Countdown to Infamy for TOAW3

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bdr.mallette
Posts: 11
Joined: Mon Nov 11, 2013 2:00 am

Countdown to Infamy for TOAW3

Post by bdr.mallette »

Hello,
I have pretty much re-designed this scenario from TOAW:Century of Warfare. The scenario was previously filled with many holes, shall we say. I had rushed the finished last time.
There were many problems that existed with the events... iunno if I'm thinking more clearly or it I was sniffing glue when I submitted the version for CoW ready for playing...sheeeesh... I apologize.... it was playable but.... well, we'll just leave it at that.

This scenario that I have re-designed and edited is COMPLETELY SOLID AS A ROCK.
There are a few idiosyncrasies with Carrier aircraft but it is a very smooth playing scenario now. I am very proud of it. Luckily with the TOAW 3 added events and ability to have supply points with variable amounts were added bonuses.

T.O's changed, better flow of game with better options
Singapore a lot more difficult to take from sea, if able(depending on size of navy committed to it's invasion)
some map changes
a few unit changes
NZL and Aussie navies added
Shock levels designed to simulate Banzai tactics and Zero's speed and agility
you name it, ANY PROBLEMS THAT WERE EXPERIENCED ARE GONE...WIPED OUT!!!

I understand if some of the Game GURUs et al stayed away from it because there were definitely several flaws and aggravating maybe as well but I assure you,

This scenario is very well designed now. Once again, I am proud of it and I hope all enjoy the game play.
It is one mother of a scenario though, Just planning and moving your navies will take a long time and the MRPB is set high, the Shock levels will allow several rounds of battle per turn with lower chances of turn burning, unless the usual reasons occur.
It was a helluva lot of work to finally complete it but I am glad I got to do it now, with TOAW3 and not Century of Warfare.

Please check it out at least.
Jason Mallette




Countdown to Infamy for TOAW3
By: Jason Mallette

*** This scenario must be played using the accompanying equipment file***
*** If you do not have the file, this scenario is unplayable without it.***

War in the Pacific Theatre between 1941-1945

Major Combatants: UK, USA, D.E.I., Japan, China, Russia

Allies:
US Army: olive drab and brown
US Navy, USMC: olive drab and blue
British forces: brown and navy blue, white
Australian forces: brown and blue
Indian forces: brown and green
Burmese forces: brown and white
Philippines: olive drab and green
Chinese: tan and green, white, lgt blue
Russia: Red and white
Dutch East Indies: brown and black

Japan:
Imperial Japanese Army(IJA): olive drab and red
Imperial Japanese Navy(IJN): white and green
Chinese Collaborators: olive drab and yellow
Some minor country units: yellow and white

Because of the icon colour schemes selected, the communication levels and co-operation levels between the different countries is well represented. For example, because both US navy and army have olive drab backing, their co-operation is represented as stronger than the IJN and IJA which have different colours as they did not communicate well.
This will play a role in turn burning and battle outcomes in a small way.

Map scale: approx.. 40 km/ hex
Full week turns
Start date: Nov 2nd,1941
220 turns total
Attrition divider: 8
Support Level: Force Support, (some free/ army support)
Scenario History:
Tensions in the Pacific and Southern Asia had been rising steadily between Japan and the Allied forces.
Japan had walked out of the League of Nations due to restrictions being imposed on it relative to its aggressive behaviour. Japan wants to increase its¡¦ infrastructure, increase its¡¦ production and industry but does not have the resources to do so. The countries in the League of Nations had imposed embargos on Japan for oil and rubber due to Japan¡¦s aggression and hostile behaviour, principally the U.S.A. .
As the Allies could foresee them requiring those resources, located mostly in the D.E.I., it was a temporary solution to the Japanese Aggressions in China and Indo-China. Japan could not accept these circumstances and wished to control its¡¦ own destiny not one controlled by Washington.
Japan had few options to choose from. They could accept the Allies control over their supplies and cut back their civil growth, or they could attack and take what they wanted.
If they attacked, they could do it in four directions:
1. Attack Russia and secure oil and resources starting a second Russo-Japan war. They succeeded very well in the first war.
2. Initiate a second Sino-Japan war in China and secure all of China and it¡¦s resources.
3. Attack the Dutch East Indies and the United Kingdom to the south and secure oil and rubber supplies which will be required to sustain a war effort against the allies, who are sure to declare war.
4. Attack the United States of America, cripple it¡¦s fleets and secure bases in order to eventually land in North America. While the US fleets are crippled, secure the D.E.I.

