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RE: Early fall of Hong Kong and assorted stuff
Posted: Wed Mar 09, 2005 7:15 pm
by AmiralLaurent
ORIGINAL: Don Bowen
Hong Kong seems to fall too early and too easily in most games. It's rare to see it last past the first couple of days. I've tried adjusting the planning of the Hong Kong Garrison (to 75 planning for Hong Kong) but it didn't seem to help.
Ideally Hong Kong should hold out for 1-2 weeks (historically it fell on Dec 25th, 17 days). I was thinking about tinkering with the fortification level first. Ideas, thoughts, condemnations???
Oh, Andrew, I'd vote for changing the name of the second Hyderabad to "Malir" - possible confusion with two identically named locations. All in all I think the new map is working WONDERFULLY!
Also, I was thinking about "stealing" some of the US merchantmen that start the game spread all over the Pacific and move them to the Canal. Perhaps a dozen ships - taken from locations that have a large number. Thoughts??
And lastly - how's it going with the Alpha??
Don
A possible idea is to put Allied troops in Canton hex with forts to simulate the land part of HK. Problem is that if they hold more than two days, Chinese will join them, coming from the other side of Canton. Not a good idea.
Increasing fort may work. Also the island may be modelized as an atoll...
RE: Early fall of Hong Kong and assorted stuff
Posted: Wed Mar 09, 2005 8:20 pm
by Ron Saueracker
ORIGINAL: AmiralLaurent
ORIGINAL: Don Bowen
Hong Kong seems to fall too early and too easily in most games. It's rare to see it last past the first couple of days. I've tried adjusting the planning of the Hong Kong Garrison (to 75 planning for Hong Kong) but it didn't seem to help.
Ideally Hong Kong should hold out for 1-2 weeks (historically it fell on Dec 25th, 17 days). I was thinking about tinkering with the fortification level first. Ideas, thoughts, condemnations???
Oh, Andrew, I'd vote for changing the name of the second Hyderabad to "Malir" - possible confusion with two identically named locations. All in all I think the new map is working WONDERFULLY!
Also, I was thinking about "stealing" some of the US merchantmen that start the game spread all over the Pacific and move them to the Canal. Perhaps a dozen ships - taken from locations that have a large number. Thoughts??
And lastly - how's it going with the Alpha??
Don
A possible idea is to put Allied troops in Canton hex with forts to simulate the land part of HK. Problem is that if they hold more than two days, Chinese will join them, coming from the other side of Canton. Not a good idea.
Increasing fort may work. Also the island may be modelized as an atoll...
I'm all for putting an Allied detatchment in Canton (Kowloon).[;)]
RE: Early fall of Hong Kong and assorted stuff
Posted: Wed Mar 09, 2005 9:09 pm
by TheElf
Question. Are we ahistorically changing units to create historic results, or are these newly added units historically accurate? I don't know enough about LCU OOBs to QA these ideas, just playing devil's advocate.
RE: Early fall of Hong Kong and assorted stuff
Posted: Wed Mar 09, 2005 11:13 pm
by Don Bowen
ORIGINAL: TheElf
Question. Are we ahistorically changing units to create historic results, or are these newly added units historically accurate? I don't know enough about LCU OOBs to QA these ideas, just playing devil's advocate.
I think the total allied garrison is accurate - perhaps even a little generous. There's just no basis for adding any more troops. I don't know exactly why the game mechanics seem to always allow Hong Kong to fall so quickly.
We might try splitting the garrison in two components but leaving both in Hong Kong (as opposed to moving some to Canton as suggested) - perhaps having two units will cause the attackers to defeat them one by one. Or, we could up the fortification level to represent the difficulty of assaulting Hong Kong Island itself. Classing it as an atoll might also work.
I think I'll play around a little with this and see what happens. As always, suggestions welcome.
Don
RE: Early fall of Hong Kong and assorted stuff
Posted: Wed Mar 09, 2005 11:50 pm
by Andrew Brown
ORIGINAL: Don Bowen
ORIGINAL: TheElf
Question. Are we ahistorically changing units to create historic results, or are these newly added units historically accurate? I don't know enough about LCU OOBs to QA these ideas, just playing devil's advocate.
I think the total allied garrison is accurate - perhaps even a little generous. There's just no basis for adding any more troops. I don't know exactly why the game mechanics seem to always allow Hong Kong to fall so quickly.
We might try splitting the garrison in two components but leaving both in Hong Kong (as opposed to moving some to Canton as suggested) - perhaps having two units will cause the attackers to defeat them one by one. Or, we could up the fortification level to represent the difficulty of assaulting Hong Kong Island itself. Classing it as an atoll might also work.
I think I'll play around a little with this and see what happens. As always, suggestions welcome.
Don
I do not agree with placing Allied units in Canton. They should be in HK only, especiall at this map scale.
- How many people have playtested the mod to the point where HK falls?
- How many days did it take, and how does that compare to your experience of the original scenarios and map?
- I have added a river between HK and Canton - did that make a difference?
