New Version of Ironman Nasty
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: New Version of Ironman Nasty
What you mean there are Regia Marina ships in the Orbat surely not......
RE: New Version of Ironman Nasty
Guys would I do that to you honestly do you think I would include fictional Italian naval vessels the I find the lack of trust disturbing......[:D] [:D]
RE: New Version of Ironman Nasty
I find a lack of safe hubs to OZ even more disturbing. On the plus side my anzac cruisers have never sank so many ships with so many jap troops at so faster time. Churcjill would be proud of them.
RE: New Version of Ironman Nasty
AndyMac,
How about a Paratroop drop on Ankang by Japan on day one or two? That would be a pain for the Chinese to deal with!
How about a Paratroop drop on Ankang by Japan on day one or two? That would be a pain for the Chinese to deal with!
RE: New Version of Ironman Nasty
I have found the answer to the scen: reliable USN torpedoes. With soo many targets my silent service gets lots of kill per day. On the other side, once INA troops get ashore im done and there is no choice but flee.
Ps: suppling oz is a PITA.
Ps: suppling oz is a PITA.
- CaptBeefheart
- Posts: 2623
- Joined: Fri Jul 04, 2003 2:42 am
- Location: Seoul, Korea
RE: New Version of Ironman Nasty
A couple of thoughts to give this a bump: I'm now at Dec 31, 1942 and my offensive progress is slow. All IJN CVs and all CVLs but one are afloat as the AI doesn't do as many partial CV raids as it did in previous versions (it has done some, but my CVs have been elsewhere and thus unable to take advantage of superior force). My movements are somewhat slow as I expect the full and righteous wrath of the KB to strike at any moment. OZ is cleared except the central north and Normanton, and I'm gearing up to take Moresby, Horn and the Tulagi cluster. An occasional AMC hits the Cape Town-OZ supply run, but it's not a big issue. Christmas and points north and west, except for the Hawaiian Islands, are still in IJ hands. I'm experimenting with supply and fuel runs from Cristobal to Rura Tira or Hiva Oka or whatever that Gauguin-reminiscent island is).
The AI has lost a few BBs and other surface units gallivanting around Tahiti, although they have taken a toll on SBDs and TBFs stationed there.
One question: Why so many new bases in Burma?
Cheers,
CC
The AI has lost a few BBs and other surface units gallivanting around Tahiti, although they have taken a toll on SBDs and TBFs stationed there.
One question: Why so many new bases in Burma?
Cheers,
CC
Beer, because barley makes lousy bread.
RE: New Version of Ironman Nasty
To allow me to hopefully better script the AI's defence of that region
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Mac Linehan
- Posts: 1519
- Joined: Sun Dec 19, 2004 9:08 pm
- Location: Denver Colorado
RE: New Version of Ironman Nasty
Andy -
Have just returned from my summer job, in the Colorado Mountains, driving a rafting bus on the Arkansas River. My newer i7Intell stays home; the older AMD warhorse goes with me (lots of lightening strikes...).
The AMD was stellar the past eight weeks - I continued to play scn 50 DBB Ironman NN quick and dirty port.
Unfortunately, much to my surprise, when I set up the AMD at home, it died on me - no signal in to the monitor. So, back to the shop it goes - with all my current game saves.
Sooo, in the meantime, (and despite the fact that I just bought Command Ops Battles from the Bulge and two expansions [on sale]), I will fire up your Scn 60 and give it a whorl. If it is nastier than scn 50, I will not be disappointed...<grin>
Gotta go to work at 0430 tomorrow morning (it's been nice sleeping in till 0700); but the party is over. Still have time to get a turn in.
Ironman Forever Mac
Have just returned from my summer job, in the Colorado Mountains, driving a rafting bus on the Arkansas River. My newer i7Intell stays home; the older AMD warhorse goes with me (lots of lightening strikes...).
The AMD was stellar the past eight weeks - I continued to play scn 50 DBB Ironman NN quick and dirty port.
Unfortunately, much to my surprise, when I set up the AMD at home, it died on me - no signal in to the monitor. So, back to the shop it goes - with all my current game saves.
Sooo, in the meantime, (and despite the fact that I just bought Command Ops Battles from the Bulge and two expansions [on sale]), I will fire up your Scn 60 and give it a whorl. If it is nastier than scn 50, I will not be disappointed...<grin>
Gotta go to work at 0430 tomorrow morning (it's been nice sleeping in till 0700); but the party is over. Still have time to get a turn in.
Ironman Forever Mac
LAV-25 2147
RE: New Version of Ironman Nasty
I was messing around with game starts and discovered something fairly interesting.
I normally always play 2 day turns vs the AI.
I started a game up with 1 day turns instead, and the game is much, much easier. The early amphib operations at Pearl can be intercepted and hurt in 1 day turns, while in 2 day turns it is a done deal and very nasty.
Also, I was able to save the CA/DMS force that steams to Pearl. Normally it is savaged by KB planes.
