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RS Sorrow on Saipan - Design Notes
01-21-2012, 07:49 AM,
#14
RE: RS Sorrow on Saipan - Design Notes
(01-21-2012, 06:23 AM)Huib Versloot Wrote: I think historically the Japanese lost a multitude of troops compared to the marines, so it is not really inaccurate. It just makes it difficult for the designer to get it winnable for both sides.

When I played the first version I said it would be better versus the AI. Probably perfect.
I think your comment that the naval guns are too effective coupled with the firepower of the Marine platoons was spot on.
Morale was also a major factor in the Marine ability to come back from disrupt.

Through each allied play my experience was to lay on the barrage and continually move forward. If a platoon became disrupted I would have one behind it to replace it until the next turn when it recovered morale.
Once the Marines got adjacent to the Japanese it became one or two turns of direct fire and then assault.

EA may be the only help for the Japanese. Couple EA with moving the pillboxes to hidden might be best. But, once spotted, a couple rounds of naval gunfire would be likely to disrupt and destroy units (even in the pillboxes).

Cheers2

HSL


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Messages In This Thread
RS Sorrow on Saipan - Design Notes - by Kool Kat - 01-16-2012, 10:25 PM
RE: RS Sorrow on Saipan - Design Notes - by Herr Straße Laufer - 01-21-2012, 07:49 AM

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