable during
a prolonged period of combat with France. The
German would find himself running out of oil, and/
or forced to park or disband other units, unless
he can find new sources of income [iIRC the Ploesti
fields were tweaked as the war went on to pump out
increased amounts of Oil, so you could simulate
that somehow].
[Plus I would make it take 5 turns for those air
units to show up, and not instantaneously like now]
No muss, no fuss, possibly with some Unintended
Consequences [which playtesting should reveal],
but is much more satisfying than hard force pool
limits.
John DiFool
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I've know I've said this before, but static unit
limits are rather boring. Why couldn't/didn't
the Luftwaffe build a 10000 plane air force by
1942? [Frontline strength at that time was likely
~3000, no more than 4000 certainly] Simulating
these "soft" limits is much more satisfying and
allows for some strategy to overcome them to a
certain extent.
I see several main constraints, which can be
abstracted to various extents:
Resource shortages, with most metals
going into tanks, rifles, guns, etc. Oil is a
big problem too, with everyone wanting their share
of the pie (and an air force requires a lot of the
stuff, proportionately speaking].
Personnel constraints: training someone to fly a
plane, and fly it well, equates to a huge invest-
ment in time and money. You can't replace an
elite force of crack flyers overnight [as Germany
found out the hard way in 1944]. Same is true of
technicians and mechanics.
Logistic problems: keeping an air force going at
peak efficiency, esp. far from home, is an arduous
undertaking. I think Grigsby's War in Russia,
whatever its other faults, handled this pretty
well: once battle was joined again after a lull
efficiency dropped like a rock and tended to stay
down.
All in all an effective air force cannot spring in
being overnight: try what we do in SC1 and a real
world air force would be flying around in Junk on
Wings, with very raw recruits at the controls,
more of a menace to themselves than to the enemy,
and sucking resources at a ferocious rate from
other areas of the armed forces.
As for how to simulate such constraints without
bogging the game down, I'll leave that to the
likes of Edmund, who is so very good at that
stuff.
John DiFool
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HOW I WOULD RUN SC2'S NAVAL SYSTEM
Basic combat system is similar to SC1's, except where noted. I won't get into too many nitty-gritty details about how the system works: this is more of an overview. The exact numbers to use are subject to playtest [such as the sub formation discussion below].
Units:
Carrier: Consists of 1-2 fleet CVs*, 1 Naval Air Wing [see below], 2-4 CA/CL, and 6-10 DDs. Is highly effective against other surface units, isn't very effective attacking land units or subs, defense vs. air and subs is mediocre [ little worse than Battleships]. Is also FASTER than BB units. Can interdict supply or MPP routes IF Naval Air Wing is present.
Naval Air Wing: Is basically a half-strength (5 hit points) air unit, which can only be based on Carriers [optional: can be based on land]. In other words, the air wing and the Carrier are considered separate entities which can stack, and the Air Wing will sortie to protect the ships when possible.
Battleship: Consists of 1-2 BBs*, 2-4 CA/CL, and 5-9 DDs. Is most effective against other Battleship units, doesn't attack subs very well at all, defends vs. subs decently. Defense against air is decent. Can interdict.
Sub Hunter/Escort Group: Consists of 0-2 CLs and 6-12 DDs, and possibly a CE too when air/ship techs are high enough. Note they would be probably the cheapest naval unit in the game. Is highly effective against subs, defends well against subs, but is vulnerable to other enemy naval units. Fastest naval unit: can fill one of two roles. [Optional: Can interdict shipping]
Subs: Approximately 15 subs, give or take 5. Is most effective against MPP or supply convoys: attacks and defends against surface units a bit less well than it did in SC1, but tends to be harder to find than before [i.e. no more "Sub Dives!" stuff; rather, the sub is never seen in the first place]. Is not effective against other subs. Cheaper than in SC1 by about 50%.
Transports: : Used to transport ground units across the water: can also be used for amphibious operations. Benefits to a limited extent from Shipbuilding and Radar techs. Units on board suffer supply and hit point losses if at sea for too long (more than 3 turns).
Land-Based Air: [mentioned here because it can affect the sea war] Is effective against surface ships [Naval Air is a bit better, being specialized for the role] and other Air Units. Isn't very effective against subs until Radar tech starts taking effect [see below]. Can raid or interdict if a convoy route is within range. [i will leave the Bomber/Fighter/TacAir debate out of this]
Techs affecting naval ops:
Shipbuilding: Represents advances in ship engineering and construction: affects all surface units to one extent or another. However older units [who were built at a lower Shipbuilding tech level] only receive a limited benefit [in that a Nelson class BB can't be made equal to an Iowa class BB, no matter how extensive the overhauls]. "Gun-Laying Radar" is replaced by this tech.
