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DaBabes Quick and Dirty Ironman Nasty Port

 
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DaBabes Quick and Dirty Ironman Nasty Port - 11/6/2013 7:49:46 PM   
Andy Mac

 

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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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< Message edited by Andy Mac -- 11/7/2013 8:55:48 AM >
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RE: Quick and Dirty Ironman Nasty Port - 11/6/2013 7:50:25 PM   
Andy Mac

 

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Part 2 of 3

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RE: Quick and Dirty Ironman Nasty Port - 11/6/2013 7:52:18 PM   
Andy Mac

 

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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 - 11/7/2013 3:15:20 PM   
traskott


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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 - 11/7/2013 5:01:01 PM   
Andy Mac

 

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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 - 11/7/2013 5:04:35 PM   
Symon


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Way to go Andy 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 - 11/7/2013 5:06:18 PM   
Andy Mac

 

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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 - 11/7/2013 5:10:00 PM   
Andy Mac

 

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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 - 11/8/2013 3:23:27 AM   
PaxMondo


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Thanks Andy! Appreciate the support!



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RE: Quick and Dirty Ironman Nasty Port - 11/8/2013 12:21:56 PM   
Andy Mac

 

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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 - 11/8/2013 12:38:28 PM   
PaxMondo


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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!!!



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RE: Quick and Dirty Ironman Nasty Port - 11/10/2013 5:39:35 PM   
Mac Linehan

 

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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


< Message edited by Mac Linehan -- 11/10/2013 6:40:05 PM >


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RE: DaBabes Quick and Dirty Ironman Nasty Port - 12/29/2013 7:44:53 PM   
Mac Linehan

 

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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



< Message edited by Mac Linehan -- 12/29/2013 9:17:39 PM >


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RE: DaBabes Quick and Dirty Ironman Nasty Port - 8/1/2014 5:28:48 AM   
Mac Linehan

 

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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

< Message edited by Mac Linehan -- 8/2/2014 5:11:02 AM >


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RE: DaBabes Quick and Dirty Ironman Nasty Port - 8/1/2014 11:14:56 AM   
HansBolter


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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.

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RE: DaBabes Quick and Dirty Ironman Nasty Port - 8/1/2014 8:52:57 PM   
Andy Mac

 

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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 - 8/1/2014 8:53:48 PM   
Andy Mac

 

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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 - 8/1/2014 8:58:42 PM   
Mac Linehan

 

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quote:

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

< Message edited by Mac Linehan -- 8/2/2014 4:58:25 AM >


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RE: DaBabes Quick and Dirty Ironman Nasty Port - 8/1/2014 10:22:18 PM   
Mac Linehan

 

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quote:

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

< Message edited by Mac Linehan -- 8/2/2014 4:51:23 AM >


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RE: DaBabes Quick and Dirty Ironman Nasty Port - 8/4/2014 6:13:25 AM   
CaptBeefheart


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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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RE: DaBabes Quick and Dirty Ironman Nasty Port - 8/4/2014 5:26:40 PM   
Symon


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quote:

ORIGINAL: Commander Cody
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

You seem to be one of the smart ones, CC, so there's some things you, and other smart folks, need to know.

The AI is not just the scripts. The scripts tell the game system to do certain things, in a certain time frame. It depends on identifying and selecting units from their specific slot locations in the scenario that the AI script was written for.

AN AI SCRIPT DOES NOT USE 'UNITS', IT USES 'SLOT NUMBERS'. Is there any way I can make this clearer? Anybody out there, anywhere, that doesn't get it?

So scripts use slots that might not be populated with the desired unit. Depending on the mod, a script might grab a Seabee Bn instead of an Armored Division because the Bn is the Div slot: and so it goes.

It all has to do with slot numbers. Certain mods keep certain LCUs in their specific slots. Others don't. And it's Japanese slots and Allied slots. A mod might work for one, or both, or neither. Am I getting through?

