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Old August 11, 2001, 21:15   #1
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Playtesters Wanted
'The Battle of Australia' is now ready for playtesting. As I said on the 'secret project' post, it covers a Japanese invasion of Australia, with the player playing as the Australians, who incorperate some American and British units (I'm hoping to create something like 'Red Front' down-under )

If you're interested in playtesting this scenario please leave your email adress below, or email me at: nick_dowling@hotmail.com

Here's an in game shot of the Japanese attacking Brisbane:
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Old August 11, 2001, 21:18   #2
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And here's a shot of the Japanese attack on Sydney
(at the bottom left a Betty has just finished bombing my home town )
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Last edited by Case; August 12, 2001 at 06:00.
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Old August 12, 2001, 04:34   #3
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Me! ME!!

WWII scenarios are my favorite!

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Old August 12, 2001, 09:37   #4
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Everything Cal said but more

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Old August 12, 2001, 09:45   #5
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send it on Case!
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Old August 12, 2001, 11:08   #6
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I'd like to give it a try Case!

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Old August 13, 2001, 01:48   #7
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You bastard ...
What the hell , send it to me. I mean it is not like I need to sleep this week.
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Old August 13, 2001, 02:00   #8
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Old August 13, 2001, 06:20   #9
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Thanks everyone, I'm currently writing the civlopedia entries before sending the scenario out tommorow
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Old August 13, 2001, 19:53   #10
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OK, I just sent the scenario out.
Here's a picture demonstrating that a passive defence dosn't work
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Old August 14, 2001, 15:47   #11
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Quote:
Originally posted by Case
OK, I just sent the scenario out.
I sent you my email address in an email to you. does this mean you don't more playtesters?
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Old August 14, 2001, 15:48   #12
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stupid slow forums. double post
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Old August 14, 2001, 17:58   #13
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Well this is a toughie isnt it. Japanese army units being made at places that get nearer the further they get when your militia units are destroyed. annoying to the extreme. However i did manage to keep them out of brisbane on emporer level mainly with a huge counter attack after letting brisbane getting bombed to within an inch of its life. About 25 sentinels and churcils were used as well as all my remaining AIF and planes and i managed to get them out of australia all together. it is tough but it is possible case with a little bit of tactics.
And then i decided to play as the japanese. Woah is that easy lol. i conquered the entire of australia in 12 turns.
mainly by using the kill militia to get japs idea it is easy to advance. but i was up until 4 in the morning playing it god damn so ill give you a full report soon when i get some damn sleep
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Old August 16, 2001, 14:33   #14
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I Just finished trying it on Deity, and the results weren't pretty... The Japs mopped the floor with me. By turn 30 my outlook was hopeless. I'll try it again on King level, hopefully I'll have better luck!

From what I've played however, I think the Japanese airforce is much too strong. I must have destroyed almost 50 bombers yet they still kept coming. Once you lose your Lightning's and Spitfire's, the situation is pretty hopeless. Wirraway's and Batteries are no match for the Japanese bombers.

The Japanese were attacking me with Beaufighters too! From the readme, the impression I got was this was meant to be an Autralian only unit.
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Old August 20, 2001, 03:39   #15
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Since everyone else seems to be posting graphics, here are some I've created for future versions of 'The Battle of Australia' (I'm still experimenting with their stats)

From left to right they are: Matilda II CS (a Matilda II armed with a 3 inch howitzer), AC3 (an AC1 armed with a 25 pounder), and AC4 Thunderbolt (an upgraded AC1 armed with a 17 pounder [which inspired the British to design the Sherman Firefly])
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Old August 20, 2001, 12:55   #16
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Looking good my man.


I have just one complaint about the scenario. I think there are way too many bombers. I was just thinking that if the Japs were strapped for supplies ( oil, iron ore, rubber) when they started the war, they just wouldn't be able to field that many bombers.

Overall I think it is a good scenario, definately playable, but still room for improvement.
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Old August 22, 2001, 01:57   #17
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Okay, I am not liking the Jap marine to the south of Cairns who will not disappear. I think it would play better if you had a unit or two created in that spot every turn rather than one created when one is killed. If you keep it like it is you can never truly beat back the invasion. If you are concerned about the AI not being able to handle losing their beachhead, I have a few ideas to run by ya'.

Maybe have it in the events that if Cairns is taken back then more troops land to the south of it to cut it off. Another idea I had was that if the initial attack was defeated then you could have a randomizer event (or wharever it is) to represent either Japanese raids or troops dropped behind enemy lines. Then if you keep the bombers coming even at half the rate you do now. It will be more than enough to handle.

Those are just my ideas though.
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Old August 22, 2001, 19:12   #18
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Thanks Jimmy. I really like the Idea of Allied sucesses sparking further Japanese landings - its very sneaky

Everyone has complained about the bombers, so I've removed about a 1/3rd of them. It seems that the bombers which I hoped would support Japanese operations in Western Australia were being flown east
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Old August 28, 2001, 16:47   #19
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After the poster depicting a dog crying because its masters ship was sunk "because someone talked", this is probably the most corny American WW2 poster I've seen
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Old August 29, 2001, 20:04   #20
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There's now a rather nice preview of this scenario up on Civfanatics here: http://forums.civfanatics.com/Forum4/HTML/000346.html
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