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RS Sorrow on Saipan - Design Notes - Printable Version

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RS Sorrow on Saipan - Design Notes - Kool Kat - 01-16-2012

Gents: Smoke7

Version 1.2 (uploaded January 15, 2012)

Japanese

- Removed caves (Cave bug)
- Moved 75mm guns closer to 50VP road junction (in trenches)
- Moved Spigot mortars closer to Hill 500 summit (in trenches)
- Added 2x rifle platoons (fixed) + 47mm AT (fixed) defending 50VP road junction
- Added 2x minefields
- Added 4x blocks
- Removed 1x bunker. Replaced with 1x pillbox
- Added 1x bunker
- Added a few more trenches
- Repositioned 1x 100VP to Hill 500 summit (highest elevation on hill)

- Utilizing Huib's elevation changes in map (You can see for miles!)


RE: RS Sorrow on Saipan - Design Notes - Ashcloud - 01-16-2012

(01-16-2012, 10:25 PM)Kool Kat Wrote: Gents: Smoke7

Version 1.2 (uploaded January 15, 2012)

Japanese

- Removed caves (Cave bug)
- Moved 75mm guns closer to 50VP road junction (in trenches)
- Moved Spigot mortars closer to Hill 500 summit (in trenches)
- Added 2x rifle platoons (fixed) + 47mm AT (fixed) defending 50VP road junction
- Added 2x minefields
- Added 4x blocks
- Removed 1x bunker. Replaced with 1x pillbox
- Added 1x bunker
- Added a few more trenches
- Repositioned 1x 100VP to Hill 500 summit (highest elevation on hill)

- Utilizing Huib's elevation changes in map (You can see for miles!)

Looks good, can't wait to play it.


RE: RS Sorrow on Saipan - Design Notes - Kool Kat - 01-21-2012

Gents: Smoke7

I have made the following changes in my Rising Sun "Sorrow on Saipan" in the H2H Testing Section:

Version 1.3 (Updated January 28, 2012)

Americans

- Moved off board naval guns "back" (25,-77) so the Hill 500 summit hexes are at maximum range and shells can't strike the reverse slopes.
- Removed 1x 14 inch naval gun.

Japanese

- Removed 2x 75mm guns + 2x pack horses
- Removed 2x trenches
- Added 2x 80mm dual purpose guns defending from bunkers
- Added 1x 70mm mortar

Map

- Replaced unpaved road with trail (Hill 500 summit + hexes leading up to summit)

Other

- Moved 2x VPs hexes to reverse slopes


Hopefully, with the above changes... the elusive "balance" will be achieved? Idea2




RE: RS Sorrow on Saipan - Design Notes - Huib Versloot - 01-21-2012

(01-21-2012, 02:05 AM)Kool Kat Wrote: Gents: Smoke7

I will be making the following changes in the next "Sorrow on Saipan" version:

Version 1.3 (pending upload)

Japanese

- Remove 2x 75mm guns + 2x pack horses
- Remove 2x trenches
- Remove 1x bunker (23,22)
- Add 1x bunker (23,21)
- Add 2x 80mm dual purpose guns defending from bunkers


Map

- Replace unpaved road with trail (Hill 500 summit + hexes leading up to summit)

Are you sure? The above changes don't seem something that would alter balance drastically. Moving the bunker a hex forward means that everyone in it will be killed by naval artillery as it will be in LOS immediately.
Kind of enjoying the game as it is now...

Huib


RE: RS Sorrow on Saipan - Design Notes - Ashcloud - 01-21-2012

(01-21-2012, 02:11 AM)Huib Versloot Wrote:
(01-21-2012, 02:05 AM)Kool Kat Wrote: Gents: Smoke7

I will be making the following changes in the next "Sorrow on Saipan" version:

Version 1.3 (pending upload)

Japanese

- Remove 2x 75mm guns + 2x pack horses
- Remove 2x trenches
- Remove 1x bunker (23,22)
- Add 1x bunker (23,21)
- Add 2x 80mm dual purpose guns defending from bunkers


Map

- Replace unpaved road with trail (Hill 500 summit + hexes leading up to summit)

Are you sure? The above changes don't seem something that would alter balance drastically. Moving the bunker a hex forward means that everyone in it will be killed by naval artillery as it will be in LOS immediately.
Kind of enjoying the game as it is now...

Huib

I am also enjoying it as it is at the moment, enjoying the new elevations.


RE: RS Sorrow on Saipan - Design Notes - Kool Kat - 01-21-2012

(01-21-2012, 02:11 AM)Huib Versloot Wrote: Are you sure? The above changes don't seem something that would alter balance drastically. Moving the bunker a hex forward means that everyone in it will be killed by naval artillery as it will be in LOS immediately.
Kind of enjoying the game as it is now...

Huib

Will wait for current play testers feedback... before making any changes to scenario! :whis:

Other test players have suggested lowering the strength of the naval artillery? Idea2

However, the 75mm guns current positions, in the trenches by the 50VP, are too vulnerable to close assault / overrun... as "demonstrated" by one of the play testers against me! Yikes




RE: RS Sorrow on Saipan - Design Notes - Huib Versloot - 01-21-2012

(01-21-2012, 02:58 AM)Kool Kat Wrote: Will wait for current play testers feedback... before making any changes to scenario! :whis:

Other test players have suggested lowering the strength of the naval artillery? Idea2

However, the 75mm guns current positions, in the trenches by the 50VP, are too vulnerable to close assault / overrun... as "demonstrated" by one of the play testers against me! Yikes

We're around turn 6. No issues so far. Although I personally think it would be better to play with EA "on", but let's wait till we finish it.


RE: RS Sorrow on Saipan - Design Notes - Kool Kat - 01-21-2012

(01-21-2012, 03:22 AM)Huib Versloot Wrote: We're around turn 6. No issues so far. Although I personally think it would be better to play with EA "on", but let's wait till we finish it.

Sounds good!

I've toyed with the idea of EA = ON... but it also goes both ways? Idea2

The American Marines... once they get into entrenched positions in heavy jungle terrain... are nearly impervious to any damage (strength reductions or dispersions ) by the the Japanese... and that's playing with EA = OFF! Yikes

Toggle EA = ON... and those tough American Marines become "super bad" tough! Yikes Yikes






RE: RS Sorrow on Saipan - Design Notes - Huib Versloot - 01-21-2012

(01-21-2012, 04:44 AM)Kool Kat Wrote:
(01-21-2012, 03:22 AM)Huib Versloot Wrote: We're around turn 6. No issues so far. Although I personally think it would be better to play with EA "on", but let's wait till we finish it.

Sounds good!

I've toyed with the idea of EA = ON... but it also goes both ways? Idea2

The American Marines... once they get into entrenched positions in heavy jungle terrain... are nearly impervious to any damage (strength reductions or dispersions ) by the the Japanese... and that's playing with EA = OFF! Yikes

Toggle EA = ON... and those tough American Marines become "super bad" tough! Yikes Yikes

Yeah well a counter assault is something I can only dream of at the moment (I am Japanese). I don't play much RS, so maybe it's me but the Japanese weaponry seems so inferior, even at close range. Perhaps the defense factor of the marines is very high? Haven't checked.


RE: RS Sorrow on Saipan - Design Notes - Herr Straße Laufer - 01-21-2012

Huib, you hit the nail on the head.
The Japanese are simply too weak to shoot back or counterattack.

Pillboxes out of initial line of sight and the victory hexes moved to the back of the hill might help? The Marines would still have to go over it?

Cheers5

HSL