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RE: Combined Historical Scenario - General

Posted: Thu Feb 03, 2005 5:33 pm
by Tanaka
ORIGINAL: Don Bowen
Did you guys put in all the missing Japanese Army ships???

Large Landing ships (Shinshu Maru type) - No. Small landing ships (SB Type LST) - Yes. Transport Submarines - No. See various posts for reasons.

Others??

the missing AV/CVE type aircraft transports:

Japanese Army aircraft Transports Akitsu Maru 11,800t 20 kts 1/42 Nigitsu Maru3/43 2x 75mmAA 10 75mm[field guns} able to carry 20 planes, which could take off but not land on these transports.

Kumano Maru army aircraft transport to be operated by IJN 10,800t 19kt 3/45 8x75mmAA 6x25mmAA 37 aircraft they could take off but not land on transport.

Merchant aircraft carriers Shimane Maru 14,500t 18.5kt 2/45 Otakisan Maru 1/45 2x120mmHA 52x25mmAA 12 aircraft. Aircraft could land on these sm cv's

Yamashiro Maru 15,900t 15kt 1/45 16x25mmAA 8 a/c 1 asw projecter 120 DC's
Aircraft could land on this sm cv..

All these cv's could only operate sm planes f's and db's

RE: Modifications to bases

Posted: Thu Feb 03, 2005 9:46 pm
by Andrew Brown
ORIGINAL: Don Bowen
Don't forget Christmas Island (IO) going to 0/0. Magwe??

Christmas Island IO is now a 1(1) port, 0(1) airfield. How is that? If the terrain is rugged it could be made a 0(0) airfield instead. THat may be a good idea. If there is no decent harbour then the port should probably be a 1(0). The original '1' is for pre-existing civilian facilities.

RE: Modifications to bases

Posted: Thu Feb 03, 2005 11:18 pm
by Don Bowen
ORIGINAL: Andrew Brown

Christmas Island IO is now a 1(1) port, 0(1) airfield. How is that? If the terrain is rugged it could be made a 0(0) airfield instead. THat may be a good idea. If there is no decent harbour then the port should probably be a 1(0). The original '1' is for pre-existing civilian facilities.

We had a conversation about this and I had understood that 0 (0)/ 0(0) was a good choice. Reference the quote: "The island was rich with phospahates, but it was too small and rocky to built a port or an airstrip on it."

at

http://www.geocities.com/dutcheastindies/christmas.html

However, the geography seems to have improved as there is now a civilian airstrip on the island.

RE: Modifications to bases

Posted: Fri Feb 04, 2005 3:38 am
by Andrew Brown
The reason I thought that maybe the island should have a 1(0) port is that it did have some infrastructure. Whether it qualifies as a '1' instead of a '0' is debatable though (I do remember our previous conversation).

Here is a picture of Flying Fish Cove in 1930. Is this enough infrastructure to say the island has a '1' port instead of being considered a 'beach'?

Image

RE: Modifications to bases

Posted: Fri Feb 04, 2005 4:40 am
by von Murrin
1 appears to be breakwaters, 2 dockworks of some form or other, 3 wharehousing, and 4 some sort of rail setup (mining operations?).

I think you've got yourself a level 1 port.

Image

RE: Modifications to bases

Posted: Fri Feb 04, 2005 3:39 pm
by PeteG662
Question regarding factories. In another thread, Frag said that up to 20 factories could be placed at a location. Understanding that there will be a revision of the upgrade paths in 1.5, would the combined scenario want to take away the stupid allied replacement vs production rate schema and replace it with a more appropriate production schema?

Just a thought!

RE: Modifications to bases

Posted: Fri Feb 04, 2005 3:46 pm
by Lemurs!
Why?

RE: Modifications to bases

Posted: Fri Feb 04, 2005 3:48 pm
by Mr.Frag
In another thread, Frag said that up to 20 factories could be placed at a location. Understanding that there will be a revision of the upgrade paths in 1.5, would the combined scenario want to take away the stupid allied replacement vs production rate schema and replace it with a more appropriate production schema?

That was quick, the ink wasn't even dry and here you are [:D]

Just to further the work, nothing stopping you from adding a couple more bases if there are not enough slots available. I note in Andrews map that he's added a couple of USA cities.

You could do the same at the top edge of India to handle the Brits and Oz already has enough spots.

I would suggest if you go down this path that you make a little cluster of bases that are all clustered together and do *not* link up to the road network (ie: build a closed loop system where the oil/res feeds the hi which builds the planes, don't have it leak out into the main map area).

RE: Modifications to bases

Posted: Fri Feb 04, 2005 4:00 pm
by PeteG662
Lemurs,

Looking to the future and thinking there may be a way to affect production on the allied side like the Japanese have. It really does not matter that there are "off map" factories however many newbies are confused by this on the allied side. If these factories can be placed "on map" in a location that would clear up one thing. If there is a possibility for changing aircraft upgrades/downgrades (as suggested is coming in 1.5) and there is future ability to massage the allied production program then this would be an appropriate time to add this in as visionary as opposed to reacting in the future.

RE: Modifications to bases

Posted: Fri Feb 04, 2005 4:25 pm
by Don Bowen
ORIGINAL: Andrew Brown

The reason I thought that maybe the island should have a 1(0) port is that it did have some infrastructure. Whether it qualifies as a '1' instead of a '0' is debatable though (I do remember our previous conversation).

I agree - great research by the way.

