DaBabes Quick and Dirty Ironman Nasty Port

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Andy Mac
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DaBabes Quick and Dirty Ironman Nasty Port

Post by Andy Mac »

Ported based on DaBigabes A so using the stock map and base list only

Latest AI files included

Japanese are using stock style units and AV vslues so it may get a little wacked out - Babes devce file with a couple of mods though

This is a mix of Nasty and the Nasty Nasty version so feel free to give the allies some prezzies

ps VERY LIMITED testing on this one so user beware it could be a total wack job.

Goes without saying JAPANESE AI only do NOT ply tis scen as Japan

Andy

PART 1 of 3
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RE: Quick and Dirty Ironman Nasty Port

Post by Andy Mac »

Part 2 of 3
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RE: Quick and Dirty Ironman Nasty Port

Post by Andy Mac »

Part 3 of 3

But seriously add stuff for the allies and beware its not hat tested
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RE: Quick and Dirty Ironman Nasty Port

Post by traskott »

Downloading !!!!

What kind of stuff should the allied player add ? Fantasy stuff or REALLY USEFUL stuff...
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RE: Quick and Dirty Ironman Nasty Port

Post by Andy Mac »

whatever you like pick your favourite never weres
cancel a few ship withdrawals
increase capacity of carrier - ie RN ones ??
release from static attached a few units e.g. NZ Tank Bde
increase PP allocation
give extra devices

basically do whatever you like

Personally I chang a lot of CW aircraft to Commonwealth nationality and change most of the non carrier FB's to attack bombers as I think its a better representation, increase a few aircraft types replacement rates and increase PP's but its d whatever floats your personal boat.

Andy
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RE: Quick and Dirty Ironman Nasty Port

Post by Symon »

Way to go Andy [&o][&o] Soon as I get any time, I'll check these out. Slick them up, if they need it, and put them on the site.

Thanks !!! JWE
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RE: Quick and Dirty Ironman Nasty Port

Post by Andy Mac »

This is a rough and ready fantasy conversion so its do whatever you want - I have a v AI game of the stock Nasty Nasty going with no amendments at all

I am not a fan of the babes convention on LCU's but its personal preference as I prefer the simplicity of integrated base forces but I have huge respect for the guys that put the effort into to develop it.

What I love about babes is the stacking levels albeit I was opposed at start so you never know one day I may learn to love the counter convention as well
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RE: Quick and Dirty Ironman Nasty Port

Post by Andy Mac »

No worries John Babes looks really good if I get time in a few months I will try to do the same for the extended map version.

In terms of slicking it up the one thing that I am crap at is art so the Kriegsmarine sides etc are crap if there was one bit o slicking up to do it would be improve the Art for my never weres its shocking !!!
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RE: Quick and Dirty Ironman Nasty Port

Post by PaxMondo »

Thanks Andy! Appreciate the support!

[&o][&o][&o]
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RE: Quick and Dirty Ironman Nasty Port

Post by Andy Mac »

It has had limited testing I think its stable but its really just nasty with the babes counter mix so its not up to thier standard
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RE: Quick and Dirty Ironman Nasty Port

Post by PaxMondo »

Andy, it is a start and you're still around putting them together!

I've started on this (building AI (segments) and all I can say is: WOW! The mechanics involved make these unbelievably difficult to do as there are no tools and everything has to be hand keyed into the editor. The lack of file export really makes these daunting. And then for the alternatives, you have to rename and load and do it all over again.

THANKS for your support!!!

[&o][&o][&o]
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RE: Quick and Dirty Ironman Nasty Port

Post by Mac Linehan »

Andy -

It is important to realize that any scenario port or conversion effort you have done, and you determine to be "first effort" is, without question, light years ahead of a similar effort by one of us. To be direct, it requires sheer persistence and number crunching; just plain hard work.

Many of us have our own "mods" that fit our preferences, but all are based on your (and other Team Members) hard work. My own mod, although very basic (more ships etc.) still required hours of editing. I would not even speculate the sheer effort, work and persistence that would be required to do any of your mods.

