John 3rd
Posts: 17178
Joined: 9/8/2005 From: La Salle, Colorado 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 :) Sorry I didn't jump on this earlier. Kitakami is dead-on with his thoughts. These Mods are not AI friendly. You cannot run these Mods as 'automatic Day ONE' set-ups. You have a number of TF that have only a single ship in them for YOU to then decide what it is to load and send out. We worked to maximize choices for the players in this. The Japanese Player has HUGE changes and opportunities for creative use of TF (witness the three Cargo TF in the Home Islands that have the 'warp speed' move bonus. These were created to allow yo the chance to load extra fuel and supply and ship it anywhere in the Pacific to reflect Convoys 'at sea' on Dec 7th. You'll also note that those Convoy TF are located when you cannot load any significant LCUs. That is purposefully done. The 4th, 21st, and Sendai are immediately available for action once you have your shipping strait. I moved a TON of shipping to different locations so it makes better sense but gave up after moving about 150 vessels. It requires more work but Turn ONE for Japan can truly be the PLAYERS TURN and not trying to modify 20-30% of the historical Turn ONE. Hope that makes sense...
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