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About Reece

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  1. City Defenses and Bombardment

    I see its gone now. I was always surprised at how long it took to replace the capabilities of Grayback. Have fun, RIck
  2. City Defenses and Bombardment

    The crewman on the deck can't see the Hoods waterline but they can certainly see the ship provided visibility cooperates. Remember the ship extends far above the main deck. Think the bottom of the Hoods superstructure is over 50 feet above the waterline. These engagements used optical fire control and adjusted fire based on the observation of both the ship and the miss so visibility was adequate or else there would be no engagement. To continue with a sub example check out the number of 6 inch hits the Darter took and yet the hull is still there. A 16inch shell leaves a much bigger impact however when compared to the size of a city it's very small. That's why they liked to close the range so they could deliver more accurate fire. Sitting off the coast just lobbing shells in the general direction of a city might be effective as a moral killer but shooting in the blind probably isn't going to destroy all the industry except in Victory. In the game a battleship or cruiser force can level all the industry in a city but can't do any harm to troops in a coastal province but once again the game isn't really designed to give results similar to historical events. Keep building the CHAB as I enjoy a challenge. I like playing with naval forces regardless of their minor role in Victory. In Game 96 I managed to take outlast both GB and his TA's Ireland/Iceland. Both dropped after about 20 turns of trying to drive me out of Britain but it was a fun campaign up until they dropped. If we ever have a rewrite of the code to adjust capabilities I would like to see the ability of ships to engage ground forces in coastal provinces, CB effectiveness would be reduced. Fuel costs would be cut as well and small caliber weapons would not have a cumulative damage effect on heavily armored warships above a certain limit would be some good starters. Have fun, RIck
  3. City Defenses and Bombardment

    Freman, I was on Diesel Electric Submarines. Yes I do have you confused with another player. You asked a question on the game and were given an answer but insist the answer is wrong. Hopefully you will research the answers I gave you. The height of eye measurement should be easy to check but you error is in applying it to only one vessel when two were involved. The effectiveness of naval gunnery in bombardments has numerous historical references. During WWII they didn't have city locations well mapped and certainly not the infrastructure within a city. Nautical charts show little to no infrastructure and were made for relative navigation vice absolute navigation like we use today. The only real way to get targeting information was from aerial recon flights over a city. Those pictures then allowed for locating a target relative to observable features from sea but the key word is observable. 900 rounds is a lot of ordinance to hit a city but it represents a very small footprint compared to the size of a city. I know its a game and accept that the combat systems in the game will not resemble historical examples. Since you have played before I am sure you can come up with numerous examples. CB missions are way more effective in Victory than they were during WWII so why would you want to argue that they should be better.
  4. City Defenses and Bombardment

    Well you obviously know better. The avatar on my signature isn't a public internet picture but from my own service. That's the New Jersey in the photo (height of eye applies to both the target and the observer so yes they could see the Hood on the Deck of the Bismark). Physics was also my undergrad major. Targeting a city in general isn't the same as aiming for a specific target like a shipyard or air base. There are a lot more variables than range direction and gun elevation. If it was that simple a few rounds could destroy most targets but in reality 100's of rounds were expended on a land target and most did not hit the intended target. The later calls for adjustments to fire to be made which requires observation of the shell impacts which is why they prefer firing at closer range unless spotter information comes from a outside source. Victory is a operation level game not a tactical level game so you will always find inconsistencies with reality. But since you have all the answers I will let you go back to screaming that no one wants to help you as I now know why. Perhaps I will get the chance to visit one of your cities in the game. Have fun, RIck
  5. City Defenses and Bombardment

    The Hood would be visible to personnel on the Deck of the Bismark just not the waterline. So for two BB's exchanging fire at 13 miles they can still spot the rounds. They could shell the city at a distance as you said but the fire would be ineffective and cause little damage. Imagine throwing darts at a dartboard with a blindfold. You will get some lucky shots but you would seldom hit the target your wanted. Now if they had a spotting aircraft they could fire from their max range and still spot effectively but spotting shells in a city is a lot harder than a ship at sea due to all the clutter. There are always exceptions but if this really bothers you your going to hate victory as there are far more effects that do not come close to historical capabilities such as a division completely destroyed by some bombers.
  6. City Defenses and Bombardment

    As you said the rules state that the battle begins at 24000. If you have closing orders then the range will drop each round as you close the city. If not they stay at 24000 yards. Your effectiveness at the long range is not as great at short range. 24000 yards is a good starting point. Thats 12NM or nearly 14 statue miles. At that range the fire directors would not be too effective. Too see the beach you would have to be 130 feet or so above the water due to the earth's curvature. Have fun, Rick
  7. Game 101

