OTR - JPetroski (Allies) vs. Prof Garfield (Axis)

At the moment, 100 seems rather high. Maybe what we have to do is take a crude measure of each side's "power" and close, say, 2/3 of the gap. So, if the Germans have 100 aircraft, and the Allies 40, the gap is 60, and 2/3 of that would be 40 bonus planes. Perhaps we'd need to count industry and refineries, so that someone doesn't neglect aircraft for a while, and use the delays bonus to catch up. We could do a slightly less crude version by counting shields, or give each unit a weight manually.

I'm not sure I'm sold on if we need a catch up system for the Allies. I think a big part of the reason for my failure is I simply failed. You took it the Battle of the Atlantic to me hard and set me back considerably because of that. I think I've upped my game recently and have a pretty decent system coming in to play, but I wish I hadn't squandered assets early. It IS possible for the Allies to simply lose because they are out played, which is what happened here.

With that being said, I do think that your aggressive tactics have shown a pretty glaring weakness in the initial set up for the Allies. They have 13 Spitfires compared to 31 single-engine Luftwaffe fighters (I didn't bother to check how many 110s are daylight, but figure at least 9 more). Basically, their fighters are outnumbered 4 to 1, so the Luftwaffe can simply choose to swamp them.

It's worth noting that at this time in the actual war, Germany was defended by a handful of squadrons and there were only 2 squadrons (JG2 and JG26) defending all of France/Belgium. Also, at this time, the Allies used a tactic called a "Rodeo" where they would send a small number of bombers up escorted by hundreds of fighters, hoping to tempt the Luftwaffe up.

I think given that the Spits only move over 3 turns, and 20 spaces each, there's really no harm in bringing their numbers up to parity with the German single engine fighters. I'm thinking about raising them up to about 30 aircraft from the 13. I think that, coupled with the fact that the Germans shouldn't be able to swamp the skies with French-built aircraft, should make a mini-daylight Blitz much more costly in future games.

If you're in agreement, I'd propose that I simply create an additional 17 squadrons of Spitfires at 151,1 (the top edge map border) on my next turn so that it takes me several turns to put them in place and you get to adjust your strategy to their presence and we call it a day.
 
That said, the Allies should have had an easier time at night, since escape into the night wasn't introduced until around the time of the Hamburg event.

I'm not sure what you've experienced with this, but from my few German games now I think we need to increase the distance they move (they tend to move over 1 space most of the time, so they're immediately spotted. For that matter I have many aircraft seeing 2 tiles which probably isn't a great idea for the Germans given they can move stuff between maps.

I think a rules change to get rid of the sees two spaces and an events change to ensure the bomber moves at least two spaces would make it much more difficult to pick these up. I haven't found it very hard to find your bombers either when the mechanism has engaged.
 
I'm not sure I'm sold on if we need a catch up system for the Allies. I think a big part of the reason for my failure is I simply failed. You took it the Battle of the Atlantic to me hard and set me back considerably because of that. I think I've upped my game recently and have a pretty decent system coming in to play, but I wish I hadn't squandered assets early. It IS possible for the Allies to simply lose because they are out played, which is what happened here.

With that being said, I do think that your aggressive tactics have shown a pretty glaring weakness in the initial set up for the Allies. They have 13 Spitfires compared to 31 single-engine Luftwaffe fighters (I didn't bother to check how many 110s are daylight, but figure at least 9 more). Basically, their fighters are outnumbered 4 to 1, so the Luftwaffe can simply choose to swamp them.

It's worth noting that at this time in the actual war, Germany was defended by a handful of squadrons and there were only 2 squadrons (JG2 and JG26) defending all of France/Belgium. Also, at this time, the Allies used a tactic called a "Rodeo" where they would send a small number of bombers up escorted by hundreds of fighters, hoping to tempt the Luftwaffe up.

I think given that the Spits only move over 3 turns, and 20 spaces each, there's really no harm in bringing their numbers up to parity with the German single engine fighters. I'm thinking about raising them up to about 30 aircraft from the 13. I think that, coupled with the fact that the Germans shouldn't be able to swamp the skies with French-built aircraft, should make a mini-daylight Blitz much more costly in future games.

