War in the Pacific Release thread
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bargainbooksnow
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RE: War in the Pacific Release thread
I'm enjoying the mod, but playing against computer I find the AI only responds if prodded-the US never really gets in the game. The last game I played through (ended in early 46) the US had 55K+ mpps, Great Britain had 6500+ mpps and Australia over 3800 mpps. They don't seem to build anything.
Balrion
- OldCrowBalthazor
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RE: War in the Pacific Release thread
Its designed for Multiplayer. btw..Elessar is working on a new version..and we are running a deep campaign to resolve some other issues. A lot of hours in fact.[:)]ORIGINAL: bargainbooksnow
I'm enjoying the mod, but playing against computer I find the AI only responds if prodded-the US never really gets in the game. The last game I played through (ended in early 46) the US had 55K+ mpps, Great Britain had 6500+ mpps and Australia over 3800 mpps. They don't seem to build anything.
My YouTube Channel: Balthazor's Strategic Arcana
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SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
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Tester of various SC Mods
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
RE: War in the Pacific Release thread
A ton. 
Anyway, welcome bargainbooksnow. Feel free to read the version notes and why I felt like working on the AI wasn't going to be a worthwhile endeavor. Note I have primarily been an AI player myself, so it wasn't a decision I did lightly.

Anyway, welcome bargainbooksnow. Feel free to read the version notes and why I felt like working on the AI wasn't going to be a worthwhile endeavor. Note I have primarily been an AI player myself, so it wasn't a decision I did lightly.
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bargainbooksnow
- Posts: 4
- Joined: Wed Feb 26, 2020 2:54 pm
RE: War in the Pacific Release thread
I also noticed that when the allies take Truk port hexes 121,98 and 122,97 don't switch to Allied. The same if the Japanese take Oaho there are two port hexes that I can't get to switch-209,102 & 209,103.
I'll have to go back and read the version notes.
I'll have to go back and read the version notes.
Balrion
RE: War in the Pacific Release thread
The port of Gangneung in South Korea Is neutral, there's another port like that but I forgot where it is [:(] I'll try & find it.
It's Shikuka Sakhalin Island
It's Shikuka Sakhalin Island
RE: War in the Pacific Release thread
Appreciate the reports guys. I kind of figured that about the Hawaiian ports (you can have "free-floating" ports which aren't connected to an adjacent land hex (as defined in the editor as a place you can put a ground/air unit), so since there is no land hex adjacent to the port it can't be flipped. This is a well-known issue, affecting in the vanilla map the status of the Scapa Flow hexes plus a couple of other places. But it would deprive the US of too many ports for upgrading & repairing ships (same with Truk).
Hopefully those are the last ports which weren't flipped to the correct owners...
Hopefully those are the last ports which weren't flipped to the correct owners...
RE: War in the Pacific Release thread
Hi,
I was also to report the Truk ports issue, it get out in my game with Roy64. I stopped posting AAR, because it turned one sided after 1942...Basically I managed to hold on Allies in so many places, and kick off Japanese from China using China's forces with small detachment of US AIR FORCE - it seems two medium bombers and one fighter can change the balance dramatically. I got sort of impression that China is too strong there, or Japanese in China too weak.I am not saying it is a mistake, maybe it just turned out this way during my game play. What are other guys experiences? In my game, its now spring 44', I play for Allies and basically Japan is an isolated Island know, surrounded by allies from each side. What I really enjoyed so far is the sea warfare, planing in few moves ahead, role of reconnaissance in planing deploying your fleet, ex. withdrawing into "deep ocean" in order to disappear from enemy's sight.I had terrible disaster in battle against Imperial Fleet in 1942 on Java sea, basically AU fleet was sunk down as well her Royal Navy counterparts. However I was saving US Navy whole 1943, so when I invaded Philippines in fall 1943, Japanese fleet that tried to stop the invasion was slaughtered by Americans. Later it was just finish them off.
I see Old Crow is playing for Japan, I wonder what are Japan chances to win? I guess crucial part is 1942, to make max advance and crush allied fleet before Americans can rebuild.
Jazon
I was also to report the Truk ports issue, it get out in my game with Roy64. I stopped posting AAR, because it turned one sided after 1942...Basically I managed to hold on Allies in so many places, and kick off Japanese from China using China's forces with small detachment of US AIR FORCE - it seems two medium bombers and one fighter can change the balance dramatically. I got sort of impression that China is too strong there, or Japanese in China too weak.I am not saying it is a mistake, maybe it just turned out this way during my game play. What are other guys experiences? In my game, its now spring 44', I play for Allies and basically Japan is an isolated Island know, surrounded by allies from each side. What I really enjoyed so far is the sea warfare, planing in few moves ahead, role of reconnaissance in planing deploying your fleet, ex. withdrawing into "deep ocean" in order to disappear from enemy's sight.I had terrible disaster in battle against Imperial Fleet in 1942 on Java sea, basically AU fleet was sunk down as well her Royal Navy counterparts. However I was saving US Navy whole 1943, so when I invaded Philippines in fall 1943, Japanese fleet that tried to stop the invasion was slaughtered by Americans. Later it was just finish them off.
I see Old Crow is playing for Japan, I wonder what are Japan chances to win? I guess crucial part is 1942, to make max advance and crush allied fleet before Americans can rebuild.
Jazon
RE: War in the Pacific Release thread
ORIGINAL: Jazon
Hi,
I was also to report the Truk ports issue, it get out in my game with Roy64. I stopped posting AAR, because it turned one sided after 1942...Basically I managed to hold on Allies in so many places, and kick off Japanese from China using China's forces with small detachment of US AIR FORCE - it seems two medium bombers and one fighter can change the balance dramatically. I got sort of impression that China is too strong there, or Japanese in China too weak.I am not saying it is a mistake, maybe it just turned out this way during my game play. What are other guys experiences? In my game, its now spring 44', I play for Allies and basically Japan is an isolated Island know, surrounded by allies from each side. What I really enjoyed so far is the sea warfare, planing in few moves ahead, role of reconnaissance in planing deploying your fleet, ex. withdrawing into "deep ocean" in order to disappear from enemy's sight.I had terrible disaster in battle against Imperial Fleet in 1942 on Java sea, basically AU fleet was sunk down as well her Royal Navy counterparts. However I was saving US Navy whole 1943, so when I invaded Philippines in fall 1943, Japanese fleet that tried to stop the invasion was slaughtered by Americans. Later it was just finish them off.