Your attention to detail, work ethic and commitment to excellence is very humbling to me; you have my utmost respect, Sir.

Also, as I study your posts, I am learning Scottish... <grin>

Mac
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RE: DaBabes Quick and Dirty Ironman Nasty Port

Post by Mac Linehan »

Andy -

Am on Christmas Break so I paused my H2H and fired up your Babes A Quick and Dirty NN(tm).

Loved the first turn move surprises, got so excited that I had to review and edit the Japanese set up.

Balanced he airframe/engine production, added more ships (ya gotta love those Matsu DD's and Mogami CA's!!!) to help invasion TF's and a load more Patrol Boats. Felt compelled to enlarge the Japanese Air Pools, even more so. Please note, that this is no reflection on the as is scenario set up, I just wanted to do it!

Wanted to make sure that Truk and outer Empire bases were tough, well defended, with good air, but discovered that you had already taken care of that. I almost peed my pants...<grin>

Am being purposely vague, so as not to give away the many surprises.

My gift to the Allies was larger air pools, cause your gonna need them...

So, my conclusion after playing daily for a week, often till the wee hours of the morning:

Absolutely Outstanding, Meets or Exceeds All Expectations.

My H2H games are logical, orderly, well supplied and balanced, all in accord with the logistics guy that I am in "The World according to Mac" tm) H2H is an excellent learning tool (along with the smaller scenarios..."

BUT -

Babes Ironman NN is delightfully unpredictable, with Allied forces scrambling all over the map to meet multiple unexpected threats with insufficient forces on hand. And I just love it...!

Thank You, Andy. There are five other new games sitting on the shelf, waiting to be played (Santa was GOOD to me this year!). I have been so focused on Babes Ironman NN that my family has become concerned, and subtlety (and often not so subtly) suggested that I play something else...(true!).

I would also like to recognize your sheer creativity in adding unusual units - air, land, sea - that do so much for the scenario. One of my first priorities upon a new Andy Mac release, is to check for the unusual and Easter eggs, so that I enjoy the sheer nastiness and add them to my own scenarios. All of this above and beyond the incredible AI scripts...

I would also like to put in a plug for your other "Ironman NN Beware of the Dorniers" campaign - more awesomeness.

In closing, I am forced to state, that Real Men and Ladies play Ironman Nasty Nasty - in either form. It is just simply one of the most exciting experiences I have had in a long time.

Many, such as I, are unable to commit to a pbem game, as much as we would like to do so. I respectfully submit that Ironman NN is the next best thing.

And: I shamelessly request that the Babes Team, when a quiet moment is to be found, look at this awesome effort.

Andy, as I do not speak Scottish, I will have to say in American - "May you have a Happy and safe New Year"!

Mac

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RE: DaBabes Quick and Dirty Ironman Nasty Port

Post by Mac Linehan »

Andy -

Just wanted to give a quick update on DaBabes Quick and Dirty Ironman Nasty Port.

The current game date is 11 January 42 (game save 38). Japan has major forces besieging Manila, Clark, and Johore Bahru (Malaya). Japan has also taken Kuching, Miri, Brunei, Beaufort, Jesselton and (probably this turn) Balikpapan.

I edited and consolidated all of the Malayan peninsula Allied forces (ahistorcally) to Johore Bahru; the AI seems to be coping well by starting with bombardments until more heavy forces (Armor, Imperial Guards etc.) are brought to bear, including air bombardment.

In the Celebes: Manado, Ternate and Kendari have fallen to the Japanese.

Mid Pacific: Wake and Midway; with Wake enlarged to a level three airfield which affects my Subs transiting to wards Truk.

Kona and Hilo were taken by Empire Forces (with good IJN and IJA air available); but I have, from the start, made regular night bombardment runs with CL / CA / DD's (escorts bombard) to (initially) Hilo, but now Kona. I make sure to raise and keep the recon level at 9/10 plus ship launched floatplanes set to night recon @ 7000 feet. The results have been quite effective (if the combat reports are to be beileived...<grin> ).

