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RE: Iwo Jima: [U.S.]

 
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RE: Iwo Jima: [U.S.] - 7/2/2010 7:22:29 AM   
Anraz

 

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quote:

This game is cool.


The more I look at your mod the more I think the mod is very very cool


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RE: Iwo Jima: [U.S.] - 7/3/2010 3:39:18 AM   
Magpius


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Thanks A.,
It's still a little rough around the edges.
But I have to say, once I'm in playing it, I almost forget it's on a computer, and I'm back playing paper and cardboard. (feline free!)
Yes it is spartan, in appearance, but having dusted off some of the old games, all their tiles were simple graphics, and the maps, were rather basic.
So it is a case of keep it simple.
regards
A


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RE: Iwo Jima: [U.S.] - 7/7/2010 1:51:43 AM   
jomni


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quote:

ORIGINAL: Agent S
Some big concerns.
I now have -1 PP, following turn it went to -2!
How do I generate PP?
I also seem to have used up my task force bombardments.
Air strikes are also becoming rare.
- do they regenerate?
- do I need to disband units to get some PP back for front line troops?


What is the PP production and unit upkeep status?
There should be an info screen about this one.

Airstrikes from carriers? They should be repaired in a port with the right size. Don't think there is in the Iwo Jima map.

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RE: Iwo Jima: [U.S.] - 7/12/2010 1:24:14 AM   
Magpius


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Turn 13



Troops press forward and encircle/ strangle defending units

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RE: Iwo Jima: [U.S.] - 7/12/2010 1:25:58 AM   
Magpius


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Turn 14
Jap Naval HG engaged.
No Air strikes or bombardments left.
Negative PP has started moving back up.
Thinking of Disbanding some of the units at the rear to strengthen the assault forces.
Have sent in no recon, but it appears that the enemy never had large unit numbers




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< Message edited by Agent S -- 7/12/2010 1:26:48 AM >


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RE: Iwo Jima: [U.S.] - 7/12/2010 1:28:45 AM   
Magpius


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Turn 15
The grip tightens, some resistance met, but this outcome appears inevitable.



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RE: Iwo Jima: [U.S.] - 7/12/2010 1:30:18 AM   
Magpius


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Turn 16
Endgame:
Does not look like 40 turns are needed for this scenario...?



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RE: Iwo Jima: [U.S.] - 7/12/2010 1:32:20 AM   
Magpius


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Turn 17
A large cull of rear troops, redeployed/ rested.
PP's spent on level and AP strength increases ready for final assaults.



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RE: Iwo Jima: [U.S.] - 7/12/2010 1:34:23 AM   
Magpius


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Turn 18
only a matter of time.



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RE: Iwo Jima: [U.S.] - 7/12/2010 1:35:45 AM   
Magpius


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Turn 19
1 down 1 to go, (in the north at least!)
Jap HQ down to 6 AP. The stranglehold appears to be working.



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< Message edited by Agent S -- 7/12/2010 1:36:43 AM >


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RE: Iwo Jima: [U.S.] - 7/12/2010 1:39:30 AM   
Magpius


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Turns 20-40





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RE: Iwo Jima: [U.S.] - 7/12/2010 1:51:55 AM   
Magpius


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Review:
Okay so what went wrong.
  • I used the Air Strikes and bombardments too early, to establish a beach head and get momentum to my front lines. In hindsight, they were probably not needed at all initially.
  • I should have assigned out all the commanders I had available, prior to landing on the beach. It seems I could not assign unit commanders, once they had landed on the beach.
  • I am still a newb with Naval, and was unable to determine how many air strikes or bombardments I had used or how many I had left. (is there some report that outlines this info?)
Can I replenish Naval units to begin bombardments once expired?

The outcome was rather frustrating.
The stranglehold of the remaining 3 units, did not work. Despite maxing out my assault troops with commanders, level and AP. The Jap HQ did not fall for 20 turns.
The stranglehold reduced unit level, but then the AP would increase significantly. No matter what combination of combined attack and followup individual unit hits, the defence modifiers made it invincible.
98% of the island fell in 18 turns, and 3 units could not be destroyed in a further 20!
If anything, I would have expected greater resistance early, and then a withering capitulation as there supplies ran out, but for the half of the game, the US just rolled over the top. There was some assaults from the armored battalion, but little else.

Thanks for reading.


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RE: Iwo Jima: [U.S.] - 7/12/2010 2:52:21 AM   
Razz1


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I haven't played this scenario.
Airstrikes come from Carriers or planes. Carriers can strike unitl it hits two.
Planes can strike until they are dead. Bombardment is 1 to two hexes inland but will change on next patch.
Script should be updated to add more suppies to AI Japs so you have more fun.
Unless their are extra troops, the AI won't come out to attack. It's programed to hold those forts.

A player can reinforce a unit and make the PP go in the red once. You get PP from the cities and any other designated spot.

Have you tried this on hard setting yet?

The real game is the 1937 or 41 Campaign

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RE: Iwo Jima: [U.S.] - 7/12/2010 4:01:59 AM   
Magpius


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@Razz,
Ahhh, this was played at Normal settings. I'll try this on hard, and see what happens... good call.
-working up to the full campaigns, after a couple of A.I. matches, I'll put my hand up for some pbem action.

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