IJA Campaign 1938-45, v1.0 plus install help available
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: IJA Campaign 1938-45, v1.0 plus install help available
I have been playing this mod for the first time this week. It is great fun, challenging, and educational. Bebro has a talent for blending history with challenging strategy and creating logically consistent campaigns. I have been playing on Rommel and have no problem following the historical/losing path.
My only problem is I do not know how anyone can get a DV on the Kokoda Track scenario. It does not seem mathematically possible because Port Moresby is 24 hex’s away from the closest deployment hex. Infantry walking unopposed (one hex per turn through the jungle) would find it difficult to reach the objectives in time. Add enemy garrisons entrenched to level 8 from the beginning and I am left incredibly curious how it could be possible.
I was aggressive, attacked with infantry (the majority of my forces) in multiple waves without artillery support (I think the enemy was as numerous as myself), tried sending units through the mountains (they only arrived near the heavily garrisoned port towards the end of the scenario), and used strat. bombers to take down entrenchment/ammo all in an attempt to expedite the operation.
I got a marginal victory while losing a couple of core units but had a great time and am looking forward to the rest of the campaign.
I just do not understand, mathematically, how people could get a DV. People seem frustrated with Khalkhin Gol’s difficulty yet this seems much worse at one movement hex per turn (Khalkhin Gol was much easier in my opinion, withdraw, let the tanks coalesce in the rough terrain/river, suppress them, and make them surrender). My force is mostly infantry, due to playing on Rommel, but I would think faster moving recon or tank vehicles would get destroyed in the jungle terrain as well as be unable to invade the city objectives.
I hope someone can enlighten me.
My only problem is I do not know how anyone can get a DV on the Kokoda Track scenario. It does not seem mathematically possible because Port Moresby is 24 hex’s away from the closest deployment hex. Infantry walking unopposed (one hex per turn through the jungle) would find it difficult to reach the objectives in time. Add enemy garrisons entrenched to level 8 from the beginning and I am left incredibly curious how it could be possible.
I was aggressive, attacked with infantry (the majority of my forces) in multiple waves without artillery support (I think the enemy was as numerous as myself), tried sending units through the mountains (they only arrived near the heavily garrisoned port towards the end of the scenario), and used strat. bombers to take down entrenchment/ammo all in an attempt to expedite the operation.
I got a marginal victory while losing a couple of core units but had a great time and am looking forward to the rest of the campaign.
I just do not understand, mathematically, how people could get a DV. People seem frustrated with Khalkhin Gol’s difficulty yet this seems much worse at one movement hex per turn (Khalkhin Gol was much easier in my opinion, withdraw, let the tanks coalesce in the rough terrain/river, suppress them, and make them surrender). My force is mostly infantry, due to playing on Rommel, but I would think faster moving recon or tank vehicles would get destroyed in the jungle terrain as well as be unable to invade the city objectives.
I hope someone can enlighten me.
Re: IJA Campaign 1938-45, v1.0 plus install help available
Well I would like to say thank you very much to Bebro for this incredible mod if he is still visiting this forum. I have been having very bipolar results and it has been a struggle to understand his vision for some of these missions. It has certainly been a wild ride but I feel as though I am starting to understand a little of the brilliant mindset that creates a mod like this.
There is a very deep and profound understanding of strategy and tactics incorporated within this mod. It is interesting how some modders focus on equipment, others on storytelling, graphics, etc. Mods might all look the same but you can see the modder’s interests in how they designed their scenarios. Someone who favors equipment might design a campaign where finding the right core is most of the challenge (you do not need strategy once you have the right “super” units).
This mod is very subtle. It is like an exceptional piece of piano music where you are enjoying notes you do not even know you are hearing. You have to play smart and execute good tactics/strategy. There is not a lot of equipment to choose from and no “super units” that will allow a player to blissfully rampage all over the map without concern to supporting fire, terrain, etc. It is somewhat amazing that this mod even exists considering equipment is usually the first thing a modder is asked about when announcing a new mod (e.g. “are you going to have glider tanks in your mod?”).
