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RE: Ironman Japan v5

 
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RE: Ironman Japan v5 - 2/6/2012 11:33:04 PM   
Andy Mac

 

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From: Alexandria, Scotland
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change listt (that I am willing to admit to)

A few new TF's floating around
Ansi added
P40's added back in
Perth repair yard
CV replensihment sqns added for japan to keep CAG#s topped up
More Easter Eggs added **CENSORED**

ps beware of turn one now

(in reply to Andy Mac)
Post #: 31
RE: Ironman Japan v5 - 2/7/2012 3:41:13 PM   
traskott


Posts: 1546
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From: Valladolid, Spain
Status: offline
Bad boy !!!! Interesting.... 

(in reply to Andy Mac)
Post #: 32
RE: Ironman Japan v5 - 2/7/2012 8:05:59 PM   
HansBolter


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quote:

ORIGINAL: Andy Mac

change listt (that I am willing to admit to)

A few new TF's floating around
Ansi added
P40's added back in
Perth repair yard
CV replensihment sqns added for japan to keep CAG#s topped up
More Easter Eggs added **CENSORED**

ps beware of turn one now



speaking of keeping CAGs topped up....do the Japanese ever run out of ammunition stores on their carriers? I see them sit off Java for 2-3 weeks straight bombing every day without ever returning to port to replenish stores......

when did this v5 get posted? I think I might still be playing v3 and I don't recall there being a v4. how can we tell which "v" we are currently playing?

can I switch mid game? or do I have to restart?

< Message edited by HansBolter -- 2/7/2012 8:08:27 PM >


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Hans


(in reply to Andy Mac)
Post #: 33
RE: Ironman Japan v5 - 2/8/2012 2:23:33 AM   
Enterprise


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excellent! my thanks for the change list content!

Hans has asked if we have to restart, and Im guessing yes. but I'll second the question. I'm currently 4-13-42.

(in reply to Andy Mac)
Post #: 34
RE: Ironman Japan v5 - 2/8/2012 10:15:31 AM   
PaxMondo


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Are you working on Ironman allied AI update?  <hopefully>


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Pax

(in reply to Andy Mac)
Post #: 35
RE: Ironman Japan v5 - 2/8/2012 4:39:39 PM   
Andy Mac

 

Posts: 15222
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From: Alexandria, Scotland
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Got a few PM's to respond to basically I think it will require a re start.

I may need to make an amendment or 2 but in general I think its stable

Re Allied Ironman its on my list I want to get the updates done to both Ironmans before I start to rebuild my work on the 42 start

(in reply to PaxMondo)
Post #: 36
RE: Ironman Japan v5 - 2/9/2012 12:29:35 PM   
PaxMondo


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quote:

ORIGINAL: Andy Mac

Re Allied Ironman its on my list I want to get the updates done to both Ironmans before I start to rebuild my work on the 42 start

Whoo-Hoo!!! Can't wait!!!

_____________________________

Pax

(in reply to Andy Mac)
Post #: 37
RE: Ironman Japan v5 - 2/9/2012 11:18:57 PM   
HansBolter


Posts: 7704
Joined: 7/6/2006
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Andy,

I have to say I thnk you went too far. Last night I updated to 1108r9 and Ironman Japan v5. I deleted all my previously saved games of v3 and started a new game with great anticipation. What I found myself on the receiving end of in turn one was beyond the pale.

I didn't mind in v3 how you had the Japanese making more than one port strike on day one because the additional port strikes went against targets with insignificant assets (Davao, Hong Kong and Rangoon). I didn't even mind too much when your last tweak prior to this one put a carrier TF in position to sink the Houston.

However, your latest tweak with an over the top PH strike with two TFs off pearl and another hitting Manila not once, but TWICE on day one is just too much.

I want a better fight once I start fighting. I don't want a knock out blow while I'm still sleeping and haven't even awoken to start the fight yet. Even JFBs who twist thier opponents arms into playing sceario 2 with a non-historical first turn usually implement house rules limiting Japan to one port strike on day one. You have the AI doing what no Japanese player would ever try to do, becasue no Allied opponent would ever agree to it.

Turn one left such a sour taste in my mouth I am wondering how to downgrade back to v3, or if I should play v5 with first turn surprise off so I can move some assets out of the path of this juggernaut you've created.

I like for my game to deviate from history AFTER the first turn. When I choose a historical first turn an historical first turn with variable results is what I expect to get.

I realize I'll get attacked up one side and down the other for my negative feedback, but I have endeavored to diligently provide you with feedback on the scenario I play the most, good or bad as it may be. I am sure others will likely feel differently, but I think you went too far.

