I'm not demanding anything, just asking

Moderators: firepowerjohan, Happycat, rkr1958, Slitherine Core
My experience is that it's more flawed than just combat involving tank units. I think it becomes more unreliable when higher efficiency land units are involved in the combat, particularly high-efficiency defenders. This is more common in the late game. That's why I think (and I'd have to review original rules explaining this) that it is an adjusted strength comparison (it does adjust unit strengths for terrain, entrenchment, etc.). In other words, it doesn't actually go through the combat sequence of attacker suppresses defender, defender fires first, than attacker fires.Stauffenberg wrote:One thing I can't understand is why it's working well at most odds, but not when antitank value is very high.
I might at some time have a look at how the odds are calcuated and compare it to the real combat results. There must be something different somewhere. I can't see anything that sticks out so the only way to find out is to make an intensive debug and hope I can find the needle in the haystack. What I need to find is the reason the odds are so much off.
I've seen the same in the vanilla game so it's definitely not something we have introduced. I suspect the culprit is the antitank value. It usually battles against units with high antitank values that you see poor odds predictions. Is that your experience too?
What I would like to have is the ability click on a friendly unit and then say right click on any spotted enemy unit that this friendly could move adjacent to and have a combat simulator than would run a number of battles and give you average, min and max results from those simulated battles.ncali wrote:My experience is that it's more flawed than just combat involving tank units. I think it becomes more unreliable when higher efficiency land units are involved in the combat, particularly high-efficiency defenders. This is more common in the late game. That's why I think (and I'd have to review original rules explaining this) that it is an adjusted strength comparison (it does adjust unit strengths for terrain, entrenchment, etc.). In other words, it doesn't actually go through the combat sequence of attacker suppresses defender, defender fires first, than attacker fires.Stauffenberg wrote:One thing I can't understand is why it's working well at most odds, but not when antitank value is very high.
I might at some time have a look at how the odds are calcuated and compare it to the real combat results. There must be something different somewhere. I can't see anything that sticks out so the only way to find out is to make an intensive debug and hope I can find the needle in the haystack. What I need to find is the reason the odds are so much off.
I've seen the same in the vanilla game so it's definitely not something we have introduced. I suspect the culprit is the antitank value. It usually battles against units with high antitank values that you see poor odds predictions. Is that your experience too?
I agree completely.ncali wrote:My experience is that it's more flawed than just combat involving tank units. I think it becomes more unreliable when higher efficiency land units are involved in the combat, particularly high-efficiency defenders. This is more common in the late game. That's why I think (and I'd have to review original rules explaining this) that it is an adjusted strength comparison (it does adjust unit strengths for terrain, entrenchment, etc.). In other words, it doesn't actually go through the combat sequence of attacker suppresses defender, defender fires first, than attacker fires.Stauffenberg wrote:One thing I can't understand is why it's working well at most odds, but not when antitank value is very high.
I might at some time have a look at how the odds are calcuated and compare it to the real combat results. There must be something different somewhere. I can't see anything that sticks out so the only way to find out is to make an intensive debug and hope I can find the needle in the haystack. What I need to find is the reason the odds are so much off.
I've seen the same in the vanilla game so it's definitely not something we have introduced. I suspect the culprit is the antitank value. It usually battles against units with high antitank values that you see poor odds predictions. Is that your experience too?
You have to realize that a transport represents 50,000 men or 500 tanks. So if an air attack knocks of 3 steps then that's a loss of 15,000 men or 150 tanks. If a second air attack knocks off 2 more steps that's a loss of 25,000 men or 250 tanks. So, personally I think we've got this part about right.Cybvep wrote:I think that transports are too resistant to enemy attacks in general. Escorts are there for a reason - a transport should be decimated by a SAG or a CTF.
