The Bitter End - Topeverest (A) vs Admiral Kamikaze (E)

Post descriptions of your brilliant victories and unfortunate defeats here.

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topeverest
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RE: Building Roads, Rails, and Modifying Map Tutorial

Post by topeverest »

After checking, click WRTIE ICON and confirm

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RE: Building Roads, Rails, and Modifying Map Tutorial

Post by topeverest »

Changes are logged but will not be saved unless you save the file using the menu at the top. You need to save file to confirm all changes.

One more popup box will remind you the file changed is in the local folder. Once finished will all changes, you will have to overwrite and backup the prior PWHEX

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topeverest
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RE: Building Roads, Rails, and Modifying Map Tutorial

Post by topeverest »

COPY the existing production PWHEX.DAT file in the main AE folder and place a backup copy in your backup folder. Give a descriptive name like "PWHEX2 (or 3, etc)

VERY IMPORTANT
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topeverest
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RE: Building Roads, Rails, and Modifying Map Tutorial

Post by topeverest »

Now copy the version of the PWHEX in your map editor folder into the Main AE folder and overwrite.

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topeverest
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RE: Building Roads, Rails, and Modifying Map Tutorial

Post by topeverest »

Half of your effort is now complete. The game PWHEX file is now updated, but you still have to update one or more bitmap pictures of the 'map' that the player sees. Note this is entirely for visual pleasure, as the game will already have logged the changes.

The bitmaps come the two major varieties - hexgrid and nonhexgrid. If you play on only one of the other, there is no need to do both. in my case, I only use hexgrid. For this reason I will show how to update the affected hexgrid.

As I have a W7 machine, MSPAINT comes standard with my machine. This software is completely sufficient to do the updates. Even if you use another bitmap editor, you will follow the same general path as described below.
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topeverest
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RE: Building Roads, Rails, and Modifying Map Tutorial

Post by topeverest »

ONE final check of your changes in PWHEX after upload.

Close all the way out of AE and re-launch the software. Pull up the scenario and view the changes you made (to ensure you did what you wanted to do.

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topeverest
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RE: Building Roads, Rails, and Modifying Map Tutorial

Post by topeverest »

on to MS PAINT, open software and then open the affected bitmaps you need one at a time and make the aesthetic changes desired.

Note the bitmaps are in the AE ART folder and you may have to sequentially work on more than one file.

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RE: Building Roads, Rails, and Modifying Map Tutorial

Post by topeverest »

MS PAINT IS quite self explanatory. be sure to use the zoom function so you can see individual bit color segments. In my version the zoom is in the lower right.
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topeverest
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RE: Building Roads, Rails, and Modifying Map Tutorial

Post by topeverest »

Now that you have made the desired map picture changes, you have to save it back to the ART folder as exactly the same name. DONT FORGET to backup the prior version or versions. You might want to use subfolders to designate all changes (good to do).

When you restart the software the next time, you should have both PWHEX and BITMAP changes in place. Double check. You should get a warning box below if you are doing PBEM that lets you know changes occurred and your opponents PWHEX is not the same.

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RE: Building Roads, Rails, and Modifying Map Tutorial

Post by topeverest »

NOW that you have confirmed all changes, you need to email the PWHEX and all bitmaps that changed. Your opponent has to replace those files over the originals and backup as per above. Hereafter you should not get the PWHEX warning icon and you are good to play on.

There - easy as building deoxyribonucleic acid.
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topeverest
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Dec 31, 1944

Post by topeverest »

And the year turns...

Empire launched a general ground counterattack across 6 hexes. It was handled roughly. Gotta love HB and b29's as ground support!


Morning Air attack on 47th Ind.Mixed Brigade, at 86,144 , near Maxwelton

Weather in hex: Partial cloud

Raid spotted at 20 NM, estimated altitude 7,000 feet.
Estimated time to target is 5 minutes

Allied aircraft
A-26B Invader x 35
A-26C Invader x 99
P-47D25 Thunderbolt x 42
PBJ-1D Mitchell x 17
PBJ-1H Mitchell x 29
PV-2 Harpoon x 9

No Allied losses

Japanese ground losses:
2049 casualties reported
Squads: 10 destroyed, 108 disabled
Non Combat: 5 destroyed, 145 disabled
Engineers: 0 destroyed, 4 disabled
Guns lost 45 (6 destroyed, 39 disabled)



--------------------------------

and

Morning Air attack on 3rd Tank Regiment, at 86,146 , near Winton

Weather in hex: Light rain

Raid spotted at 20 NM, estimated altitude 12,000 feet.
Estimated time to target is 8 minutes

Allied aircraft
Ventura GR.V x 45
PV-1 Ventura x 12
P-47D25 Thunderbolt x 6

No Allied losse

Japanese ground losses:
Vehicles lost 72 (8 destroyed, 64 disabled)


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topeverest
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RE: Dec 31, 1944

Post by topeverest »

Curtis Lemay would have approved.

