Playtesting RA 6.0

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

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Cpt Sherwood
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RE: Playtesting RA 6.0

Post by Cpt Sherwood »

ORIGINAL: John 3rd

ORIGINAL: ny59giants

Change the Corsairs stats back to the way they were - durability and maneuver back up. Like Sherwood, the changes made by John (JWE/Symon) can go into a RA 6.1. Offer a player the two options.

I would switch CarDiv 1 and 2 around if you go with this thinking. Of the three CarDiv, 1 & 5 are the 'heavier' of the two in armor and protection. Yamamoto would know that and send them to Pearl realizing there is a possibility of running into the American CVs. Survivability!!

We could certainly do BOTH as far as I am concerned. If we do that then we lower Hellcat back to 'normal' as well. OK?

I was trying to follow the CV Speed function for the CVs. Agree that CARDIV1 and CARDIV5 make the best sense for operations against Hawaii. Let CARDIV2 deal with DEI.

Yes, and don't forget the Hurricanes and Ki-49s too.
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RE: Playtesting RA 6.0

Post by John 3rd »

I'm leaving the Hurricanes and Ki-49s as is. There was discussion elsewhere where we ended up taking those values. Think it was from one of Big B's Mods. Michael do you remember that? Those are modded much more accurately now.

We'll change the Hellkitties and Corsairs thought ASAP when I get home from work.
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RE: Playtesting RA 6.0

Post by Cpt Sherwood »

Then please include in the mod description that they have been modified from DBB values.
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RE: Playtesting RA 6.0

Post by John 3rd »

GOOD IDEA. Will do that. Want to find the discussion but looking back at Threads 18-24 months past is not easy.

Does the change list, in its primitive form, help at all?

Will work to add more topics and turn it into an Allied READ ME/Japanese READ ME Scenario Description.
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RE: Playtesting RA 6.0

Post by Capt. Harlock »

Just added a lovely ALLIED Lady named USS Hawaii.

The Alaska's will arrive a bit earlier:
Alaska 11/44
Guam 02/45
Hawaii 04/45

Nice!
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RE: Playtesting RA 6.0

Post by John 3rd »

Sorry to John (Symon) but I felt Hawaii was more appropriate.

Won't get much done today or tomorrow. Lots of work at the store. Have to wait for Sat--Sun--Mon to get this finished.
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RE: Playtesting RA 6.0

Post by moore4807 »

Nice Job everybody!

Looking forward to playing it!
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RE: Playtesting RA 6.0

Post by John 3rd »

So am I when it is DONE!
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RE: Playtesting RA 6.0

Post by 1EyedJacks »

Hi John,

Does RA have an AI or is it limited to PBEM?
TTFN,

Mike
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RE: Playtesting RA 6.0

Post by John 3rd »

It would best be used against another player but I am sure you could run against the AI.

How are you doing Sir? Haven't seen you Post in a bit (course I could be BLIND!).
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RE: Playtesting RA 6.0

Post by John 3rd »

Going along the 'air-minded' IJN. Got to thinking about moves that make sense to this sea change within the Kaigun. Have changed/elevated some individuals:

1. Yamaguchi Tamon promoted to Vc-Adm. Did you know he was considered by many to succeed Yamamoto once he stepped down as C-in-C Combined Fleet?
2. Kaku Tomeo is promoted to Rr-Adm. As the senior KB Captain of Akagi he is a solid move to rise one rank.

Am considering promoting Genda and Fuchida to Captain.

Thoughts?
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RE: Playtesting RA 6.0

Post by John 3rd »

Just Posting some stuff from other RA Threads so they are here:

1)Ki-43 (I'm primarily using Aero Derail 29 for history of its modifications here, supplemented by stats from other sources). Following things are weird with its later modifications:

- Speed skyrockets to almost 590 km/h on IIIa, with proportional increases on earlier models. Other sources state 555-576 km/h as its max speed. Now, I do believe that commonly accepted speed figures for many Japanese fighters sell them short, but as they are usually compensated for this by great MVR, said figures are adequate for AE purposes. There is no need to inflate numbers.
- Speaking of MVR, for later Ki-43s it drops by about 14 points. By comparison, the least maneurable Zero version has its MVR reduced only by 9 points, compared to A6M2, and most only by 4.
- Ki-43-IV(IIIb, cannon-armed modifications) exists in the game. No such luck IRL, it was found to be unusable. There also are mentions of cannon-armed Ki-43 version that used Mitsubishi Ha-33 engine, but Aero Detail does not mention that, so probably it's mistaken for the same two cannon-armed prototypes.
- IIIa is available too late, the production actually started in July of 1944 and by August of 1944 64th Sentai was already using Model III.

