Latest Beta findings as PBEM Jap player My Pain and Grief
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Latest Beta findings as PBEM Jap player My Pain and Grief
Hello all, I just want to share my experience with the latest Beta so far. 1.7.11.23x10 Aug. 2014 version
Land combat
I experienced that Japanese troops get far worse combat odds and results then in the previous version.
Somehow the allied forces in Dec 41 and up to now (April 42) are getting the better odds and loss numbers in almost every battle.
Assaulting an allied unit out of supply gave the allied player even a 3-1 odds, and my regiment suffers twice as number as casualties, while the allied units had no supply, bad leaders, low morale, and - experience.
I have many more examples, where even a 3-1 numerical lead, and plus leaders, 70+ experienced, well supplied and rested, supported with arty, engineers and HQ, couldn't even dislodge allied units in Batavia, even after one month of assaults, bombardments, air assaults, etc etc
My opponent found it evenly ridiculous, and marched the troops out of Batavia, to not have it break the game for japan.
Supply:
Burma supply to the northern bases is, although air superiority and rail links are present, and Rangoon and Pegu is loaded with supplies
The flow just doesn't go up, its delaying my advance now for weeks already, as I have to airlift everything in somehow
Naval battle:
Somehow the allied vessels are made of titanium and carry star wars weaponry, as I engaged a single AKV with 4 AMC and a AS , my force got a beating!
the AKV just brushed her paint job with 2 hits!.
I have an APD stuck!! 3 hexes from Surabaya, south east of it, since turn 2 it refuses to move, while having fuel, and is undamaged, i tried every mode, even giving command to the computer of the unit
Air:
Again, an airstrike, 60 carrier planes attack an allied ACM, and land 4! bomb hits, no torpedoes hit, got 3 duds!
Torpedoes in my game so far, as japan seem to suffer from massive amounts of duds, I counted over 24! so far in 3 months play.
Never ever had that before, and I been playing WITP for a very long time. As allied player, you expect the period of failing torpedoes, but for Japanese this is unhistorical and NUTS!
AA allied side got a boost I noticed, but that I can live with, the other issues are very annoying and make life for Japanese forces almost impossible.
In short,
Japan is made to a gummy bear Army and Navy?
Anyone else who has experienced the same?
I guess the allied players are happy campers [:)]
[:D]
Don't get me wrong, i love the game, and i appreciate the development of it, even in Beta form, i am just curious if anyone else experienced the same.
Land combat
I experienced that Japanese troops get far worse combat odds and results then in the previous version.
Somehow the allied forces in Dec 41 and up to now (April 42) are getting the better odds and loss numbers in almost every battle.
Assaulting an allied unit out of supply gave the allied player even a 3-1 odds, and my regiment suffers twice as number as casualties, while the allied units had no supply, bad leaders, low morale, and - experience.
I have many more examples, where even a 3-1 numerical lead, and plus leaders, 70+ experienced, well supplied and rested, supported with arty, engineers and HQ, couldn't even dislodge allied units in Batavia, even after one month of assaults, bombardments, air assaults, etc etc
My opponent found it evenly ridiculous, and marched the troops out of Batavia, to not have it break the game for japan.
Supply:
Burma supply to the northern bases is, although air superiority and rail links are present, and Rangoon and Pegu is loaded with supplies
The flow just doesn't go up, its delaying my advance now for weeks already, as I have to airlift everything in somehow
Naval battle:
Somehow the allied vessels are made of titanium and carry star wars weaponry, as I engaged a single AKV with 4 AMC and a AS , my force got a beating!
the AKV just brushed her paint job with 2 hits!.
I have an APD stuck!! 3 hexes from Surabaya, south east of it, since turn 2 it refuses to move, while having fuel, and is undamaged, i tried every mode, even giving command to the computer of the unit
Air:
Again, an airstrike, 60 carrier planes attack an allied ACM, and land 4! bomb hits, no torpedoes hit, got 3 duds!
