TOS Version 3 test PBEM

That's why I took you out first Eric_A. LouLong and I haven't played against each other before, but you had a pretty good idea about what to expect. I know what China can do if you give them enough time to build up.

Your original statement about the armies not being near Wuwei was correct, just very misleading. With my rail net intact I can virtually move anywhere throughout mainland China / Korea / Thailand. I must admit I've gone to a considerable amount of trouble to insure it stayed intact, but I would have thought you guys would have tried to pound at least a couple of tiles to break the chain.

Now comes the hard part as I have to island hop to get to the remaining objectives.....

Misfit
 
LouLong said:
GPS.


Nothing to report. Just expect Japanese to lose some troops while attacking Singapore.


LouLong:

I don't mean to be arrogant, but I don't think there is a chance in hell that I'll lose any troops taking out Singapore. A massed artillery strike will systematically drop each defender down to 1 hp, at which time I'll attack with veteran or elite units (some of which you haven't seen yet). I might lose an infantry to a particularly bad RNG, but I consider it unlikely.

I don't recall the exact number, but I think I have somewhere in the neighbourhood of 8-10 artillery units available to bombard Singapore with. Maybe you have 5-6 defenders there, but last turn there was nothing but conscript units showing, so assuming I hit with 60% of my artillery, that should take your units down to 1 hp, leaving them easy marks for my units to kill.

If I have to, I'll commit my three armies to grind down any more than 1 hp unit left in there, but I doubt it will come to that.

I suspect when I get to Burma I'll see more offensive units and some counterpunches to my attacks. I've got a plan about how to tackle that too.....

Hmm, time to think about where Dazz_G is hiding his other naval battle groups.

Misfit
 
After a massive artillery bombardment, Singapore has fallen. A combination of tanks and armies was required to subdue the city. No losses, although plenty of damage to the army units.

Sibu and Kudai were invaded by elite and veteran marine units, capturing both cities. Suffice it to say that substantial bombardment was made prior to the landings themselves. 1 marine was lost in the assault. Another MGL made an appearance (after the 5th elite unit attacking this turn).

The U.S. navy seems to be running back to San Diego because they are nowhere near anything I'm in control of (or you're much better at hiding).

Misfit
 
Played and sent.

Nothing to report.

@ Misfit ... You outnumber me in carriers and aircraft ... I'm happy to bide my time and strike when the time is right. Until then, I'm happy to play hide and seek :)


EDIT ... I haven't been wanting to build Boeing in the short scenario so i haven't noticed this before now ... Eric indicated that , rather than start with Boeing in Seattle , the USA could build Boeing from the start of the scenario thanks to Advanced Construction ... I was scanning the list of possible builds and no Boeing ... I checked all cities and I couldn't find it listed anywhere. Bug ?
 
BTW I lost a fighter over Hilo to your anti-aircraft. I hope that didn't affect your strategic plans for the turn. Sorry about the oversight. I didn't notice it until I reread my post from yesterday.

I think I have a pretty good general location on a 2nd naval group of yours Dazz_G. I have to admit you are very good at staying just outside land based aircraft range.

Misfit
 
Commonwealth runs back to Australia with their tail between their legs.
An attack on both Malaysia and Borneo ! Well done.
We will remember it !

GPS
 
Thanks. It took me quite a while to setup. After the bombardment of Singapore and Kudat with artillery the turn earlier, I knew that you could only have air units left at Sibu. Had you known about the transports staging in the China Sea the turn before?

My ships took care of the air units, killing them on the ground, making the ground units easy targets for the balance of naval and air bombardment. Had you had 1 more unit in Sibu, I could not have taken the city in one turn. I gambled that you would only have 3 defenders. As it was I was down to my last marine to make the simultaneous strike work.

@ Dazz_G

I looked in the editor at the Boeing plant. Its setup as an improvement that requires iron & oil after you have the required tech of advanced construction. I would think you have those things.

I did notice however that the Civilopedia entry is missing. This might be a problem. Can anyone else build it?

Misfit
 
Boeign plant : I can but I cannot figure out what it does.
I asked Eric who told me not to build it so I switched (hoped it would be an airplane-spawning improvement).
 
