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Carriers at War

 
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currymutton
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PostPosted: Fri 12 Oct - 20:09 (2018)    Post subject: Carriers at War Reply with quote

This is a potentially problematic thread, you are warned.

Well, to look for a solution to the problem with the balance of Midway scenario, I think it is a good time to revisit some oldies like Carriers At War

The old MSDOS version is still available for download and there are some DOS emulators out there [edit] for Windows, macOS and Linux, [/edit] which can run DOS programmes well.

Since I used to have the manual, but it has been discarded, and I cannot find any online, I still need to figure out how some of the things work. Since it is rather different from the a hex-based game we know and love, well, I would say it did not give any insight on how to balance Midway to the least.


P.S. I can now play Operation Crusader by Atomic Games, one of my fav games of all time and I still have to complete, unopened box stored some where.


Last edited by currymutton on Thu 18 Oct - 11:49 (2018); edited 1 time in total
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PostPosted: Fri 12 Oct - 20:09 (2018)    Post subject: Publicité

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Bladerunner
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PostPosted: Tue 16 Oct - 20:49 (2018)    Post subject: Carriers at War Reply with quote

How old is this game ?

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currymutton
Beta-testing

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PostPosted: Thu 18 Oct - 11:43 (2018)    Post subject: Carriers at War Reply with quote

Bladerunner wrote:
How old is this game ?





1993, it is more than 20 years old (and so am I)
https://en.wikipedia.org/wiki/Carriers_at_War


-----


Minor notes:
- It is "real time" continuous board, no hex nor turn, much like Harpoon
- Dawn at 0500 and planes are ready by then
- TF are fixed, so no gamey "split-TF-to-avoid-air-attack"
- A TF is made of the main body, usually makeup of CV or TRS, and there is another group consists of escort ships, and another group of oiler
- There are subs, they attack but you never know if a sub is sunk or not!!!
- Intelligence is a bit more limited: spotting reports only give equivalent to level 3 information at best. Planes are always spotted at a distance, more-or-less, but only gives you a rough idea of the numbers only and friend-foe only.
- Even if you specify "coherent", the air formations are not very much grouped, some will go into attack alone, or in small group of 4 or 5 units
- Player gets some decent, at that time, attack animation, and is quite exciting to watch.  But the player never knows immediately if the target is sunk or not: on combat screen how bad the damage is shown.
- CAP is a separate entity of a CV and there is the emergency CAP available.
- It seems to have some sort of recovery of lost aircraft but I am not entirely sure
- CV can be hit too bad and the flight deck can never be reopened within the game time. 


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currymutton
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PostPosted: Mon 29 Oct - 18:37 (2018)    Post subject: Carriers at War Reply with quote

This is the Midway game map on the left and action screen (search) on the right



Note the odd design, you are dealing with mostly the northwestern part of the map.  It may be due to the map resued for Pearl Harbour scenario.


Each circle dot on the map represents a TF. And each button on the right represents one of your TF. Click to check status of the TF selected and give order.


And this is the movement screen.  It is very friendly, you can plot a heading follow a friendly TF or enemy TF, or go to a port.



Surface engagement plan, it looks like an American football field, the top line consists of the ships in a TF, It is separated into Carriers/TRS, Rear (DD mostly), Line (BB/BC/CA/CL) and Vanguard (DD mostly) You can input order to each part: flee, open distance, keep distance or close in.  I do not have the manual but I suspect each ship class has different gun ranges, BB can fire well beyond a DD or CL does.  Note that even the IJN torpedos are fired only when the target is in the next line, so no range advantage.  No surprise also 




This is the air ops screen

Each unit is squadron, individual planes are handled, and you can see the detailed op status. But I am not sure how the search planes are allocated.


This is the CAP order page, you can order normal CAP or emergency one, but I am not sure how the latter works



This is the arm/fuel order section

I am not sure how to arm a torpedo bomber torpedo or bomb


This is the search planes position screen


This is the sighting report screen.  note the details



The sightings change all the time!



I order Enterprise and Hornet to attack the possible CV sighting





Note the "cohesive" option above. It makes the attack planes form larger groups, but still they still go in waves.  I am not sure it is the game attack limitation or the simulation of planes getting lost.


Alas! The USN has no CV based torpedo bombers!





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currymutton
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PostPosted: Mon 29 Oct - 19:07 (2018)    Post subject: Carriers at War Reply with quote

(continue)


Blast! 150 enemy planes heading to Midway!



Here comes the Japanese!

Note the counters on top right may represent individual plane.  Each red dot indicates one level of damage.  The plane is destroyed when all the boxes are red


CAP at work



Damages to Midway




In the meantime, my strike force is forming:



Dang! The Japanese has found me first!



Air-naval combat in progress:



Both CV are out of action

Hornet is sunk soon afterwards


Actual surface combat screen



Revenge!



Note one thing:

The CV group stops moving after her strike planes are sent out until after all the planes have been landed.  I am not sure if this is historically accurate or not.


Results screen



It is very hard for the Japanese player to win



and the Japanese AI does not retreat even after her mobile forces have been destroyed, the fighting goes on until the end of the game.  Bloody!


so much for now


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Bladerunner
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PostPosted: Mon 29 Oct - 20:13 (2018)    Post subject: Carriers at War Reply with quote

Great report curry  Okay


I like the idea of programming the battle behavior of surface ships


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currymutton
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PostPosted: Mon 29 Oct - 20:25 (2018)    Post subject: Carriers at War Reply with quote

One "fog-of-war"  thing is the sighting of the same surface group jumps all over the map which differs in terms of multiple tenths of miles in 5 minutes time.  It seems to have shadow feature and I think it is handled automatically. 

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currymutton
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PostPosted: Mon 29 Oct - 20:33 (2018)    Post subject: Carriers at War Reply with quote

Bladerunner wrote:
Great report curry  Okay


I like the idea of programming the battle behavior of surface ships




I am not sure.  There is no surprise and the Japanese torpedo has no range advantage.  The good thing is big guns on heavy ships really have range advantages and they hit hard which these guns what the big guns are for!


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currymutton
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PostPosted: Wed 31 Oct - 14:19 (2018)    Post subject: Carriers at War Reply with quote

I think a gameplay video presents this better.  I need time...


Okay, I have found one which is not done by me. Smile




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currymutton
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PostPosted: Thu 1 Nov - 23:00 (2018)    Post subject: Carriers at War Reply with quote

update: i have found the “the complete carriers at war”. more scenarios including battles in atlantic, a few improvments, and a scenario editor. 

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PostPosted: Today at 08:17 (2018)    Post subject: Carriers at War

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