[WIP] Palembang Dutch East Indies

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[WIP] Palembang Dutch East Indies

Post by junk2drive »

This one is going to take me a while.

Back in my Combat Mission days, I playtested for one of my favourite CM designers, Wayne Rutledge, aka Hans. For the PTO he made 2 scenarios for the Japanese capture of the oil refinery at Palembang.

In CM, you can have briefings for both sides, overall, and then each side specific. Some people make their briefings brief. Others give you an history lesson.

I'll post them next.
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Post by junk2drive »

Here is the first, the para landing to take the airfield:

Title: Small Battles, IJA Airborne P1, PTO
Type: Axis Attack
Date: 14 February 1942
Location: Pangkalanbenteng (P1)
Region: Sumatra, Dutch East Indies
Weather: Hot and damp
Terrain: Scrub jungle, plantations and gravel airfield
Wind: Breeze from the north
Turns: 34+

At the air field north west of Palembang, Sumatra Island, 14 February 1942.

Situation:

The Allies are in full retreat, in Europe the Germans have advanced to El-Alamein, the war in Russia seems to be heading for Axis victory. In the Pacific, Burma and Borneo have been invaded. Bataan in the Philippines is under siege and Singapore is reeling under Japanese assault. Java and Sumatra are considered to be the next targets and the Allies have very little to stop the Japanese advance.

At 8.00am on 14 February the Allied observer corps warned of "a large hostile formation of enemy aircraft" approaching. All available Hurricanes were on escort duty for the bombers and were out of range for radiotelephone communications. The Japanese bombers hit P1, then the large escort of fighters swept the aerodrome with machine-gun fire and almost immediately airborne carriers dropped two groups of parachutists.

Difficulty: Japanese: Difficult Allies: Average

Balance: Pro-Allied Japanese points: 1,400 Allies points: 1,700

Map Size: 1,500 x 1,500

Historical; the scenario is best played with you as the Japanese and the AI as Allied or vice versa. If playing the AI please give the computer +25% points and +1 experience.

It is also recommended for play against another human in IP or PBEM. The stronger player should take the Japanese.

If you are an experienced player* I suggest an additional +25% be added to the computers points.

When playing the AI please select "Stick to Scenario Default" and it is also recommended that you use "Fog of war Extreme".

Scenario notes:

* Who is an experienced player? Wins nearly all balanced QB battles against the AI. A player who wins more than half of balanced IP or PBEM battles against a human. Plus a gamer who understands the interaction and relationship between weapons, terrain, supply, weather, morale and tactics within the CM game system.

Source: Bloody Shambles, Volume two, The defense of Sumatra to the Fall of Burma by Christopher Shore, Brian Cull and Yasuho Izawa ISBN 0-948817 67 4

More information on Japanese Airborne units:

http://www.geocities.com/dutcheastindie ... troop.html

Thanks to Junk2Drive and Lucho for their play testing.

CMAK designer: Wayne Rutledge, "Hans"

>>>>>>>>Spoilers and what happened<<<<<<<<<<<<<

The operational success of an earlier airborne drop on the Celebes peninsula led to the Japanese Command to attempt a larger-sized army airborne force being dropped on Sumatra island, over Palembang. This task was assigned to the 1st Parachute Force, and in particular the Parachute raiding Regiment, a four company formation of 425 soldiers, under the command of Colonel Seiichi Kume. The Palembang operation consisted of the 2nd Paratroop Regiment, other sources call it the 2nd Raiding Regiment, either way, this was the second outfit ready for the parachute operations. The 1st Raiding Regiment remained at Haikow Field on Hainan Island.

About 260 Japanese paratroopers were dropped around P1 originating from airfields in occupied Malaya. At the airfield P1 and nearby were stationed only 150 British soldiers manning the anti-aircraft batteries at Palembang and 110 Dutch soldiers drawn from the Sumatra garrison as well as 3 officers and 72 men of the RAF ground defense unit. The Japanese paratroopers were from 1st Airborne Division with the first wave originating from Kahang for the assault on P1, After engaging in small fire fights and setting up a road block with over turned vehicles the Japanese paratroopers persistently attacked the aerodrome P1, defended under the command of Wing Commander H.G. Maguire. Worrying reports were coming from Palembang and the oil refinery so it was decided to evacuate the two Group HQs along with most of the support personnel. During the afternoon the situation was a stalemate, Maguire's men held the airfield but were short of supplies and blocked in by road. He was then advised, wrongly, of a further Japanese landing 15 miles away and decided to pull out from the town and the airfield.