This mod is like a meal prepared by a great chef who only uses the most vital ingredients needed. It allows you to appreciate the greatness of the PC engine itself. This mod’s focus is entirely on equipment that provides a good ROI (I am playing on Rommel) and strategy/tactics. These are critically important concepts for WW2 in general and Japan in particular. What a wonderful mod that really demands careful thought. It also demonstrates how incredibly bold and innovative a country has to be when they are short on material (Japan did blitzkrieg by bicycle). Just brilliant.
There are a lot of reasons people play strategy games (a lot of which have nothing to do with strategy itself) and it is only reasonable for companies/modders to cater to these wishes (e.g. zombies in Call of Duty). I am just incredibly grateful Bebro created this his way (with his focus on strategy, terrain, logically consistent campaign, and number of enemy units instead of expending time/energy on other things or fan requests). It is a great mod and an honor to play. Tremendous mental exercise along with being great fun and educational.
Sometimes less is really more. Thank you Bebro.
There is a very deep and profound understanding of strategy and tactics incorporated within this mod. It is interesting how some modders focus on equipment, others on storytelling, graphics, etc. Mods might all look the same but you can see the modder’s interests in how they designed their scenarios. Someone who favors equipment might design a campaign where finding the right core is most of the challenge (you do not need strategy once you have the right “super” units).
This mod is very subtle. It is like an exceptional piece of piano music where you are enjoying notes you do not even know you are hearing. You have to play smart and execute good tactics/strategy. There is not a lot of equipment to choose from and no “super units” that will allow a player to blissfully rampage all over the map without concern to supporting fire, terrain, etc. It is somewhat amazing that this mod even exists considering equipment is usually the first thing a modder is asked about when announcing a new mod (e.g. “are you going to have glider tanks in your mod?”).
This mod is like a meal prepared by a great chef who only uses the most vital ingredients needed. It allows you to appreciate the greatness of the PC engine itself. This mod’s focus is entirely on equipment that provides a good ROI (I am playing on Rommel) and strategy/tactics. These are critically important concepts for WW2 in general and Japan in particular. What a wonderful mod that really demands careful thought. It also demonstrates how incredibly bold and innovative a country has to be when they are short on material (Japan did blitzkrieg by bicycle). Just brilliant.
There are a lot of reasons people play strategy games (a lot of which have nothing to do with strategy itself) and it is only reasonable for companies/modders to cater to these wishes (e.g. zombies in Call of Duty). I am just incredibly grateful Bebro created this his way (with his focus on strategy, terrain, logically consistent campaign, and number of enemy units instead of expending time/energy on other things or fan requests). It is a great mod and an honor to play. Tremendous mental exercise along with being great fun and educational.
Sometimes less is really more. Thank you Bebro.
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- Field Marshal - Elefant
- Posts: 5939
- Joined: Mon Aug 15, 2011 12:48 pm
- Location: the land of freedom
Re: IJA Campaign 1938-45, v1.0 plus install help available
Bebro also made very good DLCs for Order of Battle WWII including the Red Star trilogy.
Re: IJA Campaign 1938-45, v1.0 plus install help available
Thank you very much. I am so crazy about these great mods that I am now considering buying Order of Battle, a game I know nothing about, just because Bebro has made mods for it. These great modders are more of an endorsement for a game than the company itself (where the majority of employees probably play these games casually at best
). Hopefully it works on Ubuntu (either through the Steam Proton Player or with Wine).
Thank you Terminator! This is a great bit of news that I will investigate further.
Thank you Terminator! This is a great bit of news that I will investigate further.
Re: IJA Campaign 1938-45, v1.0 plus install help available
Hi friend, I have just played that scenario 1 day ago, with DV in turn 26 out 28.fgiannet wrote: ↑Sun Feb 20, 2022 8:41 am My only problem is I do not know how anyone can get a DV on the Kokoda Track scenario. It does not seem mathematically possible because Port Moresby is 24 hex’s away from the closest deployment hex. Infantry walking unopposed (one hex per turn through the jungle) would find it difficult to reach the objectives in time. Add enemy garrisons entrenched to level 8 from the beginning and I am left incredibly curious how it could be possible.