I see Old Crow is playing for Japan, I wonder what are Japan chances to win? I guess crucial part is 1942, to make max advance and crush allied fleet before Americans can rebuild.
Jazon
stop the invasion was slaughtered by Americans. Later it was just finish them off.



RE: War in the Pacific Release thread
I guess you didn't read my AAR last night (just penned my final one this morning). You guys are using .814, which IIRC doesn't include the new NM scripts. Welp they completely crippled my strikes; it took EIGHT bombing runs to sink one of his carriers, and on his following turn he was so confident that his NM edge would carry the day that he didn't escort a single one of his strikes, suffering LESS damage than my escorted strikes did!
I'd thus like to see your notes/pics on your Big Clash there.
I also have already been on record in this thread on taking steps to lower Chinese & Indian land power by several means (slowing the land buildup via a new tech, lowering Chinese general ratings across the board, allowing 1 less chit for almost all their techs since the catchup bonus has proven to be a bit unbalancing).
No other major should be cooperative with China; how did you get around the supply issue there? While I did enjoy success in the south. Not sure how to model that front in this game system; historically both sides were too weak down there to do much against each other. Japan was content to hold the coastal cities, while Chiang was uninterested in attacking them. In the game players don't have to buy the philsophies of the original combatants, and equilibriums like that can be quickly disrupted.
[checking] I now see that I somehow didn't uncheck China's Cooperative box (would have sworn that I did). [:(] Mind, I don't mind you guys pushing the envelope there and doing unorthodox things.
I'd thus like to see your notes/pics on your Big Clash there.
I also have already been on record in this thread on taking steps to lower Chinese & Indian land power by several means (slowing the land buildup via a new tech, lowering Chinese general ratings across the board, allowing 1 less chit for almost all their techs since the catchup bonus has proven to be a bit unbalancing).
No other major should be cooperative with China; how did you get around the supply issue there? While I did enjoy success in the south. Not sure how to model that front in this game system; historically both sides were too weak down there to do much against each other. Japan was content to hold the coastal cities, while Chiang was uninterested in attacking them. In the game players don't have to buy the philsophies of the original combatants, and equilibriums like that can be quickly disrupted.
[checking] I now see that I somehow didn't uncheck China's Cooperative box (would have sworn that I did). [:(] Mind, I don't mind you guys pushing the envelope there and doing unorthodox things.
RE: War in the Pacific Release thread
Hi,
My impression is Allied Fleet can't do nothing until it's upgraded to naval weaponry 2. Other impression is that carriers and their might is overpraised. In my game with Roy, actually Cruisers and Battleships did the job, from bombarding the shores of China (the only thing that could actually stop Chinese there was this devastating fire, costed me few divisions until I realized getting land Chinese unit on a shore hex will end up as a target practice for Imperial Fleet) to wiping out enemy's ships.
In end of 1942 I was trying to weak Japanese fleet a bit, and result was in Battle at Java Sea. On the picture below you can see allied fleet AFTER they attacked Japanese ( I recall I sunk one destroyer and damaged a cruiser). In his turn Roy just unleashed all his firepower and literally wiped out every allied ship you can see on this map(expect one destroyer). That was a disaster, however US NAVY was bought time to rearm.
In one year, situation turned over. When the same Japanese task force was trying to stop American Invasion in Philippines, It was a true kamikaze mission - whole US NAVY upgraded destroyed most of the attackers. The sheer numbers of US fleet was 3 to one in my favor I guess. What is interesting, US carriers played only additional role. Actually, American, upgraded to level two cruisers and Battleships did the job.
As from strategic perspective - "meat grinder" tactics favor allies, I was deliberately attacking (and losing many troops) on all fronts, to confuse my opponent, so he couldn't tell where is my schwerpunkt, and to bleed him out from precious MPP's. In China buying additional HQ for southern front and sending just a three allied air units was enough to drive Japs back to sea, although it took some time, because I couldn't even get close to the coast hex, afraid of Navy bombardment.
As for game:
Why can't I, as Allied player strategically move air units on the pacific Islands? When I took Ivo-Jima, I couldn't put my fighters there:/
Cheers all
All my opinions are just my thoughts, a feedback that may help this great project develop further!

My impression is Allied Fleet can't do nothing until it's upgraded to naval weaponry 2. Other impression is that carriers and their might is overpraised. In my game with Roy, actually Cruisers and Battleships did the job, from bombarding the shores of China (the only thing that could actually stop Chinese there was this devastating fire, costed me few divisions until I realized getting land Chinese unit on a shore hex will end up as a target practice for Imperial Fleet) to wiping out enemy's ships.
In end of 1942 I was trying to weak Japanese fleet a bit, and result was in Battle at Java Sea. On the picture below you can see allied fleet AFTER they attacked Japanese ( I recall I sunk one destroyer and damaged a cruiser). In his turn Roy just unleashed all his firepower and literally wiped out every allied ship you can see on this map(expect one destroyer). That was a disaster, however US NAVY was bought time to rearm.
In one year, situation turned over. When the same Japanese task force was trying to stop American Invasion in Philippines, It was a true kamikaze mission - whole US NAVY upgraded destroyed most of the attackers. The sheer numbers of US fleet was 3 to one in my favor I guess. What is interesting, US carriers played only additional role. Actually, American, upgraded to level two cruisers and Battleships did the job.
As from strategic perspective - "meat grinder" tactics favor allies, I was deliberately attacking (and losing many troops) on all fronts, to confuse my opponent, so he couldn't tell where is my schwerpunkt, and to bleed him out from precious MPP's. In China buying additional HQ for southern front and sending just a three allied air units was enough to drive Japs back to sea, although it took some time, because I couldn't even get close to the coast hex, afraid of Navy bombardment.
As for game:
Why can't I, as Allied player strategically move air units on the pacific Islands? When I took Ivo-Jima, I couldn't put my fighters there:/
Cheers all
All my opinions are just my thoughts, a feedback that may help this great project develop further!

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RE: War in the Pacific Release thread
Jazon that is all very helpful.
The air unit island operate thing was because I kept vanilla's minimum requirement of 5 resource supply. It's 3 now for the next version (the game engine ignores the actual supply of the hex as boosted by its port).