Enemy losses from anti-aircraft fire were slight and the Japanese airborne troops only lose a few men on the bamboo stakes set up around the airfield. Organizing quickly they attempted to rush the aerodrome. But this improvised banzai charge was checked by 3.7inch AAA guns and 40mm Bofors firing over open sights, the Dutch infantry force plus its two home made armoured cars and RAF ground defense units from No.258 and No.605 RAF Fighter Squadrons. The AA guns once they spent their meager ammunition supply withdrew with excess RAF personnel and the Dutch remained with RAF ground troops to deny the enemy their objective. When the first echelon of paratroopers were reinforced by another airborne drop on the morning of 15 February a rearguard was posted on the aerodrome and the Japanese airborne force moving in combat formation occupied Palembang town later that afternoon.

Japanese casualties were heavy, upward to 80% of those dropped. They were hard pressed to control and secure the objectives. The allied losses sustained in the close infantry fighting, and rumours of further paradrops by enemy stormtroopers, coupled with general disorganization opposing the enemy airborne assault led to an allied general withdraw. Allied loses were between 120-150 men.

That afternoon the reinforced IJ Army airborne unit marched into Palembang town, as the scratch amphibious relieve force, elements of the 229th Regiment, 38th Division, moving up the Musi river, using the water course for a highway, linked with the forward paratroopers. The Japanese paid a heavy price in troop laden landing barges for not locating the airfield twin to P1, P2 aircraft from this second field inflicted heavy casualties on the Japanese advance.

The Japanese operation at P1 was both a victory and a defeat. They were unable to take the airfield by storm. Yet military surprise multiplied the outnumbered Japanese paratroopers to neutralize the airfield P1 and disrupt demolition of the refineries. Although battle damaged and still isolated while the fighting was going on, their objectives had been reached by nightfall. The combat depleted Army paratroopers held for longer than the required 24 hours and returned to their base after two weeks of operations.

The Allies abandon southern Sumatra, the airfields at P1 and P2 and the important oilfields of Palembang.

>>>>>>>>End Spoilers and what happened<<<<<<<<<<<<<
Last edited by junk2drive on Wed Mar 02, 2011 3:31 am, edited 1 time in total.
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Post by junk2drive »

And here is the second:


Title: Small Battles, Blood for Oil, PTO
Type: Axis Attack
Date: 14 February 1942
Location: Palembang
Region: Sumatra, Dutch East Indies
Weather: Hot and wet
Terrain: Scrub jungle, plantations and marsh and refinery
Wind: Breeze from the north
Turns: 24+

Elite elements of the 2nd Raiding Regiment (Parachute) of the 1st Air Division of Japanese Airborne have begun their assault on the row of Royal Dutch refineries southeast of Pladjoe. Pladjoe is a few kilometers from Palembang, Sumatra, 14 February 1942, the few Dutch defenders were at first amazed then horrified as these storm troopers descended. This attack from the sky was part of a coordinated assault with another attack hitting the critical airfield at P1 at the same time. (The attack on the airfield is recreated in the scenario, Small Battles, IJA Airborne at P1, PTO)

The critical petroleum facilities of the Nederlandsche Koloniale Petroleum Maatschappij (NKPM) were in danger of immediate capture – the charges intended for their demolition were not set up for immediate use and could not be readied in time to blow up the installations.

Situation:

The Allies are in full retreat, in Europe the Germans have advanced to El-Alamein, the war in Russia seems to be heading for Axis victory. In the Pacific, Burma and Borneo have been invaded. Bataan in the Philippines is under siege and Singapore is reeling under Japanese assault. Java and Sumatra are considered to be the next targets and the Allies have very little to stop the Japanese advance.

Difficulty: Japanese: Very Hard Allies: Average

Balance: Pro-Dutch Japanese points: 550 Dutch points: 1,250

Map Size: 1,000 x 900

Historical; the scenario is best played with you as the Japanese and the AI as Allied or vice versa. If playing the AI please give the computer +25% points and +1 experience.

It is also recommended for play against another human in IP or PBEM. The stronger player should take the Japanese. However this is a historic and UNBALANCED scenario.

If you are an experienced player* I suggest an additional +25% be added to the computers points.

When playing the AI please select "Stick to Scenario Default" and it is also recommended that you use "Fog of war Extreme".

Scenario notes:

* Who is an experienced player? Wins nearly all balanced QB battles against the AI. A player who wins more than half of balanced IP or PBEM battles against a human. Plus a gamer who understands the interaction and relationship between weapons, terrain, supply, weather, morale and tactics within the CM game system.

Source: Bloody Shambles, Volume two, The defense of Sumatra to the Fall of Burma by Christopher Shore, Brian Cull and Yasuho Izawa ISBN 0-948817 67 4

More information on Japanese Airborne units:

http://www.geocities.com/dutcheastindie ... troop.html

Thanks to Junk2Drive and Lucho for their play testing. Special thanks to Japanzer for his insights into Japanese military history.