Sub Tech: Affects submarine operations only, making them harder to see and to sink, and increasing attack success against ships and convoys. A high level Sub would basically trump high level Radar, since the periscope/snorkel presents a poor radar signature. [Optional: for balance Shipbuilding tech impinges on Sub tech to a certain extent, thus you basically would need both at high levels to get those Type XXIs working before 1945]
Sonar: Affects ability of surface ships to locate and sink subs.
Radar: Affects ability of both surface ships AND aircraft to locate and sink subs [the latter benefit more]: also aids in ship vs. ship and ship vs. air combat. In part also represents radio-direction-finding equipment.
Jet Tech: Affects effectiveness of all Air Units.
Long-Range Air: With Jet Tech, affects range and effectiveness of Naval Air Units [note: Naval Air has a default +1 edge in range over Land-Based Air]
MPP Convoy System:
MPP Convoys exist to transport MPPs from areas separated from the home country's Capital by water. To create a convoy, go to the Convoy screen, and click on the origin port. Then click on the destination port: a line should appear on the map, skirting intervening land masses [Optional: let players draw their own routes, subject however to lost MPPs over a longer-than-necessary route due to wastage and attrition].
If a Raider is on or within 2 hexes of a convoy line [one hex for a route shorter than 6 hexes], and has been designated as Raiding, MPPs may be subject to loss. This is dependent on the location of the raider [best results if it is on the convoy line-of course it cannot know for sure that it is], the presence of Escorts, the hit points of the raider [lower=fewer MPPs lost], and all relevant techs. All naval units may Raid, except Transports [and optionally H/Es].
Sub Stances: A Sub unit may be designated to be in "Loose" formation: in this attitude the Sub will have more limited success against convoys, and somewhat less success when involved in combat with enemy units on-map. In exchange Subs are harder to find, and suffer less damage if they are involved in combat. This represents a Wolfpack which is spread out [some subs just now leaving port, others returning, etc.], isn't transmitting much, and is not prepared for concentrated operations against convoys. An individual sub however is still a danger, but a Wolfpack's concentrated fire tends to be more efficient...
A Sub unit in Wolfpack mode is a tight closely coordinated group of Subs, being very effective against convoys. However, the success of the enemy researching the Radar tech will greatly cut down on the effectiveness of this Stance, perhaps making Loose the better option [which it may very well be if higher level Subs get made, like the Type XXI, which was designed to work alone]. [basically Radar tech includes RDF tech as well, which was the bane of Wolfpacks from 1943 on]
Aircraft can interdict Convoy routes: simply click on the hex which you want to interdict [in actuality the plane will be considered to be patrolling in a 3 hex diameter around that center point, interdicting the "juiciest" hex in terms of MPPs or supplies-the plane's owner won't know this].
A Hunter/Escort unit may be designated as Escorting a Convoy. To do so, it must be located in the Origin or Destination port. A route has the capacity for 1 or more Escorts: MPPs of the route divided by 10, rounded UP: so a 25 point route may have up to three escorts, and the route doesn't receive optimal protection until that number of Escorts is on duty on that route. Both Escorts and Raiders may take damage: Raiders might take some minor attritional damage on routes with no Escorts. The main purpose of Escorts is to minimize MPP losses on the Convoy route, secondarily to damage the raiders.
[in general, Hunter/Escorts should tend to sink more subs if they are free to Hunt on the convoy routes, but MPP losses will also be higher if H/Es aren't Escorting: quite a strategic dilemma!]
[Optional: A raider has a chance of being spotted if it sinks convoys-or perhaps spotted with a one-hex margin of uncertainty]
[Optional: BB and CV units can also escort, but are only really effective against non-sub raiders: they may be necessary if an enemy surface unit is the one doing the raiding]
Supply Convoys:
Supply Convoys are used to ship supplies to ground/air units operating on a separate land mass from the home country's Capital. They are drawn in the same manner as MPP Convoys: each route requires 10 MPPs per turn (including the first), and will support up to 5 units at a base supply level of 7. To support additional units, the route must be invested with additional MPPs (at a rate of +10), up to a maximum of 30 points. They can be Interdicted and Escorted in exactly the same manner as MPP Convoys, with losses affecting the supply level of the supported troops [either all suffer the same loss, from the HQ on down, or one or more units ends up with 0 supply].
