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-   -   Scenario: Betio Island, November 20-23, 1943 (http://forum.shrapnelgames.com/showthread.php?t=41482)

RT-Baseman December 5th, 2008 01:16 PM

Betio Island, November 20-23, 1943
 
5 Attachment(s)
Hi all,

i'll made a try to simulate the landing on Betio Island/Tarawa Atoll from November 20 to November 23, 1943 in one scenario. It is a very large scenario, because you'll use all the historic landing beaches (Red 1 - 3 and Green beach) and the known attacking and defending troops are in place (please read the notes in the scenario!).

I think there are some things which can be done better in the scenario, but i need your ideas and help to finish a version 1.0, if you want.

The scenario number is 390! Please take care whether the number is already in use in your winspww2 copy. Created with winspww2, version 3.5

enjoy :D

Chris

Note: New version 0.97 in the download (03-06-09)!

MarkSheppard December 5th, 2008 02:39 PM

Re: Betio Island, November 20-23, 1943
 
oooh, this looks nice, I'll try it out and give you a quick review.:D

Mobhack December 5th, 2008 02:58 PM

Re: Betio Island, November 20-23, 1943
 
Quote:

Originally Posted by MarkSheppard (Post 657573)
oooh, this looks nice, I'll try it out and give you a quick review.:D

You could try comparing it against the Betito scenario at #49, and map #29, while you are at it.

Cheers
Andy

RT-Baseman December 5th, 2008 04:04 PM

Re: Betio Island, November 20-23, 1943
 
Quote:

Originally Posted by MarkSheppard (Post 657573)
oooh, this looks nice, I'll try it out and give you a quick review.:D

Thanks a lot!! :)

I'll post shortly a list of known errors or questions i had during the design. This will make a review more effectiv and you don't need list them once again.

Greetings

Chris

RT-Baseman December 5th, 2008 05:42 PM

Re: Betio Island, November 20-23, 1943
 
as announced...

Known errors/questions:

General

- Betio is a little to big.

Japanese

- Question: Found in all sources the deployment of four 140mm guns at Betio (hex 16/106, 16/104, 32/34 and 33/34). No matching weapon id found -> chose "150mm Type 89 FG" instead and only name of unit was changed. Any idea? :confused:

- Error: Some squads deployed scattered at the island -> command chain error :doh:

- Error: Maybe the reinforcement turns must be adusted to prevent a counter attack (the historical counter attack!) from the rear of the marines. In playtesting the reinforcement turns were approx. correct, but maybe my advance was to slow ;)

- Probable Error: The defence at the south side of Betio can fire (have fire positions) without restrictions to the north. I think the japanese had established a beach defence (doctrine) -> the main fire direction was the sea. One Result: Some "interesting" occurrences in the japanese indirect fire phase. :cool:

Marines

- Question: No way found to chance the main guns of BB USS Tennesse and BB USS Maryland. 14in Naval Gun and 16in Naval Gun have no selectable weapon id in November 1943. Any idea (because i need some more free units)? :confused: No mistake in gameplay, if the individual BB turrets target different targets in the real assault. I know this is possible (i spend eight years in the army as FDC), but don't think so; i imagine only 1 or 2 target per BB. CA, CL and DD are designed in the same manner. Do you have any informations about the FDC on battleships?

- Error: Some units deployed scattered in the landing vehicles -> command chain error. :doh:

- Error: The "Rubber boats" are no rubber boats (Green Beach) -> Unit Limit reached. :mad:

- Error: Maybe the reinforcement turns must be adjusted in some cases.

- Probable error: Haven't read about a smokescreen in the assault. But this is needed in gameplay to reach the island without disastrous looses (playtested). :mad:

Greetings

Chris

MarkSheppard December 5th, 2008 10:04 PM

Re: Betio Island, November 20-23, 1943
 
You could try comparing it against the Betito scenario at #49, and map #29, while you are at it.

Looking now

Scenario #49 and Map #29 are basically around the northern end of the island, and you come in mainly after the battleships have pounded the island and inflicted casualties on the defenders.

Baseman's scenario is more of a full (as close as you can get within SPCAMO games) representation of the island, you have the southern half as well, and starts when the battleship bombardment is underway (go USS Maryland!)

His scenario is a bit TOO big for me to handle; it's truly a giant scenario, hitting the 500 unit limit on both sides. :eek:

iCaMpWiThAWP December 5th, 2008 10:18 PM

Re: Betio Island, November 20-23, 1943
 
Good scenario, but there are too many units, im used to handle a battalion or less, but that looks like waaay more D:, a few problems with the BBs, guns, instead of making 4 turrets with 2 guns each, you should make 2 turrets with 4guns each to prevent players form being able to pound every single inch of the island, and whats the shallow water line doing there? you want a coral reef?

