Well, maybe you are right about the briefing. After a good night's sleep, I feel better about it. U.S. commanders of appropriate rank are scarce, and Patton is out, obviously. How about using this new guy?

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He is
Reuben Tucker who was a bird colonel as indicated by the insignia on his helmet. He never came near the Pacific during the war, but unlike Patton, he is not a familiar enough face to cause anybody to say "no way." And as a colonel, he is of sufficient rank to be giving a briefing not just to underlings but to ranking commanders (unlike the other scruffy "commanders").
The only other prospect, as usual, is Michael Williams who is a brigadier but one must squint to notice his single star. Plus, I am tired of looking at him. Oddly enough, there is a real
General Michael Williams, but he was a baby when all this was going on!

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So I will work on the briefing on version 01Tanegashima-3 and at that time, I will remove "The Mission" message in Turn 1 which is just a rehash of the scenario description. The other messages will move up accordingly
You didn't say: These are the Bushmasters as you intend? Or did I dig that up without your prior knowledge?
Good idea about the airfield > airstrip. Rather than making another objective, I can put in a popup message as soon as kamikaze planes appear that tells the player to destroy the airstrip to make them stop. Remember that an airstrip provides only 10 air supply, which is a limit of three Jap planes of any type. Perhaps you don't intend for them to have any more than that, kamikaze or otherwise.
You go ahead and place Shinyo boats and Kaiten subs as you wish. Place them in a separate AI team and tell me what you want them to do, and when.
Other observations:
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You need a few land-based heavy bombers, specifically for reducing Mageshima. We don't have any such carrier-based bombers in the game. It's quite plausible to have B25s and A26s flying in from newly constructed bases on the Ryukyu Islands not too far to the south. This was an oversight on my part; I will build in off-map air supply and exit/deployment hexes for them in 01Tanegashima-3.
- I agree about your determination to make this a relatively easy scenario to start with. My failing as a designer is that I make maps that are too large, then feel the need to populate them with enemy units, then everything grows accordingly including the number of turns. I don't think we have that here, though, and the ease of play can come with just limiting the number of Jap units defending the island, spread around but still enough for bit of a challenge. Your expertise is required in this regard.
- Don't forget to adjust the timing of the second U.S. division (or adjust the wording of the scenario description). In a two-day scenario, if they arrive on Day 2, that should be halfway through the scenario. This may not coincide with what you intend in terms of gameplay, however, so maybe alter the reference to "An additional regiment, the 160th Regiment of the 40th Infantry Division, will land on
'D+1,' the second day of Operation Olympic, to assist." Maybe say "soon" instead of "second day."
- That would be what I would do for specialisations; give the Americans the basics up front: Specialized Training, Tank School, Naval Academy, and Flight School. Have the rest as goodies to be earned during the campaign. The fun involved with that outweighs certain anachronisms; this is 1945 and things like Drop Tanks and Female Factory Labor would already have been in existence long ago.
Please let me know when you are ready for me to work with 01Tanegashima-
3.