TOS Version 3 test PBEM

You betcha.....

Ketapang taken, no losses, although it was a very near thing. You had much more there than I anticipated. Dutch lost a Torpedo bomber, 1 MG, 2 Inf and a flak. The appearance of a Dutch airforce is disconcerting. Steps have been taken to protect vulnerable areas.

3 other V.P. areas in Borneo captured. Commonwealth lost 2 Anzacs, Dutch lost 2 Inf. The Commonwealth cutting the road on the oil tile in north east Boreno was a serious inconvenience as my tanks now have to travel a different route. Nonetheless my (2) armies in Borneo are now taking the south road to Banderjemasin. (Which is defenseless btw).

My armies discovered four big fat happy ships in the sea south of Borneo. Unfortunately by then I was running out of aircraft, so I only sunk the BB and severely damaged the CA. The transport and redlined DD are going to get away.....

The valiant Dutch DD was sunk by a Japanese CA (which got promoted for its trouble).

Misfit
 
I have been doing some thinking about the tech cost issues Misfit pointed
out. Listed below are the current costs and the changes I would make:

Costs in V3.00

Advanced Construction 70
Guerilla Warfare 120
Counter Insurgency 100
Submarine Tactics 120
Naval Tactics 100
Armour Tactics 110
Divine Wind 100
Advanced Flight 110
Atomic Theory 160
Amphibious Warfare 70
ASW 100
Jet Engines 140
Long Range Fighters 60
Fission 170
Fire Control Systems 100
Underway Replentishment 60
Uranium Enrichment 170

Proposed changes

Advanced Construction 70
Guerilla Warfare 110
Counter Insurgency 70
Submarine Tactics 70
Naval Tactics 110
Armour Tactics 110
Divine Wind 70
ASW 70

I would prefer to keep sub tactics as a prerequiste for ASW for
two reasons. One, there is no mrse space in the first row of the
tech tree. Mose importantly it would mess up the "invisible" subs
idea I introduced in V3.01 by giving the advantage back to the
escorts too soon.

There is a discussion on the sub vs escorts issue in the rcoutme
WW2 Europe thread here:
http://forums.civfanatics.com/showthread.php?t=94642&page=1&pp=20
 
The Japanese steam roller continues.....

I guess you guys didn't expect me to drop a bunch of dive bombers into Ketapang after I took it last turn? I sank the damaged CA, another DD and a transport. (Not the one that apparently just dropped the MG Battalion, but the one behind it. Hopefully it was loaded).

The Dutch sub sitting near Batavia was also sunk.

I redlined another 2 DDs and a transport.

Palembang taken. Another impressive stack of Dutch infantry guarding it. Fortunately my artillery in Singapore told me exactly how many units it would take capture the city. My Marines are starting to get a little tired.

Bandjermasin also taken.

Turn to Dazz_G.

Misfit
 
Hi everyone!
I'm going to play this scenario via pbem against some friends soon so I decided to play some single player campaigns. It is much better than the original scenario, but I have a suggestion that might improve it.

I noticed that I never use all these airstrips on the Pacific islands. I would really like to base some fighters on all these tiny islands to scout for enemy ships and screen my transports/carriers, but no side can afford to have that many aircraft based right in the middle of nowhere just to scout. One fighter isn't enough, as I would have to rely on sheer luck to spot the enemy, and I really don't want to build dozens of fighters just to have an adequate screening shield around the airbase. My idea would be to add a scout plane for all nations that would be very cheap to build, cost no support and ideally could scout several times in one turn.
However, increasing the amount of moves for an airplane creates some weird results: a plane with 4 movepoints can be rebased 4 times, but it can only scout once! After a bombing run, the plane cannot bomb anymore, but can only scout once or it can be rebased as many times as there are movement points left. Scouting always ends the turn for an airplane!
Still, I would suggest adding a scout with two moves, as it would be possible to rebase the plane to some far away island and scout in the same turn. The plane should have no considerable firepower, but a long range. Perhaps it could be build by a (cheap) small wonder like the Heavy Bomber Plant, just every turn, because I think that these planes played a major role in the Pacific and should be rather plentiful.