Historically, Japan choose option number 4 and fell way short of the mark thanks to brave young men and women of the Allied forces.

Objectives:
JAPAN:
Their main objective is to secure oil and resources which are located in the Dutch East Indies and Malaya. To sustain any war effort against the U.K. or the U.S.A. this is ultimately required.
Against China alone, their current resources should sustain the entire war effort versus China.
ALLIES:
Their main objective is to defend the Dutch East Indies, Malaya and any other territory the Japanese have invaded. They must push the Japanese forces back to Japan entirely and completing with an atomic drop on Nagasaki and Hiroshima¡K. Historically.

House Rules:
Minor roads:

1. Roads between the Philippines are moveable by infantry only, no larger than regiment size.
Roads between Java and small islands, Borneo and Puerto Princessa, same as above.
Roads in the Solomon Islands and Admiralties are for infantry only, no larger than battalion size.
Aleutian Islands, Colombo roads are for supply only.
The Caroline Islands roads are for regiment size infantry and armour of battalion size max.
Road between Australia and USA is for supply only.

Airborne:
1. USMC and Japanese special forces SNLF may airlift to support landings only, maximum 15 hexes.
All other airborne units may air drop 15-20 hexes. They may Air transport their total distance.
Air Forces:
1. Aircraft Carrier units can only carry naval air units indicated by their icons.
They may carry another aircraft carrier¡¦s air unit if needed or desired.
Col. Doolittle¡¦s flight may only be used for the assault on the indicated Tokyo hex.
If an air unit reconstitutes or arrives on an Aircraft carrier, that unit must be moved as soon as possible unless it is a naval air unit and you wish to keep it on the aircraft carrier except for heavy bomber units..
Try to only use each Aircraft carriers air units, they should reconstitute quick enough.
China:
1. Chinese forces may not attack until attacked or news string and theater option allows it to do so.
Japanese forces must not attack China until theater options allow it to do so or if China attempts to repel the Japanese forces out of China.
Thailand, Burma and India:
1. Japan must wait for theater options to invade Thailand, Burma and India.
Thailand remains neutral unless attacked but Burma and India can follow orders of the U.K. forces. India¡¦s main army, designated ¡¥Indian Army¡¦ must remain a ground force only and cannot partake in amphibious invasions but may push to the Chinese border and down to Singapore. Other Indian forces which are tied to the British and Australian commands may be positioned in the D.E.I. as well as Malaya.
Australia, New Zealand:
Australia and New Zealand forces may be used freely but Defense forces must remain on Australian soil.
Philippines:
The Philippine army must remain on its¡¦ own soil to defend against Japan. They may go as far as North Borneo and Puerto Princessa.
US, UK, DEI and Japan:
These nations are free to move anywhere on the map but must follow theater options to do so.
Chinese Guerrillas and Collaborators, other guerrillas:
Those Guerrilla units that show up must remain in their respective countries.

Game Idiosyncrasies:
1. If an Aircraft Carrier(CV) loses one of its¡¦ air units, it is possible that it may reconstitute back on land. This opens up the possibility that any air unit reconstituting the next turn may appear on the open slot of the Aircraft Carrier.
Air units for Island Air Force bases will arrive with its Airfield but may reconstitute elsewhere if destroyed.
Air units attacking naval units will suffer far more damage if a defending carrier is present but fairly light damage if attacking Battleship, Cruiser or destroyer units.
Aircraft carrier Air units receive high priority for replacements so suffering heavy losses in one turn may not mean that air unit is still low on aircraft.

