ehenry0623
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Measuring Fleet EffectivenessWe've heard the complaints about American fleet power. I wonder if it's all that. How should fleets fleets be measured?
I don't think a single objective fight scenario is enough evidence. I think fleets should fight three battles to truly determine if a fleet or player is better.
THe second scenario should be a night battle. Historically many battles were fought at night so this seems a reasonable additon.
I'm not sure what the third battle should be. Suggestions?
In practice players start with the regular day time objective scenario. The scenario loser chooses the next two battles and the order of the next two battles.
make sense?
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Tincancaptain
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Re: Measuring Fleet Effectiveness | ehenry0623 wrote: | We've heard the complaints about American fleet power. I wonder if it's all that. How should fleets fleets be measured?
I don't think a single objective fight scenario is enough evidence. I think fleets should fight three battles to truly determine if a fleet or player is better.
THe second scenario should be a night battle. Historically many battles were fought at night so this seems a reasonable additon.
I'm not sure what the third battle should be. Suggestions?
In practice players start with the regular day time objective scenario. The scenario loser chooses the next two battles and the order of the next two battles.
make sense? |
For the third battle I would suggest a slug-fest. That way you cover the three most common engagement types. I would also suggest that the test should take place at 100, 200, 500, and for those crazy or willing enough 1000pts. That way you can compare the fleets on multiple levels of game play.
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drittal
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how do you account for the skill of the commanding officers?
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Diamondback
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Simple, play each game twice, and the players trade commands in between.
Example
->Game 1A: Player A Axis, Player B Allied
->Game 1B: Player B Axis, Player A Aliied
Victory condition is either whoever wins by highest margin, or loses by lowest, as scenario admin decides--but choice must stay in effect for the entire test-series.
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jfkziegler
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Of course, you still don't account for luck that way, which does play a huge roll in War at Sea.
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ehenry0623
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A huge roll? that's pretty funny.
It's important to keep fleet costs static, indeed even the selected units shouldn't change, when attempting to evaluate a fleet. Otherwise too many variables are introduced; including attempts to customize your force against your foes perceived tendencies.
Ideally each player would create a fleet and subject it to a battle campaign. This is where fleet flexibility really makes a difference. Sure a fleet fights okay in daylight. How about night?
What are some other challenges?
Perhaps the distance or large map rules? I really like the new rearming rules.
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jfkziegler
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| ehenry0623 wrote: | | A huge roll? that's pretty funny. |
Perhaps it was a Freudian slip on my part.
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ElectricCatND
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| drittal wrote: | | how do you account for the skill of the commanding officers? |
In my time on these boards this seems to be the biggest thing that keeps getting overlooked. Time and again people are saying how this one or that one is too powerful. Granted I am not the most experienced player out there but aircraft have a very hard time reliably taking down a battleship.
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jfkziegler
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This is admittedly an extreme example, but theoretically in a joint US/British fleet you could fly an Avenger from Illustrious with Catalina support. That would give it three torpedoes base against a battleship, plus one for battleship killer, plus one for the Catalina, plus one for Expert Torps from Illustrious, and potentially plus one for Sneak Attack if you get the initiative roll. So, seven torps total. Most battleships won't stand up to that for too long. The key is to use torpedo bombers against battleships and dive bombers against cruisers/destroyers.
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Diamondback
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Actually, until we get Lend-Leased Brit repaints on Avenger and Cat you could deploy that exac build and still be "Pure Brit".
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