Note the British Indian ocean fleet also got their clock cleaned early on in our match as well. I likewise began major offensives in India & China to soak up his MPPs, tho he skimped on them sufficiently to upgrade his fleet in time for the Big Clash.
Interesting that you won your 1944 MoaB. Did your low NM not significantly reduce your damage like it apparently did mine? Note after like 3 breakthroughs I hit Naval Weapons 3 in mid-'43. Fighters were also L3, tho AA only L2. OCB can confirm that he was also at 332 I believe. I'm not sure how you can get to 3:1 in numerical odds by mid-'44 when I (with the Australian fleet added in) just barely hit 1:1 in late '43. Did your opponent choose the 4 Shokaku's?
I do agree that carriers seem to lack some punch. The other issue there is that ship movement rates are "faster" than plane movement rates (= ranges), by a factor of about 3:1 which means that any carrier vs. carrier battle will then devolve quickly into a slugfest of the escorts because they'll be within easy reach even if they hit a ZoC or two. I see no way in the current game system to reduce the effect of this issue.
Just a quick note: while I plan to release .900 within ~2-3 weeks and plan to stick it out to get a full release version out by hopefully the 1st of the year, I am toying with expanding the map by a factor of 2 [20 Statue Mile hexes] using the Map Exporter by taking the current map, editing the blue ocean color in, and converting it thru the application. Yeah if I do it means another 3+ months of work just on the map, but I'll be using the existing map as a template, and all of the existing balance tweaks can be easily readded in.
As I PM'ed OCB last night, this will help to remedy several issues. The surface ship slugfests, the lack of stealth for these huge task forces since they take up so much space, the inability of subs to hide from their gangbangers, the high supply that the Chinese get (another brainstorm I had was to double their NM losses per strength point of damage; in my offensives even tho I was killing IJA units left and right it ate up my attackers something nasty (OCB's nemesis the Chinese Tank Corps had to be repaired from 4 like 4-5 times)). But meanhoo my Euro scenario sits unloved half-complete, can't do everything...
The air unit island operate thing was because I kept vanilla's minimum requirement of 5 resource supply. It's 3 now for the next version (the game engine ignores the actual supply of the hex as boosted by its port).
Note the British Indian ocean fleet also got their clock cleaned early on in our match as well. I likewise began major offensives in India & China to soak up his MPPs, tho he skimped on them sufficiently to upgrade his fleet in time for the Big Clash.
Interesting that you won your 1944 MoaB. Did your low NM not significantly reduce your damage like it apparently did mine? Note after like 3 breakthroughs I hit Naval Weapons 3 in mid-'43. Fighters were also L3, tho AA only L2. OCB can confirm that he was also at 332 I believe. I'm not sure how you can get to 3:1 in numerical odds by mid-'44 when I (with the Australian fleet added in) just barely hit 1:1 in late '43. Did your opponent choose the 4 Shokaku's?
I do agree that carriers seem to lack some punch. The other issue there is that ship movement rates are "faster" than plane movement rates (= ranges), by a factor of about 3:1 which means that any carrier vs. carrier battle will then devolve quickly into a slugfest of the escorts because they'll be within easy reach even if they hit a ZoC or two. I see no way in the current game system to reduce the effect of this issue.
Just a quick note: while I plan to release .900 within ~2-3 weeks and plan to stick it out to get a full release version out by hopefully the 1st of the year, I am toying with expanding the map by a factor of 2 [20 Statue Mile hexes] using the Map Exporter by taking the current map, editing the blue ocean color in, and converting it thru the application. Yeah if I do it means another 3+ months of work just on the map, but I'll be using the existing map as a template, and all of the existing balance tweaks can be easily readded in.
As I PM'ed OCB last night, this will help to remedy several issues. The surface ship slugfests, the lack of stealth for these huge task forces since they take up so much space, the inability of subs to hide from their gangbangers, the high supply that the Chinese get (another brainstorm I had was to double their NM losses per strength point of damage; in my offensives even tho I was killing IJA units left and right it ate up my attackers something nasty (OCB's nemesis the Chinese Tank Corps had to be repaired from 4 like 4-5 times)). But meanhoo my Euro scenario sits unloved half-complete, can't do everything...
RE: War in the Pacific Release thread
Hi,
good to hear you will solve the strategical movement of planes, that would really give more realism. As from my observations, it is true you can't hide your fleet, IF enemy got air force along those tiny Pacific Islands. Actually apart from NM objectives, the only reason I took them was in order to control approach routes to Japan and conceal my movement.
As for Big Clash on Philippines sea, I got one screenshot, one turn BEFORE it. Both our fleet were level 2 Naval Weaponry, but as you can see from the map below, his morale was reduced due to morale loss (China, and Islands on the Pacific), also he did choose to built additional carriers, but apparently didn't have enough MPPs to equip them. As you can see on the map, whole US NAVY is operating together(I did take a lesson from Java Sea defeat, when my forces where spread too much). Near Okinawa Japanese Task Force is approaching. You can see it is like 1/3 of my quantity. I assume that was the ships, that weren't damaged, and ready for battle. While US NAVY did not take any serious involvement up to this moment in the game.
I was also thinking how to balance game more...
It seems for sure AU NAvy should share Royal Navy tech, but maybe less MPP's itself so it will rely more on the US help. Also those Dutch, shouldn't be under US control maybe? Because with US MPP's it is so easy to strengthen them a lot in quick time.
Also Partisans in China seem too harsh, maybe leave the China's both sides forces intact, but ease a lot the partisan burden for Japanese? That will give Japanese more flexibility. Also in Chinese theater at this time, a big factor that helped to stop Rising Sun expansion was terrain and supply issues. Maybe Chinese get weaker, but modify supply to make it more focused on few narrow lanes? Doing like this may reflect the lack of progress for both sides until late in the war.
These just my ideas, anyway scenario on that epic scale, must have issues to adjust the balance, it is natural this issue came up.
Cheers
Jazon
PS
Map shows situation in 13th October 1943, one turn before Big Fight of the fleets
PS 2
What does OCB stand for? Opponent in Current Battle?

good to hear you will solve the strategical movement of planes, that would really give more realism. As from my observations, it is true you can't hide your fleet, IF enemy got air force along those tiny Pacific Islands. Actually apart from NM objectives, the only reason I took them was in order to control approach routes to Japan and conceal my movement.