Torpedoes in my game so far, as japan seem to suffer from massive amounts of duds, I counted over 24! so far in 3 months play.
Never ever had that before, and I been playing WITP for a very long time. As allied player, you expect the period of failing torpedoes, but for Japanese this is unhistorical and NUTS!
AA allied side got a boost I noticed, but that I can live with, the other issues are very annoying and make life for Japanese forces almost impossible.
In short,
Japan is made to a gummy bear Army and Navy?
Anyone else who has experienced the same?
I guess the allied players are happy campers [:)]
[:D]
Don't get me wrong, i love the game, and i appreciate the development of it, even in Beta form, i am just curious if anyone else experienced the same.
DR
RE: Latest Beta findings as PBEM Jap player My Pain and Grief
These are the changes that were made in that latest version of the Beta:
So it's pretty hard to believe that you have made good apples to apples comparisons when you say things like23/08/2014: 1123x10
Changed When checking for low ASW, ignore ships with NO ASW weapons as distinct from no ammo
Changed Handle case where top HQ is also a Command Hq attached to another Command Hq. Not really expected.
Land combat
I experienced that Japanese troops get far worse combat odds and results then in the previous version.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Latest Beta findings as PBEM Jap player My Pain and Grief
You really don't post enough specifics for an answer.
The naval battle doesn't sound bad to me, considering you had an AS along.
About the only thing I can comment on is the stuck APD; were they fast transporting. I have run into something like that before, I fiddled around and they finally got moving. Most times I think they were petrified of Allied air power and really the local Captain had the right idea!
The naval battle doesn't sound bad to me, considering you had an AS along.
About the only thing I can comment on is the stuck APD; were they fast transporting. I have run into something like that before, I fiddled around and they finally got moving. Most times I think they were petrified of Allied air power and really the local Captain had the right idea!
RE: Latest Beta findings as PBEM Jap player My Pain and Grief
I patched to the latest version, before I had 1 version previous, so I skipped one in the upgrade.
APD was a transport, I tried every settings possible, and changed the task force to amph , cargo etc. no luck moving
The Naval battle, well I had 4 armed merchant cruisers and a AS in it, and it was raiding the allied supply lanes east of perth, result of battle is one AMC of japan limping home after being hit multiple times by a AKV!
But the most annoying is the ground combat and the dud torpedoes, my honorable opponent even investigated with me to try to get hang of the results in Batavia, he changed the orders of the allied forces to "MOVE" and surprise!! the allied forces got even a better odds deal!
Example of the air results I think are very strange:
Afternoon Air attack on TF, near Horn Island at 91,126
Weather in hex: Heavy rain
Raid detected at 38 NM, estimated altitude 7,000 feet.
Estimated time to target is 14 minutes
Japanese aircraft
A6M2 Zero x 12
D3A1 Val x 40
No Japanese losses
Allied Ships
BB California
KV Hollyhock, Bomb hits 1, heavy fires, heavy damage
BB Arizona, Bomb hits 2
Aircraft Attacking:
36 x D3A1 Val bombing from 5000 feet
Naval Attack: 1 x 250 kg SAP Bomb
4 x D3A1 Val bombing from 5000 feet
Naval Attack: 1 x 250 kg GP Bomb
Heavy smoke from fires obscuring KV Hollyhock
another one with useless torpedoes
Morning Air attack on TF, near Port Blair at 49,55
Weather in hex: Heavy rain
Raid detected at 69 NM, estimated altitude 6,000 feet.
