Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Playtesting RA 6.0

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: Playtesting RA 6.0 Page: <<   < prev  6 7 [8] 9 10   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Playtesting RA 6.0 - 9/19/2013 5:06:19 PM   
Symon


Posts: 1928
Joined: 11/24/2012
From: De Eye-lands, Mon
Status: offline

quote:

ORIGINAL: John 3rd
Need a name for the Alaska...ANYONE?

Well ... the others were named for Territories and we already gots Alaska and Guam ... and I am a bit of a Hispanophile, so ... how about "Puerto Rico"

J

_____________________________

Nous n'avons pas peur! Vive la liberté! Moi aussi je suis Charlie!
Yippy Ki Yay.

(in reply to John 3rd)
Post #: 211
RE: Playtesting RA 6.0 - 9/19/2013 5:51:06 PM   
House Stark

 

Posts: 184
Joined: 4/30/2011
Status: offline
Yeah, Hawaii or Puerto Rico are probably the best choices if you're trying to stick with the territory theme.

(in reply to Symon)
Post #: 212
RE: Playtesting RA 6.0 - 9/19/2013 6:02:51 PM   
Cpt Sherwood

 

Posts: 837
Joined: 12/1/2005
From: A Very Nice Place in the USA
Status: offline

quote:

ORIGINAL: John 3rd


quote:

ORIGINAL: Cpt Sherwood

I found this in an earlier RA thread( over 2 years ago):
[QUOTE]
So, the air changes.

Part 1, and probably the biggest: tweaks for more history-like balance.

Well, I have no overall complaints about the air combat model in AE, but I can't help to notice that a number of planes is considerably under/overmodelled, which is particularly easy to notice when they have a counterpart which was notably less successful in IRL.

A1)The biggest offender here, in terms of overall importance to the war, is Hellcat. RL: the most successful fighter of the Pacific war, with over two times as many claims as any other Allied fighter, despite debuting in combat significantly later than Corsairs and Lightnings, and better claim-to-loss ratio than other major contenders. AE: Allied players only ever use Hellcats at all because they have no control over production. Corsairs are superior in literally every way past 43/10 (F4U-1A has slightly worse ceiling, but this only matters against A6M5/A6M5b/A6M8, other Japanese aircraft of the period either are better than both or worse than both; on later models Corsair becomes an altitude demon as well). Even the initial F4U-1 model only lacks in service rating and not being carrier-capable, otherwise it is better than F6F-3. Hellcat is also the weakest third-generation Allied fighter in general and does not stack well against, say, Shiden.

Solution: +2 MVR across the board to all Hellcat versions. Durability 34 to all Hellcats. -2 MVR acrosss the board to all Corsair versions. Durability 32 to all Corsairs (not only Hellcat, AFAIK, simply carried more armor, better handling in the air = better chances to retain control and survive if the plane gets damaged).
As a consolation prise, F4U-1D and F4U-4 will get to carry 3x1000 lb bombs, to reflect their prominence and superior practical payload in ground attack role (this is a bit of a stretch, but as AE generally gives maximum possible payloads anyway, pretty close to normal RL capabilities).


A2)Hurricane IIa/b/c. RL: probably the worst second-generation Allied fighter in the theatre. AE: probably the best. See this thread, for example:
http://www.matrixgames.com/forums/tm.asp?m=2756276

Solution: DUR -1 acrosss the board, MVR -2 at low altitudes and -3/-4 at high altitudes across the board. As Scen 70 features a reduction in experience for IJNAF pilots, this should not be too unfair to the Allies... Oh, and armor on IId fighter-bomber version should be reduced to 1. Only the most protected aircraft have 2, it wasn't one of them.


J1)Ki-49 Donryu sure rocks, beginning from IIa model. There is a strong argument, to which I personally subscribe, that you should build it for the entire war, never using Ki-67s except as torpedo bombers. One must wonder, why IRL this plane never managed to replace the obsolete Ki-21.

Solution: Reduce Ki-49 payload to 3x250 kg bombs in all versions. Historically the main complaint about this plane was its underpoweredness, i.e., inability to operate satisfactorily with normal load. Its effective practical load was stated to be below that of Ki-21. Add armor to Ki-21-IIb, because better fuel tank protection and pilot armor was, in fact, installed on all and nearly all, respectively, planes of this modification. Shift Ki-21-IIb production date to 42/8. I'm not sure about this date, actually, because all sources I've found state that this model was put into production somewhere in 1942... This is just so that late availability of Ki-21-IIb won't be too much of an argument for Ki-49.


Now when easy things are out of the way... to the most interesting part, IJAAF fighters. But this will have to wait for my next post. [/QUOTE]

My biggest problem is that this is about the only place it is stated. Anyone starting a new game and visiting the mod website would never know this.

These changes seem to be fatRs only. They never got put into DBB. Symon might be advocating a change in a number of aircraft, and that would be fine as long as there is some documentation.


WHERE did you find this? This must have been WAAAAAY back at the beginning. Cannot believe it has been two years! Does it help and/or explain the work?

Hellcat is better and Corsair is slightly worse.

Want opinions on this...



Post 1042 in this thread http://www.matrixgames.com/forums/tm.asp?m=2452466&mpage=35&key=Hellcat�

_____________________________

“Luck is what happens when preparation meets opportunity.” ― Lucius Annaeus Seneca

(in reply to John 3rd)
Post #: 213
RE: Playtesting RA 6.0 - 9/19/2013 8:50:14 PM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Damn...that was a LONG time ago in the Mod. Seems like a life time or two...

Do we let it stay as is or do we need to perform changes?


_____________________________



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

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

(in reply to Cpt Sherwood)
Post #: 214
RE: Playtesting RA 6.0 - 9/19/2013 8:54:57 PM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Just added a lovely ALLIED Lady named USS Hawaii.

The Alaska's will arrive a bit earlier:
Alaska 11/44
Guam 02/45
Hawaii 04/45



_____________________________



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 #: 215
RE: Playtesting RA 6.0 - 9/19/2013 9:10:38 PM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
MAJOR DEPLOYMENT TOPIC:

Have been re-reading a bunch of the RA Threads (thanks to Capt. Sherwood) and am thinking about implementing a major re-organization of the CV deployment on Dec 7th:

In the Kuriles:
CarDiv2 (Hiryu--Soryu--Shoho)
CarDiv5 (Shokaku--Zuikaku--Zuiho)

Babeldoap:
CarDiv1 (Akagi--Kaga--Ryujo)

THINKING:
1. Everything with RA is focusing on the SRA and immediately gaining control of the DEI. A pair of heavy CVs would certainly aid in that from Day ONE while still allowing for a strong PH attack. Alternately we could look at CARDIV1 and CARDIV2 making the attack while the less experienced CARDIV5 deploys to Babeldoap.
2. As discussed in other threads of RA, Yamamoto brings his 'air-minded' approach and allows for my flexible thinking. In this case the recommendations pairing two CV and a CVL gains credence far earlier and makes the CVL the CAP Carrier freeing up striking power on the Fleet Carriers.

In the game, I have promoted Yamaguchi to Vc-Adm and am thinking of taking the best of the 6 CV (Kido Butai) Captains and promoting him to Rr-Adm opening one more decent CV-minded Adm for TF purposes. Remember that Ozawa is C-in-C Combined Fleet and is not available for assignment.

Potentially BIG THINKING. Thoughts???



_____________________________



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 #: 216
RE: Playtesting RA 6.0 - 9/19/2013 9:31:05 PM   
Cpt Sherwood

 

Posts: 837
Joined: 12/1/2005
From: A Very Nice Place in the USA
Status: offline
My vote would be to take it back to the same as DBB and then have Symons aircraft changes be a fold in and possibly a 6.1 version also. From what I understand reading what Symon has written, aircraft changes can be made in a running game.

_____________________________

“Luck is what happens when preparation meets opportunity.” ― Lucius Annaeus Seneca

(in reply to John 3rd)
Post #: 217
RE: Playtesting RA 6.0 - 9/19/2013 9:45:38 PM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
Change the Corsairs stats back to the way they were - durability and maneuver back up. Like Sherwood, the changes made by John (JWE/Symon) can go into a RA 6.1. Offer a player the two options.

I would switch CarDiv 1 and 2 around if you go with this thinking. Of the three CarDiv, 1 & 5 are the 'heavier' of the two in armor and protection. Yamamoto would know that and send them to Pearl realizing there is a possibility of running into the American CVs. Survivability!!

_____________________________


(in reply to Cpt Sherwood)
Post #: 218
Partial Change Log - 9/19/2013 9:50:28 PM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
I have spent the last two hours trying to begin the organization of the Change Log for RA 6.0. Since it has never been attempted, this is a pretty big project. Have got a bunch of it detailed with what I am about to Post. Biggest things missing are the Japanese LCU Changes, a better Alternate History, and Allied Ship additions and changes. Take a look:


Reluctant Admiral Change Log
September 19, 2013

Emergency fleet programs modifications.


1) Yamamoto's increases influence postulated by the mod brings a greater degree of awareness regarding the possibility of a protracted war, as Japan slides into conflict in 1941.

2) The Circle Five program is not even discussed. A conference between the Naval General Staff and the Navy Ministry is held in September of 1941, soon after the historical beginning of war preparations (the reconstruction of Junyo and Hiyo), but nine months before the historical adoption of the Circle Urgent program. This, by the way, also explains why the equivalent of the pair of heavy cruisers that historically belonged to the Circle Urgent program (Ibuki and hull #301 IRL, Iwaki/Hikari RA) is completed so early, and why reconstruction of the shadow carriers happen faster.