Morning Air attack on 43rd Ind.Mixed Regiment, at 91,147 , near Charters Towers

Weather in hex: Light cloud

Raid spotted at 19 NM, estimated altitude 10,000 feet.
Estimated time to target is 5 minutes

Allied aircraft
B-29-1 Superfort x 24
B-29-25 Superfort x 36

No Allied losses

Japanese ground losses:
1296 casualties reported
Squads: 91 destroyed, 21 disabled
Non Combat: 70 destroyed, 21 disabled
Engineers: 0 destroyed, 0 disabled
Guns lost 27 (16 destroyed, 11 disabled)
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topeverest
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RE: Dec 31, 1944 - map

Post by topeverest »

Empire defenses in NE OZ are in a shambles. I think this probably is the end of effective resistance. I have bombed out all the major bases, and his ground forces are in retreat across the penisula

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RE: Dec 31, 1944 -

Post by topeverest »

It will take about another 10 game days to get the third load to OZ, and then the allied fleet mostly retires as the transport fleet goes back to ferry a large load of troops at Pearl.
The timing should about match the time to get to Sydney and release me to go after inner ring targets.

Its a race to Sydney so I can restart the amphibious war. (planning on bybassing most of Marshalls)
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Jan 1, 1945 - Bowen bombardment

Post by topeverest »

I left 2TF behind in Oz to bombard coastal bases, to reduce the drain on the airpower, which is limited by the three current usable allied bases on the continent.

Bowen will be attacked by land forces next turn, and I am trying to increase the disruption. Pretty successful.

AFTER ACTION REPORTS FOR Jan 01, 45
--------------------------------------------------------------------------------
Night Naval bombardment of Bowen at 93,147

Allied Ships
CA Northampton
CA Indianapolis
CL Newfoundland
CL Kenya
DD McDermut
DD McCord
DD Marshall
DD Luce
DD Longshaw
DD Leutze
DD Richard P. Leary
DD Laws
DD LaVallette
DD Howorth
DD Hopewell
DD John Henley
DD Haraden
DD Lewis Hancock
DD Paul Hamilton
DD Halligan
DD Hall

Japanese ground losses:
110 casualties reported
Squads: 0 destroyed, 1 disabled
Non Combat: 2 destroyed, 15 disabled
Engineers: 1 destroyed, 12 disabled

Airbase hits 10
Airbase supply hits 7
Runway hits 39
Port hits 23
Port fuel hits 4
Port supply hits 3
Andy M
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topeverest
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RE: Jan 1, 1945 - enemy tanks bombed

Post by topeverest »

Lesson is that in late war, enemy tanks or ground units cant stay in an open hex Ouch...

Morning Air attack on 3rd Tank Regiment, at 86,146 , near Winton

Weather in hex: Light rain

Raid spotted at 20 NM, estimated altitude 16,000 feet.
Estimated time to target is 8 minutes

Allied aircraft
PV-1 Ventura x 34
P-47D25 Thunderbolt x 38
F4U-1A Corsair x 26
F4U-1D Corsair x 24
PB4Y-2 Privateer x 140

Allied aircraft losses
PV-1 Ventura: 2 damaged
PB4Y-2 Privateer: 2 damaged

Japanese ground losses:
Vehicles lost 173 (134 destroyed, 39 disabled)
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RE: Jan 1, 1945 - Milne bay ASW

Post by topeverest »

Scratch another sub. I just don't learn do I?

I sent another sub adjacent to a port and it reacted into Milne Bay / Gili gili and was sunk. I get bone head award for that one. has happened too many times.

ASW attack near Milne Bay at 101,133

Japanese Ships
DD Menboku #1
DD Satsukaze
DD Bi #3
DD Bi #1
DD Giri #3
DD Giri #2

Allied Ships
SS Becuna, hits 18, heavy damage

SS Becuna is sighted by escort
Becuna bottoming out ....
DD Bi #3 fails to find sub and abandons search
DD Bi #1 fails to find sub and abandons search
DD Giri #3 fails to find sub and abandons search
DD Giri #2 fails to find sub, continues to search...
DD Giri #2 fails to find sub, continues to search...
DD Giri #2 attacking submerged sub ....
DD Giri #2 attacking submerged sub ....
Debris floats to surface in area of attack!
Escort abandons search for sub
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RE: Jan 3, 1945 - Milne bay ASW

Post by topeverest »

Admiral Hard Head just doesn't learn. Two more subs were pulled into Milne bay this last turn, and one was sunk after putting one in a DD and another was damaged after putting two in another DD. Pretty dumb on my part, even if I do have many subs - it is a stupid way to deploy them.

