Asian Clash - Prelude

Herman Hum

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I gave this a test run in H3 from the Japanese side.

It's nice how you marked out the missing islands with Nav Zones. The orders mention some reference points, but I couldn't find any on the map. I think that you forgot to Lock them. You can do by selecting the RefPt and then going under the Edit Menu to Lock Reference Points command. Otherwise, it would be pretty hard to find the enemy sub in such a large area.

The Flankers and Badgers were mostly able to deliver their missiles. One Flanker flew over the DE and damaged her before the DE shot her down with guns.

I killed the enemy ships with the ASM and then the fishing boats with guns, as per orders. I stumbled over the Chinese submarine and destroyed her with 3 torpedoes from my own sub and the game was won.

It seems to work okay, but I wonder about the number of missiles available. I used a total of 28 AMRAAM and 16 Sparrow. I don't know how well the game will play out in ANW since logistics is enforced. I am not certain if the Japanese can accomplish their mission if they don't have any LR missile re-loads and are forced to use AAM-3 and AAM-5.
 

Herman Hum

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Jeronimo Chiecchio (a.k.a. AoA) and I did a quick test on this one.

I played Japan and promptly got slaughtered. AoA got his AEW into the sky early and quickly identified all my ships as hostile. His Badgers and Flankers soon AShMs and sank one while severely damaging the other.

At this point, it was pretty much game over. I didn't think that I could win, but I might have been able to prevent AoA from winning, too.

I don't think I stood much chance on this one. A few neutral fishing boats within the region might go far in confusing both sides as to the real targets. If the only contacts at sea or in the air are the enemy, it makes target selection quite easy. :)
 

Guus Flater

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FreekS

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Ed and I played the modified version. I played Japan adn Ed played PRC

I launched my E2, but left her over the A/B, when an Orion came ready after 10 minutes I moved it South to a position East of Taiwan (figuring PRC could not overfly Taiwan!).

My sub picked up an unknown sub doing 5 knots and crept in to intercept.

My two surface vessels were racing to join up for some much needed mutual defence.

A pair of F4s came ready which I used to chase a AEW plane (but it was too far away) and to find three fishing boats and an escort.
The Airborne P3 moved in and fired 4 ASMs on the escort which sank.

Meanwhile my sub had reached a position behind the unknown submerged contact and fired 2 torps. Both hit.

I then started to detect Flankers, and strengthened my CAP with F-15s, with a mix of Sparrow and AMRAAM. The F4s were fired upon, and returned fire, but the Sparrows missed and the Alamo did not. Lost two F4s.
I detected a low flying 460 knot plane flying to my Frigate, and moved F15s to intercept. At the moment they switched on the radar they detected 2 ASMs. Both were shot down by AMRAAM as was the launching plane (probably a Badger).

By now I had landed the P3 (out of missiles) and put up an other, this time north. My sub was cruising to the last known position of the Fishing boats, reloading tubes with Harpoon.

More Flankers were detected. I mistook their slow and low flightpath for an attempt to get close to my E2 or fighters. My F15s moved in to intercept and actually fired first (Sparrow). Then my now joint up ships reported ASMs. This time the ASMs were detected very late and destroyed my DD (the one I was not allowed to lose).

Sparrows killed both Su27s, but lost 3 F15s too.

As the sky was clear from Flankers, I moved the E2 west from circling my own airbase, and quickly found the Fishing boats again. Sub-launched Harpoons sank all three, while my P3 detected a 30 knot DD and fired ASMs at her as well.

At this point neither Ed nor me could fulfill our vicconds, and called it a draw.

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Comments:

The game was fun! Not to large yet with lots of air, surface and subsurface action (btw the unknown contact I killed were tuna!)

Story is good too.

The game is quite balanced. My Sparrows and AMRAAM were a good match for the Alamo's, and both sides seem to have similar offensive and defensive firepower.

However. the game seems almost unwinnable, as both sides have a lot of Anti Ship Missiles (on FS-X, P3, sub, Su27, DDs and Badgers) and not enough CAP carrying food AAMs to have a continuous and strong CAP over the fishing boats (PRC side) and the DD (Japan side). The planes have to RTB when out of missiles and therefore the Protect Friendlies vicconds ('protect the three fishing boats' and 'do not lose the DDs') are almost impossible to fulfill. From PRC side, making the run to the Senkaku islands and back to the PRC coast undamaged seems very hard.

I'd suggest either rethinking the vicconds (allow a lot more losses) and/or provide much stronger Air defence (Kongo maybe and a similar ship on PRC side) and fewer ASMs (not on P3 and sub for example).
Vicconds are a great too to make a scen with dfferent units on both sides balanced, and I hope that the testplayign thats being done will help you to set the vicconds so the game remains balanced and becomes a bit more easy to win (or actually harder to lose!)
 

Guus Flater

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Thank you Freek for your report! I appreciate your feedback!
I was already thinking about replacing the Luda by the Ma'anshan, and the Ma'ashan by a Harbin class destroyer.
The Luda is an obselete piece of Scheisse and the Ma'anshan has better defense systems. it also should be more challenging for the Orions to hit target.

I can read in your report that the air-ops are quite balanced, so, I won't change that much.
I will implement changes and send it to you for the server.

I like to try out the scn in MP-modus myself during the weekend.
Perhaps Ed or you like to play against me.

Again, manny thanks for your input!

Frans
 
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