THE AI SCRIPT IS A “SCRIPT”. IT IS NOT THE AI. THE AI IS EMBEDDED IN THE CODE AND DOES ITS THING WHENEVER THE GAME IS LAUNCHED AS PART OF THE EXECUTABLE PROGRAM.

Scripts just tell the code to do this or that, with these units, in this time frame. We call it the AI, BUT IT IS NOT THE AI. The AI is embedded in the code. Period. End of story.

That’s why many mods that have disjoint slot locations, play out sot so well., because the it’s the code and not the script. So some mods have slots relating to AI script calls. Others do not. But don’t think for a minute that a “script” is the AI.


< Message edited by Symon -- 8/4/2014 6:27:21 PM >


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Post #: 21
RE: DaBabes Quick and Dirty Ironman Nasty Port - 8/5/2014 2:37:45 AM   
CaptBeefheart


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Thanks, Symon, for taking time to explain how things work. I appreciate all you do for this great game, as well as the other developers and modders. I'll admit to a lot of ignorance as to how things work under the hood.

Cheers,
CC

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RE: DaBabes Quick and Dirty Ironman Nasty Port - 8/5/2014 4:31:51 AM   
Mac Linehan

 

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quote:

ORIGINAL: Commander Cody

Thanks, Symon, for taking time to explain how things work. I appreciate all you do for this great game, as well as the other developers and modders. I'll admit to a lot of ignorance as to how things work under the hood.

Cheers,
CC


Plus 1.

John - Thank You for the explanation - it helps to understand the concepts and the facts.

Mac

< Message edited by Mac Linehan -- 8/5/2014 6:56:11 PM >


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RE: DaBabes Quick and Dirty Ironman Nasty Port - 8/5/2014 7:39:01 PM   
Symon


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Please don't get the wrong impression, ya'll. Andy does an excellent job of writing scripts. Way better than I could ever do. What he does is wonderful for play against the computer.

But the embedded AI is the thing that determines TF routings, and auto-magic ASW and minesweeping, in ports, with the Babes special ships, and base defense in China against "threatening" LCUs, and movement of planes across an "Air Bridge", and determining TF maneuver and combat, and collecting local LCUs and assaulting/defending a local base, and capturing 'close' bases, and searching, and basically doing everything that does not depend on a strategic operational plan, and Lions and Tigers and Bears, Oh My.. That is the province of the 'scripts'.

One is able to physically play the game with an aeixxx file with every field set to "zero". Each side will fight hard, "locally". Nothing strategic will happen, because there's no scripts. So if a player launches an operation - the AI will respond 'locally'. Without a script, it won't re-inforce or counter-attack, but it will defend with everything it has at hand.

Conversely, the Allies will not advance, will not re-inforce, will not 'invade', because there's no scripts that tell them to. But they will defend to the best of their ability.

The real AI is the embedded AI. The "scripts" just tell the system which LCU slots to send where, in what time frame, and under what triggers, so that the embedded AI can operate on them when they get there. That's about it

Ciao. JWE

< Message edited by Symon -- 8/5/2014 8:40:27 PM >


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RE: DaBabes Quick and Dirty Ironman Nasty Port - 8/5/2014 9:54:59 PM   
Mac Linehan

 

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John -

Your two posts above have done much to clarify and educate me about how the AI works and the terminology involved; I am most appreciative.

You, Andy, Elf and all the other members of the AE Team represent the many differing aspects - each of which combine to make a whole - that formed this awesome game.

It's five years since the release of AE; I feel as if I am just really getting started with understanding all the technical aspects of this very deep and complex game.

AE forever, Gents!

Mac



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RE: DaBabes Quick and Dirty Ironman Nasty Port - 11/27/2014 11:59:01 PM   
Mac Linehan

 

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Andy -

Very good to hear from you (in the "Another Ironman NN Scn 60 thread).

I am really enjoying Scn 50 DBA A; have been playing on "very hard" for the past 10 turns - wanted to give the AI all the help possible.