The Circle Urgent program is formulated on this meeting. The full program is not activated until August of 1941 (one month earlier than IRL), but some of its parts that were not clearly unfit for peacetime needs, including construction of the new cruisers, were gradually put into action before this date (just like IRL the shadow fleet reconstruction began before IJN officially started its shift to war footing). More importantly, extensive work on future "mobilization ships" designs and construction schedules was done ahead of time, to be put in action in case war is inevitable. While the Circle Urgent program is still primarily concerned with the needs of the initial blitzkrieg and doing what can be done rapidly, foundations of, let's call it the "Circle Perimeter" program are laid down well in advance, instead of being put together in haste in 1942-43.

3) After the Supreme War Council decides to go to war in November 1941, another conference between Naval General Staff and Navy Ministry is held that puts the Circle Perimeter program in action.

4) Additional features of the Circle Urgent program compared to RL:

-Provisions for rapid conversion of a large number of smaller merchant ships and trawlers into auxilary escorts and mine warfare ships, as well as fast merchants into auxiliaries and landing transports. This does NOT result in actual changes to the database - Japan's ability to convert well over a hundred of merchants into patrol boats within December of 1941, then even more xAKs into auxilaries and AKs early in 1942 is not historical, IRL those processes were far less drastic.

-Provisions for rapid arming of the merchant fleet in case of a conflict. MOSTLY does NOT result in actual changes to the database, as the bulk of the Japanese transport fleet already starts the game with anti-air armament. However, the most valuable xAPs and tankers receive minor upgrades later in the war. Deficit of AA guns prevents anything more extensive.

-Construction and conversion of new major naval units during the last pre-war year happens as it already happens in RA.

-Measures are taken to expand production of antiaircraft armaments for IJN. Production of 127/40 Type 89 gun is stopped completely in favor of 100/65 type 98, and 127/50 3rd YT is prepared to be phased out as soon as orders for the last ships of the Yugumo class is completed. As in RL (but earlier) production of 120/45 type 10 is restarted, because this gun was the one most suited for mass production and covering the obvious shortages of 100/65 mounts. This is necessary to explain faster AAA upgrades.

-Subs are streamlined with the new single-type I-Boats replacing all the differing specialized subs.

-A general agreement on providing for Army's amphibious operations is worked out during the discussion of the Circle Urgent plans in IGHQ. According to it, the Navy takes the entire responsibility for design and construction of all types of ocean-going ships, with a certain share of budget and construction facilities set apart for the Army's needs. So that we won't have bullshit like Army submarines and escort carriers. Fulfilling said agreement, the first series of tank landing ships is laid down in late 1940, with the first ships available shortly after the war's outbreak:
http://www.navypedia.org/ships/japan/jap_aux_ss.htm

-A program of increasing IJN's convoy-escorting capabilities is set forth, but the only thing that actually gets done within the bounds of the Circle Urgent is mass reconstruction of old destroyers into escort ships (already applied in RA). Laying down of Etorofu-class escorts in 1941 is considered, but not proceeded with, due to lack of funds and materials, consumed by more immediate needs. However, designs for the new classes of ASW ships are drawn at this stage, creating a basis on which wartime construction programs will be built.


5) The Circle Perimeter program, adopted in late January of 1942, is based on the assumption that Japan needs to exploit the wealth of DEI, and further expand military production to protect the defensive perimeter around its conquests and soon-to-be-conquests, and the deficit of merchant tonnage, already significant at the beginning of the war, is the biggest obstacle to that. Therefore, naval production priorities for 1942-1943 are established as (1)merchant shipping; (2)escorts and other light forces necessary for protection of shipping; (3)aircraft carriers; (4)destroyers; (5)submarines; (6)large surface combatants. Most orders for ships that weren't laid down yet previous circles are canceled, to streamline planning. The two guiding principles for newly constructed merchants and escort forces are simplification of construction, with no considerations for commercial efficiency, possible post-war use or long-term reliability; and standardization of designs, adopting designs from existing ship classes wherever possible. As designs for "mobilization ships" were partially prepared in advance in this alternative, their production begins faster.


6) Additional features of the Circle Perimeter program compared to RL:

-Designs of standard transport ships are prepared by the Naval Technical Office during 1941. They are similar to designs of RL 2nd War Standard Programme, except with improved compartmentalizion and double-bottom compartments, to increase survivability. This most likely will NOT result in any changes to the database, Japanese merchant production in-game is already sufficient. Rather, this change should explain, why it is sufficient.

-Only 11 subchasers of the Ch-28 class are ordered (those laid down before the adoption of the Circle Perimeter program), and the concept of the large subchaser is abandoned thereafter, to conserve manpower and resources. Similarly, no orders are placed for minsweepers of the W-19 class, beyond the first four which were laid down before the war. Escorts of the Etorofu class and its successors are not ordered, due to being too big and expensive for immediate construction.

-According to the Circle Perimeter programm, the fleet's light and escort forces should be composed of following classes of shis:
(a)The Class A destroyer, that should be able to handle both anti-air and anti-submarine protection duties, as well as torpedo attacks. Unfortunately placing 3 twin 100/65 Type 98 turrets on a Yugumo hull will add over 6 tons of topweight, and a similar weight increase due to flak and DCs addition IRL forced Japanese to remove the turret #2. So, no real changes from RA as it is, continue to build as many Akizukis as possible and accept decrease in torpedo capabilities.
(b)The Class B destroyer, primarily meant to serve as a cheap, fast escort for convoys and slower (due to inclusion of slow shadow fleet carriers in the fleet) carrier taskforces, with reduced anti-surface capabilities. An enlarged Matsu type, with 1400 tons of standard displacement and 2x2 100/65 type 98 guns in open mounts (note that these mounts, unlike closed turrets, installed on Akizuki DDs, had practically the same weight as 127/40 Type 89 mounts, an increase in displacement provides for one extra barrel). Deliveries of this class will begin around May of 1943.
(c)The large escort. Based on the hull of the Sokuten/Hirashima minelayer class
http://www.navypedia.org/ships/japan/jap_ml_sokuten.htm
, instead of the bigger and more expensive Etorofu. Said minelayers were only slightly smaller than later C/D-class escorts, had good seaworthiness, and after wartime modifications that increased their oil storage had endurance of about 3800-4000 nm at cruise speed. Not as good and capable as Etorofu/Mikura/Ukuru escorts, probably even somewhat worse than C/D, but big enough to carry sufficient ASW equipment, suitable for production in large numbers and following the principle of using existing projects when suitable. Armament (initial) of 2x1 120/45 10th YT, 2x3 25/60, 60 DCs. Deliveries of this class will begin around December of 1942, with initially all ships using diesels, and a subtype running on steam turbines introduced later. Later in the war an extremely simplified version of these escorts, based on this
http://www.navypedia.org/ships/japan/jap_ml_kamishima.htm
will be introduced.
(d)The coastal escort. A very small, cheap subchaser with a wooden hull, suitable for building on every small commercial shipyard. Basically, the RL Cha-1 class. These ships should be used for protection of coastal convoys, and port defense. Deliveries of this class will begin around June of 1942.

-In addition, the same Sokuten hulls will be used as the basis for construction of new minelayers and minesweepers in modest numbers.

-The Circle Perimeter program is modified when planning production for 1943. SBD/SBT LSTs are initially planned to replace slower SS LSTs in late 1942, and orders for them are greatly expanded when the need for a fast transport for resupplying forward garrisons becomes apparent. Deliveries begin in June of 1943.


7) Other changes:

-In second half of 1940 an expanded technical mission is sent to Germany to learn of German experiences regarding modern naval warfare. Among other things it optains blueprints for large-calibre automatic cannons (both Rheinmetall 37mm and Bofors), passive hydroacoustics devices, and ground AAA fire control stations.

-As IRL, Japanese experiment with the 40mm Bofors gun (37mm Rheinmetall guns are rejected, apparently Germans themselves considered them inferior for naval use), but mass production is never achieved. A few very late-war ships might carry 40/60 Type 3 guns in single mounts.

-PT boats development starts before the war, and is based on German S-boats (Lurssen boats). Lack of resources prevents mass construction until 1943, but early introduction of this class of ships allows to overcome most of the early teething troubles by that time (IRL T51 boats were an S-boat knockoff, but the hastily created project was a failure, with insufficient seaworthiness and speed). Non-seaworthy small boats are not considered to be an effective weapon, and only begin to be produced in any numbers in early 1945, to protect the Home Islands.


STARTING FORCES (Capital Ships):
KB-1/KB-2 (Two WARP Speed TF on Dec 7th)
CV: Akagi, Kaga, Hiryu, Soryu, Shokaku, Zuikaku
BC: Kirishima, Hiei, Kongo, Haruna

There are four new construction Akatsuki-Class AA DDs present.

Home Islands:
BB: Nagato and Mutsu
CVEs: Taiyo and Hosho

Babeldoap:
CVLs: Ryujo, Shoho, Zuiho

Shoho is completed in time for Dec 7th.

DEI:
BBs: Fuso, Yamashiro, Ise, Hyuga

The only additional starting forces for Japan on Dec 7th, compared to IRL, in this version of RA is Shoho and 4 DDs. That is it.

REINFORCEMENTS:
1942
CV: Junyo (Feb), Hiyo (June), Ryukaku (Sho-Kai Class November)
CVL: Nisshin (Feb) and Ryuho (July)
CA: 2 Tone-Kai

1943
CV: Taikaku (Sho-Kai Oct)
CVL: Aso (Aso-Class June)
CB: 2 Kawachi-Class Command Cruisers

1944
CV: Renkaku (Sho-Kai Feb), Amagi (Sho-Kai Aug), Katsuragi (Sho-Kai Dec)
CVL: Kazahaya (Aso-Class Mar), Hayasui (Aso-Class Nov)

1945
CV: Kasigi (Sho-Kai April)

Sho-Kai Class carries 75 Aircraft and is a slight improvement off of the Shokaku.