Miscellaneous:
The Atlantic will basically be about double its current size, and also extend more to the North and South.
The US should have a S-N route running from the Carribbean to say New York, simulating the coastal convoys that got ravaged during the 1942 "happy time".
Ships may be stacked in ports.
[Optional: ships may stack at sea in Task Forces: no idea how this might change combat]
Design notes: I want several things to happen here, with the primary emphasis on strategic choice. This system provides a wide range of options for both sides: the Axis can position their subs in a variety of locations depending on the convoys it wants to hit [Murmansk, US coast, Mid-Atlantic or South Atlantic British, etc.], can commit surface raiders if it wishes, can pump up the tech, or just say the heck with it altogether and focus somewhere else. But unlike SC1 the Atlantic should be a viable winning option for the Axis.
For the Allies, it may get even more interesting. They have to decide whether to escort or to hunt, anticipate any German moves [if they assume no commitment by the Germans, and are wrong, it could get VERY costly], and try to close that Mid-Atlantic air gap. It may not be possible to cover all convoy routes, so a triage sort of approach may be needed [at least until the US comes in]-in the real war the British were critically short of escorts in the early going. In the end whoever wins the Tech War should prevail here.
John DiFool
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I'll likely soon post my version of how I'd like the
Battle of the Atlantic to be [hint: it WON'T have
those abominable sea zones, which greatly over-
simplify gameplay IMNSHO]. If it is a matter of
computer resources [map size limits or the like],
then yes I see how a Big Atlantic might be
redundant, but otherwise to truly simulate what
was going on there seazones suck. [And computer
World in Flames will have them-let Hubert try
something else instead!]
I'll say this: if we have seazones in SC2 I'm not
buying it.
John DiFool
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I'd like to see some of you MP fiends try this in
a game (and I'm not volunteering! ).
John DiFool
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Just brainstorming here, but...
I recall how Totaler Krieg did things: they had
Event/Variant Cards which the players could play
at certain points. In SC2 this could be done any
of several ways:
Out of (say) 20 Event Cards per side each player
gets 5 (randomly), which he can then play at the
appropriate moment (simple example being a German
The-Japs-Get_Ornery No Siberian Transfer card).
or
Everyone gets all cards, each of which has a
point value, some being worth more than others:
you have 10 points to work with, so spend them
wisely (i.e. the No S.T. might be worth ~3 points).
Some cards would be definite two-edged swords
(Totaler Krieg had a German Total War Footing card
IIRC which, while allowing for increased production,
also had some rather steep negative consequences
too like early US entry or somesuch).
I'll leave it to Edwin to devise specific examples.
John DiFool
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Keep in mind that there are undoubtedly off-map
ground and air units [like in the Midwest or
California] which would come rapidly to the
rescue if the East Coast was invaded. Plus Hubert
doesn't model either a transport/LC fleet or
supply routes across the ocean [subject to
interdiction, natch]. The US is at a severe
disadvantage because of the tiny chunk of coastline
that represents American soil in the game.
John DiFool
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I wonder what would happen if the Germans could
[in MP games, natch] place their subs anywhere
they wanted? I guess I'm getting tired of seeing
AARs which always contain the same message around
turn 3 or 4 of "Both German subs sunk." Allow
them to be put anywhere, and things get a lot more
interesting-can the Allied player afford to send
his naval assets off into the South Atlantic for
a multi-turn sub hunt [which may not ever pan out
when it turns out they are lurking in the Baltic
or Med] when his ships may be needed elsewhere?
[Like to thwart an early Sea Lion]
Yes you probably need to balance things a bit-
extra MPPs for Britian are a start, or maybe an
HQ. But it certainly would spice the early game
up a bit and would be an improvement over the
obligatory death of the 2 start-at-sea U boats.
John DiFool
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Well in a "normal" (historical) game, that
wouldn't make for a good game, but an option in
the editor to allow countries to defect to the
other side would be fine (and Hubert has hinted
that the editor will have gobs more functionality
than before).
JD
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And probably should cost more too (maybe base 10
and + 0.25 MPPs per hex moved, rounded up).
John DiFool
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It would be even more interesting to be able to
make AIs and set them to battling each other-I
think any such tournaments would be intense ("No
you idiot! Don't send half the British Army to
Egypt in late 1940!").
John DiFool
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The record of subs vs. CVs is much more impressive.
