Advice needed for scen #4 modifications
Posted: Sat Jul 16, 2005 3:35 am
I am making some minor changes to scen #4. After playing it a few times both as the Japanese and Allies via email, my partners and I have come to the conclusion that the scenario is very pro Japanese.
Here is what I feel needs addressing.
1. Scenario ends in 2/42 is two short and does not allow the Allies significant time to retake PM and or Lunga-which are bound to fall to the Japanese. Japanese accumulate too much of a VP advantage to overcome.
2. Ndeni and Irau cannot be built up to level 4 airbases giving the Allies no chance to support operations around Japanese held Lunga in the late game.
3. Allies have overall lack of transport early in the game and really never get enough even in late game to cover losses
4. Total uselessnes of both Allied subs and Japanese subs due to overwhelming capibility of ASW to find and sink them.
5. No replacements for Nick, Tonys and OscarIIs even after they are scheduled to come on line. Beaufort VI-Xs as well have no replacements.
I realize that there may be historical reasons for some of these issues but we are talking a hypothetical scenario and my only purpose is to even the odds.
I think I can fix just about all of these issues to suit me but need some advice with the subs. Basically, as the game stands now, anytime a Japanese sub runs afoul of an Allied TF that is even moderately supported by escort, it get pounded. In my game as the Japanese I have lose 13 subs in four months of play and my opponent has lost "seven" Allied subs to my heroic efforts. We are experienced players and are fairly careful about placing subs near ports and in shallow water. I think to my eye, sub warfare works well in all aspects except one. I do not expect subs to score much sucess against heavily escorted TF. In real life this was a rarity, and I want the excort to spot the subs and attack them with the same frequency that they are currently doing so in the game. However, I want to tone down both the accuracy and killing power of the DC that the subs are facing. I want subs attacked and sometimes heavily damaged so that they have to withdraw, but rarely sunk. (We are talking 1942 here) My question is what parameters do I need to adjust down in the data base editor to say get a %50 reduction in accuracy and a %50 reduction in the killing power of the DC. There are three things that I note can be changed in the editor that might affect DC. Range, (what the hell is this in a DC) accuracy, and explosive effect? Can someone who has some experience explain to me how these three things work and where I should be adjusting down?
Thanks.
Here is what I feel needs addressing.
1. Scenario ends in 2/42 is two short and does not allow the Allies significant time to retake PM and or Lunga-which are bound to fall to the Japanese. Japanese accumulate too much of a VP advantage to overcome.
2. Ndeni and Irau cannot be built up to level 4 airbases giving the Allies no chance to support operations around Japanese held Lunga in the late game.
3. Allies have overall lack of transport early in the game and really never get enough even in late game to cover losses
4. Total uselessnes of both Allied subs and Japanese subs due to overwhelming capibility of ASW to find and sink them.
5. No replacements for Nick, Tonys and OscarIIs even after they are scheduled to come on line. Beaufort VI-Xs as well have no replacements.
I realize that there may be historical reasons for some of these issues but we are talking a hypothetical scenario and my only purpose is to even the odds.
I think I can fix just about all of these issues to suit me but need some advice with the subs. Basically, as the game stands now, anytime a Japanese sub runs afoul of an Allied TF that is even moderately supported by escort, it get pounded. In my game as the Japanese I have lose 13 subs in four months of play and my opponent has lost "seven" Allied subs to my heroic efforts. We are experienced players and are fairly careful about placing subs near ports and in shallow water. I think to my eye, sub warfare works well in all aspects except one. I do not expect subs to score much sucess against heavily escorted TF. In real life this was a rarity, and I want the excort to spot the subs and attack them with the same frequency that they are currently doing so in the game. However, I want to tone down both the accuracy and killing power of the DC that the subs are facing. I want subs attacked and sometimes heavily damaged so that they have to withdraw, but rarely sunk. (We are talking 1942 here) My question is what parameters do I need to adjust down in the data base editor to say get a %50 reduction in accuracy and a %50 reduction in the killing power of the DC. There are three things that I note can be changed in the editor that might affect DC. Range, (what the hell is this in a DC) accuracy, and explosive effect? Can someone who has some experience explain to me how these three things work and where I should be adjusting down?
Thanks.