Chutes and Ladders (Grauwolf(j) vs Mundy(a) LST Bottleneck Mod
Posted: Sat Apr 29, 2017 5:45 pm
This is the quasi counter AAR to Mundys Stalking the Wolf
In addition I will provide my own perspective on the mod as we go. I cannot promise a complete AAR, but I do intend to provide feedback on the mod. Mundy is allowed to view and comment on this thread, as it won't be too specific on tactics that his own nav search and intelligence can't decipher most of the time.
I have answered Mundy's request for an opponent to try out this newish mod. It is LST's Bottlenecks in the Pacific. I highly suggest reading the documentation to fully appreciate the changes.
The concept, in a nutshell, is to slow the pace of the game. The removal of first turn special task force means everything starts in motion at normal speed. No zipping to tactically significant destinations to further enhance the Japanese early advantage while expanding.
There really is no December 7th turn as much of it is already factored in. While the game starts on Dec 7th, it is designed to be an evening turn, meaning the game technically starts the night of December 7th. This means the scenario was really designed to be with Dec 7th Historical Turn and Surprise turned on. You can opt to turn them off if you want to set task force orders to new destinations, but with damage already calculated there is really little else you can do per scenario rules. Meaning, since PH attack already happened, you cannot setup your carrier fleet for a 2nd strike on PH, no on December 7th anyway. Also, air units, like those on Formosa cannot be reactivated. It's a frustrating concept to accept at first. But with December 8th or, the 2nd turn things begin to return to some normalcy.
As this is more a test game, my attempt is to give honest opinions of what I dislike on early turns in the hope these may grow on me by turns 10 and 11. As LST states, this mod was developed towards his play style and not to appease the masses. Therefore, my observations are meant to showcase my experience, instead of being a critique on the scenario itself.
A little more about the scenario, it was built off of DBB scenario 29, with extended map and SL. As the scenario is a larger, more comprehensive mod it is best to download the mod over a fresh install of the game. Which is easy enough to do. I had the scenario up and running in just a matter of minutes with very little effort.
Mundy and I have very limited optional rules. And the scenario takes a lot of the first turn negotiations off the board right away. Surprisingly we're both in Wisconsin so this feels more like a gentlemen's game if ever there was one.
Some initial thoughts after opening the scenario up for the first time.
1. China looks busy as heck. In fact, my eyes really hurt at first, or maybe it was my brain as I attempted to process what I was looking at (image below)
2. A lot of ships around HI are already formed and being sent to yokohama as consolidation point. In a way this could save the Japan play a lot of initial clicks. (image below)
3. A lot of units start in STRAT mode and are moving. This includes the vast majority of units in HI, a bunch in Manchuria/Korea and China as well. I'm not sure the exact purpose for this, other than again collection points. There does seem to be an effort in Manchuria to group Division units together to they can be combined. Maybe it was easier this way than manually moving units via the editor. My only real guess is this is what LST would typically do if he were to play Japan. Must be careful and double check these units. Some bases could be left without garrison or air support units.
4. Attempts were made to give the japanese aircraft their original name, as well as the allied nickname. I find this displeasing to my eyes as I have to learn and memorize them now. Not a bad thing, I just find it annoying and unnecessary.
5. Units that can be combined at the start of the scenario have their parent unit listed in front of the unit name. At first I was thrown off, but quickly grew to love this idea as it saves a lot of clicking, and guessing as to what units belong to what divisions.
6. Task force colors, I was pleasantly surprised by this. Not ground breaking, and I was on the fence about it after reading about it first in the documentation, but when in game I felt the distinction it provided was a bonus. I think amphibious TF could be a different color however.
7. Not sure why I saved this to point number 7, but the pre-calculated damage (ie airfield, aircraft and PH strike damage) already on the map leaves me feeling cheated. Will the Arizona sink? or will the dockyards save it. As the Japan player I wonder if I' missing out on potential VPs, or preventing for the possibility of different results.
8. No alternative initial port strike option. I like having the option to hit a different port other than PH. I like hitting Manila, not necessarily for the submarines, but in keeping the KB in that region to support expansion. And there is no guarantee the Repulse/POW will sink in an historical fashion and are free to roam and cause havoc without fear of the KB lurking by for some time.