Estimated time to target is 25 minutes
Japanese aircraft
A6M2 Zero x 21
B5N1 Kate x 18
B5N2 Kate x 13
D3A1 Val x 19
Allied aircraft
Fulmar II x 33
Sea Hurricane Ib x 6
Japanese aircraft losses
A6M2 Zero: 2 destroyed
B5N1 Kate: 1 destroyed
B5N1 Kate: 1 destroyed by flak
B5N2 Kate: 3 damaged
B5N2 Kate: 2 destroyed by flak
D3A1 Val: 1 destroyed
No Allied losses
Allied Ships
CVL Hermes, Torpedo hits 1
CV Indomitable
CL Dauntless
Aircraft Attacking:
6 x D3A1 Val bombing from 5000 feet
Naval Attack: 1 x 250 kg SAP Bomb
12 x D3A1 Val bombing from 5000 feet
Naval Attack: 1 x 250 kg SAP Bomb
10 x B5N2 Kate launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
16 x B5N1 Kate launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
CAP engaged:
No.800 Sqn FAA with Fulmar II (0 airborne, 2 on standby, 6 scrambling)
0 plane(s) not yet engaged, 0 being recalled, 1 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 3000 and 27200.
Time for all group planes to reach interception is 37 minutes
5 planes vectored on to bombers
No.803 Sqn FAA with Fulmar II (0 airborne, 3 on standby, 8 scrambling)
0 plane(s) not yet engaged, 1 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 4000 and 10000.
Time for all group planes to reach interception is 36 minutes
10 planes vectored on to bombers
No.806 Sqn FAA with Fulmar II (0 airborne, 3 on standby, 8 scrambling)
0 plane(s) not yet engaged, 1 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 2000 and 27200.
Time for all group planes to reach interception is 27 minutes
5 planes vectored on to bombers
No.880 Sqn FAA with Sea Hurricane Ib (0 airborne, 0 on standby, 4 scrambling)
0 plane(s) not yet engaged, 2 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters to 8000.
Time for all group planes to reach interception is 26 minutes
And then this:
9 dive bombers: and look what they hit: 10 times!!, and when you send 40 DB out, with a 75% acc rating, they cant hit a huge BB?
Morning Air attack on TF, near Port Hedland at 57,129
Weather in hex: Light cloud
Raid spotted at 21 NM, estimated altitude 13,000 feet.
Estimated time to target is 7 minutes
Japanese aircraft
A6M2 Zero x 15
D3A1 Val x 9
Japanese aircraft losses
D3A1 Val: 1 damaged
Allied Ships
xAK Loch Ranza, Bomb hits 10, heavy fires, heavy damage
Aircraft Attacking:
4 x D3A1 Val releasing from 3000' *
Naval Attack: 2 x 60 kg GP Bomb
1 x D3A1 Val releasing from 1000' *
Naval Attack: 2 x 60 kg GP Bomb
4 x D3A1 Val releasing from 2000' *
Naval Attack: 2 x 60 kg GP Bomb
Heavy smoke from fires obscuring xAK Loch Ranza
But really , over 24! dud torpedoes as Japanese in the first 3 months of war? Japanese had very reliable torpedoes, I can understand a dud, but 24!!
why bother sending out the TB if the torpedoes they aim are all duds.
APD was a transport, I tried every settings possible, and changed the task force to amph , cargo etc. no luck moving
The Naval battle, well I had 4 armed merchant cruisers and a AS in it, and it was raiding the allied supply lanes east of perth, result of battle is one AMC of japan limping home after being hit multiple times by a AKV!
But the most annoying is the ground combat and the dud torpedoes, my honorable opponent even investigated with me to try to get hang of the results in Batavia, he changed the orders of the allied forces to "MOVE" and surprise!! the allied forces got even a better odds deal!
Example of the air results I think are very strange:
Afternoon Air attack on TF, near Horn Island at 91,126
Weather in hex: Heavy rain
Raid detected at 38 NM, estimated altitude 7,000 feet.
Estimated time to target is 14 minutes
Japanese aircraft
A6M2 Zero x 12
D3A1 Val x 40
No Japanese losses
Allied Ships
BB California
KV Hollyhock, Bomb hits 1, heavy fires, heavy damage
BB Arizona, Bomb hits 2
Aircraft Attacking:
36 x D3A1 Val bombing from 5000 feet
Naval Attack: 1 x 250 kg SAP Bomb
4 x D3A1 Val bombing from 5000 feet
Naval Attack: 1 x 250 kg GP Bomb
Heavy smoke from fires obscuring KV Hollyhock
another one with useless torpedoes
Morning Air attack on TF, near Port Blair at 49,55
Weather in hex: Heavy rain
Raid detected at 69 NM, estimated altitude 6,000 feet.