Results of SIX first turn port attacks below:

--------------------------------------------------------------------------------
Morning Air attack on Pearl Harbor , at 180,107

Weather in hex: Clear sky

Raid detected at 105 NM, estimated altitude 12,000 feet.
Estimated time to target is 34 minutes

Japanese aircraft
A6M2 Zero x 51
A6M2-N Rufe x 2
B5N2 Kate x 168
D3A1 Val x 160



Allied aircraft
no flights

Japanese aircraft losses
A6M2 Zero: 2 damaged
A6M2 Zero: 3 destroyed by flak
B5N2 Kate: 2 damaged
B5N2 Kate: 1 destroyed by flak
D3A1 Val: 3 damaged
D3A1 Val: 1 destroyed by flak

Allied aircraft losses
PBY-5 Catalina: 144 damaged
PBY-5 Catalina: 16 destroyed on ground
B-17D Fortress: 54 damaged
B-17D Fortress: 2 destroyed on ground
SBD-1 Dauntless: 34 damaged
SBD-1 Dauntless: 3 destroyed on ground
P-40B Warhawk: 34 damaged
P-40B Warhawk: 10 destroyed on ground
B-17E Fortress: 24 damaged
B-17E Fortress: 1 destroyed on ground
B-18A Bolo: 39 damaged
B-18A Bolo: 10 destroyed on ground
P-36A Mohawk: 32 damaged
P-36A Mohawk: 5 destroyed on ground
A-20A Havoc: 15 damaged
A-20A Havoc: 4 destroyed on ground
R3D-2: 1 damaged
R3D-2: 1 destroyed on ground
F4F-3 Wildcat: 5 damaged
F4F-3 Wildcat: 1 destroyed on ground
O-47A: 7 damaged
O-47A: 2 destroyed on ground
C-33: 1 destroyed on ground
SOC-1 Seagull: 3 destroyed
OS2U-3 Kingfisher: 2 destroyed

Allied Ships
BB Nevada, Bomb hits 8, Torpedo hits 5, and is sunk
CL St. Louis, Bomb hits 2, Torpedo hits 1, on fire, heavy damage
CM Oglala
BB Maryland, Bomb hits 10, Torpedo hits 1, heavy fires
AE Pyro, Bomb hits 1, on fire
BB West Virginia, Bomb hits 1, and is sunk
BB California, Bomb hits 5, Torpedo hits 1, heavy fires
BB Arizona, Bomb hits 12, Torpedo hits 3, heavy fires, heavy damage
BB Pennsylvania, Bomb hits 9, Torpedo hits 3, heavy fires, heavy damage
BB Tennessee, Bomb hits 11, Torpedo hits 2, heavy fires, heavy damage
DM Tracy
DD Conyngham, Torpedo hits 1, and is sunk
AV Wright, Bomb hits 1, Torpedo hits 1, on fire, heavy damage
PC Taney, Bomb hits 1
DD Allen, Bomb hits 1, heavy fires, heavy damage
BB Oklahoma, Bomb hits 14, Torpedo hits 2, heavy fires, heavy damage
DD Case, Bomb hits 1
DM Montgomery, Torpedo hits 1, and is sunk
CL Detroit, Bomb hits 4, Torpedo hits 1, heavy fires, heavy damage
CL Honolulu, Bomb hits 3, Torpedo hits 2, and is sunk
CA New Orleans, Bomb hits 4, Torpedo hits 2, heavy fires, heavy damage
AV Curtiss, Torpedo hits 1, heavy damage
CL Phoenix, Bomb hits 4, heavy fires, heavy damage
DM Gamble, Bomb hits 2, heavy fires, heavy damage
AK Castor, Bomb hits 1, heavy fires
CA San Francisco, Bomb hits 1, Torpedo hits 1
AE Mauna Loa, Bomb hits 1, on fire
DD Jarvis, Bomb hits 2, heavy fires, heavy damage
DM Preble, Bomb hits 1, heavy fires, heavy damage
DD Tucker, Bomb hits 1, on fire
AD Whitney, Bomb hits 1, on fire
DD Worden, Bomb hits 1, heavy fires, heavy damage
DMS Zane, Bomb hits 1, on fire
CL Raleigh, Bomb hits 2, Torpedo hits 1, heavy fires, heavy damage
AV Tangier, Bomb hits 1, on fire
AM Turkey, Bomb hits 1, heavy fires, heavy damage
DD Dewey, Bomb hits 1, heavy fires
PG Sacramento, Bomb hits 1, on fire
DD Monaghan, Bomb hits 1, on fire
AO Neosho, Bomb hits 1
DMS Trevor, Torpedo hits 1, on fire, heavy damage
SS Narwhal, Bomb hits 1
DMS Wasmuth, Bomb hits 1, on fire
DM Breese, Bomb hits 1, heavy fires, heavy damage
AVP Swan, Bomb hits 1, heavy fires
CL Helena, Bomb hits 1, Torpedo hits 2, on fire
DD Ralph Talbot, Bomb hits 1, on fire
DD Aylwin, Torpedo hits 1, and is sunk