As for Big Clash on Philippines sea, I got one screenshot, one turn BEFORE it. Both our fleet were level 2 Naval Weaponry, but as you can see from the map below, his morale was reduced due to morale loss (China, and Islands on the Pacific), also he did choose to built additional carriers, but apparently didn't have enough MPPs to equip them. As you can see on the map, whole US NAVY is operating together(I did take a lesson from Java Sea defeat, when my forces where spread too much). Near Okinawa Japanese Task Force is approaching. You can see it is like 1/3 of my quantity. I assume that was the ships, that weren't damaged, and ready for battle. While US NAVY did not take any serious involvement up to this moment in the game.
I was also thinking how to balance game more...
It seems for sure AU NAvy should share Royal Navy tech, but maybe less MPP's itself so it will rely more on the US help. Also those Dutch, shouldn't be under US control maybe? Because with US MPP's it is so easy to strengthen them a lot in quick time.
Also Partisans in China seem too harsh, maybe leave the China's both sides forces intact, but ease a lot the partisan burden for Japanese? That will give Japanese more flexibility. Also in Chinese theater at this time, a big factor that helped to stop Rising Sun expansion was terrain and supply issues. Maybe Chinese get weaker, but modify supply to make it more focused on few narrow lanes? Doing like this may reflect the lack of progress for both sides until late in the war.
These just my ideas, anyway scenario on that epic scale, must have issues to adjust the balance, it is natural this issue came up.
Cheers
Jazon
PS
Map shows situation in 13th October 1943, one turn before Big Fight of the fleets
PS 2
What does OCB stand for? Opponent in Current Battle?

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RE: War in the Pacific Release thread
LOL, OCB is my opponent, the esteemed Old Crow Balthazor. [:D]
Interesting that you attacked at the same time I did, but got wildly different results. As intimated in my other post in the AAR, I am currently testing CV vs. CV combat, and have discovered one very crazy anomaly. [More to come after I do some more testing to confirm these patterns...] What was your CV:CV ratio (incl. CVLs)? Final sinking exchange rate? I would really appreciate an extra set of detailed data on this...
I am weakening China by several means (lower tech rates, lower builds until they get hits on Army Mobilization, lower HQ ratings). Partisans stay, otherwise we may see the blitzkriegs that we get in vanilla; if Japan wants to do that, they can give it a shot, but it will require some tanks/mechs + tank tech, and a mess of garrisons. The partisans should be sufficient by themselves to threaten to pork IJA supply and slow down any dramatic advances.
As also said, Aussies will share US/Commonwealth tech but with the -1 chits across the board to slow down their advances. Catchup and S&I bonuses count for far more than they do in vanilla.
I do think I'll keep China & US cooperative since US bombers did historically operate from Chinese bases, but I'll need to test it both ways to decide for sure.
Interesting that you attacked at the same time I did, but got wildly different results. As intimated in my other post in the AAR, I am currently testing CV vs. CV combat, and have discovered one very crazy anomaly. [More to come after I do some more testing to confirm these patterns...] What was your CV:CV ratio (incl. CVLs)? Final sinking exchange rate? I would really appreciate an extra set of detailed data on this...
I am weakening China by several means (lower tech rates, lower builds until they get hits on Army Mobilization, lower HQ ratings). Partisans stay, otherwise we may see the blitzkriegs that we get in vanilla; if Japan wants to do that, they can give it a shot, but it will require some tanks/mechs + tank tech, and a mess of garrisons. The partisans should be sufficient by themselves to threaten to pork IJA supply and slow down any dramatic advances.
As also said, Aussies will share US/Commonwealth tech but with the -1 chits across the board to slow down their advances. Catchup and S&I bonuses count for far more than they do in vanilla.
I do think I'll keep China & US cooperative since US bombers did historically operate from Chinese bases, but I'll need to test it both ways to decide for sure.
RE: War in the Pacific Release thread
[deleted obsolete link]
Built off of my main scenario, this will allow you to run tests of naval battles.
1. National Morale levels for the US & Japan have been reset to 90 (both start at-war with each other), tho a couple of scripts will drop the US value down a tad.
2. Choose NO for the 4 Shokaku's DE to avoid the drop in Japanese NM.
3. You have 2 groups of fleets at your disposal, 10 CV's & 2 CVL's near French Frigate Shoals, and then non carriers NE of Hawaii. I didn't delete the autospawns of the US Pearl Harbor fleet, you can ignore them in your tests. I kept the +1 experience levels for the 4 veteran IJN fleet CVs (you can drop them to zero in the editor if desired).
I'll be starting a new thread in Tech Support with more details and suggestions here in a moment.
Built off of my main scenario, this will allow you to run tests of naval battles.
1. National Morale levels for the US & Japan have been reset to 90 (both start at-war with each other), tho a couple of scripts will drop the US value down a tad.
2. Choose NO for the 4 Shokaku's DE to avoid the drop in Japanese NM.
3. You have 2 groups of fleets at your disposal, 10 CV's & 2 CVL's near French Frigate Shoals, and then non carriers NE of Hawaii. I didn't delete the autospawns of the US Pearl Harbor fleet, you can ignore them in your tests. I kept the +1 experience levels for the 4 veteran IJN fleet CVs (you can drop them to zero in the editor if desired).
I'll be starting a new thread in Tech Support with more details and suggestions here in a moment.
Last edited by Elessar2 on Sun Nov 19, 2023 12:27 am, edited 1 time in total.
RE: War in the Pacific Release thread
[deleted obsolete link]
WitP .900 Changelog:
-------------------------
Map changes:
French Frigate Shoals now is a base with a port (make it easier to fly air units to Midway).
Fixed a couple of ports which got tagged as neutral, incl. Wallis Island.
Added a new settlement in S China (Chenzhou).
Addu atoll base S of India added.
Fiji mistake with a road fixed (only gave 3 supply to garrison in Suva).
Honolulu made a secondary supply source.
Davao made an industrial center (vanilla change in most recent patch).
2nd Rangoon port deleted.
Some more rail lines connected, mainly in India.
Major Cities given a 1.5x MPP modifier, Calcutta made a Major City.
Added a new Settlement NW of Hanoi (Lao Cai), renamed the former Lao Cai to Dien Bien Phu.
Some minor rail/road rerouting in the Himalayas.
Most significant change is the new Army Mobilization tech. Each level will increase the build limits for most land units. Also tightened up the Aircraft and Ship Production build limits; expanding your armed forces will now require significant investments in these techs. Tech costs tweaked (110/125/150 for land/air/sea respectively). Since it replaced Tank Warfare I rolled all mech/armor unit bonuses into the Infantry Warfare one, renamed it to Land Warfare.
