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Posted: Mon Feb 25, 2002 12:30 am
by Major Tom
Originally posted by Mogami:
Hi, am I reading this right? In version 2.4 you want to force the Japanese into attacking the West Coast Australia or India? Japan never has a problem with resources, she could not (does not) use what she gets. Now the game is simply you must conquer the enemy home country. (capture the flag) Since the old defend the perimeter stratagy will not work any more (OK I never liked it any way)
It will work, but you must get at least a 10:1 kill ratio in your favour. The American's were not very keen in giving up after Pearl Harbour, so winning due to kill ratios should be harder then the game originally was set up as. The Japanese will have to be very lucky to win an attrition war. So if Japan stops at their 1942 defence lines, it will take A LOT of work for them to win. Just like the Japanese high command in 1942 decided, the only way to win would be to continue the advance, which resulted in the battles of the Coral Sea and Midway.
However, this is not simply to say that the Japanese can only win in 1942. Even a late war invasion of India/Australia is possible (although attacking the US West Coast would be tricky!). The Japanese themselves hoped to win in India as late as 1944, and had they destroyed the 17th and 20th Divisions at Imphal, they could very well have broken through. By 1944 the Japanese get A LOT of extra divisions, newly raised or sent from the Home Islands or China. British forces will be stronger than in 2.3, but most Indian Divisions will not have experience greater than 45.
This will give the Japanese actually more options to win the game. Taking India and Australia should push Japanese VP's over the edge (India is worth about 10 000 VP's on its own, let alone VP's gained for LCU's, Ships and Aircraft destroyed!). Of course, taking India is not quite as easy as it once was. There are more bases, and more and better LCU's for the Japanese to go against. You will need just about every spare Division to win in the theatre.
It is also harder for the Allies to win. In order to win easily they must go after the Japanese Resource area, since bombing Japan might not do the trick anymore. An actual invasion of the Home Islands might be required to get the VP levels in their favour!
I am trying to make base control more important to winning the game then it was in previous versions. Just stopping at Bangkok will cost the Japanese 1-2000 VP's in Burma, so it gives the Japanese a reason to actually invade and secure certain bases. It might encourage the Allies to take on the larger resource areas instead of just stopping at the Marianas to pound the Home Islands.
Posted: Mon Feb 25, 2002 6:00 am
by Kadste
Major Tom,
Is there any way to change the characteristics of the "25mm" to simulate the increase in numbers.
I.E. Can we double the flak effectiveness of the 25mm for the Akitsuki without distorting the other Japanese ships.
OR can we create a new mount (a double or 2.5 times mount) that only applies to the Akitsuki class. I know that this would be historically inaccurate, but it might work and would bring them up to strength.
Dud torbedoes
Posted: Wed Mar 13, 2002 3:08 pm
by henhute6
I don't know how hard it is to edit the game code, but I have one idea:
If possible, dud torbedoes would be a nice add to the game. Especially early in the war american torbedoes were very unreliable.
After a torbedo hit game would make a reliability check. If it fails, a text "Dud!!!" would appear instead of the asterisks describing the damage.
Posted: Wed Mar 20, 2002 9:50 am
by Ranger-75
I think duds are already coded into the game. How many times do you see "MCS hit by MK 14 torpedo" with not even a single star?. Remember that most German sinkings of allied merchant ships were from SINGLE torpedo hits, the Germans with a smaller capacity in their little VIIc boats hated wasting two torpedos on a single ship. Japanese merchant ships were smaller and easier to sink that british ships.
Posted: Wed Mar 20, 2002 1:49 pm
by henhute6
Yes, many torbedo hits on MCS don't have stars, but they can't be duds, becaude they do some damage. By the way, how would you explain those hits? Did the torbedo explode only partially or it just didn't hit an important part of ship? Hits with stars mean a bad damage that ship's armor couldn't stop (if ship has armour).
Posted: Wed Mar 20, 2002 10:02 pm
by Ranger-75
I remember reading somewhere that US torpedos "get better" as time goes on, but I can't remember where I read it and can't find it.
i did notice that by 1943-44, there were less "Mk14 torpedo hits" and no stars. Still too many * ** or *** though and not enough *****.
Armour, what armour??? The Japanese MCS have an armor of ZERO so all hits should "penetrate" the armour.
Posted: Thu Mar 21, 2002 1:32 am
by Capt. Harlock
In the original game, ANY hit with ANY weapon did at least 1% of damage. (There was the possiblility that the YAMATO could be sunk by enough strafing, but I never heard of it actually happening.) I'm not sure what the situation is now, but it seems to me that an impact with a heavy metallic object traveling at 40-plus mph would do some damage even if the warhead doesn't detonate.
Posted: Fri Mar 22, 2002 6:44 pm
by henhute6
I'm not sure what the situation is now, but it seems to me that an impact with a heavy metallic object traveling at 40-plus mph would do some damage even if the warhead doesn't detonate. [/B]
It will propably scratch some paint.

Posted: Sat Mar 23, 2002 10:16 am
by Ranger-75
Getting back to the original topic:
I admire the efforts being made to beef up the accuracy of the OOB (even if I don't agree with all of them) and at the same time reduce the likelyhood of "stupid human tricks" as I now call them, but we're going to reach a point, possibly already have, where we are going to step on too many hard wired "toes" in the OOBs and we're going to end up with an unplaybable monster. We're almost there in v2.3. I haven't seen any posting of a "corrected" oob file set nor even any mention of one. Several of the readers of this forum are more than capable of fixing the known problems with the 2.3 OOB but I suspect that a lot of newcomers to the site will not have the savvy (i HATE that word) or expertise to fix problems with enemy units "appearing" in their rear area bases as if by magic or enemy air units at their bases, (or their air units at enemy bases for that matter), etc. What they'll likely conclude is that the game update was poorly tested and might not come back for the real brass ring, WITP and that would be a shame.
any thoughts?
any proposals for a consolidated list of OOB errors that one should attack with the editor before playing?
Posted: Sun Mar 24, 2002 9:34 am
by Jeremy Pritchard
A list of bugs would be good.
1) Langley Bug (An AV with ZERO cargo capacity, should be 30)
2) LCU apperance trouble (Units appear in the rear areas).
- Regarding this one, I noticed that units attached to 6th, 8th and 10th US armies at the beginning of the game (if you had, for example, the 93rd Division attached to 6th Army right at OBC41) then it would appear at Cagayan, or Truk. However, if you switched them back to Central Pacific, or South Pacific (in the OBC41 file), then they appear as normal. Which units do this weird appearing acts? Which air groups?
Posted: Sun Mar 24, 2002 9:10 pm
by Jap Lance
Originally posted by Ranger-75
any proposals for a consolidated list of OOB errors that one should attack with the editor before playing?
The Stuart APD also has a 0 capacity. Should be changed (though I don't know exactly what capacity it had).
Posted: Mon Mar 25, 2002 2:30 am
by CynicAl
Originally posted by Jap Lance
The Stuart APD also has a 0 capacity. Should be changed (though I don't know exactly what capacity it had).
I'm not sure either. Previous versions of PW seem to have listed it as 15, but HMAS
Stuart appears to have been significantly larger than the
Manley and
Rudderow class ships which were converted to fast transports for the USN.