Aso-Class carries 33 planes and converted from the hulls of three enlarged Yahagi-Class CLs.

Extras
No Taiho or Shinano as normal.

Add five of the new Oyodo-Class CLs and you have the Japanese OOB.




AIRCRAFT CARRIERS (RELUCTANT ADMIRAL)
(1) The wartime CV production is 3 pairs of Shokaku-Kai carriers (almost identical to Shokaku, but slightly larger, carry 75 planes, and get a small number of Japanese Bofors copies added to their armament in the 1/45 upgrade).

(2) Three Yahagi-Class CL hulls are converted into excellent CVLs of the Aso-Class carrying 33 Planes, 31 Knots, and retain some of their CL armor protection. Very similar to the Independence-Class built from the American CLs.

(3) Kaiyo is removed from the queue. Several large APs (Brazil Maru and Asama Maru Classes) are provided with the option of converting to Kaiyo-class CVEs from 12/42. These CVEs do not have organic airgroups.

(4) Late-war planes are replaced with 1943's models for carriers that arrive in 1944-45. Experience is set to 60 for airgroups on large carriers (the initial PH six currently have airgroups with pilot experience from 60 to 70, by comparison in Scen 1 their experience is 70-75).

(5) Flak armament tweaked. Besides small changes for realism, AA rocket launchers are replaced with more 25/60 triples/quadruples everywhere.

BATTLESHIPS(RELUCTANT ADMIRAL)

(1)Usual range/speed/displacement small realism tweaks...

(2)The number of AAMGs is brought to the historical maximum or slightly above for appropriate classes in final upgrades, but most of them are installed much earlier, in 1943 or early 1944.

(3)Fuso and Ise classes get a full line of normal upgrades, hybrid conversions are optional. I personally find these classes not very useful in surface combat late in the game (too slow to survive night combats, particularly once USN torpedoes heal, weaker in a daylight gunfight than most old USN battleships), but options can't hurt.

(4)Mutsu class has its AA armament further increased at the end of 1944, compared to the stock (but is not fully converted to a floating AA battery as IRL).

(5)Kawachi class is made a little less hardcore, belt thickness, speed, radius, aircraft complement are reduced to prediction for the B-64 project.


CRUISERS (RELUCTANT ADMIRAL)

(1) Modifications from the previous versions of RA are copied. Small-calibre flak upgrades for heavy cruisers are brought more in line with my earlier work for the Perfect War mod, however, they are available on later dates in RA.

(2) The Tone class is corrected to Durability 58, belt armor 140. It is unclear why its durability and protection are reduced in stock, while IRL Tones were the most sturdily built and heavily armored IJN cruisers. This change makes the Tone-kai class from previous RA version largely redundant, Iwaki and Hikari now belong to the Tone class.]

(3) Effective range for 5500-ton cruisers is reduced to 5000(14) across the board, to reflect their RL state by 1941 (see Lacroix/Wells p.555). Flak armament and its wartime upgrades tweaked, with the final configurations reflecting the most interesting RL versions of AAA armament and its positioning, but avaialable earlier than IRL.

(4) As surface Allied superiority often proves an even worse problem than air superiority by 1944, all conversion of old cruisers to CLAAs (provided for Tenryu, Kuma and Nagara classes) are optional. A player can keep them all as surface combatants. Nagara CLAAs also keep their torpedo armament.

(5) 5 Yahagi-class cruisers (as Oyodo, but constructed as destroyer leaders with full armament) are present in the mod currently (slots 106-109). I've noticed that the cost of Agano vs Oyodo was just 26 400 vs 31 160 thousands of yen (again, from Lacroix/Wells). This, of course, does not fully reflect relative complexity of construction, but it still made me more inclined towards the latter type. Also, it is far closer to what the RA mod player are already familiar with.


FIRST-CLASS TORPEDO SHIPS (RELUCTANT ADMIRAL)

(1) 120/45 guns on Mutsuki-class destroyers are changed from the 10YT (DP) to the historically correct 3YT (non-DP), so that these ships have practically no AA potential at the beginning of the war, as they should.

(2) Upgrades for the Mutsuki class are tweaked in line with the most optimal historical configuration. Less reduction in anti-surface armament during the late war, but ASW potential is reduced (AA potential is lower too, due to #1).

(3) The Mutsuki class APDs are not converted to escorts late in the war (that didn't happen IRL), upgrades are tweaked accordingly.

(4) Destroyer upgrades are tweaked. Reduction in surface armament in late-war upgrades is nonexistent or much less severe. In particular, torpedo armament is always retained. However, much fewer automatic AA guns are installed in the same upgrades. If surface combat was as important IRL as it is in the game, Japs would do the same.

(5) As the result of points above, Japanese destroyer fleet generally has far weaker and almost bordering on nonexistent AA armament throughout most of 1942. However, as Akizuki-class destroyers start to appear in large numbers, upgrades happen earlier than IRL, and some upgrades actually switch pure naval guns from DP guns (although usually the same 127/50 3YT, which have pretty bad AA stats), and other DP guns aren't removed (as every old player should know, DP guns are the core of any TF's anti-air defense; they have a chance of firing at any attacker, while automatic guns seem to only protect a ship which carries them), the anti-air potential of IJN combat screen rapidly increases far above the stock levels.

(6) 14 Yugumo-class destroyers (including 6 late-war hulls) are removed from the scenario (slots 159-166 and 2938-2943). The remaining 14 DDs of this class are available earlier, in 1942 - first two months of 1943. The Yugumo class is moved to slots 153-166.

(7) Shimakaze is removed from the scenario.

(8) 18 Akizuki-class desroyers are added to the scenario (slots 142-148 and 8235-8249). Also, all Akizuki-class destroyers arrive early (before the end of 1944). 10735-10756

(9) Matsu and Tachibana classes are modified. Their standard displacement is increased to 1500 tons, and they carry 2x2 100/65 T98 guns as their main armament. Quintuple and sextuple torpedo launchers are used instead of quadruple (using larger torpedo launchers was planned for these classes IRL, but they were not ready in time). Matsus can upgrade to Kaiten carriers in mid-1945.

(10) 9 Tachibana-class destroyers are added to the scenario for late 1945. In addition, other destroyers of Matsu and Tachibana classes arrive much earlier, starting from July of 1943. There is no large numerical increase, because these types are larger than in stock.


SECOND-CLASS TORPEDO SHIPS

(1)20 old 2nd-class destroyers of Momi and Wakatake classes are converted to numbered patrol boats, undergoing a major reconstruction (using old AA weapons removed from first-line ships). The PB-51 class of patrol craft is added to the scenario. Armament includes 1x120/45 3 YT, 1x2 40/61 T91, 2x4 13.2 T93, 1x2 53cm torpedoes, 48 DCs. Speed 25 knots, endurance 5000(14).

Wakatake (PB-51), Kuretake (PB-52), Sanae (PB-53), Asagao (PB-54), Fuyo (PB-55), Karukaya (PB-56), Yugao (PB-57), Hasu (PB-58), Kuri (PB-59), Tsuga (PB-60), Nire (PB-61), Take (PB-62), Kaki (PB-63), Ashi (PB-64), Sumire (PB-65), Hishu (PB-66), Kiku (PB-67), Susuki (PB-68), Tsuta (PB-69), Yomogi (PB-70) are included in this class.

Kaya, Nashi - decomissioned 1940 IRL, become PB-71 and PB-72 (slots 416-417).

(1.2) Added upgrade options for those destroyers of Momi and Wakatake classes that start the war converted to APDs.

(2) 2 old destroyers of Momo class begin the war as second-rate escorts. Not reconstructed beyond replacing cannons with DCs and AAMGs.

(3) The Tomozuru class is renamed to Chidori class, for historical accuracy. All TBs remain classified as TBs, insread of Es, as they retain their torpedo armament.

(4) 120/45 guns on unupgraded Minekaze and Kamikaze classes are changed from the 10YT (DP) to the historically correct 3YT (non-DP), so that these ships have practically no AA potential at the beginning of the war, as they should.

(5) 6 old Minekaze-class DDs are convered to APDs in 1941, instead of 2 (Tachikaze to Nadakaze, slots 317-322), to compensate for absence of Momi/Wakatake APDs. These ships undergo a thorough reconstruction with installation of DP guns and increase of radius at the expense of speed. Those APDs have options for both APD and E upgrades for late war.

(6) All ships of Minekaze and Kamikaze classes (that aren't converted to APDs and escorts) receive upgrades to the Kamikaze class standards.


ESCORT SHIPS

(1) The only historical class of escorts in the scenario is Shimushu. All other escort classes presented in the scenario are derived from Sokuten/Hirashima minelayer class, rather than Shimushu class. Also, all escort hulls differ only in their degree of simplification and adaptation for rapid building techniques, no building of different-sized ships.

(2) The first class of new escorts is Matsuwa class, first ships laid down in the last months of 1941 and entering service in late 1942. Consists of 12 ships (slots 353-364). 725 tons of standard displacement; initial armament of 2x120/45 3YT (non-DP guns), 2x3 25/60 T96, 60 DCs; Speed 20 knots, Radius 4000 (14).

(3) The second class is Miyake class, first ships laid down in second half of 1942 and entering service in second half of 1943. The slightly improved variant of the previous class, the main differences are replacement of old 120/45 3YT guns with 10YT DP guns and 120 DCs. Consists of 10 ships (slots 365 - 374).