This is just from the top of my head, but I think
Britain lost about 4 CVs to subs, US about 2-3,
and Japan almost a half dozen IIRC (Shinano,
Taiho, and Shokaku for starters).
Sorry JJ but letting subs have an anti-warship
stance should be an option (even if it would
ultimately be a poor decision to do so).
John D
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Myself, I am drooling at the prospect of an
authentic Battle of the Atlantic, since (for one
reason) it has never really been treated properly
in any previous game (if at all). You landlubbers
have had operational and strategic ground games
out the yin-yang during this era of computer
wargames, but us swabbies usually get some
tactical thing where CVs are an afterthought (or
a very occasional War in the Pacific).
I have no doubt that Hubert could create such if
he put enough thought and effort into it, using
some of the ideas we all have posted here (Edwin's
idea of passive/aggressive settings is an elegant
and effective case in point). [and NO seazones!
I dislike needless abstractions. ]
And all the nonsense posted about subs not being
good vs. warships is silly, as any cursory look
at the war record would reveal tons of warships
sunk by subs. True, it is usually a target of
opportunity, as opposed to a strategic initiative
brought forth from the brass, but if a sub
commander saw a juicy BB or CV in his scope and
heading right towards him he would salivate at the
prospect (and rightly so).
One thing SC1 doesn't have is the ability to give
units stances (passive/aggr., intercept/no inter.,
etc.). I'm hoping SC2 will have that, since it
would give us immense flexibility.
John DiFool
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I think a distinction must be made between making
a technical breakthrough and IMPLEMENTING that
technical breakthrough.
For example, the technology for both improved subs
and jet engines was on the boards for Germany in
1939. Despite that, said tech wasn't implemented
until 1944-45.
Yes the breakthroughs can come very quickly and
unexpectedly, but in most cases you are extrapol-
ating from known methods, which takes a certain
amount of time. And then you have to get the
technology into front-line units, where there will
be further bug hunting until the tech is optimized.
In other words, the "inspiration" can occur at
any time, but that's just 1% of the battle: the
"perspiration" (all the hard work to make the
thing function as desired) is the other 99%, and
is much more predictable.
Hence I think a less random tech system is more
reasonable than what we have now. I doubt for
example that Germany could go from level 2 tanks
to level 5 in less than 2 years (in the real war
it probably took about that time to get Tigers
working well in reasonable numbers, once the need
for heavier tanks was made known), but in SC it
often can happen in a flash.
John DiFool
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There should also be (strictly as an option for
those so inclined) the ability to preposition
your units (without the enemy's knowledge of
course!) in accordance with your opening strategy.
Now this could be abused: perhaps certain units
can be "locked down" in the editor and unable to
be repositioned. The Battle of the Atlantic
would start out like it does now as advantage:
Allies because they know where all the subs start
out at (even if the Germans get the first move).
John DiFool
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Totaler Krieg-I disliked this one because of its
lack of any substantial Battle of the Atlantic,
but the event cards rule. I'm hoping SC2 has some
sort of analogous event/variant system as an
integral part of the game.
JD
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Apparently the drilling technology of the time
wasn't sufficient to reach the oil reserves
under Libya that were discovered and exploited
after the war. Interesting what-if along those
lines (tho you have the Italian merchant navy
having to run the Malta gauntlet to get it back
to the mainland...).
John DiFool
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I'm still here I guess. >shrug<
Like some other people upthread, I haven't played
a game of SC in months. Yes I suppose I could get
involved in the H vs. H realm, but there are a few
reasons why I don't
1. Most of my MP time is being devoted to Nascar
Racing 2003...
2. Yes, the AI is a pushover, but at maximum
help settings the game becomes hugely annoying
and unbalanced having to overcome the AI's
advantages in units [MPPs] and/or experience.
3. It is my wholly personal belief that the SC
game system, while not exactly broken, has a whole
host of problems, and I find house rules a
necessary evil, at best, and a pain in the patootie
at worst. Plus you can't possibly devise enough
house rules to cover every contingency, and often
they create imbalances of their own, such as "No
transports in winter"-so I can't ship troops over
to England from the US in January?
4. Because of said problems, I am leery of getting
involved in a MP game, only to have some
unexpected ahistorical and/or gamey strategy
sprung on me. I don't mind what-ifs, but I DO
mind what-ifs which are fantasies. [and 10
German air units in 1942 IS a fantasy]
**************
As for the forum, the time to discuss wishes and
any desired improvements is pretty much over. I've
made my feelings on the air problem [no hard limits:
instead a law of diminishing returns for
exponentially-increasing investment] and the
Battle of the Atlantic [bigger ocean: NO sea zones,
and shipping routes visible on map and subject to
interdiction], plus various other issues, quite
clear. Now it is just a game of wait and see
what Hubert finally decides to do.