If you're in agreement, I'd propose that I simply create an additional 17 squadrons of Spitfires at 151,1 (the top edge map border) on my next turn so that it takes me several turns to put them in place and you get to adjust your strategy to their presence and we call it a day.

I would agree with both points being made here. I am losing to JP in our game largely through unfamiliarity with the scenario and a host of early mistakes. I'd hope I wouldn't make some of those in a repeat game, but I wouldn't want to benefit from a handicap boost of aircraft to help me out if I did.

Having said that the Luftwaffe do seem to have a very large initial advantage in terms of fighters at the outset, and given the mechanic whereby defensive numbers are key to maximise reaction fire effects I would say the Allies may need a few more at the start. I realise it's a difficult balance to strike as the German player definitely needs an initial head start in fighter numbers to cope with the rapidly growing bomber formations (at least in the hands of a competent Allied player :) )
 
Well @Fairline , I've already modified the scenario so that in the future the Allies will start with another 17 squadrons of Spitfires (about 50/50 vet) so if you want to use cheat mode to add 17 squadrons in, please go ahead. I'd ask the same thing I'm offering to Garfield - put them out of the way so you have to move them a few turns so I can make my adjustment. But, that part is definitely going to be in the next release so I don't have an issue with you having it now.
 
A few questions brought on by the two games going on:

1. Is the German score system too generous?

- JP German score = 489 (not the aircraft score - the German score that brings more troops/ships)
- Prof. Garfield German score = 792

I don't think the Germans have a hard time building their score in this version. I might scale back how many points they get for certain items in the future (they get substantially more points than the Allies now).

2. Do the Allies need the ace unit that can attack without drawing a reaction?

- I found Experten to be very useful as the Germans. The Allies might benefit from having one type of unit that could get the jump on fighters. In my German game, I treated the Experten cautiously and had them return home. I note Garfield hasn't (though I haven't had an opportunity to kill one yet) but in any event, the Allies likely wouldn't have this option as they'd be going the distance, so the ace would be more vulnerable than the German Experten.

- If this is added, would @Fairline have two more unit skins up his sleeve? I'd let you pick the British ace skin :) (I'm thinking rather than an individual, a squadron. I think the P-47 already is in 56th FG markings which I'd think would be the U.S. ace squadron, so I'd need a non-56th FG P-47 to swap out).

3. Should the Me110's rockets be payload?

-The Me110 already doesn't draw defensive fire from bombers which is useful but I find having a unit that can run around launching rockets repeatedly to be a bit overwhelming at night. Should the Me110 get medium guns as a primary attack and have the rockets be secondary?

Also @Prof. Garfield - no need to rush your turn as I doubt I can play much during the day today.
 
I'm not sure I'm sold on if we need a catch up system for the Allies. I think a big part of the reason for my failure is I simply failed. You took it the Battle of the Atlantic to me hard and set me back considerably because of that. I think I've upped my game recently and have a pretty decent system coming in to play, but I wish I hadn't squandered assets early. It IS possible for the Allies to simply lose because they are out played, which is what happened here.

My concern is that each game of OTR lasts months, not days. Imagine if we were both busier, and were just playing 1 turn per day. We could potentially be at the point where we either write off 30 days of buildup and preparation, or playing out a game for 3 months where every attempted air raid gets shot down. Perhaps our game is not quite at that point yet, but it could be. I think OTR has to be played to be learned, and since we don't have an AI to play against, learning is going to be done in the first part of the game, so mistakes will be made. What's more, we can't really expect someone to play very many games of OTR in their "career," so writing off the first couple games as a learning experience could be writing off most of the games played. Also, with our small community, rookies will be facing off against veterans, so mistakes on one side won't necessarily be balanced out by mistakes on the other.

I also think this game has a bit of a vicious cycle problem. If the Allies don't secure the Atlantic, they get fewer convoys in. With fewer convoys, they have less planes. With fewer planes, they can't attack ports successfully, which in turn means they receive fewer convoys compared to the successful game. Similarly, if they don't successfully gain points attacking the Germans in the early game, the Allies don't receive their points driven reinforcements, so they can't do damage to gain their next reinforcements. This latter problem could be solved or at least mitigated by giving reinforcements on certain turns if the points are not achieved before that.