Second biggest change is reducing max chits across the board by 1 for India, China, and Australia, except for the 2 economy techs (China & India with their meager navies only get 1 chit max in Ship Production). They'll still get the +1 catchup and sharing bonuses when applicable. This will ensure that Japan can keep ahead (at least for the first year or two) of them if she decides to make the investments, and that the UK/US will have to coordinate which techs will give their allies a boost.
We also have some significant changes in incomes. Japan now should get ~ 75 more MPPs at their high-water mark (mixture of extra DEI oil wells and increase in Industrial Modifier to 125%), Australia, China, and India all reduced by 10%, Russia -20%, UK +5%, US +15% (which for the Americans will more or less equal Japan's increase). Lend-Lease from US to Australia decreased from 15% to 12%. UK starting MPPs upped to 500, Australia to 400, India to 600 (to balance most of her land units being unupgraded). US IT cost is now 300 MPP, USSR 50, everyone else 75 (the 75%'ers should all get ~+10 MPPs/level).
Light carriers now get 2 intercepts, but only 1.5 Carrier defense. Fixed the value of Japanese fleet carrier Carrier Defense (somehow got reverted during an update) to the intended 1.5, 1.0 for light carriers.
Surface ships all now have a maximum Carrier Attack of 1, no tech bonuses, to reflect the difficulty of getting within gun/torpedo range of a carrier. Not zero since I didn't want them to get a free ride and just sail around with impunity; at least 3 times in the war they DID get caught, note.
The National Morale turn-by-turn occupation penalties for the Allies lowered 40-60% across the board, all set to start in January 1943 and not as soon as they are conquered. The morale penalty for cancelling the Yamatos was increased from -5% to -8%. Ongoing NM bonuses for the "virtual" Lend-Lease events [Hump, Burma Road for China, Persia for USSR] lowered by about 1/3rd in accordance with the greater number of yearly turns as compared to vanilla.
Chinese changes:
Lowered the starting build limits as with other countries, so no Tank/Mech Corps available right off the bat (they can buy 1 Mech & Tank Division each).
The 5 divisions which were in the south now only come in if Japan inches too close to certain cities down there. Now only Japan gets the option to become active in that area, at least for the first half of the scenario.
Modified a vanilla script for the Nationalist/Communist tensions (7% chance of each unit on the border there losing a strength point + some morale; lowered from 10% to 7% because testing showed it could fire on either player's turn).
Most Chinese generals' ratings lowered by at least -1 across the board (most were pretty ineffectual).
Most of India's starting land units begin unupgraded, start at strength 8. As with China (and Australia) they can't build any Mech/Tank Corps until 2 levels of Mobilization are achieved. Burma now has the vanilla partisan events (vs. Japan only, hardcoded to only work one way), plus a script which does some supply damage when Allied occupied, as does India.
Fixed old and new BB build times for the US (14 & 16 months respectively).
Southern convoy routes switched their "winter" discount to "summer" (which of course is the southern hemisphere winter).
Minimum supply for the destination hex for operate moves lowered to 3 (otherwise some islands can't be reached by aircraft, others required many turns of island hopping).
Reduced operational costs from 15% to 10% (mainly to help out air units going to said islands).
Made both Japanese and US fleet OOBs much more accurate historically, at least for light cruisers on up. Deleted the Hosho CVL because with her tiny air group (15) she was moved to training after Midway, but added the Ryuho CVL into the build queue (Nov '42). Various other small unit tweaks (biggest one was Mountbatten being moved from an event-which never fired in our game-to the Indian build queue). New UK CL in Britain. Added several Coastal Guns here and there, and some minor unit swaps (most notably an IJA Artillery unit moved from China to India).
US: Added CL Detroit to Pearl Harbor.
Removed CA Minneapolis from S Hawaii
Removed CL Boise from S Philippines
Added CA Louisville to S Philippines
Switched name of SS Sargo to S-39 (C Philippines)
CA Tuscaloosa added as script build Jan '45
CL Concord added to San Diego
CA Quincy removed from build queue Jun '42
Japan: CVL Hosho deleted
CVL Ryuho added to queue, due Nov 30 '42
CA Mikuma moved to Sarawak/Brunei invasion force
CA's Haguro, Maya, & Mogami deleted
CA's Furutaka & Aoba added to Guam invasion force
CA Myoko added to Palau
CA's Takao & Atago added to Taiwan fleet
CA Suzuya added to Malaysian invasion force
CL Isuzu renamed Kiso, moved to Kurile Islands
CL Jintsu moved to Palau from Taiwan
CL Katori moved to Kwajalein from Truk
CL Kashima moved to Truk from Indochina
CL Yura added to Malaysian Invasion force
CL Kashii added to Sarawak invasion force
CL Noshiro added as event, due Jun '43
DD Kiso deleted (misnamed)
DD Shimotsuki added to Palau
Slight tweak to artillery (morale bonus per level now +10).
Various small bug fixes, including where C&C tech still gave the vanilla boost to SF build limits, which I had moved to Amphib tech, the Chiyoda & Chitose now come in a year after their DE as intended.
Various other minor script tweaks.
Someone noticed on the Matrix forum that some hexes in Truk and Hawaii don't flip after conquest. That's a vanilla "feature" where they only change if an adjoining land hex flips (since they don't have any, they can't flip), nothing I can do. Both sides need these advanced ports for quick upgrades of their fleets.
French Polynesia made an active British minor.
Naval Warfare 5% morale bonus removed from both kinds of carriers (they still get the 5% from Aerial Warfare note).
6 Japanese land-based air units begin with 1 experience.
Subs given a boost in base movement speed from 16 to 20 (most of the time in our playtests they were invariably put in Submerged mode (was 11, now 13) when in enemy waters unless raiding). Advanced subs gives them +1 movement per level. Also upped sub builds for both Japan & the US by several units.
WitP .900 Changelog:
-------------------------
Map changes:
French Frigate Shoals now is a base with a port (make it easier to fly air units to Midway).
Fixed a couple of ports which got tagged as neutral, incl. Wallis Island.
Added a new settlement in S China (Chenzhou).
Addu atoll base S of India added.
Fiji mistake with a road fixed (only gave 3 supply to garrison in Suva).
