First Game - not happy with results.

hiffano said:
from what I have seen, VAS seems a lot more balanced than ACTA
You're having a giraffe!!! Yamato and Hood are balanced?

I say VAS should move to a points system. The ships have to be given certain stats for historical accuracy reasons, which means they can't be tweaked and balanced to fit into a certain PL like they can in ACTA. So we end up with the Yamato and the Hood being the same level.. but one is quite blatantly far better than the other (exercise for the reader to figure out which :roll: ).
 
I would say the Hood was infinately better in the western theatre of war :-), but sucked mightily in the east. . .
 
I don't think the ideas of a "big gun" game vs. an "air power" game are mutually exclusive, or at least no more so in VAS than they are in any other ruleset. Remember that while the Fleet Allocation Point system may give us the option of choosing different types of ships, it is we the players who decide which scenarios to play and with what forces. Don't want to mess with aircraft? Play a Night battle, or simply exclude carriers from the potential fleet list choices. If you're setting up a Tourney and don't want Carrier Lists taking over, do the same thing and choose scenarios that favor "gun" battles, or limit the number of carriers allowed (if any.) A Tourney will have to do something to control Fleet Lists anyway, unless all you want to see are Iowas and Yamatos crushing everything in sight.

What is important to remember here is that VAS is being marketed as a quick and playable set of WWII Naval Miniature Rules. In addition to folks new to the genre, this game has potential to appeal to a very large pool of existing WWII naval gamers who are looking for something easy to use for quick "pick up" games. That is where these rules have a real potential to take off, much as Flames of War has done in the WWII land combat genre, and that is where Mongoose stands to see a lot of sales if the game produces historical results.

FoW has taken a lot of flak from the historical nit-pickers over details of tactics or mechanics compared to other more complex rule systems, but a lot of people are playing FoW nevertheless because the rules are comparatively simple and easy to play, and at the end of a game the units involved have performed more or less as expected and the game results are comparable to historical ones. That is the effect VAS (or any historical game) needs to duplicate.

VAS for the most part has the basic game mechanics down well insofar as movement and gunfire and torpedoes go. Where it needs help is in getting the damage results to better mirror historical accounts, and that is what I and a number of other folks have been trying to work towards over the last couple weeks since the game was released. The VAS system is simple and adaptable enough that I think this can be achieved without unduly burdening the game with an excess of new rules: it is the effect of the rules rather than the number of rules that is important.

To that end, it is important that the rules accurately reflect the historical results of all types of WWII combat, and not favor one over another to force some kind of ahistorical preference between guns and airplanes. There are other ways to "balance" a given scenario or individual game between the two: writing such a "balance" into the rules by, for instance, downgrading the combat capabilities of aircraft will not help the rules or Mongoose in the long run. It might make the "battleship" players happy, but it will push away historical players looking for a good set of rules because they will recognize the ahistorical bias and will look elsewhere for rules to play. VAS needs to find a way through to a combination of good game mechanics (it has those already. IMHO) coupled with an accurate damage system, and then it will be a very good (and very fun) game indeed.
 
Reaverman said:
K,

you bought a Jap fleet. Its based on big guns, and air power. The pacific war developed the 'Air Power' principles, that are used even today. You can't buy that sort of fleet, and then say you don't want to use one of its strengths :)

I actually bought a Jap fleet because a friend of mine has bought a US marine 20mm infantry force and I said I would build a Jap infantry force to fight him. Got kind of interested in Guadalcanal so decided to keep in theme and go with Japs. I hoped that when VAS came out the Japs would be good in it. Actually I think they are just about the best.

Yes the Yamato is good, I happen to like the Nagato's as well. So big guns.

The Shokaku is OK by carrier standards but all carriers are under strength at the moment.

The real Japanese wonder weapon and what I personally am concentrating on is neither the aircraft or the big guns it is the long lance torpedo.

Since playing the game I now believe battleships are the way to go, supported by torpedo carrying jap cruisers and destroyers, forget the subs and the carriers.

That is only my take on it

Cpt Ishido Kremmen
 
the only changes i'd like to see are fewer spotter aircraft, much more effective air power, and a bump for carriers up to War level (in keeping with air increase) and land-based squadrons to raid level.


since i can do that on my own with my local group, i'd have to say my gripes are more or less solved.
c :)
 
To balance out aircraft bombers historic effectiveness, why not include the rule where they always get the +1 to damage as if they are being fired at range like normal guns get? Combined with AP and Super AP, this should allow them to do damage to ships more readily (except against Armoured Decks).
 