RT-Baseman December 6th, 2008 09:44 AM

Re: Betio Island, November 20-23, 1943
 
Quote:

Originally Posted by iCaMpWiThAWP (Post 657664)
Good scenario, but there are too many units, im used to handle a battalion or less, but that looks like waaay more D:, a few problems with the BBs, guns, instead of making 4 turrets with 2 guns each, you should make 2 turrets with 4guns each to prevent players form being able to pound every single inch of the island, and whats the shallow water line doing there? you want a coral reef?

Hi,

thanks for your comments! :) Indeed it is a huge scenario (like scenarion 323). You are in command of 24 companys of Marines and supporting troops. Playable are 430 units (without bombardment units); this includes 80 transportation units, which must "only" moved on the map to unload troops and the way back. It's only a scenarion for long afternoons/nights. :D

As wrote earlier, my opinion was to design a scenarion as near as possible to the historical given facts. Maybe a campaign was the better solution? What do you think?

Yes, i had problems with the BB turrets (wrote in topic 4). You have any idea to chance the number of guns? The 16in and 14in are not selectable in November 1943. :confused:

The shallow water line represents the riff around Betio. In scenario #49 you'll find land hexes around the island to make it impassable for LVTP's. This is one way to simulate it and force the player to unload his troop from the Transport units at this point. In my scenario the marines (wave 4 - 6) start without transports at the riff. I think the aproach of the LVTP's wasn't a necessary gameplay benefit and the problems in real occured after the riff was reached. Without land filled hexes the following waves are able to move over the reef with there landing crafts because of high tide.

Greetings

Chris

RT-Baseman December 6th, 2008 10:30 AM

Re: Betio Island, November 20-23, 1943
 
Quote:

Originally Posted by iCaMpWiThAWP (Post 657664)
...to prevent players form being able to pound every single inch of the island...

Hi,

i think you'll need the amount of firepower and the ability to pound every single inch of the island twice. :D In my last playtested game i'm in turn 31, have just assaulted over the runway from Red 1 and have spend more than 60 percent of the avaiable ammo...and still enemys everywhere...need more ammo. :D

Greetings

Chris

iCaMpWiThAWP December 6th, 2008 03:15 PM

Re: Betio Island, November 20-23, 1943
 
Quote:

Originally Posted by RT-Baseman (Post 657733)
Quote:

Originally Posted by iCaMpWiThAWP (Post 657664)
Good scenario, but there are too many units, im used to handle a battalion or less, but that looks like waaay more D:, a few problems with the BBs, guns, instead of making 4 turrets with 2 guns each, you should make 2 turrets with 4guns each to prevent players form being able to pound every single inch of the island, and whats the shallow water line doing there? you want a coral reef?

Hi,

thanks for your comments! :) Indeed it is a huge scenario (like scenarion 323). You are in command of 24 companys of Marines and supporting troops. Playable are 430 units (without bombardment units); this includes 80 transportation units, which must "only" moved on the map to unload troops and the way back. It's only a scenarion for long afternoons/nights. :D

As wrote earlier, my opinion was to design a scenarion as near as possible to the historical given facts. Maybe a campaign was the better solution? What do you think?

Yes, i had problems with the BB turrets (wrote in topic 4). You have any idea to chance the number of guns? The 16in and 14in are not selectable in November 1943. :confused:

The shallow water line represents the riff around Betio. In scenario #49 you'll find land hexes around the island to make it impassable for LVTP's. This is one way to simulate it and force the player to unload his troop from the Transport units at this point. In my scenario the marines (wave 4 - 6) start without transports at the riff. I think the aproach of the LVTP's wasn't a necessary gameplay benefit and the problems in real occured after the riff was reached. Without land filled hexes the following waves are able to move over the reef with there landing crafts because of high tide.

Greetings

Chris

yeah, a campaign may solve most of the unit problems, like the iwo jima campaign that ships with the game, for the BB turrets, use the "D" key to equip them yourself, and the 14in BB is firing 16in, to get those guns you may want to change date to get them, then got back to the original date, and yes the 16 and 14 inch gust are selectable in november 43, just google them in there :D

RT-Baseman December 9th, 2008 05:23 AM

Re: Betio Island, November 20-23, 1943
 
Hi all,

thanks alot for your help and comments. :)

I'll make first a redo of the scenario to emilinate the known errors and second try out a campaign.

Greetings

Chris

iCaMpWiThAWP December 9th, 2008 10:06 AM

Re: Betio Island, November 20-23, 1943
 
found another error, marines on the reef cant wade ashore, the have to use the pier, that usually gets plastered by NGF

RT-Baseman December 9th, 2008 10:52 AM

Re: Betio Island, November 20-23, 1943
 
Quote:

Originally Posted by iCaMpWiThAWP (Post 658444)
found another error, marines on the reef cant wade ashore, the have to use the pier, that usually gets plastered by NGF

Hi iCaMpWiThAWP,

have tried it. The reinforcements in turn 14, 15 and 16 can wade ashore!? They dont move any hex, if the suspression is too high, but nevertheless the moving area is highlighted. If the units are not suspressed: Can you quote the turn and unit?