Allied ground losses:
31 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 2 disabled


Repair Shipyard hits 1
Airbase hits 44
Airbase supply hits 6
Runway hits 82

--------------------------------------------------------------------------------
Morning Air attack on Davao , at 79,91

Weather in hex: Clear sky

Raid spotted at 25 NM, estimated altitude 5,000 feet.
Estimated time to target is 10 minutes

Japanese aircraft
B5N1 Kate x 12



No Japanese losses

Allied Ships
AVD William B. Preston, Bomb hits 3, heavy fires, heavy damage
xAKL Montanes, Bomb hits 1, heavy fires
xAKL Mauban, Bomb hits 3, heavy fires, heavy damage



Port hits 1
Port fuel hits 2

Aircraft Attacking:
12 x B5N1 Kate bombing from 5000 feet *
Port Attack: 2 x 250 kg GP Bomb



--------------------------------------------------------------------------------
Morning Air attack on Manila , at 79,77

Weather in hex: Clear sky

Raid detected at 33 NM, estimated altitude 8,000 feet.
Estimated time to target is 13 minutes

Japanese aircraft
A5M4 Claude x 7
A6M2 Zero x 14
B5N1 Kate x 71



Allied aircraft
no flights

No Japanese losses

Allied aircraft losses
P-40E Warhawk: 42 damaged
P-40E Warhawk: 5 destroyed on ground
PBY-4 Catalina: 43 damaged
PBY-4 Catalina: 2 destroyed on ground
SOC-1 Seagull: 7 damaged
SOC-1 Seagull: 1 destroyed on ground

Allied Ships
SS Permit, Bomb hits 1, and is sunk
SS S-40, Bomb hits 1, heavy damage
SS Spearfish, Bomb hits 1, heavy damage
PT Q-111, Bomb hits 1, and is sunk
SS Swordfish, Bomb hits 2, heavy damage
AM Lark, Bomb hits 1, heavy fires, heavy damage
PT-34, Bomb hits 1, and is sunk
DD Pope, Bomb hits 1, heavy fires
AS Otus, Bomb hits 2, heavy fires
DD Peary, Bomb hits 1, on fire
DD Pillsbury, Bomb hits 1, heavy fires, heavy damage
PG Asheville, Bomb hits 1, heavy fires, heavy damage
xAK Capillo, Bomb hits 1, heavy fires, heavy damage
SS Salmon, Bomb hits 2, and is sunk
SS Stingray, Bomb hits 1, heavy damage


Allied ground losses:
7 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 3 disabled
Engineers: 0 destroyed, 0 disabled


Airbase hits 7
Airbase supply hits 7
Runway hits 40

Aircraft Attacking:
20 x B5N1 Kate bombing from 5000 feet
Airfield Attack: 2 x 250 kg GP Bomb
24 x B5N1 Kate bombing from 5000 feet
Airfield Attack: 2 x 250 kg GP Bomb
7 x A6M2 Zero sweeping at 10000 feet
27 x B5N1 Kate bombing from 5000 feet
Port Attack: 1 x 800 kg AP Bomb



--------------------------------------------------------------------------------
Morning Air attack on Rangoon , at 54,53

Weather in hex: Clear sky

Raid spotted at 3 NM, estimated altitude 14,000 feet.
Estimated time to target is 0 minutes

Japanese aircraft
G4M1 Betty x 18



No Japanese losses

Allied Ships
xAK Chilka, Bomb hits 4, heavy fires, heavy damage
xAKL Chaksang, Bomb hits 2, heavy fires, heavy damage
xAK Indira, Bomb hits 3, heavy fires, heavy damage
xAK Mundra, Bomb hits 2, on fire
xAKL Agnes, Bomb hits 1



Aircraft Attacking:
18 x G4M1 Betty bombing from 10000 feet
Port Attack: 2 x 250 kg SAP Bomb, 4 x 60 kg GP Bomb



--------------------------------------------------------------------------------
Morning Air attack on Hong Kong , at 77,61

Weather in hex: Clear sky

Raid detected at 68 NM, estimated altitude 11,000 feet.
Estimated time to target is 23 minutes