Currently on the 24 January 1942 game turn. Clark Field fell on 11 January; followed by Manila on the 21st; Singapore finally fell on the 23rd. Bataan still holds but as there is no source of supply, it is only a matter of time.

I choose, at start, to edit and consolidate the many Indian 3rd Corps and most Malaya Army combat units at Johore Bahru, as a first line of defense; therefore the LCU's were well entrenched, at or close to 100 percent preparation and had the 3rd Corps HQ on site. A lesser combat force and the bulk of the support LCU's were in Singers. I chose to prep the Malaya Command HQ for Singers instead of Johore Bahru.

Note: In retrospect, it would have been wiser and more efficacious to have the Malayan Command HQ prep for and add it's (potentially 90 percent) bonus to the Indian III Corps HQ at Johore Bahru, where the bulk of the combat LCU's were located.

Johore Bahru started with a level two fort; Japanese air not only bombed Allied LCU's but the port and airfield as well; this cumulative damage stopped (diverted) my engineers from completing a level three fortification.

The AI has done very well in adapting, especially in Malaya. The pattern begins with daily artillery and aerial bombardments, eventually followed by multiple shock attacks, interspaced with more bombardment attacks, then several turns to rest. Initial losses are high on the Japanese side; eventually the odds shift and the Allied artillery is rendered inoperative and silenced, the Allied LCU's do not have time to recover disruption (replacements are turned off - the Allies are isolated) leading to disabled and lost devices. The AI brought in new undamaged units and thus the odds begin to improve, moving from the negative to 1:1 and on up the scale.

The final step is to reduce Allied fortifications through odds ratios and liberal use of IJA engineers. All of this done, by the AI, against a reinforced and fortified base – is very impressive.

Note: The AI tends to bomb at less than 10k, sometimes strafing with commensurately higher losses. As mentioned earlier in this thread, I edited and significantly increased the Japanese at start pools to cover high loss rates. This is not a criticism; there are limits as to what can be programmed; all in all a remarkable job. I have learned a great deal from this game. The AI is a wonderful learning tool.

Hawaii -

Hilo and Kona are under Japanese occupation; with Hilo as the major base. Initially, in late December I began to run a Bombardment TF (BB/CA/CL/DD/DMS) with some success to hammer Hilo. However, the 19th Garrison Fortress is one mean motor scooter; my BB's and CA's began to take significant cumulative damage. Not enough to endanger and lose the ship; but requiring lengthy yard time and thus a mission kill.

Combat reports showed loss and disabling of Japanese aircraft and high levels of service and runway damage; there were no Japanese flights. While the heavies were placed under repair at PH, I switched to bombarding Kona with CL/DD/DMS to keep chipping away and gain experience, thinking that Hilo (AF size 2) would be shut down for a while - or at least till the heavies were out of the yards and ready to go again.

Concurrently, Pearl Harbor air was undergoing intensive training with one P-40B on CAP, and the Cats on naval search. Early on, once morale was 99 percent, after several TF Bombardment runs, I ran a bombing mission (B-17D) escorted by a single group of high morale but low experience P-40B's. Ran into a buzz saw, learned my lesson (untrained aircrew against highly experienced Zeros); back to training again - minus some aircraft and aircrew with lowered morale (I am sure, that in the long run, they will forgive me…).

Eventually, I realized that as Kido Butai had been missing in action since December 7th, it would be wise to place more fighters on CAP in all key areas of the map.

Sure enough, within two turns Hilo came to life and the Zero, Oscar and Lily Boys dropped by, in large numbers. Evidently fully assembled, recovered morale and repaired, they were ready to party. I put up everything available on CAP, taking care to optimize maneuver altitudes per air model and keeping the separation deltas tight - for mutual support (thank you Alfred and LoBaron and others). It has been an ongoing, very tough air battle due to large numbers on both sides; the Japanese air is very experienced, against the Allies who enjoy an advantage in fighting over their home airfield with radar coverage and ample aviation support.

