atheory
Posts: 210
Joined: 6/5/2006 Status: offline
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I am happy to unveil my first scenario. It was built upon the great work done by John 3rd on RA8.1 If you're not familiar with the changes, you can view them here John 3rd's RA Page Chronology 1936: 2-26 Incident had far further ramifications for the Army's influence in government. Giving rise to the Naval arm and the growing aspirations of an intelligent naval officer, Yamamoto. Through him reforms would come to the military's force structure. 1937: Events in China proceed as normal with the navy reluctantly giving in to supporting army actions here. 1938: Military structure reforms begin in earnest. 1939: Chinese launch winter offensive, pushing back the depleted Japan's China Exp Army. 1940: Japan pushes for an Asia for Asians campaign, funding political movements and rebel forces in numerous countries. Thailand signs alliance with Japan, agreeing to the establishment of bases for Japanese forces. 1941: A restructured Kaigun is ready for war, but how long can it fight? *Japan Military Reforms* 1. JPA converted its divisions from square to triangle between 1937-1940. 2. JPA converted some independent brigades into amphibious brigades. 3. Airborne units were expanded and in division form which can be broken down. Both JPN/JPA have one. 4. JPA Tank Divisions streamlined, creating Assault Regiments in an effort to combine arms for flexibility. 5. JPN merged several SNLF units into larger brigade size formations. 6. JPA ITB were converted to Tank Groups, adding two battalions of infantry to the unit. *Chinese OOB* I made the switch from corps/division units to just pure army units based on another source, which I felt seemed to make for an adequate representation of the units. However, I admit the corps designation could work just as well. Since the higher echelon was an Army Group, I elected to use Army over Corps. The make-up of an Army unit is either a 1 division, 2 division or 3 division unit. Over time those 1 division units will upgrade to the 2 division structure, and in turn those 2 division units will upgrade to the full 3 division TOE. Which in turn will upgrade to a new 43 TOE at some point. I hope this will an effective means to improve Chinese AV over time. *The Early Game* It was my desire to tweak a few things in an effort to both slow the pace of Japan's expansion early on and create incentives for the Allies to fight outside of Singapore and Bataan. Allied support units on Malaya and PI will have static devices to prevent their movement. I can't expect players to "role-play" nor is that the intent of this scenario. Nor do I desire to predetermine a players choice. I sought a balance of play in the early game giving the Japan player room enough to expand to the historical perimeter without the allied player using that time to fortify certain areas such as Burma in the process. By giving these support units static devices, it forces not only the Japan player to engage them, but maybe give the allied player the initiative to try and protect forward areas. To help further encourage this, Light industry (or supply producers) have been reduced in singapore and placed at a few locations throughout Malaya. Typically reinforcements bound for singapore are quickly rerouted to Burma, and Australian units arriving at Aden with the historical intention of moving to Australia are too often rerouted to Burma. I flat out eliminated this aspect from the early game. These Brigades will arrive at their historical destination of Singapore or Australia according to their arrival times, or close to it. Now what the player does with those units after they arrive is for them to decide. This does leave Burma a little more vulnerable and the Moulmein/Pegu bottleneck may be less punishing for the Japan player. Perhaps with the brigades arriving in Singapore, a good nose bleed can be given to an over aggressive Japan player before the inevitable siege of Singapore. In the future I may add a few more support squads to these support units which may be able to stave off surrendering for a couple days, and thus further delay Japanese advance. We will see after some feedback comes in. Another thing I approached was the notion of having multiple ports available to strike. Some like it, some don't, but I wanted to allow for it and let the players decide for themselves. Therefore, the 3 restructured KB's have the first turn bonus. In addition, Singapore is a juicy target with Force Z now at port. And Manila with the Houston and Boise along with the sub fleet at port in Manila. And then there is always Pearl Harbor. *Air Frame Research* I tweaked slightly the research paths for Japan Naval air frames. There are 4 lines: A2M to A5M to A8M (non armored to eventual armored version) A3M to A4M to A8M (basically armored versions) Sen Baku to A7M (fighter-bomber version) A7M to A7M3 (long live the SAMs) *Japan Industry* I did not want to drastically overhaul the Industry aspect as that would make things too, unpredictable. I therefore took these modest approaches as a first step to my goals with Japan's Industry: 1..Reduced the number of resource centers on the home islands by about 1,000 (that's 20,000 less resources a day) 2..Reduce Heavy Industry by about 500 on the home islands. 3..Increased Light Industry intake of resources from 15 to 20. 4..Light Industry will now produce 2 supply. 5..Heavy industry will now produce only 1 supply. 6..Refinery does not produce supply. 7..Armament Factories were reduced by 20% Goal is simply to force the Japan player to ship more resources back to the home islands. that means using more ships, that means more targets for allied subs. The reduction of Heavy Industry is an attempt to shrink expansion options and add a wrinkle into late game planning. By placing a larger strain, the need for foreign factories and resources becomes evident. Also, remember that Japan has lost a bunch in china already at game start as well. *Juan's Aircraft Purchase System removed* I have reduced PP for both sides, and did not want to inflate allied air frame options. Scenario is untested. And will continually be updated as things come to light that I may have overlooked. Compatible with DBB Ext map and meant to be played HTH. Grauwolf
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