Typhoon of Steel - Version 3

aksully said:
Eric, That's one way of looking at it...being able to produce them. I was thinking the opposite...limiting them to historical levels. Which means they are available at the start but not able to be built. But I see your point and think either would work.

Sully

Sully:
You have about 12 of them at the start of the game!
 
Japanese Turn 7

Lost a sub to a Jap sub. Another Jap sub sank a full health BB near Midway -- what's up with that? oh well, lucky shot.

Japanese marines captured Cebu.

Turn 8

I must of had a brainfart on the Hoover Dam wonder -- duh. Yeah, all the US cities have a Hydro Plant so of course the Coal Plant does nothing.

US fleet is one turn from Wake.

Japanese Turn

Nothing witnessed. No cities taken.

Turn 9

One worker built.

US Marines capture the airfield on Wake Island.

Japanese Turn

No movements witnessed. No cities taken.

Turn 10

One worker built and a factory in St Louis.

ASW researched -- can't upgrade US Destroyers to ASW Destroyers (all resources present).

Advancing on Truk and Kwalein.

Japanese Turn

PT boat sunk by Jap sub NE of Raubal.

No cities captured.

Turn 11

Built baracks in Tulsa and a Fortress Brigade in Salt Lake.

US Submarines are not upgradeable to Improved Subs. Research and resources are there.

US Destroyers are not upgradeable, even though the pedia states they are. I tried one in San Fran and one in LA.
 
Jap Attack Against PH - Take 2

Destroyed; Military Airfielld, F4F, Redlined a BB, Bank, 2 Citizens, and sunk the BB PA. Lost a Zeke and a Kate

Sully
 
I think you hit on the right answer to the opening turn Pearl Harbor problem, Eric. I'd put them one square out of port south towards the radar station. If the Japanese do little damage to the US Fleet in port they are in trouble. Testing is showing that the initial Jap attack is insufficient to slow down the US or reflect what actually happened. Maybe one or two fighter squadrons on air superiority in PH would simulate the situation also.
 
WVCivnut said:
I think you hit on the right answer to the opening turn Pearl Harbor problem, Eric. I'd put them one square out of port south towards the radar station. If the Japanese do little damage to the US Fleet in port they are in trouble. Testing is showing that the initial Jap attack is insufficient to slow down the US or reflect what actually happened. Maybe one or two fighter squadrons on air superiority in PH would simulate the situation also.

I think putting the BBs outside PH will work fine for multiplayer, but
I will have to test it in single player, the AI may just ignore the ships
and bomb PH anyway.

I found the problem with the DD upgrades, it will be fixed in the next
release. BTW - IJN DDs upgrade to fast transports NOT to ASW DDs.

I will have to look into the US sub upgrade thing.
 
Fixed a bunch of problems in this one:

1. DD and SS upgrades
FYI here is a list of what (should) upgrade to what;
IJN DD and 4 Stacker upgrade to fast transports
US, CW and Dutch DD upgrade to ASW DD (with the ASW tech)
US sub upgrades to improved sub (simulates US torpedo problems)
I-boat, CW and Dutch subs cannot be upgraded
flak upgrades to radar controlled flak (with radar)

2. Fixed commercial dock & PT boat base so that they can be built
when mobilized.

3. increased tank unit movments by 1

4. fixed P51 and F4U problems

Also moved all BBs from Pearl to 1 tile south (I call it "battleship row").
I have not tested how the AI reacts to the new BB setup yet.

Will post the allied version later.
 

Attachments

I'll play the first 2 turns three times tomorrow after you get the Allies version posted. Can't do it tonight due to my wedding anniversary. :p

Three tries for the AI should give a good feel for it's handling of the battleship row.

Thanks for the fixes, Eric. Sully and I look forward to a good head to head on this one. :D
 
WVCivnut said:
I'll play the first 2 turns three times tomorrow after you get the Allies version posted. Can't do it tonight due to my wedding anniversary. :p

Three tries for the AI should give a good feel for it's handling of the battleship row.

Thanks for the fixes, Eric. Sully and I look forward to a good head to head on this one. :D

We are indeed!
Sully
 
Sorry about the few postings..wife was in the hospital and just broght her home yesterday evening. Pretty hectic between running back and forth to the hospital to be with her and still having to take care of my dad whose having increasing health problems. But things are quieting down some so will try out the latest fix.

As the purist I still think having a 2 tile Oahu with a Honolulu and Pearl Harbor would be more historically correct as I had outlined it above but that's only my take.

I run some tests with this new setup.

Oh and I'm still hoping for a Merrill's Marauders unit in the game!!!

Sully
 
Tried the new version Eric....Just focused on the first turn attack on PH.
THe new change didn't work at least in my 3 separate attacks.

First two attacks...takes two Vals to destroy irrigation then the radar tower.
Second, I used all available Zeroes with only a couple making a hit
Third, I attacked with the remaining Vals and Kates

Here's the breakdown;

Attack 1 against 8 BBs
3/5 x 2
3/4 x 4
2/4 x 2

Attack 2
2/5 x 3
2/4 x 3
3/5
1/4

Attack 3
2/5 x 2
2/4 x 2
4/5 x 2
3/5
1/4

I think the only way to make this work Eric would be to set those BBs to 2-3 HPs each. Otherwise there's no chance to recreate the perfect, stealth attack, on stationary, and non-alert capital ships by the Japs on 7 Dec.
Sully
 
aksully said:
Tried the new version Eric....Just focused on the first turn attack on PH.
THe new change didn't work at least in my 3 separate attacks.