Additionally, as mentioned earlier, the game setting is on "very hard". That really helps the AI to level the playing field against the a human player; I would highly recommend it (doesn’t take long to get used to it) as it is the Manly Thing to do...<grin>

Only in the past three turns has attrition begun to tell (slowly!) against the Japanese. It is also important to note that the Allied aircraft production was edited and received a serious boost, including at start pools. I must candidly admit that if I were working with unaltered at start pools, the Japanese would be currently enjoying absolute air superiority over the Hawaiian Islands. My own pools - particularly the P-40E, are very low. P-39N's are now the way to go; at least for the foreseeable future.

PH ASW patrols and naval activity in the Hawaiian Islands area:

Initially, after Kido Butai left town for parts unknown, life was not too bad aside from intense submarine activity (they are like Texas Roaches – and are everywhere!). No BB’s were sunk on December 7th, and I was able to do temporary repairs and then move the Big Boys to the West Coast under heavy DD escort, 6 being the magic number according to my notes.

So – three to four groups or dedicated ASW DD’s (of three each – thanks JWE for that tip); naval search sighting Japanese subs and raising DL's, Hunter Killer ASW (yeah – may not get any kills – but feels good to read that on the TF description…) reacting to the revealed subs. All Hunky Dory till.. Hilo comes to life and whammo – multiple naval attacks by Betties Are Us. And very well trained, I might add; they didn’t miss very often. Lost two DD’s outright, with one heavily damaged, limping back to Pearl at “cruise speed” setting. Extended my Cap range at PH to four hexes, but the Betties kept at it (was it something I said?), but fortunately did not score. My CAP did not respond either; too inexperienced I would suspect.

Note: Sometime back, there was an excellent thread (LoBaron, Alfred and crsutton IIRC), that specifically covered the ins, outs and requirements for Long Range Cap as per airfields and task forces. I saved the thread to my AE forums folder, and will have to do some research in the near future.

The Good News:
As described earlier, the Japanese Air attacks are beginning to lose their edge due to attrition. Or at least that is what I would like to think.
And: Pearl Harbor has ample supply and fuel until the next major resupply/refuel (one already took place earlier in January). Plus, being only five hexes from PH to Hilo, my bombardment TF’s can run in at night at speed and be back in PH (and under an air umbrella) before the Japanese have their morning noodles.

Food for thought: The “We Fly by Night” Betty gang is starting to hit Lihue in small numbers; no real damage yet, but a prelude to invasion at some point in the future? Currently Wake is a level 3 AF (46 hexs distant), Midway level 4 (27 hexs distant) and Johnston Island level 2 (17 hexs distant). Johnston is my bet as the Betty base. SS Dolphin is on patrol there; we shall see what happens. I would not put it past Andy Mac to write such a script…

On the other hand, my sub patrols around Truk, Kwaj or Wake sometimes climb to a 10/10 detection level. I have begun to record the current DL, turn by turn, in the TF information bar to help me track the changes (along with Tracker and Combat reporter).

Coal Island (Canada) and the West Coast:

Concurrently with the Coal Harbor invasion, the Japanese launched several devastating port strikes (carrier launched). Didn't loose any ships, but some very long yard times. I recon Coal Harbor on a regular basis and am beginning to run a bombardment TF (Warspite/Colorado plus usual CA/CL/DD/DMS) with some success (if the recon report is to believed), to shut down the airfield (size 1) and to prevent expanding and thus offensive operations.

As this run is a longer distance, and calls for a two turn set up, I stage (ocean hex destination with a “ROS” setting) to get max prep points before the final run in. As Coal Harbor is a level one AF, there is little danger from a Naval Air strike. Let's hope I can keep it that way... All floats are set to night recon at 7k feet; occasionally I will try 1k to see if that makes a difference.