Estimated time to target is 25 minutes
Japanese aircraft
A6M2 Zero x 21
B5N1 Kate x 18
B5N2 Kate x 13
D3A1 Val x 19
Allied aircraft
Fulmar II x 33
Sea Hurricane Ib x 6
Japanese aircraft losses
A6M2 Zero: 2 destroyed
B5N1 Kate: 1 destroyed
B5N1 Kate: 1 destroyed by flak
B5N2 Kate: 3 damaged
B5N2 Kate: 2 destroyed by flak
D3A1 Val: 1 destroyed
No Allied losses
Allied Ships
CVL Hermes, Torpedo hits 1
CV Indomitable
CL Dauntless
Aircraft Attacking:
6 x D3A1 Val bombing from 5000 feet
Naval Attack: 1 x 250 kg SAP Bomb
12 x D3A1 Val bombing from 5000 feet
Naval Attack: 1 x 250 kg SAP Bomb
10 x B5N2 Kate launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
16 x B5N1 Kate launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
CAP engaged:
No.800 Sqn FAA with Fulmar II (0 airborne, 2 on standby, 6 scrambling)
0 plane(s) not yet engaged, 0 being recalled, 1 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 3000 and 27200.
Time for all group planes to reach interception is 37 minutes
5 planes vectored on to bombers
No.803 Sqn FAA with Fulmar II (0 airborne, 3 on standby, 8 scrambling)
0 plane(s) not yet engaged, 1 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 4000 and 10000.
Time for all group planes to reach interception is 36 minutes
10 planes vectored on to bombers
No.806 Sqn FAA with Fulmar II (0 airborne, 3 on standby, 8 scrambling)
0 plane(s) not yet engaged, 1 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 2000 and 27200.
Time for all group planes to reach interception is 27 minutes
5 planes vectored on to bombers
No.880 Sqn FAA with Sea Hurricane Ib (0 airborne, 0 on standby, 4 scrambling)
0 plane(s) not yet engaged, 2 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters to 8000.
Time for all group planes to reach interception is 26 minutes
And then this:
9 dive bombers: and look what they hit: 10 times!!, and when you send 40 DB out, with a 75% acc rating, they cant hit a huge BB?
Morning Air attack on TF, near Port Hedland at 57,129
Weather in hex: Light cloud
Raid spotted at 21 NM, estimated altitude 13,000 feet.
Estimated time to target is 7 minutes
Japanese aircraft
A6M2 Zero x 15
D3A1 Val x 9
Japanese aircraft losses
D3A1 Val: 1 damaged
Allied Ships
xAK Loch Ranza, Bomb hits 10, heavy fires, heavy damage
Aircraft Attacking:
4 x D3A1 Val releasing from 3000' *
Naval Attack: 2 x 60 kg GP Bomb
1 x D3A1 Val releasing from 1000' *
Naval Attack: 2 x 60 kg GP Bomb
4 x D3A1 Val releasing from 2000' *
Naval Attack: 2 x 60 kg GP Bomb
Heavy smoke from fires obscuring xAK Loch Ranza
But really , over 24! dud torpedoes as Japanese in the first 3 months of war? Japanese had very reliable torpedoes, I can understand a dud, but 24!!
why bother sending out the TB if the torpedoes they aim are all duds.
DR
RE: Latest Beta findings as PBEM Jap player My Pain and Grief
In the attacks on the BBs and CVs your Vals were level bombing!
6 x D3A1 Val bombing from 5000 feet
Naval Attack: 1 x 250 kg SAP Bomb
Against the xAK they were dive-bombing
Aircraft Attacking:
4 x D3A1 Val releasing from 3000' *
Naval Attack: 2 x 60 kg GP Bomb
RE: Latest Beta findings as PBEM Jap player My Pain and Grief
DB where set at 8000 altitude.