(4) The third class is Okinawa class, built through 1943 to 1945, with the first ships entering service at the end of 1943. A simplified and improved design, with slightly increased fuel storage. 730 tons of standard displacement; initial armament of 2x120/45 10YT, 3x3 25/60 T96, 120 DCs; Speed 20 knots, Radius 4500 (14). 48 ships (slots 375-412).

(5) C and D class escorts are using the same hull and basic armament as Okinawa class, but less powerful and simpler to make engines. Armament is the same as IRL. Speed is slightly higher, while endurance is lower. Consists of 157 ships (slots 416-546, 613-622 and 6981-6999).

(6) Only 10 subchasers of the Ch-28 class are ordered (Ch-28 through Ch-37, those laid down before the adoption of the Circle Perimeter program), and the concept of the large subchaser is abandoned thereafter, to save manpower and resources for construction of large escorts and destroyers.

(7) 3-ship historical Ch-251 class is added to the scenario (slots 8337-8339).


SUBMARINES (RELUCTANT ADMIRAL)

(1) Fuel requirements are reduced across the boards. As far as I can see, the fuel loads in the game roughly correspond to maximum load in tons of liquid fuel IRL, but stock Japanese submarines violate this rule, with fuel loads up to three times higher.

(2) Durability is reduced for some smaller subs and transport subs.

(3) Radar upgrades happen several months earlier.

(4) The KD8 medium submarine class is added to the scenario. Includes 15 boats (slots 1132-1146).

(5) Five ST class submarines are added to scenario (slots 1160-1164).

(6) 3 B3 class submarines (slots 1078-1080), 18 K6 class submarines (slots 1132-1148 and 1158), 18 KS class submarines (slots 1159-1176), and 10 STS class submarines (slots 1177-1186) are removed from the scenario.

(7) All midget submarines of B,C and D classes (slots 7976-8039) are removed from the scenario.


AMPHIBIOUS TRANSPORT SHIPS

(1) 4-ship historical Kibitsu Maru LSD class is added to the scenario, arriving from December 1943 to 1945 (slots 2991-2994).

(2) 16-ship historical SS LSI/LST class is added to the scenario. The number of ships is lower (16, slots 7385-7399), but they are available early in 1942-early 1943.

(3) Type SB (previously T-101) LSI/LST class is available from summer of 1943, and the number of ships in it is increased to 95 (slots 7441-7499 and 8575-8599) as production continues throughout 1945.

(4) The number of Type 1 LSI/APDs is increased to 50 (slots 7411-7440 and 8550-8596), as the fist ship become available in mid-1943 and production continues until the end of the scenario.


MINE WARFARE SHIPS

(1) 3-ship Ajiro minelayer class (slot 2898 and 14407-08) is added to the scenario (IRL this class consisted of 1 ship, not represented in stock), arriving in late 1943-early 1944.

(2) 12-ship Kamishima minelayer/minesweeper (convertable both ways) class (slots 14410-21) is added to the scenario for late 1944 and 1945 (IRL this class also consisted of only one ship).

(3) 2-ship Eijo minelayer class (historical) is added to scenario (slots 2899-2900).

(4) W-19 destroyer minesweeper class consists of only 4 ships. 13 more ships starting from W-23 are not ordered, with priority being given to escort construction and, later, smaller minelayers on a standardized hull.

(5) W-101 minesweeper class (historical ships made from captured British hulls) is added to the scenario (slots 624-625).

(6) Many small changes to flak upgrades are introduced for practically every class.


AUXILARIES, GUNBOATS, MERCHANTS, ETC

(1) The old former cruiser Asahi (slot 14405), reconstructed as a submarine tender, is included in the scenario.

(2) Three very old Japanese cruisers (Yakumo, Izumo, Iwate, slots 14402-4) are included in the scenario as patrol gunboats. Just don't expect them to participate in naval combat...


MOTOR TORPEDO BOATS

(1) All Japanese motor torpedo boats in the scenario belong to S-30 class, purchased from Germany or built on license: http://www.navypedia.org/ships/germany/ger_mb_s30.htm

(2) 200 new S-30 class large MTBs (slots 880-885 and 8040-8115, 8120-8234) replace 585 MTBs and MLs from the previous versions of Reluctant Admiral. Deliveries begin in May of 1943 and end in January of 1946. Note that expanded PT boats production also replaces the midget submarines' wartime production.


GENERAL

(1) In-game fuel loads on various cargo ships, auxilaries, escorts, and mine warfare ships are reduced by 1/3, to compensate for the reduction of their cargo loads compared to stock. These ships effectively take less fuel to travel the same distance. In some cases, where data regarding historical fuel loads is available, it is used instead of the normal reduction, as the game seems to burden Japanese auxilaries and small ships with excessive fuel consumption anyway.

(2) Many upgrades are tweaked. In general, the number of AAMG increased on many classes, but is often lower than in stock before upgrades.

(3) Displacements and other stats on Japanese warships are brought in line with data provided by Jentschura (and most of the sources). Capital ships usually have lesser displacements than in stock, many older destroyers have bigger (past pre-war reconstruction), and so on.


Allied Aircraft Production Changes
Wildcat V +8/month
Wildcat VI +10/month

Blenheim IV +4/month
Blenheim VD +10/month, produced until 8/44
Hurricane IIb Trop +5/month
Hurricane IV +10/month, produced until 12/44
Mohawk IV +2/month
Spitfire Vc Trop produced until 12/44
Sunderland III +1/month
Sunderland GR.V +2/month
Vengeance IV +20/month


A-20G produced until 9/45
A-24 +3 month, produced from 12/41 to 10/42
P-40E +10/month
P-40N1 produced until 7/44
P-40N5 produced until 12/44
P-61C +15/month
P-70A-1 +15/month


F4F-3A +4/month
F4U-4 +50/month
PBJ-1J +6/month
PBM-3 and PBM-5D +3/month
PBY-5 and following models +2/month
SBD-3 +12/month.
SB2C5 +90/month, produced until the end of the scenario.
TBM-1C +40/month

F-4 (Aust)10/42--10/44 at 3/mo...Extend replacements until 10/44
Spit PR IV...Brit...10/42--10/42 at 4/mo...Extend until 9/43
F-5A...US...1/43--5/44 at 6/mo...Switch to production to ensure they come in.
F4F-7 Wildcats...USN...11/42--2/42 at 8/mo...down to 4/mo extend replacements until 12/43
PB4Y-1P Lib...USN...12/42 at 1 & 4/mo...Switch over to just 6 production per month

C-24A Commando...US...8/43--10/44 at 3/mo... increase to 6/mo so units can fillout

B24J increases would change monthly output from 65 to 73. Starts in 9/43--goes to end.
B25J11 increased would change monthly output from 45 to 60. Starts in 9/44--goes to end.
PBJ-1J increase would change monthly output from 20 to 25. Starts in 7/44--goes to end.

Also minor additions to initial pools for several types: This means that (a)The Allies get a few more fighters and divebombers to survive 1943; (b)Some tight spots, like NF and patrol planes production, are partially fixed; (c)There are over a thousand more Warhawks, plus some Hurricanes and older Spitfires to cover for the slump in USAAF stock fighter reinforcements in 1944; (d)Production of USN/USMC aircraft continues at its maximum intensity until the end of the scenario.


Base Modifications:

Pago Pago Pt-2, AF-2, Ft-1 This reflects the Americans having begun work on the base. CV Lexington, 3 CA, and 8 DD are just NE of the location covering the TF that just finished unloading and is disbanded in the Port.

Toungoo AF-2 Ft-1 Never understood why this base starts at AF-1 and has the entire AVG present.

Noumea Port increased 1 and Forts raised to 1 reflecting the Free French presence.

Saipan AF-4, Pt-4, Fort-4 reflecting this base being Combined Fleet’s Forward Operating Base


Starting Allied TF Locations:
Pago Pago Reinforcement TF: CLs Raleigh and Detriot with 4 DDs escorting 3 AP and 3 AK. TF is fully unloaded and disbanded in Port. CV Lexington is 4-6 hexes NE and headed back to PH.

DD Le Triomphant moved to Noumea joining CA Algerie, CL Jean de Vienne, and 4 L'Adroit DDs. There are also 4 French SS present. HOW ABOUT THAT DIFFERENT??!!

PM Reinforcement TF (Townsville) A force of 1 CA and 3 CL are prepared to escort 6 AP with the remainder of the PM Brigade, support units as well as aircraft if wanted.

Pensacola TF at Darwin loaded and ready to depart carrying all the historical units. The TF is protected by a CTF containing CA Pensacola, CLV Charlotte, and 3 DDs.

CA Houston, CL Boise, and 4 4 Pipers at Tawi Tawi ready to move wherever the player wants.

Should Note that there are different ships at PH (the three Idaho-Class are present) and a pair of the normal PH BBs are at San Fran getting their upgrade that was planned but never happened...


New Garrison Requirements
My goal is to SLOW DOWN the creation of massive stacks moving across the board as well as tie down additional troops allowing for a slower start with real consequences for offensives reaching into China and/or India. Add JWE's changes to movement on the map and we may actually serve to achieve this goal.

