Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Pry's New Scenarios

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Scenario Design >> Pry's New Scenarios Page: [1] 2 3 4 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
Pry's New Scenarios - 4/30/2005 9:20:08 PM   
pry


Posts: 1410
Joined: 12/6/2002
From: Overlooking Galveston Bay, Texas
Status: offline
6 New campaign Scenarios, 3 Stock map versions and 3 that utilize Andrew Brown's map

After 2 months worth of testing and no major reported issues, I now consider these scenarios game ready. Meaning that these scenarios can be played long term and should present no issues to PBEM or AI games. I may still make a few more changes to the data base to further refine the scenarios but players should be able to enjoy a good game now.

The only major change that has not been fully tested is the reduced daily allotment of Allied fuel and supply in the 44 and 45 time period. All other changes are working as expected and the pace of the game has been drastically reduced to more historic flow. 06/26/05

Updated files to correct Japanese air groups 476,477 and 478, made several minor changes related to Allied units equipped with device 451 and 456 and fixed the air group list order to fix an issue related to Russian activation.

Files updated to correct several issues 06/05/05
Added all changes to DB that are going into the Official 1.6 release except 155 mm item noted below.
Removed Japanese 33rd Division from Shanghai and have it arriving as a reinforcement in Bangkock 01/01/42, this is meant as an AI helper to get the AI to utilize the 33rd in the correct area of operations.


Files updated to correct Tojo Error, 05/02/05
Files updated to add 6 new bases to China in the AB Map scenarios and moved the Japanese 21st Division back to Hanoi 05/03/05
Files updated to correct 12/8 Start scenarios aircraft, corrected move orders of Japanese 33rd Div and made various changes to planning of CD units, 05/08/05



Scenario 30 Stock Map 12/7 Start, Historical 1st Turn and 1st turn surprise can be turned on or off
http://www.prycom.net/witp/scenario30.zip

Scenario 31 Stock Map 12/8 start, Both Historical 1st turn and 1st turn surprise need to be turned off
http://www.prycom.net/witp/scenario31.zip

Scenario 32 Stock Map 12/7 start, Blank start for the Japanese player all orders and task forces have been canceled.
http://www.prycom.net/witp/scenario32.zip

The synopsis for this one is that the Allies knew war was coming and made their defensive deployments accordingly, they just had no real idea where the attacks were going to happen. The Japanese player is free to select the where and when to suit his plans. Historical 1st turn should be turned off (if left on nothing will happen that turn as no units have orders) and 1st turn surprise should be turned on.

Scenario 33 Andrew Brown's Map 12/7 Start, Historical 1st Turn and 1st turn surprise can be turned on or off
http://www.prycom.net/witp/scenario33.zip

Scenario 34 Andrew Brown's Map 12/8 start, Both Historical 1st turn and 1st turn surprise need to be turned off
http://www.prycom.net/witp/scenario34.zip

Scenario 35 Andrew Brown's Map 12/7 start, Blank start for the Japanese player all orders and task forces have been canceled.
http://www.prycom.net/witp/scenario35.zip

Art Files needed for the scenarios to work, you can overwrite the stock art with these and not mess up the stock games, new art is in unused slots in the stock games so it will have no effect.
http://www.prycom.net/witp/newart.zip

What is different with these scenarios from the stock scenarios, I designed them to be more detailed and offer the player more flexibility in playing the game while slowing down the pace of the game by making supply a much more precious resource by making it much harder to haul it to where it is needed. I also totally revamped the Air OOB's of both sides down to the Squadron / Chutai level wherever possible along with many other changes that I feel enhance the game.

I designed these primarily for PBEM games, but they retain the ability to be played against the AI without any problems, Play them or don't play them the choice is totally yours but feedback is greatly appreciated and encouraged. If you have comments and or questions PLEASE state the specific scenario you are talking about thanks...


List of Major Changes…. (General list applies to all 6 scenarios)

War In The Pacific, Campaign #30
(RELEASE BETA-Version 1.61, Optimized for Stock Map by Pry)

Device Changes
Japanese
Dropped the 47mm AT gun load cost to 6 from 7 (Air transportable)
Device 139 Type 13 radar changed to air search

Allied
Added device 345 Canadian Rifle Squad, replacement rate of 10 per month
Added device 352 Canadian Rifle squad (12/43) rate of 10 per month
Added device 362 Canadian Engineer rate of 3 per month
(All the above was to make Canadian units stop drawing from and being a burden on British replacements)
Device 454, 5 Inch CD Gun no longer upgrades to 155mm Field gun (451) In US Naval base forces in now upgrades to device 456 155mm CD Gun
Device 451 has been changed to army gun and will no longer shoot at ships, all CD units Equipped with (451) have been changed to device (456) 155 mm CD Gun.


Ship Class Changes
Japanese


Allied
All remaining Flush deck destroyers that have not upgraded previously now upgrade to APD's in 5/44

Ship Changes
Japanese
Removed all task forces except for historical 12/7 invasions and put ships in port, the exception to this is the Wake Invasion Force in the 12/7 start only. There is no way around the hyper 12/7 turn movement which would allow this TF to arrive on day 1 but I decided to allow this TF to remain in the scenario.
Reduced cargo capacities of all AP's and AK's, AP's (L) 2250, (M) 1500, (S) 750 AK's (L) 5500, (S) 1750
Reduced tankers capacities by 1/3 rd. 11000 and 6000 left Navy tankers at stock capacity
Allied
Added damage to all Allied ships undergoing overhaul or repair on 12/7/41, to reflect historic limited availability status.
Reduced endurance of several USN BB classes to more real world numbers.
Reduced cargo capacities of all AP's and AK's, AP's (L) 3000, (M) 2000, (S) 1000 AK's (L) 5500, (S) 2250, Liberty 5600 Victory 5900.
Reduced tankers capacities by 1/3 rd. (L) 12000 and (S) 6000 left Navy tankers at stock capacity
Adjusted arrival dates of most of the USN ships (especially Submarines) to correct historic availability date.