- What difference will it make after the next patch, which I think includes a change to river movement and combat?
- Is HK attacked with more Japanese troops than attacked it in reality?
I ask these questions because I have so far been too busy to playtest the mod myself - sorry.
My opinion is
IF HK needs adjusting somehow, then I would start by increasing the fort level.
RE: Early fall of Hong Kong and assorted stuff
Posted: Wed Mar 09, 2005 11:59 pm
by Don Bowen
I do not agree with placing Allied units in Canton. They should be in HK only, especiall at this map scale.
How many people have playtested the mod to the point where HK falls?
How many days did it take, and how does that compare to your experience of the original scenarios and map?
I have added a river between HK and Canton - did that make a difference?
What difference will it make after the next patch, which I think includes a change to river movement and combat?
Is HK attacked with more Japanese troops than attacked it in reality?
I ask these questions because I have so far been too busy to playtest the mod myself - sorry.
My opinion is IF HK needs adjusting somehow, then I would start by increasing the fort level.
I agree on placing units only in Hong Kong. I've been finding that Hong Kong will fall within 2-3 days. I have tried both increasing the Fort level (all the way to 9) and splitting the Kowloon Brigade into a separate unit (still based in Hong Kong). Doesn't seem to have any affect - Hong Kong always falls on the 9th or 10th. I seem to recall that Hong Kong tended to fall early in stock "scenario 15" games but I'm not sure as I have not played Scenario 15 in a while - perhaps even a while and a half.
I believe that both the Allied Garrison and Japanese attacking force are reasonable accurate. With Fort levels at maximum the only remaining non-map changes are moral and perhaps upping the Japanese disabled percentage.
I'll keep experimenting - it does bother me the way it is.
Don
RE: Early fall of Hong Kong and assorted stuff
Posted: Thu Mar 10, 2005 12:04 am
by Bradley7735
allied troops generally surrender when 2:1 odds are achieved. if allied troops fought on like Japanese troops do, then Hong Kong wouldn't fall as fast. Maybe the base would fall, but the troops would fight on.
I say don't add any troops. I'd leave it as is, or possibly increase the fort level. But, it's a quick side adventure for two Jap divisions. I think making it too much tougher would put an undue burden on the starting position for Japan in China.
RE: Early fall of Hong Kong and assorted stuff
Posted: Thu Mar 10, 2005 12:48 am
by bstarr
How many people have playtested the mod to the point where HK falls?
I have. It fell on the exact same day it was supposed to. This was a first for me.
RE: Early fall of Hong Kong and assorted stuff
Posted: Thu Mar 10, 2005 12:56 am
by bstarr
And lastly - how's it going with the Alpha??
Even better than I expected . . . and I had pretty high hopes. I mean, this is a micromanagement game. The ability to send 400 tons of supplies to Manila on tiny mercs is absolutely perfect. I'm becoming quite fond of the mini AKs.
This is also my first time with Andrew's map. I
love it.
RE: Early fall of Hong Kong and assorted stuff
Posted: Thu Mar 10, 2005 12:56 am
by Don Bowen
What!?! He said, incredulously. How can my results be so consistently different? (Sounds of consternation, followed by brief digression into vocabulary enhancements due to naval service). I think I’ll just put this whole mess aside and come back to it later!
RE: Early fall of Hong Kong and assorted stuff
Posted: Thu Mar 10, 2005 1:56 am
by Herrbear
In playing Lemurs mod, I upped the fort level to 9 and gave the unit 100 prep points and I think I lasted 4 days IIRC.
RE: Early fall of Hong Kong and assorted stuff
Posted: Thu Mar 10, 2005 4:48 am
by Ron Saueracker
ORIGINAL: Andrew Brown
ORIGINAL: Don Bowen
ORIGINAL: TheElf
Question. Are we ahistorically changing units to create historic results, or are these newly added units historically accurate? I don't know enough about LCU OOBs to QA these ideas, just playing devil's advocate.
I think the total allied garrison is accurate - perhaps even a little generous. There's just no basis for adding any more troops. I don't know exactly why the game mechanics seem to always allow Hong Kong to fall so quickly.
We might try splitting the garrison in two components but leaving both in Hong Kong (as opposed to moving some to Canton as suggested) - perhaps having two units will cause the attackers to defeat them one by one. Or, we could up the fortification level to represent the difficulty of assaulting Hong Kong Island itself. Classing it as an atoll might also work.
I think I'll play around a little with this and see what happens. As always, suggestions welcome.
Don
I do not agree with placing Allied units in Canton. They should be in HK only, especiall at this map scale.
- How many people have playtested the mod to the point where HK falls?
- How many days did it take, and how does that compare to your experience of the original scenarios and map?
- I have added a river between HK and Canton - did that make a difference?
- What difference will it make after the next patch, which I think includes a change to river movement and combat?
- Is HK attacked with more Japanese troops than attacked it in reality?
I ask these questions because I have so far been too busy to playtest the mod myself - sorry.
My opinion is
IF HK needs adjusting somehow, then I would start by increasing the fort level.