Honolulu made a secondary supply source.
Davao made an industrial center (vanilla change in most recent patch).
2nd Rangoon port deleted.
Some more rail lines connected, mainly in India.
Major Cities given a 1.5x MPP modifier, Calcutta made a Major City.
Added a new Settlement NW of Hanoi (Lao Cai), renamed the former Lao Cai to Dien Bien Phu.
Some minor rail/road rerouting in the Himalayas.
Most significant change is the new Army Mobilization tech. Each level will increase the build limits for most land units. Also tightened up the Aircraft and Ship Production build limits; expanding your armed forces will now require significant investments in these techs. Tech costs tweaked (110/125/150 for land/air/sea respectively). Since it replaced Tank Warfare I rolled all mech/armor unit bonuses into the Infantry Warfare one, renamed it to Land Warfare.
Second biggest change is reducing max chits across the board by 1 for India, China, and Australia, except for the 2 economy techs (China & India with their meager navies only get 1 chit max in Ship Production). They'll still get the +1 catchup and sharing bonuses when applicable. This will ensure that Japan can keep ahead (at least for the first year or two) of them if she decides to make the investments, and that the UK/US will have to coordinate which techs will give their allies a boost.
We also have some significant changes in incomes. Japan now should get ~ 75 more MPPs at their high-water mark (mixture of extra DEI oil wells and increase in Industrial Modifier to 125%), Australia, China, and India all reduced by 10%, Russia -20%, UK +5%, US +15% (which for the Americans will more or less equal Japan's increase). Lend-Lease from US to Australia decreased from 15% to 12%. UK starting MPPs upped to 500, Australia to 400, India to 600 (to balance most of her land units being unupgraded). US IT cost is now 300 MPP, USSR 50, everyone else 75 (the 75%'ers should all get ~+10 MPPs/level).
Light carriers now get 2 intercepts, but only 1.5 Carrier defense. Fixed the value of Japanese fleet carrier Carrier Defense (somehow got reverted during an update) to the intended 1.5, 1.0 for light carriers.
Surface ships all now have a maximum Carrier Attack of 1, no tech bonuses, to reflect the difficulty of getting within gun/torpedo range of a carrier. Not zero since I didn't want them to get a free ride and just sail around with impunity; at least 3 times in the war they DID get caught, note.
The National Morale turn-by-turn occupation penalties for the Allies lowered 40-60% across the board, all set to start in January 1943 and not as soon as they are conquered. The morale penalty for cancelling the Yamatos was increased from -5% to -8%. Ongoing NM bonuses for the "virtual" Lend-Lease events [Hump, Burma Road for China, Persia for USSR] lowered by about 1/3rd in accordance with the greater number of yearly turns as compared to vanilla.
Chinese changes:
Lowered the starting build limits as with other countries, so no Tank/Mech Corps available right off the bat (they can buy 1 Mech & Tank Division each).
The 5 divisions which were in the south now only come in if Japan inches too close to certain cities down there. Now only Japan gets the option to become active in that area, at least for the first half of the scenario.
Modified a vanilla script for the Nationalist/Communist tensions (7% chance of each unit on the border there losing a strength point + some morale; lowered from 10% to 7% because testing showed it could fire on either player's turn).
Most Chinese generals' ratings lowered by at least -1 across the board (most were pretty ineffectual).
Most of India's starting land units begin unupgraded, start at strength 8. As with China (and Australia) they can't build any Mech/Tank Corps until 2 levels of Mobilization are achieved. Burma now has the vanilla partisan events (vs. Japan only, hardcoded to only work one way), plus a script which does some supply damage when Allied occupied, as does India.
Fixed old and new BB build times for the US (14 & 16 months respectively).
Southern convoy routes switched their "winter" discount to "summer" (which of course is the southern hemisphere winter).
Minimum supply for the destination hex for operate moves lowered to 3 (otherwise some islands can't be reached by aircraft, others required many turns of island hopping).
Reduced operational costs from 15% to 10% (mainly to help out air units going to said islands).
Made both Japanese and US fleet OOBs much more accurate historically, at least for light cruisers on up. Deleted the Hosho CVL because with her tiny air group (15) she was moved to training after Midway, but added the Ryuho CVL into the build queue (Nov '42). Various other small unit tweaks (biggest one was Mountbatten being moved from an event-which never fired in our game-to the Indian build queue). New UK CL in Britain. Added several Coastal Guns here and there, and some minor unit swaps (most notably an IJA Artillery unit moved from China to India).
US: Added CL Detroit to Pearl Harbor.
Removed CA Minneapolis from S Hawaii
Removed CL Boise from S Philippines
Added CA Louisville to S Philippines
Switched name of SS Sargo to S-39 (C Philippines)
CA Tuscaloosa added as script build Jan '45
CL Concord added to San Diego
CA Quincy removed from build queue Jun '42
Japan: CVL Hosho deleted
CVL Ryuho added to queue, due Nov 30 '42
CA Mikuma moved to Sarawak/Brunei invasion force
CA's Haguro, Maya, & Mogami deleted
CA's Furutaka & Aoba added to Guam invasion force
CA Myoko added to Palau
CA's Takao & Atago added to Taiwan fleet
CA Suzuya added to Malaysian invasion force
CL Isuzu renamed Kiso, moved to Kurile Islands
CL Jintsu moved to Palau from Taiwan
CL Katori moved to Kwajalein from Truk
CL Kashima moved to Truk from Indochina
CL Yura added to Malaysian Invasion force
CL Kashii added to Sarawak invasion force
CL Noshiro added as event, due Jun '43
DD Kiso deleted (misnamed)
DD Shimotsuki added to Palau
Slight tweak to artillery (morale bonus per level now +10).
Various small bug fixes, including where C&C tech still gave the vanilla boost to SF build limits, which I had moved to Amphib tech, the Chiyoda & Chitose now come in a year after their DE as intended.
Various other minor script tweaks.
Someone noticed on the Matrix forum that some hexes in Truk and Hawaii don't flip after conquest. That's a vanilla "feature" where they only change if an adjoining land hex flips (since they don't have any, they can't flip), nothing I can do. Both sides need these advanced ports for quick upgrades of their fleets.
French Polynesia made an active British minor.
Naval Warfare 5% morale bonus removed from both kinds of carriers (they still get the 5% from Aerial Warfare note).
