Midway v2.0

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Buffalo Six
Posts: 2128
Joined: 11 Jul 2002, 17:26
Location: Wichita KS

Midway v2.0

Post by Buffalo Six » 10 Dec 2008, 13:24

in light of new info (a really good book on the subject) I will be redoing the Midway missions. Several things have come to light.

1. I had the formation way to packed in and the ships in the wrong positions (i.e. the carriers were 8000m apart in a box)

2. My attack vectors were all wrong for various US attacks.

3. in light of new info on the AAA capacity of the Japanese ships (i.e. the Akagi could only effectively engage 7 planes total at one time and even then with only 3 mounts apiece) and IJN Doctrine that basically said maneuver over guns was best defense (this is why the box was 8000m a side). I will adjust the AAA to account for this.

4. My CAP numbers were wrong in a lot of places (too low) so I will adjust accordingly.


5. My initial Jap strike on Midway was out of sequence so that will be adjusted, and I will remove almost all of the planes that are currently sitting static on Midway to help the load times. Before the attack, they cleared decks of anything that could fly....only thing left was the hanger queens.

6. now that we have the MOD, I will add the B17 strikes to the missions.

7. I will maybe add the PBY missions to the mix, will depend on a few things.

So I'll let yall know when I get these done and uploaded.

And so far I highly recommend the book "Shattered Sword, The untold Story of the Battle of Midway". It is told from the exhaustive research on the Japanese side and blows a lot of 60 year old myths out of the water....so far its really really good.

User avatar
Buffalo Six
Posts: 2128
Joined: 11 Jul 2002, 17:26
Location: Wichita KS

Post by Buffalo Six » 15 Dec 2008, 09:53

**UPDATE**

So this weekend I got the 1st mission (IJN strike on Midway) done and then spent something like 8 hours getting the Kido Butai to behave while in some semblance of battle formation while the carriers are all doing S turns and whatnot. I have the 2nd mission almost done but I have had to make a command decision here.

because of the complexity of the ship tracks, and how long it takes to adjust them. I will need to extend the flight times to around 30-40 mins lead ins. There are many reasons for this, but they really boil down to these:
1. complex ship tracks
2. the ability to cycle the IJN CAP, in reality the Kido Butai was surging the CAP in response to the ever increasing US attacks (which were pretty much constant from about 730 until 1030) and I need to get them to spawn at intervals and not stall the game.
3. I am thinking I will add into the mix the fact that the US (and IJN for that matter) still had to search around for the Kido Butai so I think I have a way to do that, and give the player the sense of "ok I know they are around here somewhere".

So as you can see I'm trying to ramp up the drama and tactical complexities so in a sense the players have a feel for what it was like...at least as well as I can come up with.

So....it will most likely be at least after Christmas that I have some of these ready to go.

That is all......carry on

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