I had to take a break from the 8th Air Force for a night and build something new, so I headed off to the PTO for a few hours and made excellent progress. The Battle of Midway will be a multiplayer-only, mini-scenario. When @McMonkey, @Grishnach and I started building this, the breakthroughs that @Prof. Garfield and @Knighttime have uncovered did not yet exist. Now that many of them (such as payload, aircraft carrier restrictions, and munitions that can't hurt certain units) have been developed, the scenario can move forward quickly. I've made good progress so far which should be expected considering there is no tech tree to speak of, very few buildings, just a few terrain types, and less than 60 units. I will continue to primarily focus on OTR until it is done but am hoping to finish this off soon too. A few thoughts on what it will play like: -Each side will have two groups of units (TF16 & TF17 for the USN and First Carrier Strike Force and Second Fleet for the IJN). At the start of the scenario, each player will get to choose where their units spawn (North, Mid, South). Players could split the two groups up or consolidate them. The other side won't know which spot the other team chose, so whoever finds the carriers first will have a huge advantage. -The scenario will feature a "points" system where the Japanese have to destroy certain units on Midway, and also sink Allied ships to win. I haven't worked this out quite yet but the goal is to necessitate that both are struck. -The Japanese B5N has two units. One is armed with torpedos and the other with bombs. Torpedos are useless against ground targets, so the Japanese player will need to decide if they need to rearm these units with bombs. Doing so will delete the torpedo unit, replace it with a bomb-armed unit, and remove that unit's MP for the turn, leaving it vulnerable to attack. This, combined with the need to strike both naval and ground targets, will hopefully compel the Japanese player to make tough choices about what to launch, and when. -All aircraft, including fighters, will carry a payload, so they'll all only be able to attack once. -Each turn will represent 15 minutes. Although the battle is credited as lasting for a few days (mainly because Yorktown was sunk on the 7th), for all intents and purposes it was over within 1 day as all four Japanese carriers were damaged beyond all hope, or sunk. -The scenario will run 12.5 hours, from 4:30 a.m. (When the Japanese first took off) to 5 p.m. (when the last U.S. attack of the day took place). Thus, there will be 50 turns. -Each aircraft carrier has a corresponding "city" off on the edge of the map, which it will home to. This is to enable the carrier payload reload function from OTR where the planes take on the home city of the carrier unit itself. I'll be carefully managing shields to make sure that each CV can only arm the equivalent of its compliment of aircraft for any one strike. -When a carrier is destroyed the first time, it turns into the burning carrier seen below. Any planes that were on it will be destroyed as no terrain is stackable. I'll probably forbid new units from rearming on the burning carrier, and its new function will simply be something that you want to keep alive lest you get hit with a points penalty (which will be detrimental to the Japanese chance of winning the scenario - if you lose the 4 carriers you aren't going to win, even if you knock out all of Midway's defenses). -I'm not sure how many aircraft each unit will represent, but the Japanese player will only have 34 ships to move, and the U.S. player will only have 26 ships to move, so even if I was pretty generous with aircraft, you're looking at maybe 50-60 units to move, MAX, per turn. This should enable this scenario to be played extremely quickly. The Units - Note that I've pretty much just kept the top row from the old version, but several of the units in the top row (such as the Japanese units and bulldozers) won't be used. Unit List 2nd Combined SNLF, 28th Regiment Detachment, 11th Const. Battalion, 12th Const. Battalion, 2nd Marine Raider Bn. Company C, 2nd Marine Raider Bn. Company D, 22nd Provisional Marine Rifle Co., 23rd Provisional Marine Rifle Co., Antiaircraft Artillery, Coastal Artillery, F4F Wildcat, SBD-3 Dauntless, TBD-1 Devastator, PBY-5 Catalina, B-17 Flying Fortress, B-26 Marauder, Brewster F2A Buffalo, SB2U Vindicator, USS Yorktown, USS Yorktown (Damaged), USS Enterprise, USS Enterprise (Damaged), USS Hornet, USS Hornet (Damaged), Heavy Cruiser (US), Light Cruiser (US), Destroyer (US), Submarine (US), Akagi, Akagi (Damaged), Kaga, Kaga (Damaged), Hiryu, Hiryu (Damaged), Soryu, Soryu (Damaged), Battlecruiser (JPN), Heavy Cruiser (JPN), Light Cruiser (JPN), Destroyer (JPN), Submarine (JPN), A6M2 Zero, B5N2 Kate (T), B5N2 Kate (B), D3A1 Val, Scout Plane, Flak Burst, Gunfire, Torpedo, Dive Bomb, Level Bomb, 5" Shell, 8" Shell, 14" Shell, Smoke Screen, Fuel Tanks, Questions, comments, and emotional outbursts are all welcome!