Page 3 of 3

Re: Allied: Taranto Raid

Posted: Sun May 26, 2013 3:53 pm
by maho1973
Beta-4 - triumph 11/12 - prestige: 2681 (start) / 2527 (end) + 700 (victory bonus)
Tschemo wrote:Taranto Raid - Beta 4

Quite nice mission. Few things are bothering me though:
- Map visual. Some hexes are visually not correct as 8,15 (south side and the connection to 8,16), then the sea at 10,15, or hex 14,17
- "Annonymous ships" - I would personally prefer to have names of the ships both on Allied side and also the Italian side. I have checked the wikipedia and on the Allied side it should be carrier HMS Illustrious and HMS Eagle (although in reality it was only the Illustrious was attending the raid). I haven“t find the names of the Light cruisers, but I might look furhter. The Italian battleships should be: Cavour, Littorio, Duilio, Vittorio Veneto, Giulio Cesare and Andrea Doria. I think that this would add more depth to the scenario. :)
+1

Re: Allied: Taranto Raid

Posted: Tue May 28, 2013 10:01 am
by Shelldrake
Fun scenario and a nice change of pace; however I have a couple of suggestions that should be easy to implement.

It seems odd to be able to refuel and reinforce my core hurricane fighters from aircraft carriers since this is historically not accurate. I therefore suggest not allowing any core units to be deployed in this scenario and instead add a couple of Sea Gladiator units for escort missions. A Short Sunderland flying boat could be added as a scout. This would add immensely to the historical feel of the scenario.

Refueling and rearming should also be allowed from hexes adjacent to the carriers, just as with airfields on land. Only reinforcing a damaged unit should require "landing" on the carrier hex.

Re: Allied: Taranto Raid

Posted: Thu May 30, 2013 1:48 am
by agoodale
I agree--fun scenario, but your comments about enhancing the historical feel are spot on. I also concur with refueling/rearming from adjacent hexes, while only allowing repairs (reinforcements) after 'landing' (and being struck below decks). That's fairly realistic and consistent with rules re airfields.

Re: Allied: Taranto Raid

Posted: Thu May 30, 2013 9:14 pm
by RobertCL
In Pz Corps at sea you can only refuel and repair on carrier hex, no ?
This is not Pacific General.

Re: Allied: Taranto Raid

Posted: Thu May 30, 2013 10:41 pm
by okiemcguire
Taranto Raid - Beta 4

Level: Field Marshal
Prestige Begin: 2800 At Deployment: 2627 End: 2627 Victory: +700
Results: Triumph 11/12

Second time I have played this scenario. Fairly easy. Use the two fighters for spotting and support. Relay your Torpedo bombers. Stay away from the entrance and AA batteries. Watch your fuel.

This time the fighters to move toward the carrier and catch several bombers in flight. Had to recall my fighters from escort to disose of them.

Re: Allied: Taranto Raid

Posted: Fri May 31, 2013 7:44 pm
by okiemcguire
Taranto Raid - RC1

Level: General
Prestige Begin: 2062 At Deployment: 1926 End: 1926 Victory: +700
Results: Triumph 11/12

Deployed 2 x Hurricane I

Use the two fighters for spotting and support. Relay your Torpedo bombers. Stay away from the entrance and AA batteries. Watch your fuel.

Be sure and check all bays for a total of 6 ship objectives...

Re: Allied: Taranto Raid

Posted: Sat Jun 01, 2013 2:47 am
by wargovichr
There needs to be strong note that there are TWO carriers...one in the left corner.
I would advise commander not to run the harbor straights with those guns!
Explain mechanics of carrier refueling.
Explain the bombers carry limited ammo.
Devise pop-up screen to remind player how many Battleships are left remaining if he can't count!

Re: Allied: Taranto Raid

Posted: Sat Jun 01, 2013 1:15 pm
by maho1973
RC 1
- The port at hex 8,15 seems to be still upside down (since beta-1!). :!:

Re: Allied: Taranto Raid

Posted: Sun Jun 02, 2013 3:44 pm
by Moltke71
Beta 4
Colonel

I was always one BB short of triumph until I noticed timing in the late game. The key is to attack the BBs in the outer harbor early before the Italians wake up and then move the carriers up to de facto shorten range. Let them take two or three turns of damage before pulling them back. Many more loaded Stringbags will be in the air. Of course, use the fighters to spot.