I just got my rules today and I look forward to checking them out but this thread caught my eye. I want to spend more time reading trough this thread but I'm in hurry at the moment. But I do have a few quick comments:

Mongoose did say (in S&P maybe?) that they downplayed aircraft effectiveness a tad because they did not want them to overwhelm the game. I think they said they would add more aircraft-centric rules/missions later?

In general with this scale of a game you would never have carriers on both sides. So the real situation would be either an aircraft-only attack against ships or perhaps a surface attack against a carrier like in the Battle of Leyte gulf. Of course that wasn't a fleet carrier just jeep carriers. The US aircraft did no real damage to the Japanese force in that situation because they were all armed for ground assault or had no bombs at all. Thus you could argue they only way to get a surface force in range of a carrier is if the aircraft were ineffective for some reason (no ammo, few operable aircraft, low crew counts, etc.).

It is true that the Yamato took dozens of torpedo and bomb hits before going down but it WAS the largest BB in the world at the time (ever I think?). Certainly most ships will go down with only a few hits (or at the very least be combat ineffective). The Arizona only took a couple of hits before exploding as did plenty of others (critical hits) such as the Hood. Aircraft certainly had a higher chance of getting a critical hit, generally, than did ships I think.

I also agree that the time frame of the game really doesn't allow for aircraft to land and rearm. Not only would landing, rearming, and relaunching take at least 30 minutes but there is the flight time to and from the target as well. Remember generally ALL planes must land before they can start launching and vis-versa -- No angled decks in WW2. I don't think VaS scenarios are meant to represent more than just a few hours of combat (but maybe I'm wrong).

I suspect folks need to look at VaS as more of a ship to ship game. Of course having said that some of the comments on CA vs BB combat seem troubling.

Got to go.
 
The Chauffeur said:
the only changes i'd like to see are fewer spotter aircraft, much more effective air power, and a bump for carriers up to War level (in keeping with air increase) and land-based squadrons to raid level.


since i can do that on my own with my local group, i'd have to say my gripes are more or less solved.
c :)

I would be interested in the same. Would you be able to send me a pm as to how you intend to increase airpower. Is it purely through increasing AD or do you have something else in mind

Ta

Kremmen
 
I have an idea. A crazy idea.

Eliminate carriers altogether. In place of carriers, buy carrier air groups to use in game as one-off weapons. The planes are deployed on the board at the start of the game, make their attacks, then immediately fly off the nearest table edge to return to the carrier.

No unrealistic carrier vs battleship duels, and you can reduce the cost of the aircraft instead of getting a few flights for a battle point, or however carriers are priced now.

What do you lot think?
 
All my ideas are crazy, DM... :wink:

On a more serious note, it seems more realistic to me not to see the carrier in close proximity to battleships and cruisers, except in the rare instance the enemy fleet has caught you with your trousers down and surprised the carrier group. Then the carrier should be mucking about trying to get planes in the air and hoping a nice big 16" shell doesn't come crashing through the deck...
 
I would be interested in the same. Would you be able to send me a pm as to how you intend to increase airpower. Is it purely through increasing AD or do you have something else in mind

Ta

Kremmen

sent! i could also post here but i'd like to get feedback / refine as needed.
 
Lord David the Denied said:
Eliminate carriers altogether. In place of carriers, buy carrier air groups to use in game as one-off weapons. The planes are deployed on the board at the start of the game, make their attacks, then immediately fly off the nearest table edge to return to the carrier.

I was thinking of something similar.

I can't see using carriers on the table unless a historical scenario specifically requires it or if you are playing a larger game where carriers are on a second or third table and the objective is to attack the carriers through their cruiser/destroyer defence line
 
Ok, got through the thread and at least got to flip through the rules last night. Aircraft are certainly underpowered it sounds like. I think that was a design decision on Mongoose's part. You can complain about it or not but there it is. I think the real issue is scenario design. If you put carriers in play you are not going to get historical results but you are also not playing a historical situation either. I think the only time a ship's guns got fired at a carrier was at Leyte Gulf, and as I said earlier, those were jeep carriers (Casablanca class I think) fitted for ground support and not Essex class fleet carriers.

For my first game I want to try an aircraft-only attack against ships because I'm curious now how that will go. From what others have said it won't go well for the aircraft so that means the aircraft rules are broken from a historical standpoint. Using the Leyte example again, even there the jeep carriers' aircraft managed to sink three CAs. Although I don't remember how many sorties that took. On the other end of the scale it took almost two dozen bomb hits and over a dozen torpedo hits from over 150 planes (over a five hour period I think) to sink the Musashi. Of course it was combat ineffective long before it sank.