Japanese aircraft
A6M2 Zero x 13
G4M1 Betty x 18



Japanese aircraft losses
G4M1 Betty: 1 damaged

Allied Ships
xAK Hai Lee, Bomb hits 3, heavy fires
xAK Ming Sang, Bomb hits 3, heavy fires, heavy damage
xAKL Halldor, Bomb hits 2, heavy fires, heavy damage
xAK Munlock, Bomb hits 2, on fire
xAK Hinsang, Bomb hits 1
xAKL Kanchow, Bomb hits 1, heavy fires
xAK Fatshan, Bomb hits 1
xAKL Chengtu, Bomb hits 1, on fire
xAK Hanyang, Bomb hits 2, heavy fires, heavy damage
xAK Bennevis, Bomb hits 1
xAKL Soochow, Bomb hits 1, on fire



Repair Shipyard hits 10

Aircraft Attacking:
8 x G4M1 Betty bombing from 10000 feet
City Attack: 2 x 250 kg SAP Bomb, 4 x 60 kg GP Bomb
10 x G4M1 Betty bombing from 10000 feet
Port Attack: 2 x 250 kg SAP Bomb, 4 x 60 kg GP Bomb



--------------------------------------------------------------------------------
Afternoon Air attack on Manila , at 79,77

Weather in hex: Clear sky

Raid detected at 40 NM, estimated altitude 12,000 feet.
Estimated time to target is 15 minutes

Japanese aircraft
A6M2 Zero x 7
D3A1 Val x 19



No Japanese losses

Allied Ships
SS Sailfish, Bomb hits 1
xAKL Sagoland, Bomb hits 1, heavy fires, heavy damage
AM Tanager, Bomb hits 1, heavy fires, heavy damage
SS Searaven, Bomb hits 1
SS Skipjack, Bomb hits 1
PT-31, Bomb hits 1, and is sunk
xAKL Don Jose, Bomb hits 1, heavy fires, heavy damage




Aircraft Attacking:
9 x D3A1 Val releasing from 3000'
City Attack: 1 x 250 kg GP Bomb
4 x D3A1 Val releasing from 3000'
Port Attack: 1 x 250 kg GP Bomb
6 x D3A1 Val releasing from 1000'
Port Attack: 1 x 250 kg GP Bomb



--------------------------------------------------------------------------------

_____________________________

Hans


(in reply to Andy Mac)
Post #: 38
RE: Ironman Japan v5 - 2/10/2012 10:10:48 AM   
Andy Mac

 

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From: Alexandria, Scotland
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hans aways willing to take feedback if I went to far I went to far.....

Let me take a look I may have got carried away with my desire to shock and awe....

(in reply to HansBolter)
Post #: 39
RE: Ironman Japan v5 - 2/10/2012 10:11:49 AM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Was it the Manila strike that was the step to far ??

(in reply to Andy Mac)
Post #: 40
RE: Ironman Japan v5 - 2/10/2012 11:31:51 AM   
HansBolter


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From: United States
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quote:

ORIGINAL: Andy Mac

Was it the Manila strike that was the step to far ??


Yes, the fact that it occured along with a Pearl strike instead of in lieu of a Pearl strike.

That was also the most devastating Pearl strike I have ever seen. Which in itself isn't a bad thing. I only lost 2 BBs but the lost DDs and heavily damaged CLs hurt worse than losing BBs. I could have lived with it, but losing additional DDs and subs at Manila put it over the top for me at least.

I reran it last night with surprise off, but with a historical first turn and it seems that historical first turn overrides surprise off because it started with the turn resolution and never offered me a chance to give orders on turn one. I ran it again with surprise off and historical first turn off and it finally allowed me to give orders to units, but I disliked starting that way beacuse it was tough to resist the temptation to give orders to everyone and not just the ships in Manila.

I put the all my airforces on alert and gave orders to TFs at sea. I didn't create any new TFs. SS Plunger put a fish into the Soryu and I guess the CAP at Pearl dissuaded the KB from ever attacking. So that exercise was a bust.