Solution: Use 308/320/358 Speed for Ki-43-I/II/III. Sharply reduce MVR drop in return, at least for low altitudes, so it will keep the definitive edge in this area. While extra weight reduced the turning ability, practical maneurability of late-war Ki-43s might have been even higher, due to much reduced threat of mid-air disintegration. Remove the cannon modification.
Also, while I reduced payload to 1x250kg bomb before, as, to my knowledge, the usual loadout was a bomb under one wing and a droptank under another, AE, as mentioned above, generally uses maximum bombloads normally possible, so, I now think, it should go back to 2x250.

Of course, all this won't keep Ki-43 from becoming obsolete by 1944, as it should. However, this hopefully should keep it more competitive in 1943 and survivable in its, ahem, unique tactical niches (like low-level dive bait on CAP/flying ablative armor for bombers), so that the players won't be so tempted to shut the production down as soon as they have alternatives.


2)Ki-44. Oh well, this is a tricky plane to find information about. There are only a few books, which are scarcely more informative than Francillon and contradict each other on matters like late-modifications armament. Anyway, I think a couple of issues still can be identified:

- I and IIa models are available on the same month, September of 1942, too late for the former and too early for the latter.
- 4x12.7 is stated everywhere to be standard Model II armament before they started cramming heavy cannons into Ki-44, in AE we must wait until 1944 to get it.
- Armor on IIc. In AE to qualify for Armor 1 a fighter needs fuel tank protection + armored pilot seat, and all Ki-44 of Model II apparently got these. There are mentions that they were insufficient against Allied HMGs, but Ki-43-IIb gets Armor 1 despite approximately in the same league... Anyway, it seems like either all planes of Model II warrant Armor 1, or none does.
- And not a flow, but a question is - IRL, Ki-44-III model, re-engined (to an engine that probably should be Ha-45 in AE terms) existed and apparently was useable, except for usual Japanese problems with engine reliability. Should we include it in the game? In RL it mostly got shelved because Ki-84 was almost ready for production.

Solution: First, tone down MVR by 3 at low altitudes and 1 at high altitudes on early Tojos (up to IIb), by 3 at low altitudes only on cannon-armed versions, so other improvements won't make Ki-44 overwhelming. MVR 23-21 is still by no means bad, but a number of nimbler Allied planes can now compete with Ki-44 in this area, so things will be as they should be.
Make Model Ia available around 8/42. IIb on 12/42. Give it 4x12.7 armament, Armor 1. Let's skip IIa, apparently only a handful of planes were built and production lasted less than a month. IIc is available on 5/42 and is armed as IIb in stock. Once upon a time there were arguments on these forums about Tojo's armament, and though I failed to find the thread, I remember that there were references to primary sources, indicating that indeed about half of the overall production run used 40mm cannons in the wings.
There were later modifications with 20mm or 37mm cannons in the wings, but they seem to be not widely used. If you want, I can add Ki-44-III for early 1944, with armament of 2x20+2x37, speed around 390, significantly reduced MVR and Service Rating 2.

You might note, that these changes make Ki-44 less of a dogfighter, but more capable of handling Allied bombers. This is intentional, of course. Well, IIb still will be a good all-around fighter, if less nimble than Ki-44s in stock. But the line will only give the player pure interceptors later
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RE: Playtesting RA 6.0

Post by John 3rd »

These are comments from fatR when he decided to back off changing the IJA:

John: Anyway, if there are voices against adding anything to IJAAF side, I can propose only to keep models as they are, except removing cannon-armed Ki-43 and Ki-84r. I can replace the latter with Ki-116, if you want.

After some thinking I belive darbymcd had a point, I was a bit overenthusiastic. IJAAF will live without changes in models. Tweaked stats and availability dates will improve the game, IMO, though. I have some free time at the moment, so I'm going to test flak and plane performance after the tweaks.
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RE: Playtesting RA 6.0

Post by John 3rd »

ORIGINAL: John 3rd

These are comments from fatR when he decided to back off changing the IJA:

John: Anyway, if there are voices against adding anything to IJAAF side, I can propose only to keep models as they are, except removing cannon-armed Ki-43 and Ki-84r. I can replace the latter with Ki-116, if you want.