John DiFool
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[For the newbies mainly]
Sea zones...um...stink. The naval war basically
becomes a battle of the Almighty Random Number
Generators. You have simple binary choice: in or
out [with perhaps another choice if you are a sub,
Attack Warships or Sink Merchants].
Contrast that with sticking with the basic hex
movement we now have, expanding the Atlantic, and
visualizing on the map the various convoy routes,
and having the Allied player making some tough
choices as to where to send his {automated}
merchants. Then the German player has some
crucial choices of his own to make, air and tech
and other naval assets have to be considered, and
you have a >real< Battle of the Atlantic, and not
a Battle of the RNGs.
John DiFool
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Well, before sophisticated sonar suites, and
homing torps, subs were pretty worthless as anti-
sub platforms. I remember facing off against
Jap subs in Silent Hunter I: we would both
submerge, then take pot shots at each other
underwater: I think I actually got lucky once and
got a hit...
John DiFool
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In the real world, it WAS primarily to keep
enemy fleets from going out of (or into) the
Med, and secondarily to maintain the shipping
routes thru the Med (which were rerouted around
Africa when Italy entered and losses on the Med
route were too great).
I'm not sure if I like the "bombard port to zero
and bypass it" feature tho. In Third Reich it
was worth victory points IIRC (loss of prestige
and all that a la the loss of Singapore to the
Japanese).
JD
[ July 21, 2003, 12:39 PM: Message edited by: John DiFool ]
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Should luck be such a great factor inOriginally posted by Iron Ranger:It's all Luck in the tech department. I've played several games where there was a HR against inversting in any tech, makes for a very good game as battle tactics rule the game and not who can get luckest with the jet and LR tech advances.
getting tech?
Think about it: when a country in WWII invested
in a tech it usually got what it is trying to
get, in a quasi-reasonable time frame. Think
about it:
1. The Germans lost the Battle of the Atlantic
because Doenitz and Hitler pooh-poohed innovative
sub designs [until after the battle had already
been lost] and also fell behind the curve in the
electronics dept.
2. The Germans also lagged in the jet arena too
until it was too late [tho part of that was the
fragility of the alloys used for the turbines].
3. On the other hand, the Germans quickly caught
up to the Russians in heavy tanks once they
realized that their existing tanks were outclassed.
4. The Americans put a lot of effort into long-
range drop tanks [despite the bleatings of some
brass who thought that the bombers could make it
all on their own-proved wrong of course in the
fall of '43], and it paid off in 1944. The
Germans didn't in 1940, and paid the price...
My point was: I seriously doubt that there
were huge lags in investment as compared to
outcome: it seems to me when a country put the
resources into something, they got something
solid and useful out of it fairly quickly; likewise
half-hearted efforts tended to pay off way down
the line [if they paid off at all]. But usually,
heavy efforts rarely were completely futile, nor
did weak investments pay off quickly and
spectacularly [with rare exceptions].
I would, then, put in the game (SC2) reasonable
time frames for success:
Chits........Time to payoff (1 advance)
----------------------------------------
1............18-36 months
2............15-30 months
3............12-24 months
4............10-20 months
5.............8-16 months
Thus, if you have 3 chits in Jets, you aren't
going to get an advance at all until a year later,
but will be guaranteed something 2 years later at
the latest. This will avoid (to a certain extent)
seeing your opponent get lucky with one chit 3
times in a year, while your 3 chits languish for
30 months with not one advance. Luck is still a
factor of course: this just cuts out the outliers.
John DiFool
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Hubert could make it so that kind of stuff could
easily be added by the mod community (thus freeing
up His Highness to spend more time on the actual
guts of the game). My 2 cents... :cool:
JD
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Has anyone successfully won the Battle of the
Atlantic in human vs. human game as the Germans,
building only subs out of France?
Once I got lucky with a chit I put into subs
early in the game (vs. AI, albeit). A couple
more subsequent tech advances, and my 5 or so
subs had completely swept the Atlantic clean of
allied shipping by 1943.
John DiFool
Y no destroyers?
in Strategic Command 1
Posted
I had a long post about the naval war in SC2
(it's now a few pages back I'd say) which gave a
role to sub hunter groups (headed by 1-2 CLs and
the rest DDs).
My Battle of the Atlantic [long]
John DiFool