BB Mississippi and New Mexico recently arrived at San Fran and are en route to Seattle to join the fun and gain experience. Once I feel that the Coal Harbor AF has been shut down (and thus, no defending CAP), I will begin to bomb it with all those shiny new B-17's that are training at Seattle, to keep the heat on and gain experience.

It should help West coast (and not to mention my) morale to beat the tar out of somebody...

Seattle expanded its port to size 8 (to handle the BB rearm); and is now expanding the airfield from 7 to size 8. I plan to use Coal Harbor as a major training run (naval and air) in addition to supplying Seattle and surrounds with air coverage.

Victoria (port size 6)

…Suffered from lack of supply, despite auto transfer with Oak Harbor (size 2). I am running a resupply convoy from Seattle to Victoria to build up supply and expand both port and airfield. By the way, no auto convoys for me, manual planning and ops all the way (cause that's how Chuck Norris would do it [that's for you, Nemo <grin>]).

Eventually, Victoria will be able to base and support my BB Bombardment TF thereby considerably shortening the run to Coal Harbor.

West Coast submarine activity seems to be falling off a bit, as the boats need to refuel and rearm at base (Kwaj?). This is good news, as I have a backlog of merchants at Balboa awaiting escort to the west coast - PH will eventually need a second major refuel/resupply convoy.

The Channel Island area between Los Angeles and San Diego is still dangerous; there are numerous naval and air forces dedicated to hunting Japanese submarines. I think we have inflicted some damage and a kill (unconfirmed); this ratio will improve over time.

Alaska:

The Japanese have occupied Adak, with nearby Ulak and Atka sequentially falling to the Rowboat Brigade. Adak has a 2(5) port and a 1(4) airfield; I have no doubt that, in the not so distant future, I will receive notification that Adak's AF has expanded.

As Adak is 10 hexes distant from Dutch Harbor (well within Betty Range), I am moving quickly to resupply/refuel and build up Dutch Harbor, Kodiak, Seward and Anchorage. An engineer unit was railed from Anchorage to Seward to build fortifications and expand the level 3 port.

The 134th Combat Engineer Battalion which starts the game in Seattle is moving by sea to Kodiak, to help expand Kodiak's air field and build fortifications. Eventually, once infrastructure and enough support is available, I will move a fighter patrol group in to help keep the peace.

DEI:

Most of Borneo (Miri/Bruni/Kuching/Samarinda/Balikpapan/Tarakan) is under Japanese occupation. Any surviving Air Units from Malaya or Borneo was moved to Java. The oceans on both sides (east and west) are infested with small but highly effective IJN CVL/CVE Task Forces, making any oceanic movement hazardous at best. I did systematically move all excess or non essential shipping out of the area early on. CL Marblehead, heavily damaged (54/39/36) is in dry-dock at Soerabaja, protected by Dutch and Brit CAP. Once her damage levels are reduced, I will move her to either Cape Town or Colombo. It is probably too late, but I will not willingly give her up.

There is Dutch and British air giving cover over Soerabaja; most attacks have been carrier based and repulsed with losses; however, once Japanese land based air is in range (with fighter escort) things will go south. Potentially, as I have conserved my air in Java, I can give the Japanese a good run for their money. While I do have replacement aircraft in the Dutch and Brit pools, I must wait a designated period of time before drawing more replacement aircraft.

Additionally, I inadvertently allowed the supply level to drop below 21k at Soerabaja. That error has been corrected, base supply stockpiling is now "ON". Currently the Dutch Hawk 75A7’s have 37 kills; the Dutch B339’s 7 kills while the recently evacuated Ambon air (also 339’s) have no kills. Nearby Madioen, with CW 21-B Demons (climb rate 2700 - the fastest climber of them all), range 2 (to support Soerabaja) has 4 kills.

Note: Am using JWE’s aircraft maneuver data for all my AE games.