After some thinking I belive darbymcd had a point, I was a bit overenthusiastic. IJAAF will live without changes in models. Tweaked stats and availability dates will improve the game, IMO, though. I have some free time at the moment, so I'm going to test flak and plane performance after the tweaks.

Much of FatR's enthusiasm then shifted over to the Perfect War Mod where these changes (examples above) were put into effect.
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RE: Playtesting RA 6.0

Post by John 3rd »

A slightly modified shipyard load program, assuming upgrade of two smaller shipyards to shipyards capable of handling full-sized cruisers/carriers. Reduction of load on Mitshubishi's shipyard at Nagasaki might allow to convert all potential CVEs before 1944.

Note that there's a theoretical possibility of laying two more cruisers or Unryu-class carriers for late 1944, but considering material shortages and needs of late-war games, I'd prefer to stick with expanded destroyer construction.

Speaking of destroyer construction, before the war IRL it was primarily handled at the Maizuru arsenal which built only destroyers, the Fujinagata shipyard at Osaka and the Uraga shipyard at Tokyo, with Yokosuka and Sasebo arsenals, and the Kawasaki shipyard from the table above also participating to a lesser extent. During the war, both Mitshubishi shipyards also started to help with destroyer construction. I just don't see how this can be centralised to just two shipyards, or how such centralisation can benefit Japan, particularly late in the war, when almost all shipyards built some destroyers. Expanding the Maizuru arsenal and making it reponsible for training teams of engineers to help other shipyards with streamlining construction of standardized destroyer designs (in RA Japan builds only Akizukis and Matsus - improved Matsus, if you accept my earlier proposal, John - during the war, instead of also Yugumos and Shimakaze).



FatR's ship yard proposal. Need to make his slipway chart and transfer it to this thread.



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RE: Playtesting RA 6.0

Post by John 3rd »

Need to tweak this, add more detail, and place in the Change Log:


For those who haven't followed the Design of the Mod, let me mention the work done by everyone to get it ready to go:
FatR--Chief of Aeronautics focused mainly on the new and modified Aircraft. He also helped in finding a number of bugs within the 'test' versions of the Mod.

Michael--Provided an Allied perspective and made sure there was a little 'something' in this for the Allies. He also served as an excellent sounding board.

JuanG--Held my hand in the design process and truly was a major help for ideas, comments, and proposals. Many of them made their way into the Mod. Should mention some of his ship art is in this for the Kawachi-Class BCs and few other vessels.

BK--Massively helped in the air development and deisgn area with FatR. He must have 150-200 Posts in the two Design Threads. Invaluable help and suggestions flowed through him.

Red Lancer--Provided VERY NICE new aircraft art for at least a dozen or so planes. They are PERDY!

Damian--Perhaps he should be mentioned too for his checking of the revamped Japanese economy by use of Tracker. Very helpful.

This Mod started back over in WitP when Alikchi (he deserves a big thank you as well) and I got into a heavy discussion of the 4th Circle Plan. From that discussion I did a bunch of reading on Admiral Yamamoto and was struck by the foresight he had in seeing many issues facing Japan. Many of us know this in the general history but few have actually read what he said and/or wanted to do. This scenario reflects many of his wishes as shown in 2-3 of his biographies and Kaigun.

It has been fun designing this creation. I am NOT a Computer person! My wife Paula and friend Michael (my aide and opponent) will testify to that. The creators of AE deserve magnificent credit for the Editor they have brought to life. It is intuitive and easy-to-use (relatively). Even with this said the Mod could not have been created without those mentioned above and the dozens who contributed their thoughts to the scenario.



This is FatR's Commentary:

This scenario assumes, that with Yamamoto assuming the position of the Aeronautics Department's head in 1936 and becoming the Naval Minister later, he intensifies Japanese naval aviation development a bit, and attempts to optimize the utilization of limited engineering and production resourses. Chief engineers of aircraft design teams are given slightly greater input in formulating development directions and cooperation between various aircraft manufacturers is assumed to be somewhat improved.