This is what I've done:

Nationalist--Communist China:
Changsha 350 +50
Siangtan 100 +50
Hengyang 150 +50
Shaoyang 50 +30
Kweiyang 100 +40
Changteh 150 +110
Sian 300 +100
Yenan 350 +70

TOTAL +650 Required

Occupied China
Peiping 450 +70
Tientsin 350 +30
Tsingtao 250 +50
Suchow 150 +30
Soochow 150 +30
Wusih 100 +40
Nanking 350 +70
Hangchow 200 +40
Hankow 250 +30
Wuchang 250 +50
Amoy 100 +40
Canton 400 +40

TOTAL: +640 Required


Burma
Prome 10 +10
Toungoo 10 +10
Meiktila 10 +10
Shwebo 20 +20

TOTAL: +50 Required


India
Jamshedpur 20 +20
Asanaol 20 +20
Howrah 20 +20
Madras 200 +120
Columbo 100 +40
Trincomalee 50 +30
Bombay 250 +70
Delhi 200 +75

TOTAL: +395 Required


< Message edited by John 3rd -- 9/19/2013 9:53:10 PM >


_____________________________



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

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

(in reply to ny59giants)
Post #: 219
RE: Playtesting RA 6.0 - 9/19/2013 9:55:04 PM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline

quote:

ORIGINAL: ny59giants

Change the Corsairs stats back to the way they were - durability and maneuver back up. Like Sherwood, the changes made by John (JWE/Symon) can go into a RA 6.1. Offer a player the two options.

I would switch CarDiv 1 and 2 around if you go with this thinking. Of the three CarDiv, 1 & 5 are the 'heavier' of the two in armor and protection. Yamamoto would know that and send them to Pearl realizing there is a possibility of running into the American CVs. Survivability!!


We could certainly do BOTH as far as I am concerned. If we do that then we lower Hellcat back to 'normal' as well. OK?

I was trying to follow the CV Speed function for the CVs. Agree that CARDIV1 and CARDIV5 make the best sense for operations against Hawaii. Let CARDIV2 deal with DEI.


_____________________________



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

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

(in reply to ny59giants)
Post #: 220
RE: Playtesting RA 6.0 - 9/19/2013 11:26:43 PM   
Cpt Sherwood

 

Posts: 837
Joined: 12/1/2005
From: A Very Nice Place in the USA
Status: offline

quote:

ORIGINAL: John 3rd


quote:

ORIGINAL: ny59giants

Change the Corsairs stats back to the way they were - durability and maneuver back up. Like Sherwood, the changes made by John (JWE/Symon) can go into a RA 6.1. Offer a player the two options.

I would switch CarDiv 1 and 2 around if you go with this thinking. Of the three CarDiv, 1 & 5 are the 'heavier' of the two in armor and protection. Yamamoto would know that and send them to Pearl realizing there is a possibility of running into the American CVs. Survivability!!


We could certainly do BOTH as far as I am concerned. If we do that then we lower Hellcat back to 'normal' as well. OK?

I was trying to follow the CV Speed function for the CVs. Agree that CARDIV1 and CARDIV5 make the best sense for operations against Hawaii. Let CARDIV2 deal with DEI.



Yes, and don't forget the Hurricanes and Ki-49s too.

_____________________________

“Luck is what happens when preparation meets opportunity.” ― Lucius Annaeus Seneca

(in reply to John 3rd)
Post #: 221
RE: Playtesting RA 6.0 - 9/19/2013 11:37:16 PM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
I'm leaving the Hurricanes and Ki-49s as is. There was discussion elsewhere where we ended up taking those values. Think it was from one of Big B's Mods. Michael do you remember that? Those are modded much more accurately now.

We'll change the Hellkitties and Corsairs thought ASAP when I get home from work.


< Message edited by John 3rd -- 9/20/2013 12:21:27 AM >


_____________________________



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

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

(in reply to Cpt Sherwood)
Post #: 222
RE: Playtesting RA 6.0 - 9/19/2013 11:42:52 PM   
Cpt Sherwood

 

Posts: 837
Joined: 12/1/2005
From: A Very Nice Place in the USA
Status: offline
Then please include in the mod description that they have been modified from DBB values.

_____________________________

“Luck is what happens when preparation meets opportunity.” ― Lucius Annaeus Seneca

(in reply to John 3rd)
Post #: 223
RE: Playtesting RA 6.0 - 9/20/2013 12:24:10 AM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
GOOD IDEA. Will do that. Want to find the discussion but looking back at Threads 18-24 months past is not easy.

Does the change list, in its primitive form, help at all?

Will work to add more topics and turn it into an Allied READ ME/Japanese READ ME Scenario Description.


_____________________________



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

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

(in reply to Cpt Sherwood)
Post #: 224
RE: Playtesting RA 6.0 - 9/20/2013 2:53:53 AM   
Capt. Harlock


Posts: 5358
Joined: 9/15/2001
From: Los Angeles
Status: offline
quote:

Just added a lovely ALLIED Lady named USS Hawaii.

The Alaska's will arrive a bit earlier:
Alaska 11/44
Guam 02/45
Hawaii 04/45


Nice!

_____________________________

Civil war? What does that mean? Is there any foreign war? Isn't every war fought between men, between brothers?

--Victor Hugo

(in reply to John 3rd)
Post #: 225
RE: Playtesting RA 6.0 - 9/20/2013 4:09:36 AM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Sorry to John (Symon) but I felt Hawaii was more appropriate.

Won't get much done today or tomorrow. Lots of work at the store. Have to wait for Sat--Sun--Mon to get this finished.


_____________________________



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

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

(in reply to Capt. Harlock)
Post #: 226
RE: Playtesting RA 6.0 - 9/20/2013 4:48:13 PM   
moore4807


Posts: 1089
Joined: 6/2/2000
From: Punta Gorda FL
Status: offline
Nice Job everybody!

Looking forward to playing it!

_____________________________


(in reply to John 3rd)
Post #: 227
RE: Playtesting RA 6.0 - 9/20/2013 11:08:37 PM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
So am I when it is DONE!


_____________________________



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

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

(in reply to moore4807)
Post #: 228
RE: Playtesting RA 6.0 - 9/21/2013 12:51:40 AM   
1EyedJacks


Posts: 2244
Joined: 3/12/2006
From: The Eastern Sierras
Status: offline
Hi John,

Does RA have an AI or is it limited to PBEM?


_____________________________

TTFN,

Mike

(in reply to John 3rd)
Post #: 229
RE: Playtesting RA 6.0 - 9/21/2013 4:13:18 AM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
It would best be used against another player but I am sure you could run against the AI.

How are you doing Sir? Haven't seen you Post in a bit (course I could be BLIND!).


_____________________________



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

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

(in reply to 1EyedJacks)
Post #: 230
RE: Playtesting RA 6.0 - 9/21/2013 4:26:20 AM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Going along the 'air-minded' IJN. Got to thinking about moves that make sense to this sea change within the Kaigun. Have changed/elevated some individuals:

1. Yamaguchi Tamon promoted to Vc-Adm. Did you know he was considered by many to succeed Yamamoto once he stepped down as C-in-C Combined Fleet?
2. Kaku Tomeo is promoted to Rr-Adm. As the senior KB Captain of Akagi he is a solid move to rise one rank.

Am considering promoting Genda and Fuchida to Captain.

Thoughts?


_____________________________



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 #: 231
RE: Playtesting RA 6.0 - 9/21/2013 8:00:20 PM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Just Posting some stuff from other RA Threads so they are here:

1)Ki-43 (I'm primarily using Aero Derail 29 for history of its modifications here, supplemented by stats from other sources). Following things are weird with its later modifications:

- Speed skyrockets to almost 590 km/h on IIIa, with proportional increases on earlier models. Other sources state 555-576 km/h as its max speed. Now, I do believe that commonly accepted speed figures for many Japanese fighters sell them short, but as they are usually compensated for this by great MVR, said figures are adequate for AE purposes. There is no need to inflate numbers.
- Speaking of MVR, for later Ki-43s it drops by about 14 points. By comparison, the least maneurable Zero version has its MVR reduced only by 9 points, compared to A6M2, and most only by 4.
- Ki-43-IV(IIIb, cannon-armed modifications) exists in the game. No such luck IRL, it was found to be unusable. There also are mentions of cannon-armed Ki-43 version that used Mitsubishi Ha-33 engine, but Aero Detail does not mention that, so probably it's mistaken for the same two cannon-armed prototypes.
- IIIa is available too late, the production actually started in July of 1944 and by August of 1944 64th Sentai was already using Model III.

Solution: Use 308/320/358 Speed for Ki-43-I/II/III. Sharply reduce MVR drop in return, at least for low altitudes, so it will keep the definitive edge in this area. While extra weight reduced the turning ability, practical maneurability of late-war Ki-43s might have been even higher, due to much reduced threat of mid-air disintegration. Remove the cannon modification.
Also, while I reduced payload to 1x250kg bomb before, as, to my knowledge, the usual loadout was a bomb under one wing and a droptank under another, AE, as mentioned above, generally uses maximum bombloads normally possible, so, I now think, it should go back to 2x250.

Of course, all this won't keep Ki-43 from becoming obsolete by 1944, as it should. However, this hopefully should keep it more competitive in 1943 and survivable in its, ahem, unique tactical niches (like low-level dive bait on CAP/flying ablative armor for bombers), so that the players won't be so tempted to shut the production down as soon as they have alternatives.


2)Ki-44. Oh well, this is a tricky plane to find information about. There are only a few books, which are scarcely more informative than Francillon and contradict each other on matters like late-modifications armament. Anyway, I think a couple of issues still can be identified:

- I and IIa models are available on the same month, September of 1942, too late for the former and too early for the latter.
- 4x12.7 is stated everywhere to be standard Model II armament before they started cramming heavy cannons into Ki-44, in AE we must wait until 1944 to get it.
- Armor on IIc. In AE to qualify for Armor 1 a fighter needs fuel tank protection + armored pilot seat, and all Ki-44 of Model II apparently got these. There are mentions that they were insufficient against Allied HMGs, but Ki-43-IIb gets Armor 1 despite approximately in the same league... Anyway, it seems like either all planes of Model II warrant Armor 1, or none does.
- And not a flow, but a question is - IRL, Ki-44-III model, re-engined (to an engine that probably should be Ha-45 in AE terms) existed and apparently was useable, except for usual Japanese problems with engine reliability. Should we include it in the game? In RL it mostly got shelved because Ki-84 was almost ready for production.