Next turn the Arizona will come out of drydock and join the fun.

Warspite and Colorado are out of drydock repairs at Seattle; and made their first midnight visit to Coal Harbor last turn. The detection level at Coal Harbor is lower; recon units are still unskilled; this will change over time.

South Pacific:

Christmas Island and Noumea are Japanese bases. Noumea is visited by the Pensacola and Le Triomphant on a periodic basis. As Noumea does not seem to have any offensive air (or perhaps my DL is low); I tend to stage the Pensacola four hexes short with ROS; then strike with full op points the next day.

Air: All IJN/IJA units have high experience levels and are lethal if given the opportunity. I have, however enjoyed some local successes. The AVG w/H81A3 has been consolidated at Rangoon, with adequate supply, and have racked up 51/64 and 63 kills. I do not redo a turn; the success at Rangoon (and elsewhere for that matter) is the result of much study and reading of how the air combat model works -and especially how to realistically get the most from each airframe and pilot (a special thanks to Alfred's and LoBarons many excellent posts).

The Dutch 75A-7 Hawks at Soerabaja are holding their own (23 kills verses 2 losses) mainly against unescorted G4M1 Betty's and the occasional D3A1 / B5N2's escorted by Zeros.

Initially at Singapore, I carefully tended my Buffalo I's and various medium bombers. When the IJN arrived (uninvited and unannounced) at Mersing, I carefully planned a major shipping strike with all assests at hand (which were considerable); but ran into a buzz saw (A6M2S- float?) and loss over half of my force for no gain. The faithful Buffalo's were evaced to Batavia and dispersed to rebuild morale and train.

After prolonged air battles, Clark, Manila, Singapore and very recently, Palembang have succumbed to relentless air attack. Palembang is at 71 airfield damage (size 4 AF); if I can reduce damage below 70 I will be able to move some Buffalo's in and teach the unescorted Betties a lesson...

China: prolonged relentless pounding followed by LCU bombardments and deliberate assaults (sometimes shock) are slowly pushing my Chinese LCU's back. I do have Chinese air training hard at Chunking (with enlarged air pools), in the very near future I will move I-16m's to Changsha in hopes of surprising the Japanese - who may or may not use escorts, depending on the AI's perception of the Air Threat.

Sea: Did not loose any BB's at PH; have moved the most heavily damaged (with x6 DD escort per TF) to Alameda for repair. Escort TF's with damaged ships are always set to "cruise speed".

Two SAG's - Price of Wales w/ CL and DD's; and Boise with x6 DD's have been patrolling to the west of the DEI. Had several close calls with the ever present (and always aggressive) Betties and Nells; but persistence (and air search) paid off. I got the drop on a large, but lightly escorted (Patrol Boats) Japanese invasion convoy and sank every ship - the two Allied SAG's alternated with day attacks. I suspect that the IJN TF was trying to sneak in through the back door to Java or Sumatra; am not sure if that was the main Japanese DEI invasion effort. The two Allied SAG's are now leaving town, heading to Colombo as a Mini KB is headed their way.

Subs: Both sides hitting hard (I have reliable USN torpedoes turned "ON"). However the IJN has the edge - and is a real problem off the west coast USA (with Victoria, San Fran, LA and San Diego suffering from a particularly heavy infestation); and the east coast of OZ. My shipping losses have been steady and consistent - along with several DD's and Patrol Boats. Every merchant TF has to be escorted; all of this, combined with general Axis aggressiveness in my home waters is beginning to piss me off <grin>, which, of course, is the reason for this highly effective Axis campaign.

My counter, of course, is to use overlapping Naval and ASW air search (to raise DL's), combined with DD Hunter Killer ASW TF's of three ships each (three being the magic number, according to my notes) skippered by the most aggressive leaders I can find.