The Boeing plant, which has been renamed the heavy bomber plant
in the release version, builds 1 heavy bomber every 4 turns. The wonder
splash was missing in the pre-release version we are using so the game will
crash if you build it. It is a small wonder so you can one build 1 per civ.
The Dutch and Chinese cannot build it, only the USA, CW and Japan
are allowed to build it.
 
Eric_A, did you pass the turn to JustusII?

I've been thinking about some other game play items.

I think you may want to consider turning on "retain culture upon capture" for cities. Many of the cities get crippled when they are captured because many prime resource sites are outside the reduced culture zone. I suppose that the capturing player could take the time to build a temple, but given the limited time frame of the scenario it doesn't seem all that practical.

When the Allies recapture the cities, they too are crippled by the reduced culture zone.

I'd suggest that the culture zones around all cities represents the geographical administrative area each city would control in real life. Thus the surrender of Singapore would result in all the territory formerly controlled by that city state to revert to the conquerer (which would be first the Japanese, then later the Commonwealth).

I also think that the tech cost for some of the techs are out of whack. Counterinsurgency and Submarine warfare cost 120 while other tier 1 techs like Advanced Construction cost 70. Tier 2 techs like Advanced Flight and Motorized transportation (which I would argue are FAR more beneficial techs) are cheaper at 110.

Counterinsurgency is a virtually useless tech (in my opinion) as the only benefit is a unit that can stealth attack guerillas. I wouldn't waste limited tech research time to get that unit. If it was a cost of 50 I might research it because it would only take 2-4 turns, but at present it takes about 7-8 turns of research.

Submarine warfare offers a useful unit (and strategic option) in the Advanced submarine unit, but its a steep tech cost to get there. The real gem (in my opinion) is the Anti-submarine Warfare tech with its ASW aircraft. The ASW aircraft make for very useful scout units. But the way the tech tree is setup there is virtually no way for this tech to be discovered until the later half of 1942. My suggestion is to make the ASW tech available from the start and not link it to Submarine warfare. Also eliminate the bombard value of this unit and make it cheaper (say 70 instead of 80). Thus a player would build a few as scout units to search out suitable targets which followup units (torpedo bomber / bomber / dive bomber) would attack if they are in range.

Divine Wind is way overpriced for the limited value of the Kamikaze unit. The unit range is too short. It should be at least 6-8 tiles (as these where based on Zero designs. Also at a rate of fire of 1, they can't do enough damage to sink anything whereas in real life a single kamikaze could and did take out ships. I think the RoF should be 3 or 4. You also need to change the stealth attack setting to reflect ALL naval vessels. Units like Attack Transport, Destroyer Escort, Light Carrier etc. are not included in the Stealth Attack list.

This is also true for PT boats as well. A PT boat only has stealth attack against a transport, not an attack transport. (You can bet that you won't see any transports dodging islands in Indonesia from me.....)

I hope the feedback helps.

Misfit
 
eric_A said:
The Boeing plant, which has been renamed the heavy bomber plant
in the release version, builds 1 heavy bomber every 4 turns. The wonder
splash was missing in the pre-release version we are using so the game will
crash if you build it. It is a small wonder so you can one build 1 per civ.
The Dutch and Chinese cannot build it, only the USA, CW and Japan
are allowed to build it.


I could build it in 2 cities at the same time. ???
 
I missed a couple of things. Tank units (both light and medium) do not have Blitz ability, even though the civilopedia entries state that they can attack multiple times a turn - they cannot.
 
LouLong:

If its a small wonder, you will only be able to build it in 1 city at a time. In our current game it is a city improvement so you could build it in multiple cities simultaneously.

Misfit
 
Turn played and sent. I attacked a lone destroyer adjacent to Sibu with a torpedo bomber, then finished it off in a desperate act of defiance, using a destroyer who will probably never return home. He spotted the remainder of the Jap Borneo fleet, 4BB, 3CA, 2DD, and 7 Transports. I expect my current holdings to shrink dramatically....
 
Back
Top Bottom