In particular, the concept of dedicated land-based interceptor is abandoned and the Mitshubishi fighter design team under Jiro Horikoshi remains free to concentrate all of its efforts on modifying A6M and creating its successor A7M. Horikoshi's proposal to install the more powerful Mitsubishi Kinsei engine on Zero is approved in 1942, instead of late 1944, and A7M is developed to use Mitsubishi Ha-43 engine, as he desired, from the beginning. A6M3 is developed into a whole line of Zeros that sacrifice range in favor of superior armament and pilot protection, and eventually are officially designated as pure land-based models. IJN maintains the policy of sticking to just one single-engine fighter airframe, until Kawanishi team develops N1K1-J Shiden as a private initiative (this happens slighltly earlier than in RL, because alternate projects of land-based interceptors, that tied Kawanishi resourses, do not exist). It is adopted as a stopgap measure until availability of A7M.

As a side effect of greater effort put into development and production of Mitsubishi Kinsei (Ha-33) and Mitsubishi Ha-43 engines, several planes that historically used these engines are added to the mod (if they existed only as prototypes by the war's end), or accelerated.

Aircraft weapon development is streamlined, with a push for unification with IJAAF in this area (historically, IJN and IJA did cooperate in aircraft weapon production, in this scenario their cooperation becomes much broader). Instead of attempts to produce licensed German machine guns, that ultimately failed to provide the fleet with sufficient numbers of them, IJN switches to the more powerful Army 7.7 catridge and eventually adopts 12.7 Ho-103, the first aircraft HMG developed in Japan. This allows for improved armament on some planes, mostly 2E bombers.

This scenario also assumes mild overall boost to Japanese aircraft industry (at the cost of reduction in starting resources). As a result, several planes that historically faced severe problems with transition from prototypes to mass production, such as B6N, D4Y and G4M2, become available a bit earlier. G8N1, the Japanese 4E bomber that was successfuly tested but not mass-produced in real life, becomes available in 1945.

In addition, there are many minor tweaks to various aircraft, intended to make their statblocks and performance closer to historical. The changes that can affect gameplay most noticeably include:
-Early Japanese fighters (Ha-35 Zeros and Ki-43) have their high-altitude MVR reduced.
-G4M has slightly better durability, G3M sligtly worse, to give G4M an edge over the older plane it historically had.
-E16A1 Paul no longer has artificially reduced normal range.
-Ki-44 uses Nakakima Ha-34 engine, instead of Ha-35, for historical accuracy.
-Late Ki-61 versions are slightly improved. Ki-100s are significantly improved. In RL they were supposed to be good, particularly Ki-100, but in AE they are very underwhelming.
-Ki-67-Ib does not lose the ability to carry torpedos.
-Old Russian fighters no longer have unparalelled MVR. Their clear superiority to Nate has to go.


Following aircraft were added to this scenario (all but new Zeros and G3M4-Q existed in RL as prototypes or even production models):

-A6M3b Zero. Replaces A6M3a and emphasized armor and weapons instead of range.
-A6M4, A6M4-J, A6M8-J. Successors to A6M3b that follow the same design philosopshy but use Mitshubishi Ha-33 engine.
-A7M3. The historical successor to A7M2. Carrier-capable and features 6x20mm armament. A7M2 factory upgrades to it, instead of A7M3-J.
-B7A3. The historical armored successor to B7M2. Uses Mitsubishi Ha-43 engine.
-D4Y5. Mitshubishi Ha-43, armor. D4Y3 upgrades to it. (D4Y4 was a kamikaze plane in RL.)
-G3M4-Q. ASW patrol version of Nell.
-G8N1. Fast, tough, long-ranged 4E bomber.
-J6M1. IJN version of Ki-83.
-N1K4-A. Carrier-capable Shiden.
-N1K5-J. High-altitude interceptor Shiden. Uses Mitsubishi Ha-43 engine.
-Yasukuni. IJN version of Ki-67. "Yasukuni" might actually be the name of the naval unit, that employed these bombers in RL, but I can't find any other designation for them.



Response to several comments at the start of the AAR:
Actually Jeff they knew a great deal about the possible 4th Circle Planning. Many thought there was a 3rd Sho-Class CV and they planned and built the Alaska's to counter the Kawachi's. In no way, shape, or form is this an extreme Mod. That is part of the reason I based it on Scenario 1. This is NOT a JFB Mod in any form of extreme. There are new fighters based on the Zero but NO JACKS which is superior to many of the planes we introduce. The trade-off is some of the earlier models come in early and the later-models have a somewhat more rugged build for less range and speed.