Aircraft Changes
Japanese
Added L2D2 Tabby factory to Nagasaki with production of 10 per month (This was also added to 1.5)
Added 1 armor to KI-27 and Claude (Out classed Yes, but not as bad as the stock game makes them they should not fall from the sky like rain anymore (Subject to testing))


Allied
Added (171) P-38F Lightning available 12/41 build rate 20 per month
Added (187) P-43A Lancer available 12/41 build rate 10 per month
Added (202) P-80A Shooting Star available 4/45 build rate 100 per month
Changed P-39D starting production date to 12/41 from 01/42
Changed A-20B starting production date to 12/41 from 01/42
Changed B-25C starting production date to 12/41 from 01/42
Changed F-5A starting production date to 2/42 from 06/42
Reduced several allied aircraft production rates to more realistic numbers (Subject to testing)


Air Group Changes
Japanese
Broke down the entire Japanese air force (IJAAF and IJNAF) to the Chutai (9 - 12 aircraft) level where possible, Japanese player now has 744 groups to control.
Removed damaged aircraft from all starting Japanese squadrons and made them operational (w/pilots)

Allied
Overhauled the entire USAAF OOB and reduced down to squadron level where possible. Allied player now has 1210 groups to control.
Increased experience of pilots in VR squadrons to 60 from 25, these pilots were already fully trained and combat ready not new recruits.
Moved USAAF air groups in the Philippines to correct starting locations


Location Changes
Japanese
Moved Japanese 33rd Division to historical starting location (Shanghai, China)
Moved Japanese 4th Division to historical starting location (Shanghai, China)
Moved Japanese 21st Division to historical starting location (Tsingtao, China. One small detachment was located in Indo-China)
Moved Japanese 2nd Division to historical starting location (Naha, Okinawa)
Moved Japanese 18th Division to historical starting location (Canton, China)
Broke down 5th Division into 2 reinforced Brigades, 9th Brigade target Khota Bahru and 21st Brigade target Songkhia (Note. 5th Division is now unable to recombine to form a full division, division was historically used as garrison for Malaya after capture)
Changed Nissan engine production in Tokyo to produce Nakijima engines instead
Changed Ishikawajima engine production in Tokyo to produce Nakijima engines instead
Changed Nissan engine production in Shimizu to produce Nakijima engines instead
Changed Nissan engine production in Hamamatsu to produce Nakijima engines instead
Changed Armament assembly in Osaka/Kure from 0 to 10
Changed Armament assembly in Marizuru from 0 to 10
Reduced all Japanese land units to 0% disabled, they started the war at the time and places of their own choosing and were totally ready.
Increased aviation support to Japanese home island static base forces.


Allied
Added 20 point Shipyard to Soerbaja
Added 15 point shipyard to Perth
Added 20 point shipyard to Manila
Replaced British infantry and engineers from Canadian units and Hong Kong Fort and replaced with Canadian infantry and engineers
Removed all daily supply and fuel from West Coast bases and moved to United States base 330, supply will now have to trickle down to the coast from the supply center. Reduced total daily supply and fuel on to 30,000 supply and 20,000 a day each.(again subject to long term testing, also in testing so far this has caused an occasional bottleneck at US West coast ports while waiting for fuel and supply to trickle down to the ports, values subject to change based on test results)
Reduced daily supply and fuel at Karachi (10,000, 5,000) and removed all daily supply and fuel from Bombay. Karachi is now the only supply point in India, values subject to change based on test results.
Added 50 Indian infantry squads to each of the Static base forces in India as garrisons.
Increased Aviation support at the following Australian bases, Perth (90), Sydney, Brisbane and Melbourne (150) each and made them static.
Increased aviation support at Auckland to (90) and made unit static
Increased aviation support (250) to Major West coast base forces and made them static.

Pilot Changes
Japanese
Changed IJAAF to 35 per month Changed IJNAF to 25 per month

Allied



< Message edited by pry -- 6/26/2005 2:10:43 PM >


_____________________________

Post #: 1
RE: Pry's New Scenarios - 4/30/2005 10:02:22 PM   
bstarr


Posts: 881
Joined: 8/1/2004
From: Texas, by God!
Status: offline
quote:

Pilot Changes
Japanese
Changed IJAAF to 35 per month Changed IJNAF to 25 per month




* * * *
Looks interesting. I like it. The above scares me a little, but not much.

One question - with Jap fleets starting in harbors, will a historic CV group be able to reach Pearl? I tried something like this once in a mod and couldn't warp my carriers all the way. They stopped something like 5 hexes out of range.

_____________________________



(in reply to pry)
Post #: 2
RE: Pry's New Scenarios - 4/30/2005 10:24:57 PM   
doktorblood


Posts: 648
Joined: 2/14/2003
Status: offline
quote:

Added (202) P-80A Shooting Star available 4/45 build rate 100 per month


This is pretty interesting. Looks like you spent a lot of time trying to tweak the game for more realistic results ... I'm wondering why you chose to add this aircraft this early and at such a fantastic production level.

Only 45 of these aircraft were actually delivered prior to the end of the war and only 2 were sent overseas ... England.

The initial order of 1,000 didn't begin until Feb. of 45 and a second order placed in June of 45. But this aircraft was no where near operational status before the war ended. Production aircraft were still in trials when top US ace Dick Bong was killed flying one just a few days before the war ended.

