From: Melbourne, Australia
Wow. That was fun.
How to make it tougher?, (I still had around 70 turns left in the scenario), (and I also only played this on normal settings)
Perhaps having less tanks. I assume the OOB was accurate, but the tanks were the real pinch hitters in this game.
Reducing their starting number would certainly mean a greater reliance on infantry, and their losses would have been significant (bordering on catastrophic).
Suffering greater losses on landing, would have also swung the balance a little. Maybe historically the troops had it easy on landing, but towards game's end although the were worn down, they still had greater strength than the Japanese forces.
The navy were an ever-present bully. I was more judicious with air strikes in this game, but always seemed to have enough to carry out significant damage. Bombardment had absolutely no impact in this scenario, and gave up on it entirely.
A passing Japanese naval threat, (surface or submarine) would have been really interesting in terms of surprise and disruption to troop support. And kept the navy on it's toes rather than being permanently parked.
A really enjoyable, just one more turn, scenario.
As I moved south toward those fortified positions I honestly thought it could have gone either way, and on harder settings probably would.
...Next I will be posting up the map and unit mods used here onto the forums. (lots of little map and gui tweaks.)
Then I'll tackle Rising Sun (perhaps with an AAR)
Thanks for reading.
< Message edited by Agent S -- 3/8/2011 11:16:43 PM >
"Great men are forged in fire, it is the privilege of lesser men to light the flame. Whatever the cost." -Dr. Who (#1)