Scenario 16: Yamamoto's Prophecy

Uncommon Valor: Campaign for the South Pacific covers the campaigns for New Guinea, New Britain, New Ireland and the Solomon chain.

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CatLord
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Scenario 16: Yamamoto's Prophecy

Post by CatLord »

I am currently engaged in a PBEM on Scen16.
It seems most the people here are (were) playing either scen 17 or 19.

Why is that ?[&:]

Is there a problem with scen16 ?[:(]

(I hope not, as we have played a good month by now, and I don't want to have to start it all over again).

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timtom
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RE: Scenario 16: Yamamoto's Prophecy

Post by timtom »

The japanese player is stronger in scn.17, much stronger in scn.19. It's a balance issue, or, rather, a fun issue, if you will. I guess most players are leery about signing up for a game where they're guarenteed to get beat or wont have much (less, anyway) to play round with.

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RE: Scenario 16: Yamamoto's Prophecy

Post by CatLord »

ORIGINAL: timtom

The japanese player is stronger in scn.17, much stronger in scn.19. It's a balance issue, or, rather, a fun issue, if you will. I guess most players are leery about signing up for a game where they're guarenteed to get beat or wont have much (less, anyway) to play round with.

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I am the US.

I let my foe choose the side he wanted and he picked up the Japanese (He really is a Japan fanboy). We were interested by an historical scenario more than an hypothetic one, hence why we choose Scen 16...

So, I bet he will have to outclass himself then... [:D]

Is it really harder for the japanese or are the VP for bases balanced somewhat compare to scen 17 or 19, to let the Japanese a chance to win ?

Or is it just people want have more CV to play with ?

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RE: Scenario 16: Yamamoto's Prophecy

Post by timtom »

In case you didnt know, there's a mod over on Spooky's site http://mathubert.free.fr/ that allows you to play a historical game from May. You just keep the Yorktown and instead dont get the Hornet. Very simple and elegant.

The VP gap at start in scn.16 is 1939, in scn.17 & 19 630, but as Toraq is proving in my current game with him, a head start is nought is you haven't the means to defend it.

I think you're right about the CV's...
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RE: Scenario 16: Yamamoto's Prophecy

Post by crsutton »

With me it is both a question of balance and the extra toys you get. Scen 17 is good but required a skilled Japanese player and Scen 19 is about one of the best balanced of the long campaigns. I am playing Green Hell for the first time and that is a good and balanced historical scen.
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RE: Scenario 16: Yamamoto's Prophecy

Post by Hornblower »

I played 3 snr 19's as the Allies. to me it was the greater mental challange. But in doing so the York and Lex becomes the key. I won each off the games, and the use of the Lex and York early on is the key. They are your only block to keep the IJN out of NC. Avoid the IJN cv's. Go after there AK/AP's. if the CV's go to Lunga, send them to PM, and if they go to PM, send them North to lunga. Personally i think you gain more by avoiding a CV to CV combat and instead going after the ak's. If you hit them hard enough you can prevent them from landing enough troops to hold on to Lunga. [;)]
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RE: Scenario 16: Yamamoto's Prophecy

Post by Blitzer »

I assume you're talking about an AI opponent here, no?

If a human player decides to seize either Lunga or Moresby in #19, there is little the Allies can do to prevent it. Even quite early against only Sho/Zui and Shoho, Lex and Yorktown will most likely hiss noisily to the bottom.

Your advice to hit 'em where they ain't is good, but by placing their CVs in a central position in the Solomon or Coral Seas, the Japanese can quickly intercept the American flattops nearly wherever they appear. Against a breathing opponent it's a very dangerous game to play for the Yanks, especially considering the generous reinforcement schedule from Tokyo and the stingy one from the States.

Much better to hoard the American carriers and wait for the Forts and Avengers.
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