From: La Salle, Colorado
READ ME – B-Mod Introduction:
I was a member of the Henderson Field Designs AE Development team.
With that experience, and some knowledge of the development of WitP:AE, I undertook to design my own mod, adding to the mod experience I had in AE's predecessor - War in the Pacific:The Struggle Against Japan 1941-1945.
B-MOD - STOCK MAP MOD, whose main focus is greater Historical Combat Realism, and new Improved Artwork for ships and aircraft.
The Ultimate goal of B-Mod is to drag this basically 'sound' game into a more realistic representation of the Asia/Pacific War of 1941-1945.
B-MOD Scenario 191 Relief of Wake Island, Dec 1941: This is an original B-Mod scenario, detailing the historical attempted USN & USMC Relief of the embattled Wake Island in Dec 1941. All the historical units involved in the effort on both sides are present in this short battle scenario, and explorers the 'What-If' situation had the United States Not canceled the the expedition that was underway in Dec 1941. This scenario has all of the B-Mod modifications below.
B-MOD Scenario 192 Battle of The Coral Sea: This short battle scenario has all of the B-Mod modifications below, as will pertain to Stock Scenario 3. Added the many missing air & naval units to flesh out the Order Of Battle for both sides.
B-MOD Scenario 197: Grand Campaign December 7th 1941. With all B-Mod modifications detailed below.
Overview: B-Mod is a much more complete historical simulation of the Asia/Pacific War of 1941 – 1945(6) than Stock.
There are a number of changes that effect both sides – enumerated below.
Overall, this mod could be viewed as more difficult for the Japanese player – although there are several improvements that are directed specifically at Japan, in all honesty there are more changes that help the INITIAL Allied situation as well (mostly involving China and the DEI).
Th crucial year is 1942 where many of this mod's changes are in effect, but both sides benefit from this in 1942. and after.
Latest Update; October 10, 2019:
Added Andy Mac's new bases;
1604 Sungei Pantani
1605 Kuala Kangsar
1606 Kuala Krai
1608 Port Dickson
1611 Batang Padang
1620 Sittang Bridge
1622 Karen Hills
1623 Kachin Hills
1624 Gokteik Viaduct
1630 Daik - u
1631 Chin Hills
1632 Mount Victoria
1633 Arakan Yoma (N)
1634 Arakan Yoma (C)
1635 Arakan Yoma (S)
1639 Three Pagoda's Pass
1643 Fort Hertz
1644 Lushai Hills
1647 Naga Hills
1648 Kabaw Valley
1649 Pangsau Pass
1650 Hukawng Valley
1656 Jervis Bay
1668 Kokoda Trail
1673 Reid River
1674 Port Macquarie
1691 Plaine Des Gaiacs
1692 New Plymouth
1695 Yaowang Mtn
1) Put L2D2 Tabby into limited production Dec 1941;
2) Added missing Coast Guard cutters (added from DBB Database);
3) Minor DB fixes to a few Chinese units upgrade path;
4) Identified and fixed the problem with the Ohka series flying bombs being unavailable (problem inherited from stock).
5) Fulmar II updated production and role change to Dive Bomber 6/42.
6) Australian B-25 armor updated.
7) Many US Divisions that are missing for a reaction to an invasion of USA added under restricted command, and have a departure date of 10/1942. Details below.
Garrison Requirements in China: Major – Major changes in China, see China notes below.
IJN Cruisers and Destroyers: Added 13.2mm AA Machine Guns to the 1941 build (slot 1377) Momo class DDs. All Cruisers and Destroyers have generally had their speeds increased to match the vast majority of published material.
Japanese Aircraft: All Japanese two machine gun fighters (A5M4, KI-27b, KI-43 series) have been given a firepower bonus (Double stock Firepower).
D3A1 & D3A2 Val Divebomber : Once again has the 250kg SAP bomb for Naval Attack and Port Attack Missions (anti-shipping) retaining the 250kg GP bomb for other missions.
Fighter Aircraft: All fighters have had stats reviewed, and some corrected – to assure uniform aircraft modeling at the same combat weights.
Under -represented Key Aircraft: Some key aircraft have had production numbers modified (such as the B-25C, Wellington Ic Wellington B.X, LaGG-3, and MiG-3).
[The Fire Power Bonus also applies to the Two-MG principal Russian fighters as well (LaGG-3 and MiG-3)]. These aircraft have had production increased by the rule of Less Than 10% of Historical production rate.
In other words – these aircraft have had availability in-game increased – but not to equal or exceed 10% of historical production (replacements increased – not new squadrons).
There are also several other aircraft who have had their production cycles (dates) modified to reflect the fact that aircraft production – does not stop with a several month or year long gap between production models (such as LB-30 to B-24D, etc), and closer to actual availability.