Solution: First, tone down MVR by 3 at low altitudes and 1 at high altitudes on early Tojos (up to IIb), by 3 at low altitudes only on cannon-armed versions, so other improvements won't make Ki-44 overwhelming. MVR 23-21 is still by no means bad, but a number of nimbler Allied planes can now compete with Ki-44 in this area, so things will be as they should be.
Make Model Ia available around 8/42. IIb on 12/42. Give it 4x12.7 armament, Armor 1. Let's skip IIa, apparently only a handful of planes were built and production lasted less than a month. IIc is available on 5/42 and is armed as IIb in stock. Once upon a time there were arguments on these forums about Tojo's armament, and though I failed to find the thread, I remember that there were references to primary sources, indicating that indeed about half of the overall production run used 40mm cannons in the wings.
There were later modifications with 20mm or 37mm cannons in the wings, but they seem to be not widely used. If you want, I can add Ki-44-III for early 1944, with armament of 2x20+2x37, speed around 390, significantly reduced MVR and Service Rating 2.

You might note, that these changes make Ki-44 less of a dogfighter, but more capable of handling Allied bombers. This is intentional, of course. Well, IIb still will be a good all-around fighter, if less nimble than Ki-44s in stock. But the line will only give the player pure interceptors later

_____________________________



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 #: 232
RE: Playtesting RA 6.0 - 9/21/2013 8:04:27 PM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
These are comments from fatR when he decided to back off changing the IJA:

John: Anyway, if there are voices against adding anything to IJAAF side, I can propose only to keep models as they are, except removing cannon-armed Ki-43 and Ki-84r. I can replace the latter with Ki-116, if you want.

After some thinking I belive darbymcd had a point, I was a bit overenthusiastic. IJAAF will live without changes in models. Tweaked stats and availability dates will improve the game, IMO, though. I have some free time at the moment, so I'm going to test flak and plane performance after the tweaks.


_____________________________



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 #: 233
RE: Playtesting RA 6.0 - 9/21/2013 8:05:17 PM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline

quote:

ORIGINAL: John 3rd

These are comments from fatR when he decided to back off changing the IJA:

John: Anyway, if there are voices against adding anything to IJAAF side, I can propose only to keep models as they are, except removing cannon-armed Ki-43 and Ki-84r. I can replace the latter with Ki-116, if you want.

After some thinking I belive darbymcd had a point, I was a bit overenthusiastic. IJAAF will live without changes in models. Tweaked stats and availability dates will improve the game, IMO, though. I have some free time at the moment, so I'm going to test flak and plane performance after the tweaks.



Much of FatR's enthusiasm then shifted over to the Perfect War Mod where these changes (examples above) were put into effect.

_____________________________



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 #: 234
RE: Playtesting RA 6.0 - 9/21/2013 8:07:58 PM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
A slightly modified shipyard load program, assuming upgrade of two smaller shipyards to shipyards capable of handling full-sized cruisers/carriers. Reduction of load on Mitshubishi's shipyard at Nagasaki might allow to convert all potential CVEs before 1944.

Note that there's a theoretical possibility of laying two more cruisers or Unryu-class carriers for late 1944, but considering material shortages and needs of late-war games, I'd prefer to stick with expanded destroyer construction.

Speaking of destroyer construction, before the war IRL it was primarily handled at the Maizuru arsenal which built only destroyers, the Fujinagata shipyard at Osaka and the Uraga shipyard at Tokyo, with Yokosuka and Sasebo arsenals, and the Kawasaki shipyard from the table above also participating to a lesser extent. During the war, both Mitshubishi shipyards also started to help with destroyer construction. I just don't see how this can be centralised to just two shipyards, or how such centralisation can benefit Japan, particularly late in the war, when almost all shipyards built some destroyers. Expanding the Maizuru arsenal and making it reponsible for training teams of engineers to help other shipyards with streamlining construction of standardized destroyer designs (in RA Japan builds only Akizukis and Matsus - improved Matsus, if you accept my earlier proposal, John - during the war, instead of also Yugumos and Shimakaze).



FatR's ship yard proposal. Need to make his slipway chart and transfer it to this thread.





< Message edited by John 3rd -- 9/21/2013 8:08:40 PM >


_____________________________



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 #: 235
RE: Playtesting RA 6.0 - 9/21/2013 8:41:20 PM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Need to tweak this, add more detail, and place in the Change Log:


For those who haven't followed the Design of the Mod, let me mention the work done by everyone to get it ready to go:
FatR--Chief of Aeronautics focused mainly on the new and modified Aircraft. He also helped in finding a number of bugs within the 'test' versions of the Mod.

Michael--Provided an Allied perspective and made sure there was a little 'something' in this for the Allies. He also served as an excellent sounding board.

JuanG--Held my hand in the design process and truly was a major help for ideas, comments, and proposals. Many of them made their way into the Mod. Should mention some of his ship art is in this for the Kawachi-Class BCs and few other vessels.

BK--Massively helped in the air development and deisgn area with FatR. He must have 150-200 Posts in the two Design Threads. Invaluable help and suggestions flowed through him.

Red Lancer--Provided VERY NICE new aircraft art for at least a dozen or so planes. They are PERDY!

Damian--Perhaps he should be mentioned too for his checking of the revamped Japanese economy by use of Tracker. Very helpful.

This Mod started back over in WitP when Alikchi (he deserves a big thank you as well) and I got into a heavy discussion of the 4th Circle Plan. From that discussion I did a bunch of reading on Admiral Yamamoto and was struck by the foresight he had in seeing many issues facing Japan. Many of us know this in the general history but few have actually read what he said and/or wanted to do. This scenario reflects many of his wishes as shown in 2-3 of his biographies and Kaigun.

It has been fun designing this creation. I am NOT a Computer person! My wife Paula and friend Michael (my aide and opponent) will testify to that. The creators of AE deserve magnificent credit for the Editor they have brought to life. It is intuitive and easy-to-use (relatively). Even with this said the Mod could not have been created without those mentioned above and the dozens who contributed their thoughts to the scenario.



This is FatR's Commentary:

This scenario assumes, that with Yamamoto assuming the position of the Aeronautics Department's head in 1936 and becoming the Naval Minister later, he intensifies Japanese naval aviation development a bit, and attempts to optimize the utilization of limited engineering and production resourses. Chief engineers of aircraft design teams are given slightly greater input in formulating development directions and cooperation between various aircraft manufacturers is assumed to be somewhat improved.

In particular, the concept of dedicated land-based interceptor is abandoned and the Mitshubishi fighter design team under Jiro Horikoshi remains free to concentrate all of its efforts on modifying A6M and creating its successor A7M. Horikoshi's proposal to install the more powerful Mitsubishi Kinsei engine on Zero is approved in 1942, instead of late 1944, and A7M is developed to use Mitsubishi Ha-43 engine, as he desired, from the beginning. A6M3 is developed into a whole line of Zeros that sacrifice range in favor of superior armament and pilot protection, and eventually are officially designated as pure land-based models. IJN maintains the policy of sticking to just one single-engine fighter airframe, until Kawanishi team develops N1K1-J Shiden as a private initiative (this happens slighltly earlier than in RL, because alternate projects of land-based interceptors, that tied Kawanishi resourses, do not exist). It is adopted as a stopgap measure until availability of A7M.

As a side effect of greater effort put into development and production of Mitsubishi Kinsei (Ha-33) and Mitsubishi Ha-43 engines, several planes that historically used these engines are added to the mod (if they existed only as prototypes by the war's end), or accelerated.

Aircraft weapon development is streamlined, with a push for unification with IJAAF in this area (historically, IJN and IJA did cooperate in aircraft weapon production, in this scenario their cooperation becomes much broader). Instead of attempts to produce licensed German machine guns, that ultimately failed to provide the fleet with sufficient numbers of them, IJN switches to the more powerful Army 7.7 catridge and eventually adopts 12.7 Ho-103, the first aircraft HMG developed in Japan. This allows for improved armament on some planes, mostly 2E bombers.

This scenario also assumes mild overall boost to Japanese aircraft industry (at the cost of reduction in starting resources). As a result, several planes that historically faced severe problems with transition from prototypes to mass production, such as B6N, D4Y and G4M2, become available a bit earlier. G8N1, the Japanese 4E bomber that was successfuly tested but not mass-produced in real life, becomes available in 1945.

In addition, there are many minor tweaks to various aircraft, intended to make their statblocks and performance closer to historical. The changes that can affect gameplay most noticeably include:
-Early Japanese fighters (Ha-35 Zeros and Ki-43) have their high-altitude MVR reduced.
-G4M has slightly better durability, G3M sligtly worse, to give G4M an edge over the older plane it historically had.
-E16A1 Paul no longer has artificially reduced normal range.
-Ki-44 uses Nakakima Ha-34 engine, instead of Ha-35, for historical accuracy.
-Late Ki-61 versions are slightly improved. Ki-100s are significantly improved. In RL they were supposed to be good, particularly Ki-100, but in AE they are very underwhelming.
-Ki-67-Ib does not lose the ability to carry torpedos.
-Old Russian fighters no longer have unparalelled MVR. Their clear superiority to Nate has to go.