Japanese ASW is good, I no longer enter harbors - have lost numerous subs that way. However, the IJN / Kreigsmarine have lost one CVE (the Tsukuba ran over a MK14 - I was so excited that I almost peed my pants), the BB Hei, two CA's and one CL to Allied Submarine action. CA Seyditz was sunk after several consecutive surface actions - a hard ship to put down.

Carriers: After a vicious air battle (with a Mini KB, as my
CV's are still afloat?) off Coal Harbor with heavy air losses on both sides, my two CV's retired to San Francisco to rebuild and train their air units. It was doing that time that two German and one Japanese CA / CL raiders showed up and hit me in port at San Fran. Fortunately I had disbanded my CV's and had two CA SAG's patrolling the area - with Catalina Air Search in support. Still, German Gunnery was top notch, while I lost no ships I did take significant damage before sinking (I hope) the German ships. The Japanese CA (a Mogmi I think) was hit by carrier air.

Kido Butai: Has disappeared since the initial PH attack. The only reason I risked a USN CV response to the IJN Coal Harbor invasion was that I was relatively certain that KB was hanging around Midway. Recently, my Dutch Harbor ASW patrol's DL jumped dramatically, causing me to suspect that more than a E14Y Glenn was in the area. As it is important that the KB is located, I keep a sharp eye on DL's each turn.

Mini KB's: There are at least three, motoring about the DEI and the PI; announcing their presence by wreaking havoc on whoever (or whatever) is within range.

Another highly experienced German CA group hit Colombo - slipping past my Naval Air Search. The Brit SAG took heavy damage before sinking the vipers (or at least I hope that is what happened...) - I need to have a numerical advantage in ships to hold my own.

Numerous single raiders hitting the Cape Town / OZ circuit - am searching for them now.

Japan has also taken Rabaul, Lae and Madang. Port Moresby is busily expanding the AF and fortifying (one can always hope for the best)...

Jolo has become a size three AF, well stocked with Zeros, Kates and Vals - effectively making life difficult for any and all Allied forces within reach.

With the PI and DEI stripped of most shipping (using NY59Giant's excellent "Logistics for Dummies" to determine which merchants and tankers go where), Darwin had become a major base with expanded AF and forts, plus increased Naval Support and AS / AD / AG / AV tenders. I also moved a large Dutch ARD from Tjilatjap (8k lift) to Koepang (but 70 plus system damage) and am preparing the next leg to Darwin. Former PI SS are now based at Brisbane or Darwin.

Darwin (and Noumea) have most of my precious P40E's - who are training hard. If Kido Butai shows at either location, I hope to at least put up a stiff fight.

However, resupply from Cape Town, Perth and Townsville involves long lines of communication. The sea area between Cooktown and Townsville is particularly dangerous; numerous xAK's and a few patrol vessels have been lost due to Japanese Submarines. The same applies to the long LOC form Oz, PH and Balboa to Suva. Seems to be many Japanese sharks in those waters,,,

Am careful to be alert and move all shipping out of IJN / IJA reach - but still have lost allot to air and raider action.

Losses: Japan has lost, to date, an estimated 1453 air (mainly to flak in low level raids at 5k to 7k feet, followed by unescorted strikes). I increased the AI air pool significantly; and have recently set the difficulty at "Hard" to help compensate. I am seriously considering setting the difficulty to "Very Hard" to further help the AI.

The current Allied losses are listed as 413 aircraft on the Intel report.

Overall - this is my first real campaign game, have learned lots - and loving it. Am becoming more proficient in cranking out a turn, it is still slow - but am getting faster as time goes on.

Andy, wanted to ask you if the newer (but stock) scenario 60 AI files were compatible with this current Babes A quick and dirty port (Scn 40).

I am also considering completing the conversion of all stock devices in this scenario to Babes devices. I know it is a lot of work; but thought I would ask.

Well - there it is. Plan to stick with it and see how it pans out; it has all been very much worth it thus far. Have resisted the urge to take a peek at the opposing side...