Maybe instead of a "reset", we give the Allies some smaller bonuses like the Germans get from their critical industries. In particular, the Germans get 109s to keep 35% of Allied fighter strength, and will also always have 3 wolf packs (as long as they have the appropriate critical industries). Maybe we need something like that for the Allies. Say, the Allies will always have 8 night bombers, or something, so they can always be at least a little dangerous.

I think given that the Spits only move over 3 turns, and 20 spaces each, there's really no harm in bringing their numbers up to parity with the German single engine fighters. I'm thinking about raising them up to about 30 aircraft from the 13. I think that, coupled with the fact that the Germans shouldn't be able to swamp the skies with French-built aircraft, should make a mini-daylight Blitz much more costly in future games.

If you're in agreement, I'd propose that I simply create an additional 17 squadrons of Spitfires at 151,1 (the top edge map border) on my next turn so that it takes me several turns to put them in place and you get to adjust your strategy to their presence and we call it a day.

Go ahead.

I'm not sure what you've experienced with this, but from my few German games now I think we need to increase the distance they move (they tend to move over 1 space most of the time, so they're immediately spotted. For that matter I have many aircraft seeing 2 tiles which probably isn't a great idea for the Germans given they can move stuff between maps.

I think a rules change to get rid of the sees two spaces and an events change to ensure the bomber moves at least two spaces would make it much more difficult to pick these up. I haven't found it very hard to find your bombers either when the mechanism has engaged.

Yes, planes are often immediately visible after they "escape". I'll make the fix.

1. Is the German score system too generous?

- JP German score = 489 (not the aircraft score - the German score that brings more troops/ships)
- Prof. Garfield German score = 792

I don't think the Germans have a hard time building their score in this version. I might scale back how many points they get for certain items in the future (they get substantially more points than the Allies now).

I don't think that the German and Allied scores are comparable, since the Allied score advances the plot, and the German score doesn't. Also, the Germans have to get their score early in the game, when they have power. That said, maybe the points should be scaled back a little.

I have implemented (but not yet released) the events so that the Germans need 1500 points to carry units to England in their task forces.

2. Do the Allies need the ace unit that can attack without drawing a reaction?

- I found Experten to be very useful as the Germans. The Allies might benefit from having one type of unit that could get the jump on fighters. In my German game, I treated the Experten cautiously and had them return home. I note Garfield hasn't (though I haven't had an opportunity to kill one yet) but in any event, the Allies likely wouldn't have this option as they'd be going the distance, so the ace would be more vulnerable than the German Experten.

- If this is added, would @Fairline have two more unit skins up his sleeve? I'd let you pick the British ace skin :) (I'm thinking rather than an individual, a squadron. I think the P-47 already is in 56th FG markings which I'd think would be the U.S. ace squadron, so I'd need a non-56th FG P-47 to swap out).

As the Allied player, I didn't miss them. Also, with combat rotation, it makes less sense for the Allies to have super experienced units. The Allies should be able to simply bring a couple sacrificial aircraft, and then attack formations. I suppose it would be worthwhile to make sure the Allies can do some damage if they are short of aircraft, so if you think it would be fun, then go ahead and put them in. However, as I recall, the original idea of the experten was to give the Germans something 'fun' to use, since they would spend the last half of the scenario getting ground down.

3. Should the Me110's rockets be payload?

-The Me110 already doesn't draw defensive fire from bombers which is useful but I find having a unit that can run around launching rockets repeatedly to be a bit overwhelming at night. Should the Me110 get medium guns as a primary attack and have the rockets be secondary?

I don't know that I've ever had ME110s fire twice without landing in between (or, at least having had the opportunity to land). Perhaps it happened in England a couple times or something. Be careful about adding payload, since in daytime, I was about to ask you why I would use an ME110 over a JU88C, and then I realized the former doesn't have a payload restriction.
 
You make good points ... I'll talk them through in a bit.

As for the 110s, they don't draw bomber defensive fire, so you can shoot a few down so your other fighters are exposed to less defensive fire.
 
