I want to add my thanks to Erik for the mod fixes.Bobster66 wrote: ↑Fri Feb 19, 2021 12:35 am Additional comments on Erik's Mod v1.2:
Midway:
All the objectives appear to work correctly, but I was unable to achieve the secondary to sink three carriers so can't be sure about that one.
Although it is a fairly big map, the Japanese start very close to Midway. The Air units on Midway were mostly destroyed by bombardment before they could take off, for some reason only one could launch per turn. The three units that did take off were under-supplied until the rest were destroyed in their hangers, so they do not appear to share air supply with the player. This airfield should probably be upgraded.
There was a pop-up on turn 15 saying that the IJN were departing, and while I did get 2 carriers, there just wasn't time to get all three before the rest left the map.
Once the IJN had departed here was still about half of the turns lefts to burn through to finish the scenario.
...I'm really enjoying these big naval battles, and the excess number of turns seem to be the only downside.
I just did Midway and other than a couple minor glitches it all works well. As you wrote, Bobster, getting 3 carriers is hard, which made me replay the scenario a couple times. At advanced level, it is hard to protect your fleet AND get the carriers, but if you plan it right, you can start with all fighters to knock down J aircraft, disbanding your fighters bit by bit and replacing them with torpedo aircraft and then go after the carriers after a few turns. But make a dive bomber or two anyway, to impede the naval attack or in case an infantry unit gets too close to Midway. As I'm sure you've figured out, you also have to keep your destroyers set up in a line all the way across to keep theirs from getting in and torpedoing your bigger assets. And make sure every ship moves near the max every turn to make them less susceptible to gunfire. It's buying time until the torpedo planes can come back.
You are right about Midway being slow in launching their planes. I just see it as my dealing with a stupid island commander, a lot like real life.
But here is the crux, and why I consider the new version TAKING OoB TO AN EVEN HIGHER LEVEL. As in the Normandy campaign, you have to play the early scenarios in a way that let you win the following ones. You have to play the tough Coral Sea scenario in a way where you only lose one ship or so, and accrue a lot of resource points in order to win Midway. For me, that meant giving up on protecting the oilers, and retreating for 7 or so turns, sniping, and focusing on shooting down aircraft, rather than suffering the attrition of attacking, even though I had the potential to defeat their fleet sooner. That kind of strategic thinking, only possible because there ARE lots of turns, lets you go into Midway with all your fleet in fairly good shape and a thousand resource points to buy the necessary fighters you need from turn one. Brilliant! And hard. But only hard until you figure out the right strategies.
That's what I love about Erik's (and others') scenarios. They allow for so much strategic flexibility, lots of replays. There are some I could not win (such as, in US Navy, getting 5 BBs out of Pearl) but that's okay. These are games for the big kids.
I am full of gratitude.