As to ships, the useless Shinano is not planned and the excellent Taiho and her two possible sisters are cancelled. The Japanese gain about 24 new possible DDs in the form of Yugumo-Class and Akizuki-Class. These were all planned but not completed within 4th Circle. Yamamoto does get the Shipyards to specialize some allowing for the production times of DDs to shrink by an average of 3-5 months. Kaigun spends some considerable time on that topic. Two additional Tone-Class CAs are ordered as planned (did make them Tone Clones instead of a new class). The Agano's don't have the design argument that paralized them from nearly 24 months and the additional slipways allow for them to be built in roughly pairs. Oyodo and Niyodo come in as the 5th and 6th Agano's as they should have.

The Scenario is not fantasy like some of Juan's or others. While a heck of a lot of fun (witness Michael and I's Shipwreck AAR) those are pretty darned extreme. I hoped for and think we have delivered a plausible scenario that adds some things but also doesn't upset the end-game whatsoever. For every expansion and/or addition caused Supply and Fuel to be deducted from Japan's starting stockpile. The Empire comes in slightly better prepared but with a more pressing need to grab oil and resources INTACT ASAP.

Another important note is that these changes are split about 90% for the IJN and 10% for the IJA. The Army's OOB doesn't hardly change whatsoever.

Lastly, the Allied players does get a few little tidbits thrown into their lap such as more recon assets and additional ground/air units in the SE Pacific.


Juan's Additions:
Changes were made to the following areas; submarine torpedo tubes, ship ammo loadouts, naval gun accuracy and penetration, certain weapon classifications, and mine production.

The changes in each area are as follows;
Submarine Torpedo Tubes
By using the torpedo tube arrangements courtesy of JWE from the DB mod, submarines are able to take advantage of the changes to the submarine torpedo firing routines introduced in Patch 3. These allow a submarine to fire variable numbers of torpedo devices at a target, meaning that submarines will fire more torpedoes at high value targets, and less at DDs and other small vessels.

Ship Ammo Loadouts
Regular AE scenarios use roughly 10% of the RPG (Rounds Per Gun) value for naval guns to determine the ammo loadout, with adjustments made for DP weapons. This however, especially in light of the naval gun accuracy changes made in Patch 2, meant that large caliber weapons would commonly expend all their ammo during a single engagement, whereas this was almost unheard of in the war. The changes made involve a recalculation of the database ammo values based on both RPG and rate of fire, again adjusting for DP weapons. The net effect has been an increase in available ammo, though certain ships - mostly British and Japanese DDs, do suffer from this slightly. Light AA ammo has also been adjusted upwards in most cases.

Naval Gun Accuracy and Penetration
Some adjustments to the accuracy of certain guns has been made, the most notable being the increases made to the 10cm/65 and the 8cm/60 Japanese DP weapons, and the slight decrease to the early (Model A and B) 12.7cm/50 Japanese guns. Minor changes were also made to penetration values for naval guns 8in and greater.

Naval Gun Classifications
The IJN DDs have been assigned their correct Model of 12.7cm/50 mounts, rendering over half of them incapable of using their primary battery as a DP weapons. The USN 5in/54 Mk 16 mount has also been reclassified as a DP weapon, to reflect the high angle nature of this weapon.

Mine Production
The rate of production for all mines from all navies has been increased to twice that of regular AE.



A Little about the Changes:
The Reluctant Admiral starts with the Imperial Fleet slightly better prepared at the start of the war and progressively getting stronger throughout 1942 to peak strength in 1943.

Ground--The Imperial Fleet ground forces have several additions that include Engineers and Engineering Vehicles. The additions are based on the unit's size: an IJN Con Bat gains 12 Engineers and 2 Eng Vehicles while a large HQ Unit got 48 Engineers and 10 Vehicles. No additional combat firepower has been added whatsoever.

In a differing departure from the above, we did choose to add the German 88mm AA gun to several Japanese AA units. Most are in the Home Islands with a few spread around in Formosa, Saigon, and Truk.

Air--The only changes to the Japanese OOB at the start is that all Claudes have been upgraded to Zero, the CVs Air Groups filled out, and all CV Torpedo planes are Kates. About 80 planes are added in total here.

