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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 10th, 2008, 05:26 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]
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
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December 11th, 2008, 02:17 PM
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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,
new version 0.9 is out (second try ). 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
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December 19th, 2008, 07:49 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,
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
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February 23rd, 2009, 04:56 PM
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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,
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
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March 9th, 2009, 06:21 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,
version 0.97 is out.
Enjoy
:O)
Chris
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November 14th, 2011, 04:26 PM
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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
Hello,
version 2 is out (Tarawa light)
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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