_____________________________


(in reply to pry)
Post #: 3
RE: Pry's New Scenarios - 4/30/2005 10:44:56 PM   
Don Bowen


Posts: 8183
Joined: 7/13/2000
From: Georgetown, Texas, USA
Status: offline

Wow – lots of good ideas. With your permission I will plagiarize … er, make that base additional research on … your work.

(in reply to pry)
Post #: 4
RE: Pry's New Scenarios - 4/30/2005 11:25:40 PM   
pry


Posts: 1410
Joined: 12/6/2002
From: Overlooking Galveston Bay, Texas
Status: offline

quote:

ORIGINAL: bstarr

quote:

Pilot Changes
Japanese
Changed IJAAF to 35 per month Changed IJNAF to 25 per month




* * * *
Looks interesting. I like it. The above scares me a little, but not much.

One question - with Jap fleets starting in harbors, will a historic CV group be able to reach Pearl? I tried something like this once in a mod and couldn't warp my carriers all the way. They stopped something like 5 hexes out of range.


The Japanese will still use up pilots pretty quick, I have no problem getting KB to PH in my tests so far


_____________________________


(in reply to bstarr)
Post #: 5
RE: Pry's New Scenarios - 4/30/2005 11:30:25 PM   
pry


Posts: 1410
Joined: 12/6/2002
From: Overlooking Galveston Bay, Texas
Status: offline

quote:

ORIGINAL: doktorblood

quote:

Added (202) P-80A Shooting Star available 4/45 build rate 100 per month


This is pretty interesting. Looks like you spent a lot of time trying to tweak the game for more realistic results ... I'm wondering why you chose to add this aircraft this early and at such a fantastic production level.

Only 45 of these aircraft were actually delivered prior to the end of the war and only 2 were sent overseas ... England.

The initial order of 1,000 didn't begin until Feb. of 45 and a second order placed in June of 45. But this aircraft was no where near operational status before the war ended. Production aircraft were still in trials when top US ace Dick Bong was killed flying one just a few days before the war ended.


I wanted to add a late war fighter but did not want to add more than one, so I chose the Shooting Star the replacement is really only a place holder I have not decided on a final replacement rate. The starting date is also a placeholder for now. Remember these are Alpha, they will get more tweaking and things done with them before I call them finished. I just wanted to give folks a chance to play them a bit and provide some feedback, It is time for new eyes and opinions.

_____________________________


(in reply to doktorblood)
Post #: 6
RE: Pry's New Scenarios - 4/30/2005 11:30:59 PM   
pry


Posts: 1410
Joined: 12/6/2002
From: Overlooking Galveston Bay, Texas
Status: offline

quote:

ORIGINAL: Don Bowen


Wow – lots of good ideas. With your permission I will plagiarize … er, make that base additional research on … your work.


Have at it Don,

_____________________________


(in reply to Don Bowen)
Post #: 7
RE: Pry's New Scenarios - 4/30/2005 11:31:23 PM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
quote:

ORIGINAL: Don Bowen


Wow – lots of good ideas. With your permission I will plagiarize … er, make that base additional research on … your work.


Yes lots of great ideas!!! Don you guys should definitely incorporate some of Pry's great ideas into yalls work!!!

Reducing cargo capacity I like. More historical but will take more work and more detail oriented.

Reducing airgroups into sqaudrons and chutais is also interesting to consider....Also more historical and will take more work and detail oriented.

I especially like:

quote:

Device Changes
Japanese
Dropped the 47mm AT gun load cost to 6 from 7 (Air transportable)
Device 139 Type 13 radar changed to air search

Allied
Added device 345 Canadian Rifle Squad, replacement rate of 10 per month
Added device 352 Canadian Rifle squad (12/43) rate of 10 per month
Added device 362 Canadian Engineer rate of 3 per month
(All the above was to make Canadian units stop drawing from and being a burden on British replacements)
Device 454, 5Inch CD Gun no longer upgrades to 155mm Field gun (451) In US Naval base forces

Ship Changes

Allied
Added damage to all Allied ships undergoing overhaul or repair on 12/7/41, to reflect historic limited availability status.
Reduced endurance of several USN BB classes to more real world numbers.
Adjusted arrival dates of most of the USN ships (especially Submarines) to correct historic availability date.


Aircraft Changes
Japanese
Added L2D2 Tabby factory to Nagasaki with production of 10 per month (This was also added to 1.5)
Added 1 armor to HI-27 and Claude (Out classed Yes, but not as bad as the stock game makes them they should not fall from the sky like rain anymore (Subject to testing))

Air Group Changes
Japanese
Removed damaged aircraft from all starting Japanese squadrons and made them operational (w/pilots)

Location Changes
Japanese
Moved Japanese 33rd Division to historical starting location (Shanghai, China)
Moved Japanese 4th Division to historical starting location (Shanghai, China)
Moved Japanese 21st Division to historical starting location (Tsingtao, China. One small detachment was located in Indo-China)
Moved Japanese 2nd Division to historical starting location (Naha, Okinawa)
Moved Japanese 18th Division to historical starting location (Canton, China)
Broke down 5th Division into 2 reinforced Brigades, 9th Brigade target Khota Bahru and 21st Brigade target Songkhia (Note. 5th Division is now unable to recombine to form a full division, division was historically used as garrison for Malaya after capture)
Changed Nissan engine production in Tokyo to produce Nakijima engines instead
Changed Ishikawajima engine production in Tokyo to produce Nakijima engines instead
Changed Nissan engine production in Shimizu to produce Nakijima engines instead
Changed Nissan engine production in Hamamatsu to produce Nakijima engines instead
Changed Armament assembly in Osaka/Kure from 0 to 10
Changed Armament assembly in Marizuru from 0 to 10
Reduced all Japanese land units to 0% disabled, they started the war at the time and places of their own choosing and were totally ready.
Increased aviation support to Japanese home island static base forces.