Following aircraft were added to this scenario (all but new Zeros and G3M4-Q existed in RL as prototypes or even production models):

-A6M3b Zero. Replaces A6M3a and emphasized armor and weapons instead of range.
-A6M4, A6M4-J, A6M8-J. Successors to A6M3b that follow the same design philosopshy but use Mitshubishi Ha-33 engine.
-A7M3. The historical successor to A7M2. Carrier-capable and features 6x20mm armament. A7M2 factory upgrades to it, instead of A7M3-J.
-B7A3. The historical armored successor to B7M2. Uses Mitsubishi Ha-43 engine.
-D4Y5. Mitshubishi Ha-43, armor. D4Y3 upgrades to it. (D4Y4 was a kamikaze plane in RL.)
-G3M4-Q. ASW patrol version of Nell.
-G8N1. Fast, tough, long-ranged 4E bomber.
-J6M1. IJN version of Ki-83.
-N1K4-A. Carrier-capable Shiden.
-N1K5-J. High-altitude interceptor Shiden. Uses Mitsubishi Ha-43 engine.
-Yasukuni. IJN version of Ki-67. "Yasukuni" might actually be the name of the naval unit, that employed these bombers in RL, but I can't find any other designation for them.



Response to several comments at the start of the AAR:
Actually Jeff they knew a great deal about the possible 4th Circle Planning. Many thought there was a 3rd Sho-Class CV and they planned and built the Alaska's to counter the Kawachi's. In no way, shape, or form is this an extreme Mod. That is part of the reason I based it on Scenario 1. This is NOT a JFB Mod in any form of extreme. There are new fighters based on the Zero but NO JACKS which is superior to many of the planes we introduce. The trade-off is some of the earlier models come in early and the later-models have a somewhat more rugged build for less range and speed.

As to ships, the useless Shinano is not planned and the excellent Taiho and her two possible sisters are cancelled. The Japanese gain about 24 new possible DDs in the form of Yugumo-Class and Akizuki-Class. These were all planned but not completed within 4th Circle. Yamamoto does get the Shipyards to specialize some allowing for the production times of DDs to shrink by an average of 3-5 months. Kaigun spends some considerable time on that topic. Two additional Tone-Class CAs are ordered as planned (did make them Tone Clones instead of a new class). The Agano's don't have the design argument that paralized them from nearly 24 months and the additional slipways allow for them to be built in roughly pairs. Oyodo and Niyodo come in as the 5th and 6th Agano's as they should have.

The Scenario is not fantasy like some of Juan's or others. While a heck of a lot of fun (witness Michael and I's Shipwreck AAR) those are pretty darned extreme. I hoped for and think we have delivered a plausible scenario that adds some things but also doesn't upset the end-game whatsoever. For every expansion and/or addition caused Supply and Fuel to be deducted from Japan's starting stockpile. The Empire comes in slightly better prepared but with a more pressing need to grab oil and resources INTACT ASAP.

Another important note is that these changes are split about 90% for the IJN and 10% for the IJA. The Army's OOB doesn't hardly change whatsoever.

Lastly, the Allied players does get a few little tidbits thrown into their lap such as more recon assets and additional ground/air units in the SE Pacific.


Juan's Additions:
Changes were made to the following areas; submarine torpedo tubes, ship ammo loadouts, naval gun accuracy and penetration, certain weapon classifications, and mine production.

The changes in each area are as follows;
Submarine Torpedo Tubes
By using the torpedo tube arrangements courtesy of JWE from the DB mod, submarines are able to take advantage of the changes to the submarine torpedo firing routines introduced in Patch 3. These allow a submarine to fire variable numbers of torpedo devices at a target, meaning that submarines will fire more torpedoes at high value targets, and less at DDs and other small vessels.

Ship Ammo Loadouts
Regular AE scenarios use roughly 10% of the RPG (Rounds Per Gun) value for naval guns to determine the ammo loadout, with adjustments made for DP weapons. This however, especially in light of the naval gun accuracy changes made in Patch 2, meant that large caliber weapons would commonly expend all their ammo during a single engagement, whereas this was almost unheard of in the war. The changes made involve a recalculation of the database ammo values based on both RPG and rate of fire, again adjusting for DP weapons. The net effect has been an increase in available ammo, though certain ships - mostly British and Japanese DDs, do suffer from this slightly. Light AA ammo has also been adjusted upwards in most cases.

Naval Gun Accuracy and Penetration
Some adjustments to the accuracy of certain guns has been made, the most notable being the increases made to the 10cm/65 and the 8cm/60 Japanese DP weapons, and the slight decrease to the early (Model A and B) 12.7cm/50 Japanese guns. Minor changes were also made to penetration values for naval guns 8in and greater.

Naval Gun Classifications
The IJN DDs have been assigned their correct Model of 12.7cm/50 mounts, rendering over half of them incapable of using their primary battery as a DP weapons. The USN 5in/54 Mk 16 mount has also been reclassified as a DP weapon, to reflect the high angle nature of this weapon.

Mine Production
The rate of production for all mines from all navies has been increased to twice that of regular AE.



A Little about the Changes:
The Reluctant Admiral starts with the Imperial Fleet slightly better prepared at the start of the war and progressively getting stronger throughout 1942 to peak strength in 1943.

Ground--The Imperial Fleet ground forces have several additions that include Engineers and Engineering Vehicles. The additions are based on the unit's size: an IJN Con Bat gains 12 Engineers and 2 Eng Vehicles while a large HQ Unit got 48 Engineers and 10 Vehicles. No additional combat firepower has been added whatsoever.

In a differing departure from the above, we did choose to add the German 88mm AA gun to several Japanese AA units. Most are in the Home Islands with a few spread around in Formosa, Saigon, and Truk.

Air--The only changes to the Japanese OOB at the start is that all Claudes have been upgraded to Zero, the CVs Air Groups filled out, and all CV Torpedo planes are Kates. About 80 planes are added in total here.

Naval--The 4th Circle is only just getting started so the Japanese gain the new Agano and Noshiro as well as Shoho.


_____________________________



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 #: 236
RE: Playtesting RA 6.0 - 9/21/2013 8:59:17 PM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
FatR Change List with IJN Planes:


So, the changes' descriptions (I've left description of DD changes, they, are a part of the main naval program and interconnected with changes to cruisers):

This scenario assumes, that with Yamamoto assuming the position of the Aeronautics Department's head in 1936 and becoming the Naval Minister later, he intensifies Japanese naval aviation development a bit, and attempts to optimize the utilization of limited engineering and production resourses. Chief engineers of aircraft design teams are given slightly greater input in formulating development directions and cooperation between various aircraft manufacturers is assumed to be somewhat improved.

In particular, the concept of dedicated land-based interceptor is abandoned and the Mitshubishi fighter design team under Jiro Horikoshi remains free to concentrate all of its efforts on modifying A6M and creating its successor A7M. Horikoshi's proposal to install the more powerful Mitsubishi Kinsei engine on Zero is approved in 1942, instead of late 1944, and A7M is developed to use Mitsubishi Ha-43 engine, as he desired, from the beginning. A6M3 is developed into a whole line of Zeros that sacrifice range in favor of superior armament and pilot protection, and eventually are officially designated as pure land-based models. IJN maintains the policy of sticking to just one single-engine fighter airframe, until Kawanishi team develops N1K1-J Shiden as a private initiative (this happens slighltly earlier than in RL, because alternative projects of land-based interceptors, that tied Kawanishi resourses, do not exist). It is adopted as a stopgap measure until availability of A7M.

As a side effect of greater effort put into development and production of Mitsubishi Kinsei (Ha-33) and Mitsubishi Ha-43 engines, several planes that historically used these engines are added to the mod (IJN planes that existed only as prototypes by the war's end), or accelerated.

Aircraft weapon development is streamlined, with a push for unification with IJAAF in this area (historically, IJN and IJA did cooperate in aircraft weapon production, in this scenario their cooperation becomes much broader). Instead of attempts to produce licensed German machine guns, that ultimately failed to provide the fleet with sufficient numbers of them, IJN switches to the more powerful Army 7.7 catridge and eventually adopts 12.7 Ho-103, the first aircraft HMG developed in Japan. This allows for improved armament on some planes, mostly 2E bombers.

This scenario also assumes mild overall boost to Japanese aircraft industry (at the cost of reduction in starting resources). As a result, several planes that historically faced severe problems with transition from prototypes to mass production, such as B6N, D4Y and G4M2, become available a bit earlier. G8N1, the Japanese 4E bomber that was successfuly tested but not mass-produced in real life, becomes available in 1945.

It's also important to mention, that A6M3 Zero is made carrier-capable in this mod, allowing Japanese players to freely upgrade IJN fighter groups from carrier-capable to land-based models through A6M3 -> A6M3b upgrade, if PDU ON is chosen. This enables greater flexibility in customizing IJN fighter force mid-war. Beware, though, that groups switched to land-based fighter models won't be able to use A7M2/A7M3.

In addition, there are many minor tweaks to various Japanese and Allied aircraft, intended to make their statblocks and performance closer to historical. The changes that can affect gameplay most noticeably include:
-G4M has slightly better durability, G3M sligtly worse, to give G4M an edge over the older plane it historically had.
-E16A1 Paul no longer has artificially reduced normal range.
-Late Ki-61 versions are slightly improved. Ki-100s are significantly improved. In RL they were supposed to be good, particularly Ki-100, but in AE they are very underwhelming. And Mitsubishi Kinsei engine, used by Ki-100s, gets widespread use earlier in this mod, allowing greater degree of improvement and polish by 1945.
-Ki-67-Ib does not lose the ability to carry torpedos.
-Later models of Ki-84 are faster. Ki-84b is no longer outside the normal upgrade line. Ki-84r is available later in the war.
-Old Russian fighters no longer have unparalelled MVR. Their clear superiority to Nate has to go.
-On Allied side stats (MVR and Durability) for all versions of Hurricanes and Corsairs are slightly toned down, stats for all versions of Hellcats are slightly increased. Late-war Corsair versions carry higher bombloads.
-Stats for heavy (30mm+) aircraft cannons on both sides are increased. This particularly benefits most models of 2E Japanese fighters, that carry these as their primary weapons (making said 2E fighters less than entirely worthless).


