RE: Jan. 10/43 Update (Full Version)

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SqzMyLemon -> RE: Jan. 10/43 Update (2/20/2014 5:08:01 PM)

If anyone is interested in checking out the Japanese side of things in terms of the economy, production or just out of curiosity I can provide the game file and password upon request.




PaxMondo -> RE: Jan. 10/43 Update (2/21/2014 1:06:28 AM)

Very sorry to see this end ...




obvert -> RE: Jan. 10/43 Update (2/21/2014 4:09:38 AM)


quote:

ORIGINAL: SqzMyLemon

If anyone is interested in checking out the Japanese side of things in terms of the economy, production or just out of curiosity I can provide the game file and password upon request.


Hey. Sorry to see this one die too. So much of interest going on still, and probable was about to get even more interesting as the Allies moved ahead. Glad you have another new game to feed the need.

I'd love to take a look once I'm home. It'd be really interesting to see someone else's IJ from the inside!




Symon -> RE: Jan. 10/43 Update (2/21/2014 6:04:12 PM)

I was asked to look into this by several people, so I did. And it’s WAD. Joseph sent me the savegame, and I captured the area/units of interest and ran it under 3 different executables; 1123r, 1117, and mine. Ran it with and without stacking limits. Ran it with launch from desktop every time, so all random seeds are different.

Can’t help one without helping the other, so I’ll post this on both ya’lls AARs.

The executable (Beta) has nothing to do with the result. It is statistically the same no matter what Beta you use.

Stacking limits have a significant result vector, but not anywhere close to the “blame game”.

Avg results under all Betas, with SLs:
Ground combat at 70,48 (near Kunming)
Japanese Deliberate attack
Attacking force 64857 troops, 627 guns, 194 vehicles, Assault Value = 2234
Defending force 20956 troops, 88 guns, 0 vehicles, Assault Value = 726
Japanese adjusted assault: 746
Allied adjusted defense: 659
Japanese assault odds: 1 to 1
Combat modifiers
Defender: terrain(+), experience(-), supply(-)
Attacker: disruption(-)
Japanese ground losses:
6022 casualties reported
Allied ground losses:
869 casualties reported

Avg results under all Betas, without SLs:
Ground combat at 70,48 (near Kunming)
Japanese Deliberate attack
Attacking force 64857 troops, 627 guns, 194 vehicles, Assault Value = 2234
Defending force 20956 troops, 88 guns, 0 vehicles, Assault Value = 726
Japanese adjusted assault: 804
Allied adjusted defense: 460
Japanese assault odds: 1 to 1
Combat modifiers
Defender: terrain(+), experience(-), supply(-)
Attacker: disruption(-)
Japanese ground losses:
3345 casualties reported
Allied ground losses:
1172 casualties reported

So the attacker would have got whacked, no matter what the limits. As to disruption, the avg SL hit was in the 60-80s. The avg non-SL hit was in the 40-60s. That says, to me, that SLs are working exactly as intended. The attacker wanted to play “big stack” and got penalized for it. He would have lost in any case, in stock, but he lost bigger with SLs because he didn’t use the little grey cells.

Please don’t blame SLs for bad results due to lack of proper planning. Thank you.




SqzMyLemon -> RE: Jan. 10/43 Update (2/21/2014 6:59:42 PM)

Appreciate you looking into this. All I wanted was clarification so I can try to make better preparations. Not having the experience it remains a learning process by trial and error.




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