Naval--The 4th Circle is only just getting started so the Japanese gain the new Agano and Noshiro as well as Shoho.
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RE: Playtesting RA 6.0

Post by John 3rd »

FatR Change List with IJN Planes:


So, the changes' descriptions (I've left description of DD changes, they, are a part of the main naval program and interconnected with changes to cruisers):

This scenario assumes, that with Yamamoto assuming the position of the Aeronautics Department's head in 1936 and becoming the Naval Minister later, he intensifies Japanese naval aviation development a bit, and attempts to optimize the utilization of limited engineering and production resourses. Chief engineers of aircraft design teams are given slightly greater input in formulating development directions and cooperation between various aircraft manufacturers is assumed to be somewhat improved.

In particular, the concept of dedicated land-based interceptor is abandoned and the Mitshubishi fighter design team under Jiro Horikoshi remains free to concentrate all of its efforts on modifying A6M and creating its successor A7M. Horikoshi's proposal to install the more powerful Mitsubishi Kinsei engine on Zero is approved in 1942, instead of late 1944, and A7M is developed to use Mitsubishi Ha-43 engine, as he desired, from the beginning. A6M3 is developed into a whole line of Zeros that sacrifice range in favor of superior armament and pilot protection, and eventually are officially designated as pure land-based models. IJN maintains the policy of sticking to just one single-engine fighter airframe, until Kawanishi team develops N1K1-J Shiden as a private initiative (this happens slighltly earlier than in RL, because alternative projects of land-based interceptors, that tied Kawanishi resourses, do not exist). It is adopted as a stopgap measure until availability of A7M.

As a side effect of greater effort put into development and production of Mitsubishi Kinsei (Ha-33) and Mitsubishi Ha-43 engines, several planes that historically used these engines are added to the mod (IJN planes that existed only as prototypes by the war's end), or accelerated.

Aircraft weapon development is streamlined, with a push for unification with IJAAF in this area (historically, IJN and IJA did cooperate in aircraft weapon production, in this scenario their cooperation becomes much broader). Instead of attempts to produce licensed German machine guns, that ultimately failed to provide the fleet with sufficient numbers of them, IJN switches to the more powerful Army 7.7 catridge and eventually adopts 12.7 Ho-103, the first aircraft HMG developed in Japan. This allows for improved armament on some planes, mostly 2E bombers.

This scenario also assumes mild overall boost to Japanese aircraft industry (at the cost of reduction in starting resources). As a result, several planes that historically faced severe problems with transition from prototypes to mass production, such as B6N, D4Y and G4M2, become available a bit earlier. G8N1, the Japanese 4E bomber that was successfuly tested but not mass-produced in real life, becomes available in 1945.

It's also important to mention, that A6M3 Zero is made carrier-capable in this mod, allowing Japanese players to freely upgrade IJN fighter groups from carrier-capable to land-based models through A6M3 -> A6M3b upgrade, if PDU ON is chosen. This enables greater flexibility in customizing IJN fighter force mid-war. Beware, though, that groups switched to land-based fighter models won't be able to use A7M2/A7M3.

In addition, there are many minor tweaks to various Japanese and Allied aircraft, intended to make their statblocks and performance closer to historical. The changes that can affect gameplay most noticeably include:
-G4M has slightly better durability, G3M sligtly worse, to give G4M an edge over the older plane it historically had.
-E16A1 Paul no longer has artificially reduced normal range.
-Late Ki-61 versions are slightly improved. Ki-100s are significantly improved. In RL they were supposed to be good, particularly Ki-100, but in AE they are very underwhelming. And Mitsubishi Kinsei engine, used by Ki-100s, gets widespread use earlier in this mod, allowing greater degree of improvement and polish by 1945.
-Ki-67-Ib does not lose the ability to carry torpedos.
-Later models of Ki-84 are faster. Ki-84b is no longer outside the normal upgrade line. Ki-84r is available later in the war.
-Old Russian fighters no longer have unparalelled MVR. Their clear superiority to Nate has to go.
-On Allied side stats (MVR and Durability) for all versions of Hurricanes and Corsairs are slightly toned down, stats for all versions of Hellcats are slightly increased. Late-war Corsair versions carry higher bombloads.
-Stats for heavy (30mm+) aircraft cannons on both sides are increased. This particularly benefits most models of 2E Japanese fighters, that carry these as their primary weapons (making said 2E fighters less than entirely worthless).