CMAK designer: Wayne Rutledge, "Hans"

>>>>>>>>Spoilers and what happened

The brave Japanese paratroopers at the oil refinery did take their objective but did not have sufficient strength to hold it. A counter-attack by Landstrom and AA crews from P2 managed to retake the complex, but took heavy loses. The Japanese did manage to disarm most of the demolition charges placed in the complex before they were wiped out.

This paradrop did however have the same hallmarks of earlier and latter drops, that is, causing the defending Allied command structure to lapse into hysteria and a general mass confusion as to what had occurred. The Allies evacuated southern Sumatra by the evening of Monday the 16th of February 1942. The Japanese would capture the oil industry of Sumatra nearly intact, capture a huge amount of supplies and over 5,000 men (mostly Indonesian units abandoned by their Dutch officers)

Pro Patria – the Minelayer, was scuttled by her crew on February 15th, 1942.

The Dutch lost over 300 men retaking the facility.

The entire 90 man Japanese force was killed.

>>>>>>>>End Spoilers and what happened
Last edited by junk2drive on Wed Mar 02, 2011 3:37 am, edited 3 times in total.
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Post by junk2drive »

Unfortunately the geocities site is no longer around as I believe yahoo got rid of geocities. If anyone knows where this info went, I would appreciate a link.

I'm going to need some refinery structures or at least some storage tanks.
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Post by tim1966 »

Hey j2d looking forward to this. I've been reading With the Old Breed - I must re play your other Pacific scenarios when I've finished.

Any pictures of refinery structures in those days?
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Post by junk2drive »

I'm going to have to spend some time with google image and see what is out there. I believe Hans must have had some reference materials to make his CM maps. They are very well detailed as far as structures and names.

Between Steel Panthers, Squad Battles and Rising Sun, there should be enough existing scenario material to last a lifetime. It's just a matter of putting it together in a playable format.

After posting last night, I got thinking about this part:

The operational success of an earlier airborne drop on the Celebes peninsula led to the Japanese Command to attempt a larger-sized army airborne force being dropped on Sumatra island, over Palembang.

Maybe I'll look into the Celebes drop and earlier actions in China and try to put together a longer campaign.

In the side specific briefing it mentions a Ki 56 as the transport planes, a Lockheed 14 made under license.
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Post by junk2drive »

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Post by junk2drive »

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Post by junk2drive »

Yippee I found that someone has taken the old geocites and saved it as reocites.

Here is the Dutch East Indies page

http://www.reocities.com/dutcheastindies/
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Post by junk2drive »

Spent most of today fighting with Open Office and the csv. Finally gave up and used Notepad++. Not pretty but got the job done.
Managed to figure out Merr's ParaDrop bsf to have SNLF paratroops and support drop on a map.
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Post by Merr »

junk2drive wrote:Managed to figure out Merr's ParaDrop bsf to have SNLF paratroops and support drop on a map.
:shock: .... I'm surprised you can figure out my jibberish scripts :wink:

By the way ... If you didn't notice, I changed the drop direction .... You'll note that it drops via the Y-axis ... BA vanilla always had air units along the X-axis.
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Post by junk2drive »

I only noticed that it works. Now that you mention it though I see what you mean. I wonder how I could do that with my spotter plane?
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Post by Merr »

junk2drive wrote:I only noticed that it works. Now that you mention it though I see what you mean. I wonder how I could do that with my spotter plane?
It's kinda complicated ... The ParaDropRaid function is actually a modified BombRaid function ... The bomb raid uses the X-Axis and I changed mine to the Y-Axis ... So, you'd have to compare the two scripts and note the changes.

Now ... The second task would be to get the animation to fly the correct axis because you can change the axis with code, but the animation is still built for the X-axis ... In my case, the Dakota is built for the Y-Axis. Tim1966 built the Dakota and I asked him to send me 4 versions of the model pointed in 4 directions, up/down/left/right ... I then modified (manual edit) the s3f and added keyframes and adjusted the Z and Y axis to animate the plane as it fly's across the board. I had to do this because I wanted the model to be "static" to begin with and below the board ... also, because I can control it without asking Tim to waste his time animating and if we miss communicated then he would have to do it again, etc etc. On an off topic note ... I can take the P-47 model and turn it into a static model and use it as a unit simply by modifying the keyframes (transform positions) in the s3f.

Now ..... If you have a spotter plane then I can modified the keyframes and code to make it fly in any direction, again, via manual editting but only in straight and level flight .... Fancy manuever's would be easier to do in MAX or Blender, that is, when I get around to blender functionality. Manual editting only takes me about 30 minutes to input/change the values, the script code takes longer. But, if the spotter plane is only in s3f format I can't (or haven't tried) changing the models facing since that is really a PITA ... it's easier to make a Piper Cub model and animate it that way. Note, I did all this before the Blender script was released, it's better to use a 3D program than what I've been doing.