Ship designs:
Nearly every main line Battleship, Aircraft Carriers and Cruisers are represented by 1 unit.
Each ship consists of different gun sizes, different AAA sizes and different hull strengths.
Below is an example of a Battleship design,
Hulls 99 (hull strength=10)
2 x 16¡¨ guns 4 (Def. strength=1)
1 x 6¡¨ guns 6 (def. strength=1)
4 x 40mm AA gun 8 (def. strength=1)
The guns have been designed with Anti-shipping capability as well as large HEAT characteristics.
The ships perform well and appropriately. They suffer high losses without air cover but bombard well when performing invasion duties. They only suffer damage from shore batteries when adjacent to the target hex (except Singapore which has it¡¦s own fixed guns.)
Aircraft carrier units are designed similarly except their hulls are stronger and are designed that way to allow at most four air units representing the air fleet for that carrier. Smaller, escort carriers have only 2 hulls thus allowing only 2 air units for that carrier.
Destroyer groups are designed to represent several ships in that force. The hulls are stronger but still contain AA units, hedgehog anti-sub and depth charge equipment with high Anti-shipping properties.
Sub units are equipped with a standard deck gun (105mm or 88mm) and torpedo tubes, representing high anti-shipping properties.
Battleships and Main line carriers for both sides have low replacement priorities, escort carriers have very low priorities so you may have to keep these units in port for a few turns if they are damaged during battle seeing as how they do not reconstitute.
Movement, Battles and Invasions:
Due to the thick Jungle, hilly terrain and mountainous interior, movement for most infantry units will be slow. Most units are equipped with sufficient horses and trucks to compensate for this struggle somewhat unrealistically in some cases.
Any amphibious landings performed MUST contain at least 1 regiment of a Marine unit, or cumulative battalions, SNLF for Japan and a USMC unit for the allies. The UK had no real resources to conduct such operations unilaterally as their Pacific fleet was somewhat depleted to begin with.
Battleship(BB) and Cruiser(CA,CL) units can bombard from 2 hexes away preventing a battleship being sunk from an infantry unit or similar. Bombarding from that distance is a lot less effective than being adjacent to the target hex but the benefit is that the attacker will suffer light losses.
As you will notice, for both sides, Each Navy and Marine units have the same icon colours thus having the best communication and co-operation levels. If you attempt a landing with army units assisting the navy, it will enhance ¡¥turn burning¡¦ and not all units may assist in the battle properly and suffer heavy losses.
Both sides have enough Marine forces to plan and execute several landings at once if desired.
Army units may follow up the Marine units once a beach head is established and secured.
Japans Army (IJA) and Navy (IJN) do not communicate well in battle, represented by different icon colours.
Allied Army and Naval units have the same icon colours for their respective countries and thus having improved co-operation and communication levels.
Japanese Battleships and escort carriers have very low replacement priorities, main line carriers have low priority to represent the repair aspect, time to fix the damages to the ships. US Battleships have very low priority and all their main line carriers have low priority as opposed to Japans very low for most of their carriers.




THEATER OPTIONS:
(ONLY 1 THEATER OPTION MAY BE CHOSEN FOR TURN 1)
Japan
1. Initiate Operation ¡¥Z¡¦, Attack Pearl Harbor
MUST BE PERFORMED TO ATTACK HAWAII WEEK OF DECEMBER 7TH FOR SCENARIO SAKE.
(SELECTED TURN 1) All shock bonuses will start on Dec 7th/1941 and last 2 turns. It May be used to attack Philippines, Aleutians, Guam, Wake and Midway if desired in conjunction with attack on Pearl Harbor.
If Japan attacks the USA, it can only start in Hawaii. There are events that go along with this Theater Option in the beginning that reflect the Attack on Pearl Harbor. It is unlikely they would have chosen other targets instead of Pearl Harbor for a first strike.
The Japanese will have high shock values for 2 turns representing surprise. The shock values may even allow a small window of opportunity to land in Hawaii as well. US forces will be released 1 turn later allowing USMC units to arrive as well as 2 other carriers.
The US forces will be static until attacked or if they support the UK, D.E.I., China or Soviet Union with the latter 2 countries enabled by further Theater Options.
If selected, this option will cancel the option to attack UK bases the same day as Pearl Harbor is attacked as the UK and D.E.I. will declare war 2 turns later.
Selecting this turn will also cancel the option to conquer China. Several turns later, an option will appear for Japan to strike into China and secure its¡¦ port cities.
The Ships along Battleship row at Pearl Harbor are in static mode and will be free for action if an enemy unit moves adjacent to them or attacks them. Best to wait till turn 6, move one of your destroyer escorts close to Pearl Harbor or a sub unit, identify the ships then go ahead and conduct the planned raid. If you move adjacent to them prior to turn 6, the US fleet will be able to move out of Pearl and remain intact.
2. Conquer China? Forego attacking the USA?
Choosing this option will cancel the other 2 options.
This option will give Japan a high ground and force shock level but will drop if any other Allies join the fight.
2 theater options will appear a few turns later representing options to march up to Chunking(Wartime Capital) or March through Thailand and Burma to India. Both these options will bring the UK and D.E.I. into the war (Chunking option has delay(12 turns)) and eventually the USA(10 turns after the UK enter).
No options to attack the USA will exist as it would be unfeasible to think they could conquer everything at once. There is a chance Allies will have a theater option that will allow US forces to declare war on Japan, representing a desire to quell the threat to Asia and Russia from a strong Axis power alongside Germany.
Chinese Guerrilla units will be released amongst Japan held territory in Manchukuo.
3. Attack UK Commonwealths and Dutch East Indies?
Choosing this option still allows Japan to attack China but cancels any attacks on the USA, but USA will enter the war sometime later, described further down.
This option will remain if Japan chooses Attack USA, until the day of Pearl Harbor when the UK will declare war after a short delay anyways. This will still allow Japanese forces to attack the UK and DEI just prior to the raid on Pearl Harbor.
4. (Appears turn 2) Attack Soviet Union?
This option will release Soviet reserves and all soviet units.
There is a chance USA will join the War, described later.
(appears later) Option to move supply points to inner islands, no supply for North America landings?
Places supply points on Pelielu, Iwo Jima, Naha, Biak and removes them from Seattle, Panama canal and west coast of North America.