Allied
Added 20 point Shipyard to Soerbaja
Added 15 point shipyard to Perth
Added 20 point shipyard to Manila
Replaced British infantry and engineers from Canadian units and Hong Kong Fort and replaced with Canadian infantry and engineers
Removed all daily supply and fuel from West Coast bases and moved to United States base 330, supply will now have to trickle down to the coast from the supply center. Reduced total daily supply and fuel on to 30,000 supply and 20,000 a day each.(again subject to long term testing, also in testing so far this has caused an occasional bottleneck at US West coast ports while waiting for fuel and supply to trickle down to the ports, values subject to change based on test results)
Reduced daily supply and fuel at Karachi (10,000, 5,000) and removed all daily supply and fuel from Bombay. Karachi is now the only supply point in India, values subject to change based on test results.
Added 50 Indian infantry squads to each of the Static base forces in India as garrisons.
Increased Aviation support at the following Australian bases, Perth (90), Sydney, Brisbane and Melbourne (150) each and made them static.
Increased aviation support at Auckland to (90) and made unit static
Increased aviation support (250) to Major West coast base forces and made them static.

Pilot Changes
Japanese
Changed IJAAF to 35 per month Changed IJNAF to 25 per month


< Message edited by Tanaka -- 4/30/2005 11:37:13 PM >


_____________________________


(in reply to Don Bowen)
Post #: 8
RE: Pry's New Scenarios - 5/1/2005 12:27:55 AM   
Tristanjohn


Posts: 3027
Joined: 5/1/2002
From: Daly City CA USA
Status: offline

quote:

ORIGINAL: pry

Pilot Changes
Japanese
Changed IJAAF to 35 per month Changed IJNAF to 25 per month


Why?

(in reply to pry)
Post #: 9
RE: Pry's New Scenarios - 5/1/2005 1:13:30 AM   
Lemurs!


Posts: 788
Joined: 6/1/2004
Status: offline
Pry,

my sources disagree on land unit locations. Obviously, you are correct on the 21st division, but for CHS we are going to leave it in Hanoi because otherwise frisky Chinese can romp through Indo China.
Plus, my sources show Shanghai not Tsingtao

The 33rd division i agree on and had already moved to Shanghai.
The 4th division i have not moved because i have 3, count them 3 seperate locations listed from 3 sources! 2 of these sources list Japan as the location.
2nd Division i have listed as in Kanazawa, Honshu on December 8th.
18th Division had 1 brigade on Hainan island and 1 brigade in Guangdong.


Mike

_____________________________



(in reply to Tristanjohn)
Post #: 10
RE: Pry's New Scenarios - 5/1/2005 1:21:32 AM   
pry


Posts: 1410
Joined: 12/6/2002
From: Overlooking Galveston Bay, Texas
Status: offline

quote:

ORIGINAL: Lemurs!

Pry,

my sources disagree on land unit locations. Obviously, you are correct on the 21st division, but for CHS we are going to leave it in Hanoi because otherwise frisky Chinese can romp through Indo China.
Plus, my sources show Shanghai not Tsingtao

The 33rd division i agree on and had already moved to Shanghai.
The 4th division i have not moved because i have 3, count them 3 seperate locations listed from 3 sources! 2 of these sources list Japan as the location.
2nd Division i have listed as in Kanazawa, Honshu on December 8th.
18th Division had 1 brigade on Hainan island and 1 brigade in Guangdong.


Mike


British Army Staff Histories, The War Against Japan devoted allot of time on the Japanese disposition of forces in Volume 1 and Volume 2, I sided with their locations as their history books tend to be much more heavily and objectivly researched.


_____________________________


(in reply to Lemurs!)
Post #: 11
RE: Pry's New Scenarios - 5/1/2005 1:39:21 AM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
Status: offline
pry, you have some very interesting ideas in your scenarios. Just a couple of comments:

quote:

ORIGINAL: pry
Removed all daily supply and fuel from West Coast bases and moved to United States base 330, supply will now have to trickle down to the coast from the supply center. Reduced total daily supply and fuel on to 30,000 supply and 20,000 a day each.(again subject to long term testing, also in testing so far this has caused an occasional bottleneck at US West coast ports while waiting for fuel and supply to trickle down to the ports, values subject to change based on test results)


I was told that fuel would not move overland, which has resulted in the daily fuel supply at the "united States" base being moved in the CHS. So does the fuel move overland or not? I would test it myself but I am busy doing scenario revision...

quote:


Added 50 Indian infantry squads to each of the Static base forces in India as garrisons.
Increased Aviation support at the following Australian bases, Perth (90), Sydney, Brisbane and Melbourne (150) each and made them static.
Increased aviation support at Auckland to (90) and made unit static
Increased aviation support (250) to Major West coast base forces and made them static.


Now these changes are a very good idea! Don - if you read this, please take note (many of the base forces in CHS have already been made static, but a few more could be changed, and I like the idea of the Indian garrisons a lot).


_____________________________

Information about my WitP map, and CHS, can be found on my WitP website


(in reply to pry)
Post #: 12
RE: Pry's New Scenarios - 5/1/2005 1:45:12 AM   
pry


Posts: 1410
Joined: 12/6/2002
From: Overlooking Galveston Bay, Texas
Status: offline

quote:

ORIGINAL: Andrew Brown


I was told that fuel would not move overland, which has resulted in the daily fuel supply at the "united States" base being moved in the CHS. So does the fuel move overland or not? I would test it myself but I am busy doing scenario revision...


