PaxMondo
Posts: 9579
Joined: 6/6/2008 Status: offline
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JWE's DaBabes would probably be my choice. They tweaked a lot of the device stats to align the game engine with reality a bit better than stock. Not that they were better than the original team, JWE was part of the original team, but +2 years of playtesting and tweaking was something the original team didn't have. It's a big deal. Finally, in line with the accuracy goal, a number of little 'gifts' for the IJ were backed out, the biggest is that refineries do not produce supply. That represents almost a 1M supply hit to the IJ, consequential to say the least. The result is about the most accurate portrayal I believe we have. As such, you need to give the IJ everything you can to help (with balanced opponents) or the game will be fairly predictable (ie not very entertaining for either side really). PDU ON, stacking limits, withdrawals, historical torps, etc. You may even want to consider that the IJ doesn't have to pay PP's for units to cross borders, but the allies do. The rationale is that the allies were a conglomerate and many of them were quite averse to any thought that their armies would leave the boundaries of their country (Thai, SOV, CHI for examples). The IJ though was more homogenous; the rule to keep the IJ units in MAN as opposed to them moving to CHI is simply a game mechanic; there wasn't any cultural hindrance. At any rate, DBB is a good mod. If we had good AI files for it, I would likely play it more. The AI files we have do work to some extent, but there were some TOE and unit changes made that the AI does not know about. Further, the extended map addresses some real issues, but again the AI doesn't know about them.
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Pax
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