The reason is – many of these aircraft are vastly under-represented in the game (equivalent generally to only about 2 % of actual production, or absolutely missing entirely).
No Japanese aircraft have had production numbers modified – simply because for Japan: A) the starting production schedule 'in place' is accurate for Japan, negating the need to correct aircraft production schedules and availability, and B) The Japanese player controls their own production.
Heavy Bombers: American Heavy Bombers (B-17, B-24, & B-29) equipped with power turrets have had those weapons boosted in accuracy rating (fully powered turrets, with reflector gun sights, are much more accurate than hand held machine-guns...And – this will help reflect the Mutual Support that American Heavy Bomber units had – with their unique tactical doctrine – the Bomber Box).
US Mark 14 Torpedo: USN Mark 14 torpedo performance has been thoroughly researched, game tested, and subsequently modified (Using the JANAC resource of real maritime losses of Japanese ships in WW2).
The stock profile is %80 dud rate from Dec 1941 through Dec 1942, dropping to %60 dud rate in Jan 1943 to Sep 1943, then becoming the standard (for all torpedoes) %10 dud rate thereafter.
This has been found to be grossly overstated (and mathematically impossible). Research has shown key changes taking place Mar/April1942, and again in 1943.
The new profile is:
Dec 1941-Mar 1942: %80 dud rate
April – Dec 1942: %50 dud rate
Jan – Sep 1943: %30 dud rate
Sep 1943 on : %10 dud rate.
This much more accurately conforms to historical USN Fleet boat performance, (although will still not actually reach historical Mark 14 Torpedo performance) and in-game performance has proven to be closely approximate to historical performance.
Prolonged play-testing has shown that 'in-game' results now vastly more reflect historical results and outcomes.
New ship and aircraft art: New ship art as well as Cathartes new 'plane tops', Both Allied & Japanese, are included.
New warship stats (all nations): Made extensive use of Nathan Okun's WWII gun & armor Resources; combined with new warship tonnage and durability ratings.
Durability is calculated from average deep load displacement – to effect the truest picture of the size of the vessel or platform.
Tonnage is on a bit of a sliding scale – taken from Trials Displacement - to an average Deep Load Displacement.
British Empire and Imperial Japanese Navy Armor Plate is calculated at the then used 40lb-inch (24.9mm inch as opposed to the later standardized 25.4mm inch), which is appropriate for the WW II era.
(There is a spreadsheet available for viewing and download with ALL warships covered, HERE in the Workbench section. Includes all stats and formulas.)
Allied Destroyers and small Light Cruisers now have a troop transport capacity equivalent to their Japanese counterparts by hull size. Unlike their Japanese counterparts - they DO NOT have any cargo capacity. This capability has been restored as it was available in original War in the Pacific.
British CV's Illustrious Class and Hermes:
The Illustrious class has been reviewed and modified in air group stowage capability, according to their 1941 refits (pre-Pearl Harbor). Aircraft capacity is now rated at 41.
The Hermes now has available the refit she was scheduled to receive in 1939, but was never carried out due to pressing wartime need for her services. The refit is available after March 1942 (beyond the historical time of her sinking).
Fairy Fulmar II:
In June 1942 the British certified the Fulmar II for Dive Bombing ( full 60 degree dive) with a 500lb bomb. Fulmar II's have been re-designated as Dive Bombers beginning in June 1942, with production ending in 1943 (the production cycle of the Fulmar II).
Suffolk and Cumberland are now a sub-class of Kent class – with new ship art.
British Carriers: British Warships WILL NOT begin to withdraw until the second half of 1943. This was done because even though this game is sophisticated and complex, there is no game mechanism to trigger withdrawal only AFTER a Battle of Midway like event
HMS Repulse: HMS Repulse now has an option to undergo a 9 month rebuild to convert to sister ship HMS Renown class. Should Repulse survive the opening moves, it may go to a level 100 or greater ship repair yard (generally Off-Map) to undergo modernization.
Clemson, Wickes, & Sampson Class Destroyers: 5 Clemson Class Destroyers started the war using 5”x51 gun main armament instead of 4”x50's like their classmates. These 5 DD's have been so modified to their original configuration – as well as an option to re-arm the other Clemson's with this weapon if the player chooses
British 45th & 61st Infantry Divisions:
These two British Infantry Divisions were both raised in 1939, and never left the UK during the war (although the 61st actually ended the war under Eastern Command). Since this mod is more open for unit redeployment due to increased Political Points – they have been included in the OOB. They appear in 1942 in the UK since both sides are capable of deploying more expeditionary forces than they actually did in this mod.
British 5thInfantry Division:
This Division was landed in India in 1942, while two of it's it's brigades were supporting invasions of French Africa in 1942. Eventually the division was reunited in India in later 1942. This Division and it's brigades appear in India in 1942 as it historically happened. The Division will depart in 1943 as was historical.