Yes it will move along rail lines overland to port locations



_____________________________


(in reply to Andrew Brown)
Post #: 13
RE: Pry's New Scenarios - 5/1/2005 2:16:15 AM   
Don Bowen


Posts: 8183
Joined: 7/13/2000
From: Georgetown, Texas, USA
Status: offline

quote:

ORIGINAL: pry


quote:

ORIGINAL: Andrew Brown


I was told that fuel would not move overland, which has resulted in the daily fuel supply at the "united States" base being moved in the CHS. So does the fuel move overland or not? I would test it myself but I am busy doing scenario revision...


Yes it will move along rail lines overland to port locations




Thanks - I'll remove the changes for daily fuel from United States, San Francisco, Panama and Cristobal from the Pending Change list. Then review Pry's work for other Fuel and Supply changes.

(in reply to pry)
Post #: 14
RE: Pry's New Scenarios - 5/1/2005 4:35:24 AM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline
Divisional starting locations ... as of 1 Dec 41 ... I'm still working on these but have the following now from page 55 of THE FALL OF THE PHILIPPINES, US Army "Green Book"

IJA 4th Division ... in Shanghai ...
IJA 21st Division ... in North China ... shipped out 20 Jan 42
IJA 33rd Division ... in Central China ... shipped out 13 Dec 41

One point of confusion and the one I think the original WITP designers went with .. is that there is a 4th DEPOT Division which is in Japan ... [ Osaka ] but this is not the field deployed 4th ( Infantry ) Division.

So I vote for Pry's locations for now ... as to covering Northern Indo-China ... my sources show Chinese 3rd War Area in Central China ... so this area needs to be reworked. For now ... for coverage ... I'd redeploy something this 4th Mx Bde to Hanoi until we have more time to work this out. But if ultimately there was no real unit there ... then I guess we go with that. The 1st French Militia division does show up if the Chinese cross the border ( I tested that ! ).


(in reply to pry)
Post #: 15
RE: Pry's New Scenarios - 5/1/2005 7:39:25 AM   
Don Bowen


Posts: 8183
Joined: 7/13/2000
From: Georgetown, Texas, USA
Status: offline

I have set up a difference check on the Locations file - comparing stock Scenario 15 (V1.5) to Paul's new Scenario 33. Result: 1893 changed locations! Devices, Aircraft, and Classes are of manageable size but Air Groups is completely revised and pilots has been cleared.

Review of this is going to take a while, maybe even a while and a half!


(in reply to jwilkerson)
Post #: 16
RE: Pry's New Scenarios - 5/1/2005 3:04:46 PM   
Oleg Mastruko


Posts: 4921
Joined: 10/21/2000
Status: offline
Interesting, and mostly nice changes... BUT...

quote:

Broke down the entire Japanese air force (IJAAF and IJNAF) to the Chutai (9 - 12 aircraft) level where possible, Japanese player now has 744 groups to control.

Overhauled the entire USAAF OOB and reduced down to squadron level where possible. Allied player now has 1210 groups to control.


...why do all you "historic mod" etc. people insist on this? Having that many groups to manage is major pain. I'd be happy to have most of my aircraft in chunks of 50-60 if at all possible (that's "hikotai" in Japanese parlance I believe, or "group" for Allies), with like 20% of my airforce divided into smaller groups (to be used in small isolated bases). (Incidentally, and perhaps unintentionally, stock game gives you this, more or less.)

Having to manage thousands of aircraft in ~800 10-aircraft chunks looks like a MAJOR pain. What do you think players will gain with this change except interface being more cluttered?

O.

_____________________________


(in reply to Don Bowen)
Post #: 17
RE: Pry's New Scenarios - 5/1/2005 3:24:54 PM   
pry


Posts: 1410
Joined: 12/6/2002
From: Overlooking Galveston Bay, Texas
Status: offline
quote:

ORIGINAL: Oleg Mastruko

Interesting, and mostly nice changes... BUT...

quote:

Broke down the entire Japanese air force (IJAAF and IJNAF) to the Chutai (9 - 12 aircraft) level where possible, Japanese player now has 744 groups to control.

Overhauled the entire USAAF OOB and reduced down to squadron level where possible. Allied player now has 1210 groups to control.


...why do all you "historic mod" etc. people insist on this? Having that many groups to manage is major pain. I'd be happy to have most of my aircraft in chunks of 50-60 if at all possible (that's "hikotai" in Japanese parlance I believe, or "group" for Allies), with like 20% of my airforce divided into smaller groups (to be used in small isolated bases). (Incidentally, and perhaps unintentionally, stock game gives you this, more or less.)

Having to manage thousands of aircraft in ~800 10-aircraft chunks looks like a MAJOR pain. What do you think players will gain with this change except interface being more cluttered?

O.


Hi Oleg,

I can only your answer for myself, I wanted the additional level of detail and designed it into the scenarios as a scenario I personally wanted to play, and I am sharing these with the WitP community, some members of which also would like to see this level of detail in the games they play.

When I first announced I was working on these scenarios I made it known that they were designed for the detail freak in mind not the folks who are already overwhelmed by the stock game. I am well aware that some members of the community already think the game it too detailed as is, no one is being forced into this As I stated above Play them or don't play them the choice is totally up to the individual player but some of us wanted the additional level of detail and micro-management. A pain to some and enjoyment to others.


< Message edited by pry -- 5/1/2005 3:39:18 PM >


_____________________________


(in reply to Oleg Mastruko)
Post #: 18
RE: Pry's New Scenarios - 5/1/2005 3:53:17 PM   
Oleg Mastruko


Posts: 4921
Joined: 10/21/2000
Status: offline
Pry, I am OK with your reasons (one mans drunken pleasure is another man's drunken headache though they drank from the same bottle would be another way of putting it ), but to continue the discussion further...