I do not agree with placing Allied units in Canton. They should be in HK only, especiall at this map scale.
Andrew. You made the map. Look at how close the coastline is to the hex edge at Canton. The Allies had troops on the mainland at Kowloon. Not having them there is removing at least 2-3 days from the time necessary to invest HK.
HK has fallen on Day 2 every time out of six starts.
RE: Early fall of Hong Kong and assorted stuff
Posted: Thu Mar 10, 2005 5:06 am
by Andrew Brown
Andrew. You made the map. Look at how close the coastline is to the hex edge at Canton. The Allies had troops on the mainland at Kowloon. Not having them there is removing at least 2-3 days from the time necessary to invest HK.
It is about 20 miles from the edge of HK island to the Kowloon/China border. Since each hex is 60 miles across it is not realistic for HK to be represented by 2 hexes, regardless of the map. From memory I drew the map the way it is because HK is so small, not to allow for the possibility of splitting it over two hexes.
I would still prefer to examine other alternative IF it is deemed necessary. I WAS hoping that adding the river would help HK, but it doesn't seem like this is the case.
Time to try some AI vs AI testing to see what happens for myself, I think.
RE: Combined Historical Scenario-ALPHA- troubleshooting
Posted: Thu Mar 10, 2005 3:24 pm
by bstarr
minor stuff
1) shouldn't Victoria point be at 25, 40 instead of 25 38. There's a road that goes to 25, 40.
2) it was 12/27 before the 33rd japdiv moved one hex
3) 42, 57 (Dumaguete beach hex) starts with a Phil Res Div but very little supply.
RE: Combined Historical Scenario-ALPHA- troubleshooting
Posted: Thu Mar 10, 2005 4:23 pm
by Bradley7735
Hi Don,
Are you making OOB changes to the Alpha version as you come across them? Or are you giving out the Alpha as it is, to anyone who wants it, keeping a list of OOB changes and then releasing a version 2 at some point?
I'm asking because I may be able to help with testing it, and was wondering if the version I receive would have any of the changes that you guys have already noticed.
Thanks, Brad
RE: Combined Historical Scenario-ALPHA- troubleshooting
Posted: Thu Mar 10, 2005 4:38 pm
by Don Bowen
3) 42, 57 (Dumaguete beach hex) starts with a Phil Res Div but very little supply.
I can answer this one. The 73rd Reserve Regiment was only partially formed when it's parent unit (71st Reserve Division) was moved to Luzon. It was left behind to continue forming. The Island of Negros (represented by Dumaguete and one other beach hex) had only local militia reporting centers and constabulary bases - there would not be any significant levels of military supply. The initial value of 118 might be a little low but any value over about 200 would be excessive.
RE: Combined Historical Scenario-ALPHA- troubleshooting
Posted: Thu Mar 10, 2005 4:44 pm
by Don Bowen
ORIGINAL: Bradley7735
Hi Don,
Are you making OOB changes to the Alpha version as you come across them? Or are you giving out the Alpha as it is, to anyone who wants it, keeping a list of OOB changes and then releasing a version 2 at some point?
I'm asking because I may be able to help with testing it, and was wondering if the version I receive would have any of the changes that you guys have already noticed.
Thanks, Brad
Yes Sir - I am making small changes as they come up. Most are being mentioned in the forum.
I'd be happy to send you an updated alpha - do you have the artwork?? Artwork is well over 4 meg and must be sent via email as fmail is limited to 2 meg. Let me know what you would like.
Anyone else want an updated alpha, just let me know. The scenario itself zips to about 550k.
Don
RE: Early fall of Hong Kong and assorted stuff
Posted: Thu Mar 10, 2005 4:45 pm
by Don Bowen
I am continuing to experiment with settings for Hong Kong. I recommend against any map changes!! I'm playing with Fort levels and so far I can tell you that 25 is too low and 99 is to high. Testing continues...
RE: Combined Historical Scenario-ALPHA- troubleshooting
Posted: Thu Mar 10, 2005 4:51 pm
by Bradley7735
Hi Don,
I haven't been able to actually play the game for a while. I just get to visit the forums at times during work. Work is quite a b1tch right now.
I can't think of anything else besides playing your mod. I will send you an email when I can start to play with it. Probably next Thursday (I have to work this weekend). I don't have any of the stuff (artwork, map, etc). I'm looking forward to it, and the wait is just killing me.
bc
RE: Combined Historical Scenario-ALPHA- troubleshooting
Posted: Thu Mar 10, 2005 6:38 pm
by Lemurs!
Before we go crazy with Hong Kong i would like to actually chart this. In my experience HK falls at about the correct date IF you use the correct amount of troops.
I would like to know from some of our alphas, what did the Japanese use in taking HK and what day did it fall.
Historically Japan used one triangle division, 1 engineer battalion, and 1 siege artillery battalion.
At Canton is a larger force however.
I am curious to here players reaction to the new Japanese OOB I did. The force at Canton especially is quite a bit different.
Mike