Thanks Tech. The difficulty level is high. I would suggest screening off the North Koreans in the south-west and going hell for leather to take the northernmost North Korean cities. You don't have to hold onto them. The isolated NKPA units in the southwest can be mopped up later on.
Regarding the Migs and the Communist airforces. They are over strengthed historically but this was done for gameplay purposes. Historically most of the Mig combat was over the far north of the country, notably Mig Alley, but I wanted air to air combat in game so took some artistic liberties.
First I want to thank you guys both for this scenario. The units are awesome, all the terrain except the urban is beautiful, I love the highways. Now, the criticism:
Wait, actually, the one listed on the Scenario League wiki is the one I downloaded. Is that current?
This scenario is NOT easy, but I am a perpetual save scummer. Something that I love is unit replacements, it makes me commit without with a great urge to reload. Mostly.
Documentation is poor. I don't need a fancy PDF with colors and watermarks, what I need to be told is to to get the most challenge out the scenario. Basically, I did my very best to not to read the events, so for maximum riding the (human) wave (attacks), which cities should I take and let the Chinese retake, and which ones should I leave to the North Koreans so they reequip in most spectacular fashion. Telling me if I want to play historically to early 1951, I need to know what battles to throw. I also need documentation on which units will NOT be replaced, like the Chafee. I like the Chafee. It moves like an armored car but hit a lot harder and they are invaluable once your Inchon begins.
US Occupation unit is a waste of unit space. Not strictly historically accurate, but you might have well have replaced them with ROK MPs
The first problem is that the scenario starts in June. I'd say if a scenario has to start on the 19th or later, start it the next month. A Barbarossa scenario should start in July, because even if the invasion started last month, the counter-attack can't happen until the next month. The case in point is here. It's still June and the American units in Pusan, and ready to and able to counterattack. Now, because I'm not fudging around I know from the documentation that many NK units are supported from certain cities. I counterattacked and retook Inchon IN JUNE. This means that South Korean Troops got driven back a week, then counterattacked into a tidal wave of offensive power and retook Inchon sometime before July 1. And it gets crazier. Because there's no lock on when you can get reinforcements, I basically took a suicide counterattack to blunt to the NK offensive on the Pusan Perimeter by forcing them to protect their frank. I had enough forces for a counter-attack through Inchon hopefully reaching Kimpo Airfield. It won't turn the tide, but it will blunt the offensive and give time for reinforcements. But low and beheld I was rewarded with every tear of the enemy's flesh and supplies. Huge, ungodly reinforcements at Inchon, enough to take Kimpo and Seoul, and because I husbanded my resources correctly, I was able to take Kaesong? The one north of Kimpo, Sariwon, Wonson and almost everything between. This is where the Chafees were so useful, they were lightning in the face of no opposition and that's not a backhanded compliment. Sometimes you just need to cover ground.
In one turn, before July 1st mind you, I Crushed the NK attack completely, liberated every city in South Korea but one. This could in theory work over the course of July, with some headcanon. The 7th Division is actually the overrun and hiding elements of the ROK 7th, and you're relieving and resupplying isolated pockets about to be overwhelmed, but gather them into a storm. Operational latitude goes from inside nine days to inside forty, which is disturbing but totally possible, cause the Israelis kinda did this in the Yom Kapur War.
Honestly, if you want me to play a certain way, I need you to explain why/ Why can I cross the 38h parallel and take Woson and even Pyongyang itself and not get Chinese intervention? Is it because you believe that it was the speed of the US advance that made the Chinese commit, at least in 1950? I mean I gamed the crap out of this After taking Pyongyang, n part because I figured that as long as I didn't take the cities on Yalu, that I maintained a bare minimal space from the Yalu, the Chinese would hesitate. McArthur had almost implacable reasons to think the Chinese would not intervene. It was a VERY controversial move in People's Republic, they were rightly scared of an army that was so much better equipped. Also, the notion that Americans will start a Great War for the Hell of it speaks volumes of the projection and narcissism of the Communists.
