Multiplayer map - Coral Sea and Kokoda 2.1

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FrancoisPhilidor
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Multiplayer map - Coral Sea and Kokoda 2.1

Post by FrancoisPhilidor »

(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.
preview.png
preview.png (333.21 KiB) Viewed 726 times
Last edited by FrancoisPhilidor on Fri Sep 19, 2025 7:15 pm, edited 1 time in total.
McAuslin
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Re: Multiplayer map - Coral Sea and Kokoda multiplayer v.1

Post by McAuslin »

Interesting scenario, thanks. Has anyone managed to win this as the Japanese?
FrancoisPhilidor
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Re: Multiplayer map - Coral Sea and Kokoda multiplayer v.1

Post by FrancoisPhilidor »

McAuslin wrote: Wed Sep 10, 2025 2:58 pm Interesting scenario, thanks. Has anyone managed to win this as the Japanese?

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 :-D
McAuslin
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Re: Multiplayer map - Coral Sea and Kokoda multiplayer v.1

Post by McAuslin »

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
FrancoisPhilidor
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Re: Multiplayer map - Coral Sea and Kokoda multiplayer v.1

Post by FrancoisPhilidor »

McAuslin wrote: Thu Sep 11, 2025 6:40 am 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
Ok sure. What turn are you in now?
And what's the problem? The Japs should be a bit stronger at the beginning
stevefprice
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Re: Multiplayer map - Coral Sea and Kokoda multiplayer v.1

Post by stevefprice »

FrancoisPhilidor wrote: Thu Sep 11, 2025 4:41 pm
McAuslin wrote: Thu Sep 11, 2025 6:40 am 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
Ok sure. What turn are you in now?
And what's the problem? The Japs should be a bit stronger at the beginning
Agreed the Japanese should be stronger.

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.
FrancoisPhilidor
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 250
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Location: Czechia

Re: Multiplayer map - Coral Sea and Kokoda multiplayer v.1

Post by FrancoisPhilidor »

stevefprice wrote: Fri Sep 19, 2025 9:04 am
FrancoisPhilidor wrote: Thu Sep 11, 2025 4:41 pm
McAuslin wrote: Thu Sep 11, 2025 6:40 am 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
Ok sure. What turn are you in now?
And what's the problem? The Japs should be a bit stronger at the beginning
Agreed the Japanese should be stronger.

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 :-D
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 :-D
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?
FrancoisPhilidor
Staff Sergeant - StuG IIIF
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Re: Multiplayer map - Coral Sea and Kokoda 2.1

Post by FrancoisPhilidor »

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
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