LCU wise, ground force AV is low (even with fortifications); once the Japanese invade it won't take long. The good news is that some time back Force Z and an USN SAG sank virtually all of a major Japanese troop convoy that was approaching from the east side of Java. The convoy had land based air coverage; but at extreme range. After initial detection of the convoy by Naval air search, I took care to keep my heavies close to the IJN (Betties) perceived range limit. As documented in an earlier post, the convoy was lightly escorted by Patrol Boats and sunk with high loss of life.

Also:

Two IJN CVE/CVL TF's have come to grief while passing through the Sunda Strait - between Merak and Oosthaven, which I heavily mined. Two 180mm and x2 75mm (!) Coast Defense batteries have obtained a remarkable amount of hits on the constrained Task Force. Multiple mine and artillery hits on the carriers and CA's involved. I have a new appreciation for the dangers of entering a mined and guarded straight...

Fiji (Suva) and New Caledonia (Noumea):

Suva is well supplied (from PH and Balboa - although the latter is an extreme run) and currently expanding its AF to size 6. There are two IJN long range SS that are still hanging around; but although I have not yet been able to get a confirmed kill, my B-18A Bolos are doing a great job of locating the boats and rendering them relatively ineffective due to high detection levels; in conjunction with two AM ASW TF.

Suva has one P-40E fighter group that has been intensely training since day one. Additionally, Suva actually has more aviation support than needed (a rarity in the Babes World), but a good thing, as there is no other group(s) with which to rotate due to combat.

Which leads us to -

Noumea:

Fell to the Japanese early on and has been quiescent for a long time. I put the shorter ranged Porpoise SS on patrol in the port hex to keep an eye on things. Evidently the offloaded IJN air is up and running because the Betty Boys from Noumea paid Suva a visit two turns back.

A Bombardment SAG (CA Pensacola/DD Le Triomphant and two recent USN DD arrivals) has been hitting the Noumea Air Field (size 4) periodically; however, it is a small force and a long distance run so damage has been slow to accumulate.

As with the Coal Harbor bombardment force, I stage ( open water destination w/ROS) the SAG within three hexes east of Noumea, then reset to "bombard" the following turn (to max preparation points and set floatplanes to night recon). There was no danger in past turns (no increased DL); however that time has passed, with the activation of the Betties. Will have to rethink and see what can be done.

Oz:

Darwin had been reinforced (AG/AGP/AD/AS/LCU/Engineers/Aviation Support) and is serving as a staging area for escaping/rebasing ships from the DEI. I also recently switched the P40E's (bought out from the PI and rebuilt/trained) to CAP with a three hex range; this turned out to be a good move as Japanese Betties recently conducted several naval strikes against my ASW AM TF. The P-40's did well and smoked several bombers; damaging a few more. These P-40 groups have good experience from the earlier Philippines battles and are seasoned aircrew. Of course, once Zero escorts join the fun, this could all change...

While well supplied and fueled (from Sydney and Cape Town), Darwin does not have a high enough assault value to resist a serious Japanese amphibious invasion. Will have to do the best with what I’ve got.

Brisbane is the major point of arrival for reinforcement air groups (AF size 4; port size 5 and currently expanding); but the new air is very green and aviation support is inadequate. The Noumea Betty Boys hit three turns ago (ground attack) - a flight of over 100 (!) aircraft, but no escort.

Am not sure if Noumea has a Japanese Air Headquarters, but with a size 4 AF there is room to park them all.

The Allies do enjoy the advantage of fighting over own AF with multiple fighter groups available to rotate; and it is a long haul for the Japanese. On the other hand; I have burned through most of my replacement aircraft (P-40 of all types)...

There are, however a good number of P-39N’s available. Shall do my best to use them within optimum designed perimeters.

None the less; the green P-40E pilots are at 99 percent morale and are beginning to inflict damage and a few kills. I am moving every aviation support unit that can be spared to Brisbane. The battle is joined…

Port Moresby and Papua/New Guinea:

Rabaul, Lae, Wau, Finschhafen and Salamaua have fallen to the Japanese. Fortunately, I was able to evacuate the various Australian LCU’s (except Rabaul – they fought to the last), by air to Port Moresby.

