JWE -> RE: Modding Smaller Scenarios using DaBabes (2/23/2012 6:48:25 PM)
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Well, this is looking to be an exceptionally balanced scenario, all things considered. Just about done, only need some Brasso here and there. Definitely a BigBabes primer. Transport ships are far and few between. Most of the x models are xAKLs, damn few xAKs and even fewer AKs. Players will have choice between moving supply, moving troops, or invading; there’s enough for one and a fraction. Because the Allies get the Guad TransRon with a bunch of APs and AKs, and most of them were supposed to withdraw, for which there is no mechanism in the scenario, all Allied units arrive at Fiji, Tonga, or NZ (with no transport), so one must use those assets to go fetch them. That also uses lots of fuel and time, both of which are at a premium. Japanese get some high value (very high value) AKs, for the October and November convoys, but that’s about it. Lose them and there ain’t jack else coming. Heck, there’s more cruisers in this scenario than AKs and biggish xAKs. So, as the Last Knight said, “one must choose wisely.” Lots of Babes-type ships in this. YPs, YMSs, YOs, KPM coastals, CalTex TKLs, Gozans, Kujiras, Ku’dais, woof !! A veritable Spring of Don’s Babies extruding forth from the Winter loins of a ‘big ship – big gun’ experience. There’s also Japanese shipping engineer units, port and anchorage units, all the stuff that a knowledgeable player can use to play Mr barge transport (hopefully better than Oka). Tons of hidden stuff that will reveal itself to a logistically smart player (if anybody got our DEI scen from the site, and got Jeremy’s white paper on it, this follows exactly). HQs don’t have squat. Poop for Sup, AvSup, NavSup. An HQ is nothing but an Admiral, or a General and their staff. Just think US Federal Govt; they do nothing except consume supply and extend their influence. That is actually quite sufficient. There’s quite a few HQs, but they bring nothing to the party except influence; a good thing. HQs also allow for a creative restriction matrix; also a good thing. There’s extremely few “real” Base Forces. I personally hate the AI cheats for type = BF, so got rid of the swine. Lots of things ‘called’’ BFs, but aren’t denoted as such in the DB. Thoughtful folks will see it. Engineers are all over the map. Most Japanese engineers are ‘0’ or ‘4’, with some at ‘9’. Allied engineers are ‘4’ or ‘6’, with many at ‘10’ (and where WiTP gave you 48, Babes gives you 12). So forget everything you ever knew about building airfields. And everybody gets jack-all for AvSup. Your planes will wilt, they will wither, they will schlepp off to the boneyard. You will not have enough; you will not have enough, you will not have enough. Have fun !! Made this as hard as I possibly could for both sides, given the constraints of the engine. Obviously had to give a teensy push to Japan in certain areas, but I think it’s working out as well as can be expected.
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