Coming soon....GUADALCANAL (UPDATE: released)

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Nginear
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Coming soon....GUADALCANAL (UPDATE: released)

Post by Nginear »

I hope it's not too premature, but I am super excited to share this with you guys. Here is a glimpse of a Guadalcanal scenario I have been working on. So far I have the islands plotted, about half the coast lines done, units researched, and a technology rough draft.
This is a SHIP-FOR-SHIP representation on a massive 446x252 size map, hex = 2.7 miles.
Fair warning: this beast may not run on older machines... :shock: Fighters and bombers have ranges of over 200 hexes and it crashes my laptop but runs on my desktop.

The scenario has an emphasis on the primary tools of the battle - IJN Long Lance Torpedoes and inefficient Destroyer Transports vs. USN radar.

Pre-alpha COMING SOON...comment below if you want to be notified when looking for playtesting.
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Last edited by Nginear on Mon Jan 29, 2024 6:18 pm, edited 1 time in total.
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Feinder
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Re: Coming soon....GUADALCANAL

Post by Feinder »

Looks cool!

Researchable tech - "Torpedo Warhead Size"

Hm.
If she says, "Don't worry, size doesn't matter."
She's only being polite.
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Re: Coming soon....GUADALCANAL

Post by Platoonist »

Feinder wrote: Sat Aug 05, 2023 5:28 pm If she says, "Don't worry, size doesn't matter."
She's only being polite.
Gotta research those tactics too flyboy! 8-)
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Re: Coming soon....GUADALCANAL

Post by Feinder »

On a more serious question... :)

Do you include/accommodate off-map locations that can impact and are used in Guadalcanal campaign (esp as relating to basing air and naval assets)?

The Allies used airfields in Port Moresby and Milne Bay, even Cooktown provided patrol acraft; also bases as far south as Esprito Santo and Noumea. Even tho the reports from these distant bases were fairly accurate, they were disregarded and led to the un-preparedness of of the Allies at Savo Island (among other things as well). Likewise, the Japanese used extensively several bases on the north side of New Guinea (Lae, Buna), and several baes in New Britain besides (Gasmata, Kaveing, Cape Gloucester).

The bulk of the Japanese fleet was kept at Truk (esp capital ships), not Rabaul, as Rabaul was was within range of Allied bombers and would not present sufficient warning of attack. Likewise, most US naval assets were based at Noumea or Australia, for the same reasons (out of land-based air range, and would provide sufficient time to sortie if threat approached).

I point that out because, the current WaW constraints would necessitate keeping fleet units in/among the bases included on the map in order to resupply/morale/readiness -> Solomons, which a) to describe the port facilities in the Solomon Islands as "meager" would probably be an overstatement. b) would expose them to constant air, naval, and even potentially artillery threat : The USMC 155mm howitzer has a range of about 9 miles (3 hexes), the 155mm M1 Long Tom (used 1943 in Cartwheel) had a range of over 14 miles (5 hexes).
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Re: Coming soon....GUADALCANAL

Post by Feinder »

2400 miles / 250 hexes = 10 miles per hex.
That'd be sweet...

Or, you could do off-max box locations for Truk-Bris-Noumea?
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Nginear
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Re: Coming soon....GUADALCANAL

Post by Nginear »

Feinder wrote: Mon Aug 07, 2023 9:21 pm Do you include/accommodate off-map locations that can impact and are used in Guadalcanal campaign (esp as relating to basing air and naval assets)?
Yes, the plan is for Truk and Pearl Harbor to have a little box accessible by moving into a hex. The idea is only basic repairs at Espiritu and Rabaul. All upgrades and strength 10 repairs would have to be done at the off-site locations.
Feinder wrote: Mon Aug 07, 2023 9:21 pm The Allies used airfields in Port Moresby and Milne Bay, even Cooktown provided patrol acraft; also bases as far south as Esprito Santo and Noumea. Even tho the reports from these distant bases were fairly accurate, they were disregarded and led to the un-preparedness of of the Allies at Savo Island (among other things as well). Likewise, the Japanese used extensively several bases on the north side of New Guinea (Lae, Buna), and several baes in New Britain besides (Gasmata, Kaveing, Cape Gloucester).
My idea here is to have the airfields at Buna, Fighter Strip One, and other locations as minor countries that have to be "constructed" through diplomacy. Once you get 100%, the minor country "construction" is complete (which will contain an airfield and/or port) and usable at that point. Aircraft must be stationed on an airfield for this scenario. Of course this could be represented by events, but I figure making them diplomacy based would add a bit more sandbox-ishness to it. Plus writing scripts would take a lot longer than setting it up this way in the editor :D
Feinder wrote: Mon Aug 07, 2023 9:21 pm The bulk of the Japanese fleet was kept at Truk (esp capital ships), not Rabaul, as Rabaul was was within range of Allied bombers and would not present sufficient warning of attack. Likewise, most US naval assets were based at Noumea or Australia, for the same reasons (out of land-based air range, and would provide sufficient time to sortie if threat approached).
Based on my research, LBA attacks on Rabaul didn't appear to be a major factor during the Guadalcanal campaign. Recon? Yes and was going to have some other Allied bases for seaplanes. But the game engine has its limitations which does present problems trying to represent historical accuracy.
Feinder wrote: Mon Aug 07, 2023 9:21 pm I point that out because, the current WaW constraints would necessitate keeping fleet units in/among the bases included on the map in order to resupply/morale/readiness -> Solomons, which a) to describe the port facilities in the Solomon Islands as "meager" would probably be an overstatement. b) would expose them to constant air, naval, and even potentially artillery threat : The USMC 155mm howitzer has a range of about 9 miles (3 hexes), the 155mm M1 Long Tom (used 1943 in Cartwheel) had a range of over 14 miles (5 hexes).
Ah yes naval supply, I believe you had some experience with that recently ;)