Japanese forces have landed at Port Moresby. All PM air was rebased at Cairns, set to naval search – including a narrow search band covering PM itself.

A USN sub patrol and an Australian SAG (x2CA, x3CL, x2DD) was moved to Townsville and sent (last turn) to patrol PM. Upon arrival, sadly, no Japanese TF was in the area (or at least sighted as of yet…). The SAG’s DL is now 10/10; I should probably move it out of range as there is no friendly air at PM. Port Moresby has not yet been attacked by air, but as Rabaul is now in Japanese hands, it is only a matter of time.

CL Adelaide ran over a 53cm Type95 torpedo while Enroute to Townsville; she made it back to Rockhampton; will repair at pierside and then to Brisbane Yards.

The good news: Eight B-17D’s stationed at Townsville have made their first two strikes (YES!) against a Japanese engineer unit offloaded at PM. Yes, Townsville is a size 3 AF with no air HQ– thus a reduced sortie and load, but the engineers are hard at it and will soon expand to size 4.

Charter Towers (AF4) is nearby with another B-17D group; but did not fly due to bad weather.

Regardless, the Air Corps Boys are excited to have flown their first two missions. Once the Japanese have fighters in range, I will have to rethink.

Southern Ocean – between Cape Town and Perth:

At least one Japanese CVE/CVL is on station, and has sunk six merchants (can't we all just be friends?) carrying fuel to Perth – a very busy and important convoy run. Traffic has been temporarily disrupted until I am reasonably sure that the Bad Boys from Nippon have left town. It is a pain, but there is enough fuel in Oz to keep shipping/warships fueled. Oz Heavy Industry is turned OFF to conserve fuel.

India:

A Dacoits pro Japanese LCU dropped by and initially took Salem; but then moved into an adjacent hex (due east) where it is now serving as a bombing range for every Indian air unit I can round up, now based at Madras. While this scratch force may be composed of obsolete Lysander II, Audax 1 and Blenheim I aircraft; against an unsupplied (I hope) LCU with no air defense, the 7k strikes provide excellent training for all pilots involved.

Ceylon:

Lots of air and combat ships – Force Z and the USN SAG are based at Colombo. Plenty of supply and fuel; bases close to maximum expansion. However, more combat LCU’s are badly needed to repel a potential invasion. LCU reinforcements from Aden are shipped (under escort) to Karachi, then by rail to Madras. I am not certain if I should keep these units at Madras to (potentially) defend the sub continent; or move them to Ceylon. Transport shipping is kept on hand at Madras to allow relatively quick redeployment to Colombo.

Rangoon:

Every unit in Burma was moved immediately to Rangoon. Current Assault Value is 964; supply is at 31706 – fort level 3. Engineers have switched from fort building (currently level 3) to expanding the level 4 AF.

The AVG (H81-A3) and Brit Buffalos have put up a magnificent fight against Japanese Air raids based from Bangkok. The three AVG elements have 56/93/82 kills (Buffalo x20 kills); but attrition is definitely getting the upper hand. A size 7 AF that allows upgrades is badly needed; Calcutta, Chittagong, Madras and Rangoon are all expanding. AVG/1 is down to two serviceable aircraft; may have to shut this group down to preserve the pilots until upgrade or change of aircraft is possible. Might fly them to India as the Indian AF will reach Level 7 first.

Moulmein fell to the Japanese four turns ago, and is a size 4 AF. One Blenheim I Squadron, escorted by a Blenheim IF fighter Squadron have begun bombing (from 7k for maximum effect) the AF. There is no AAA or CAP as of yet; I hope to shut it down before any Japanese air can transfer in. Moulmein is 7 hexes from Rangoon, it is unlikely that long range CAP can cover.

On the other hand, Pegu fell two turns ago to the Japanese. As a level 1 airfield, there is not an immediate threat; but eventually I will have to deal.