Also ... you noted it drops 24 units ... This is governed by the TXT file ... it drops in a 8x3 pattern (hence 24) ... It can be adjusted to anything, like an 8x1 stick. The bonus bsf governs when the bonus card expires, in this case, when the unit count exceeds 24... So, if you change the pattern to an 8x1, you can drop 24 units in 3 sticks at three different drop locations.

And last, you can see how there's a ParaDopRaid and a ParaDropRaidPost .... the Post generates the units after the raid 'drama" animation.

Hope that helps.
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Post by junk2drive »

That helps immensely. Saves me a lot of figgerin' out. Thanks.

For the spotter plane I took the Hurricane bonus bsf and changed Hurricane to spotter. Any plane will work. Then I added this to cards


spotterDelay 2
//
spotterHEAttack 0
spotterAPAttack 0
//vulnerability
spotterAAVulnerable 50
spotterImpactSFX 99
//delay between salvoes
spotterImpactDelay 1
spotterTileDamage 0
spotterSuppression 0
spotterExplosionGFX 59
//how far ahead of the model it shoots
spotterFrontX 10
// how long the attack
spotterLengthX 10
// accuracy
spotterSpreadY 5
spotterBombFrontX 3
spotterBombLengthX 3
spotterBombSpreadY 0
spotterBombSFX 0
spotterBombGFX 59
spotterBombHEAttack 0
spotterBombAPAttack 0
spotterBombSuppression 0
spotterBombTileDamage 0
// how long to arrive
spotterHitWait 1
spotterMarkerID -300

You get a random pattern of revealed squares along the axis of the flight path.
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Post by Merr »

Cool .... That's the TXT I was mentioning in the cards folder... You can see in your post above the LengthX and SpreadY ... In my txt I added remarks that should help (I think) ... mine is called ParaDrop (I think.. at work so can't look).

I don't remember if I changed the name of the parameter , so it would be something like ...

paradropLengthX 8
paradropSpreadY 3

If I changed the name then X/Y part would be swapped but I can't remember (you get the picture though) ... I hope that doesn't confuse you but if you change the name it needs to concur with the name in the BSF. It's those small changes I leave out since it's mostly trial and error scripting.

EDIT ... it might be 8x1 not 8x3 .... The reason is that the Dakota model is one model, not one model of 3 Dakotas, so I had to triplicate the code which means I had to use the 8x1 pattern ... I can't remember :?
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Post by junk2drive »

paradropIncomingSFX 80
paradropDelay 0
paradropHEAttack 60
paradropAPAttack 30
paradropImpactSFX 73
paradropImpactDelay 10
paradropTileDamage 150
paradropSuppression 85
paradropExplosionGFX 8
paradropFrontX 4 // 4
paradropLengthX 8 // 8 initial ammout of units dropped
paradropSpreadY 0 // 2
paradropBombCount 1 // 3 units per tile
paradropHitWait 0
paradropMarkerID -201

I like that you put notes in.
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Post by Merr »

Yeah ... I also started to add comments to the BSF's ... I knew what they did but other wouldn't.

You'll note in the scenario BSF there's a script I wrote for LOST UNITS ... It works by counting ALL the units on the players first turn and if the units didn't land on the board (or in water) then it knew that all 24 units didn't land, hence lost, and it incremented the global which was used to randomly determine a board edge and turn arrival. For the most part, my formula was based on how many were lost ... the more you lost on the drop, the more the likelyhood they would show up later ... But, it was written for that map size and that unit count. I recommend not using it (if you thought about it) unless you studied how it works and changed the values to match your scenario.

That code starts like this in the scenario BSF ....

Code: Select all

	if (GetTurn() >= 10 )
	{
		if( side == 0 )
		{
			if ( GetGlobal("lost") > 0 )
			{

I think you really don't need anything in the scenario BSF ... the bonusBSF and the cardTXT file should work by itself. I made sure (at the time) that the bonus stuff could be used independantly.

Anyway, holler if you get stuck.
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Post by junk2drive »

Thanks for the info.

I just noticed that the Hurricane has the front, length, and spread listed twice. I guess it only reads the first set.
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Post by junk2drive »

Between Menado and Tinoor on Celebes
At 10:30 four Japanese tanks appeared, three of them being put out of action by concentrated machinegun fire and a large tree, brought down by the KNIL troops on top of the tanks.
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Post by junk2drive »

I'm just about finished with the first battle. Since there were so few paradrop actions I decided to put them all in a campaign. I used the British desert rats with Tim's Chevy to represent the home made armoured trucks that the Dutch used, plus some SAS jeeps. Side marker and victory flags are Dutch.

The first is the capture of Langoan airfield on Celebes. Your core force is SNLF infantry that has already completed its landing and has advanced to the airfield to assist the paras. They will carry over to the second battle so you need to be careful with them. You also have some type 95 light tanks. The paras will drop on the runway and suffer many casualties. They do not carry over and are expendable.
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