6 Japanese land-based air units begin with 1 experience.
Subs given a boost in base movement speed from 16 to 20 (most of the time in our playtests they were invariably put in Submerged mode (was 11, now 13) when in enemy waters unless raiding). Advanced subs gives them +1 movement per level. Also upped sub builds for both Japan & the US by several units.
Last edited by Elessar2 on Sun Nov 19, 2023 12:27 am, edited 1 time in total.
- OldCrowBalthazor
- Posts: 2842
- Joined: Thu Jul 02, 2020 12:42 am
- Location: Republic of Cascadia
RE: War in the Pacific Release thread
Thanks for the Solstice present! Its running smooth as silk. Thanks for all the hard work Elessar. [&o]ORIGINAL: Elessar2
.900 is ready for public consumption!
WitP .900 Changelog:
-------------------------
Map changes:
French Frigate Shoals now is a base with a port (make it easier to fly air units to Midway).
Fixed a couple of ports which got tagged as neutral, incl. Wallis Island.
Added a new settlement in S China (Chenzhou).
Addu atoll base S of India added.
Fiji mistake with a road fixed (only gave 3 supply to garrison in Suva).
Honolulu made a secondary supply source.
Davao made an industrial center (vanilla change in most recent patch).
2nd Rangoon port deleted.
Some more rail lines connected, mainly in India.
Major Cities given a 1.5x MPP modifier, Calcutta made a Major City.
Added a new Settlement NW of Hanoi (Lao Cai), renamed the former Lao Cai to Dien Bien Phu.
Some minor rail/road rerouting in the Himalayas.
Most significant change is the new Army Mobilization tech. Each level will increase the build limits for most land units. Also tightened up the Aircraft and Ship Production build limits; expanding your armed forces will now require significant investments in these techs. Tech costs tweaked (110/125/150 for land/air/sea respectively). Since it replaced Tank Warfare I rolled all mech/armor unit bonuses into the Infantry Warfare one, renamed it to Land Warfare.
Second biggest change is reducing max chits across the board by 1 for India, China, and Australia, except for the 2 economy techs (China & India with their meager navies only get 1 chit max in Ship Production). They'll still get the +1 catchup and sharing bonuses when applicable. This will ensure that Japan can keep ahead (at least for the first year or two) of them if she decides to make the investments, and that the UK/US will have to coordinate which techs will give their allies a boost.
We also have some significant changes in incomes. Japan now should get ~ 75 more MPPs at their high-water mark (mixture of extra DEI oil wells and increase in Industrial Modifier to 125%), Australia, China, and India all reduced by 10%, Russia -20%, UK +5%, US +15% (which for the Americans will more or less equal Japan's increase). Lend-Lease from US to Australia decreased from 15% to 12%. UK starting MPPs upped to 500, Australia to 400, India to 600 (to balance most of her land units being unupgraded). US IT cost is now 300 MPP, USSR 50, everyone else 75 (the 75%'ers should all get ~+10 MPPs/level).
Light carriers now get 2 intercepts, but only 1.5 Carrier defense. Fixed the value of Japanese fleet carrier Carrier Defense (somehow got reverted during an update) to the intended 1.5, 1.0 for light carriers.
Surface ships all now have a maximum Carrier Attack of 1, no tech bonuses, to reflect the difficulty of getting within gun/torpedo range of a carrier. Not zero since I didn't want them to get a free ride and just sail around with impunity; at least 3 times in the war they DID get caught, note.
The National Morale turn-by-turn occupation penalties for the Allies lowered 40-60% across the board, all set to start in January 1943 and not as soon as they are conquered. The morale penalty for cancelling the Yamatos was increased from -5% to -8%. Ongoing NM bonuses for the "virtual" Lend-Lease events [Hump, Burma Road for China, Persia for USSR] lowered by about 1/3rd in accordance with the greater number of yearly turns as compared to vanilla.
Chinese changes:
Lowered the starting build limits as with other countries, so no Tank/Mech Corps available right off the bat (they can buy 1 Mech & Tank Division each).
The 5 divisions which were in the south now only come in if Japan inches too close to certain cities down there. Now only Japan gets the option to become active in that area, at least for the first half of the scenario.
Modified a vanilla script for the Nationalist/Communist tensions (7% chance of each unit on the border there losing a strength point + some morale; lowered from 10% to 7% because testing showed it could fire on either player's turn).
Most Chinese generals' ratings lowered by at least -1 across the board (most were pretty ineffectual).
Most of India's starting land units begin unupgraded, start at strength 8. As with China (and Australia) they can't build any Mech/Tank Corps until 2 levels of Mobilization are achieved. Burma now has the vanilla partisan events (vs. Japan only, hardcoded to only work one way), plus a script which does some supply damage when Allied occupied, as does India.
Fixed old and new BB build times for the US (14 & 16 months respectively).
Southern convoy routes switched their "winter" discount to "summer" (which of course is the southern hemisphere winter).
Minimum supply for the destination hex for operate moves lowered to 3 (otherwise some islands can't be reached by aircraft, others required many turns of island hopping).
Reduced operational costs from 15% to 10% (mainly to help out air units going to said islands).
Made both Japanese and US fleet OOBs much more accurate historically, at least for light cruisers on up. Deleted the Hosho CVL because with her tiny air group (15) she was moved to training after Midway, but added the Ryuho CVL into the build queue (Nov '42). Various other small unit tweaks (biggest one was Mountbatten being moved from an event-which never fired in our game-to the Indian build queue). New UK CL in Britain. Added several Coastal Guns here and there, and some minor unit swaps (most notably an IJA Artillery unit moved from China to India).
US: Added CL Detroit to Pearl Harbor.
Removed CA Minneapolis from S Hawaii
Removed CL Boise from S Philippines
Added CA Louisville to S Philippines
Switched name of SS Sargo to S-39 (C Philippines)
CA Tuscaloosa added as script build Jan '45
CL Concord added to San Diego
CA Quincy removed from build queue Jun '42
Japan: CVL Hosho deleted
CVL Ryuho added to queue, due Nov 30 '42
CA Mikuma moved to Sarawak/Brunei invasion force
CA's Haguro, Maya, & Mogami deleted
CA's Furutaka & Aoba added to Guam invasion force
CA Myoko added to Palau
CA's Takao & Atago added to Taiwan fleet
CA Suzuya added to Malaysian invasion force
CL Isuzu renamed Kiso, moved to Kurile Islands
CL Jintsu moved to Palau from Taiwan
CL Katori moved to Kwajalein from Truk
CL Kashima moved to Truk from Indochina
CL Yura added to Malaysian Invasion force
CL Kashii added to Sarawak invasion force
CL Noshiro added as event, due Jun '43
DD Kiso deleted (misnamed)
DD Shimotsuki added to Palau
Slight tweak to artillery (morale bonus per level now +10).