I think none of us, WITP fanatics, is afraid of micromanagement, else we would not be playing this monster game. The real question is - does additional level of micromanagement give the player something "useful" in return? Any of us could think of additional levels of micromanagement to include in the game, but will it give us ability to play better strategy?

I (kind of) observe myself while I play WITP. In 80% of cases I use "big orders", like "put all fighters on..", "put all dive bombers in this base..." etc. In remaining 20% I tweak smaller groups or put some to rest while working with others (even then, I rest them in 30-plane chunks). Big interface improvement for me would be button to the tune of "rest half (any half) of fighters in this base". I don't care which chutai/daitai/squardon, just rest half of my guys today (and other half tomorrow).

If I want to do this now, I have to manually find "half" of fighter groups in my base and rest them. Then do the same thing tomorrow. In your mod, I'd still have to find "half" of available fighter groups, just that this "half" would result in 3x more clicking to get the same result. That is when micromanagement becomes unnecessary pain, IMHO.

That's how I play, as scientifically proven by psychological experiments done by... me. I allow for the possibility there are players out there who will tweak each and every 10-a/c group in 800-a/c base so that group X is on 40% CAP while group Y is on 60%, but would be amazed to see there are more than, say, 10% of total WITP players.

Having said that, I totally support and understand your wish to make scenarios for your own pleasure, and if others wish to play them, they can. Take my comment for proverbial "two cents" (I assume it's overpriced at that ). Thank you for your effort.

O.

< Message edited by Oleg Mastruko -- 5/1/2005 3:57:13 PM >


_____________________________


(in reply to pry)
Post #: 19
RE: Pry's New Scenarios - 5/1/2005 5:18:45 PM   
SpitfireIX


Posts: 264
Joined: 1/9/2003
From: Fort Wayne IN USA
Status: offline

quote:

ORIGINAL: pry
I wanted the additional level of detail and designed it into the scenarios as a scenario I personally wanted to play, and I am sharing these with the WitP community, some members of which also would like to see this level of detail in the games they play.

When I first announced I was working on these scenarios I made it known that they were designed for the detail freak in mind not the folks who are already overwhelmed by the stock game. I am well aware that some members of the community already think the game it too detailed as is, no one is being forced into this As I stated above Play them or don't play them the choice is totally up to the individual player but some of us wanted the additional level of detail and micro-management. A pain to some and enjoyment to others.


Pry--

I'm a detail freak myself, but I wonder, in most cases, how much more control are you really gaining by modeling individual squadrons, than you could have by simply dividing groups? I haven't had a chance to look at your scenarios yet (I will after finals are over), but this was a question that occurred to me.

_____________________________

"I know Japanese. He is very bad. And tricky. But we Americans too smart. We catch him and give him hell."

--Benny Sablan, crewman, USS Enterprise 12/7/41

(in reply to pry)
Post #: 20
RE: Pry's New Scenarios - 5/1/2005 5:51:11 PM   
pry


Posts: 1410
Joined: 12/6/2002
From: Overlooking Galveston Bay, Texas
Status: offline
quote:

ORIGINAL: SpitfireIX

Pry--

I'm a detail freak myself, but I wonder, in most cases, how much more control are you really gaining by modeling individual squadrons, than you could have by simply dividing groups? I haven't had a chance to look at your scenarios yet (I will after finals are over), but this was a question that occurred to me.


And a good question at that, let me explain my thinking on this.. in the stock game we are VERY limited as to how many groups can be broken down due to the way the stock data base is laid out, you have less splits available after 1.5 the you had in 1.4, one side can hogg them all and you are out of luck.

Second, my thinking went along these lines and it happens to be the way I tested these so far, I generally leave 1/3rd on combat ops, 1/3rd resting and the last 1/3rd refitting and training. Right off the bat players will not be flying as many aircraft each turn so Op losses will decrease also due to a bad roll of the dice you will no longer lose whole groups in one engagement that can and does cripple you in a stock game so by adding more squadrons you will fly them less, this should allow the Japanese player to preserve their airforce in fighting shape longer than can possiby be done in the stock scenarios, (The Japanese airforce should start showing signs of degrading in 8-9/42 not 1/42 as happens now) this tends to protract operations and further slow things down.

The US bombed Rabaul for nearly two years to subdue that base, with 64 plane groups you can put it totally out of action in one turn... and keep it closed the big groups have too much firepower for me... you can do the same thing by massing smaller groups but the effect is spread out as each group makes it own roll.

Another plus is that it allows better dispersal of forces and does not over load the 30 AV support base forces by simply dumping a 64 or 72 plane group in a 30 AV support base and losing half of them to damage right away.

< Message edited by pry -- 5/1/2005 6:12:33 PM >


_____________________________


(in reply to SpitfireIX)
Post #: 21
RE: Pry's New Scenarios - 5/1/2005 6:25:04 PM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
quote:

ORIGINAL: pry

quote:

ORIGINAL: SpitfireIX

Pry--

I'm a detail freak myself, but I wonder, in most cases, how much more control are you really gaining by modeling individual squadrons, than you could have by simply dividing groups? I haven't had a chance to look at your scenarios yet (I will after finals are over), but this was a question that occurred to me.


And a good question at that, let me explain my thinking on this.. in the stock game we are VERY limited as to how many groups can be broken down due to the way the stock data base is laid out, you have less splits available after 1.5 the you had in 1.4, one side can hogg them all and you are out of luck.

