sanderz
Posts: 862
Joined: 1/8/2009 From: Devon, England Status: offline
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quote:
ORIGINAL: Kitakami sanderz, I am in the middle of doing turn 1 for the same mod, Japanese side, PBEM, 2-day turns. Everything you wrote is true, but I will say this: a mod as complex as this would need many little tweaks even if the items you listed were not so. I would suggest to go through all force allocations and orders with a fine comb, in this mod, as in all mods. One of the reasons the things you listed happen in this mod is that the SNLF units were consolidated into assault divisions (you have 4 amphibious and 1 paratroop at start, I think), which means less amphibious TFs are needed, but they need to be larger and thus to be reworked. I think this last is best left to the players, who dictate strategy anyway. Another important factor to consider is that 4th Inf Div starts in Samah, and 21st Inf Div starts in Cam Ranh Bay. Although some juggling needs to be made regarding transport, they will actually arrive to their destinations earlier than in stock if you do things right. 2nd Inf Div starts in Sendai, unloaded, yes. But at least all of the sub units are there (in stock, III./4th Inf Bn starts in Iwaki, while 3 other sub units start in Sendai, unloaded). This mod gives the player the opportunity to decide on one target for the whole division, rebuild it, and get it to its destination quicker, should the player so wish. Mods need a lot more work, especially on turn 1. But they also give very interesting what-ifs that, to me at least, make the additional effort worthwhile. Just my 2 pennies, of course. Your naval mileage may vary :) thanks kitakami, useful info in general pretty much as i expected, but may help if john ever gets time to tidy things up or indeed anyone new to the mod as points to note cheers
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