RE: Modifications to bases

Posted: Fri Feb 04, 2005 5:07 pm
by Ron Saueracker
ORIGINAL: Tallyman662

Question regarding factories. In another thread, Frag said that up to 20 factories could be placed at a location. Understanding that there will be a revision of the upgrade paths in 1.5, would the combined scenario want to take away the stupid allied replacement vs production rate schema and replace it with a more appropriate production schema?

Just a thought!

So we can f--k up the Allies too? We have access to the historical production rates (assuming this has been used as the basis of Allied production), what would be more appropriate?

RE: Modifications to bases

Posted: Fri Feb 04, 2005 5:56 pm
by Mr.Frag
We have access to the historical production rates (assuming this has been used as the basis of Allied production), what would be more appropriate?

By using factories that convert, it effectively removes the old aircraft from production. This may help you get closer to what happened historically in effect. Some aircraft production onverted, others simply started on a date and ran the whole war ... I'm simply saying if you need to, you have this ability to have things convert instead of having the older aircraft continue it's production forever which grants too many aircraft.

RE: Modifications to bases

Posted: Fri Feb 04, 2005 6:32 pm
by Ron Saueracker
ORIGINAL: Mr.Frag
We have access to the historical production rates (assuming this has been used as the basis of Allied production), what would be more appropriate?

By using factories that convert, it effectively removes the old aircraft from production. This may help you get closer to what happened historically in effect. Some aircraft production onverted, others simply started on a date and ran the whole war ... I'm simply saying if you need to, you have this ability to have things convert instead of having the older aircraft continue it's production forever which grants too many aircraft.

So you are proposing adding just factories which produce the older models? Interesting but... Pretty easy for Allies to switch and mass produce hindsight aware good planes and skip mediocre types though does it not? I'd hate to see this game become more of a fantasy than it is rushing headlong into with the 1.5 manufacturing/upgrade features. Why did they just not design it so that the historical production numbers and pruduction run start and end dates were hard coded on the Allied side? Prewar numbers are finite. Too easy. Building Bolos and stuff throughout the war is silly.

RE: Modifications to bases

Posted: Fri Feb 04, 2005 6:50 pm
by PeteG662
It is a thought for consideration none the less. Right now you can't mess with allied production but 1.5 will change some things with the upgrade/downgrade path so this brings up this point for discussion.

RE: Modifications to bases

Posted: Fri Feb 04, 2005 7:14 pm
by Ron Saueracker
ORIGINAL: Tallyman662

It is a thought for consideration none the less. Right now you can't mess with allied production but 1.5 will change some things with the upgrade/downgrade path so this brings up this point for discussion.

Only if one is pro let's play silly bugger and to hell with historical context.[8|] This is (was?) supposed to be a historical scenario. Has it been redirected?

RE: Modifications to bases

Posted: Fri Feb 04, 2005 7:38 pm
by PeteG662
It will be redirected when 1.5 comes out......

RE: Modifications to bases

Posted: Fri Feb 04, 2005 8:04 pm
by Ron Saueracker
ORIGINAL: Tallyman662

It will be redirected when 1.5 comes out......

I was afraid that 1.5 was going to do this. Going to be hard to get anyone to play a real scenario with this.

RE: Modifications to bases

Posted: Sat Feb 05, 2005 8:14 pm
by Herrbear
ORIGINAL: Andrew Brown


[*] Changing HQ assignment of the bases in New Caledonia and New Hebrides Islands to Australia Command instead of South Pacific.

Much of this work is based on information supplied by "Pascal". If anyone is interested, an ammended list of my base modifications is on my website, at this temporary address:

Andrew


I disagree with the change of New Caledonia and New Hebrides to Australian Command. I would suggest leaving them as So Pac. Australia did not have any administrative control over these areas as they did the Solomons.

Also, I am wondering why Soerbaja does not have a Repair Facility. This was the main Dutch base in DEI. It had a large drydock and machine facilities. I can see this as maybe a 15 or 20.

RE: Modifications to bases

Posted: Sat Feb 05, 2005 8:17 pm
by Tankerace
Actually, I feel New Caledonia and New Hebrides should be changed to Australia command, not so much that Australia did have jurisdiction, but that these were Free French bases, and as such NOT under American control. I have done this for WPO, to simulate they are French possesions, and not American.

RE: Modifications to bases

Posted: Sat Feb 05, 2005 8:33 pm
by Don Bowen
ORIGINAL: Herrbear
ORIGINAL: Andrew Brown


[*] Changing HQ assignment of the bases in New Caledonia and New Hebrides Islands to Australia Command instead of South Pacific.

Much of this work is based on information supplied by "Pascal". If anyone is interested, an ammended list of my base modifications is on my website, at this temporary address:

Andrew

I disagree with the change of New Caledonia and New Hebrides to Australian Command. I would suggest leaving them as So Pac. Australia did not have any administrative control over these areas as they did the Solomons.

Also, I am wondering why Soerbaja does not have a Repair Facility. This was the main Dutch base in DEI. It had a large drydock and machine facilities. I can see this as maybe a 15 or 20.

I too believe the Free French Bases should be under US control, but the question is when. The the beginning of the war the only non-French troops in the region were Australian (a handful of men at Vila plus an Independent Company that sailed for Noumea on the second day of the war). Once the U.S. South Pacific command moved into Noumea the region came entirely under U.S. command. It might well be a good idea to start under Australian Control and have to pay the polictial points to switch to SoPac.

I do agree with some repair capacity at Soerabaja. I've seen several references to facilities there, including the drydock that ate the Stewart, but I have no idea what they actually were and how to represent them in the game.