Second, my thinking went along these lines and it happens to be the way I tested these so far, I generally leave 1/3rd on combat ops, 1/3rd resting and the last 1/3rd refitting and training. Right off the bat players will not be flying as many aircraft each turn so Op losses will decrease also due to a bad roll of the dice you will no longer lose whole groups in one engagement that can and does cripple you in a stock game so by adding more squadrons you will fly them less, this should allow the Japanese player to preserve their airforce in fighting shape longer than can possiby be done in the stock scenarios, (The Japanese airforce should start showing signs of degrading in 8-9/42 not 1/42 as happens now) this tends to protract operations and further slow things down.

The US bombed Rabaul for nearly two years to subdue that base, with 64 plane groups you can put it totally out of action in one turn... and keep it closed the big groups have too much firepower for me... you can do the same thing by massing smaller groups but the effect is spread out as each group makes it own roll.

Another plus is that it allows better dispersal of forces and does not over load the 30 AV support base forces by simply dumping a 64 or 72 plane group in a 30 AV support base and losing half of them to damage right away.


interesting stuff to think about....some very good points here

_____________________________


(in reply to pry)
Post #: 22
RE: Pry's New Scenarios - 5/1/2005 6:43:11 PM   
Banquet

 

Posts: 1184
Joined: 8/23/2002
From: England
Status: offline
I like the fact that the AVG is split between Mandalay and Rangoon. It's so large that getting it supported can be a problem when it's just one unit.

I know you could just split it anyway.. but I like the squadron level. Time will tell whether it gets too much as the game goes on but, with Pry's comments above, and all the new stuff in this scenario I'm really looking forward to trying it.

Edit.. Pry, I have squadrons of P-38F's appearing on 9th Dec 41. Is that correct? I didn't think they went into production until early 42..

< Message edited by Banquet -- 5/1/2005 8:18:55 PM >


_____________________________


(in reply to Tanaka)
Post #: 23
RE: Pry's New Scenarios - 5/1/2005 8:35:48 PM   
pry


Posts: 1410
Joined: 12/6/2002
From: Overlooking Galveston Bay, Texas
Status: offline

quote:

ORIGINAL: Banquet

Edit.. Pry, I have squadrons of P-38F's appearing on 9th Dec 41. Is that correct? I didn't think they went into production until early 42..


The scenario F version is actually a combination of all C, D, E and F versions produced I just called them all F versions to simplify things

_____________________________


(in reply to Banquet)
Post #: 24
RE: Pry's New Scenarios - 5/2/2005 1:31:53 AM   
SpitfireIX


Posts: 264
Joined: 1/9/2003
From: Fort Wayne IN USA
Status: offline

quote:

ORIGINAL: pry

quote:

ORIGINAL: SpitfireIX

Pry--

I'm a detail freak myself, but I wonder, in most cases, how much more control are you really gaining by modeling individual squadrons, than you could have by simply dividing groups? I haven't had a chance to look at your scenarios yet (I will after finals are over), but this was a question that occurred to me.


And a good question at that, let me explain my thinking on this.. in the stock game we are VERY limited as to how many groups can be broken down due to the way the stock data base is laid out, you have less splits available after 1.5 the you had in 1.4, one side can hogg them all and you are out of luck.

Okay; I didn't realize this--probably because I have tended not to break down groups that much in my games against the AI.

quote:


Second, my thinking went along these lines and it happens to be the way I tested these so far, I generally leave 1/3rd on combat ops, 1/3rd resting and the last 1/3rd refitting and training. Right off the bat players will not be flying as many aircraft each turn so Op losses will decrease also due to a bad roll of the dice you will no longer lose whole groups in one engagement that can and does cripple you in a stock game so by adding more squadrons you will fly them less, this should allow the Japanese player to preserve their airforce in fighting shape longer than can possiby be done in the stock scenarios, (The Japanese airforce should start showing signs of degrading in 8-9/42 not 1/42 as happens now) this tends to protract operations and further slow things down.


Do you think the AI will be able to take advantage of your smaller groups to better manage its airpower?

quote:


The US bombed Rabaul for nearly two years to subdue that base, with 64 plane groups you can put it totally out of action in one turn... and keep it closed the big groups have too much firepower for me... you can do the same thing by massing smaller groups but the effect is spread out as each group makes it own roll.

Is it the case that the combat model rolls once for each attacking group or squadron, rather than individual planes? If so, then smaller groups definitely make sense, as they will tend to produce more normal results.

quote:


Another plus is that it allows better dispersal of forces and does not over load the 30 AV support base forces by simply dumping a 64 or 72 plane group in a 30 AV support base and losing half of them to damage right away.


I had assumed this could be done just by splitting the groups, but if splits really are severely limited, that could be a problem.

_____________________________

"I know Japanese. He is very bad. And tricky. But we Americans too smart. We catch him and give him hell."

--Benny Sablan, crewman, USS Enterprise 12/7/41

(in reply to pry)
Post #: 25
RE: Pry's New Scenarios - 5/2/2005 1:32:25 AM   
Grotius


Posts: 5798
Joined: 10/18/2002
From: The Imperial Palace.
Status: offline
Pry, I tried installing this, and one file already was in my SCEN directory. It's wpa030.dat. I was kinda nervous about overwriting it, so I didn't copy it for the time being. What's up with this?

(in reply to pry)
Post #: 26
RE: Pry's New Scenarios - 5/2/2005 1:35:12 AM   
pry


Posts: 1410
Joined: 12/6/2002
From: Overlooking Galveston Bay, Texas
Status: offline
quote:

ORIGINAL: Grotius

Pry, I tried installing this, and one file already was in my SCEN directory. It's wpa030.dat. I was kinda nervous about overwriting it, so I didn't copy it for the time being. What's up with this?