Following aircraft were added to this scenario (all but new Zeros and G3M4-Q existed in RL as prototypes or even production models):

-A6M3b Zero. Replaces A6M3a and emphasized armor and weapons instead of range.
-A6M4, A6M4-J, A6M8-J. Successors to A6M3b that follow the same design philosopshy but use Mitshubishi Ha-33 engine.
-A7M3. The historical successor to A7M2. Carrier-capable and features 6x20mm armament. A7M2 factory upgrades to it, instead of A7M3-J.
-B7A3. The historical armored successor to B7M2. Uses Mitsubishi Ha-43 engine.
-D4Y5. Mitshubishi Ha-43, armor.
-G3M4-Q. ASW patrol version of Nell.
-G8N1. Fast, tough, long-ranged 4E bomber.
-J6M1. IJN version of Ki-83.
-N1K4-A. Carrier-capable Shiden.
-N1K5-J. High-altitude interceptor Shiden. Uses Mitsubishi Ha-43 engine.
-Yasukuni. IJN version of Ki-67. "Yasukuni" might actually be the name of the naval unit, that employed these bombers in RL, but I can't find any other designation for them.
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John 3rd
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RE: Playtesting RA 6.0

Post by John 3rd »

Another Change Log dealing with other stuff:


Detailed Change Log
Reluctant Admiral 3.0


The Kaigun
4th Circle Building Plan
3 Shokaku-Kai CVs (Ryukaku, Taikaku, Renkaku) 81 Planes: 33 Zero, 24 DB, 24 TB
2 Kawachi-Class Command Cruisers (Kawachi, Ikoma)
2 Tone-Kai CAs (Iwaki, Hikari)
6 Agano-Class CLs

IJN Carriers are ‘tweaked’ regarding carrying capacity and starting aircraft numbers

Submarine Arm is limited to C2 and KD7 (with an improved KD8 deploying during the war) with only a few Sub Carriers and Transport SS being created. Fewer SS are built with several classes eliminated entirely but upgrades come earlier for them.

Kitakami and Oi are not converted to Torpedo Cruisers while three of their class do get converted to ‘Training Cruisers’

CV, CVL, BB, BC, and CA have their 5” Secondary Guns replaced by 3.9” AA in 1942/1943

1st Class DD building priorities are shifted to building more Akizuki AA DDs instead of the balanced Yugumo’s. The last DDs of these classes deploy in early-1944 with Japanese production then shifting to the cheaper Matsu design.

Escort production is changed with the Ukuru-Class being deleted and replaced by slightly more C/D-Class ships. Japanese Type-2 DC is changed to Da Babes standard to eliminate a-historical Japanese ASW abilities in 1944/1945.

A thorough retooling of Auxilaries occurs with the addition of several Fleet Train vessels as well as LSDs, Minelayers, small Transports.

Dec 7th Naval Additions to the OOB: CVL Shoho, CLs Agano and Noshiro, and the first couple of Akizuki DDs.


LCU Changes:
The IJA takes near exclusive control of China freeing up IJN units to redeploy to 5th Fleet, 4th Fleet, and other commands. Several IJA units have their experience adjusted reflecting recent fighting in China.

Starting locations of some IJA units as well as many IJN are changed

The 88MM AA gun is adopted as a heavier choice for several units

All engineers and engineer vehicles are brought in line with Da Babe’s standard. Once this is completed, there are slight additions made to IJN Construction, Base Force, and HQ units.

Several smaller SNLF and Base Force units are added to the OOB to reflect small garrison requirements throughout the Pacific.

The guns taken off of the CLs converted to ‘Training Cruiser’ are turned into several small CD units that are then added to the OOB at war’s start.

The large number of DP 5” guns taken off of the CVs, BBs, BCs, and CAs during upgrade to 3.9” AA are then changed into CD units that deploy to various bases in 1943/1944.

A major new command is added with the creation of the 9th Air Fleet in Kyushu. This command has an Air HQ, 3 Flotillas, and 3 large Base Force units. They all start at cadre strength (20-25%) and are mobile Day One of the war.

Several Bases start in a more developed state at war’s beginning. Saipan is the greatest beneficiary of this development.


Air:
Specific details already provided by FatR regarding aircraft changes

All forward IJN air units start with modern aircraft and full strength

A Training and Cadre Program is instituted in 1940 by Yamamoto which causes nearly all IJNAF units to see a net reduction of 10-15 points in experience on December 7th. The benefit to this change is later IJN pilots start with higher experience in 1942 and 1943.

