Historical Project Phase II

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stjeand
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Historical Project Phase II

Post by stjeand »


Not sure how may tested Phase I but thought I would start Phase II

Japanese are slowed though not sure if enough yet...so what now?

1) Armor...corps are too large for the Pacific. Will convert all to Divisions. Figure that is a good size as they were rarely used and very lightly when they were.

2) Japanese Garrison units. Japanese Mech units will be converted to garrison units. Others will still have Mech. These units will be 5/5s and have a lower cost, not settled on this yet. ALSO since they are mech units within the game mechanics they will have the same movement limits but I think I may limit them to 3 movement. Also they will cost double to use for invasions so they are not a "cheap" unit to invade with.

3) DEI oil. Sadly with the change making the DEI take a couple months to take the UK gets a WHOLE lot of oil from the DEI. I will need to reduce the oil by 30 per turn to make up for this. Sadly I do not know another way to do this.

4) Allied invasions. Some supply rules will be added so that if they invade deep in Japanese territory they are not in supply unless they have taken some islands within shipping range.

5) Potentially changing all of Japanese 1/10 and 2/10 to 3/10s to make less invasions. I know the Japanese invaded with small forces but this game has a larger scale so need to compensate.

6) Homeland Garrisons...still thinking on this. It should effect Japan, Canada, Australia, India and the US. Not concerned about the USSR unless they suddenly become an issue. The issue is the players know that locations can not be invaded easily so can remove all the units. That was not the case in WW II...so the rules should reflect this.

Things I am pondering...

How much should be required? Don't want it to be so high that playing is boring...but telling Japan they need to leave say 60 points on their home island should not be a game breaker.

When or what could break the requirement(s)? i.e. India being overrun should not be forced to leave units in Ceylon for example.

Where should they be required since it is a range from a hex so may need multiple in places like Japan being a long straight island. India may just be able to say X points in Ceylon, X points near Bombay, and X points within the country. This way places are not evacuated due to rules in place preventing invasions. These countries were under fear that they could be invaded so should defend accordingly.

Penalty? This one is tough...been thinking for Japan could be a PP penalty (due to loss of morale and government approval, basically people are scared and do not work as hard or even go to work)...that would really hurt.
Does not bother the US that much unless it is higher which it would need to be...
Have to look at India and Australia.
Not really sure what else could be done around this...


Any other thoughts?
eskuche
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RE: Historical Project Phase II

Post by eskuche »

Setting all Garrison units including existing ones as 5 strength double landing cost actually works really well. This includes all of the existing garrison and base forces.
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stjeand
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RE: Historical Project Phase II

Post by stjeand »

Well will have to see which to change at the start...this was more for building of units...

Some of the current could change but making them 5 STR and leaving their landing costs with the 20 LC per turn slows them down heavily.
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stjeand
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RE: Historical Project Phase II

Post by stjeand »


Implements so far...

All armor other than USSR changed to Divisions. I am concerned about the retreat ability though...It says 3% per tank...divisions have the same number of (base) tanks as corps...basically think of a corps at 10/30 str...I think there can be to many retreats so I will probably lower this.

Mech units have been removed and changed into a 5/5 for Japan to Garrison islands. They require 10 LC if used this way to NOT a cheap invasion unit.
I hope to change the icon at some point.
I would have left mech and changed cavalry but there is no where in the editor that I see where I can make the units take double LC.
THOUGH I could leave them as being able to invade with 5 LC but make them not available to build until some time in 42, when the Axis are not really invading anymore. That is another thought.

Since I can't figure out how to make the DEI not trade with anyone...I am reducing the UK oil by 30 a turn until Feb 42...when the DEI should fall. That way they will get "some" oil if they still own their oil and the DEI is not invaded. This does sadly put the UK MS at risk but it is what it is for the moment. Maybe I will reduce by 20 so that if the Japanese try to attack MS at least the UK gets something.

I think I am going to change all the Japanese 1/10 and 2/10 to 3/10...that way they are a "cheaper" invasion unit but in receiving only 20 LC per turn they can only perform 6 invasions...before they could perform 15 invasions per turn for a few turns...

Next steps...USA supply in Japan and island hopping.
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Meteor2
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RE: Historical Project Phase II

Post by Meteor2 »

Thanks for investing the time and effort to try this.
The removal of the corps and their transfer to Divisions sounds good.
You and some other enthusiasts are quite a strong component in the development of the game.
Thanks for that, too. [&o]
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