I would be more distressed if BBs in VaS shrug off air attacks mostly unharmed rather than how easy it is for them to actually get sunk. Do BBs at least get beat up by aircraft?

But does VaS' apparent poor aircraft modeling matter? If you want to play lots of carrier battles it does but the intent of VaS was always ship battles. The aircraft are intended to be more of a sideshow. House rules and hopefully some later official updates will change that.

The comments on the spotter planes is distressing. Seems like something that should have been caught.

As for destroyers they have five purposes (when grouped with larger ships): Deploy torpedoes against capital ships, prevent enemy destroyers from deploying torpedoes against friendly ships, anti-aircraft screening, anti-sub duties, recon/pickett (not in scope of VaS). So the only real ship-to-ship actions with them is the second one. I don't believe DDs were successfully attacked by BB's very often. Even at Leyte the Japanese CAs and BBs had a heck of time killing the DDs even with overwhelming force. They are hard to hit and the rounds do indeed go right through them as they did with the jeep carriers.

One final comment on 'realism'. I haven't played Seekrieg in a decade so maybe it's great now but 100% accurate fire and damage tables don't make for a realistic naval simulation. Again, pointing to the DD attack at Leyte the larger Japanese ships had a very tough time taking on the smaller ships. Systems such as Seekrieg would fail miserably at depicting that action because it doesn't account for ships firing AP when they should be firing HE or for ships continually missing a ship because they couldn't tell that they had actually hit it, etc. Nor do they simulate a commander retreating from certain victory because he THINKS he is in danger. I don't say any of this to prove VaS is accurate but one needs to look at the results of play more than the mechanics.

From Wikipedia on the Japanese attack on Taffy 3,
"In the battle, a large force of Japanese battleships, cruisers, and destroyers engaged a force of three U.S. escort aircraft carrier task groups. The U.S. naval forces were taken by surprise because they thought that Kurita's force had retreated the previous day. ... Unprepared to engage in a battle with large-gunned warships, Sprague's escort carriers attempted to escape from the Japanese force while U.S. destroyers, destroyer escorts, and carrier aircraft made repeated attacks on Kurita's ships, with two U.S. destroyers and a destroyer escort as well as one escort carrier being sunk by gunfire from the Japanese ships. Another U.S. escort carrier was hit and sunk by a kamikaze aircraft during the battle. After losing three cruisers sunk to air attack and suffering damage to several other ships, Kurita withdrew from the battle area, ending the threat to Sprague's carrier force."
 
Oh, I also think the 'army building' aspect of VaS does not fit a historical game well. Better to think in terms of a scenario again and pick ships that make sense rather than worry about the specifics of the various levels.
 
mbtanker said:
Oh, I also think the 'army building' aspect of VaS does not fit a historical game well. Better to think in terms of a scenario again and pick ships that make sense rather than worry about the specifics of the various levels.

I think this can be extended to almost any game that doesn't have a competitive points system like Flames of War. Historical scenarios are your best to judge how well the system generates historical results.
 
I just finished reading the rules. One question, for you guys who played, did you remember that torpedoes can re-roll any critical hits (page 18)? It seems like that could make a big difference in aerial attacks.

Three flights of SBD's attacking an IJN Shokaku CV could potentially inflict 9 DD on the target. With the +2 for Super AP they'd only need 2+ on those dice (a 1 is always a bounce). So they'd probably easily get 9 hits. I assume the 6 needed for a critical doesn't count the 2+ (???) but even so you might get at least one critical out of those nine. It would thus take four such strikes (at least) to gut (cripple) the carrier and render it useless. Your odds of a critical hit causing more severe damage faster seems likely.

I agree those odds are definitely a bit low depending on how many aircraft are supposed to be in a flight. If 3 per flight then it would take 36+ planes (not bad) but if it's 6 per flight (I think that's what it is supposed to be?) then that means 72+ planes to knock the CV out -- way too high.

But without having actually played yet it doesn't seem that aircraft are that horribly impotent but certainly weaker than in reality. If the +2 for Super AP actually counts for the '6' for critical hits then you are really in good shape. Or am I missing something?

At the battle of the Coral Sea the carrier Lexington was sunk from a single strike (from the two IJN CVs). It took 3 bomb hits, a few close ones, and two torpedo hits to put her down. So perhaps less than 50 actual attacking aircraft managed to do that? It would seem VaS is really relying on criticals to represent the historical results.
 
The best senario to test historical airpower v ships v VaS airpower v ships would be the Jap Air Attacks on HMS Prince of Wales and HMS Repulse which is seen historically as the end of the battleship era. Can VaS airpower achieve the same result? If it can't then it needs to be looked at by the rule lawyers.
 
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