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RE: New Version of Ironman Nasty

 
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RE: New Version of Ironman Nasty - 8/6/2014 1:09:04 AM   
CaptBeefheart


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Two day turns is definitely more of a challenge. For a really good challenge, try three days. Not that I've ever done that, mind you.

Cheers,
CC

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Post #: 91
RE: New Version of Ironman Nasty - 8/9/2014 12:34:30 AM   
Mac Linehan

 

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Joined: 12/19/2004
From: Denver Colorado
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quote:

ORIGINAL: Commander Cody

Two day turns is definitely more of a challenge. For a really good challenge, try three days. Not that I've ever done that, mind you.

Cheers,
CC


Commander -

I did some editing then did one turn (two day cycle on hard) and it was... not bad at all!

School bus driving training started this week (the kids start on Monday), so I have the weekend to give it a go. The faster paced game cycle really appeals. Am not ready for a three day cycle.

Mac

< Message edited by Mac Linehan -- 8/9/2014 1:40:58 AM >


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Post #: 92
RE: New Version of Ironman Nasty - 8/9/2014 2:11:23 PM   
PaxMondo


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Against the AI, it really balances the game a lot. The AI of course will adjust every turn no matter what, while you as the player cannot.

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Post #: 93
RE: New Version of Ironman Nasty - 9/26/2014 2:17:52 AM   
Keifer


Posts: 92
Joined: 9/27/2007
From: San Diego, CA
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I am going to start up this scenario this weekend and could use some advice for settings.

I'd rather not tinker with the Allied OOB using the editor my first time through.

Here are my thoughts:
Reliable USN Torps ON
Withdrawal OFF
Historical 1st turn OFF
Surprise ON
Move existing TF on Dec 7th.
Difficulty HARD.

Suggestions?

Comments?



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Post #: 94
RE: New Version of Ironman Nasty - 9/26/2014 8:11:38 PM   
CrackSabbath


Posts: 111
Joined: 6/7/2004
From: Aridzona
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Diabolical!

I love that on the 8th there is actualy anxiety (panic!!) along the W. Coast of the USA. Instead of the usual click-fest setting up ASW ops, getting troops/airgroups trained and expanding bases, real thought must be given to LCU's etc. I especially like that there is some real use for units like the 7th Mech Inf Div, which normally don't have enough time to do anything before withdrawl.

I look forward to playing this further, espcially as I wait for turns in my PBEM game.

Well done sir!

p.s. I usually switch to 2-day turns vs the AI after the first few turns. Maybe not with this beast.

< Message edited by CrackSabbath -- 9/26/2014 9:13:12 PM >


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Post #: 95
RE: New Version of Ironman Nasty - 9/26/2014 10:11:01 PM   
Lowpe


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quote:

ORIGINAL: Keifer

I am going to start up this scenario this weekend and could use some advice for settings.

I'd rather not tinker with the Allied OOB using the editor my first time through.

Here are my thoughts:
Reliable USN Torps ON
Withdrawal OFF
Historical 1st turn OFF
Surprise ON
Move existing TF on Dec 7th.
Difficulty HARD.

Suggestions?

Comments?




Your cheating...reliable US torps? Historical turn off...oh man. Come on, take it on the chin like everyone else.

(in reply to Keifer)
Post #: 96
RE: New Version of Ironman Nasty - 9/27/2014 7:02:29 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline
quote:

ORIGINAL: CrackSabbath

Diabolical!

I love that on the 8th there is actualy anxiety (panic!!) along the W. Coast of the USA. Instead of the usual click-fest setting up ASW ops, getting troops/airgroups trained and expanding bases, real thought must be given to LCU's etc. I especially like that there is some real use for units like the 7th Mech Inf Div, which normally don't have enough time to do anything before withdrawl.

I look forward to playing this further, espcially as I wait for turns in my PBEM game.

Well done sir!

p.s. I usually switch to 2-day turns vs the AI after the first few turns. Maybe not with this beast.


Wait till may 42. Lets just say supply to some areas becomes....Problematic....And yes, I'm using LCU's I have not used in any previous game....GP

< Message edited by General Patton -- 11/24/2014 1:23:21 AM >


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Post #: 97
RE: New Version of Ironman Nasty - 9/27/2014 7:07:17 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
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quote:

ORIGINAL: Keifer

I am going to start up this scenario this weekend and could use some advice for settings.

I'd rather not tinker with the Allied OOB using the editor my first time through.

Here are my thoughts:
Reliable USN Torps ON
Withdrawal OFF
Historical 1st turn OFF
Surprise ON
Move existing TF on Dec 7th.
Difficulty HARD.

Suggestions?

Comments?



I built an additional Lex class CV and put a CA, 2CL's and 6DD's with her. Had her appear as a reinforcement at Port Stanley in mid jan 42. To long a wait. All of my CV's at that point were damaged to some extent or another and I was down to 40% airframes on them. Didn't lose them though....GP


< Message edited by General Patton -- 9/27/2014 8:08:08 PM >


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Post #: 98
RE: New Version of Ironman Nasty - 11/9/2014 2:01:53 PM   
traskott


Posts: 1546
Joined: 6/23/2008
From: Valladolid, Spain
Status: offline
Is there any new update soon of this mod ?

Thanks !

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Post #: 99
RE: New Version of Iron man Nasty - 11/23/2014 6:11:18 PM   
Mac Linehan

 

Posts: 1484
Joined: 12/19/2004
From: Denver Colorado
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Gents -

Just revisited this thread. My current game is Andy Mac's DBA IM NN (Scn 50)- started last December. Wanted to follow through before getting into this one- Scn 60. I did, at initial release start Scn 60 to see what happens. A very unusual first two turns; I potted my two Allied CV TF back to the (relative) safety of the West Coast. Lo and Behold they both ran into Kido Butai, sequentially, at night. There was no combat, all three TF's withdrew. The wonderful part was that Kido Butai did not attack Pearl Harbor; am not sure if that was a design intent or the result of the night time retirements. That does not, however, mean that the Kido Boys will not be back again... In any event, the game is three or four days into the campaign and will be on hold till I am done with the DBA 50 IM NN.

Am looking forward to playing...

Mac

< Message edited by Mac Linehan -- 11/23/2014 10:05:33 PM >


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Post #: 100
RE: New Version of Iron man Nasty - 11/24/2014 7:50:51 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Not an intent never seen that before....

No update Trascott not been about much for last few months due to work and RL committments

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Post #: 101
RE: New Version of Iron man Nasty - 11/25/2014 11:01:53 AM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline
Hey Andy. Good to hear from you. Glad it was just a RL thing. Did you get my Email? Restarted the game and taking notes....GP

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Post #: 102
RE: New Version of Iron man Nasty - 12/1/2014 5:06:00 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Sorry GP lost a lot of emails please resend

Ta

Andy

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Post #: 103
RE: New Version of Iron man Nasty - 12/5/2014 11:30:13 AM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline
Will resend today....GP

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DWU-Beta Tester
TOAW4-Alpha/Beta Tester

"Do everything you ask of those you command"....Gen. George S. Patton

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Post #: 104
RE: New Version of Iron man Nasty - 1/20/2015 4:58:52 AM   
Rob322

 

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Joined: 8/16/2004
Status: offline
Wow, just looked at this! I'm tempted to add B-36's to the Allies (at one point they expected to have them around 8/45) for the eventual reconquest, or the final pitched battle off of LA ...

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Post #: 105
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