< Message edited by HansBolter -- 2/10/2012 11:40:55 AM >


_____________________________

Hans


(in reply to Andy Mac)
Post #: 41
RE: Ironman Japan v5 - 2/10/2012 2:41:05 PM   
Banzan

 

Posts: 288
Joined: 3/13/2010
From: Bremen, Germany
Status: offline
It can be worse (surprise and historical first turn):

Japanese aircraft
A6M2 Zero x 51
A6M2-N Rufe x 2
B5N2 Kate x 168
D3A1 Val x 160



Allied aircraft
no flights

Japanese aircraft losses
A6M2 Zero: 2 damaged
A6M2 Zero: 1 destroyed by flak
B5N2 Kate: 2 damaged
D3A1 Val: 5 damaged

Allied aircraft losses
PBY-5 Catalina: 148 damaged
PBY-5 Catalina: 15 destroyed on ground
P-40B Warhawk: 57 damaged
P-40B Warhawk: 14 destroyed on ground
B-18A Bolo: 34 damaged
B-18A Bolo: 6 destroyed on ground
B-17E Fortress: 25 damaged
B-17D Fortress: 35 damaged
B-17D Fortress: 3 destroyed on ground
A-20A Havoc: 8 damaged
A-20A Havoc: 6 destroyed on ground
SBD-1 Dauntless: 29 damaged
SBD-1 Dauntless: 6 destroyed on ground
P-36A Mohawk: 31 damaged
P-36A Mohawk: 4 destroyed on ground
F4F-3 Wildcat: 6 damaged
F4F-3 Wildcat: 3 destroyed on ground
O-47A: 9 damaged
O-47A: 3 destroyed on ground
C-33: 2 damaged
C-33: 1 destroyed on ground
R3D-2: 1 destroyed on ground
OS2U-3 Kingfisher: 10 destroyed

Allied Ships
BB West Virginia, Bomb hits 2, Torpedo hits 6, and is sunk
BB Nevada, Bomb hits 8, Torpedo hits 4, and is sunk
BB California, Bomb hits 1, Torpedo hits 5, and is sunk
BB Tennessee, Bomb hits 3, Torpedo hits 5, and is sunk
BB Pennsylvania, Bomb hits 2, Torpedo hits 6, and is sunk
BB Arizona, Bomb hits 8, Torpedo hits 6, and is sunk
BB Oklahoma, Bomb hits 4, Torpedo hits 5, and is sunk
AR Vestal, Torpedo hits 1, on fire, heavy damage
CL Helena, Bomb hits 2, Torpedo hits 3, on fire, heavy damage
BB Maryland, Bomb hits 5, Torpedo hits 5, and is sunk
DM Breese, Bomb hits 1, Torpedo hits 1, and is sunk
SS Tautog, Bomb hits 1, Torpedo hits 1, heavy damage
CA New Orleans, Bomb hits 1, Torpedo hits 3, on fire, heavy damage
CL St. Louis, Bomb hits 2, Torpedo hits 3, on fire, heavy damage
DD Dewey, Torpedo hits 1, and is sunk
DM Preble, Torpedo hits 1, and is sunk
DD Phelps, Torpedo hits 2, and is sunk
CL Honolulu, Bomb hits 4, Torpedo hits 2, on fire, heavy damage
DD Henley, Bomb hits 2, heavy fires, heavy damage
DM Ramsay, Bomb hits 2, on fire
DM Pruitt, Torpedo hits 1, and is sunk
DD Tucker, Torpedo hits 1, and is sunk
CL Detroit, Bomb hits 2, Torpedo hits 2, heavy fires, heavy damage
AV Wright, Bomb hits 2, Torpedo hits 1, heavy fires, heavy damage
PT-20, Torpedo hits 1, and is sunk
AV Tangier, Bomb hits 1, Torpedo hits 1, on fire, heavy damage
CL Raleigh, Bomb hits 1, Torpedo hits 2, on fire, heavy damage
SS Narwhal, Bomb hits 2, and is sunk
DD Hull, Torpedo hits 1, and is sunk
CL Phoenix, Bomb hits 2, Torpedo hits 1, on fire
DD Selfridge, Bomb hits 1
DD Helm, Torpedo hits 1, heavy damage
AO Ramapo, Torpedo hits 1, on fire, heavy damage
DD Chew, Torpedo hits 1, and is sunk
AD Rigel, Torpedo hits 1, heavy damage
AK Alchiba, Bomb hits 1, Torpedo hits 1, on fire, heavy damage
CA San Francisco, Bomb hits 1
DD Conyngham, Torpedo hits 1, on fire, heavy damage
DD Patterson, Torpedo hits 1, on fire, heavy damage
CM Oglala, Torpedo hits 1, on fire, heavy damage
PT-23, Bomb hits 1, and is sunk
DM Gamble, Torpedo hits 1, and is sunk
DMS Wasmuth, Bomb hits 1, on fire
DD Reid, Bomb hits 1, Torpedo hits 1, and is sunk
DD Bagley, Torpedo hits 1, and is sunk
DD Worden, Torpedo hits 1, and is sunk
DD Schley, Torpedo hits 1, on fire, heavy damage
DM Tracy, Torpedo hits 1, and is sunk