I see indeed they executed a level bombing at 5K alt, but why would they do that if they fly in at 7K (strange because I set them at 8K).
I see indeed they executed a level bombing at 5K alt, but why would they do that if they fly in at 7K (strange because I set them at 8K).
DR
- Jim D Burns
- Posts: 3982
- Joined: Mon Feb 25, 2002 6:00 pm
- Location: Salida, CA.
RE: Latest Beta findings as PBEM Jap player My Pain and Grief
Burma is in the monsoon zone. Click on a base hex and you can see they have a number in parenthesis that indicates the max amount of supply that can pass to or through the base (a few other bases across the map use this feature as well not just Burmese bases). You can get in real trouble if you ignore these figures. You need to pull the supply in slowly using the +25k supply request button and let it slowly build up before you send large bodies of troops there.
I am playing AB’s extended map mod with stacking limits with a DBB scenario so I guess it’s possible this is specific to my game. Been so long since I played stock I’m not sure what is standard anymore.
Edit: I also believe the number reduces significantly during the actual monsoon season, so expect changes to occur. I am not 100% sure about this though.
Jim
I am playing AB’s extended map mod with stacking limits with a DBB scenario so I guess it’s possible this is specific to my game. Been so long since I played stock I’m not sure what is standard anymore.
Edit: I also believe the number reduces significantly during the actual monsoon season, so expect changes to occur. I am not 100% sure about this though.
Jim
RE: Latest Beta findings as PBEM Jap player My Pain and Grief
If you set Vals to 1,000-9,000 feet they will level bomb. Set them to 10,000 feet and they will dive.
RE: Latest Beta findings as PBEM Jap player My Pain and Grief
Correct, so the DB mystery is unruffled
I also found this:
Mission: Bombing
A/c type: DB
(1) Group altitude: 10-15K
A/c are treated as if performing a diving attack
(2) Group altitude: 16-19K
A/c are treated as if performing a glide attack
(3) Group altitude: <1K
A/c are treated as if performing a low level attack
(4) Group altitude: 20+ or 1-9K
A/c are treated as if performing a normal horizontal attack
The attacks are based on altitude flown.
Doesn't solve my Torpedo mystery yet
and the ground combat, why would odds increase if the allied player put his forces into march mode, you would expect better odds for japan, especially as the allied forces are outnumbered, and of low quality
I also found this:
Mission: Bombing
A/c type: DB
(1) Group altitude: 10-15K
A/c are treated as if performing a diving attack
(2) Group altitude: 16-19K
A/c are treated as if performing a glide attack
(3) Group altitude: <1K
A/c are treated as if performing a low level attack
(4) Group altitude: 20+ or 1-9K
A/c are treated as if performing a normal horizontal attack
The attacks are based on altitude flown.
Doesn't solve my Torpedo mystery yet
and the ground combat, why would odds increase if the allied player put his forces into march mode, you would expect better odds for japan, especially as the allied forces are outnumbered, and of low quality
DR
RE: Latest Beta findings as PBEM Jap player My Pain and Grief
You got intercepted by CAP of 39 fighters, you attacked in Heavy Rain plus CV Indomitable packs 16 x heavy DP guns. Good luck sinking that!
Make a test. Attack with TBs a TF with no CAP in Clear weather with the ships armed with few heavy DP guns. It is an onslaught.
Make a test. Attack with TBs a TF with no CAP in Clear weather with the ships armed with few heavy DP guns. It is an onslaught.
RE: Latest Beta findings as PBEM Jap player My Pain and Grief
ORIGINAL: Yaab
You got intercepted by CAP of 39 fighters, you attacked in Heavy Rain plus CV Indomitable packs 16 x heavy DP guns. Good luck sinking that!
Make a test. Attack with TBs a TF with no CAP in Clear weather with the ships armed with few heavy DP guns. It is an onslaught.
