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       #Post#: 5771--------------------------------------------------
       Re: Kursk Campaign
       By: pilotofficerprune Date: June 4, 2020, 5:12 am
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       It worries me that you haven't yet seen a defender win.
       #Post#: 5772--------------------------------------------------
       Re: Kursk Campaign
       By: Elias Nordling Date: June 4, 2020, 7:38 am
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       I'm thinking one problem is that the fight in the air is usually
       over before the bombers reach the target. This allows me to take
       all the time I need to bomb, to send in one bomber at a time,
       watch the result, and then decide which target to send the next
       bomber against. So I don't have to gamble on going for the bonus
       point.
       This is probably more a factor of the defenders being to weak
       than the target too far away. Once I voluntarily circled a turn
       while still under attack because I felt the reward was greater
       than the risk.
       #Post#: 5773--------------------------------------------------
       Re: Kursk Campaign
       By: pilotofficerprune Date: June 4, 2020, 7:56 am
       ---------------------------------------------------------
       Is this a set-up problem? Do we need to stage the sweep or the
       defender set-up differently?
       #Post#: 5775--------------------------------------------------
       Re: Kursk Campaign
       By: Elias Nordling Date: June 4, 2020, 8:05 am
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       No, I don't think it's a set up problem, I think the defenders
       are probably too weak and the hits needed for a win too low.
       #Post#: 5776--------------------------------------------------
       Re: Kursk Campaign
       By: pilotofficerprune Date: June 4, 2020, 8:35 am
       ---------------------------------------------------------
       The thing is that the hits needed for a win (heavy damage on two
       targets) were too high in Gordon and Andrew’s initial plays.
       They felt they were highly reliant on luck to achieve them. I
       tried scaling back to make it easier (heavy damage on one
       target, minor on the other) but that appeared to be too much.
       (Unless Gordon and Andrew didn’t play that change, which is a
       possibility given the caching problems.)
       If it’s too easy for the raider to achieve a win, I’m not sure
       what the solution is right now.
       #Post#: 5779--------------------------------------------------
       Re: Kursk Campaign
       By: Elias Nordling Date: June 4, 2020, 9:22 am
       ---------------------------------------------------------
       Currently all you need for a win is heavy damage on one target.
       If it was heavy damage on one target and at least minor on the
       other, it would be a little tougher. And not all my plays so far
       would have been attacker wins.
       #Post#: 5780--------------------------------------------------
       Re: Kursk Campaign
       By: pilotofficerprune Date: June 4, 2020, 9:56 am
       ---------------------------------------------------------
       [quote]If it was heavy damage on one target and at least minor
       on the other, it would be a little tougher.[/quote]
       I had that at one stage: heavy + minor. However, when Gordon and
       Andrew tested it they said it made no difference. They seemed to
       think the problem was splitting three bombers between two
       targets.
       That said, I wonder if they actually tested those victory
       conditions, given the problems they were experiencing with
       caching the Legends book files.
       #Post#: 5782--------------------------------------------------
       Re: Kursk Campaign
       By: pilotofficerprune Date: June 4, 2020, 10:46 am
       ---------------------------------------------------------
       I want to get a picture of what damage was done in various
       missions and see what the pattern is. This is from the last
       two-and-a-half campaigns:
       DOK01 - Airfield Heavy?/None?
       DOK02 - Troops Heavy/None
       DOK04 - Artillery Slight/None
       DOK08 - Artillery Minor?/None?
       DOK01 - Airfield Heavy/Minor
       DOK02 - Troops Heavy/None
       DOK04 - Artillery Heavy/Heavy
       DOK07 - Tanks Heavy/Minor
       DOK01 - Airfield Heavy/None
       DOK02 - Troops Heavy/Minor
       From this sample, raider victories are 8 out of 10. If we were
       to return to a victory being heavy + minor damage the raider
       victories would be 4/10.
       #Post#: 5783--------------------------------------------------
       Re: Kursk Campaign
       By: pilotofficerprune Date: June 4, 2020, 10:57 am
       ---------------------------------------------------------
       I currently feel as if I will have to slip back to a situation
       where the raiders must inflict heavy damage on one target and
       minor on the other as a base victory. It’s clear the current
       system is too easy for the attacker. I’m seeing a pattern that
       strongly favours the raider and is tramlining routes through the
       scenario tree.
       Before I open the campaign to wider testing I want to get us to
       a point where raider success is harder. Given that bombers can
       arrange to bomb after the air fight is over, getting that
       balance of results is the best route.
       #Post#: 5784--------------------------------------------------
       Re: Kursk Campaign
       By: pilotofficerprune Date: June 4, 2020, 10:59 am
       ---------------------------------------------------------
       For future AARs I need:
       (1) Please make sure to indicate the ID of the scenario played.
       There have been some that haven’t done this.
       (2) A breakdown of damage per target in the format: Artillery
       Heavy/Minor, or Bunker Heavy/Troops Slight.
       Cheers.
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