Pls wait with playtesting until the new version is out, it is not worth your time; too may new errors and i'm very sorry about that. Dont know what happend with the scenario.

Greetings

Chris

iCaMpWiThAWP December 9th, 2008 12:42 PM

Re: Betio Island, November 20-23, 1943
 
Quote:

Originally Posted by RT-Baseman (Post 658460)
Quote:

Originally Posted by iCaMpWiThAWP (Post 658444)
found another error, marines on the reef cant wade ashore, the have to use the pier, that usually gets plastered by NGF

Hi iCaMpWiThAWP,

have tried it. The reinforcements in turn 14, 15 and 16 can wade ashore!? They dont move any hex, if the suspression is too high, but nevertheless the moving area is highlighted. If the units are not suspressed: Can you quote the turn and unit?

Pls wait with playtesting until the new version is out, it is not worth your time; too may new errors and i'm very sorry about that. Dont know what happend with the scenario.

Greetings

Chris

there is deep water between the reef and the island, simply place shallow water there, and use rough terrain for the reef

RT-Baseman December 10th, 2008 05:26 AM

Re: Betio Island, November 20-23, 1943
 
[/quote]
there is deep water between the reef and the island, simply place shallow water there, and use rough terrain for the reef[/quote]

Hi,

thanks for the tip. This was one possibility, But i've chosen a other way of design. The marines without landing crafts have a water movement of 2, so they can move in "deep water".

Greeting

Chris

RT-Baseman December 11th, 2008 02:17 PM

Re: Betio Island, November 20-23, 1943
 
Hi all,

new version 0.9 is out (second try :mad:). Pls read the scenario notes!

It would be glad, if someone could have a lock once again.

- Command chain is repaired.
- Island has the proper size. Japanese troops are in the right place.
-All Marines can now walk in deep water, not only the "reef" troops(thanks to iCaMpWiThAWP).

Greetings

Chris

RT-Baseman December 19th, 2008 07:49 AM

Re: Betio Island, November 20-23, 1943
 
Hi all,

have completed version 0.95 (see attachment in topic #1) and made a quick test with winspww2 Version 3.5; seems ok.

Chances:

- New Scenario # 390
- 14in BB Tennessee guns corrected
- "Rubber boats" at Green beach have the correct icon (but in fact they are LVCP)
- Location of the Niminoa wreck corrected
- Add a few more japanese reinforcement troops to simulate some "events" in the battle
- Naval bomardment and airstrikes occure in two following turns (the ships cease fire during air attacks)
- Naval bomardment HE and HE (WP) ammunition adjusted
- Correction in the location of some japanese troops (mainly heavy guns and AAMG)
- Reinforcement turn 3/6 Marines chanced (Turn 50)

Questions:

- Are the replacement turns ok?
- Do you feel the scenarion have a good balance (but the Marines will win)? Is the japanese defence to weak or to strong? More bunkers?

Greetings :)

Chris

RT-Baseman February 23rd, 2009 04:56 PM

Re: Betio Island, November 20-23, 1943
 
Hi,

I'm going to release version 0.97 of the scenario. Just playtesting it (i'm in turn 22). After that, i'll release it.

Changes (omly finetuning):

- minor changes in the replacement turns
- adjust BB HE ammo (decreased a little bit)
- adjust bunker and gun emplacement armor (mainly decreased; found a detailed after action report of the battle and the description of japanese defence works on Betio in the i-net)
- changed 81mm GL to 50mm GL (no 81mm found on island)
- add dug in Typ 95 Ha-Go
- add Lt. Hawkins's LVTP
- add more bunkers and japanese troops
- changes in the armory of some troops (jap. flamethrowers, GL etc.)
- relocation of some troops

If you have remarks/ideas/problems, please let me know.

Greetings :O)

Chris

RT-Baseman March 9th, 2009 06:21 AM

Re: Betio Island, November 20-23, 1943
 
Hi,

version 0.97 is out.

Enjoy

:O)

Chris

RT-Baseman November 14th, 2011 04:26 PM

Re: Betio Island, November 20-23, 1943
 
1 Attachment(s)
Hello,

version 2 is out (Tarawa light) :D

I've reduced the troops to 2/3 of original strength and the scenario is down from 500 to 421 units on the us marines side.

From this number, there are 95 landing craft, 47 bombardment units and 28 planes, so you can move 255 units in the battle (89 turns).

Also made some minor modifications.

Slot 440.

Have fun :)

Greetings

Chris


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