A Quick View on testing the 8.2 OOBs
Posted: Sun Feb 15, 2004 10:35 pm
As part of the ongoing testing of the OOB changes, I started yet another USMC Long Campaign, featuring my "Fighting Fifth" Marines, beginning in August 1942.
First off, I must say that one of the biggest improvements in 8.2 is in the AI force selection. I was facing a well-balanced Japanese force, a mix of Type A and A* platoons, a few engineers, scouts, snipers and of course the supporting MGs and mortars.
I started with a defend mission on the Tenaru, with a 2000-yard (40 hex) line to hold in a monsoon. Visibility was only one or two hexes. My reinforced battalion was hit hard by the opening bombardment of 81 & 90 mm mortars, and within two or three turns was assaulted in force across the northern half of my front. The two Raider platoons on my right flank were hit hardest, with repeated banzai charges against the 1st & 2nd Raiders. Using the banzai charge sound for Jap bayonet attacks is a distinctly chilling effect. I had three M2A4 tanks supporting the Raiders, along with a single 60mm mortar. My men were dug-in, but outnumbered by more than 2-1. The tanks were soon in the front, and the mortar soon exhausted its ammo against the human wave attacks.
The Marine company to the Raiders' left was also hit in mass. My standard platoon deployment on a narrow defensive frontage has the three rifle squads in front, with the BAR squad stacked with the Platoon HQ and one of the company's 60mm mortars one hex back. Having the 60s so close to the line is a must. They will suffer suppression from counterbattery fire, but will do significant killing at 2-6 hex range. My Weapons Company 81mm mortars are stationed behind two of the Rifle Company HQs, along with a platoon of M2A4s for each of my three Infantry Companies.
Japanese tank-hunter units, equipped with satchel charges, are at the forefront of the assault. They are easily killed, but will do damage if they're not taken down quickly. The attackers tend to close in and target my MG crews. I have a .30 cal HMG or MMG stacked with each forward rifle squad, and they suffer the most.
The human waves keep coming forward, sometimes forcing my Marines to fall back & regroup. Every turn my troops get hit by 81 and 90mm mortars. Casualties are fortunately few, but the suppression level mounts, and some men break for the rear. I bring forward my engineers, which had been kept in reserve, to close the gaps. Rifle Platoon HQs are forced into the frontline, too, as the rifle squads are repeatedly fired on at point-blank range and close-assaulted. My engineers throw satchel charges and use flamethrowers to contain the onslaught.
One of my squads is forced back, and an M2A4 is left uncovered. Japanese infantry swarm over it, and the crew has to bail out. Two of them are killed, but the other two haul ass and make it back... the carnage doesn't let up. My Marines sweat, curse and shed blood, but keep firing in the enemy's faces and throw grenades at the banzai-screaming attackers...we cut them down, but they still keep coming at us...
Nineteen turns later, the enemy has had enough. I get a marginal victory, even though I've lost ony 166 men and one tank. The Japanese lose 1079 men.
My troops have been blooded, and the first battle is complete.
I've played many campaigns in previous versions of the game, but this one seems different. Granted, it's still the same old AI, but there's more of a challenge now.
I hope you guys will enjoy the fruits of our labor--I'm having a great time with it.
First off, I must say that one of the biggest improvements in 8.2 is in the AI force selection. I was facing a well-balanced Japanese force, a mix of Type A and A* platoons, a few engineers, scouts, snipers and of course the supporting MGs and mortars.
I started with a defend mission on the Tenaru, with a 2000-yard (40 hex) line to hold in a monsoon. Visibility was only one or two hexes. My reinforced battalion was hit hard by the opening bombardment of 81 & 90 mm mortars, and within two or three turns was assaulted in force across the northern half of my front. The two Raider platoons on my right flank were hit hardest, with repeated banzai charges against the 1st & 2nd Raiders. Using the banzai charge sound for Jap bayonet attacks is a distinctly chilling effect. I had three M2A4 tanks supporting the Raiders, along with a single 60mm mortar. My men were dug-in, but outnumbered by more than 2-1. The tanks were soon in the front, and the mortar soon exhausted its ammo against the human wave attacks.
The Marine company to the Raiders' left was also hit in mass. My standard platoon deployment on a narrow defensive frontage has the three rifle squads in front, with the BAR squad stacked with the Platoon HQ and one of the company's 60mm mortars one hex back. Having the 60s so close to the line is a must. They will suffer suppression from counterbattery fire, but will do significant killing at 2-6 hex range. My Weapons Company 81mm mortars are stationed behind two of the Rifle Company HQs, along with a platoon of M2A4s for each of my three Infantry Companies.
Japanese tank-hunter units, equipped with satchel charges, are at the forefront of the assault. They are easily killed, but will do damage if they're not taken down quickly. The attackers tend to close in and target my MG crews. I have a .30 cal HMG or MMG stacked with each forward rifle squad, and they suffer the most.
The human waves keep coming forward, sometimes forcing my Marines to fall back & regroup. Every turn my troops get hit by 81 and 90mm mortars. Casualties are fortunately few, but the suppression level mounts, and some men break for the rear. I bring forward my engineers, which had been kept in reserve, to close the gaps. Rifle Platoon HQs are forced into the frontline, too, as the rifle squads are repeatedly fired on at point-blank range and close-assaulted. My engineers throw satchel charges and use flamethrowers to contain the onslaught.
One of my squads is forced back, and an M2A4 is left uncovered. Japanese infantry swarm over it, and the crew has to bail out. Two of them are killed, but the other two haul ass and make it back... the carnage doesn't let up. My Marines sweat, curse and shed blood, but keep firing in the enemy's faces and throw grenades at the banzai-screaming attackers...we cut them down, but they still keep coming at us...
Nineteen turns later, the enemy has had enough. I get a marginal victory, even though I've lost ony 166 men and one tank. The Japanese lose 1079 men.
My troops have been blooded, and the first battle is complete.
I've played many campaigns in previous versions of the game, but this one seems different. Granted, it's still the same old AI, but there's more of a challenge now.
I hope you guys will enjoy the fruits of our labor--I'm having a great time with it.