The KNIL Army Command, (slot #107) is not a restricted command. This means Dutch units may load up on transports and be relocated to other islands.
Furthermore, Dutch Infantry and Dutch Combat Engineers (and other devices) will replenish from 42 to 45 uninterrupted, should any units survive Japanese conquest of the DEI.
Armor: All armor in game have been looked at and modified where appropriate, also re-introduced Soviet T-34B (T-34/76 M41), and T-34C (T-34/76 M43) and the KV to IS series Heavy Tanks into the game.
Truk : The missing small submarine repair shipyard has been added.
US ARMY INVASION REACTION : There has been added a number of units of the U.S. Army, that were already trained and active duty as of December 1941. These include the following units:
US II Armored Corps HQ, US II Corps HQ, US IV Corps HQ, US VII Corps HQ, US VIII Corps HQ, US 1st Armored Div (Hvy),US 2nd Armored Div (Hvy), US 3rd Armored Div (Hvy), US 1st Infantry Div, US 2nd Infantry Div, US 4th Infantry Div, US 5th Infantry Div, US 6th Infantry Div, US 8th Infantry Div, US 9th Infantry Div, US 34th Infantry Div, US 36th Infantry Div, and US 45th Infantry Div....all of these units are NOT included in the stock OOB for 1941.
All of these units were on active duty and had trained in the Louisiana Maneuvers (a multi-Corps level exercise taken place across the South in the summer of 1941).
There are another half dozen divisions that are not included here, but could have been expected to protect Eastern zones of the US.
Those units that are included - are all regular Army, or were advanced enough in TO&E and training to take part in the invasion of North Africa in November 1942, but reflect their training level as of Dec 1941 (about 50 exp).
All of the above units are in their place of the country that they occupied in Dec 1941, and furthermore have their Historical commanding general as of December 1941. All of these units are under restricted command, and will depart the OOB as of their historical movement overseas to the European Theater. They are included now in the starting OOB for the United States – to be ready to realistically react to a Japanese invasion of the USA in 1941 – 1942.
Nationalist China has undergone major changes.
Japanese Garrison requirements in China/Manchuria/Korea: After extensive testing, the garrison requirement for the Japanese in China-Manchuria-Korea has been increased across those areas.
The Garrison size reflects the population density, development, and terrain in the nearby area.
Urban hexes require a division size garrison (420 points), High population density agricultural/industrial base hexes require a brigade (240 points), while other base hexes will require between regimental size (usually 120 points) to battalion size garrisons (generally 60 points – but as low as 30 or 40 points)...a string of adjacent base hexes may lower the requirements above.
Japan starts Dec 7th with approximately 34,000 points in infantry Assault Value - between IJ Army, SNLF, and allies (this number increases to over 37,000 if armor and engineer AV is added). The new garrison requirements cost of 10,900 Assault Value in occupied China/Manchuria/Korea . As new territorial conquests occur – garrison costs will of course go up.
The above guidelines are undoubtedly way too light (judging by U.S. Experience in South Vietnam 1965-1972, a nation only 1/3 the size of California) – but will be a big improvement in the Chinese land war – complimenting the fact that about one-third of the Chinese Army is static.
This will help recreate the difficulty and troop drain of occupying the largest population on Earth – in a continental sized country. See Below -
Above are the figures from the game;
As can be seen, a garrison cost of 10,900 Assault Value – is less than half the Dec 7th AV already in China alone.
Furthermore, an AV of 10,900 equates to a mere 163,500 men (10,900 x 15 man squads).
Imagine occupying an area from Newfoundland Canada to El Paso Texas, with a hostile population well over 300 Million, with only 163,500 troops armed primarily with 1920's technology - it would be clearly impossible.
However they just may be able to patrol the highways – which is exactly what Japan controlled in occupied China at that time. Korea is included, because of the brutal occupation necessary to hold Korea since 1905 – a story in its own right.
Note that the 'At Start' garrison requirements are met - it is only 'additional territorial conquest that will begin to be a problem.
This will greatly restrict the usual a-historical rapid conquest of China in most games, and return it to a more realistic world....because it begs the question - “where will you get the additional manpower needed to maintain control of a vast hostile conquered area and population?
Supply has been significantly increased (comparison figures proved below), many new locations have been added (borrowed from RHS).
Included in this mod is a separation of Chiang's Central Army units, and common Regional Army units..
The stock model is a 9 Division Corps for all Chinese Corps (Regional Army) The average Chinese Army Corps is based on a 4,000 man Division, which is under-strength of TO&E, at 729 rifle squads by at least 100 rifle squads. In other words over 829 at nominal strength.
