South Pacific scenario (Full Version)

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WriterJWA -> South Pacific scenario (2/18/2011 5:20:31 AM)

Does anyone know of a Uncommon Valor/South Pacific scenario that I can play using the standard game? I'm basically looking to play the Uncommon Valor full campaign but with WitPAE rules and detail.

Thanks in advance!




LoBaron -> RE: South Pacific scenario (2/18/2011 6:35:48 AM)

The Guadalcanal scenario resembles the UV grand campaign.

There is ones small issue: Truk has no repair yard in this scen, so everything with over 5 points of major dmg stays damaged.
You might want to consider adding a small one using the editor.




dorjun driver -> RE: South Pacific scenario (2/18/2011 4:12:38 PM)


quote:

ORIGINAL: LoBaron

The Guadalcanal scenario resembles the UV grand campaign.

There is ones small issue: Truk has no repair yard in this scen, so everything with over 5 points of major dmg stays damaged.
You might want to consider adding a small one using the editor.


How does one do that, exactly? Well, perhaps not exactly, but a rough sketch would be handy. I've only used the editor to expand the playing field to avoid screen jitters while scrolling.

Thanks,
Doug




Nikademus -> RE: South Pacific scenario (2/18/2011 4:44:32 PM)

no Japanese shipyard was part of the design.

Any major damage to Japanese ships required them to (sooner or later) make the journey back to Japan for permanent repairs. It's up to the player to decide at what point a damaged ship needs to go back to home waters or go back into the war at reduced efficiency...a problem for Japan that only increased as the Solomons campaign progressed.





dorjun driver -> RE: South Pacific scenario (2/18/2011 5:30:34 PM)

quote:

ORIGINAL: Nikademus

no Japanese shipyard was part of the design.

Any major damage to Japanese ships required them to (sooner or later) make the journey back to Japan for permanent repairs. It's up to the player to decide at what point a damaged ship needs to go back to home waters or go back into the war at reduced efficiency...a problem for Japan that only increased as the Solomons campaign progressed.




I buy that. But if one, as the Japanese, wanted to get "Final Countdown" on the Allies ass, how would one accomplish adding a ship repair facility to Truk?

Sorry for mixing my movie metaphors...




inqistor -> RE: South Pacific scenario (2/18/2011 6:00:05 PM)

Actually I found it weird, that CAs/DDs/xAKs can be repaired in Osaka(?) pretty quickly, while, even lightly damaged SSs (below 20) take 200 days to repair. In most cases longer, than scenario takes.




Nikademus -> RE: South Pacific scenario (2/18/2011 6:19:27 PM)

its pretty easy...but at the moment i dont' have the editor in front of me to list 'exact' steps.

But i believe you add the shipyard in the locations slot for the base in question, same as adding other units including the Nimitz if you REALLY want to give the Allied player a challenge.

[:D]




Ambassador -> RE: South Pacific scenario (2/18/2011 6:34:21 PM)

In the editor, you go to the "Location" screen, and simply add a device in the base, just like you would add any other device to bases or LCUs.   It's the device @524, and don't forget to add a number in the "Num" column, corresponding to the maximum tonnage you want to be able to repair.

EDIT - BTW, you'll need to save the new scenario in a slot number higher than 25, as slots 1-25 are reserved for official scenarios. And don't forget to make descriptions files, and copy the AI files.




LoBaron -> RE: South Pacific scenario (2/18/2011 6:59:53 PM)


quote:

ORIGINAL: Nikademus

no Japanese shipyard was part of the design.

Any major damage to Japanese ships required them to (sooner or later) make the journey back to Japan for permanent repairs. It's up to the player to decide at what point a damaged ship needs to go back to home waters or go back into the war at reduced efficiency...a problem for Japan that only increased as the Solomons campaign progressed.





Nik do you by chance know if the Guadalcanal scen uses a system similar to UV (releasing replacements into the scenario for the damaged ships sent back to the HIīs)?
I thought this is one of the areas where the Guadalcanal scenario diverges from the UV grand campaign.

The reason why I suggested implementing a repair yard was, as Inquisitor also pointed out, submarines, because any minor DC hit effectively puts a Japanese sub out of the game,
and this reduces the options a Japanese player has a lot.

I agree that this might be historical but its a real bastard on game balance, at least with the current point distribution system for this scenario.

TBH I never payed much attention to whether anything I sent back to Osaka returned to the game, but at least for submarines I donīt remember it actually
happening.




dorjun driver -> RE: South Pacific scenario (2/18/2011 7:38:37 PM)

Thanks gents!




Nikademus -> RE: South Pacific scenario (2/18/2011 8:08:59 PM)

quote:

ORIGINAL: LoBaron

Nik do you by chance know if the Guadalcanal scen uses a system similar to UV (releasing replacements into the scenario for the damaged ships sent back to the HIīs)?
I thought this is one of the areas where the Guadalcanal scenario diverges from the UV grand campaign.

The reason why I suggested implementing a repair yard was, as Inquisitor also pointed out, submarines, because any minor DC hit effectively puts a Japanese sub out of the game,
and this reduces the options a Japanese player has a lot.

I agree that this might be historical but its a real bastard on game balance, at least with the current point distribution system for this scenario.

TBH I never payed much attention to whether anything I sent back to Osaka returned to the game, but at least for submarines I donīt remember it actually
happening.



No. Reinforcements are based on the scenario data but can be "varied" using the options before starting a game. The absence of a shipyard is indeed a balance factor that discourages the typical "all out" type operations one sees, esp in shorter secenarios (in real life called "maximum effort ops") Fuel and supply constraints are factors that help her.

I have never liked the late-period Stock change that made subs so easy to damage. Originally Witp stock saw more of a true hit or miss methodology....often ASW searches came up empty, and when they did DC it was usually lethal. The system that replaced it was more "exciting" to the eye...lots of DC's dropping and AE added more msgs to immerse the player (sub rattled...etc etc) but the result was alot more sub damage....so while one could argue that "less KABLAMMO = less sinkings" my argument was "a damaged sub is just as useful as a sunk one" (especially when you add the transit time from patrol area to shipyard back to patrol area)

We reduced the overall ability to damage as well as sink subs in the game but players must still be careful. One of Japan's strengths in SCN 4 is the plentitude of subs in the area and they have good EXP values which make the usual Allied tactic of "camping" off Lunga extremely hazardous.

Overall it balances out. My last game saw my opponent torpedo two of my CV's....one being crippled in the process. It makes for great cat and mouse.

Given the length of the scenario....it is true....pretty much any ship sent to Osaka is out of the war...but at least the VP is denied to the enemy. Hence the decision by the Japan player whether to fight a damaged ship or send it back to get it totally out of harm's way.

Allied player is nearly as restricted....i opted to leave the OZ shipyard since it is very small and any major USN ships with major damage won't repair very well so they too must pretty much go back to "The States" for repairs.




LoBaron -> RE: South Pacific scenario (2/18/2011 8:44:29 PM)

Thanks for the clarification.

And I remember from my PBEM against Rob Brennan that the scenario is also very restricting to the Allies, from PPs to the small repair yards.
IIRC he lost one CV in our initial carrier duel and that was mainly decided by his TF eating a couple of sub launched torpedoes right before the engagement,
lucky me. [;)]




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