(appears later) IJA solidifies land in China, secure and unite port cities?
This option will appear if Japan chooses options other than attacking China initially.
This will allow the Japanese forces to unite the port cities from Hong Kong to Shanghai but no further, allowing for defense of its¡¦ final conquest operations on China soil. Japanese forces can only defend it¡¦s current positions and its¡¦ land connecting the port cities (up to 12 hexes from the sea).

ALLIES:
ALLIES HAVE LIMITED THEATER OPTIONS AS MOST OF THE SHOCKS AND EVENTS ARE DRIVEN BY THE JAPANESE CONQUEST AND ITS¡¦ DIRECTION.
1. BUILD BASES IN THE CORAL SEA, PAPUA AND NEW GUINEA?
THIS THEATER OPTION WILL START TO DEPLOY US NAVAL AND ARMY BASES IN A TIMED SEQUENCE.
BASES AND AIRFIELDS WILL BE PLACED ON PAPUA, NEW GUINEA, ADMIRALTY ISLANDS AND THE SOLOMON ISLANDS.
THE BASES IN THE CORAL SEA REPRESENT THE PROTECTORATES BEING DEFENDED STRATEGICALLY TO DEFEND AUSTRALIA AND THE SUPPLY ROUTES.

2. SET COL. DOOLITTLE¡¦S RAID INTO ACTION?
THIS WILL RELEASE AN AIR UNIT CONSISTING OF B-25 MITCHELLS(160) THAT CAN BE PLACED ON ANY CARRIER UNIT AND MOVED TOWARDS JAPAN AND TOKYO. THERE WILL BE A WEAK JAPANESE CIVILIAN UNIT PLACED IN HEX (126,34) AND MUST BE ATTACKED BY THE DOOLITTLE AIR UNIT. IF THEY ARE SUCCESSFUL IN ATTACKING OR DESTROYING THE UNIT, A MORALE BOOST AND SUPPLY BONUS WILL OCCUR REPRESENTING AMERICAN CIVILIAN MORALE BOOST, PRODUCTION INCREASED.
3. US FORCES DECLARE WAR ON JAPAN?
THIS OPTION MAY OCCUR WITH A POSSIBILITY CHECK IF JAPAN ONLY ATTACKS CHINA AND THE UK HAVE NOT ENTERED THE WAR YET. THIS WILL RELEASE ALL US FORCES TO MOVE FREELY.

THEATER OPTION EFFECTS:
1. 20-30 TURNS AFTER JAPAN CHOOSES THEATER OPTION TO ATTACK CHINA, US HAS 40% CHANCE OF DECLARING WAR.
12-17 TURNS AFTER JAPAN ATTACKS CHINA, 15% CHANCE RUSSIA WILL DECLARE WAR ON JAPAN.
IF JAPAN ATTACKS RUSSIA, AFTER ATTACKING CHINA, THERE IS A 50% CHANCE USA WILL DECLARE WAR 10 TURNS LATER.
125 TURNS AFTER JAPAN ATTACKS USA, 15% CHANCE RUSSIA WILL DECLARE WAR ON JAPAN.
IF JAPAN ATTACKS USA, 50% CHANCE CHINA WILL ATTACK JAPANESE HELD LANDS.
12-15 TURNS AFTER JAPAN ATTACKS UK AND DEI, USA WILL DECLARE WAR.
UK AND DUTCH FORCES DECLARE WAR 2 TURNS AFTER US IS ATTACKED.
GUERRILLAS WILL BE RELEASED TO FIGHT THE JAPANESE IN CHINA, INDO-CHINA, PHILIPPINES.
ATTACKING US OR UK WILL START A SUPPLY DROP TIMED SEQUENCE FOR THE JAPANESE FORCING THEM TO TRY AND CAPTURE THE PORT CITIES IN THE DEI AND SINGAPORE.

