Deadly Diversion fight commentary

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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Orzel Bialy
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RE: Deadly Diversion fight commentary

Post by Orzel Bialy »

ORIGINAL: TokyoBoyTensai
Wild Bill the legend, not sure if you will be reading this, but is it possible to extract your fantastic maps used in this campaign to be available as a custom map for PBEM? Your maps are beautiful artwork compared to the ugly rectangular lump of jungle the random generator comes up with.


I like this guy...he has good taste. [:D]

Good mapwork can help make a great scenario even better...so just keep testing and trying out new things in the editor. Don't be afraid to mix tiles from the difference terrain categories either (summer, rough, desert)...and get FRADAR's map dictionary over at the DEPOT too. That bible will really help new designers tremendously.[;)]

And listen to anything Wild Bill shares with ya too...that Kunel of ours knows his stuff! [;)]
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RE: Deadly Diversion fight commentary

Post by Wild Bill »

Well, its good to see the "Magellan" of SPWAW still with us. Thanks Ken. Fogorin, glad you are enjoying it...all of you. I had a great team without whom it would not be what it is. These guys are so meticulous and straight shooters, but always with tact and diplomacy.

So I'm glad you are having fun with this one. We'll do some more. This game is FAR from over. It still has so much to offer.

Wild Bill
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RE: Deadly Diversion fight commentary

Post by Wild Bill »

As to clarification, the campaign was done using version 8.4. We were on our way with it before 8.403 became official.

I hope what I am about to say is not taken in the wrong spirit. I love all the mods, versions and OOBs. The problem is that if you design for one, it might conflict with another.

The quandry then for the designer is to know which one to use. So right now I'm sticking with 8.4. I am going to take another look at 8.403. I know it is the work of Michael Wood and some very good gamers who worked with him. I respect Michael and his work. I always have. Much of what we have in SPWAW is due to his hurculean efforts.

So from this point on, I will try to remember to include in the text which version of SPWAW is used for the scenario design.

Further, I would like to see a Central Area for SPWAW where versions are made official Matrix sponsored and supported versions. I know this happens now to a point but I think we do need some sort of center to sort through all of these and make sure everyone is using the same thing.

Finally, I've been asked why not update some of the older SPWAW campaigns I have done. This is the reason. As long as new versions, official ones come along, there is the danger of having to do this again and again. TO be honest, I just don't have the time. And I think of the investment of time versus the dividend of new players. Can I afford to give that much time (and it takes a lot!), to doing this rather than focusing on new stuff.

Hard choices, but that is my dilemma, not yours.

Oh, I did get an "honorable mention" in the May issue of Armchair General. I'm now an official member of the board along with guys like Gen (ret) Harold Moore, Carlo D'Este, and others of historical renown. I feel honored to be a part of this esteemed group.
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RE: Deadly Diversion fight commentary

Post by IBTyrone »

ORIGINAL: Wild Bill

As to clarification, the campaign was done using version 8.4. We were on our way with it before 8.403 became official.

I hope what I am about to say is not taken in the wrong spirit. I love all the mods, versions and OOBs. The problem is that if you design for one, it might conflict with another.

I played your campaign with 8.3 and Alby's mod installed and didn't experience any problems other than in Major Bigger's campaign, the PT Boat looks like a German truck with an 88mm gun on it. I forget the model number of the vehicle off the top of my head. Other than that, it worked well. However, I'm also not a big stickler about letting different OOB or release issues get me down. If it is an OOB problem, if it bugs me enough, I'll go into the editor and fix it. If it is a version problem, I usually let it slide. Supposedly, each new version is supposed to be an "improvement" over the old one so even if it imbalances the game one way or the other, I still enjoy playing it. The AI can be too easy to knock off sometimes, so if the AI gives me some love back once in awhile, I can suck it up and deal with it.
ORIGINAL: Wild Bill
The quandry then for the designer is to know which one to use. So right now I'm sticking with 8.4. I am going to take another look at 8.403. I know it is the work of Michael Wood and some very good gamers who worked with him. I respect Michael and his work. I always have. Much of what we have in SPWAW is due to his hurculean efforts.

I would try and go with the latest version, if possible. That way, the changes will be slightly less drastic over time than if you created it using an older version.
ORIGINAL: Wild Bill
So from this point on, I will try to remember to include in the text which version of SPWAW is used for the scenario design.

Much appreciated, Sir.
ORIGINAL: Wild Bill
Further, I would like to see a Central Area for SPWAW where versions are made official Matrix sponsored and supported versions. I know this happens now to a point but I think we do need some sort of center to sort through all of these and make sure everyone is using the same thing.