The air complement to the ground units of the 9th Air Fleet also starts at cadre strength with minimal experience and older aircraft (Claudes, Nells, Mavis) in Kyushu on Dec 7th. When fully trained and filled out this powerful unit provides 3 Daitai of Fighters, 2 Daitai of Level Bombers, 1 Daitai of Dive-Bombers, 1 Daitai of Torpedo Bombers, 3 Chutai of Short-Range Air Search and 3 Chutai of Long-Range Air Search.

The need for improved Carrier Air Search is recognized at the start of the war and a later sees the addition of five Chutai-Sized Judy units.

Several Air Units start in different locations for the beginning of the war.


Kaigun Starting Disposition:
The two oldest BB (Fuso/Yamashiro) in the Fleet start in Indochina to support operations there freeing up the 4 BC to provide heavy support to the KB.

KB begins in 2 speed bonus TF for additional flexibility on Port Attacks

The Mini-KB is strengthened with the addition of CVL Shoho giving it a solid punch of over 100 aircraft. The TF begins at Babeldoap and does not get the speed bonus.

Naval units at Truk and Kwajalein are slightly strengthened by units from the west

The remaining Japanese BB and CVE start at Hiroshima in Port.

IJN SS are completely redeployed with the concentration around Pearl Harbor being lessoned.

3 Speed Bonus Cargo TF are added to reflect the ability of the Japanese to have TF moving to their forward bases at war’s start.


Japanese Economy:
An additional major naval shipyard is added at Shanghai with several others expanded where space allows

Merchant shipyards are slightly reduced reflecting the total war approach

Heavy Industry is slightly expanded to reflect new factories created

Armaments and Vehicles are increased

A major refinery is added in Manchuria reflecting the Japanese work there during the war

The Home Islands see a net reduction of over 30% to their starting fuel and supply stocks forcing the player to grab the resources and oil centers in the DEI as quickly as possible.




Allied Changes:
Two reinforcement convoys are added with one unloading at Pago Pago and the other preparing to reinforce Port Moresby from Townsville.

The ANZAC cruisers are concentrated to escort the Townville Convoy.

CV Lexington (carrying the Vindicator Squadron) with a strengthened Escort covers the Pago Pago Convoy

A small Sub Base is established at Pago Pago where an AS and 4 S-Boats currently reside

3 USN Training Squadrons (VF, VB, and VT), 3 USAAF Training Squadrons (F, 2EB, and 4EB), and 2 USMC Training Squadrons (VMF and VMB) are established on the West Coast to allow a Japanese style pilot training program. These units cannot be moved from the West Coast.

A number of Wildcat-Recon Sections are added to better facilitate USN recon and air search.

An entire class of AOs are allowed to convert to CVE

The Kittyhawk-Class of 2 ships are allowed to convert into a Long Island-Class CVE

The 3 Tangier-Class vessels also can be converted into Boque-Class CVE with organic air units aboard.

The CVL’s Belleau Wood and Chateau Thierry are added to the American OOB for early-1944. Two CLs are deleted for compensation to this change.

A number of Chinese LCU have their starting experience tweaked upward reflecting recent fighting in China.

All Omaha-Class CLs are allowed to immediately begin conversion to a CLAA variant.

A major addition of a Free French contingent begins at Noumea:
--CA Algerie, 1 CL, 4 DD, and 5 SS
--Major French Support Ships are at Noumea as well (AS, AV, AKE, etc...)

Several small Allied units added to Dec 7th starting OOB
--4 British DDs added to Exeter TF at Ceylon
--CLV Charlotte (a hypothetical Flightdeck Cruiser) is at Darwin with the Pensacola TF
--a damaged French CL is at Singapore for repairs
--3 New Mexico-Class BBs begin at Pearl Harbor
--BBs Maryland and West Virginia start at Alameda completing a major, historical (but never started) upgrade

USAAF BF expand their TOE to raise their Aircraft Support from 16 to 24 on January 1, 1944
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ny59giants
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RE: Playtesting RA 6.0

Post by ny59giants »

Wondering about the sufficiency of late war Allied Aviation Support. This USA BF (#2404) doesn't have any upgrade. Would it be feasible to have her Aviation Support be increase on Jan 1st 1944 from 16 to 24 or 32??

I thought about this while reading Jocke's AAR and his shortage of it in mid-44.

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John 3rd
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RE: Playtesting RA 6.0

Post by John 3rd »

Michael: That is an EXCELLENT IDEA!
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