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RE: Playtesting RA 6.0
Posted: Tue Aug 20, 2013 8:12 pm
by John 3rd
ORIGINAL: ny59giants
2. Have Renown enter with the first British Flattop in March 1942.
My vote!! (And I carry a picture ID that is government issue) [;)]
Due to just two votes, I guess I will move Renown to join the Formidable's TF arriving in March 42.
RE: Playtesting RA 6.0
Posted: Tue Aug 20, 2013 8:59 pm
by John 3rd
ORIGINAL: ny59giants
Dutch Subs:
I see there are NO upgrades for any.
O16 Class - ID 237 (Ship #4904)
O21 Class - ID 239 (Ship #4907)
KXI Class - ID 233 (Ship #4896)
KXIV Class - ID 234 (Ship #4899)
KVII Class - ID 240 (Ship #4965)
O19 Class - ID 238 (Ship #4905) This and O20 are great minelaying subs.
Need to get AA and radar sometime in '43, I would guess.
What American mines could they then use after upgrade??
Somebody may need to go through the Dutch and see what else like the CLs & DDs that survive can get an upgrade in '43 with American AA and radar.
OK. Gave all these classes an upgrade providing 20MM instead of .50 Cal and added radar. Did a random set of upgrade dates ranging (by the roll of the dice) from June 43 to Dec 43.
RE: Playtesting RA 6.0
Posted: Tue Aug 20, 2013 9:13 pm
by John 3rd
Covering the Darwin Reinforcement TF is now an Air Combat TF comprising CLV Charlotte, CA Pensacola, and 3 DD. Dividing the large TF into an Air Combat and Transport TF makes a lot of sense to me.
RE: Playtesting RA 6.0
Posted: Wed Aug 21, 2013 6:32 am
by Adolf Galland
ORIGINAL: John 3rd
I don't find this ship in my RA Database. What is the Class Number?
Iwate class and Asama class the 4 old ca cruiser pre war 1... the idea is a powerfull AA Plattform or a hyprid Minelayer with heavy AA guns.... (Tokiwa is a good exampel) the old cruiser Hulk is a huge plattform vor many heavy AA guns ! the 15 cm must be remove...
RE: Playtesting RA 6.0
Posted: Wed Aug 21, 2013 7:21 am
by Kereguelen
Iwate lost 2x2 203/45 guns and 4x1 152/40 guns in 1945 and received instead 2x2 127/40 Type 89, 1x3 25/60 Type 96 AAMC, 2x2 25/60 Type 96 AAMC, 2x1 25/60 Type 96 AAMC and 2x1 13.2/76 AAMG in 1945.
RE: Playtesting RA 6.0
Posted: Wed Aug 21, 2013 8:48 am
by Adolf Galland
ORIGINAL: Kereguelen
Iwate lost 2x2 203/45 guns and 4x1 152/40 guns in 1945 and received instead 2x2 127/40 Type 89, 1x3 25/60 Type 96 AAMC, 2x2 25/60 Type 96 AAMC, 2x1 25/60 Type 96 AAMC and 2x1 13.2/76 AAMG in 1945.
That is nothing for a 10000 tonnage ship... we have space for more guns, that is the point.
Gruß nach Hamburg schau dir mal die Deutschen flakschiffe an wie zb. Niobe,Medusa,Udine was die an Antiaircraft guns tragen !!! und das mit 3000 tonnen !!! also da ist noch viel platz frei auf den alten Kreuzern.
RE: Playtesting RA 6.0
Posted: Wed Aug 21, 2013 9:48 am
by oldman45
Good idea, but because of the game mechanics, perhaps change them into PG like the British monitors.
RE: Playtesting RA 6.0
Posted: Wed Aug 21, 2013 9:51 am
by DuckofTindalos
Germany had INFINITELY greater industrial capacity than Japan. The Japs had constant shortages of gun tubes, and had to juggle the needs of first-line combat ships and the rest of the fleet. You think they're going to over-gun an ancient armoured cruiser like that when they have modern ships sailing into harms way?
No.
RE: Playtesting RA 6.0
Posted: Wed Aug 21, 2013 11:07 am
by Symon
I see one of the usual all-things-great-and-nazifull hijackers has showed up. Maybe best to just ignore it. It will eventually go away. This should be for playtesting issues and comments.
Speaking of which, I'm looking for comments on the new map data: supply flow, movement, and the like.
