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Moxy

JG1/WingWalkers campaiging

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~S~ Gents

  Some great action last week! And for everybody's benefit Im posting in the public section.
After the session several JG1's got together and had a discussion about Tactical, and strategic
situations regarding tactical decisions, towards success and victory. Basically the bits of how the campaign
works, and effect of actions.
 1st let me say that since I didn't write the campaign program, and certain parts of the program are algorithms,
namly the ground war. Discerning veracious effects towards event triggers, would be a huge case study, since each "action"
by both sides,  plays an effect. Consider the algorithms as a chess program.
 But the "real" question" is...How can one be "proactive" towards Victory?

The first thing would be What is a victory. Unlike a pre written mission, a Dynamic campaign doesn't have a victory condition!
We could decide some like length of the campaign, or a point system. But if were defining victory as totally..it would come down to
the inability to wage war by your enemy, for whatever reasons.
 So without  complete "control" of the program IE the algorithms, or my enemy. My tactical decisions would be based towards the
concept of eliminating my enemy's ability to wage, base on available "intel" and what I  know of how this works,
as compared to speculating an effect to trigger if "we" do a certain somethings,!

 So exploring a bit of last weeks mission, lets look at some possibility, intel, scenarios, for both sides, using
only intel on the map for next week.

Maphttps://www.dropbox.com/s/q51vb677ib30i67/2%2021%20Ww%20Jg1.bmp?dl=0


Start in the middle: Elva "Russian"   Weakly defended, full supplies, 7 tanks, 37% of full compliment (bombs)
                                                                      (red bar)       (full bar)     (Elva #)     (9.0/24.0T)

               Berezovsky "German"     Well defended,  full supplies, 16 tanks, 87% of full compliment (bombs)
                                                        (dark green bar)   (full bar)     (name #)    ((20.4/23.3T)


 In just these 2 territories the map "intel" tells me since Elva was just captured. Its air base probably is limited in aircraft.
Flak is low,  any bombers coming out of of the AB are going to use up more bombs...so I would count on more fighters than bombers
till resupply.

 

Anything the Germans destroy in Elva next week, can be "re built" (full bar, full supplies, at a cost) But flak is
now low! Its not doing too good on tanks. In other words Elva as a territory with its airfield...is not in great shape. But can
possibly get back up to speed with diligence and resupply.

Berezovsky: German..Good flak, over 2 to 1 in tanks(Elva) (if we get an invasion), lots of bombs, and 2 convoys of stuff coming in!

Many interesting multi-able choices on the Strategies to wage war!

Supply Buildings around the Tank parks....reduce the capability to rebuild with in a territory
Hangers at the Air bases....reduce the amount of bombs available at that base
Tanks...Alter the balance of  ground forces and its reasons tactically ... ground to ground, and in the air
Convoys... their tactical advantages (supplies build and repair)
Static aircraft...reduce an Airbases aircraft inventory
These are just possible ground targets and potential "effect", that can be considered in the tactical planing of 2 territories

But.............Now consider all its/the adjacent Territories


Questions? Start posting, Lets talk strategies with how this works on TS,


Moxy

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Stupid question, but what would be the effect of cutting off or isolating a sector by capturing sectors around it, or between it and it's allied sectors? For example, that northwest German sector. Would it eventually deteriorate by itself, or maybe weaken (making it easier to capture), or not really affect it at all?

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~S~

 

Good question....1st unfortunately "we" can not "order" an attempt at a sector capture. Thats the program and it algorithms.

 Were believing that (from experience) we can start the capture process, by really weakening a territory.

But..in testing, I have seen your described scenario (pockets).  And it all depends (if left alone) on whats in the territory.

If the region contains a "Factory"...it will "produce" and keep that territory supplied, and damage re build able, including tanks. But since (if surrounded) supply convoys

cant get out...other adjacent territories will will lose the benefit of "near" re supply.

 If the territory does not contain a factory but an airbase. Air usage will "deplete" the territories aircraft and bombs. Since convoy's cant get in.

But then there's air re supply.

 So with the map design (a territory has ether an AB or factory)....One or the other would be a good choice, as a direct approach. An

indirect approach, would be its connected sub effects/systems...IE  Factories re build supply storage. it self, hangers, tanks, flak,

So basically anything, destroyed is going to have an effect! How much depends on the "balance" of production vs storage vs re building.

 

So you would like to threaten Manoylin...lol thanks for the intel lol! Look at the territory(s) intel on the Gui map.

 

Mox

 

 

 Sidenote: If you would want to case study or mega pin point a mission...

I would look at coconuts manual (the point charts) in conjunction with the discord intel and the GUI map.

Then one could tabulate out the actual values, and overall consequences. Two things, the Gui map give a great

overall perspective towards this with a little study, proactive. The discord intel gives, a status of the now. If you compare the

results of consecutive sessions, one can access results from mission to mission to the now. 

 OK this thing can be pretty in depth. The kicker to all of this, is we cant order an invasion...but it will happen.

So tactical planing, needs to keep this in mind! "pressure"

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S! All

 

Moxy's explanation is the best I have ever seen. It will take some getting used to and experience to understand it more in depth. While you will have commanders planning attacks the game will decide if what you are doing is changing the war. You have an impartial judge of the success of your campaign.