Allied ground losses:
Guns lost 1 (1 destroyed, 0 disabled)


Repair Shipyard hits 9
Airbase hits 55
Airbase supply hits 2
Runway hits 102

Manila:
Allied aircraft losses
P-40E Warhawk: 65 damaged
P-40E Warhawk: 3 destroyed on ground
PBY-4 Catalina: 36 damaged
PBY-4 Catalina: 2 destroyed on ground
SOC-1 Seagull: 1 damaged
SOC-1 Seagull: 3 destroyed on ground

Allied Ships
AS Canopus, Bomb hits 1, on fire
SS Skipjack, Bomb hits 1, heavy damage
SS Sargo, Bomb hits 2, and is sunk
SS Stingray, Bomb hits 1, heavy damage
PG Isabel, Bomb hits 1, on fire, heavy damage
SS Porpoise, Bomb hits 1, heavy damage
xAKL Compagnia Filipinas, Bomb hits 1, heavy fires, heavy damage
SS Pickerel, Bomb hits 1
SS Saury, Bomb hits 2, and is sunk
SS Salmon, Bomb hits 1, heavy damage
SS Spearfish, Bomb hits 1
PT-35, Bomb hits 1, and is sunk
AO Trinity, Bomb hits 1, on fire
SS Permit, Bomb hits 1, heavy damage
SS Sturgeon, Bomb hits 1, and is sunk
SS Pike, Bomb hits 1
DD Peary, Bomb hits 1, on fire
SS Tarpon, Bomb hits 1, and is sunk
DD Pillsbury, Bomb hits 1, on fire

Allied Ships
xAK Capillo, Bomb hits 1, on fire
PG Tulsa, Bomb hits 1, on fire
SS S-41, Bomb hits 1
AM Lark, Bomb hits 2, heavy fires, heavy damage
AM Finch, Bomb hits 1, on fire
SS Salmon, Bomb hits 1, and is sunk
SS Sailfish, Bomb hits 1, heavy damage
AV Langley, Bomb hits 2, on fire
SS Shark, Bomb hits 1
SS Porpoise, Bomb hits 1, heavy damage
xAK Ethel Edwards, Bomb hits 1, on fire
xAP Rochambeau, Bomb hits 1, on fire
xAKL Bisayas, Bomb hits 1, heavy fires, heavy damage

It hurts

I'll need to play some more turns forward to get a better feeling about what is left then and whats possible to accomplish, but i see where HansBolter is coming from. I'll do that this weekend and will give another comment then.


< Message edited by Banzan -- 2/10/2012 2:50:46 PM >

(in reply to HansBolter)
Post #: 42
RE: Ironman Japan v5 - 2/10/2012 2:46:51 PM   
HansBolter


Posts: 7704
Joined: 7/6/2006
From: United States
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yes, my example above was with surprise and historical first turn.

as for Andy's attempt at shock and awe he succeeded brilliantly.

It may just be me who feels that both Pearl and Manila strikes on the first turn is over the top. Others may well feel differently.

Maybe it would be good for me to just suck it up and play on. I do still tend to get impatient about playing passively for the first six months and start fighting back too early and end up trashing the AI too early in just about every game. So maybe starting that much further in the hole will force me to play more passivley early on.

I don't know, maybe its a change for the good that I just need to get over the shock and awe of and learn to embrace.

p.s. and yea, your first turn was way worse than mine

< Message edited by HansBolter -- 2/10/2012 2:49:06 PM >


_____________________________

Hans


(in reply to Banzan)
Post #: 43
RE: Ironman Japan v5 - 2/10/2012 2:52:22 PM   
Banzan

 

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From: Bremen, Germany
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I always play quite passive for about 7-12 months to let the AI do as much as possible. Now i may have no other choise, because there isn't really anything left to fight back.

(in reply to HansBolter)
Post #: 44
RE: Ironman Japan v5 - 2/10/2012 4:21:12 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
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I will take a look I have a cunning plan to adjust v6 will be out tonight with an amendment (I agree on reflection I may have went a little far albeit this is Ironman....)

p.s. you may not like my amendment any more but at least I listen :):)

<wonders what he can do with the KB2 TF created for the Manila strike.....there must be somewhere else on the map it can hit......>

(in reply to Banzan)
Post #: 45
RE: Ironman Japan v5 - 2/11/2012 2:01:40 PM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
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hi

i am thinking of giving this a go when v6 comes out but have a couple of questions:

1) i assume this is played on the standard map, also the download is just .dat files does it use standard ai? (Basically what needs doing to install this?)