    Not trying to change game 101 at this point but would be interested in peoples opinion to a new special game. All turns would be processed at random on the last day of the tech period (unless a player skipped that turn completely). Once Russ runs the batch any turns submitted late would be held to the next turn but you did have 2 weeks to get a turn in. This would eliminate a lot of the TA or Team advantages where they stagger their attacks to focus on a specific target such as eliminating a army or air base in a single turn. No one would have complete intel prior to a turn and It also gets rid of the constant movement of turns to get an advantage. Russ would simply do one 1 batch of turns processed at random so double turns would always have to be considered possible but everyone would have the same risk. I also like advanced stockpiles so that you have more units to play with from the start. If someone likes the idea of this sort of special game we can start a new thread to see if we can fill a game.
  8. Game 101

    I have played with a different group of players in every game so I would not be part of a fixed group but I have played with individuals more than once. Prior to my break from Victory I usually played solo. I think the speed of email has made the group coordination much more of a concern than it was back when communication was much slower.Since returning I have joined as both a group or individual but usually joined a group relatively quickly. Game 98 I stayed solo until around turn 14 but joined a group once I saw I had two countries definitely attacking. I would like to see the TA's reduced. Game 96 was meant to do that but as mentioned people still worked together although they had to work harder for intelligence. I still thought it was an interesting game. We also see TA's working with other TA's but sides do change as the game progresses. Perhaps a random country assignment would break up groups but I think they would still form relatively quickly with different members.
  9. City Defenses and Bombardment

    Richard, What you are asking for can't be provided any better than the rules copied below. Every battle result is going to depend on factors that are not the same (Level of defending CHAB/CLAB), target and attacking force). From the below list you can eliminate the population option as that is no longer a target. I have never done sub pens either. For the remainder it depends on your goal for the bombardment. If you know there is an airbase present you can destroy planes on the ground, if you want to destroy industry then you target it and so on. You will have to get to the port with out being destroyed by NMI/AMI missions, fight it out with any coastal batteries and afterward the bombardment will occur. I put a same one at the bottom but even with the same forces on all sides a second attack will produce different results as there are random variables. For instance if my CHAB all get hits on round 1 with a enemy force its firepower and ability to get by the defenses will be impacted for the other rounds. The accumulated damage would reduce firepower available for the bombardment as well. Rail can only be attacked in a city and fixed defenses can only be targeted in a province. 5.6 Coastal Bombardment Mission Notes Coastal Bombardment Missions are very similar to strategic bombing air missions. The purpose is to shell coastal provinces or port cities in an attempt to inflict strategic damage to a variety of installations and targets. Once a Coastal Bombardment commences (ie, when minefields, enemy naval and air maritime interdicts and enemy coastal batteries have been dealt with) it is a simple matter of calculating the Force Coastal Bombardment Rating and applying damage to the selected targets. The larger the Force Coastal Bombardment Rating, the better. The force conducting the coastal bombardment will attempt to shell the target for 10 combat rounds (approximately 20 minutes). If you do not have sufficient munitions available for 10 combat rounds, shelling will stop when available munitions have been exhausted. Coastal Bombardments can be directed against several specific target types at the target location. Your choice here will depend on your overall strategy. Shelling damage will be allocated based on the target type selected. As with Strategic Bombing, Coastal Bombardments could be somewhat inaccurate and collateral damage was not uncommon. Damage allocation for the various target types is as follows: (Note: The percentages indicate what percentage of the shells will fall on a given type of target) General Targets 40% Industrial Complexes, 25% Supply Stockpiles, 20% Population, 10% Special Rail Capacity, 5% Fixed Defenses. Industrial Targets 65% Industrial Complexes, 10% Supply Stockpiles, 10% Population, 10% Special Rail Capacity, 5% Fixed Defenses. Air Base 80% Air Base, 10% Supply Stockpiles, 5% Special Rail Capacity, 5% Fixed Defenses. Naval Base 80% Naval Base, 10% Supply Stockpiles, 5% Special Rail Capacity, 5% Fixed Defenses. Sub Pens 50% Sub Pens, 30% Naval Base, 10% Supply Stockpiles, 5% Special Rail Capacity, 5% Fixed Defenses. Railyards 70% Special Rail Capacity, 20% Supply Stockpiles, 5% Population, 5% Fixed Defenses. Provincial Fortifications (Note: City Fortifications cannot be targeted directly.) 80% Fortifications, 20% Provincial Fixed Defenses. Population 15% Industrial Complexes, 15% Supply Stockpiles, 60% Pop, 5% Special Rail Capacity, 5% Fixed Def. ATTACKER STARTING FORCES Task Force 8 Ship Name Experience % Effective Ship Name Experience % Effective Koln, CL-1 Line 100% Koln, CL-3 Green 94% Koln, CL-4 Green 71% Koln, CL-5 Line 100% Koln, CL-6 Green 100% Koln, CL-8 Green 100% Koln, CL-10 Green 100% Koln, CL-16 Green 71% Koln, CL-17 Green 100% Koln, CL-18 Green 100% Koln, CL-19 Green 100% Koln, CL-20 Green 100% DEFENDER STARTING FORCES Division Name Experience Firepower Division Name Experience Firepower Light Coastal Bns. Line 0 Heavy Coastal Bns. Line 95 ATTACKER ENDING FORCES Task Force 8 Ship Name Experience % Effective Ship Name Experience % Effective Koln, CL-1 Line 55% Koln, CL-3 Green 94% Koln, CL-4 Green 71% Koln, CL-5 Line 10% Koln, CL-6 Green 100% Koln, CL-8 Green 100% Koln, CL-10 Green 100% Koln, CL-16 Green 26% Koln, CL-17 Green 100% Koln, CL-18 Green 100% Koln, CL-19 Green 55% Koln, CL-20 Green 100% DEFENDER ENDING FORCES Division Name Experience Firepower Division Name Experience Firepower Light Coastal Bns. Line 0 Heavy Coastal Bns. Line 40 The batteries were silenced ----------------------------------------------------------------------------------------------------------------------------------- The Task Force 8 inflicted the following damage : 4 Aircraft Factories 1 Armament Factories 1 General Factories 1 Oil Refineries 274 points of special rail capacity 5 Security Factors 44 Local Defense Factors 25 Light AA Factors 12 Heavy AA Factors 1 Heavy Coastal Factors 89 units of Fuel 93 units of Munitions 18 units of General Supplies Also I have never had a problem getting help from other players but I usually give more than a couple of hours for a response. Have fun
  10. Game 101