Thank You for your hard work - and wicked imagination!

Mac
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RE: DaBabes Quick and Dirty Ironman Nasty Port

Post by HansBolter »

Andy you are awesome.

I finally went cold turkey on Ironbabes C and started your Ironman Nasty v5 (scen 10).

I still haven't had an opportunity to give scen 60 a try yet.

And now you present us with a Babes version of your Nasty......unbelievable!

Choices, choices.....I'm at Dec 28th, '41 in scen 10 now....do I put it on hold to go for this latest one....

I'll never have to buy another wargame again. [&o]
Hans

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RE: DaBabes Quick and Dirty Ironman Nasty Port

Post by Andy Mac »

Yes you can use latest Ai files but I wouldn't this scne is not as crazy as the latest one and the AI would struggle without the additional craziness with those scripts - they would work but not well
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RE: DaBabes Quick and Dirty Ironman Nasty Port

Post by Andy Mac »

mac is that date correct Nov 42 and the AI is stalled at Johore and Clark ??
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RE: DaBabes Quick and Dirty Ironman Nasty Port

Post by Mac Linehan »

ORIGINAL: Andy Mac

mac is that date correct Nov 42 and the AI is stalled at Johore and Clark ??


Andy -

The correct date is 11 January 1942.

Singapore- Despite the fact that I edited and consolidated all British and CW forces at Johore Bahru (with only a token force at Kota Bharu), the AI continues to bring up more forces, execute bombardment attacks and pound me from the air. If I had stayed with the original scenario at start depolyments, I believe that Japanese forces would be fighting for Singapore. If my editing negatively affects the AI, I will go back to the "as is" setup - or give the Japanese more forces.

10 January 1942:

Ground combat at Johore Bahru (50,83)

Japanese Deliberate attack

Attacking force 23638 troops, 161 guns, 42 vehicles, Assault Value = 1518

Defending force 30996 troops, 269 guns, 328 vehicles, Assault Value = 912

Japanese engineers reduce fortifications to 1

Japanese adjusted assault: 0

Allied adjusted defense: 1147

Japanese assault odds: 1 to 99 (fort level 1)

Combat modifiers
Defender: terrain(+), leaders(+), fatigue(-), experience(-)
Attacker:

Japanese ground losses:
1197 casualties reported
Squads: 0 destroyed, 3 disabled
Non Combat: 0 destroyed, 11 disabled
Engineers: 33 destroyed, 26 disabled
Guns lost 3 (1 destroyed, 2 disabled)

Assaulting units:
56th Recon Regiment
11th Infantry Regiment
5th Recon Regiment
14th Tank Regiment
6th Recon Regiment
5th Engineer Regiment
Imperial Guards Division
42nd Infantry Regiment
21st Infantry Regiment
77th Infantry Regiment
2nd Division

Defending units:
11th Indian Division
45th Indian Brigade
27th Australian Brigade
44th Indian Brigade
FMSV Brigade
9th Indian Division
III Indian Corps
3rd Heavy AA Regiment
3rd HK&S Light AA Regiment
1st HK&S Heavy AA Regiment

Clark - holding thus far, but will eventually fall through sheer attrition.

10 January 42 (please note that this is the latest of three attacks, Empire Forces have become disrupted and disabled; the AI will have to rest and rebuild).

Ground combat at Clark Field (79,76)

Japanese Shock attack

Attacking force 18583 troops, 211 guns, 280 vehicles, Assault Value = 816

Defending force 20001 troops, 279 guns, 212 vehicles, Assault Value = 403

Japanese adjusted assault: 320

Allied adjusted defense: 538

Japanese assault odds: 1 to 2 (fort level 0)

Combat modifiers
Defender: terrain(+), leaders(+), experience(-)
Attacker: shock(+)