The next thing, is you give me a US Naval force with NO native attack ability and NO way to procure shells, and you want me to not use my transports and pretend that the US Navy's troop transport ability doesn't exist. You have a naval unit called am airlift, that's actually clever. Why in the heck did you make it have a movement of 4 instead of 40, or whatever the game would allow? It's an AIRLIFT. I respect the house rule on no tanks. cause that makes sense, but the movement of four? And I can't build more transport capacity? WHY?!
WHY can't I invade China? I'm not Truman, I don't believe in World Peace and I'm happy to throw down the nuclear gauntlet when Stalin has like four or six and I have 50-100. I HATE Communists and the ability to free anywhere from Communism is both duty and pleasure. I also hate Truman, I consider him worse than Buchanan, because Truman had realistic options. Buchannan was given the weakest hand any president has ever had, Truman had one of the strongest. Everything Truman touched turned to horsehocky: he lost China, he made is seem like Korea wasn't a part of America's Sphere of Influence, he let Stalin consolidate his hold on Eastern Europe and presided over the largest ethnic cleansing in European history of both Germans and Poles with explicit approval. Oh and he nuked Japan because the Japanese wanted a conditional surrender. Their condition? Don't touch the Emperor. So he killed 300,000 people to make them bend the knee and then didn't touch the Emperor. This dude loves kicking people when they're down but is afraid to throw down with the big boys, even when he has six inches and 50 pounds on them. And a gun. The man was a cowardly, craven bully, you know a predatory scumbag who left half the world to fall to Communism. Oh and the no compensation for Japanese internment, not even a "Thank you for your cooperation during the emergency and you have acquitted yourselves as loyal Americans and credit to your race" and whatever 40s term for we aren't sorry we did it because it was prudent, but we are sorry you suffered and we acknowledge that our fears were unfounded, if only in retrospect.
So while I get not bombing Manchuria with nukes, I don't see any problem with bombing the crap out of it with conventional bombers. Two can play that hame.
If you micromanage well, it's trivial to get one advance every turn AND get nearly every UN city to get we love the president day, wihch makes them grow like weeds. Not sure if this is intentional but I got a LOT strong as time went on, and the money got REAL good, even with minimal taxes.
Honestly, I gamed the system just until November 1950 and then poked the anthill for historical accuracy. Playing defense and excepting never to go off it, is really REALLY boring. I used the features, I used the engineers to build roads and fortresses on the Features and the Chinese cracked maybe two cities, which I swiftly retook. I played this way for four months and I started messing with the rules file. I built transports and naval shells, I built factories everywhere and city archives, I built engineers like crazy. Cause I'd won I made Korea more or less impregnable by playing RAW.
That said, I enjoyed the Hell out of this game. It's beautiful, detailed, at least inside Korea, units are gorgeous, improvement names and functions are very novel.
My biggest gripe is the documentation. You need to tell me what all the improvements are. Why does Kimpo have a MASH unit? And what does it do? And your naing scheme is beyond awful given how the civpedia works. UN and US and ROK forces are so numerous they should not be called first by their country but by their name. Because so many units start with the letter you, it's cumbersome to select U and then scrolls through entry after entry tp lookup unit stats.
Marine units, including planes, should start with Marine
UK Marine units should have Royal or Royal Navy as their first word of unit name
Vehicles should be sorted by nickname, Banchee, Pershing Medium Tank (US)
Fighters should have the term (fighter in their name) so the player knows at a glace is they are designed as bombers or not. It took me way too long to remember Sea Furies are fighters, Fireflies the bombers
Basically, even if you don't include Civpedia entries on all these wonderful units and what makes them unique, just make sure you name them with as many different first letters as possible to make looking up stats easy as possible.
But I'd love documentation. Why is it important each division gets it's own unit? The foreign Brigades make sense, but why not just US infantry in one slot. The stats are all the same except for paratroopers and Marines. There's probably a good reason. and I really want to learn why to hear what made these units so different from each other you went out of your way to create custom sprites for them all.
Still, I'd recommend, it is loads of fun, at least the first six turns. WIth rule modifications, it can be a hoot throughout.
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