Finally, I was able to sink a small CV and several BB below Pearl by having the Yank CVs steam there, meeting up with the CA/DMS force. I wasn't really gaming the system, but simply trying to save the Yank CVs.
And finally in Seattle the BBs in port survived.
So, if you want a greater challenge, play 2 day turns.
I normally always play 2 day turns vs the AI.
I started a game up with 1 day turns instead, and the game is much, much easier. The early amphib operations at Pearl can be intercepted and hurt in 1 day turns, while in 2 day turns it is a done deal and very nasty.
Also, I was able to save the CA/DMS force that steams to Pearl. Normally it is savaged by KB planes.
Finally, I was able to sink a small CV and several BB below Pearl by having the Yank CVs steam there, meeting up with the CA/DMS force. I wasn't really gaming the system, but simply trying to save the Yank CVs.
And finally in Seattle the BBs in port survived.
So, if you want a greater challenge, play 2 day turns.
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Mac Linehan
- Posts: 1519
- Joined: Sun Dec 19, 2004 9:08 pm
- Location: Denver Colorado
RE: New Version of Ironman Nasty
ORIGINAL: Lowpe
I was messing around with game starts and discovered something fairly interesting.
I normally always play 2 day turns vs the AI.
I started a game up with 1 day turns instead, and the game is much, much easier. The early amphib operations at Pearl can be intercepted and hurt in 1 day turns, while in 2 day turns it is a done deal and very nasty.
Also, I was able to save the CA/DMS force that steams to Pearl. Normally it is savaged by KB planes.
Finally, I was able to sink a small CV and several BB below Pearl by having the Yank CVs steam there, meeting up with the CA/DMS force. I wasn't really gaming the system, but simply trying to save the Yank CVs.
And finally in Seattle the BBs in port survived.
So, if you want a greater challenge, play 2 day turns.
Lowpe -
I will take your advice, tighten my belt (have always done one day turns) and set the game for two day turns - on "Hard".
Have always wanted to try two day turns, never had enough testosterone...<grin>
Will get back to you.
Mac
LAV-25 2147
- CaptBeefheart
- Posts: 2623
- Joined: Fri Jul 04, 2003 2:42 am
- Location: Seoul, Korea
RE: New Version of Ironman Nasty
Two day turns is definitely more of a challenge. For a really good challenge, try three days. [;)] Not that I've ever done that, mind you.
Cheers,
CC
Cheers,
CC
Beer, because barley makes lousy bread.
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Mac Linehan
- Posts: 1519
- Joined: Sun Dec 19, 2004 9:08 pm
- Location: Denver Colorado
RE: New Version of Ironman Nasty
ORIGINAL: Commander Cody
Two day turns is definitely more of a challenge. For a really good challenge, try three days. [;)] Not that I've ever done that, mind you.
Cheers,
CC
Commander -
I did some editing then did one turn (two day cycle on hard) and it was... not bad at all!
School bus driving training started this week (the kids start on Monday), so I have the weekend to give it a go. The faster paced game cycle really appeals. Am not ready for a three day cycle.
Mac
LAV-25 2147
RE: New Version of Ironman Nasty
Against the AI, it really balances the game a lot. The AI of course will adjust every turn no matter what, while you as the player cannot.
Pax
RE: New Version of Ironman Nasty
I am going to start up this scenario this weekend and could use some advice for settings.
I'd rather not tinker with the Allied OOB using the editor my first time through.
Here are my thoughts:
Reliable USN Torps ON
Withdrawal OFF
Historical 1st turn OFF
Surprise ON
Move existing TF on Dec 7th.
Difficulty HARD.
Suggestions?
Comments?
I'd rather not tinker with the Allied OOB using the editor my first time through.
Here are my thoughts:
Reliable USN Torps ON
Withdrawal OFF
Historical 1st turn OFF
Surprise ON
Move existing TF on Dec 7th.
Difficulty HARD.
Suggestions?
Comments?

Old School Midway Fanboy
- CrackSabbath
- Posts: 119
- Joined: Mon Jun 07, 2004 7:59 pm
- Location: Aridzona
RE: New Version of Ironman Nasty
Diabolical!
I love that on the 8th there is actualy anxiety (panic!!) along the W. Coast of the USA. Instead of the usual click-fest setting up ASW ops, getting troops/airgroups trained and expanding bases, real thought must be given to LCU's etc. I especially like that there is some real use for units like the 7th Mech Inf Div, which normally don't have enough time to do anything before withdrawl.
I look forward to playing this further, espcially as I wait for turns in my PBEM game.
Well done sir! [&o]
p.s. I usually switch to 2-day turns vs the AI after the first few turns. Maybe not with this beast.
I love that on the 8th there is actualy anxiety (panic!!) along the W. Coast of the USA. Instead of the usual click-fest setting up ASW ops, getting troops/airgroups trained and expanding bases, real thought must be given to LCU's etc. I especially like that there is some real use for units like the 7th Mech Inf Div, which normally don't have enough time to do anything before withdrawl.