9. All air units are set to training @ 100. I would rather they were just stood down with training @ 0 instead. I guess I found a few extra mouse clicks after all.
In addition I will provide my own perspective on the mod as we go. I cannot promise a complete AAR, but I do intend to provide feedback on the mod. Mundy is allowed to view and comment on this thread, as it won't be too specific on tactics that his own nav search and intelligence can't decipher most of the time.
I have answered Mundy's request for an opponent to try out this newish mod. It is LST's Bottlenecks in the Pacific. I highly suggest reading the documentation to fully appreciate the changes.
The concept, in a nutshell, is to slow the pace of the game. The removal of first turn special task force means everything starts in motion at normal speed. No zipping to tactically significant destinations to further enhance the Japanese early advantage while expanding.
There really is no December 7th turn as much of it is already factored in. While the game starts on Dec 7th, it is designed to be an evening turn, meaning the game technically starts the night of December 7th. This means the scenario was really designed to be with Dec 7th Historical Turn and Surprise turned on. You can opt to turn them off if you want to set task force orders to new destinations, but with damage already calculated there is really little else you can do per scenario rules. Meaning, since PH attack already happened, you cannot setup your carrier fleet for a 2nd strike on PH, no on December 7th anyway. Also, air units, like those on Formosa cannot be reactivated. It's a frustrating concept to accept at first. But with December 8th or, the 2nd turn things begin to return to some normalcy.
As this is more a test game, my attempt is to give honest opinions of what I dislike on early turns in the hope these may grow on me by turns 10 and 11. As LST states, this mod was developed towards his play style and not to appease the masses. Therefore, my observations are meant to showcase my experience, instead of being a critique on the scenario itself.
A little more about the scenario, it was built off of DBB scenario 29, with extended map and SL. As the scenario is a larger, more comprehensive mod it is best to download the mod over a fresh install of the game. Which is easy enough to do. I had the scenario up and running in just a matter of minutes with very little effort.
Mundy and I have very limited optional rules. And the scenario takes a lot of the first turn negotiations off the board right away. Surprisingly we're both in Wisconsin so this feels more like a gentlemen's game if ever there was one.
Some initial thoughts after opening the scenario up for the first time.
1. China looks busy as heck. In fact, my eyes really hurt at first, or maybe it was my brain as I attempted to process what I was looking at (image below)
2. A lot of ships around HI are already formed and being sent to yokohama as consolidation point. In a way this could save the Japan play a lot of initial clicks. (image below)
3. A lot of units start in STRAT mode and are moving. This includes the vast majority of units in HI, a bunch in Manchuria/Korea and China as well. I'm not sure the exact purpose for this, other than again collection points. There does seem to be an effort in Manchuria to group Division units together to they can be combined. Maybe it was easier this way than manually moving units via the editor. My only real guess is this is what LST would typically do if he were to play Japan. Must be careful and double check these units. Some bases could be left without garrison or air support units.
4. Attempts were made to give the japanese aircraft their original name, as well as the allied nickname. I find this displeasing to my eyes as I have to learn and memorize them now. Not a bad thing, I just find it annoying and unnecessary.
5. Units that can be combined at the start of the scenario have their parent unit listed in front of the unit name. At first I was thrown off, but quickly grew to love this idea as it saves a lot of clicking, and guessing as to what units belong to what divisions.
6. Task force colors, I was pleasantly surprised by this. Not ground breaking, and I was on the fence about it after reading about it first in the documentation, but when in game I felt the distinction it provided was a bonus. I think amphibious TF could be a different color however.
7. Not sure why I saved this to point number 7, but the pre-calculated damage (ie airfield, aircraft and PH strike damage) already on the map leaves me feeling cheated. Will the Arizona sink? or will the dockyards save it. As the Japan player I wonder if I' missing out on potential VPs, or preventing for the possibility of different results.
8. No alternative initial port strike option. I like having the option to hit a different port other than PH. I like hitting Manila, not necessarily for the submarines, but in keeping the KB in that region to support expansion. And there is no guarantee the Repulse/POW will sink in an historical fashion and are free to roam and cause havoc without fear of the KB lurking by for some time.
9. All air units are set to training @ 100. I would rather they were just stood down with training @ 0 instead. I guess I found a few extra mouse clicks after all.



