Never really been thrilled at the Iba/Clark/Subic/Bataan base/hex definitions. Combining Clark and Subic, thereby giving Clark a port, always seemed to be a bit of a pain. Then along comes Dave Bradley with a hex editor, and boy, I'm in trouble now! Splitting Clark and Subic/Olongapo makes a lot of sense in the context of the scenario. It spreads out the concentration of units so that they aren't "all" in one hex: the Japanese ran some barge/amphib ops (failures, but what the hey) from Olongapo down the West Coast of Bataan, and having a separate Subic hex would be kinda neat to support these, so ...
Top pic is what there is. Yellow hex boundaries highlight the areas of interest. Middle pic is the PI rotated to superpose over Andrew's map projection. Put 45nm hexes over the image to see whas-sup. Ok, looked doable, so ... tweaked art and stuff and bottom pic is what resulted. Not bad. Gonna have to get with Dave Bradley and make sure our pwhex stuff works as planned.
Bottom line - the scen will be more than just scenario files. There will be "specific" map art and a "specific" pwhex file. Groin! That's the one thing I wanted to avoid - having a Babes Scen require a different 'background' installation from stock. Oh, well, can write two batch files - 'Play_Babes_DEI" and 'Play_Babes_Normal' that will do the old switcheroo; Babes normal will also be stock normal when it comes to 'background' art/map/etc files.











