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
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...
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.