I was aggressive, attacked with infantry (the majority of my forces) in multiple waves without artillery support (I think the enemy was as numerous as myself), tried sending units through the mountains (they only arrived near the heavily garrisoned port towards the end of the scenario), and used strat. bombers to take down entrenchment/ammo all in an attempt to expedite the operation.
I got a marginal victory while losing a couple of core units but had a great time and am looking forward to the rest of the campaign.
I just do not understand, mathematically, how people could get a DV. People seem frustrated with Khalkhin Gol’s difficulty yet this seems much worse at one movement hex per turn (Khalkhin Gol was much easier in my opinion, withdraw, let the tanks coalesce in the rough terrain/river, suppress them, and make them surrender). My force is mostly infantry, due to playing on Rommel, but I would think faster moving recon or tank vehicles would get destroyed in the jungle terrain as well as be unable to invade the city objectives.
I hope someone can enlighten me.
I deployed all long range artillery(1 with hero +1 range) and 1 self-propelled, infantry with move 3, 1 recon tracked (hero +1 move) and buy 4 bomber to reach 8 total with corresponding 4 fighters to escort them. None tank none mortar none antitank.
My strategy was:
- in air 1st wave bomber in closer city and 2st wave in next one to down entrenchment and ammo.
- on land, recon unit head followed by self-propelled arty fast to reach hex beside cities to avoid buy more units, and behind them 4 long range artillery advancing 1 by 1, in flanks infantry to cover artillery and assault cities once garrison was in ent 1 or full suppressed. Combination attack or just move was the key to have fresh units and with enough ammo in first line.
I could reach port Moresby in turn 23 and my first goal was the airport to provide air support close, the other airport is very far in north, using artillery to attack ADs first. So yes, mathematically it is possible, here is the proof,
https://ibb.co/RjyVF04
I hide enemy units to avoid spoil for future players of the great mod.
Re: IJA Campaign 1938-45, v1.0 plus install help available
Wow. That is absolutely outstanding. I would not have arrived at that solution even if I was playing on a different setting from Rommel. It never would have crossed my mind to structure such a precisely tuned force even if I had the prestige to do so. Excellent work!
You are awesome my friend. I thank you for sharing that strategy and removing a nagging little question from my mind.
That is a brilliant solution and fascinating to contemplate.
You are awesome my friend. I thank you for sharing that strategy and removing a nagging little question from my mind.
That is a brilliant solution and fascinating to contemplate.
Re: IJA Campaign 1938-45, v1.0 plus install help available
Hello there, does anyone know how to install this mod and help me to install it?
Re: IJA Campaign 1938-45, v1.0 plus install help available
Where do I download this? The links on front page are dead.
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- Brigadier-General - 8.8 cm Pak 43/41
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Re: IJA Campaign 1938-45, v1.0 plus install help available
https://mynickname.com/id73473


Re: IJA Campaign 1938-45, v1.0 plus install help available
Thank you!bondjamesbond wrote: ↑Sun Dec 01, 2024 12:49 pmhttp://jeffoot.freeboxos.fr:41226/share ... %20multi)/
Re: IJA Campaign 1938-45, v1.0 plus install help available
How exactly to download a mod from freeboxos?
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- Brigadier-General - 8.8 cm Pak 43/41
- Posts: 1815
- Joined: Mon Jun 27, 2022 10:10 pm
Re: IJA Campaign 1938-45, v1.0 plus install help available
IJA Redux 1.0 and mod heroes 18/12/2021 08:35:32
IJA v1 0 Redux Campaign 12/12/2021 21:01:00
IJA v120 patch and correctif okinawa briefing 12/12/2021 21:21:04
https://mynickname.com/id73473