So some game engine limitations here. Currently my plan is a port in Tulagi that will be marked as MTB ONLY (historical). 2-3 ports on north end of Guad, but recessed in the island by one hex (keeps a unit from getting fully resupplied by accident). They would be marked as no "naval units allowed" and would only be for loading/unloading transports. Going back to game engine vs historical, the Allies have to have a slow method of unloading troops, and amphib only doesn't allow that. I'm foreseeing the players attacking the ports to keep them below 5, which would necessitate any regular transport a full turn to unload. Of course the Japs could try the slow transports too, but we all know how that worked out. Plus it gives something to fight over too.
Historically it looks like units could get back to Rabaul/Espiritu in around 1/3 days, so watching and risking supply will be a key factor! If it gets complicated, I can change it so that ships use a supply point on attack only and not attack AND defense.

To represent the historical urgency to get supplies for units, I'm planning on a script that will be like the Russian Winter in the Global game. Not sure if it can be written this way, but it would say something to the effect of "If a player fails to get a new unit on Guad once a month, their troops will suffer strength/morale/readiness loss."
I have written ideas down for events, but have not even begun to learn how to write the scripts. Those will be last unless someone volunteers... 8-)


The focus and gem really is the naval combat, oh so lacking in the Global game. The technology will be, for the most part, fully researched and they are more for making the units different like their real life counter-parts. The focus is not on upgrading units - I will probably make it prohibitively expensive except for small things like AA.
For example, USN "sugar" submarines were smaller, had less range, but had the older, more reliable torpedoes. That's pretty easy to represent with upgrades compared to a Gato class submarine with its upgrades. Upgrading a unit intended as a S-class would completely upset the representation of the unit.

USN carriers had about a 200 mile strike range, easy to represent with 2.7 mile hexes on a 488 board. Battleships had an effective firing range of ~15 miles (better with radar, which of course will be represented). I think this low mile hex scale can truly make naval combat tactical and not just "hit and run" tactics.
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Re: Coming soon....GUADALCANAL

Post by Nginear »

Here is a picture of Guadalcanal. The island sure doesn't look very hospitable! Trying to focus this scenario on planning, naval combat, and guarding transports. It is almost ready for some trial runs :D
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Re: Coming soon....GUADALCANAL

Post by Nginear »

Picture of Tulagi and Ironbottom Sound.
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Re: Coming soon....GUADALCANAL

Post by PharaohVirgoCompy »

Nice to see a Guadalcanal Mod I been thinking of doing my own one but it didn't turn out well. Anyways I wish you good luck

Also I noticed you asking for playtesters and I'm will to help
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Re: Coming soon....GUADALCANAL

Post by Nginear »

Picture of Truk. Major staging area for Japanese ships!
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Re: Coming soon....GUADALCANAL

Post by Nginear »

Tech and units are more or less final at this point. This scenario is a very specific 6 month time frame and as such is a tactical scenario, not long term strategic where units must be continually upgraded. Most tech is already implemented into a unit in the production que - it will be prohibitively expensive to upgrade units beyond basic stuff like AA upgrades. Ground units are pretty much what they are (one upgrade for infantry weapons is available to the Americans, representing the Springfield rifle to the Garand, but it is costly).

However, right sided tech is full of options. Guadalcanal was a learning experience for both sides, i.e. the Americans had to learn how to use radar to overcome the Japanese initial advantages in night naval tactics. The Japanese have infiltrators (paratroopers) that don't cause much damage, but inflict large morale losses if they survive to attack. The Japanese receive most of their inferior naval reinforcements in the first couple of months, but the Americans receive more and better equipped ships the last 3-4 months.

310 individual ships are represented in this scenario! Only PT boats are combined 3:1 everything else is represented 1:1. Each ship is researched and represented with the technologies that it possessed at the time it entered battle (as best as I could research anyway lol. Sometimes educated guesses were needed). Each ship is already entered into the production que according to the timeline when it entered the area.

