Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.6

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FrancoisPhilidor
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Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.6

Post by FrancoisPhilidor »

DOWNLOAD:
https://drive.google.com/file/d/1i3wM3k ... 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.

preview.png
preview.png (335.3 KiB) Viewed 928 times


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 Mon Nov 03, 2025 9:51 pm, edited 9 times in total.
FrancoisPhilidor
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Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4

Post by FrancoisPhilidor »

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
FrancoisPhilidor
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Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.1

Post by FrancoisPhilidor »

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
stevefprice
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Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.1

Post by stevefprice »

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.
FrancoisPhilidor
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Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.1

Post by FrancoisPhilidor »

stevefprice 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.
Oh thanks for telling me. I will just upload 4.2 and hope that will fix it
FrancoisPhilidor
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Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.1

Post by FrancoisPhilidor »

FrancoisPhilidor wrote: Thu Jul 24, 2025 10:27 am
stevefprice 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.
Oh thanks for telling me. I will just upload 4.2 and hope that will fix it
done
stevefprice
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Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.2

Post by stevefprice »

Ta, just catching up, I'll download this week.
McAuslin
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Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.2

Post by McAuslin »

I've downloaded the new version and its still not appearing in the scenarios list (when you try to host a game).
FrancoisPhilidor
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Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.2

Post by FrancoisPhilidor »

McAuslin wrote: Tue Sep 02, 2025 12:31 pm I've downloaded the new version and its still not appearing in the scenarios list (when you try to host a game).
So 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?
FrancoisPhilidor
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Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.2

Post by FrancoisPhilidor »

FrancoisPhilidor wrote: Wed Sep 03, 2025 10:24 am
McAuslin wrote: Tue Sep 02, 2025 12:31 pm I've downloaded the new version and its still not appearing in the scenarios list (when you try to host a game).
So 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?
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 again
McAuslin
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Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.2

Post by McAuslin »

Thanks
FrancoisPhilidor
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Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.3

Post by FrancoisPhilidor »

In version 4.3 I reduced the sizes of the islands a bit to create more space for naval battles in the middle
FrancoisPhilidor
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Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.4

Post by FrancoisPhilidor »

In version 4.4 I gave Japan defensive doctrine but limited the maximum numbers of deployable units to:
foxholes: 8
bunkers 5
McAuslin
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Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.5

Post by McAuslin »

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?
FrancoisPhilidor
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Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.5

Post by FrancoisPhilidor »

McAuslin wrote: Thu Oct 30, 2025 4:05 pm 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?

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?
McAuslin
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Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.5

Post by McAuslin »

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.
FrancoisPhilidor
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Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.5

Post by FrancoisPhilidor »

McAuslin wrote: Mon Nov 03, 2025 9:12 am 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.

1
Haha you won't believe it but I had 8 supply ships and 2 airstrip bulldozers originally. Removed them because I wanted them to be more valuable. But I can put them back in for you. Recycling doesn't work for supply ships unfortunately.
2
The long distances between airfields are also planned the way they are. So that only heavy bombers can reach the opponent. The map should be easy easy for defence, difficult for attack. If you want to venture into enemy territory, you need to bring carriers.
3
The games I have played so far never ended in a draw. Actually they were over around 100 turns. Japan has more RP at the beginning, so they can theoretically make the USA sweat a bit. The USA has a bit more RP per turn, so in the long run, they should be able to gain a small advantage. But if the game ends in a draw, no problem here. This is a 50/50 game with equal chances.
4
I also wanted to make it harder to spot the Japs on Guadalcanal, so I tried to create some more connected jungle areas, so they can slip through. Also I have added a little bit supply in the interior, so they can replenish a bit. Also I added some Japanese flags on Guadalcanal that cannot be conquered because they are surrounded by escarpments. So the USA will have a harder time scouring the island and discovering stray soldiers. Hope that helps the Japs survive a bit longer before help comes.
5
The second fleet being ready when the first fleet is defeated is as intended. I want to have several naval battles on this map. Not one decisive pushthrough. In my next version I have separated naval CP and air CP into two blocks, so that the first engagements are a bit smaller. You will receive the second part of the CP on turn 15. I found the slot was a bit too crowded.

So here is the version with 8 supply ships and 2 airstrips. Otherwise it's the same as 4.6

https://drive.google.com/file/d/1z7YPXC ... sp=sharing
FrancoisPhilidor
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Re: Multiplayer map 1vs1 - Guadalcanal and New Georgia v.4.6

Post by FrancoisPhilidor »

In version 4.6

- added more small islands so that the airstrip players built is harder to find
- added some protected inland supply for Japan on Guadalcanal
- connected the jungle on Guadalcanal a bit better so it's harder to find Japanese troops
- added more deployment zones for Japan near Guadacanal at start
- added some Japanese snipers for fun (not even sure what they can really do. They are not like commandos are they?)
- separated air CP and naval CP into two groups so that the initial engagement is a bit smaller and doesn't occupy the whole slot. Second group of CP will become available on turn 15
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