A few questions brought on by the two games going on:

2. Do the Allies need the ace unit that can attack without drawing a reaction?

- I found Experten to be very useful as the Germans. The Allies might benefit from having one type of unit that could get the jump on fighters. In my German game, I treated the Experten cautiously and had them return home. I note Garfield hasn't (though I haven't had an opportunity to kill one yet) but in any event, the Allies likely wouldn't have this option as they'd be going the distance, so the ace would be more vulnerable than the German Experten.

- If this is added, would @Fairline have two more unit skins up his sleeve? I'd let you pick the British ace skin :) (I'm thinking rather than an individual, a squadron. I think the P-47 already is in 56th FG markings which I'd think would be the U.S. ace squadron, so I'd need a non-56th FG P-47 to swap out).

I'll put something together for the RAF ace. The British were boringly regimented with their paint schemes on planes, unlike the Germans and Americans, but I could do something with a medal or squadron leader badge and maybe a different spinner colour. I take it we need ace versions of all three Spitfires? Night fighters as well?
 
Albert Speer's Reforms completed. A convoy sunk, and an A20 destroyed on the ground at Crown Point. (You might consider disbanding some units to get a Bofors, or something, at that location.)

Event update means Germans can't carry units until they reach 1500 points, and planes escape further into the night.
 

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Here's a quick and dirty set of aces units with DFCs and kill markings:

Aces High.png
 
As for the save, I shot down a bunch of Stukas. I had a convoy that was badly damaged (2 MP) and far away so I figured I'd might as well attack your wolfpack with it. Luckily, mine survived though it'll never see the light of day. I've added a rules fix that removes the x2 view for most aircraft but I left it for all of your Experten and named units as well as the He219 (your tier III night fighter). I figure this is its radar. I also left it for the bubble canopy P-51D and 332nd FG.

I declined to build the Spitfires - let's see how things play out (no telling if I would have squandered them anyway but I will be placing them in the next released version). SW England is now being heavily contested by the RAF through home grown squadrons and Stukas make for easy aces. Several aircraft carriers en route to the region as well. The game is being upped - let's see if the Battle of the Atlantic tide can be turned.

My concern is that each game of OTR lasts months, not days. Imagine if we were both busier, and were just playing 1 turn per day. We could potentially be at the point where we either write off 30 days of buildup and preparation, or playing out a game for 3 months where every attempted air raid gets shot down. Perhaps our game is not quite at that point yet, but it could be. I think OTR has to be played to be learned, and since we don't have an AI to play against, learning is going to be done in the first part of the game, so mistakes will be made. What's more, we can't really expect someone to play very many games of OTR in their "career," so writing off the first couple games as a learning experience could be writing off most of the games played. Also, with our small community, rookies will be facing off against veterans, so mistakes on one side won't necessarily be balanced out by mistakes on the other.

This is a fair point, but I do prefer the solution you've outlined here:

Maybe instead of a "reset", we give the Allies some smaller bonuses like the Germans get from their critical industries. In particular, the Germans get 109s to keep 35% of Allied fighter strength, and will also always have 3 wolf packs (as long as they have the appropriate critical industries). Maybe we need something like that for the Allies. Say, the Allies will always have 8 night bombers, or something, so they can always be at least a little dangerous.

I like this idea because it only kicks in if it needs to and is in the same vein as the German handicap. I'd appreciate it if you could try and implement it so I can enjoy it because I'm not sure what else I'll do to trigger the better reinforcements and hopefully get back to having a chance without it. Maybe the Allies always have, at minimum, 6 (healthy) B-17F and 6 Stirlings? 6 is not even guaranteed to be able to take out a veteran target, from what I've seen, but it stands a fair chance to. I'd suggest they spawn at Dumfries (149,17,0 and 2) because this is far enough away that I can't see the system being manipulated. Even if you suicided each set of six bombers deliberately, you'd only be able to reach one target (Cherbourg) every other turn. Too bad for Cherbourg, but not too menacing to the rest of the Reich. This would at least allow for the possibility of a raid every 2 turns, which I think would be more fun for everyone. Also, the Germans gain experten points for shooting down bombers, so they shouldn't complain too much.