AFTER ACTION REPORTS FOR Jan 02, 45
--------------------------------------------------------------------------------
Sub attack near Milne Bay at 101,133

Japanese Ships
DD Menboku #1
DD Satsukaze
DD Bi #3
DD Bi #1
DD Giri #3
DD Giri #2

Allied Ships
SS Burrfish, hits 24, and is sunk

SS Burrfish launches 6 torpedoes at DD Menboku #1
DD Bi #3 fails to find sub, continues to search...
DD Bi #1 fails to find sub and abandons search
DD Giri #3 attacking submerged sub ....
DD Giri #2 fails to find sub and abandons search
DD Bi #3 attacking submerged sub ....
SS Burrfish forced to surface!
DD Bi #3 firing on surfaced sub ....
DD Bi #1 firing on surfaced sub ....
DD Giri #3 firing on surfaced sub ....
Sub slips beneath the waves

------------------------------------

ASW attack near Milne Bay at 101,133

Japanese Ships
DD Michishio, Torpedo hits 1, heavy damage
DD Menboku #1
DD Satsukaze
DD Bi #3
DD Bi #1
DD Giri #3
DD Giri #2

Allied Ships
SS Skate, hits 13, heavy damage

SS Skate launches 4 torpedoes at DD Michishio
Skate bottoming out ....
DD Bi #3 attacking submerged sub ....
DD Bi #1 fails to find sub, continues to search...
DD Giri #3 fails to find sub and abandons search
DD Giri #2 fails to find sub, continues to search...
DD Bi #3 fails to find sub, continues to search...
DD Bi #1 fails to find sub, continues to search...
DD Giri #2 fails to find sub and abandons search
Escort abandons search for sub


--------------------------------------------------------------------------------
Sub attack near Milne Bay at 101,133

Japanese Ships
DD Aogumo, Torpedo hits 2, on fire, heavy damage
DD Menboku #1
DD Satsukaze
DD Bi #3
DD Bi #1
DD Giri #3
DD Giri #2

Allied Ships
SS Balao, hits 20, heavy damage

SS Balao launches 6 torpedoes at DD Aogumo
DD Bi #3 attacking submerged sub ....
DD Bi #1 fails to find sub, continues to search...
DD Giri #3 attacking submerged sub ....
DD Giri #2 fails to find sub and abandons search
DD Bi #3 fails to find sub, continues to search...
DD Bi #1 fails to find sub and abandons search
DD Giri #3 fails to find sub and abandons search
DD Bi #3 fails to find sub, continues to search...
DD Bi #3 attacking submerged sub ....
DD Bi #3 is out of ASW ammo
DD Bi #3 is out of ASW ammo
DD Bi #3 is out of ASW ammo
DD Bi #3 fails to find sub, continues to search...
DD Bi #3 fails to find sub, continues to search...
Escort abandons search for sub
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topeverest
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RE: Jan 3, 1945 - Bowen Ground Attack

Post by topeverest »

What a difference defending in the woods makes! less than 2 empire divisions held off an entire army. Hopefully falls this turn, but may take till next. Note I did ground support missions (many) and bombardment over last several turns just to get this result.

--------------------------------------------------------------------------------

Ground combat at Bowen (93,147)

Allied Deliberate attack

Attacking force 99407 troops, 1951 guns, 2173 vehicles, Assault Value = 3840

Defending force 8369 troops, 250 guns, 297 vehicles, Assault Value = 444

Allied engineers reduce fortifications to 2

Allied adjusted assault: 1797

Japanese adjusted defense: 865

Allied assault odds: 2 to 1 (fort level 2)

Allied Assault reduces fortifications to 2

Combat modifiers
Defender: terrain(+), forts(+), disruption(-), preparation(-)
experience(-)
Attacker:

Japanese ground losses:
2703 casualties reported
Squads: 15 destroyed, 170 disabled
Non Combat: 7 destroyed, 41 disabled
Engineers: 27 destroyed, 50 disabled
Guns lost 56 (11 destroyed, 45 disabled)
Vehicles lost 115 (18 destroyed, 97 disabled)

Allied ground losses:
480 casualties reported
Squads: 3 destroyed, 110 disabled
Non Combat: 2 destroyed, 23 disabled
Engineers: 0 destroyed, 5 disabled

Assaulting units:
201st(Sep) Infantry Regiment
96th Infantry Division
752nd Tank Battalion
40th Infantry Division
6th Infantry Division
104th Combat Engineer Regiment
147th(Sep) Infantry Regiment
131st Combat Engineer Regiment
87th Mountain Regiment
31st Infantry Regiment
33rd Infantry Division
81st Infantry Division
756th Tank Battalion
159th(Sep) Infantry Regiment
14th Canadian Brigade
158th(Sep) Infantry Regiment
35th Infantry Division
104th Infantry Division
82nd Mortar Battalion
181st Field Artillery Regiment
1st USMC Field Artillery Battalion
226th Field Artillery Battalion
9th USMC Field Artillery Battalion

Defending units:
3rd Tank Division
101st Ind.Mixed Brigade
8th Mountain Gun Regiment
51st Const Co
1st Mobile Field Artillery Regiment
8th Field AF Construction Battalion
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RE: Jan 3, 1945 - Oz situation

Post by topeverest »

Oz progressing satisfactorily in the sense allies are not in danger, but empire doing a good job of slowing me down.

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