    We could fix the two bugs mentioned RPD and FC by simply updating the rules providing the FC of a TA's base occurs consistently (I have never seen this occur) . I think the rules could also use a update on the retreat and merging of forces. In regards to bugs I have seen 2 that are not consistent. The first is when a naval battle occurs and a ship goes above a 100%. If it occurs in a battle with another player the other player can actually end up with negative ship kills since one of the survivors is above 100%. I had heard about it and experienced it in a mine engagement. One of my surviving minesweepers went to 32000%. The following turn it dropped back to 100% so perhaps its just a end of turn issue that is automatically adjusted at the start of the next turn. The other inconsistency I have seen is when moving population. I have seen a RP order actually add money to your treasury. I had a negative treasury when it occurred and was moving a large block of population to one of the Greek Isles and I ended my turn with a lower negative treasury. The unexpected money addition matched the expected cost of the RP order. I suspect neither of these occurs more than 1% of the time so they really don't have much of a impact on game play.
  11. game 97

    Before I built subs I was building fast surface groups. I figured there was a flow of resources moving from North America to Morocco so I thought I could interdict them. The ships would have been easy kills in the Med but out in the Atlantic I thought they might be able to chase down some Queen Mary's without an escort. I had a couple of good sub attacks but mostly your escorts did the job and chased them away. Have fun, RIck
  12. game 97

    Morale 999 avg 751 Treasury 17837 avg 9336 income 23523 Naval losses 14186 (plenty of targets but few assets that could find the enemy) Air destroyed 99106 ground casualties 76370 Original 90+% ADL 165 IMDL 300 Cities 165 Provinces 165 Army 44000 airforce 13000 Navy 13000 Estimates (Task forces in the Atlantic never intercepted anything)
  13. Game 99

    I might have come out on top if I hadn't sent in a turn with out intel in the early going. Could have caught your infantry in the open but things worked out differently. Guess I will have to wait for Rumania to drop. Sorry to see game 97 end as well. You still hold xBenghazi but everything else was recaptured however you did keep Tunisia free to the end but at the cost of Turkey. I figured the troops that landed at Suez would re-embark so I went on a straffing run against the amphibs which will give you a few more air points. What did you end up with on air kills 200K. I had a 100K which is pretty high for Russian fighters but you had the air to air kills and a lot of captured air bases. Have fun, RIck
  14. Game 99

    Mark, Enjoying the fight as well even though its more of a EM and partisan mission now. Having a 1 on 1 contest in Victory rarely occurs anymore as TA's are the rule now vice in older games when a lot more players went independent. Think you need to give the Italians more recognition however as Italian bomber formations attacked on 9 Aug, 23 Aug and 20 Sep providing substantial support which is a bit more than 1 air raid. Perhaps your confusing your Italian support with Turkey who only provided 2 small air attacks attacks. I would have done the same if my TA's were not fully engaged on the Eastern front so instead I tried ceding to a different nation every time so that you could declare more wars. Good luck and watch out as perhaps I will will pick up Rumania so that we can continue the fight with more than partisans. Have fun, RIck
  15. Game 98