(better version of: Port Moresby and Buna Gona)
DOWNLOAD:
https://drive.google.com/file/d/10DJDqx ... sp=sharing
INSTALLATION:
extract and place the whole folder into:
\Documents\My Games\Order of Battle - WW2\Scenarios
DESCRIPTION:
Objective:
Capture Port Moresby, Milne Bay, Buna, and Gona.
Features:
- In the first half, Japan has more deployment points.
- In the second half, the Allies will have more deployment points.
Multiplayer map - Coral Sea and Kokoda 2.1
Moderators: The Artistocrats, Order of Battle Moderators
-
- Staff Sergeant - StuG IIIF
- Posts: 250
- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
Multiplayer map - Coral Sea and Kokoda 2.1
Last edited by FrancoisPhilidor on Fri Sep 19, 2025 7:15 pm, edited 1 time in total.
Re: Multiplayer map - Coral Sea and Kokoda multiplayer v.1
Interesting scenario, thanks. Has anyone managed to win this as the Japanese?
-
- Staff Sergeant - StuG IIIF
- Posts: 250
- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
Re: Multiplayer map - Coral Sea and Kokoda multiplayer v.1
I have only tested this one once with Brenmusik, but since then I changed the map to have more space for the battle of the Coral Sea. So this new map is not even tested yet.
If you want, we can play

Re: Multiplayer map - Coral Sea and Kokoda multiplayer v.1
I'm finding it pretty tough as the Japanese so its mirroring history. Perhaps we can have a game when I've finished the current one I'm playing
-
- Staff Sergeant - StuG IIIF
- Posts: 250
- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
-
- Staff Sergeant - StuG IIIF
- Posts: 296
- Joined: Mon Apr 20, 2020 6:22 pm
Re: Multiplayer map - Coral Sea and Kokoda multiplayer v.1
Agreed the Japanese should be stronger.FrancoisPhilidor wrote: ↑Thu Sep 11, 2025 4:41 pmOk sure. What turn are you in now?
And what's the problem? The Japs should be a bit stronger at the beginning
As per the Dunkirk/Britain game, large amounts of the coast line are mountainous leaving few beaches. The US need only mine the pass and other possible access roads and then mine the coastline. They have enough navy to hold off a concerted effort so the Japanese struggle to land. The navy CPS require Japs to spend on carriers because they cannot create a forward airbase so despite a paltry 5cp more the Jap offensive navy is less than the US one so LCs and transports get toasted every time.
I have managed to get paras to the 2 left most airfields, holding them will be an issue but it might work.
As it happens I also won Britain/Dunkirk using para by getting Dunkirk on turn 15.
My question is in testing how many games of this style were won by seaborne invasion?
I suggest the common flaw in the scenarios is hoping for a grand invasion style game but it's either a para drop or give up.
Might be worth looking at relative forces available for WW2 seaborne invasions:
Dieppe
Sicily
Torch
Anzio
D-Day
Work out the ratio of forces required to make a success. An alternative might be to limit the number of engineers as that stops the 'mine every beach' hex silliness. A real thing but game mechanics prevent a landing. Then give the attacking force more CP, RP and construction units so they can create forward airbases.
-
- Staff Sergeant - StuG IIIF
- Posts: 250
- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
Re: Multiplayer map - Coral Sea and Kokoda multiplayer v.1
stevefprice wrote: ↑Fri Sep 19, 2025 9:04 amAgreed the Japanese should be stronger.FrancoisPhilidor wrote: ↑Thu Sep 11, 2025 4:41 pmOk sure. What turn are you in now?
And what's the problem? The Japs should be a bit stronger at the beginning
As per the Dunkirk/Britain game, large amounts of the coast line are mountainous leaving few beaches. The US need only mine the pass and other possible access roads and then mine the coastline. They have enough navy to hold off a concerted effort so the Japanese struggle to land. The navy CPS require Japs to spend on carriers because they cannot create a forward airbase so despite a paltry 5cp more the Jap offensive navy is less than the US one so LCs and transports get toasted every time.
I have managed to get paras to the 2 left most airfields, holding them will be an issue but it might work.
As it happens I also won Britain/Dunkirk using para by getting Dunkirk on turn 15.
My question is in testing how many games of this style were won by seaborne invasion?
I suggest the common flaw in the scenarios is hoping for a grand invasion style game but it's either a para drop or give up.
Might be worth looking at relative forces available for WW2 seaborne invasions:
Dieppe
Sicily
Torch
Anzio
D-Day
Work out the ratio of forces required to make a success. An alternative might be to limit the number of engineers as that stops the 'mine every beach' hex silliness. A real thing but game mechanics prevent a landing. Then give the attacking force more CP, RP and construction units so they can create forward airbases.
I wasn't able to play through it that fast yet. I don't have enough fast opponents

How were you able to test it so fast??
And yes, another guy also found the same in the Dunkirk map. Mines are a problem. In my next version I limit the max number of mines deployed in Britain, just like fighters and AA units. If the players deploy too many, they lose.
It is not desired that you paradrop onto Dunkirk. The defender should have paid more attention

I don't want the game to end at Dunkirk or Paris. It's just supposed to be the prelude.
But I have given Germany two more bombers, so they have enough to bomb ships as well as airfields at the same time.
As for this map, Coral Sea, is Japan really that weak? My desired outcome is basically the historical one. Japan almost captures Milne Bay and Port Moresby, but then gets pushed back. But if Japan is good enough, it should also be able to win.
So you are saying that's impossible right now? What if they win the battle of the Coral Sea and control the sea?
I haven't even played it yet. Do you want to try with me?
-
- Staff Sergeant - StuG IIIF
- Posts: 250
- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
Re: Multiplayer map - Coral Sea and Kokoda 2.1
In version 2.1:
- no player can deploy any landmines
- Japan has got 25 extra naval CP and 700 more initial RP
- increased total turn number to 140, so that the allies have more time to push them back all the way to Buna Gona
- no player can deploy any landmines
- Japan has got 25 extra naval CP and 700 more initial RP
- increased total turn number to 140, so that the allies have more time to push them back all the way to Buna Gona