Must be a left over from a previous scenario numbered 30 that you had installed or maybe created. the wpa030.dat is the aircraft data base for the scenario you need my wpa030.dat for the stock map scenario to work

< Message edited by pry -- 5/2/2005 1:36:27 AM >


_____________________________


(in reply to Grotius)
Post #: 27
RE: Pry's New Scenarios - 5/2/2005 1:42:07 AM   
Tristanjohn


Posts: 3027
Joined: 5/1/2002
From: Daly City CA USA
Status: offline

quote:

ORIGINAL: pry

quote:

ORIGINAL: SpitfireIX

Pry--

I'm a detail freak myself, but I wonder, in most cases, how much more control are you really gaining by modeling individual squadrons, than you could have by simply dividing groups? I haven't had a chance to look at your scenarios yet (I will after finals are over), but this was a question that occurred to me.


And a good question at that, let me explain my thinking on this.. in the stock game we are VERY limited as to how many groups can be broken down due to the way the stock data base is laid out, you have less splits available after 1.5 the you had in 1.4, one side can hogg them all and you are out of luck.

Second, my thinking went along these lines and it happens to be the way I tested these so far, I generally leave 1/3rd on combat ops, 1/3rd resting and the last 1/3rd refitting and training. Right off the bat players will not be flying as many aircraft each turn so Op losses will decrease also due to a bad roll of the dice you will no longer lose whole groups in one engagement that can and does cripple you in a stock game so by adding more squadrons you will fly them less, this should allow the Japanese player to preserve their airforce in fighting shape longer than can possiby be done in the stock scenarios, (The Japanese airforce should start showing signs of degrading in 8-9/42 not 1/42 as happens now) this tends to protract operations and further slow things down.

The US bombed Rabaul for nearly two years to subdue that base, with 64 plane groups you can put it totally out of action in one turn... and keep it closed the big groups have too much firepower for me... you can do the same thing by massing smaller groups but the effect is spread out as each group makes it own roll.

Another plus is that it allows better dispersal of forces and does not over load the 30 AV support base forces by simply dumping a 64 or 72 plane group in a 30 AV support base and losing half of them to damage right away.


More rolls don't seem to slow the Allies down much from Port Moresby. I've always use all of my medium and heavy bomber groups as squadrons from there and they still pretty much all go in to bomb Rabaul.

Making airbases more efficient is going in the wrong direction. These bases are already too efficient.

Fewer operational losses in the game is to go in the wrong direction as well. There are already too few of these.

Affording players more operational control of their air assets is a good idea in principle, though. I like that.

It would be better still if squadrons themselves could be broken up, say, for fighters on CVs and recon squadrons. In that manner players would gain more practical operational control of at least some of their CV air assets. Fighters still wouldn't be able to perform ASW patrol, but that can't be helped now. They would now be able to be assigned more realistically to other duties, however, such as some planes of a fighter squadron assigned to CAP while others fly escort or sweep. For patrol squadrons, this change would allow players to assign part of a squadron to day search and another to night naval attack or whatever. That would give players more useful control in the game, so call it good detail. Better yet if CV bomber squadrons could also be split up.

I asked you before what your reasoning is for giving the Japanese more trained pilots. You didn't answer me. What is your reason for this change?

(in reply to pry)
Post #: 28
RE: Pry's New Scenarios - 5/2/2005 1:55:08 AM   
SpitfireIX


Posts: 264
Joined: 1/9/2003
From: Fort Wayne IN USA
Status: offline

quote:

ORIGINAL: pry


quote:

ORIGINAL: Banquet

Edit.. Pry, I have squadrons of P-38F's appearing on 9th Dec 41. Is that correct? I didn't think they went into production until early 42..


The scenario F version is actually a combination of all C, D, E and F versions produced I just called them all F versions to simplify things


Although the P-38 is my favorite fighter of WWII (despite my nick ), I have to respectfully disagree with your approach here. The D and E models were all judged not ready for combat, and mostly relegated to training duties or converted to recon versions (though a few did see limited combat duty early in the war). Furthermore, there was a tremendous variation in equipment and capabilities among these early models; in particular, the D was armed with a 37-mm cannon with 15 rounds of ammunition, rather than the 20mm which was standard on all later models--furthermore, the F the first to be equipped with underwing hardpoints for bombs or drop tanks.

See Joe Baugher's excellent P-38 pages here for more details.

_____________________________

"I know Japanese. He is very bad. And tricky. But we Americans too smart. We catch him and give him hell."

--Benny Sablan, crewman, USS Enterprise 12/7/41

(in reply to pry)
Post #: 29
RE: Pry's New Scenarios - 5/2/2005 1:59:04 AM   
SpitfireIX


Posts: 264
Joined: 1/9/2003
From: Fort Wayne IN USA
Status: offline

quote:


ORIGINAL: Tristanjohn


It would be better still if squadrons themselves could be broken up, say, for fighters on CVs and recon squadrons. In that manner players would gain more practical operational control of at least some of their CV air assets. Fighters still wouldn't be able to perform ASW patrol, but that can't be helped now. They would now be able to be assigned more realistically to other duties, however, such as some planes of a fighter squadron assigned to CAP while others fly escort or sweep. For patrol squadrons, this change would allow players to assign part of a squadron to day search and another to night naval attack or whatever. That would give players more useful control in the game, so call it good detail. Better yet if CV bomber squadrons could also be split up.



Good idea, but isn't there a limit of five air units per CV?

_____________________________

"I know Japanese. He is very bad. And tricky. But we Americans too smart. We catch him and give him hell."

--Benny Sablan, crewman, USS Enterprise 12/7/41

(in reply to Tristanjohn)
Post #: 30
Page:   [1] 2 3 4 5   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Scenario Design >> Pry's New Scenarios Page: [1] 2 3 4 5   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

2.594