RE: Playtesting RA 6.0
Posted: Wed Aug 21, 2013 11:09 am
by Adolf Galland
ORIGINAL: Terminus
Germany had INFINITELY greater industrial capacity than Japan. The Japs had constant shortages of gun tubes, and had to juggle the needs of first-line combat ships and the rest of the fleet. You think they're going to over-gun an ancient armoured cruiser like that when they have modern ships sailing into harms way?
No.
Nice we take the old 12,7 cm AA guns from the other ships in the pool... The IJN Mainfleet made the refit to 100/65mm,so we have enough old guns for the 4 old cruiser...
RE: Playtesting RA 6.0
Posted: Wed Aug 21, 2013 6:44 pm
by DuckofTindalos
Also, think about this: why would the Japs want to make a floating flak battery before 1944-45? Their enemies were far, far, far away from them, and highly unlikely to be able to attack them from the air.
RE: Playtesting RA 6.0
Posted: Wed Aug 21, 2013 7:17 pm
by Adolf Galland
ORIGINAL: Terminus
Also, think about this: why would the Japs want to make a floating flak battery before 1944-45? Their enemies were far, far, far away from them, and highly unlikely to be able to attack them from the air.
the upgrade is a late war refit !
floating flak battery is a cheap refit. I think this the best what we can do for the old Boys...for Navy action to slow... (heavy AA escort for slow Konvois)
RE: Playtesting RA 6.0
Posted: Wed Aug 21, 2013 7:43 pm
by Symon
Okay. Got it. Some 6th grader nazi boy hijacks in, and everyone would rather respond to him than the thread purpose. Okey dokey. That's one reason that Babes people don't post here. And that's one reason I will not do so in the future. So long as a$$holes like that are allowed, I am out. Good Bye and good luck.
RE: Playtesting RA 6.0
Posted: Thu Aug 22, 2013 12:30 am
by Skyros
ORIGINAL: Symon
Okay. Got it. Some 6th grader nazi boy hijacks in, and everyone would rather respond to him than the thread purpose. Okey dokey. That's one reason that Babes people don't post here. And that's one reason I will not do so in the future. So long as a$$holes like that are allowed, I am out. Good Bye and good luck.
Damn, I hate it when this happens.
RE: Playtesting RA 6.0
Posted: Thu Aug 22, 2013 1:29 am
by John 3rd
Could we just work on the Mod issues and corrections? THANKS!
Appreciate the sentiment expressed above guys...
New Scenario Description
Posted: Thu Aug 22, 2013 4:04 am
by John 3rd
Have a rough draft for a new Scenario Description. Please read and comment of good, bad, add this, take away that, etc...
The Reluctant Admiral is a Japanese 'what if' scenario based upon a greater contribution by Adm. Yamamoto Isoroku to the development of the Kaigun in 1939-1941. The premise of the Mod is that Yamamoto exerted a much greater influence first on the Japan Naval Aircraft Industry, then as Deputy Navy Minister, and finally as Navy Minister itself. Yamamoto chooses, at great risk to his life, to forego command of the Combined Fleet and dedicate himself to preparing Japan for a war he didn't want.
He adds two new slipways for Fleet construction to facilitate a different, final pre-war expansion of the Kaigun. New and expanded Naval Yards, Heavy Industry, and Armaments are added at tremendous cost for the Japanese economy as the Admiral attempts to prepare Japan for a possibly long war.
In so choosing to do this Yamamoto then changes the 4th Circle Building plan replacing the 3rd and 4th Yamato-Class Battleships with three improved Shokaku-Class CVs and a pair of Kawachi-Class fast Battlecruisers, two Tone-Class CAs, an accelerated Light Cruiser deployment, and additional destroyers. Quick, reasonably cheap carrier conversions are moved forward seeing all of the pre-war CVs/CVLs deploy by December 7th or at slightly earlier dates in 1942. Though only a few of these new ships are ready on December 7th, these additions shall make the Kaigun a force to be reckoned with well into 1944.
The Japan Naval Air Arm is changed so that everything is staked to the Zero Airframe with a specialization of the Zero into a Land-Based Interceptor as well as CV-Based Fighters. Research and production expansion is achieved by streamlining the air industry (cutting several models) while bringing forward second generation aircraft: Judy, Jill, etc… By great effort the IJNAF deploys nearly all new aircraft on December 7th.
