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Midway Major campaign


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Okay, I've noticed that the US carriers absolutely destroy the Japanese, but that is definitely not like wise for the Japanese Carriers attacking the US carriers. Also something to bring into consideration is that the Japanese can bring in more reinforcements (ships and troops) much easier then the Americans can.

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If I'm playing I would set them to naval tactical, but I might recommend for people playing the MOD to make it Mixed so that they won't obliterated the Japanese forces in the first turn.

They get annihilated and are simply sitting ducks for the US CV attack.

I'm beginning to doubt what I want to happen in the first turn, because I don't want the Japanese player to simply destroy the US carriers with her surface ships. In other words I want a carrier on carrier battle.

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Hi Scott,

Try this: Have the Japanese start, place only their carriers within aircraft range of the American fleet. Place the Japanese surface ships 6 tiles to the rear of the Japanese. My guess is that the Japanese carriers will strike the Americans and then back away behind their own surface ships.

You might have to reposition your ships several time before you get the right effect.

Robert

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It worked out quite nicely. The Japanese CV's are quite bold though and charge right into your sub net though. I don't think I'm going to change this though as I'm thinking of mainly having it be a P vs. P type of game, but if it gets good feedback I'll definitely make an attempt at creating a challenging AI.

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Hi Scott,

This seems to look like China in June 1942, great job.

I can’t see the image two well.

So two questions…

Are the units around Nanchang & Wuhan depleted (not at 10 strength)?

I see six units around Chunking, what types are they?

I think you should add one Japanese Army just north of Canton.

Robert

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  • 6 months later...

Currently working on fixing up a few problems, and making two different scenarios, if anyone has any idea's or comments, feel free to post them here. The two scenarios are one where Japan gets the chance to build a huge empire, and hold on to it for quite some time, and one a bit more historical (Japanese are still given a better chance than in Operation Z though).

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Took a quick peek at both campaigns Scott and the Beta, large campaign, looks mighty intriguing, just what I had in mind for the "Japanes High Water Mark". Scanning the map I see a few initial set ups that I believe deviate from history if your starting point is Midway, June 3, 1942.

Not sure if you meant it that way. Do you want historic beginning deployments?

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For the "Japanese High Water Mark" I would say the historical deployments need to be tailored, as to allow the Japanese the chance to build a sufficient empire. With that said for the updated historical one, I'm not sure just how historical the deployments should be.

Out of curiosity are you talking about the Carrier's up by the Aleutians?

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You got the Jap CVs right, but the Wasp was not on the scene. Also the Bismark Archipelago, Solomons(Bougainville) and New Guinea off the top of my head.

I'm not looking at the map, but those came to mind right away. IMO June 42 was the greatest expansion of the Co-Prosperity Sphere and that should be the beginning deployments. Also the deployments around Midway, for the initiating strike, should be tweaked so that neither opposing element is within strike range of one another at the beginning.

Let them maneuver for the first strike capability, incorporate "The Search" parameter.

Scott..its your mod, these are just suggestions. I've got a lot more as I've been thinking about this for awhile, just pick and choose what you want it to be.

I would also examine the inter-relation of the various units' CTVs (& strikes)to one another and perhaps the naval movement rates depending on the time length for a game turn.

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OK Scott, I'll take care of the Pacific, starting from the Aluetians, but you'll have to do the Asian theater. I also think you should cut down on some of the naval units, probably by half, a CV unit should represent two CVs(historically a Carrier Division), same for BBs, probably 4 CAs/CLs to a unit and more for DDs and SSs. I prefer a lower unit density, makes for faster turns and emphasizes careful use of.

I would also suggest that any island without a port should get a Special Forces unit deployment(if garrisoned at all) so that it is able to evacuate if so chosen by the owning player.

Have you thought about turning the PT anti-tank unit into a garrison unit(non-upgradable), ala Nupremal's World campaign? IMO an excellent idea.

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Okay, Well to be honest I've done a variety of different things to the Beta v 1.01 (you got), first off I changed various units around, cut quite a few units, fixed a dumb little bug with the loop script, changed industrial modifiers, unit scripts, renamed victory scripts, weakened (1/2 strength) Escort CV force, etc.

I'm thinking more along the lines of just using corps/partisans as garrisons, along with SNLF's, and engineers (where applicable).

Maybe I should just send you the new file. btw I've played tested it as Japan to mid 1943 and so far I really like the results (Japanese empire one). I haven't done a whole lot with the historical one yet, but that's where the researching of units will be used. Thanks once again you're making the burden much less on me. Robert did say he could help, so that just gives us one of the best SC moders around to help out.

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