I look forward to playing this further, espcially as I wait for turns in my PBEM game.
Well done sir! [&o]
p.s. I usually switch to 2-day turns vs the AI after the first few turns. Maybe not with this beast.
The Dude abides
RE: New Version of Ironman Nasty
ORIGINAL: Keifer
I am going to start up this scenario this weekend and could use some advice for settings.
I'd rather not tinker with the Allied OOB using the editor my first time through.
Here are my thoughts:
Reliable USN Torps ON
Withdrawal OFF
Historical 1st turn OFF
Surprise ON
Move existing TF on Dec 7th.
Difficulty HARD.
Suggestions?
Comments?
Your cheating...reliable US torps? Historical turn off...oh man. Come on, take it on the chin like everyone else.[:D]
RE: New Version of Ironman Nasty
ORIGINAL: CrackSabbath
Diabolical!
I love that on the 8th there is actualy anxiety (panic!!) along the W. Coast of the USA. Instead of the usual click-fest setting up ASW ops, getting troops/airgroups trained and expanding bases, real thought must be given to LCU's etc. I especially like that there is some real use for units like the 7th Mech Inf Div, which normally don't have enough time to do anything before withdrawl.
I look forward to playing this further, espcially as I wait for turns in my PBEM game.
Well done sir! [&o]
p.s. I usually switch to 2-day turns vs the AI after the first few turns. Maybe not with this beast.
Wait till may 42.[:@] Lets just say supply to some areas becomes....Problematic....And yes, I'm using LCU's I have not used in any previous game....GP
IntelUltra7 16cores, 32gb ram, NvidiaGeForceRTX 2050
DW2-Alpha/Beta Tester
WIS Manual Team Lead & Beta Support Team
"Do everything you ask of those you command" Gen. George S. Patton
WiS Discord channel coming soon....
DW2-Alpha/Beta Tester
WIS Manual Team Lead & Beta Support Team
"Do everything you ask of those you command" Gen. George S. Patton
WiS Discord channel coming soon....
RE: New Version of Ironman Nasty
ORIGINAL: Keifer
I am going to start up this scenario this weekend and could use some advice for settings.
I'd rather not tinker with the Allied OOB using the editor my first time through.
Here are my thoughts:
Reliable USN Torps ON
Withdrawal OFF
Historical 1st turn OFF
Surprise ON
Move existing TF on Dec 7th.
Difficulty HARD.
Suggestions?
Comments?
I built an additional Lex class CV and put a CA, 2CL's and 6DD's with her. Had her appear as a reinforcement at Port Stanley in mid jan 42. To long a wait. All of my CV's at that point were damaged to some extent or another and I was down to 40% airframes on them. Didn't lose them though....GP
IntelUltra7 16cores, 32gb ram, NvidiaGeForceRTX 2050
DW2-Alpha/Beta Tester
WIS Manual Team Lead & Beta Support Team
"Do everything you ask of those you command" Gen. George S. Patton
WiS Discord channel coming soon....
DW2-Alpha/Beta Tester
WIS Manual Team Lead & Beta Support Team
"Do everything you ask of those you command" Gen. George S. Patton
WiS Discord channel coming soon....
RE: New Version of Ironman Nasty
Is there any new update soon of this mod ?
Thanks ![:)]
Thanks ![:)]
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Mac Linehan
- Posts: 1519
- Joined: Sun Dec 19, 2004 9:08 pm
- Location: Denver Colorado
RE: New Version of Iron man Nasty
Gents -
Just revisited this thread. My current game is Andy Mac's DBA IM NN (Scn 50)- started last December. Wanted to follow through before getting into this one- Scn 60. I did, at initial release start Scn 60 to see what happens. A very unusual first two turns; I potted my two Allied CV TF back to the (relative) safety of the West Coast. Lo and Behold they both ran into Kido Butai, sequentially, at night. There was no combat, all three TF's withdrew. The wonderful part was that Kido Butai did not attack Pearl Harbor; am not sure if that was a design intent or the result of the night time retirements. That does not, however, mean that the Kido Boys will not be back again... In any event, the game is three or four days into the campaign and will be on hold till I am done with the DBA 50 IM NN.
Am looking forward to playing...
Mac
Just revisited this thread. My current game is Andy Mac's DBA IM NN (Scn 50)- started last December. Wanted to follow through before getting into this one- Scn 60. I did, at initial release start Scn 60 to see what happens. A very unusual first two turns; I potted my two Allied CV TF back to the (relative) safety of the West Coast. Lo and Behold they both ran into Kido Butai, sequentially, at night. There was no combat, all three TF's withdrew. The wonderful part was that Kido Butai did not attack Pearl Harbor; am not sure if that was a design intent or the result of the night time retirements. That does not, however, mean that the Kido Boys will not be back again... In any event, the game is three or four days into the campaign and will be on hold till I am done with the DBA 50 IM NN.
Am looking forward to playing...
Mac
LAV-25 2147