YUP. +1. The APD is probably the Captian staying away from an air threat. look in the TF screen and see if there is a RED message in the upper left side. I believe Jim is right about the supply in burma. I always move to secure the base and then build up supply. then move in troops for the attack....GP
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- HansBolter
- Posts: 7191
- Joined: Thu Jul 06, 2006 12:30 pm
- Location: United States
RE: Latest Beta findings as PBEM Jap player My Pain and Grief
You need to put some serious time into learning the nuances of this game.
If anything, the Japanese side is decidedly overpowered.
I don't think you will get much sympathy here complaining about how handicapped the Japanese side seems to be.
Read a few of the active AARs and see how easily the Japanese steamroll over the Allies for the first 6 months to a year.
It takes a very skilled Allied player to keep from getting one's rear end spanked.
The game CAN be frustrating when there is no apparent reason for why things aren't working for you.
What isn't apparent are the myriad of little nuance effects one has to learn about to know how to make things work effectively.
This is an incredibly rich and complex game.
If the APD is reacting to an air threat that eliminates its move order you need to set its threat tolerance to absolute, its route to direct and then reassign the movement order.
An AS is a submarine tender.
I can't imagine why you would pair one up with AMCs in s surface raiding role.
If you were thinking it would replenish the torpedoes of the AMCs, it can do that only at a port.
Taking one along on the raiding mission does you no good.
If anything, the Japanese side is decidedly overpowered.
I don't think you will get much sympathy here complaining about how handicapped the Japanese side seems to be.
Read a few of the active AARs and see how easily the Japanese steamroll over the Allies for the first 6 months to a year.
It takes a very skilled Allied player to keep from getting one's rear end spanked.
The game CAN be frustrating when there is no apparent reason for why things aren't working for you.
What isn't apparent are the myriad of little nuance effects one has to learn about to know how to make things work effectively.
This is an incredibly rich and complex game.
If the APD is reacting to an air threat that eliminates its move order you need to set its threat tolerance to absolute, its route to direct and then reassign the movement order.
An AS is a submarine tender.
I can't imagine why you would pair one up with AMCs in s surface raiding role.
If you were thinking it would replenish the torpedoes of the AMCs, it can do that only at a port.
Taking one along on the raiding mission does you no good.
Hans
RE: Latest Beta findings as PBEM Jap player My Pain and Grief
ehm the APD is not moving while all of DEI is under Jap rule
its still not moving, it stays in the same hex
there is no enemy air power in the region
its even under the air umbrella of Surabaya
Still doesn't explain the many torpedo duds
its still not moving, it stays in the same hex
there is no enemy air power in the region
its even under the air umbrella of Surabaya
Still doesn't explain the many torpedo duds
DR
RE: Latest Beta findings as PBEM Jap player My Pain and Grief
also I am not " complaining" I play the game for a very long time and I am just getting into stuff with the latest update (I made a 2 version leap) that makes no sense to me
The As is a CS, I took it as it can launch sea planes, and hence is excellent for searching the convoys out
The As is a CS, I took it as it can launch sea planes, and hence is excellent for searching the convoys out
DR
- HansBolter
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RE: Latest Beta findings as PBEM Jap player My Pain and Grief
ORIGINAL: Marshall
ehm the APD is not moving while all of DEI is under Jap rule
its still not moving, it stays in the same hex
there is no enemy air power in the region
its even under the air umbrella of Surabaya
Still doesn't explain the many torpedo duds
Duds happen to all sides. You simply hit a string of "random" results not in your favor.
Been happening to wargamers for decades.
If the APD is not reacting to an air threat, then it sounds like a bug. Upload a saved game to the tech forum and ask for help.
Hans
- KenchiSulla
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RE: Latest Beta findings as PBEM Jap player My Pain and Grief
You'll have to put some time in to learn the nuances, as HansBolter already stated...