I just thought of a possible near-term solution to this and one in which the entire community could participate. We could develop an off-line odds calculation (java or spreadsheet) based on a multiple linear regression fit to the key variables. If we came up with the equation (i.e., the variables in the equation that impact loss) then folks could record those variables and the resultant losses. With enough samples given that we have the right set of independent variables then we could do a regression fit and have equations that give us average loss and upper and lower error bound. The advantage of this type of calculator is that you could run the odds before you moved units. Anyone game?ncali wrote:Turning the flawed odds calculator into a real combat results averager (per thread in forum) would be top on my list! Don't know how difficult this would be though. I'm not volunteering - but I've been amazed at the programming skills of Stauffenberg and others!
But we should also keep in mind that air unit have ~500 airplanes and turn is 20 days, so they do much more then 1 mission attacking this vessels.rkr1958 wrote:You have to realize that a transport represents 50,000 men or 500 tanks. So if an air attack knocks of 3 steps then that's a loss of 15,000 men or 150 tanks. If a second air attack knocks off 2 more steps that's a loss of 25,000 men or 250 tanks. So, personally I think we've got this part about right.
Yeah, with real FOW you should see only unit type and nothing except. Stats should reveal the more turns adjacent to the unit/ more attacks made.TotalerKrieg wrote:I have a feeling that I am alone on this, but I actually think there shouldn't be an odds calculator at all. I also think you shouldn't be able to see the tech levels of the enemy when you put the mouse on them. That would be more realistic IMO for a war game. All offensives should carry some risk for the attacker, and if you already know what the outcome of an attack will be before you do it, then there is very little risk.
Transport should be sunk (with normal luck) by a single vessel of any type. Definitely if no friendly escort adjacent.Plaid wrote:But we should also keep in mind that air unit have ~500 airplanes and turn is 20 days, so they do much more then 1 mission attacking this vessels.rkr1958 wrote:You have to realize that a transport represents 50,000 men or 500 tanks. So if an air attack knocks of 3 steps then that's a loss of 15,000 men or 150 tanks. If a second air attack knocks off 2 more steps that's a loss of 25,000 men or 250 tanks. So, personally I think we've got this part about right.
There is quite little historical data about bombers sinking troop transports (allies launched their invasions with very good protection and total air superiority) , so this is some abstraction of game engine.
Personaly I have no problem at how things work now. In my recent game in 1944 I have gathered my german TAC units in Berlin area to hide them from allied fighters, since I had no chance to provide them fighter cover and use them in action. And when allies tryed diversional landing near Kiel I sunk entire transport with 2 attacks from that depleted bombers (5-7 steps). Next turn another transport appeared and I did it again. Fine for me.
Still its oftem MUCH more hostile transports then your bombers.
I disagree. If you make transports that vulnerable then you would need to completely cover all adjacent hexes moving them. That would mean 6 escorts for one transport or 9 escorts for two. If, for example, you tried to escort a transport with 4 DD's leaving two gaps, then I certainly would trade 7 or 8 steps of damage to my sub to sink it.Kragdob wrote:Transport should be sunk (with normal luck) by a single vessel of any type. Definitely if no friendly escort adjacent.Plaid wrote:But we should also keep in mind that air unit have ~500 airplanes and turn is 20 days, so they do much more then 1 mission attacking this vessels.rkr1958 wrote:You have to realize that a transport represents 50,000 men or 500 tanks. So if an air attack knocks of 3 steps then that's a loss of 15,000 men or 150 tanks. If a second air attack knocks off 2 more steps that's a loss of 25,000 men or 250 tanks. So, personally I think we've got this part about right.
There is quite little historical data about bombers sinking troop transports (allies launched their invasions with very good protection and total air superiority) , so this is some abstraction of game engine.
Personaly I have no problem at how things work now. In my recent game in 1944 I have gathered my german TAC units in Berlin area to hide them from allied fighters, since I had no chance to provide them fighter cover and use them in action. And when allies tryed diversional landing near Kiel I sunk entire transport with 2 attacks from that depleted bombers (5-7 steps). Next turn another transport appeared and I did it again. Fine for me.
Still its oftem MUCH more hostile transports then your bombers.
Maybe; but wouldn't it be fun as a community to generate the data and develop such a set of regression equations.Kragdob wrote:I tried to make such simulator in excel but I have too little data. Can't this be done by combat code reverse engeneering?