Note: Upon reflection, the Rangoon engineers should probably focus on expanding fortifications, as His Imperial Majesty's Representatives are right next door at Pegu and will most likely drop by soonest.


China –

Continuous arty and aerial bombardment interspaced with deliberate attacks. Slowly but surely the IJA is working to push me back – it will take time.

Note: I edited at start and gave the Chinese more supply. Chinese air pools were enlarged – but only I-15-III, I-16-III, Hawk 75M and the Soviet Bombers. All Lend Lease is as is.

Due to very low experience levels, the majority of Chinese Air is training; but there are I-15-III’s at Chungking and Changsha that are on CAP. Chungking (Level 5) is expanding towards level 7 to allow upgrades.

Lines of Supply:
Using ny59giant’s excellent spread sheet, I have rounded up and moved the various classes of merchants and tankers to stage where needed; i.e. West Coast to Pearl or destinations south; Cape Town to Perth or Darwin (fuel or troops); Abadan to Karachi or Cape Town (fuel); Aden AP’s with escort to India.

I will also plan to use my largest and most valuable tankers off map, leaving the dangerous on map routes to the larger AK’s. My thanks to Moose for that tip.

So. Am only 49 turns into the game, playing (at most) two to three turns a weekend (with an eight week hiatus (during my summer job) - little time to play) – averaging about three to six hours each. Is it worth it?

Yes it is. I love the immersion into detailed planning; watching an “end turn” combat resolution is the highlight of my weekend. I love every minute of it, and look forward to more.

I am, without a doubt, having more fun than a human being should be allowed to have.

My sincere thanks to you, Andy; and to the Babes Team who modded stock and made this awesome mod.

Mac

And – after doing three turns in Scn 60 when first released; there is something to look forward to…

P.S. – this just in from Alfred, and really sums it up far more eloquently than anything I can write:

Quote:

quote:

ORIGINAL: blackcloud6
quote:

The amount of management is up to you


As I recall from UV that was true; you could sett hew program to do many things for you. But it always made me wonder if I could be managing things better... or not.

Day turns? Wow I didn't know that. How fast do they go by?

How are the scenarios? Is the game worth it just to play scenarios?


Yes.

It really is quite simple.

1. Anyone who considers themselves to be a grognard should have this game. In fact if they don't thave it hey are really not a grognard.

2. Anyone who has an interest in the PTO should have this game. There is nothing which comes close to AE in terms of covering the PTO.

3. Yes there is considerable micro management required if you want to squeeze the absolute maximum performance out of the code but this is not essential to enjoy a good game.

YES! Thank You Alfred!

4. The replayability is huge. Obviously so against a human opponent in PBEM but also against the AI which basically has 13 scripts per scenario to elect.

5. You will find no better forum to answer your queries. Unlike many other matrix games, the AE forum is very much alive and several well informed forumites will answer promptly your queries.

Alfred


< Message edited by Mac Linehan -- 11/30/2014 8:52:11 PM >


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RE: DaBabes Quick and Dirty Ironman Nasty Port - 11/28/2014 3:06:40 PM   
traskott


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This is only the beginning, my friend...

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RE: DaBabes Quick and Dirty Ironman Nasty Port - 11/28/2014 7:55:47 PM   
btd64


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In the middle of jan 42.....GP

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RE: DaBabes Quick and Dirty Ironman Nasty Port - 12/1/2014 5:03:42 PM   
Andy Mac

 

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Really interesting update thanks for sharing Mac

Real Life has limited my time for scenario building but feedback is always very valuable much appreciated

(in reply to btd64)
Post #: 29
RE: DaBabes Quick and Dirty Ironman Nasty Port - 12/5/2014 11:32:26 AM   
btd64


Posts: 5980
Joined: 1/23/2010
From: Mass. USA. now in OHIO
Status: offline
End of feb 42. a little push back by the allies underway....GP

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(in reply to Andy Mac)
Post #: 30
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