SHOCK LEVELS:
THE SHOCK LEVELS ESTABLISHED IN THIS SCENARIO REPRESENT THE INITIAL SPEED OF JAPAN¡¦S CONQUESTS. THE ZERO WAS A POWERFUL FIGHTER AT THE TIME, THE BANZAI TACTICS INCREASED THEIR STRENGTHS DUE TO DEFENDERS¡¦ FEAR.
THE SHOCK VALUES ALSO REPRESENT THE ALLIES¡¦ UNPREPAREDNESS AND ITS¡¦ CURRENT EQUIPMENT AND TROUBLE FIGHTING IN A TROPICAL ENVIRONMENT.
OVER TIME, THE ALLIES WILL EQUAL AND SURPASS THE JAPANESE SHOCK LEVELS AND WITH NEWER EQUIPMENT, NEWER PLANES AND A LARGER FLEET, SHOULD RULE THE SEAS AND FIGHT HARD IN THE JUNGLES.
1. HIGH SHOCK BONUSES FOR THE JAPANESE DURING THE PEARL HARBOR ATTACK BUT WILL ONLY LAST 2 TURNS.
ALLIES AIR SHOCK= 115, FORCE SHOCK= 90 (UK AND DEI FORCES AS WELL IF ATTACKED FIRST)
JAPANS AIR SHOCK=145, FORCE SHOCK=125
ALLIES AT WAR!:
2. 12-15 WEEKS AFTER ALLIES AT WAR, ALLIES AIR SHOCK=125, FORCE SHOCK=105
28-34 TURNS AFTER ALLIES AT WAR, ALLIES AIR SHOCK=130, FORCE SHOCK=110
43-52 TURNS AFTER ALLIES AT WAR, ALLIES AIR SHOCK=140, FORCE SHOCK=120
86-110 TURNS AFTER ALLIES AT WAR, ALLIES AIR SHOCK=160, FORCE SHOCK=130
140-165 TURNS AFTER ALLIES AT WAR, ALLIES AIR SHOCK=175, FORCE SHOCK=145
IF JAPAN ATTACKS CHINA FIRST AND NO OTHER ALLIES INVOLVED,
JAPANESE AIR SHOCK=150, FORCE SHOCK=140
CHINESE AIR SHOCK=85, FORCE SHOCK=100
WHEN UK OR USA ENTER WAR WITH NO PEARL HARBOR ATTACK, THE ABOVE LISTED SHOCK EVENTS WILL TAKE PLACE IN ORDER FROM 2 OMITTING PEARL HARBOR EVENTS
SIGNIFICANT EVENTS AND SEQUENCES:
„» NEW GUINEA AND PAPUA ARE DUTCH/UK PROTECTORATES WHILE THE ADMIRALTY ISLANDS AND SOLOMON¡¦S ARE UK PROTECTORATES. ANY WAR IN THE PACIFIC INVOLVING THE UK MEANT AUSTRALIA NEEDED TO BE SECURE. CONTROLLING THOSE ISLAND GROUPS MEANT SECURING THE SUPPLY AND A BUFFER ZONE TO AUSTRALIA. THE ALLIES HAVE AN OPTION TO BUILD AIRFIELDS AND BASES BUT THEY ARE RELEASED THRU A TIMED SEQUENCE, ALLOWING THE JAPANESE TO SECURE THEM BEFORE THE ALLIES HAVE A CHANCE TO DEFEND THEM. NO US FORCES MAY BE STATIONED THERE TILL THE BASES AND AIRFIELDS ARE BUILT.
„» RUSSIA WILL SURRENDER IF ALL VICTORY POINTS TAKEN AND HELD BY JAPANESE. (73,0),(124,0) AND VLADIVOSTOK. THE RUSSIAN FORCES ARE FAIRLY STRONG AND NO COMPARISON TO ITS¡¦ FIRST RUSSO-JAPAN WAR PREDECESSOR. RUSSIAN FORCES SHOULD PUT UP A GOOD FIGHT WHEN CALLED UPON.
„» DURING LATE 1944 AND 1945, US MAY DEVELOP THE ATOMIC BOMB WHICH THEY HAVE THE OPTION TO USE DEPENDING ON VARIABLE METER.
„» Japanese Supply Drain Sequence will start once at War with UK or the US. The timed sequence will represent a significant drop in supply to the Japanese ending in near fatal lows to any war efforts. The only way to remedy this is to secure the Dutch East Indies and Singapore. This will raise the Japanese Supply level up to below starting levels. If they can maintain control, supply levels will increase slightly more. Supply points will be placed at those supply points and further advance by the Japanese forces may resume.
„» The accompanying Freighter Sequence for the Dutch East Indies ports goes as follows; Jakarta, Banjarmasin, Balikpapin and Singapore Freighter units are assigned to those ports which maintain the flow of supply(simulates). There are 3 rounds of freighters to be deployed at each port. If the 1st round of freighters at a port is destroyed then a second round of freighters will appear after a short time, restoring supply. If this second one is destroyed, a 3rd is deployed with same sequence. If all the freighters at that port are destroyed, Supply drops, supply point is removed but replaced several turns later with reduced supply overall. This basically forces the Japanese to defend those freighters from Subs and other attackers with its¡¦ own ships as they will greatly enhance the defence both from air and sea. This also forces the Allies to commit ships, subs and aircraft to try and sink these freighters or at least gives them a choice to do so and affect overall Japanese Supply routes and supply.