 

 

As the umpire said: "Play Ball !"         :)

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~S~ Gents

 

 For tomorrow...If everything goes correct in the launch

We have interesting re-supply stuff going on, so with a little study

of the map, there's all kinds of tactical options. And Im guessing

we should see offensive movement in a mission or 2?

 Im going to up the death penalty up  a notch or two.... because

tatic's are coming into play, and we have start to meld into real tournament  play.

We'll have a tactical discussion before launch

 

See ya tomorrow

 

Moxy

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We were having issues tonight destroying hangars and static aircraft.

 

I just did a SP mission and had no problem destroying static PE2 with 109G2 guns... one pass... and hangar with one SC50. So it appears to be an issue with mission settings.

 

Edit:

 

I just flew "jg1dyncampaign_2" on personal server which I think should be the next map in rotation (I had stayed in the server until Mox shut it down). I don't think it rotated because it looked identical to tonight's map. 

 

Went to Peskovatka (the one we hit tonight) and there was already one hangar black - as we saw tonight. Numerous direct hits with SC50 (I had set unlimited ammo and invulnerability on) had no affect. Ditto numerous gun runs on static PE2 (I concentrated on one only).

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~S~

Hanger and static plane thing is noted and posted on forums (certain weapons, target models, etc are out of balance)

Did a lot of looking around tonight, and checking things.

Can do a "work around" . by substituting the "type/model" on the ground (no il2 or pe2)

Hangers (I think I can change the destroyed value, without a re launch, if so "we" can test for a sweet spot)

 

Map rotated for me

 

Also Coconuts posted killing tanks, will get a stalled invading situation moving again.

Is it the cat out of the bag, High priority, in the algorithm?

 

Mox

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Thanks for sharing the post....(we are simple lads and need lots of pictures to understand things)

 

We are also easily distracted ( and a little chatty when we get excited) so we need three or four on separate channels with whispers set up to keep comm's disciplined. 

 

Gold flight are bombers

Blue flight are escorts

Red flight are jabo

White flight is a wild card if we fill up the other channels

 

I was not here last week but I think we jumped out of your TS to be able to do that since we can't config your channels.  We have a squad meeting Tuesday so I will ask how that went

 

We could do that a different way, if you guys made channels for us or gave us enough edit rights in your TS to do that but that may be more hassle than it is worth. 

 

Right now we will come to your home channel for the launch and jump back at the end of the mission.  

 

(Thanks for all your work on these events)

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Am kicking the stats page around trying to make some modifications for the WW site.  Know someone was looking for finding a way to make a change to scoring, but forget the specifics.  If they have not found what they are looking for, let me know specifically what it is they want to change, so I can keep my eye out for it.

 

fyi, the European date format for missions drove me nuts. If you want USA standards:

 

in il2_stats\.venv\Lib\site-packages\django\conf\locale\ar\formats.py, change the short_date_format to m/d/y

 

 

# -*- encoding: utf-8 -*-
# This file is distributed under the same license as the Django package.
#
from __future__ import unicode_literals

# The *_FORMAT strings use the Django date format syntax,
DATE_FORMAT = 'j F، Y'
TIME_FORMAT = 'g:i A'
# DATETIME_FORMAT =
YEAR_MONTH_FORMAT = 'F Y'
MONTH_DAY_FORMAT = 'j F'
SHORT_DATE_FORMAT = 'mâ€/d/Y'
# SHORT_DATETIME_FORMAT =
# FIRST_DAY_OF_WEEK =

# The *_INPUT_FORMATS strings use the Python strftime format syntax,
# DATE_INPUT_FORMATS =
# TIME_INPUT_FORMATS =
# DATETIME_INPUT_FORMATS =
DECIMAL_SEPARATOR = ','
THOUSAND_SEPARATOR = '.'
# NUMBER_GROUPING =

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~S~

 

Thanks Duck! The info will lead me.

Yea it was me looking for modifications.

Vaals scoring formula is something like Kills/death x Kills/hour x 1000

Whatever it is, Id like to get rid of Kills/hour or at least have the score be 1 to 1.

 

Thank you

II./JG1_Schulte "Moxy"

Mox

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Best of luck to you, Gen!

Ditto!...

Keep the dirty side down... clean side up and you'll be just fine (until you take some aerobatic training) ...

 

Does Canada require spins for Private Pilot? The US stopped requiring it  it back in the 60s?... 70s? BIG mistake in my opinion!  If not required I would recommend that you find a qualified CFI and do numerous spins from various attitudes of entry. It will boost your confidence (I was terrified of stalls and spins until I met and mastered the monster... afterwards it was something I enjoyed and made sure to practice regularly).

 

Keep us posted Gen!

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Ditto!...

Keep the dirty side down... clean side up and you'll be just fine (until you take some aerobatic training) ...

 

Does Canada require spins for Private Pilot? The US stopped requiring it  it back in the 60s?... 70s? BIG mistake in my opinion!  If not required I would recommend that you find a qualified CFI and do numerous spins from various attitudes of entry. It will boost your confidence (I was terrified of stalls and spins until I met and mastered the monster... afterwards it was something I enjoyed and made sure to practice regularly).

 

Keep us posted Gen!

 

This^

 

I didn't do a spin until I had been flying for nearly 10 years, it was always a terrifying thought.  Once I did it, I realized it's pretty benign (especially when you induce/expect it).  It is definitely something to see in person to appreciate it. 

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