Japanese ground losses:
1380 casualties reported
Squads: 1 destroyed, 54 disabled
Non Combat: 1 destroyed, 32 disabled
Engineers: 58 destroyed, 6 disabled
Guns lost 4 (1 destroyed, 3 disabled)
Vehicles lost 32 (9 destroyed, 23 disabled)

Allied ground losses:
828 casualties reported
Squads: 27 destroyed, 35 disabled
Non Combat: 14 destroyed, 22 disabled
Engineers: 5 destroyed, 3 disabled
Guns lost 14 (5 destroyed, 9 disabled)
Vehicles lost 9 (2 destroyed, 7 disabled)

Assaulting units:
3rd Ind. Engineer Regiment
65th Division
48th Division
Tanaka Det
Kanno Det
4th Tank Regiment
21st Ind. Engineer Regiment
7th Tank Regiment
1st Medium Field Artillery Regiment
14th Army
8th Medium Field Artillery Regiment
9th Ind.Hvy.Art. Battalion
15th Ind.Art.Mortar Battalion
3rd Engineer Construction Battalion

Defending units:
3rd/12th PA Inf Battalion
31st PA Infantry Division
194th Tank Battalion
21st PA Infantry Division
1st/45th PS Inf Battalion
26th PS Cavalry Regiment
11th PA Infantry Division
192nd Tank Battalion
14th PS Engineer Regiment
Clark Field AAF Base Force
200th & 515th Coast AA Regiment
Subic Bay Defenses
I Philippine Corps
Far East USAAF
803rd Aviation Engineer Battalion
86th PS Coastal Artillery Battalion
1st PI Base Force

Manila:

10 January 42

Ground combat at Manila (79,77)

Japanese Bombardment attack

Attacking force 13219 troops, 127 guns, 42 vehicles, Assault Value = 220

Defending force 35060 troops, 329 guns, 57 vehicles, Assault Value = 823

Japanese ground losses:
24 casualties reported
Squads: 0 destroyed, 3 disabled
Non Combat: 0 destroyed, 0 disabled
Engineers: 0 destroyed, 0 disabled

Allied ground losses:
7 casualties reported
Squads: 0 destroyed, 1 disabled
Non Combat: 0 destroyed, 0 disabled
Engineers: 0 destroyed, 0 disabled

Assaulting units:
16th Division

Defending units:
1st PA Infantry Division
31st Infantry Regiment
91st PA Infantry Division
57th PS Infantry Regimental Combat Team
3rd/45th PS Inf Battalion
51st PA Infantry Division
1st PA Constabulary Regiment
71st PA Infantry Division
41st PA Infantry Division
2nd PA Constabulary Regiment
1st USMC AA Battalion
Asiatic Fleet
II Philippine Corps
PAF Aviation
USAFFE
Nichols Field AAF Base Force
Cavite USN Base Force

The AI is doing well; I am trying to hold both Clark and Manila, that may be a mistake.

Mac
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RE: DaBabes Quick and Dirty Ironman Nasty Port

Post by Mac Linehan »

ORIGINAL: Andy Mac

Yes you can use latest Ai files but I wouldn't this scne is not as crazy as the latest one and the AI would struggle without the additional craziness with those scripts - they would work but not well


If I added more warships / aircraft / and combat LCUs' (with some serious upgrading of the various invasion TF's) - generally more of everything help?

Scn 60 interests me very much; but I love the Babes changes to ships / air / LCU's. Am aware that the AI may / does not use some or any of the modifications

Edit - Andy, it is clear to me that the forces for each scenario are specifically task organized; so I will enjoy the scn 50 AI as is, and also plan to play scn 60 - it sounds like a real challenge.

I appreciate your patience and guidance, sir.

Mac
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RE: DaBabes Quick and Dirty Ironman Nasty Port

Post by CaptBeefheart »

Andy: Great work indeed, Sir! How about a scenario based on 60 that only uses Babes on the Allied side? That wouldn't upset the IJ AI, would it? I also like messing with the Babes LCUs, ARDs and YOs, among other things.

Cheers,
CC
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