„» The next Supply Sequence occurs in China. There are 4 Factory locations in China, (ChunKing, Chengchow, Lanchow and Yinchuan) that produce 12 production units each. The Production units that the factories produce help to sustain the effort of the Chinese Army against Japan. There are 3 production sequences for the 4 factories meaning 48 production units that will be released in sequence. When they arrive, it is important to disband the production units as there are not enough replacements to sustain the Chinese Army till turn 100. Do not disband the Factory units at these locations, only the production units, as this will stop any more Production of equipment of that sequence of events at that location, till the next cycle starts. Basically, if you need the Chinese army to fight and win, you need to defend these factory Locations and disband the equipment units when they arrive, post haste. These sequences will stop at turn 100 when equipment will arrive from the replacement pool. The Japanese have a chance to destroy the Factory units stopping production of equipment for up to a 12 week period. If they can destroy each factory for each cycle, China should be starved of equipment for its replacements meaning Japan will conquer China easily. This will mean committing air power to bomb those factories taking those air units away from other duties.
„» The last Sequence is structured as a Variable meter. The Variable meter will monitor the success and failures at sea. This is a very important aspect to this entire theater so it must be measured accordingly. The variable meter is affected by the amount and types of Ships sunk on each side. If a Battleship is sunk, it will increase and decrease the variable meter relative to which side loses the ship. During the war, the variable meter will determine changes in Supply levels, recon levels and supply radius. If the Navies of both sides maintain an even loss of ships, the variable meter will change little, however if one Navy suffers more than the other, positive effects will occur for the force that loses fewer ships conversely negative effects will occur for the force that loses the greater number of ships. This will reflect security for supply and security for bases and airfields. Ships do not Reconstitute, once they¡¦re sunk, they¡¦re sunk.
„» Japanese arriving 1944 and 1945 divisions do not reconstitute.
„» Thai, Burmese and Indian forces released once UK is at war.
„» Philippine forces released after USA is attacked or goes to War.
„» Japan may attack Thailand at any time but this will bring the UK into the war with a 1-turn delay, and then eventually the USA.
„» If Japanese forces get within 4 hexes of ChunKing and have selected the Conquer China Theater Option turn 1, and the UK or USA have not entered the war yet, there is a 90% chance a delay trigger of 1 turn will bring the UK into the War. Because Chunking was a key city for supply and the joining of 3 major rivers as well as a Wartime capital, the British must react in order to defend the approaches to Burma and India.
„» Hong Kong and Shanghai are Allied owned hexes, Japan must select the theater option to attack the UK to seize those hexes.
„» Turn 6 is December 7th, 1941. That should be sufficient enough turns to organize assault and carrier forces for the attack on Pearl Harbor.