I think the only way to make this work Eric would be to set those BBs to 2-3 HPs each. Otherwise there's no chance to recreate the perfect, stealth attack, on stationary, and non-alert capital ships by the Japs on 7 Dec.
Sully

Sully:
I gave it a try and came to the same conclusion. I was only able to sink
1 BB by throwing everything, including the 2 BBs and the CA Tone at
them. The rest were fairly beat up but still afloat.

I will take all the experience levels down 1 notch and replace the
radar station with a worker so that the US can build it after the raid.
 
eric_A said:
Sully:
I gave it a try and came to the same conclusion. I was only able to sink
1 BB by throwing everything, including the 2 BBs and the CA Tone at
them. The rest were fairly beat up but still afloat.

I will take all the experience levels down 1 notch and replace the
radar station with a worker so that the US can build it after the raid.

Well at least you sunk one! ;) Make the change and send me the file and I'll run it and see how it comes out!

Sully
 
Sully, WV;
Here are a couple more ideas I have been considering, let me know
what you think of them:

1. US Battleship upgrade. All old US battleships start off with a 0 AA
rating, but can be upgraded as soon as they reach a port. I believe
Wrymshadow made a updated Nevada unit. Question is should they
upgrade to a 1 or 2 AA factor?

2. Increase all naval movement by 2, so DDs would be moving at 14
and slow transports at 9. Then add one more layer of coastal tiles
around all the harbours, islands, etc. (coastal tiles cost 2 movement
for all naval units except PT boats).
 
eric_A said:
Sully, WV;
Here are a couple more ideas I have been considering, let me know
what you think of them:

1. US Battleship upgrade. All old US battleships start off with a 0 AA
rating, but can be upgraded as soon as they reach a port. I believe
Wrymshadow made a updated Nevada unit. Question is should they
upgrade to a 1 or 2 AA factor?

Eric, I like the idea but I'd suggest going with a South Dakota or Iowa unit which I'm sure Wrymshadow has done. The reason is that the profound improvement in AA firepower came with the introduction of the Bofors 40mm and Oerlikon 20mm Cannon which were first introduced with the SD Class but it was the Iowa class that shone as the "Best In Class"!!! My vote would be to use the Iowa Class unit with a 2AA factor.

2. Increase all naval movement by 2, so DDs would be moving at 14
and slow transports at 9. Then add one more layer of coastal tiles
around all the harbours, islands, etc. (coastal tiles cost 2 movement
for all naval units except PT boats).
Sounds good to me!

Sully
 
eric_A said:
Sully:
I'm already using the S. Dakota unit for the US fast battleship.
These are not fast battleships, just upgraded old ones.

Well then it would seem that the US starts with a hodgepodge of PA, Tenn, and Col class BBs. The next class was the North Carolina but only two were produced which I would rate as AA of 1. Then there were the 4 BBs of the South Dakoata Class (2nd SD class) which were put into service from March to Aug 1942. Thus this might realistically be your upgrade BB class with an AA of 1. Then came your Iowa Class which really was the fast BB with a top speed of 33 compared to the SD class of 27. The Iowa's equalled the major Essex Class of CVs with their speed of 33 kts.

So you might consider the SD Class BB as the immediate upgrade for circa early to middle 1942 BB upgrades. Then the Iowa class as your "Fast BB". Just something to chew on.

Sully
 
Found more bugs:
ASW DD - No bombard button, defense strength was wrong.
CW Sub - Stealth attack targets were not set.
Regular Marines - Can no longer be bulit by the USA
Jet Fighter - cost wrong
Marine Division - Was able to load into fast transport, fast transports
should only be able to transport brigade-size units.
Large Carrier - Unit was missing.

Note: Avenger Bomber and the ASW aircraft have the wrong graphics
but I will not fix this unitl the new TOS V4 folder is ready. Also the
game crashes at the end of the scenario because of a problem with
the Dutch leaderhead, but I have to change the leaderhaed so that
will have to wait for the new folder as well.

Here are the new files, both Allies and Japan, in one zip:
 

Attachments

Here's an interesting shot from my CW test game. Japan invaded
Canada near Vancouver with one brigade. My US allies came to the
rescue with no less than 15 Sherman tank divisions!!
The game ended about 10 turns before the time limit when Japan reached
the 80000 point limit. I had taken back Burma, Rabaul, Davao
Tarawa, Kwajelien and the Solomans and had just invade Borneo
at the end. I think I need to set the VP level higher in the single
player games.
 

Attachments

  • van.jpg
    van.jpg
    97 KB · Views: 100
Geez, that's quite a turn of events Eric! Have run the attack on Pearl Harbor again and I'm afraid to say the outcome remains the same. The first turn Jap air attack produces the same results as previously despite the absence of the RT. My guess is that ships in port when attacked will produce better kill rates than those at sea.

I continue to suggest there needs to be an Oahu with separate Honolulu and Pearl Harbor sites.

On another note...the 48th Inf Div on Formosa will not load onto a Fast Trans.

Sully
 
Back
Top Bottom