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Honorverse strategic wargame

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Re: Honorverse strategic wargame
Post by lyonheart   » Thu Sep 04, 2014 11:19 pm

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Hi Jonathan_S,

So the RMN 8" cruisers could really 'super-elevate' to 70 degrees, even in WW2?

Wow!

I've never come across a reference where they actually did that, yet I initially accepted that when I first read it, then over the years as other claims were debunked, I assumed the headaches involved had over the years kept them from ever doing it in WW 2, since the planes were much faster and began attacks from higher altitudes etc.

Thanks again for the info, do you have any quick references?

L


Jonathan_S wrote:
lyonheart wrote:Hi Jonathan_S,

Sounds like typical RN cruiser policy.

Did the book detail if the 8" cruisers from the '20's ever elevated their guns to the AA angles claimed, let alone ever practice?

The only thing they'd have a chance at hitting would seem to be a zeppelin. ;)
As best I recall that book didn't specifically cover that, but I'm now reading his Naval Anti-Aircraft Guns and Gunnery and in the bits about the WWII Royal Navy experience it does cover the use of the 6" and 8" cruiser main battery for anti-aircraft use.

Unlike the dedicated high angle guns the main battery wasn't designed to engage tracked targets, but rather to form part of the timed barrage or umbrella barrage fire to break up incoming formations. (The guns didn't have the rate of fire to make it worth trying to track and kill an individual airplane; especially at high angles of fire because the loading equipment wasn't designed to operate at that elevation). But put 9 or so 6"-8" rounds per ship in front of level bombers or diver bombers approaching the formation and it can really disrupt attack coordination (not to mention occasionally get lucky and actually knock down a plane)

The British put a lot of stock and effort in the ability to quickly fire barrages of time fused AA shells, in large part to support or defend other units within a formation. During Operation Pedestal HMS Rodney even expended some 16" rounds for that purpose!?!. (Even though RN policy explicitly excluded guns larger than 8" from the barrage plan)

They even accepted compromises in the positioning of their destroyer screen in order to allow the safe use of both medium and heavy guns for AA.
The DDs had to be farther out that optimal for full ASDIC coverage, to put them beyond the self-destruct range of 20-40mm fire. But they still had to be close enough that any 4.5-8" fire would land beyond them, so not as far out as you might like for aircraft or MTB warning.
Any snippet or post from RFC is good if not great!
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Re: Honorverse strategic wargame
Post by Jonathan_S   » Fri Sep 05, 2014 12:09 am

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lyonheart wrote:Hi Jonathan_S,

So the RMN 8" cruisers could really 'super-elevate' to 70 degrees, even in WW2?

Wow!

I've never come across a reference where they actually did that, yet I initially accepted that when I first read it, then over the years as other claims were debunked, I assumed the headaches involved had over the years kept them from ever doing it in WW 2, since the planes were much faster and began attacks from higher altitudes etc.

Thanks again for the info, do you have any quick references?

L

Here's a quick online reference http://www.navweaps.com/Weapons/WNBR_8-50_mk8.htm about the gun specs and mountings; but not individual combat records for ships carrying them.

Also it looks like HMS Exeter had a version restricted to "only" 50 degrees.


The slow rate of train and elevation hurt these guns (and the roughly contemporaneous 6" guns) ability to provide AA fire, but that's mostly an issue when trying to track fast targets relatively close.

You don't need nearly as quick a train rate if you're just setting up distant fixed range barrages to break up a raid, or placing a fixed "umbrella" barrage above other vulnerable units (like carriers or merchant ships) to disrupt any dive bombing attempts.
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Re: Honorverse strategic wargame
Post by Tenshinai   » Sat Sep 06, 2014 12:40 am

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Phalanx wrote:1) Manticore is OP
In the novels, Manticore has the advantage of tech and skill(especially once Haven starts murdering their own officers for failure.). Then, of course, you have Honor herself, who is the avatar of munchkin. While this advantage is marginal, the definition of a game is anything that is marginally better that players are more likely to use. Simply put, it is more advantageous to play as Manticore, so the better players are likely to be Manticore.


Goodness no. If people prefer playing Manty, it´s going to be because they have a connection through the books to them, not because they´re munchkin(mostly, there are always SOME munchkin players of course).

Also, note that if you can control Haven, and then do NOT "cull" the officer corps, and you have an effect from good/bad officers, then you can exploit that up into the clouds of munchkin heaven.

And Haven being rundown mostly from poor handling, well most strategy gamers tend to be well able to turn things like that around, often surprisingly fast.

I know that i, with a few simple tricks, can turn >90% of planets to my side in the first 100-200 days when playing Star Wars Rebellion, for example, and if you use save/load, it´s not very hard since you only have to avoid the BAD randomised action results.

So, with a gamer to take advantage of the good sides of Haven? Like a couple of hundred developed planets and a freaky HUGE fleet and officer corps to start with?

Heh, if the SL is run by an AI, give me 15-25 gameyears and then the SL is going down in flames without much trouble.
After i overrun Manticore and Andermani of course. :twisted:

Phalanx wrote:2) It ain't double-blind when its YOUR side too
There are no FTL Communication Networks in the honorverse(unless the MAlignment has yet another tech toy), so giving out orders in realtime is impossible. By the time you send out an order to a ship, it may have moved. While this makes it easier to plan ambushes, it also means that any strategic game would have to reflect that all "pieces" on the board are not exactly at those places, and that they reflect more of a "last known location".


While realism is generally good, sometimes it has to be sacrificed for the good of making a game work, for it to be playable.

Most games that try to impose command delays, tend to work poorly, and worse still, tend to severely penalise new players as well as any players that are poor at some types of organisation and prediction.
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Re: Honorverse strategic wargame
Post by kzt   » Sat Sep 06, 2014 1:23 am

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The main problem with a simulation of the start of the first war is that the likely optimal strategy for Haven is to send their entire fleet to hit the Manticore system as a bolt from the blue strike.

It's pretty obvious from the books what happens if you screw around with the RMN and give the Alliance time.

And if you are running a simulation, Manticore cannot mass their forces due to the pressure of the rest of the Alliance.
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Re: Honorverse strategic wargame
Post by Roguevictory   » Sat Sep 06, 2014 2:49 am

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Tenshinai wrote:
While realism is generally good, sometimes it has to be sacrificed for the good of making a game work, for it to be playable.

Most games that try to impose command delays, tend to work poorly, and worse still, tend to severely penalise new players as well as any players that are poor at some types of organisation and prediction.


Yeah one of the big problems with command delay computer strategy games IMO is that in my experience the AI of the player's subordinate commanders are either never smart enough to notice when things have changed enough to make plan A madness, but make a different route to accomplishing their assigned objective possible or they panic and refuse to move because a small enemy force has moved either near their base or near their target.
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