Guadalcanal 42

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Widell
Posts: 890
Joined: Wed Apr 27, 2005 2:25 pm
Location: Trollhättan, Sweden

Guadalcanal 42

Post by Widell »

While pretending to work, and while waiting for PBEM turns, I, at last, had to surrender and buy AT. Being a TOAW addict since the I time, I was somewhat sceptic to AT, but the AAR section of the forum convinced me. After a couple of days of try outs (Given a few of them still being intoxicated from the New Year's Eve party), I have to say this is a game with great potential! The editor is what makes it truly great, and the flexibilities are almost endless. I also fell desperately in love (GF being jealous of the wargame competition already pre-AT[;)]) with the mapmaking capabilities!

I'm currently trying to build a one-day per turn scenario on the Guadalcanal campaign. I think I have most of the OOB done reasonably correct given the generic equipment in the stock game. Have managed to write a range of events controlling the arrival of the units roughly when they historically arrived, and I also have the Tokyo Express done, as well as supplies arriving for the US (Supplies definitely not in balance yet!) and I am contemplating if I should do the naval action as events or actually having the units in-game. I guess I'll start with events and expand the scope of the scenario as it comes along.

Finally I got to testing the NATO counter mod, and what a difference that made even if it's just appearance! If anyone feels like adding to this very small project, let me know. Ideally, I'm looking at doing the following with this one:
  • Playtesting and tuning supplies, reinforcement levels and OOB
  • Naval units as historically accurate as possible (This would eliminate a few events like the naval shelling of the Lunga/Henderson airfield)
  • Japanese Air units flying out of Rabaul (Currently only US air units are included which won't work in the long run)
  • Jungle terrain
  • Tweaking of experience and morale to reflect the difference between the two forces
  • Additional events, like opening messages to both players, proper victory messages and more
  • More graphics added to events, and also for the Japanese SF Types
  • Whatever else to make this an interesting scenario to play.....

Finally, I'm attaching a screenshot of the starting positions in the scenario which is supposed to be August 18, some nine days after the US landings and the capture of Lunga/Henderson Airfield. It is also the day of the arrival of the first Japanese reinforcements (5th SNLF in the west, and the unfortunate Ichiki Detachment to the east).

Send a PM, or respond in this thread if you are interested in taking part....

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rhinobones
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Joined: Sun Feb 17, 2002 10:00 am

RE: Guadalcanal 42

Post by rhinobones »

ORIGINAL: Widell
Finally I got to testing the NATO counter mod, and what a difference that made . . .

I’ve been working on a set of NATO icons that you are welcome to have. Just send a PM with an e-mail address.

Saw one AAR where the player is using a set of icons patterned after the 1940’s German icons. Nice! There are also some modern Russian icons that you might want to port to AT.

Below are the icons made for TOAW.

Regards, RhinoBones


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rickier65
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RE: Guadalcanal 42

Post by rickier65 »

Widell,

Looks good, the I'm not too familiar with the Pacific campaign, but if you need volunteers to help with something specific, let me know.

Rick
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Widell
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Joined: Wed Apr 27, 2005 2:25 pm
Location: Trollhättan, Sweden

RE: Guadalcanal 42

Post by Widell »

Well, I'm a noob player and a noob scenario designer. Good or bad? Not sure [;)]. I have a few concrete issues I would like to address in this scenario:

I would like to keep the map and the scope to the area where the real action really took place. This is the map in the screenshot. At the same time I would like to place the players in charge of the air and naval situation which was critical to the outcome of the campaign. So, if you feel up to adding the Japanese Rabaul and Truk bases, and a US base in, let's say Fiji or Australia, and somehow simulate the distance without expanding the map that would so much improve this scenario as that would enable supply, naval and air units to be added without other events than simply adding the units at the right remote base, and the player would then have to sort out how to get the supply and the units to Guadalcanal rather than doing this by events.

I have played around with events triggering reinforcements and supply, but the playability becomes like watching paint dry to be honest, so I need "semi-off map locations" to allow air & naval units to move in and out of the combat zone and supply and reinforcements to be controlled by the players in a better way.

Let me know what you think. The other way out is to increase the map size, but that also increase the scope of the whole scenario, and while that may be a step two, it's not what I'm after right now....
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