Supply Points:
Supply Points:
Japan: 99,11 (Harbin).
Japan: 110,40 (KURE).
Japan: 124,33 (TOKYO).
Japan: 135,73 (Saipan).
Japan: 169,105 (Gilbert Is.).
Japan: 83,81 (Manila).
Japan: 97,97 (Davao).
Japan: 162,12 (Attu).
Japan: 78,24 (Peking).
Japan: 133,100 (Truk).
Japan: 69,40 (Chengchow).
Japan: 126,119 (Lae).
Japan: 40,61 (Kunming).
Japan: 47,69 (Haiphong).
Japan: 53,90 (CamRahn).
Japan: 34,84 (Bangkok).
Japan: 42,109 (Singapore).
Japan: 26,63 (Mandalay).
Japan: 160,89 (Marshall Is.).
Japan: 0,108 (Colombo).
Japan: 148,52 (Marcus).
Japan: 177,50 (Midway).
Japan: 86,46 (Shanghai).
Japan: 84,59 (Taipei).
Japan: 66,65 (HongKong).
Japan: 212,69 (Pearl Harbour).
Japan: 61,117 (Banjarmasin).
Japan: 233,36 (Seattle).
Japan: 47,123 (Jakarta).
Japan: 83,106 (Manado).
Japan: 95,106 (Sorong).
Japan: 232,52 (Sanfrancisco).
Japan: 136,116 (Rabaul).
Japan: 233,116 (Panama Canal).
Japan: 90,136 (Darwin).
Japan: 120,145 (Townsville).
Japan: 85,52 (Wenchow). (Limited Supply = 10)
Japan: 64,65 (Canton). (Limited Supply = 10)
Japan: 56,70 (Haikou). (Limited Supply = 8)
Japan: 38,97 (Khota Baru). (Limited Supply = 10)
ALLIED: 54,32 (Yinchuan).
ALLIED: 41,116 (Palembang).
ALLIED: 96,33 (Inchon).
ALLIED: 133,100 (Truk).
ALLIED: 135,73 (Saipan).
ALLIED: 40,61 (Kunming).
ALLIED: 47,50 (Chungking).
ALLIED: 18,62 (Calcutta).
ALLIED: 86,46 (Shanghai).
ALLIED: 66,65 (HongKong).
ALLIED: 129,90 (Guam).
ALLIED: 90,20 (Mukden).
ALLIED: 124,0.
ALLIED: 107,17 (Vladivostok).
ALLIED: 73,0.
ALLIED: 0,108 (Colombo).
ALLIED: 46,92 (Saigon).
ALLIED: 42,109 (Singapore).(2 supply points, mainland is normal supply, island is level of 2)
ALLIED: 34,84 (Bangkok).
ALLIED: 159,68 (Wake).
ALLIED: 56,108 (Kuching).
ALLIED: 47,123 (Jakarta).
ALLIED: 83,106 (Manado).
ALLIED: 83,81 (Manila).
ALLIED: 97,97 (Davao).
ALLIED: 90,136 (Darwin).
ALLIED: 128,151.
ALLIED: 124,123 (Port Moresby).
ALLIED: 117,113 (Wewak).
ALLIED: 136,116 (Rabaul).
ALLIED: 233,116 (Panama Canal).
ALLIED: 212,69 (Pearl Harbour).
ALLIED: 234,51 (Washington).
ALLIED: 233,36 (Seattle).
ALLIED: 196,12 (Dutch Harbour).
ALLIED: 177,50 (Midway).
ALLIED: 143,121.