Here is an example of ground combat against the allies ini a clear hex. This is a mix of deliberate and shock combat initiated by troops crossing river hexes. I've bolded the shocking units. This rest is deliberate combat. Note that I've got a high level HQ in command range (9) prepping for the target, with every unit and HQ being at about 50% prep...
Ground combat at Benares (51,27)
Japanese Shock attack
Attacking force 65527 troops, 676 guns, 883 vehicles, Assault Value = 2255
Defending force 53189 troops, 746 guns, 552 vehicles, Assault Value = 1052
Japanese engineers reduce fortifications to 0
Japanese adjusted assault: 2151
Allied adjusted defense: 233
Japanese assault odds: 9 to 1 (fort level 0)
Japanese forces CAPTURE Benares !!!
Combat modifiers
Defender: preparation(-), experience(-), supply(-)
Attacker: shock(+)
Japanese ground losses:
3810 casualties reported
Squads: 13 destroyed, 421 disabled
Non Combat: 1 destroyed, 49 disabled
Engineers: 1 destroyed, 25 disabled
Guns lost 43 (2 destroyed, 41 disabled)
Vehicles lost 46 (2 destroyed, 44 disabled)
Allied ground losses:
62383 casualties reported
Squads: 1245 destroyed, 0 disabled
Non Combat: 3677 destroyed, 0 disabled
Engineers: 242 destroyed, 0 disabled
Guns lost 1066 (1066 destroyed, 0 disabled)
Vehicles lost 503 (503 destroyed, 0 disabled)
Units destroyed 26
Assaulting units:
4th Guards Division
7th Ind.Tank Brigade
7th Tank Regiment
5th/C Division
Guards Tank Division
6th Guards/B Division
18th Division
10th Tank Regiment
55th Division
38th/B Division
3rd Medium Field Artillery Regiment
15th Army
3rd Ind. Mountain Gun Regiment
18th Medium Field Artillery Regiment
14th Ind.Art.Mortar Battalion
Defending units:
6th Australian Division
23rd Indian Brigade
7th Australian Division
84th Indian Brigade
Madras Police Battalion
36th Indian Brigade
150th RAC Regiment
75th Indian Brigade
22nd (East African) Brigade
70th British Division
26th Indian Division
Cochin Base Force
2/1 AIF Pioneer Battalion
6th Medium Regiment
AHQ Bengal
25th Indian Mountain Gun Regiment
85th British AT Gun Regiment
20th Indian Mountain Gun Regiment
23rd Base Group
2nd Central India Base Force
51st Base Group
23rd AA Bde
1st Hyderabad Base Force
35th Light AA Regiment
221 RAF Base Force
22nd Light AA Regiment
Here is an example of ground combat against the allies ini a clear hex. This is a mix of deliberate and shock combat initiated by troops crossing river hexes. I've bolded the shocking units. This rest is deliberate combat. Note that I've got a high level HQ in command range (9) prepping for the target, with every unit and HQ being at about 50% prep...
Ground combat at Benares (51,27)
Japanese Shock attack
Attacking force 65527 troops, 676 guns, 883 vehicles, Assault Value = 2255
Defending force 53189 troops, 746 guns, 552 vehicles, Assault Value = 1052
Japanese engineers reduce fortifications to 0
Japanese adjusted assault: 2151
Allied adjusted defense: 233
Japanese assault odds: 9 to 1 (fort level 0)
Japanese forces CAPTURE Benares !!!