2) if, for example, v7 comes out further down the line is it likely to be save game compatible?

3) i have seen it mentioned to shift up the difficulty to hard for a few days each month - what does this actually do in game? Does it just give japanese extra supplies?

4) do the allies get anything extra? (do you have a website with more info?)

many thanks

sanderz

(in reply to Andy Mac)
Post #: 46
RE: Ironman Japan v5 - 2/11/2012 9:25:31 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline

quote:

ORIGINAL: Andy Mac

I will take a look I have a cunning plan to adjust v6 will be out tonight with an amendment (I agree on reflection I may have went a little far albeit this is Ironman....)

p.s. you may not like my amendment any more but at least I listen :):)

<wonders what he can do with the KB2 TF created for the Manila strike.....there must be somewhere else on the map it can hit......>



<hears maniacal laughter in the back room>



_____________________________

Pax

(in reply to Andy Mac)
Post #: 47
RE: Ironman Japan v5 - 2/12/2012 8:42:39 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
bump to v6

(in reply to Andy Mac)
Post #: 48
RE: Ironman Japan v5 - 2/12/2012 9:58:13 PM   
Peever


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From: Minnesota
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Wanted to finally stop by and say thanks for all your work on this Andy.  Even though I usually end up cursing you when I run into one of your "surprises" your Ironman scenario has kept me playing this game after all these years.  Giving the Japanese all these new toys and aggressive moves makes the first year of the war so much more fun. 


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(in reply to Andy Mac)
Post #: 49
RE: Ironman Japan v5 - 2/12/2012 10:10:35 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
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standard map download and paste into scen file Ai files also attached same thing just download and paste into scen file

2) unlikely as I would need to get scen stamped to make it happen

3) helps the Ai with supplies and aircraft replacement

4) no you need to make do and be a lot more carefull with your assets

quote:

ORIGINAL: sanderz

hi

i am thinking of giving this a go when v6 comes out but have a couple of questions:

1) i assume this is played on the standard map, also the download is just .dat files does it use standard ai? (Basically what needs doing to install this?)

2) if, for example, v7 comes out further down the line is it likely to be save game compatible?

3) i have seen it mentioned to shift up the difficulty to hard for a few days each month - what does this actually do in game? Does it just give japanese extra supplies?

4) do the allies get anything extra? (do you have a website with more info?)

many thanks

sanderz


(in reply to sanderz)
Post #: 50
RE: Ironman Japan v5 - 2/12/2012 10:11:06 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
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quote:

ORIGINAL: Peever

Wanted to finally stop by and say thanks for all your work on this Andy.  Even though I usually end up cursing you when I run into one of your "surprises" your Ironman scenario has kept me playing this game after all these years.  Giving the Japanese all these new toys and aggressive moves makes the first year of the war so much more fun. 



(in reply to Peever)
Post #: 51
RE: Ironman Japan v5 - 2/13/2012 6:26:12 PM   
Keifer


Posts: 92
Joined: 9/27/2007
From: San Diego, CA
Status: offline
I'm a little worried I'll have to change my underwear after Turn 1.

Does it affect the AI if I allow myself to make moves on Dec 7?

Will the AI make the same opening moves with: Historical First Turn = OFF, Dec 7 Suprise = ON

I like to move at Sea Task Forces (i.e. Sir Robin Force Z) and do a bunch of logistical stuff at distant bases to make the next turn go faster.

< Message edited by Keifer -- 2/13/2012 7:15:56 PM >


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Post #: 52
RE: Ironman Japan v5 - 2/13/2012 11:39:19 PM   
HansBolter


Posts: 7704
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From: United States
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quote:

ORIGINAL: Keifer

I'm a little worried I'll have to change my underwear after Turn 1.

Does it affect the AI if I allow myself to make moves on Dec 7?

Will the AI make the same opening moves with: Historical First Turn = OFF, Dec 7 Suprise = ON

I like to move at Sea Task Forces (i.e. Sir Robin Force Z) and do a bunch of logistical stuff at distant bases to make the next turn go faster.


I tried v5 with Historical First Turn off and Surprise off and it still played the same.

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Post #: 53
RE: Ironman Japan v5 - 2/14/2012 8:46:08 AM   
CaptBeefheart


Posts: 2301
Joined: 7/4/2003
From: Seoul, Korea
Status: offline
Hans: Have you ever tried AI vs. AI for the first few months? You can run the game overnight or when you are at work and then hit F9 (or another nearby "F" key) to stop the game. Then you can run it with Japanese AI only. This way you miss the "boring" part in the early months and no restraint will be necessary on your part.