Let me know what you think and good luck to everyone in this pbem!
 
El Tigre:

I actually disagree with your suggestion. Some of the greatest battles of WWII were fought in the Pacific because one side knew something the other didn't. Permitting that many scout planes defeats the tactical value of hiding. (Incidentally if you want a really good scout plane, build ASW aircraft or use Torpedo bombers, since they have greater range than regular fighters. ASW aircraft also see subs, which fighter or fighter bomber type aircraft do not.)

A player should be forced to make choices; do I build more fighters or DDs to scout, or more troops to attack?

BTW, in the current game I have something in the neighbourhood of 9 fighters on scouting duty. Between them and a spread out collection of Submarines and DDs I get a pretty good look at large sections of the Pacific ocean. I may not know exactly where the U.S. navy is at the moment, but I have a pretty good generally idea where they are.

One of the key things for the Japanese player is to destroy as much of the US and Commonwealth ability to base planes in large sections of the map. That forces them into fairly predictable offensive operations that the Japanese player has the best chance of slowing down or defeating.

Good luck in your game.

Misfit
 
One of the big disappointments I had in developing this scenario
was when I discovered the ASW aircraft could not "see" subs
in the areas it flies recon missions in, the game engine won't allow that.
But, it will allow the carrier or airbase it is based on to "see" subs. I would
have prefered it the other way around, but that's the way Civ is.

El Tigre
I agree with Misfit that a whole lot of cheap recon planes would
take all the uncertainty out of the game.

I'm glad you like the TOS scenario and I hope you can post a summary
of your single player game or a screen shot over in the TOS thread in
the completed scenarios forum.
 
El_Tigre said:
Hi everyone!
I'm going to play this scenario via pbem against some friends soon so I decided to play some single player campaigns. It is much better than the original scenario, but I have a suggestion that might improve it.

I noticed that I never use all these airstrips on the Pacific islands. I would really like to base some fighters on all these tiny islands to scout for enemy ships and screen my transports/carriers, but no side can afford to have that many aircraft based right in the middle of nowhere just to scout. One fighter isn't enough, as I would have to rely on sheer luck to spot the enemy, and I really don't want to build dozens of fighters just to have an adequate screening shield around the airbase. My idea would be to add a scout plane for all nations that would be very cheap to build, cost no support and ideally could scout several times in one turn.
However, increasing the amount of moves for an airplane creates some weird results: a plane with 4 movepoints can be rebased 4 times, but it can only scout once! After a bombing run, the plane cannot bomb anymore, but can only scout once or it can be rebased as many times as there are movement points left. Scouting always ends the turn for an airplane!
Still, I would suggest adding a scout with two moves, as it would be possible to rebase the plane to some far away island and scout in the same turn. The plane should have no considerable firepower, but a long range. Perhaps it could be build by a (cheap) small wonder like the Heavy Bomber Plant, just every turn, because I think that these planes played a major role in the Pacific and should be rather plentiful.

Let me know what you think and good luck to everyone in this pbem!

El Tigre:
I forgot to mention this, if you want a recon unit try the PT Boat.
They are very cheap and require no resources, so they can be built
in large numbers. Even island cities like Truk and Samoa can build them
quickly. They also ignore the extra movement cost in coastal areas so
they can move through the island groups easily.
 
I've posted in other threads, but realize I forgot to post in this one. I will be out of town for two weeks, starting this Sunday, for military training. I will have internet access, but no Civ (Gov't laptop). I would propose Eric_A take my turns, if he would be willing (and if no one objects) since he's down to one city now, and plays right before the Dutch anyway. Of course, at Misfit's pace, there may not be much of a Dutch turn to play by Sunday anyway, but.... Let me know if that will work out.
 
I've played this turn (Week 20) and am passing off my password to Eric_A until I return, on February 4th. Of course, there's no guarantee that there will be much to return to at the rate this game is going.... ;)
 
Guerillas exterminated in Myitkyina. Got a fighter that had been based in the city as well. (That was nicely done taking the city Eric_A, I had no idea you were anywhere near it).

Transport and DD sunk near Koepang.

Sangkoelirang and Batavia fallen. No Japanese losses.

Turn to Dazz_G.
 
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