Key (+/-) Supply Cities:
The following cities will affect supply for Japan and Allies by 1 point or more.
Singapore = Japan (-1)
Makassar = Japan (-1)
Chunking = Japan (-1)
Sorong = Japan (-1), Allies (+1)
Biak = Japan (-1), Allies (+1)
Hong Kong = Japan (-1)
Nanking = Japan (-1)
Wuhan = Japan (-1), Allies (+1)
Hankow = Japan (-1)
Saigon = Japan (-1)

News String hexes, Force affected Events
Bougainville, GuadalCanal, Rabaul, Lae, Port Morseby, Saipan, Truk, Sandakan,
Banjarmasin, Bangkok, KhonKaen, Ye, Mandalay, Imphal, Calcutta.

These hexes, if captured from the enemy, news string will indicate if any effects will occur from those captures. Pestilence, recon and supply may be affected.

Arriving Air Bases and accompanying Garrisons:
Airfield Units have been Designed to handle 3-5 air units per Airfield. They have a weak defensive capability and are very vulnerable to Naval and ground attack. Air assaults need multiple attacks to destroy them.
These units represent both sides having to build airfields and bases in relatively remote locations and can be easily destroyed as most were a temporary strategic need but most still functioning to this day. Both the Allies and Japan have a certain number of bases and more will be available in the replacement pool. If either side can continually damage and destroy the enemy¡¦s airfields, it will limit their air cover and air support in the respective regions.
BOTH JAPAN AND THE ALLIES WILL BUILD AIRFIELDS IN THE SOLOMON, ADMIRALTY ISLANDS, ON PAPUA AND NEW GUINEA AS WELL AS THE DEI. THE ALLIES WILL BUILD BASES ON BOUGAINVILLE, GUADALCANAL, SAN CHRISTOBAL, KIMBE AND RABAUL AS WELL ON MARSHALL, GILBERT ISLANDS WHEN IN CONTROL.
THE JAPANESE WILL BUILD SIMILAR AIRFIELDS WHEN THEY CONTROL THOSE ISLANDS.
THE JAPANESE WILL ALSO RELY HEAVILY ON AIRBASES IN THAILAND, BURMA AND THE CAROLINE ISLANDS. THEY HAVE BASES ON MARSHALL, MARCUS, GILBERT ISLANDS. SEVERAL OTHER AIR BASES WILL BE PRESENT.
AN EXAMPLE HOW THIS MAY BENEFIT OR HAMPER MAY BE IF A TASK FORCE IS GOING TO LAUNCH AN ASSAULT ON AN ISLAND BASE, IF THE AIRBASE IS DESTROYED, THEN THERE WILL NO LONGER BE ANY AIR SUPPORT FOR THE REST OF THE DEFENDERS. THIS SHOULD MAKE A LANDING ATTEMPT MUCH EASIER TO ACCOMPLISH WITH FEWER LOSSES.


BURMA ROAD:
WHEN JAPAN IS AT WAR WITH THE UK, EVENTS ARE TRIGGERED TO REPRESENT ALLIED SUPPLY TO CHINA TO FIGHT THE JAPANESE THROUGH KUNMING FROM BURMA AND ALLIED SUPPLY SOURCES. THE ROAD WAS CONSTRUCTED TO RELIEVE THE AIR TRANSPORT NEEDS OF FUEL AND PLANES AS WELL AS OPEN A ROUTE FOR ALLIED TROOPS TO MOVE FREELY INTO CHINA IF NEEDED IN THE FUTURE FOR OFFENSIVES.
AIR TRANSPORT IS ALLOCATED TO THIS TRANSFER OF SUPPLIES IF THE ROAD IS BLOCKED OR TAKEN. IF ANY PART OF THE SUPPLY ROUTE IS INTERRUPTED FROM MYTIKVINA, TENGCHONG TO KUNMING BY THE JAPANESE, ALLIED FORCES WILL SUFFER AIR TRANSPORT DROPS AND SUPPLY PENALTIES. ONCE ROAD IS SECURED AGAIN, SUPPLY IS RESTORED AND AIR TRANSPORT FOR THE ALLIES RETURNS TO NORMAL. A SUPPLY POINT IN KUNMING WILL BE REMOVED AND REPLACED ACCORDING TO BURMA ROAD CONTROL.

AIR TRANSPORT, SUPPLIES, RECON, SUPPLY RADIUS, SOME SHOCK LEVELS, ATOMIC CAPABILITIES AND WEATHER ARE ALL CONTROLLED GLOBALLY OR BY THE VARIABLE METER OR THEATER OPTIONS.
IT IS UP TO THE PLAYER TO DEVELOP THEIR OWN STRATEGIES AFTER THE MAIN OBJECTIVES HAVE BEEN SECURED OR DEFENDED.
YOU MAY NEED TO REFER TO THIS BRIEFING OFTEN AT THE BEGINNING OF THE GAME.
THE GAME PLAY IS VERY SMOOTH AND THE EQUIPMENT DATABASE IS SOLID. NO BUGS WERE DISCOVERED WHILE PLAY TESTING. THIS SCENARIO IS COMPATIBLE WITH TOAW3 COMPLETELY, THE DB WAS DESIGNED USING TOAW, CENTURY OF WARFARE.
THANK YOU VERY MUCH FOR BEING INTERESTED IN THIS SCENARIO, GOOD LUCK AND GOOD GAMING.
JASON MALLETTE
SKHOOTER@GMAIL.COM
UBIQUE QUOFAS ET GLORIA DUCUNT

THE ACCOMPANYING EQUIPMENT FILE MUST BE USED FOR THIS SCENARIO.
THE EQUIPMENT FILE IS CALLED ¡¥INFAMY_EQUIPMENT.EQP¡¦.
This file must be placed in the Graphics folder of TOAW3.
It must also be renamed ¡¥equipment.eqp¡¦ replacing the original equipment file.
Be sure to copy the original file before replacing with the Infamy_equipment.eqp file
If the files did not accompany the scenario, do an internet search for them.


Drop the Countdown to Infamy for TOAW3.eqp file into the graphics folder of TOAW3.

Attachments
Countdown ..fing (2).zip
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Ubique Quofas et Gloria Ducunt
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