Each player needs to plan purchasing ground troops and escorting them to Guadalcanal. It didn't earn the nickname "Torpedo Junction" for nothing! Submarines have been completely reworked. Ships no longer have any ASW defense - you either got hit or you didn't. Submarines have been balanced to have a much stronger attack but only 6 hit points and use more supply when attacking. If you don't escort your ships with destroyers, they will be easy prey for subs!
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Re: Coming soon....GUADALCANAL

Post by OldCrowBalthazor »

This looks really great...
With a 6 month time frame, how many turns for each side will there be?
Also...(I may have missed this also in the thread), what kind of Victory Conditions are you planning to have?

Side note I used to play Avalon Hill's beautiful 'Guadalcanal'. It is a fun game...but virtually the whole focus was the land component. We always missed the naval part, which wasn't included of course.
Looks like the full meal deal here. 🙂
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Re: Coming soon....GUADALCANAL

Post by Nginear »

OldCrowBalthazor wrote: Thu Nov 30, 2023 11:45 pm This looks really great...
With a 6 month time frame, how many turns for each side will there be?
Also...(I may have missed this also in the thread), what kind of Victory Conditions are you planning to have?
Good questions!
I currently have it set up as 4 days per simultaneous turn. So that's 47 turns each player. I've thought about it knocking down to 3 days, which would be 64 turns each player. Feedback in playtesting will tell which is better.

Victory conditions are either 1) last army standing on Henderson Field on Feb 9, 1943 (the date the Japanese evacuated from the whole island, or 187 days from invasion to evacuation); or 2) sink 3 fleet carriers (each side had 4 fleet carriers involved at some point).

I chose Guadalcanal because there were very definitive advantages for both sides, and the battle could have gone either way right up until December 1942. Victory was not in any way certain for the Americans until months after they invaded.
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Re: Coming soon....GUADALCANAL

Post by OldCrowBalthazor »

Nginear wrote: Fri Dec 01, 2023 2:48 am
OldCrowBalthazor wrote: Thu Nov 30, 2023 11:45 pm This looks really great...
With a 6 month time frame, how many turns for each side will there be?
Also...(I may have missed this also in the thread), what kind of Victory Conditions are you planning to have?
Good questions!
I currently have it set up as 4 days per simultaneous turn. So that's 47 turns each player. I've thought about it knocking down to 3 days, which would be 64 turns each player. Feedback in playtesting will tell which is better.

Victory conditions are either 1) last army standing on Henderson Field on Feb 9, 1943 (the date the Japanese evacuated from the whole island, or 187 days from invasion to evacuation); or 2) sink 3 fleet carriers (each side had 4 fleet carriers involved at some point).

I chose Guadalcanal because there were very definitive advantages for both sides, and the battle could have gone either way right up until December 1942. Victory was not in any way certain for the Americans until months after they invaded.
Thanks Nginear! 😎
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Re: Coming soon....GUADALCANAL

Post by PharaohVirgoCompy »

I notice you included coastwatchers as the spying slot, I'm wonder if you could add a scripts that that tells the Ailles what units the Japanese have at Truk as during the war the Japanese garrison would transmit uncoded reports of which ships enter or left Truk which the Americans where able to read.
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Re: Coming soon....GUADALCANAL

Post by Nginear »

PharaohVirgoCompy wrote: Mon Dec 18, 2023 3:29 am I notice you included coastwatchers as the spying slot, I'm wonder if you could add a scripts that that tells the Ailles what units the Japanese have at Truk as during the war the Japanese garrison would transmit uncoded reports of which ships enter or left Truk which the Americans where able to read.
Not sure that any scripts can do that. I'm still learning how to write them so I could be wrong...but they are taking a back seat anyway. I'm really hoping to get a beta version out to everyone before the end of the year. Learning scripts will slow it down.
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Re: Coming soon....GUADALCANAL

Post by Nginear »

The Guadalcanal mod is READY FOR DOWNLOAD! You can download in the mod section:

https://www.matrixgames.com/forums/view ... 5#p5143065
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Re: Coming soon....GUADALCANAL

Post by Tanaka »

Nginear wrote: Sun Jan 07, 2024 4:37 am The Guadalcanal mod is READY FOR DOWNLOAD! You can download in the mod section:

https://www.matrixgames.com/forums/view ... 5#p5143065
Very interesting! Is this AI playable?
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Re: Coming soon....GUADALCANAL

Post by Nginear »

Tanaka wrote: Sat Jan 13, 2024 7:21 pm Very interesting! Is this AI playable?
Unfortunately, not at this time and probably not soon. I have barely figured out scripts (the mod only has 2 events and transportation hexes) and figuring AI would be extensive. I read in another thread somewhere that naval AI is extremely hard to program competently. It has a hard time escorting and differentiating the strengths/weaknesses of the various transports....all of those are very prominent in this mod.
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Re: Coming soon....GUADALCANAL

Post by ThunderLizard11 »

Looks interesting - what's ETA?
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