Chinese Central Army units are modeled for a 6 Div Corps, (about 84 Div's in all, which matches the historical size of the Central Army) - substantially better trained, equipped, and led (all the officers were Whampoa Military Academy trained), filled out and equipped based close to German trained and equipped standards (though smaller divisions in scale – but at full strength around 5,000 men per Div. They also include a battery of 150mm Mortars (the largest weapon mass-produced in China at the time), and finally some inherent AA capability, as well as recon troops, (one company per Corps), remember – these are Corps Level formations – NOT Divisions.
The final result is a China with a three-tired Army.
At the top is a substantial Chinese Central Army (14 Corps...all units well led, trained and equipped, and very formidable).
Next, stock based run of the mill large(9 Div)corps (all very much under-strength), representing the Regional Army Units of China (a good many are 'static' – see further down).
At the bottom will be a large number of Chinese Warlord units - ALL static (independent of the orders of the KMT central government, and therefore static, holding their own territory)
The quality of Chinese Cavalry has been upgraded in experience and morale (not equipment) after study of combat operations reports by US Army mission in China during the war years.
Last, all this new strength has been balanced by making a significant portion of standard Chinese Army Corps 'static'.
The purpose of this is to recreate the political situation that existed, namely that Chiang Kai-shek's government did not exercise complete direct control over many regional forces in China, only the KMT Central Army was actually under direct control.
In addition, the garrison requirement cost for both sides in Nationalist China has been uniformly increased. For the Chinese it will simulate the unwillingness of the warlords to send their personal troops outside their local provinces and control. And for Japan it will simulate the (currently all but non-existent in Stock) huge guerrilla war they faced. That meant every inch of their controlled Cities and rail lines needed front line troops garrisoning them and patrolling them.
The effect is to make China stronger, yet not able to expel the Japanese single handedly from China...
Yet at the same time, enough Chinese force will be available to defeat the Japanese in China – should the Japanese pull too many units out of theater for deployment outside of China.
This should recreate the stalemate that was China throughout most of the war.
List of Chinese units that are now Static – restricted:
1402 Uanqab -
1128 Yenan -
115th Red Chinese Div,
120th Red Chinese Div,
129th Red Chinese Div
1121 Tsiaotso -
5th New Chinese Corps
1094 Loyang -
1088 - Chengchow -
1103 Kweiteh -
1105 Lanchow -
1109 Nanyang -
1117 Sian -
1120 Tienshui -
1087 Changteh -
1116 Shaoyang -
1093 Hengyang -
1086 Changsha -
1115 Pucheng -
1096 Kanhsien -
1106 Liuchow -
1129 Shangchow -
TOTAL: 29 Chinese Corps, 3 Red Chinese Divs (+ numerous Warlord units in Southern China, an area not historically obedient to the orders of the central government.)
New Chinese Supply Level is listed below, in comparison to Stock, and RHS [the most detailed treatment of the Chinese economy was done by the RHS Team.
This mod gives a total supply about equal than RHS, but vastly more Daily Supply which cannot simply be bombed out ... the supply locations (cities) must be taken].
Stock: 3308 (total hvy & lt industry + Daily supply)
B-Mod 7200 (total hvy & lt industry + Daily supply)
RHS: 6019 (not counting PLA areas)
CHART 1: CENTRAL ARMY & REGIONAL ARMY STRENGTH 1937
CHART 2: CENTRAL ARMY & REGIONAL ARMY STRENGTH AND QUALITY 1941
A last word about China: The main emphasis of this mod has been to drag this wonderful game into a more historical/realistic simulation of WW2 in Asia/Pacific.
The biggest challenge has proven to be recreating the situation in China. The engine is built on a system of supply that works well enough for the industrial nations of Japan and the Western Allies, but totally fails to represent China.
The point of redefining Chinese supply is a game decision made to still make the industrial powers work in the game, while allowing China to historically perform as she did in WW2. This has been accomplished mainly by giving China a large proportion of Daily Supply to supplement the Japanese and Western styled supply system.
This problem has been acknowledged by the original developers since the first days of the original War In The Pacific - Struggle Against Japan 1941 - 1945
– when the developers decided to include China - mainly as a way to train Japanese air units.
Since then, the total war of Japan has taken a life of it's own, leaving China easy meat to be conquered in most competitive PBEM Games....altering any historical semblance to a recognizable simulation of WW2 against Japan.
For this reason – China has been radically altered (though fairly true to real Chinese OOB).
The goal was not to create the Ultimate Detailed treatment of the Chinese military in WW2 - complete with every last squad that carried an unusual sub machine gun...
The goal was to create a reasonably close model of China, that allows China it's historical ability to carry on a war against Japan independent of Western Allied supply assistance (which on balance – was negligible) with an Order Of Battle that is fairly accurate, and does not drift too uncomfortably far from the Stock Game.....and I feel this has finally been successfully achieved.
Hopefully, historical minded players will appreciate the work done to make this happen.