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Allied Player to Pick-Up RA 3.0 Campaign

 
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Allied Player to Pick-Up RA 3.0 Campaign - 10/26/2011 6:16:30 AM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
My noble opponent CyberBill is having to leave our current campaign due to life issues. We are playing Reluctant Admiral 3.0 for the Mod and are at July 25, 1942.

Situation:
1. DEI and Burma is occupied
2. NW Aussieland is taken through Tennant Creek
3. Aleutian stalemate with the Japanese in the west and the Americans holding the eastern end
4. A failed Japanese invasion of the Hawaiian Islands is being finished off at the present moment
5. The Japanese found New Caledonia while in the midst of getting developed and has driven the better part of an American Corps (1 1/3 Army ID, 2 Marine Reg, and about 12 other units) into Noumea and is on the verge of a surrender there.
6. A truce is in effect until January 1, 1943

Fleets:
Japanese have lost a BB (Ise), 3 CVE, and--perhaps--a pair of CVLs.
The Allies have lost two American CVs and a good number of DDs with a Brit CV damaged from a recent SS attack near Perth

Please Post your interest here and we can talk about the campaign. Bill will probably Post here as well. We have been getting 2-3 turns done a day and things have been a lot of fun with playtesting the new Mod Version.

EDIT: I am highly experienced Japanese player and it would probably NOT be a good idea for a new player to pick-up this campaign.

For General Information:

Scenario Description:
The Reluctant Admiral is a Japanese 'what if' scenario based upon a greater contribution by Adm. Yamamoto Isoroku. The premise of the Mod is that Yamamoto exerted a much greater influence first on the Japan Naval Aircraft Industry, then as Deputy Navy Minister, and finally as Navy Minister itself. Yamamoto chooses, at great risk to his life, to forego command of the Combined Fleet and dedicate himself to preparing Japan for a war he didn't want. He adds two new slipways for Fleet construction to facilitate a different, final pre-war expansion of the Kaigun.

In so choosing to do this Yamamoto then changes the 4th Circle Building plan replacing the 3rd and 4th Yamato-Class Battleships with three improved Shokaku-Class CVs and a pair of Kawachi-Class fast Battlecruisers, two Tone-Class CAs, an accelerated Agano-Class deployment, and additional destroyers. Quick, reasonably cheap carrier conversions are moved forward seeing all of the pre-war CVs/CVLs deploy by December 7th or at slightly earlier dates in 1942.

The Japan Naval Air Arm is changed so that everything is staked to the Zero Airframe with a specialization of the Zero into a Land-Based Interceptor as well as CV-Based Fighters. Research and production expansion is achieved by streamlining the air industry (cutting several models) while bringing forward second generation aircraft: Judy, Jill, etc… By great effort the IJNAF deploys nearly all new aircraft on December 7th.

Additional engineers and engineering vehicles are added to Naval Units better reflecting Yamamoto's foresight into base building and expansion needs. New and expanded Naval Yards, Heavy Industry, and Armaments are added at tremendous cost for the Japanese economy.

The foresight of the Admiral will payoff during 1942 and early-1943 as new ships and aircraft enter into the Japanese Order-of-Battle, however, the cost is steep. Though expanded and using modern aircraft many Japanese Naval Air units start with their experience lowered to reflect the dilution of the experienced pilots into new units. Supply and fuel reserves start at a much reduced state. The Japanese MUST take the DEI as fast as possible.

In a major change over the previous two versions of Reluctant Admiral, the 3.0 postulates more of Yamamoto’s influence upon the wartime Kaigun. First class destroyers are accelerated and emphasis is shifted to the AA Akizuki-Class at the expense of the more balanced Yugumo’s. Manpower is at a premium within the Fleet so Submarines, Escorts, and ASW forces all see a major retooling reflecting the Japanese quality over quantity belief. Yamamoto chooses the immediately useful projects, including 2nd-class destroyers, fast transports and coastal defense fleet, at the expense of large destroyers and subs offered by the stock, historical choice.

It should be noted that not all the changes are for the Japanese. The Allies see some major changes in their starting locations, new air units, several ground units, a CLAA conversion for the Omaha-CL, and a pair of additional CVLs, and options for nearly 10 CVEs. The added warships reflect a ‘stopgap’ counter to the increased Japanese strength found at war’s start.

How well can YOU do to use these new tools OR how well can you stop the Japanese Navy in its tracks as the Allies?

(Designer's notes: Many of the Da Babe’s Modifications are included within the Mod. Production is 'on' for this scenario)

Scenario Designers: Stanislav Bartoshevitch (FatR), Michael Benoit (NY59Giants), John R. Cochran, III (John 3rd), Juan Gomez (JuanG), Ben Kloosterman (BK), John (JWE), EJ (SuluSea) and John Young (Red Lancer)


< Message edited by John 3rd -- 10/26/2011 7:02:44 AM >


_____________________________



Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/
Post #: 1
RE: Allied Player to Pick-Up RA 3.0 Campaign - 10/27/2011 6:21:32 AM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Anyone...anyone...Bueller...Ferris Bueller...


_____________________________



Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/

(in reply to John 3rd)
Post #: 2
RE: Allied Player to Pick-Up RA 3.0 Campaign - 10/27/2011 8:05:13 PM   
AW1Steve


Posts: 14507
Joined: 3/10/2007
From: Mordor Illlinois
Status: offline
Obviously you've intimidated everyone John!

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(in reply to John 3rd)
Post #: 3
RE: Allied Player to Pick-Up RA 3.0 Campaign - 10/27/2011 10:13:16 PM   
SoliInvictus202


Posts: 367
Joined: 8/27/2010
From: Austria
Status: offline
I would love to... but I can't yet say how fast my 2vs2 game will go.... -we have started 2 weeks ago and only managed 1 turn - not even received the second... - so maybe in a week I can tell... if you still haven't found one by then :)

however, being in a totally different time zone than you I doubt that we would manage more than 1 turn a day....



< Message edited by SoliInvictus202 -- 10/27/2011 10:16:21 PM >

(in reply to AW1Steve)
Post #: 4
RE: Allied Player to Pick-Up RA 3.0 Campaign - 10/28/2011 6:10:17 AM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Since I am working on the Perfect War Mod, a turn a day might be A OK. We'll have to see...please let me know whether or not you'd be interested.

AW1Steve: There are still a few victims out there! Yaaaa...that's it...that's the ticket...

_____________________________



Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/

(in reply to SoliInvictus202)
Post #: 5
RE: Allied Player to Pick-Up RA 3.0 Campaign - 10/28/2011 5:11:19 PM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Soli has the game. THANKS!


_____________________________



Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/

(in reply to John 3rd)
Post #: 6
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