Operation Olympic 1945 - overview
Olympic was planned with 3 major seaborne invasions (Western, Eastern and Ariake beaches) and 2 optional invasions (Packard/Plymouth and Northern beaches).
This means the campaign is best represented by 3 separate branches in OOB.
One of the branches uses Marine Corp core units while the two other use US army core units. The common Okuchi/Mt Kirishima scenario uses a mixture of Marine and Army units. I may have to create two versions of this scenario since the core unit requirement depends on wether you arrive from an Army or Marine branch.
Core US army and naval units including carrier air units use the standard US faction. The number of core land units is equal to one division plus corps support units. In addition there are aux units in each scenario.
Core landbased air units use the blue US Army faction.
Para units (aux only) use the red US faction.
The reason for using all these factions is to tailor the resource income to each faction.
The number of Marine core units is equal to one division plus corps support units. In addition there are aux units in each scenario.
I've come up with a simple method letting the player decide wether to assign para units in a specific scenario or keep the option for a later scenario.
Once the paras are assigned they will not be available later in the campaign.
Moving an 'off-battle area' unit one hex will trigger the para Dialog where the yes/no selection may let the player select between two landing areas.
The US units are battalions while the Japanese are companies. If the Japanese were concentrated into battalions I think the scenarios would be too easy.
To compensate the Japanese currently have no resource income (!). This may change if certain scenarios are deemed too easy after play-tests.
The player may only debark seaborne units at beaches or ports. I've used escarpment hexsides along other coastal terrain to prohibit 'illegal' landings.
Land-based air units (there are lots these) may only be used in one mission per (most) scenarios. When they are about to run out of fuel it is time to head back to Okinawa or wherever they are based. The player is then left with the carrier-based air units for the rest of the scenario.
After Bruce has finished scripting the AI and added his 'production value' stuff to a specific scenario I will play-test it using the planned historical unit deployments.
When a scenario is deemed ready I will do the final split of the US units into core/aux and command points.

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