Tokyo comments

Order of Battle is a series of operational WW2 games starting with the Pacific War and then on to Europe!

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uran21
Panzer Corps Map Designer
Panzer Corps Map Designer
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Tokyo comments

Post by uran21 »

The whole primary objective can be summarized as capture 3 primary victory points but I guess it was done as it was done to stress Imperial Palace location.

One of secondary objectives, the one about harbor facilities has wrong location markers attached to it in objective details.
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Disabled upgrade tooltip string is missing.
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Long range fortress artillery is making craters when firing on targets at sea.
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It is weird for infantry unit not being able to march across railway bridge.
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Scenario concept of having two axis of advance with each of it having different combat situations experienced in it is a good concept. The distance to the capital was also relatively similar to me. Sometimes counterattacks were brought with to steep rise in tension with prolonged time of decline. If player has problems with RPs one battlegroup can stop its advance and all resources could be allocated to the other group so the game is moving on and it also allows for recovery in terms of resources.
I finished the scenario with the Big Bang, dropping A-bomb at Imperial Palace and just walking in. Did make a save game when bomber was deployed near the front and experimented with it for a while. It was not such a big blast after all, reason being plane can not spot units in towns and forests so you kind of don't get to see units destroyed and cannot really appreciated effect of it. All units at the designated hex and the ones in 1 hex radius are destroyed including friendly units.

Heavy tanks were a disappointment. Too heavy in cost and require frequent replacements. This was a reason for me to bankrupt. You can't simply send them forward to overrun everything. Artillery was a real hero though. I was concerned the most when enemy artillery fired and rejoiced when my own artillery fired. Heavy 155mm artillery is a true Super Unit. It can shoot after moving, it has ranged attack making its position relatively safe. It takes 2-3 points of damage and reduces efficiency. It can be pulled out if needed really fast or shoot while advancing. I didn't give any unit elite replacements after couple of first scenarios and artillery was the only unit in my core that reached 5 star elite status (achievement unlocked). And it was not even the one I had from beginning. B29 if used as close tactical support is also very valuable. It reduces enemy efficiency really fast, does not use land command points, fighters are ignoring it and only heavy AA can do some damage to it.

Wining captured aircraft (it looked like a fighter to me) was irrelevant because there were no targets for it.

Didn't give much thoughts to units before this scenario but will have to in further play. This late war scenario left an impression low lethal combat has come to an end and more casualties can be scored with certain units.

Campaign was tight with resources but my general impression is I can't wait to replay it again to put some experience in more optimal choices, experiment even more and I would rather experiment in scenarios that are now familiar to me before proceeding to Japanese campaign. Failed in one mission so far (needed to replay) and few scenarios were left with secondary objectives not being met but I am not under impression I should decide which one to go for at the expense of not meeting other secondary objective. They are all achievable.
Mercutio
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
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Re: Tokyo comments

Post by Mercutio »

I was bitten by the harbor hex that wasn't as well. The craters in the ocean I didn't notice. Overall, it was still a good scenario and game. You made a lot of very good observations and I applaud you for that.
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