I agree. If Matrix is not going to release "official" versions anymore than there needs to be some sort of clearinghouse where tested and approved changes (who tests and approves is the question) can be released. To be honest, I think if Matrix got permission from the leading members of the community to be the maintainers of the updates (maybe the community could organize the permission gathering), then they could charge a nominal fee to cover their costs ($19.95? --I don't like paying over $20 for any game) and send out a distribution including all the user-generated stuff in their release. That would still keep the game active and Matrix could see some income to cover Mike Wood's continued work on the game. The $20 cost is low enough that new players could still get in easily. They could still even distribute the free version (base edition) and the General's Edition. They could call the community version "deluxe edition" or something like that. People could still download pieces of the deluxe edition from the net, but they could save a lot of time and energy getting it in one place directly from Matrix.
ORIGINAL: Wild Bill
Finally, I've been asked why not update some of the older SPWAW campaigns I have done. This is the reason. As long as new versions, official ones come along, there is the danger of having to do this again and again. TO be honest, I just don't have the time. And I think of the investment of time versus the dividend of new players. Can I afford to give that much time (and it takes a lot!), to doing this rather than focusing on new stuff.

Is that something that you would be willing to let someone else do for you if they showed the chutzpah to do it? Flashfyre has been doing this on his own initiative with some of the other campaigns. His work has been much appreciated by the rest of us.
ORIGINAL: Wild Bill
Oh, I did get an "honorable mention" in the May issue of Armchair General. I'm now an official member of the board along with guys like Gen (ret) Harold Moore, Carlo D'Este, and others of historical renown. I feel honored to be a part of this esteemed group.

Congratulations, WB. You will always be a legend in this community. Your leadership has been a continued inspiration to the rest of us. I'm glad to hear the rest of the world is catching on to what we've known all along. [;)]
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RE: Deadly Diversion fight commentary

Post by Wild Bill »

As a rule, no I would not. The campaigns are out there and if a qualified person undertook to update them and simply check with me, I would be delighted to have them do it...honored, as a matter of fact.

Very good thoughtful post, Jeff. Thanks!

WB
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RE: Deadly Diversion fight commentary

Post by IBTyrone »

ORIGINAL: Wild Bill

As a rule, no I would not. The campaigns are out there and if a qualified person undertook to update them and simply check with me, I would be delighted to have them do it...honored, as a matter of fact.

I appreciate your willingness to let others work with your stuff, WB. My guess is that since your stuff is so good and so many people play them, one of our intrepid community members will take it upon themselves to update your stuff. After they check off with you, of course. [;)]
ORIGINAL: Wild Bill
Very good thoughtful post, Jeff. Thanks!

Thanks, Wild Bill. I try to be about finding solutions to problems rather than simply criticizing them. It's easy to take potshots from afar, but if a person wants to be heard or make a difference, they need to wade in there and offer some viable options.

Jeff
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RE: Deadly Diversion fight commentary

Post by PimpYourAFV »

Let's get back to the battle...


Third Krulak Fight

I did this battle a long time ago but I still got the notes from it. So here is the story of the fighting. It turned out to be an exciting battle of wits between the two sides with plenty of high-level strategies being employed.

Our marines head into the jungle for the 3rd adventure and eagerly anticipate trading fire with our Japanese opponents once again. Unfortunately this bunch is more crafty than the average run-of-the-mill 'slanteyed beeyich'. For they are holding their fire as we approaching... waiting to deliver sudden death at the point of their bayonets.

But marines have their own game to play. Masters of adaptation, they rise to the challenge of finding the enemy ambushes with a tactic called "Mathmatical Recon". First, the marines stand out in the open meadow and yell out jeers like, "C'mon baby, hurt me."

The jeering continues until we are rewarded with a rifleshot and a marine drops to the ground saying, "Oh ya that feels good." The mathmatician expert in his squad rushes to the stricken marine lying on the ground and takes out a sketch book, a compass, protractor, ruler and a pencil. After sharpening his pencil, he uses the equipment to trace the marine's gunshot wounds to the crop of vegetation containing the culprits responsible for the gunshot.

The rest of the process is elementary. Once their position is discovered, the enemy has no chance against the accurate, deadly fire from the marines' rifles and machineguns. Another couple of marines are lost in the firefight which is acceptable in order to properly smite the enemy as they ought to be.

Our boys wash, rinse, and repeat the tactic as necessary until we are starting to take fire from a bunker pointing at 45 degrees SW perfectly covering the approaches to the objectives. After a couple of our dudes are slotted by the bunker, we decide to get down and dirty with the "Smokey Toad Diversion" tactic. Marine squads take turns leapfrogging forward and dropping smoke in a line infront of the bunker. This way, each squad only loses one man to the bunkerfire. Our line of smoke extends perpendicularly infront of the bunker providing an unbroken line of cover for us to continue on towards the objectives with no more cheapshots reducing our numbers. Meanwhile, our engineer squad heads up the left flank to put some hurt on the bunker.

Unfortunately our engineers didn't veer left far enough and gunfire from the bunker picks off 2 of our boys. One marine loses his cool at seeing his buddies gunned down, and disobeying orders, he charges the bunker. By some order of heavenly cruelty, he makes it to the bunker without being shot and jumps on top of it. Little does the poor lad know, but had he taken a round on the approach instead, his fate would have been far more the merciful than what is to come. The marine lays down on the top of the bunker and prepares a grenade to toss into the bunker slit just beneath him.