Andy: Thanks for your continuous updates. I may give v6 a whirl. However, is there any chance of getting some of the Babes elements into this, such as their shipborne AA or their base forces (at least on the Allied side)? I'd like to give that a shot sometime.

BTW--I've counted at least 19 IJN CVs sunk or otherwise detected by July 1944 in v3. A pretty good-sized force--not the usual three CVs--showed up in the Marianas and did a lot of damage to my fleet. I ran into some of the Greyjoy-Rader issues, but of course that worked both ways and the IJN got shellacked. I'm still waiting for the Tirpitz to show up, though.

Cheers,
CC

< Message edited by Commander Cody -- 2/14/2012 8:47:25 AM >


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Post #: 54
RE: Ironman Japan v5 - 2/14/2012 11:51:42 AM   
HansBolter


Posts: 7704
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quote:

ORIGINAL: Commander Cody

Hans: Have you ever tried AI vs. AI for the first few months? You can run the game overnight or when you are at work and then hit F9 (or another nearby "F" key) to stop the game. Then you can run it with Japanese AI only. This way you miss the "boring" part in the early months and no restraint will be necessary on your part.

Andy: Thanks for your continuous updates. I may give v6 a whirl. However, is there any chance of getting some of the Babes elements into this, such as their shipborne AA or their base forces (at least on the Allied side)? I'd like to give that a shot sometime.

BTW--I've counted at least 19 IJN CVs sunk or otherwise detected by July 1944 in v3. A pretty good-sized force--not the usual three CVs--showed up in the Marianas and did a lot of damage to my fleet. I ran into some of the Greyjoy-Rader issues, but of course that worked both ways and the IJN got shellacked. I'm still waiting for the Tirpitz to show up, though.

Cheers,
CC


Never tried it that way. I know Bullwinkle recommended it many times. I have great trepidation about allowing the AI to play both sides. I have visions of such a totally out of whack game that it scares me to death. I see the things the AI does with the other side. I can't bring myself to allow it control of my side.

Got version 6 downloaded last night but I deferred to the cat when she chose the computer chair to curl up in while I was making dinner. So maybe I'll get a chance to see a v6 first turn tonight.


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Post #: 55
RE: Ironman Japan v5 - 2/14/2012 7:24:03 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
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Getting Babes in is tough because its a different design philosophy that while I respect it and the folks that did it doesnt fit with my play style and as the author of the scenario I am not going to create a scenario that doesnt really cater to my own preferences. (selfish I know)

e.g. splitting down base forces is micromanagement hell to me but is a fundamental part of the babes philosophy

Other data based changes always happy to take if its more accurate.

So in general Babes device level changes or ship class changes I would happily take if I can find the time. LCU's unlikley for design philosophy reasons

(in reply to HansBolter)
Post #: 56
RE: Ironman Japan v5 - 2/14/2012 9:35:23 PM   
marioa

 

Posts: 38
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Please can anyone to explain me what is the so often propose "brave Sir Robin" strategie or tactics?
Thanks in advance.
marioa

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Post #: 57
RE: Ironman Japan v5 - 2/15/2012 5:27:01 AM   
CaptBeefheart


Posts: 2301
Joined: 7/4/2003
From: Seoul, Korea
Status: offline
Hans: Right, I originally got the idea from Bullwinkle. Forgot to give him the hat tip. Well, for me it usually takes about three AI vs. AI runs before I get an appealing situation to take over ("appealing" meaning quite challenging yet not hopeless). Also, I'll do a few saves and go back to a previous one if something bad happens (like losing three CVs near Saipan in May '42).

Andy: Understood on your motivations. I hear DaBades handles the AA on ships pretty realistically, so that might be a great thing to port over. Also, I like their idea of even more restricted stacking and the extended map, but understand that might be a lot of trouble to port to Ironman.

Marioa: That refers to a character in "Monty Python and the Holy Grail" who "bravely runs away." What it means is you retreat your assets as fast as you can before they get eaten up by the Japanese empire. Then you will have more forces on hand when the time to counterattack arrives.

Cheers,
CC

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Post #: 58
RE: Ironman Japan v5 - 2/15/2012 8:48:34 AM   
marioa

 

Posts: 38
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Commander Cody thanks very much for your help.
marioa

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Post #: 59
RE: Ironman Japan v5 - 2/15/2012 5:02:25 PM   
Keifer


Posts: 92
Joined: 9/27/2007
From: San Diego, CA
Status: offline
Just ran Dec 7. Didn't seem too bad.

Andy,

I didn't notice a replacement for the Manila Strike.

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Post #: 60
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