Combat modifiers
Defender: preparation(-), experience(-), supply(-)
Attacker: shock(+)
Japanese ground losses:
3810 casualties reported
Squads: 13 destroyed, 421 disabled
Non Combat: 1 destroyed, 49 disabled
Engineers: 1 destroyed, 25 disabled
Guns lost 43 (2 destroyed, 41 disabled)
Vehicles lost 46 (2 destroyed, 44 disabled)
Allied ground losses:
62383 casualties reported
Squads: 1245 destroyed, 0 disabled
Non Combat: 3677 destroyed, 0 disabled
Engineers: 242 destroyed, 0 disabled
Guns lost 1066 (1066 destroyed, 0 disabled)
Vehicles lost 503 (503 destroyed, 0 disabled)
Units destroyed 26
Assaulting units:
4th Guards Division
7th Ind.Tank Brigade
7th Tank Regiment
5th/C Division
Guards Tank Division
6th Guards/B Division
18th Division
10th Tank Regiment
55th Division
38th/B Division
3rd Medium Field Artillery Regiment
15th Army
3rd Ind. Mountain Gun Regiment
18th Medium Field Artillery Regiment
14th Ind.Art.Mortar Battalion
Defending units:
6th Australian Division
23rd Indian Brigade
7th Australian Division
84th Indian Brigade
Madras Police Battalion
36th Indian Brigade
150th RAC Regiment
75th Indian Brigade
22nd (East African) Brigade
70th British Division
26th Indian Division
Cochin Base Force
2/1 AIF Pioneer Battalion
6th Medium Regiment
AHQ Bengal
25th Indian Mountain Gun Regiment
85th British AT Gun Regiment
20th Indian Mountain Gun Regiment
23rd Base Group
2nd Central India Base Force
51st Base Group
23rd AA Bde
1st Hyderabad Base Force
35th Light AA Regiment
221 RAF Base Force
22nd Light AA Regiment
AKA Cannonfodder
"It happened, therefore it can happen again: this is the core of what we have to say. It can happen, and it can happen everywhere.”
¯ Primo Levi, writer, holocaust survivor
"It happened, therefore it can happen again: this is the core of what we have to say. It can happen, and it can happen everywhere.”
¯ Primo Levi, writer, holocaust survivor
RE: Latest Beta findings as PBEM Jap player My Pain and Grief
here is the apd
- Attachments
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- apd.gif (300.15 KiB) Viewed 143 times
DR
- KenchiSulla
- Posts: 2956
- Joined: Wed Oct 22, 2008 3:19 pm
- Location: the Netherlands
RE: Latest Beta findings as PBEM Jap player My Pain and Grief
Ofcourse its not moving, it is at its destination hex with orders to remain on station..
AKA Cannonfodder
"It happened, therefore it can happen again: this is the core of what we have to say. It can happen, and it can happen everywhere.”
¯ Primo Levi, writer, holocaust survivor
"It happened, therefore it can happen again: this is the core of what we have to say. It can happen, and it can happen everywhere.”
¯ Primo Levi, writer, holocaust survivor
- Zigurat666
- Posts: 377
- Joined: Thu Sep 25, 2008 11:07 pm
RE: Latest Beta findings as PBEM Jap player My Pain and Grief
Whether the game is improperly balanced or not I wont share my own thoughts but kudos to posting in these forums.Aside from asking direct questions I rarely if ever express an anti-allied sentiment.This forum will tear you down as its chock full of AFB's whose only thought is to own a game that will absolutely smash the Japanese into the ground and rub their face into the mud.Where every rule and every calculation must undoubtably end with massive victory. Allied units of any sort with the same statitics and capabilities that aren't victorious over their Japanese counterparts are unacceptable and must be petitioned for change in patches.
- HansBolter
- Posts: 7191
- Joined: Thu Jul 06, 2006 12:30 pm
- Location: United States
RE: Latest Beta findings as PBEM Jap player My Pain and Grief
ORIGINAL: Zigurat666
Whether the game is improperly balanced or not I wont share my own thoughts but kudos to posting in these forums.Aside from asking direct questions I rarely if ever express an anti-allied sentiment.This forum will tear you down as its chock full of AFB's whose only thought is to own a game that will absolutely smash the Japanese into the ground and rub their face into the mud.Where every rule and every calculation must undoubtably end with massive victory. Allied units of any sort with the same statitics and capabilities that aren't victorious over their Japanese counterparts are unacceptable and must be petitioned for change in patches.
Not sure what planet you are gaming on but it certainly isn't the same one as me.
Substitute JFB for AFB in your rant and I would agree with it whole heartedly!
Hans