Following aircraft were added to this scenario (all but new Zeros and G3M4-Q existed in RL as prototypes or even production models):

-A6M3b Zero. Replaces A6M3a and emphasized armor and weapons instead of range.
-A6M4, A6M4-J, A6M8-J. Successors to A6M3b that follow the same design philosopshy but use Mitshubishi Ha-33 engine.
-A7M3. The historical successor to A7M2. Carrier-capable and features 6x20mm armament. A7M2 factory upgrades to it, instead of A7M3-J.
-B7A3. The historical armored successor to B7M2. Uses Mitsubishi Ha-43 engine.
-D4Y5. Mitshubishi Ha-43, armor.
-G3M4-Q. ASW patrol version of Nell.
-G8N1. Fast, tough, long-ranged 4E bomber.
-J6M1. IJN version of Ki-83.
-N1K4-A. Carrier-capable Shiden.
-N1K5-J. High-altitude interceptor Shiden. Uses Mitsubishi Ha-43 engine.
-Yasukuni. IJN version of Ki-67. "Yasukuni" might actually be the name of the naval unit, that employed these bombers in RL, but I can't find any other designation for them.


_____________________________



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 #: 237
RE: Playtesting RA 6.0 - 9/21/2013 9:00:47 PM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Another Change Log dealing with other stuff:


Detailed Change Log
Reluctant Admiral 3.0


The Kaigun
4th Circle Building Plan
3 Shokaku-Kai CVs (Ryukaku, Taikaku, Renkaku) 81 Planes: 33 Zero, 24 DB, 24 TB
2 Kawachi-Class Command Cruisers (Kawachi, Ikoma)
2 Tone-Kai CAs (Iwaki, Hikari)
6 Agano-Class CLs

IJN Carriers are ‘tweaked’ regarding carrying capacity and starting aircraft numbers

Submarine Arm is limited to C2 and KD7 (with an improved KD8 deploying during the war) with only a few Sub Carriers and Transport SS being created. Fewer SS are built with several classes eliminated entirely but upgrades come earlier for them.

Kitakami and Oi are not converted to Torpedo Cruisers while three of their class do get converted to ‘Training Cruisers’

CV, CVL, BB, BC, and CA have their 5” Secondary Guns replaced by 3.9” AA in 1942/1943

1st Class DD building priorities are shifted to building more Akizuki AA DDs instead of the balanced Yugumo’s. The last DDs of these classes deploy in early-1944 with Japanese production then shifting to the cheaper Matsu design.

Escort production is changed with the Ukuru-Class being deleted and replaced by slightly more C/D-Class ships. Japanese Type-2 DC is changed to Da Babes standard to eliminate a-historical Japanese ASW abilities in 1944/1945.

A thorough retooling of Auxilaries occurs with the addition of several Fleet Train vessels as well as LSDs, Minelayers, small Transports.

Dec 7th Naval Additions to the OOB: CVL Shoho, CLs Agano and Noshiro, and the first couple of Akizuki DDs.


LCU Changes:
The IJA takes near exclusive control of China freeing up IJN units to redeploy to 5th Fleet, 4th Fleet, and other commands. Several IJA units have their experience adjusted reflecting recent fighting in China.

Starting locations of some IJA units as well as many IJN are changed

The 88MM AA gun is adopted as a heavier choice for several units

All engineers and engineer vehicles are brought in line with Da Babe’s standard. Once this is completed, there are slight additions made to IJN Construction, Base Force, and HQ units.

Several smaller SNLF and Base Force units are added to the OOB to reflect small garrison requirements throughout the Pacific.

The guns taken off of the CLs converted to ‘Training Cruiser’ are turned into several small CD units that are then added to the OOB at war’s start.

The large number of DP 5” guns taken off of the CVs, BBs, BCs, and CAs during upgrade to 3.9” AA are then changed into CD units that deploy to various bases in 1943/1944.

A major new command is added with the creation of the 9th Air Fleet in Kyushu. This command has an Air HQ, 3 Flotillas, and 3 large Base Force units. They all start at cadre strength (20-25%) and are mobile Day One of the war.

Several Bases start in a more developed state at war’s beginning. Saipan is the greatest beneficiary of this development.


Air:
Specific details already provided by FatR regarding aircraft changes

All forward IJN air units start with modern aircraft and full strength

A Training and Cadre Program is instituted in 1940 by Yamamoto which causes nearly all IJNAF units to see a net reduction of 10-15 points in experience on December 7th. The benefit to this change is later IJN pilots start with higher experience in 1942 and 1943.

The air complement to the ground units of the 9th Air Fleet also starts at cadre strength with minimal experience and older aircraft (Claudes, Nells, Mavis) in Kyushu on Dec 7th. When fully trained and filled out this powerful unit provides 3 Daitai of Fighters, 2 Daitai of Level Bombers, 1 Daitai of Dive-Bombers, 1 Daitai of Torpedo Bombers, 3 Chutai of Short-Range Air Search and 3 Chutai of Long-Range Air Search.

The need for improved Carrier Air Search is recognized at the start of the war and a later sees the addition of five Chutai-Sized Judy units.

Several Air Units start in different locations for the beginning of the war.


Kaigun Starting Disposition:
The two oldest BB (Fuso/Yamashiro) in the Fleet start in Indochina to support operations there freeing up the 4 BC to provide heavy support to the KB.

KB begins in 2 speed bonus TF for additional flexibility on Port Attacks

The Mini-KB is strengthened with the addition of CVL Shoho giving it a solid punch of over 100 aircraft. The TF begins at Babeldoap and does not get the speed bonus.

Naval units at Truk and Kwajalein are slightly strengthened by units from the west

The remaining Japanese BB and CVE start at Hiroshima in Port.

IJN SS are completely redeployed with the concentration around Pearl Harbor being lessoned.

3 Speed Bonus Cargo TF are added to reflect the ability of the Japanese to have TF moving to their forward bases at war’s start.


Japanese Economy:
An additional major naval shipyard is added at Shanghai with several others expanded where space allows

Merchant shipyards are slightly reduced reflecting the total war approach

Heavy Industry is slightly expanded to reflect new factories created

Armaments and Vehicles are increased

A major refinery is added in Manchuria reflecting the Japanese work there during the war

The Home Islands see a net reduction of over 30% to their starting fuel and supply stocks forcing the player to grab the resources and oil centers in the DEI as quickly as possible.




Allied Changes:
Two reinforcement convoys are added with one unloading at Pago Pago and the other preparing to reinforce Port Moresby from Townsville.

The ANZAC cruisers are concentrated to escort the Townville Convoy.

CV Lexington (carrying the Vindicator Squadron) with a strengthened Escort covers the Pago Pago Convoy

A small Sub Base is established at Pago Pago where an AS and 4 S-Boats currently reside

3 USN Training Squadrons (VF, VB, and VT), 3 USAAF Training Squadrons (F, 2EB, and 4EB), and 2 USMC Training Squadrons (VMF and VMB) are established on the West Coast to allow a Japanese style pilot training program. These units cannot be moved from the West Coast.

A number of Wildcat-Recon Sections are added to better facilitate USN recon and air search.

An entire class of AOs are allowed to convert to CVE

The Kittyhawk-Class of 2 ships are allowed to convert into a Long Island-Class CVE

The 3 Tangier-Class vessels also can be converted into Boque-Class CVE with organic air units aboard.

The CVL’s Belleau Wood and Chateau Thierry are added to the American OOB for early-1944. Two CLs are deleted for compensation to this change.

A number of Chinese LCU have their starting experience tweaked upward reflecting recent fighting in China.

All Omaha-Class CLs are allowed to immediately begin conversion to a CLAA variant.

A major addition of a Free French contingent begins at Noumea:
--CA Algerie, 1 CL, 4 DD, and 5 SS
--Major French Support Ships are at Noumea as well (AS, AV, AKE, etc...)

Several small Allied units added to Dec 7th starting OOB
--4 British DDs added to Exeter TF at Ceylon
--CLV Charlotte (a hypothetical Flightdeck Cruiser) is at Darwin with the Pensacola TF
--a damaged French CL is at Singapore for repairs
--3 New Mexico-Class BBs begin at Pearl Harbor
--BBs Maryland and West Virginia start at Alameda completing a major, historical (but never started) upgrade

USAAF BF expand their TOE to raise their Aircraft Support from 16 to 24 on January 1, 1944


< Message edited by John 3rd -- 9/22/2013 3:29:16 PM >


_____________________________



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 #: 238
RE: Playtesting RA 6.0 - 9/21/2013 9:58:41 PM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
Wondering about the sufficiency of late war Allied Aviation Support. This USA BF (#2404) doesn't have any upgrade. Would it be feasible to have her Aviation Support be increase on Jan 1st 1944 from 16 to 24 or 32??

I thought about this while reading Jocke's AAR and his shortage of it in mid-44.




Attachment (1)

_____________________________


(in reply to John 3rd)
Post #: 239
RE: Playtesting RA 6.0 - 9/21/2013 10:14:57 PM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Michael: That is an EXCELLENT IDEA!

_____________________________



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

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

(in reply to ny59giants)
Post #: 240
Page:   <<   < prev  6 7 [8] 9 10   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: Playtesting RA 6.0 Page: <<   < prev  6 7 [8] 9 10   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.766