For the next release, I'll add some air defenses to Dumfries (I need to change its name anyway) so that these aircraft aren't sitting ducks (though being so far away, it'd be pretty sad if they were destroyed on the ground).

I also think this game has a bit of a vicious cycle problem. If the Allies don't secure the Atlantic, they get fewer convoys in. With fewer convoys, they have less planes. With fewer planes, they can't attack ports successfully, which in turn means they receive fewer convoys compared to the successful game. Similarly, if they don't successfully gain points attacking the Germans in the early game, the Allies don't receive their points driven reinforcements, so they can't do damage to gain their next reinforcements. This latter problem could be solved or at least mitigated by giving reinforcements on certain turns if the points are not achieved before that.

We could also just remove the "by turn trigger" from the points for battle groups (or increase it to 125 to make it simple) and the required points could be upped to compensate somewhat. I originally placed the "by turn" because I wanted to compel to the Allies to continue attacking, but I think the fact that Germany builds up every turn you don't knock it down is compelling enough reason to attack as often as you can. I don't know if an artificial reason is really necessary. I'd also be concerned about D-Day coming a bit too soon but I can revisit the data from the last game, compare it against whatever I and Fairline manage here and figure out what the "right" point threshold for reinforcements is.

Yes, planes are often immediately visible after they "escape". I'll make the fix.

This is much, much better. I chased a damned 88C all over the countryside. I think it is working much more in line with how we intended originally. I didn't look at the code - is it possible I could "knock it off course" enough that it would run out of fuel, or is that guarded against?

I have implemented (but not yet released) the events so that the Germans need 1500 points to carry units to England in their task forces.

Sounds good.

I don't know that I've ever had ME110s fire twice without landing in between (or, at least having had the opportunity to land). Perhaps it happened in England a couple times or something. Be careful about adding payload, since in daytime, I was about to ask you why I would use an ME110 over a JU88C, and then I realized the former doesn't have a payload restriction.

This is because I've barely launched bomber command as I'm floundering :) but Fairline has invested somewhat in it and I've been able to use the 110s over multiple turns due to their range. One can only attack with the rockets once per turn, which balances things I guess, and the 110s are very weak, so maybe it is fine.
 

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Downed some spitfires and a P47, as well as 2 convoys sunk.

Starting at turn 4, the Allies receive B17Fs and and Stirlings if they are below a certain number of bombers. That number is 6, and is increased by 1 every 20 turns (this can be changed in the special numbers). Day bombers include the 15th Airforce, but not the tactical bombers.

It strikes me that a player might abuse free units by disbanding them into other production. I'm not too fussed about the issue for the Allies, but it strikes me that a late game German player might disband their free ME109s into other things (like jets) and get them back on the next turn.

This is much, much better. I chased a damned 88C all over the countryside. I think it is working much more in line with how we intended originally. I didn't look at the code - is it possible I could "knock it off course" enough that it would run out of fuel, or is that guarded against?

It could go out of range theoretically, but the night fighters have a pretty long range anyway, so I'm not fussed about it. If it is chased that far, a lot of effort was put into the 'kill' anyway.
 

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The psychological lift from knowing that at the very least, I'll be able to conduct some semblance of operations is immense; I think you came up with a great idea there to keep people in the game.

The Battle of the Atlantic rages on with RAF Fighter Command throwing every Spitfire they have into the fight. We are able to shoot down a vaunted "Experten" (which manages to react and attack from the low-alt map, but you know what, maybe that works for that kind of unit).

1x Me109G6
2x Fw190A5
4x Ju87G
1x Experten

Shot down with 1x wolfpack destroyed (again, when a convoy is badly mauled far out at sea, it seems like the best use of it is to attack the U-Boat that mangled it).

It strikes me that a player might abuse free units by disbanding them into other production. I'm not too fussed about the issue for the Allies, but it strikes me that a late game German player might disband their free ME109s into other things (like jets) and get them back on the next turn.

We could always make 109s non-disbandable via game mechanics and perhaps introduce a "delete unit" and "are you sure" command via lua if you think the Germans are going to have a good reason to need it.