Various small bug fixes, including where C&C tech still gave the vanilla boost to SF build limits, which I had moved to Amphib tech, the Chiyoda & Chitose now come in a year after their DE as intended.
Various other minor script tweaks.
Someone noticed on the Matrix forum that some hexes in Truk and Hawaii don't flip after conquest. That's a vanilla "feature" where they only change if an adjoining land hex flips (since they don't have any, they can't flip), nothing I can do. Both sides need these advanced ports for quick upgrades of their fleets.
French Polynesia made an active British minor.
Naval Warfare 5% morale bonus removed from both kinds of carriers (they still get the 5% from Aerial Warfare note).
6 Japanese land-based air units begin with 1 experience.
Subs given a boost in base movement speed from 16 to 20 (most of the time in our playtests they were invariably put in Submerged mode (was 11, now 13) when in enemy waters unless raiding). Advanced subs gives them +1 movement per level. Also upped sub builds for both Japan & the US by several units.

- Attachments
-
- VERSION900Copy.jpg (71.56 KiB) Viewed 1392 times
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
RE: War in the Pacific Release thread
Like the new wallpaper mate. [&o]
4 turns into our AAR and I have found only the most niggling of issues, nothing remotely gamebreaking. Only issues to check as we go onwards are tech and income balance.
4 turns into our AAR and I have found only the most niggling of issues, nothing remotely gamebreaking. Only issues to check as we go onwards are tech and income balance.
- OldCrowBalthazor
- Posts: 2842
- Joined: Thu Jul 02, 2020 12:42 am
- Location: Republic of Cascadia
RE: War in the Pacific Release thread
Feb 17, 1942 Burma Surrenders. Burmese rebels seize Mandalay. Allied supply all messed up in country. Countryside rises up against the Anglo-Indians.ORIGINAL: Elessar2
Like the new wallpaper mate. [&o]
4 turns into our AAR and I have found only the most niggling of issues, nothing remotely gamebreaking. Only issues to check as we go onwards are tech and income balance.
Perfect fixes Elessar! It all fired and worked. Looks historical too. Slim has to unass here like he did 80 years ago running through the jungle!
Will post this match at a later date on YT...lots of early action is in store I believe. [:D]
cheers!

- Attachments
-
- BurmaSurr..Rebels..jpg (119.58 KiB) Viewed 1392 times
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
- Unfortunate Son
- Posts: 202
- Joined: Wed Nov 30, 2016 2:01 pm
- Location: Connecticut, USA
RE: War in the Pacific Release thread
Well it looks like Old Crow finally captured Rangoon. Nice!
Great job Elessar2 making the improvements.
Great job Elessar2 making the improvements.
- OldCrowBalthazor
- Posts: 2842
- Joined: Thu Jul 02, 2020 12:42 am
- Location: Republic of Cascadia
RE: War in the Pacific Release thread
Well..I pulled my turn and realized I made an incorrect assumption in my last post concerning Burma.
I understand that because of the game mechanics you couldn't give pro-Japanese Partisans..but initially I thought you found a work-around. The thing is that most a large part of the Burmese population (especially the Burmans) were anti-Anglo Indians. The Indians in particular dominated the economic sphere at this time, and there was out right hostility to them in the cities. Same thing happened in Uganda in the 1970's, and Idi Amin exploited that.
There was a segment of the Burmese population that didn't favor the Japanese..but that didn't manifest itself to later in the war when the Burmese realized that Japan was not honoring its pledges.
If you keep this Partisan activity..I would strongly recommend the following Pro-Japanese forces that would be available to try to hold down a possible anti-Japanese insurrection..a kind of a zero sum fix (and historical):
1 Burmese Division [Burmese Liberation Army]
3 Security Units [Burmese]
I would suggest the BLA Division come in half strength and as a DEC with a subsidy MMP price. The Japanese did sponsor this unit..at its core was a cadre called the Band of Thirty.
The Security Units should come in through time if Rangoon is captured and within 3 months of Burma's surrender.
The game mechanic to achieve this I don't know how to implement exactly.
I have studied this campaign quite extensively and can support this idea if needed.
Btw: The newest fixes with the Carriers concerning surface combat worked as you intended. Also the house rule with restricting the the CV's to Mix Mode or Bmr Mode and CVL's to the option of using Ftr mode worked well in our battle off the Phoenix Islands in our present campaign.
Its been a blast working these last issues out. [8D]

I understand that because of the game mechanics you couldn't give pro-Japanese Partisans..but initially I thought you found a work-around. The thing is that most a large part of the Burmese population (especially the Burmans) were anti-Anglo Indians. The Indians in particular dominated the economic sphere at this time, and there was out right hostility to them in the cities. Same thing happened in Uganda in the 1970's, and Idi Amin exploited that.
There was a segment of the Burmese population that didn't favor the Japanese..but that didn't manifest itself to later in the war when the Burmese realized that Japan was not honoring its pledges.
If you keep this Partisan activity..I would strongly recommend the following Pro-Japanese forces that would be available to try to hold down a possible anti-Japanese insurrection..a kind of a zero sum fix (and historical):
1 Burmese Division [Burmese Liberation Army]
3 Security Units [Burmese]
I would suggest the BLA Division come in half strength and as a DEC with a subsidy MMP price. The Japanese did sponsor this unit..at its core was a cadre called the Band of Thirty.
The Security Units should come in through time if Rangoon is captured and within 3 months of Burma's surrender.
The game mechanic to achieve this I don't know how to implement exactly.
I have studied this campaign quite extensively and can support this idea if needed.
Btw: The newest fixes with the Carriers concerning surface combat worked as you intended. Also the house rule with restricting the the CV's to Mix Mode or Bmr Mode and CVL's to the option of using Ftr mode worked well in our battle off the Phoenix Islands in our present campaign.
Its been a blast working these last issues out. [8D]

- Attachments
-
- BurmaSurr..Rebels..jpg (119.58 KiB) Viewed 1392 times
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods



