Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.5
Moderators: The Artistocrats, Order of Battle Moderators
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FrancoisPhilidor
- Staff Sergeant - StuG IIIF

- Posts: 276
- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.5
DOWNLOAD:
https://drive.google.com/file/d/1-I4cgg ... sp=sharing
INSTALLATION:
extract and place the whole folder into:
\Documents\My Games\Order of Battle - WW2\Scenarios
DESCRIPTION:
Objective:
- capture all flags
- trigger starts checking from turn 40
Deployment:
- The main deployment zone for each player is in the corners of the map, to leave enough time for interception and ambush, and give a real Tokyo Express feel
- The Japan player additionally starts with a limited number of turn-0-only ground troop deployment slots near each island, to give him a bit time to prepare a defense before the USA player arrives.
- The USA player doesn't get any additional turn-0-only slots.
- The Japan player is closer to New Georgia, while the USA player is closer to Guadalcanal.
- All in all it should be a balanced one-on-one game, with similar strength and equal opportunities.
Features:
- Enough sea area for large naval battles, and to make ship detection a priority
- Islands are also big enough for proper land battles, where ships can only support the action near the shore but not further inland
- Only two ports and two airfields
- Each player gets several construction units to build additional airstrips in unpredictable places of their own choice
- Villages provide limited resources. Each player gets several supply ships to support enough ground forces, but the reliance on them will make these supply ships valuable targets
- Distances are large enough to make the difference between fighter and bomber range truly felt and add a grand strategic feeling
Special abilities:
- Japan: Banzai, Bushido, Tokyo Express, Drop tank, Landing craft, Elite Air groups
- USA: Magnetron radar, Landing craft infantry, Landing craft tank, Block construction, Pilot rotation
https://drive.google.com/file/d/1-I4cgg ... sp=sharing
INSTALLATION:
extract and place the whole folder into:
\Documents\My Games\Order of Battle - WW2\Scenarios
DESCRIPTION:
Objective:
- capture all flags
- trigger starts checking from turn 40
Deployment:
- The main deployment zone for each player is in the corners of the map, to leave enough time for interception and ambush, and give a real Tokyo Express feel
- The Japan player additionally starts with a limited number of turn-0-only ground troop deployment slots near each island, to give him a bit time to prepare a defense before the USA player arrives.
- The USA player doesn't get any additional turn-0-only slots.
- The Japan player is closer to New Georgia, while the USA player is closer to Guadalcanal.
- All in all it should be a balanced one-on-one game, with similar strength and equal opportunities.
Features:
- Enough sea area for large naval battles, and to make ship detection a priority
- Islands are also big enough for proper land battles, where ships can only support the action near the shore but not further inland
- Only two ports and two airfields
- Each player gets several construction units to build additional airstrips in unpredictable places of their own choice
- Villages provide limited resources. Each player gets several supply ships to support enough ground forces, but the reliance on them will make these supply ships valuable targets
- Distances are large enough to make the difference between fighter and bomber range truly felt and add a grand strategic feeling
Special abilities:
- Japan: Banzai, Bushido, Tokyo Express, Drop tank, Landing craft, Elite Air groups
- USA: Magnetron radar, Landing craft infantry, Landing craft tank, Block construction, Pilot rotation
Last edited by FrancoisPhilidor on Sun Oct 05, 2025 11:43 am, edited 8 times in total.
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FrancoisPhilidor
- Staff Sergeant - StuG IIIF

- Posts: 276
- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4
Version 4 has a new feature for unit balance:
Each player can only deploy a maximum of 5 fighters.
This is to ensure that the other 7 planes (not counting scouts) will be bombers, for more realism, balance, and some nice air strikes
Each player can only deploy a maximum of 5 fighters.
This is to ensure that the other 7 planes (not counting scouts) will be bombers, for more realism, balance, and some nice air strikes
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FrancoisPhilidor
- Staff Sergeant - StuG IIIF

- Posts: 276
- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.1
In version 4.1 I added some gunboats and PT boats, and made some of the supply ships core units, so they can be recruited again in case you sink all of them. They still have to be transported from the map edges, so sinking them will buy you a lot of time when defending against an invasion
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stevefprice
- Staff Sergeant - Kavallerie

- Posts: 302
- Joined: Mon Apr 20, 2020 6:22 pm
Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.1
v4.1 has a problem and does not show in the scenario list. I suspect the 3 files have issues as when I renamed the scenario name in the text it showed up.
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FrancoisPhilidor
- Staff Sergeant - StuG IIIF

- Posts: 276
- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.1
Oh thanks for telling me. I will just upload 4.2 and hope that will fix itstevefprice wrote: ↑Wed Jul 23, 2025 11:28 am v4.1 has a problem and does not show in the scenario list. I suspect the 3 files have issues as when I renamed the scenario name in the text it showed up.
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FrancoisPhilidor
- Staff Sergeant - StuG IIIF

- Posts: 276
- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.1
doneFrancoisPhilidor wrote: ↑Thu Jul 24, 2025 10:27 amOh thanks for telling me. I will just upload 4.2 and hope that will fix itstevefprice wrote: ↑Wed Jul 23, 2025 11:28 am v4.1 has a problem and does not show in the scenario list. I suspect the 3 files have issues as when I renamed the scenario name in the text it showed up.
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stevefprice
- Staff Sergeant - Kavallerie

- Posts: 302
- Joined: Mon Apr 20, 2020 6:22 pm
Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.2
Ta, just catching up, I'll download this week.
Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.2
I've downloaded the new version and its still not appearing in the scenarios list (when you try to host a game).
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FrancoisPhilidor
- Staff Sergeant - StuG IIIF

- Posts: 276
- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
-
FrancoisPhilidor
- Staff Sergeant - StuG IIIF

- Posts: 276
- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.2
Oh no, my mistake, I had put one of the players under AI control during testing and then it was not recognized as a multiplayer game anymore. Now it's fixed. Sorry. You can download it here againFrancoisPhilidor wrote: ↑Wed Sep 03, 2025 10:24 amSo both you and your opponent have version 4.2 and it appears red?
I will host 4.2 and you can check if you can see it ok?
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FrancoisPhilidor
- Staff Sergeant - StuG IIIF

- Posts: 276
- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.3
In version 4.3 I reduced the sizes of the islands a bit to create more space for naval battles in the middle
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FrancoisPhilidor
- Staff Sergeant - StuG IIIF

- Posts: 276
- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.4
In version 4.4 I gave Japan defensive doctrine but limited the maximum numbers of deployable units to:
foxholes: 8
bunkers 5
foxholes: 8
bunkers 5
Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.5
We are playing this now. Good scenario but we both think there are not enough supply ships for an island hopping campaign. Can you recycle a limited number perhaps?
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FrancoisPhilidor
- Staff Sergeant - StuG IIIF

- Posts: 276
- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.5
I had 8 at first but reduced it to 5 to make them more valuable.
You really need to protect them. Air strikes can be dangerous this way. In other games people normally ignore supply ships because they have no impact on the game. I wanted to make supply ships one of the most valuable targets, just like the Japs targeted the oiler at the Battle of the Coral Sea as the most important target only second to carriers.
And yes, it means that if a player loses them, he will have problems invading islands after that. So it could end in a stalemate, yes.
But think, if you have naval superiority, your combat ships can also provide supply to quite many units.
How far are you in?
You sure you want more?
Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.5
We stopped the game at turn 73.
The US held Guadalcanal and Tulagi, the Japs everything else.
We stopped because both of us thought it was very unlikely that either of us could achieve the objectives without a substantial increase in RPs and CPs.
The Japanese perspective
The Good Points:
Initial command points OK
Allows some choices to be made around Fleet composition
Fairly even fight
Things to consider
Replacements have to come a very log way to get anywhere near Guadalcanal and even if they get there are likely to out off air range
Probably need another airfield building bulldozer - so that can build more island airfields
The range of naval guns and the strength of air against ground targets means Japanese super strength of being able to exact casualties on US ground forces is lost. US just stand off and kill all Japanese units anywhere near the coast and do the same at leisure from the air if the Japanese are further infield, especially as they are usually quickly out of supply
Might want to think about how to use fog of war. The second Japanese super strength was that they were excellent at camouflage, with the nature of the terrain helping. So US should not know where they are until ground forces bump into them rather than ID them from the air and sea - see point above.
The US perspective:
Good Points, as Japanese
Things to consider
The US sank every enemy vessel bar 1 main carrier (which was badly damaged) and 1 support carrier in the sea action off NE Guadalcanal but I suspected that another fleet would be built by the Japs to protect the other three objectives and I was correct.
This ‘sink a fleet’ and wait for the next one to turn up (same thing happened in the Kokoda game) feels a bit odd. Perhaps it’s a function of the large number of turns, is this fleet replenishment historical?
The US had spent all naval CP and the idea of sailing so far away to the other objectives without the chance of beefing up the fleet beforehand seemed like a suicide mission.
And regarding supply ships yes we think we need more or the ability to recycle them please.
The US held Guadalcanal and Tulagi, the Japs everything else.
We stopped because both of us thought it was very unlikely that either of us could achieve the objectives without a substantial increase in RPs and CPs.
The Japanese perspective
The Good Points:
Initial command points OK
Allows some choices to be made around Fleet composition
Fairly even fight
Things to consider
Replacements have to come a very log way to get anywhere near Guadalcanal and even if they get there are likely to out off air range
Probably need another airfield building bulldozer - so that can build more island airfields
The range of naval guns and the strength of air against ground targets means Japanese super strength of being able to exact casualties on US ground forces is lost. US just stand off and kill all Japanese units anywhere near the coast and do the same at leisure from the air if the Japanese are further infield, especially as they are usually quickly out of supply
Might want to think about how to use fog of war. The second Japanese super strength was that they were excellent at camouflage, with the nature of the terrain helping. So US should not know where they are until ground forces bump into them rather than ID them from the air and sea - see point above.
The US perspective:
Good Points, as Japanese
Things to consider
The US sank every enemy vessel bar 1 main carrier (which was badly damaged) and 1 support carrier in the sea action off NE Guadalcanal but I suspected that another fleet would be built by the Japs to protect the other three objectives and I was correct.
This ‘sink a fleet’ and wait for the next one to turn up (same thing happened in the Kokoda game) feels a bit odd. Perhaps it’s a function of the large number of turns, is this fleet replenishment historical?
The US had spent all naval CP and the idea of sailing so far away to the other objectives without the chance of beefing up the fleet beforehand seemed like a suicide mission.
And regarding supply ships yes we think we need more or the ability to recycle them please.