With the Allies I agree it doesn't really matter much. If you're at a point where you're disbanding 12 free bombers for some kind of benefit, the game has gone completely crazy anyway.

Edit - accidentally uploaded the last turn - here is the correct one.
 

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Sunk a convoy, downed 4 Spitfires. Attacked Crown Point with Stukas, but didn't kill the flak.

We could always make 109s non-disbandable via game mechanics and perhaps introduce a "delete unit" and "are you sure" command via lua if you think the Germans are going to have a good reason to need it.

I would just consider non-disbandable to be a disadvantage to the 109s, given that they have the other perks.
 

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3x Me109
5x Fw190
2x Ju88C
1x Ju87
1x U-Boat

Destroyed for the loss of two Spitfires.

Do you have the events? I noticed that all of your 190s are reacting from low alt against aircraft at the high map, which should not be. All of these sameTime headings (starting at 3887) need to be lowerAltitude but I didn't want to change them if you were tweaking anything.

Code:
canReact[unitAliases.Fw190A5.id] = {maxAttacks = 1, range = 2, sameTime = reactionGroups.allButJets}
canReact[unitAliases.Fw190A8.id] = {maxAttacks = 2, range = 1, sameTime = reactionGroups.allButJets}
canReact[unitAliases.Fw190D9.id] = {maxAttacks = 1, range = 3, sameTime = reactionGroups.allButJets}
canReact[unitAliases.Ta152.id] = {maxAttacks = 2, range = 3, sameTime = reactionGroups.allAir}
canReact[unitAliases.Ju88C.id] = {maxAttacks = 1, range = 1, sameTime = reactionGroups.allButJets}
canReact[unitAliases.Ju88G.id] = {maxAttacks = 2, range = 1, sameTime = reactionGroups.allButJets}
canReact[unitAliases.He219.id] = {maxAttacks = 2, range = 2, sameTime = reactionGroups.allButJets}

canReact[unitAliases.Me109G6.id] = {maxAttacks = 2, range = 1, sameTime = reactionGroups.allButJets}
canReact[unitAliases.Me109G14.id] = {maxAttacks = 2, range = 2, sameTime = reactionGroups.allButJets}
canReact[unitAliases.Me109K4.id] = {maxAttacks = 2, range = 3, sameTime = reactionGroups.allButJets}

canReact[unitAliases.He162.id] = {maxAttacks = 1, range = 4, sameTime = reactionGroups.allAir}
canReact[unitAliases.Me262.id] = {maxAttacks = 2, range = 5, sameTime = reactionGroups.allAir}

canReact[unitAliases.EgonMayer.id] = {maxAttacks = 3, range = 4, sameTime = reactionGroups.allAir}
canReact[unitAliases.HermannGraf.id] = {maxAttacks = 3, range = 4, sameTime = reactionGroups.allAir}
canReact[unitAliases.JosefPriller.id] = {maxAttacks = 3, range = 4, sameTime = reactionGroups.allAir}
canReact[unitAliases.hwSchnaufer.id] = {maxAttacks = 3, range = 4, sameTime = reactionGroups.allAir}
canReact[unitAliases.AdolfGalland.id] = {maxAttacks = 3, range = 5, sameTime = reactionGroups.allAir}
canReact[unitAliases.Experten.id] = {maxAttacks = 3, range = 3, sameTime = reactionGroups.allAir}
 

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I would just consider non-disbandable to be a disadvantage to the 109s, given that they have the other perks.

At some point I'll go ahead and change it then. As for your idea in the other thread of having the Me110s not lose MP for switching maps, but do lose payload, I agree if you'd like to make the change.
 
Events updated with 110 and 410 being payload and the change to reactions. I made the true night fighters only react for "same map" instead of same time, so they should react at the same altitudes but not dive down to attack. Not like you could miss one of them in broad daylight bouncing you anyway.
 

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More spitfires downed. I may have to make a hotkey to send trains to Germany. They're annoying to move on the zigzag tracks, and GOTO doesn't work well over long distances with the way the tracks move.
 

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4x 109s and 3x 190s shot down for the loss of 1x 38. Two wolf packs attacked but the convoys lose the battle.
 

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