Inside the bunker...

"Nandarou koreya!?!" (*what the f**k is going on!?!*) squeals one.

"Orera, mina zenmentsu sarerunda zo!!" (*We're all gonna die!!*) shrieks another.

The bunker commander speaks in a calm, confident Seagal-style voice. "Ano baka na kemono hakujin, shinuki ga arisou da." (*Stupid white pig has a deathwish.*)

"Chikushou!!" (*Oh sh*t!*) screams a gunner. An arm is snaking its way into the firing slit of the bunker with a pinless grenade in the hand's grasp.

"Kono tensai ni makasero!" (*Leave it to this genius.*) commands the commander. He takes hold of the intruding arm by the wrist and twists the grenade from the marine's hand. The commander tosses the grenade on top of the bunker while retaining his hold on the marine's arm to ensure he will remain there for the...

The bunker crew are showered in dust from the ceiling. The arm has become detached from its owner by the blast and the commander takes one of his own grenades and wires it into the hand of the arm. He pulls the pin and tosses the arm, grenade and all, in the direction of where the engineers are taking cover. "Okaeshi jikan." (*Payback time.*)

The arm lands among the engineers hiding in some brush. One of them winds up to deliver a field kick to the dangerous limb but is stopped by his squad leader yelling, "No! It's Bob's arm!"



It wasn't until the other marines had finished shooting up all the defenders of the objectives and circled around the bunker from the right side that a successful satchel charge assault destroys it. Marines search the wreckage for survivors. Then, like some scene from a horror movie, the bunker commander, covered in a cake of blood, dirt and ragged uniform pieces, rises up out of the shattered remains of the bunker to grab and break the leg of a passing marine. Many a clip is emptied into that legendary bushido warrior before the dust is finally left to settle.

With all known enemies terminated, the marines are now spread out in the jungle and the weaker squads that were beat-up from the fighting are left to guard the objectives. It is in this diluted state that the enemy hammers us with an attack from the rear! Infiltrators pop out of the thick green jungle growth to butcher one marine squad defending an objective and ambush another squad coming to it's rescue. The jungle comes alive with infiltrators trying to take back several objectives. But it doesn't all go the Japanese way. At close range, the Japanese are shredded by the fire from the marines.

We give them the good news. Strong marine forces converge on the sneaky Japanese and destroy them in a hell of concentric fire from all weapons available.

The fight is over and the scoreboard records the cost to both sides:

USMC lost 20 dead versus 79 dead Japanese.

The totals for the campaign are 87 marines dead and 344 Japanese dead.
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RE: Deadly Diversion fight commentary

Post by PimpYourAFV »

Didn't anyone else try this excellent mini-campaign? It's best to provide feedback to designers lest they lose the motivation to make more for us. [:-]
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RE: Deadly Diversion fight commentary

Post by Wild Bill »

I would agree, Tokyo Boy. Any sort of acknowledgement is much appreciated by those who have put many hours into these efforts. That would include the testers, map designers. It is really the work of a lot of folks, very talented, dedicated gamers.

Glad you enjoyed the battles, my friend. Those 87 casualties are just that, not all killed, just some put out of action. Your actual losses in Marines killed would be about 20-30% of that figure. That relates somewhere in the range of the actual Marine losses during the fighting. I'll have to look that up.

But you did well.

And I have no complaints. Folks have been very good in sharing their experiences and their appreciation. It is I who should acknowledge all of you for taking the time to write. THANK YOU!

WB
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RE: Deadly Diversion fight commentary

Post by PimpYourAFV »


Ya, I was thinking the casualties should not be called dead. I was oversimplifying. Next battle report I'll describe it like maybe... And with the fun battle having been fought, the costs of the adventure are yaddy ya for the USMC and yaddy ya dabba doo etc.

Speaking of next battle report, do you want them for the Bigger mess? I reckoned the dude Bruce isn't reading these goods so I didn't make them.
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RE: Deadly Diversion fight commentary

Post by Titanwarrior89 »

Been looking for this campaign. Where do you find it. I am kind of new too spwaw-gen. Didn't see it under campaigns in the generals version.[:D]
ORIGINAL: TokyoBoyTensai

Didn't anyone else try this excellent mini-campaign? It's best to provide feedback to designers lest they lose the motivation to make more for us. [:-]
"Before Guadalcanal the enemy advanced at his pleasure. After Guadalcanal, he retreated at ours".

"Mama, There's Rabbits in the Garden"
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RE: Deadly Diversion fight commentary

Post by IBTyrone »

You can download it over at Wargamer using this link:
http://www.wargamer.com/gamesdepot/details.asp?sid=4241

Copy the files into your campaigns directory.

Let us know if you have any problems with the install.
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RE: Deadly Diversion fight commentary

Post by Titanwarrior89 »

Thanks IB[;)]
"Before Guadalcanal the enemy advanced at his pleasure. After Guadalcanal, he retreated at ours".

"Mama, There's Rabbits in the Garden"
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