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December 5th, 2008, 10:18 PM
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First Lieutenant
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Join Date: Sep 2008
Location: Brazil/France/Somewhere over the Atlantic
Posts: 660
Thanks: 21
Thanked 30 Times in 19 Posts
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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?
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December 6th, 2008, 09:44 AM
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Corporal
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Join Date: Dec 2008
Location: Geldern, Germany
Posts: 63
Thanks: 3
Thanked 9 Times in 9 Posts
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Re: Betio Island, November 20-23, 1943
Quote:
Originally Posted by iCaMpWiThAWP
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?
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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.
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.
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
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December 6th, 2008, 03:15 PM
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First Lieutenant
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Join Date: Sep 2008
Location: Brazil/France/Somewhere over the Atlantic
Posts: 660
Thanks: 21
Thanked 30 Times in 19 Posts
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Re: Betio Island, November 20-23, 1943
Quote:
Originally Posted by RT-Baseman
Quote:
Originally Posted by iCaMpWiThAWP
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?
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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.
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.
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
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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 
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December 9th, 2008, 05:23 AM
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Corporal
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Join Date: Dec 2008
Location: Geldern, Germany
Posts: 63
Thanks: 3
Thanked 9 Times in 9 Posts
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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
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December 9th, 2008, 10:06 AM
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First Lieutenant
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Join Date: Sep 2008
Location: Brazil/France/Somewhere over the Atlantic
Posts: 660
Thanks: 21
Thanked 30 Times in 19 Posts
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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
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December 9th, 2008, 10:52 AM
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Corporal
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Join Date: Dec 2008
Location: Geldern, Germany
Posts: 63
Thanks: 3
Thanked 9 Times in 9 Posts
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Re: Betio Island, November 20-23, 1943
Quote:
Originally Posted by iCaMpWiThAWP
found another error, marines on the reef cant wade ashore, the have to use the pier, that usually gets plastered by NGF
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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
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December 9th, 2008, 12:42 PM
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First Lieutenant
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Join Date: Sep 2008
Location: Brazil/France/Somewhere over the Atlantic
Posts: 660
Thanks: 21
Thanked 30 Times in 19 Posts
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Re: Betio Island, November 20-23, 1943
Quote:
Originally Posted by RT-Baseman
Quote:
Originally Posted by iCaMpWiThAWP
found another error, marines on the reef cant wade ashore, the have to use the pier, that usually gets plastered by NGF
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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
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there is deep water between the reef and the island, simply place shallow water there, and use rough terrain for the reef
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The Following User Says Thank You to iCaMpWiThAWP For This Useful Post:
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December 6th, 2008, 10:30 AM
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Corporal
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Join Date: Dec 2008
Location: Geldern, Germany
Posts: 63
Thanks: 3
Thanked 9 Times in 9 Posts
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Re: Betio Island, November 20-23, 1943
Quote:
Originally Posted by iCaMpWiThAWP
...to prevent players form being able to pound every single inch of the island...
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Hi,
i think you'll need the amount of firepower and the ability to pound every single inch of the island twice.  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.
Greetings
Chris
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