On the ground Yamamoto reorganizes the SNLF units into a Brigade-Sized offensive force and—knowing it will be a war of attrition—converts many Naval Guard into enhanced units with Coastal Defense artillery for a stronger defensive unit. Additional small units are added to the IJN’s Troops and support units better reflecting Yamamoto's foresight into base building, defense, and expansion needs.
The foresight of the Admiral pays off during late-1942 and 1943 as new ships, aircraft, and ground units enter into the Japanese Order-of-Battle, however, the cost is steep. Though expanded and using modern aircraft many Japanese Naval Air units start with their experience lowered to reflect the dilution of the experienced pilots into new units that start in Japan or arrive during 1942-1943.
Supply and fuel reserves start at a much reduced state. The Japanese MUST take the DEI as fast as possible!
Once war begins RA postulates Yamamoto’s influence upon the wartime Kaigun. First class destroyers are accelerated and emphasis is shifted to the AA Akizuki-Class at the expense of the more balanced Yugumo’s. Manpower is at a premium within the Fleet so Submarines, Escorts, and ASW forces all see a major retooling reflecting the Japanese quality over quantity belief. Yamamoto chooses the immediately useful projects, large APs converting to CVEs, better 2nd-class destroyers, CL conversions into CVLs, fast transports and coastal defense fleet.
It should be noted that not all the changes are for the Japanese. RA 6.0 brings major additions and more choice for the Allied Player. The Allies see continued major changes in their starting locations, new air units, the addition of Training Squadrons on mainland USA to allow for an American pilot training program, several ground units, a French Squadron at Noumea, the use of CLV Charlotte (a Flightdeck Cruiser), a CLAA conversion for the Omaha-CL, an additional pair of CVLs, and optional conversion of the Kittyhawk Class AKV, Tangier Class AV, and Cimarron Class AOs into CVEs. The added warships reflect a ‘stopgap’ counter to the increased Japanese strength found at war’s start.
How well can YOU do to use these new tools OR how well can you stop the Japanese Navy in its tracks as the Allies?
Designer's notes:
1. RA is fully compatible with Da Babe’s Modifications and may be used on the Extended Map with any other Babes feature.
2. This Mod uses the reduced cargo capacity of DBB.
3. Garrison requirements have been raised throughout the CBI Theatre to slow the creation and movement of immense stacks of troops that is considered a-historical.
4. Production is 'on' for this scenario
5. A special pwhexe.dat file is strongly recommended to help slow land movement throughout the map.
Scenario Designers: Stanislav Bartoshevitch (FatR), Michael Benoit (NY59Giants), John R. Cochran, III (John 3rd), Juan Gomez (JuanG), Ben Kloosterman (BK), John (JWE), EJ (SuluSea) and John Young (Red Lancer)
RE: New Scenario Description
Posted: Thu Aug 22, 2013 11:32 am
by Cpt Sherwood
The 2 extra USN Independence CVLs are not showing up in the reinforcement que.
The two slots that were used in 5.5 now have CLs in them that have been moved from
other slots that now have other ships in them. Someone will have to figure out
how to resolve this.
RE: New Scenario Description
Posted: Thu Aug 22, 2013 11:49 am
by John 3rd
ORIGINAL: Cpt Sherwood
The 2 extra USN Independence CVLs are not showing up in the reinforcement que.
The two slots that were used in 5.5 now have CLs in them that have been moved from
other slots that now have other ships in them. Someone will have to figure out
how to resolve this.
MAN: I haven't even looked there. Just ASSUMED they would be there. Crap. Not a big deal and will fix later on today.
RE: Playtesting RA 6.0
Posted: Fri Aug 23, 2013 7:02 am
by Cavalry Corp
ORIGINAL: Symon
Okay. Got it. Some 6th grader nazi boy hijacks in, and everyone would rather respond to him than the thread purpose. Okey dokey. That's one reason that Babes people don't post here. And that's one reason I will not do so in the future. So long as a$$holes like that are allowed, I am out. Good Bye and good luck.
the only bad comments on this thread are yours - its no problem for the thread to wander and explore new ideas. Please be constructive in your posts.
RE: Playtesting RA 6.0
Posted: Fri Aug 23, 2013 7:07 am
by Cavalry Corp
Like the idea on slowing the land movement in difficult terrain - interesting to see how it works. I have always advokated that in China the terrain is too user friendly. Its not I can assure you, I have travelled a lot in China and even now rural areas and pretty poor on infastructure. Burma the same the plains are very flat but the jungle immense, a great place to visit.
Looking forward to this mod and feel happy to try either side.