[version 1.0 - 20/January/2003]
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0. TOC
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This is a set of historical scenarios for the game 'Destroyer Command'.
1. Installation
2. Introduction
3. How to play
4. Design notes
5. Legal info
6. Contact
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1. Installation
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Just copy the files into your 'Destroyer command' folder obeying
the directory structure in the zip file. Which means: Copy the
*.sdf files into 'sim/scenarios/historic' the *.txt files into 'text/english'
and the *.msg files into 'text/english/messages'. In the game the
scenarios will now be avaiable under 'missons->historical'
If you use the german version of the game, messages and text files
will probably have to be placed somewhere else (text/german... presumably).
Just take a look into your Destroyer command directory.
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2. Introduction
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Early in 1942 Allied commanders decided to form a unified command
structure for combining allied resistance efforts in the south west
pacific. The command was called ABDA (for American-British-Dutch-Australian).
The short life of ABDA ended when Dutch general Helferich had to
surrender to Japan after the invasion of Java. In the meantime,
however, several surface engagements under ABDA command took place
with the 'Battle of Java Sea' as the most prominent one. All in
all, it can be said, that the ABDA campaign was a disaster. The
Allies lost nearly their complete fleet in the south west pacific
without being able to inflict any substantial damage to the Japanese.
The greatest loss to the Japanese occured when a Japanese cruiser
fired a spread of torpedos against the Houston, which all missed
but sank 4 Japanese transports instead. There are many reasons for
the failure: Poor communication between the different ABDA nationalities,
poor communication between ABDAfloat and ABDAir, Japanese air supermacy,
the superior Japanese weapon technology at this time and the poor
morale of the ABDA troups which knew that they were in a hopeless
position.
To read more about the surface engagements take a look at this site:
www.microworks.net/pacific/battles
This site also served as a main source for developing the scenarios.
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3. How to play
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Limited Visibility should be turned on. A historic scenario where
you see all the enemy locations is pretty pointless. The scenarios
also seem to work less well if it is turned off. Seems as if AI
controlled units use it too and thus behave in a strange way. Read
the aftermath only after you have played the game because it will
usually tell you all enemy positions. You should also play the game
with the rule 'follow your orders' even if disobeying might be easier
to reach the objectives. Orders are used in the historic context
to make your game as similiar to the historic situation as the game
engine allows. If you want to go your own ways, expect a boring
scenario (captains disobeying their commanders were court-martialed
btw). Some of the scenarios are completely unbalanced. I tried to
compensate it by choosing adequate objectives. However, the Exeter
scenario especially is still a tough call. Do not be frustrated
if you consecutively fail to win the scenario. Read the aftermath
and see what debacle your historical fellows have suffered. Think
of it as experiencing history in a game.
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4. Design notes
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- Balikpapan: This scenario is already part of the original game
and is thus not included here.
- Badung Strait: It was very hard to model the behaviour of the
dutch cruisers in this scenario. In historic reality they just
rushed by at high speed, firing their guns without inflicting
any damage. The game enginge makes this impossible as ships will
usually leave their waypoint course when engaging an enemy. If
you have direct cruiser support this mission is extremely easy.
I thus tried to restrict them in their ROE as much as possible
and tried to take them out of the battle. The two Japenes destroyers
screening the transport will leave their position after an encounter
usually leaving south running into the second allied force ahead
of time or passing them. If you know of a possibility to let them
return to their original screening position after the first allied
group has left, let me know.
- Java Sea: This mission has a huge amount of units. As I had
no scenario editor (Ultimation failed to provide one and Koralle
in the version available for me always messed up groups, waypoints and
orders in the scenario files and thus could only be used for coordinate
conversion) this scenario is far from finished. Improving it to
make it historicaly accurate would require the finetuning of waypoints
for nearly all units. This would be the work of several weeks.
Time that I have not. The scenario is fun however. It's a huge
fray in which (if everything goes optimal) you have a chance to
attack the invasion convoy (turkey shooting).
- Sunda Strait - Fleeing of Houston and Perth: In this battle
no american destroyer was involved. Thus it is not included here.
- Fleeing of DESRON 58: Unforunately there is no way to make smoke,
I therefore used a foggy weatherfront to model it. If you turn
the time compression too high, sometimes the Japenese destroyers
can be found to be sitting right on Java after some time, not
run aground at the shore, but right in the middle of the island.
Another strange game bug. They also leave their patrol area sometimes
ahead of time. Don't know why.
- Fleeing of Exeter: For some strange reason it is not possible
to hide waypoints of allied groups, allthough a scipting options
for this is available. More than in the other scenarios this is
a real problem here. The player should not know in advance that
the battle will force the group to turn east again. However, I
could not find a possibility to fix it. If you know a solution
mail me. The visibility of the Pope under the rain-fronts seems
to be amazingly high allthough I set the fog density to maximum
(another bug of the game?). The result is that playing the scenario
truthfully (keeping near the Exeter till its end) is suicide as
you will be gunned down shortly after. Another strange thing that
occured once is, that when the player does not follow the Exeter,
the Japanse and British groups later sail peacefully alongside
although the Japanese use very aggressive rules of engagement.
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5. Legal info
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All files can be freely distributed as long as this html document
is included.
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6.Contact
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Author: Timm Baumeister
If you have praise, criticism or suggestions I would like to hear
from you: jack-kerouac@gmx.de
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