Sorry to have come in to this so late, but I dont browse the forums much on weekends. On the weekends I am playing my favorite game(s)!
I wish to address some of the points Brady made in his original post:
Dutch Engineers: If you feel that the "at start" engineers are too powerful, the you can edit the scenario to reduce the number of vehicles they have, which reduces thier ability to build or repair bases in the early months. Couple this with a low Dutch replacement rate, and it could be quite some time before those units become uber. Scenario driven, not game engine driven, so this is not insurmountable.
Supply. First off, let me say that the game should be about keeping your forces supplied were they need it most. A unit low on supplies should be suffering an impact on it's ability to fight effectively. Is this modeled correctly in game? In game, IMO, there is too much supply available to both sides, and therefore the players do not feel the same pressures that the actual theatre commanders felt.
However, if players were to sit around feeling restricted by the game engine, to a single campaign a year, then the game would not be percieved as "fun". Tough balance to strike...
S1) Japanese vs. American consumption. I believe that you are mistaking the ability of cut off, isolated Japanese garrisons to survive on meagre rations as an indicator of what they required to be fully 100% combat effective. There is a big difference here. Soldiers, sailors, and airmen of all sides made do with what they had, when they had it, when they had to. The fact that the Americans were able to produce and ship more to their fighting men just meant that they had to "make do" with starvation level supplies less often.
If I recall correctly, the dark early days of the US offensive on Guadalcanal saw the US Marines having to scrounge around on captured Japanese rations. In other words, using the same food that the Japanese had at the moment of invasion. Yet those Marines remained effective enough to repel Japanese Banzai charges.
The stories of the privation that the defenders of Bataan, Port Moresby, Singapore, and so on, suffered under, all indicate that the Allies can "make do" on low levels of supply (at reduced effectiveness) as much as anyone else. At least, to me.
their Tanks used less fuel, had lighter ammo
I actually chuckled at that line. Of course they did! Those were dinky tanks! It had a smaller horsepower engine, and used dinky (37mm or less) guns!
But anyway, supply points are supply points. I do not wish to track every roll of toilet paper and copy of Stars and Stripes. That is too much micromanagment, IMO, for a game of this scope.
S2) Supply consumption for Base building: You make two points here, actually, under a single heading...
S2a) Rate of expansion: Allied versus Japanese. The Americans were able to build more, and faster, because in part, of the greater availability of engineering vehicles, compared to the Japanese units, in addition to the lavish supply the Americans were able to dump into a new building project (that has priority).
The Japanese should be
slower in repairing or building bases than the Allies because the Japanese building techniques were forced to be more manpower intensive due to less available vehicles. The Japanese made do with less supply because they were forced to, not because they wanted to...
S2b) Af/Base size requirements: Japanese needing smaller base sizes is already reflected in the game engine. 2-engine aircraft can operate more effectively from smaller airfields than 4-engine aircraft, right?
Or are you saying that Allied 2-engined planes needed a bigger runway and more workshops? If you are say this, then are you sure you are saying it for technical, verifiable reasons, or not because the Japanese were
forced to operate from damaged, outlying airfields more often that they liked to, and you are percieving that as the baseline?
S3) Replacements: Again, this seems to be a supply issue for you. You are confusing the absolute minimums that Japan was forced to use (historically, in cut off areas), and was able to scrape by with, as opposed to the most ideal levels that they needed. In my opinion.
S4) Early war (Allied) supply availability: You make some interesting arguments here, and in me you have a sympathetic ear. This, however, again, is a scenario editing issue. Edit away! You can change the levels of the "at start" supply at select bases, as well as the amounts of supply "appearing" in the Rear/Home areas.
The only concern I have is that if you adjust the levels too low, then the Allies cannot mount a defense at all...
4E Bombers: You raise two issues: availability, and effectiveness.
Availability: Scenario driven values. Edit away! Not a problem, then, to me. Adjust to what you feel would give an appropriate force level. This should apply to all aircraft, however. Not just the ones that annoy you...
Effectiveness: This, unfortunately, is a game engine change.
If you feel that high altitude, level anti-ship bombing is too effective, I can agree with that.
If you feel that the Allied 4-engine plane is (a-historically) too rugged, I cannot agree. Because rugged it was. (Aircraft ruggedness is a database editable value, though.)
If you feel that the players fly those aircraft too low (in order to get hits) in the face of CAP, then I can see your point, because that didn't happen that often. I propose that low level 4-engine bombers should abort a tad more, in the face of CAP, as a remedy. If they fly low level versus ships that are without CAP, you deserve what you get...
If you nerf the plane too much, you will remove it's value to the early war Allied player. The Japanese were (historically speaking) respectfull of the (perceived) danger of the plane, and without fearing it, Japanese players will (a-historically) ignore them.
P38 availability: Edit away!
Base supply attrition: This cuts both ways, as I see it. If Japan can bomb Singapore/Hong Kong/Manila/Seorobaya, and starve out the Allied forces, why shouldn't the Allies be able to do it when the tables are turned?
The key was to gain air control over the target objective. Once that was done, generally and historically speaking, it was only a matter of time before the defenders were starved out. So, don't lose air control!
Zero bonus, and the AVG: I don't like the Zero bonus much. It was intended, as far as I know, to simulate the lack of knowledge, by the Allies, of the manueverability of the aircraft, and quality of the pilots flying it. But some people in the west knew about it (and spoke out about it).
It seems to me that the early war Japanese air to air victories were due
more to pilot experience, coordinated and meticulus planning (and extreme disjointed command and control on the Allied side), and concentration of force. (This coordination and concentration of force can already be done in-game by the player. The Allied disjointedness is a bit more tricky to simulate.) It was not
solely because of a more manueverable machine, and the attempt to dogfight it.
If the dominance of the Zero was due solely to lack of experience (in the proper technique to fight a more maneuverable, faster climbing, faster diving, etc., whatever the enemy's strengths are..) this should be reflected in the experience levels of the units involved, and the effect of unit experience on air to air combat. Not due to some hard coded "bonus".
The bonus smacks of some kind of "band aid" gamey thing, to me.
PT boats: You have my partial agreement here. These boats should be treated like any other ship. They should have to be convoyed to the war zone, not crated (as supply points) and unpacked wherever desired.
However, I do not understand your opinion that they are too effective at interdicting supply. They were very effective versus barges. Against destroyers, not so much. Maybe your experiences in game are not the same as mine. My PT boats tend to get shot up a lot more than they "score"...
Torps: I understand that "all torp attacks, all the time" is too a-historical. Tracking torps as a seperate, shippable item? I dunno. Depends on the production levels set. Most players will assure that their favorite air bases are well stocked anyways...
Maybe base size, supply level, and presence of some kind of Naval or Air HQ unit should be required?
Night: The Allies, historically, developed night fighter CV based squadrons by the start of '44. Is this modeled? I don't think that there is a night CAP capability in game...
You ask for increased chances of successful night attacks, but don't give the Allies any night CAP squadrons? Hmmm... Lemme think.
a chance that japanese might do as they did historicaly, put some pause int he allies in 43
Please state the historical campaigns, where the ability of Japanese night bombers drove the US fleet away for more than a couple hours...
Naval Bombardments- Sometimes they hurt mostly they dont, imo they should shut down an airfield, bugger a port and put the hurt on any ship...
Even the Tokyo Express, in it's better days, did not shut down Henderson Field for more than a few hours. With bulldozers, the Marines were able to push off the burning planes and fill the craters tout d' suite...
I have seen other players make comments that they thought that bombardments were
too effective, in game, compared to the historical record.