Just after midnight on June 16, 1944 the Japanese forces made a large counterattack against the US 6th Marine Regiment on the beachhead near Charan Kanoa and were soundly repulsed due to inexperience in mounting tactical armored engagements. The Marines were able to concentrate their firepower on the assault and were augmented by naval gunfire.
Monday, December 23, 2013
Type 97 Chi-Ha Medium Tank
Just after midnight on June 16, 1944 the Japanese forces made a large counterattack against the US 6th Marine Regiment on the beachhead near Charan Kanoa and were soundly repulsed due to inexperience in mounting tactical armored engagements. The Marines were able to concentrate their firepower on the assault and were augmented by naval gunfire.
Sunday, December 22, 2013
Saipan Map Progress Report
Creating an accurate map of any historical territory that is
usable by the game engine can be a challenge, but team member Jim Carravallah
has pulled out all of the stops on this effort by creating a faithful
representation of Saipan Island for the PACOPS modification. Although this is
still a work in progress effort by Jim, it is far enough along to provide a
sneak peak to the community:
Saturday, December 21, 2013
Force List Progress
Fortunately a great deal of the ground work for the Marines (1944 version) had already been accomplished when I created the I Marine Amphibious Corps HQ previously (which serves as the backbone of the current Marine Corps 2.0 mod). Additional work needs to be done as some of the sources I have referenced seem to have minor conflicts in data.
Friday, December 20, 2013
Type 89 Grenade Discharger
The version used for PACOPS will be based on the 5cm leGrW 36, and the ammunition will be cloned from the 5cm GrW HE ammunition with adjustments to some parameters. These weapons will be added to the existing Japanese basic infantry company establishment, and may at a later date also be added to a newly created mortar section or other units that had organic light mortar.
Wednesday, December 18, 2013
PACOPS Type 38 Arisaka Rifle
The Type 38 I am currently modeling in the game is the “standard issue” 1.280 mm (50.4 in) version, however this might change with additional research into Japanese combat formations, especially when it gets down to the creation of specific force lists for actual battle. At this length it was the longest rifle of the war primarily due to Japan’s emphasis on bayonet training at the time.
Thursday, December 12, 2013
Trial by Fire
The three landing battalions arrive a day ahead of their regimental HQ and support units which must come from far west of the area of operations due to their heavy supply trucks and other vehicles requiring roadways. Ammunition can become scarce during this time so it is important to utilize the landing force quickly and decisively to avoid being pinned down on the “beach”.
Monday, December 9, 2013
PACOPS Type 99 Arisaka Rifle
Produced at nine different locations and in four variants, over three million rifles were built between 1939 and the end of the war. The weapon weighed 3.7kg, was 44 inches long and had a barrel length of 25.87 inches. It fired a 7.7X58mm Arisaka cartridge at a muzzle velocity of 730 m/s and had a five round internal box magazine with a stripper clip.
Thursday, November 28, 2013
Trial by Fire Beta Test
One of the direct purposes of this scenario is to test the
fighting ability of the Marines while simulating an amphibious landing. In this
case, they are coming ashore on the north bank of the Rhine and their insertion
is by way of the “Bad Para” Arrival Type in the Scenario Editor. This greatly
reduces the unit’s cohesion and recovery rate, initial firepower (within the
first hour), increases dispersion and heavy casualties if not arriving on smooth
terrain (this is why they are landing on polder).
Wednesday, November 27, 2013
PACOPS – Pacific Theater Operations
Work is presently underway to bring the Marines to the Pacific
and those efforts center on the creation of maps, establishments and force
lists. Once those core components are complete, then the painstaking task of
developing accurate battle scenarios will take place.
Sunday, November 24, 2013
Pressure Cooker
The scenario is a battalion sized engagement of semi equal forces that are tasked with seizing a ferry crossing in the Renkum area of operations. Both sides are supported by a tank battalion and an engineer contingent. As with the Operation Thunderclap scenario, this is an alternative history story line set in the year 1947 after the defeat of the Soviet Union.
Thursday, November 21, 2013
Pressure Cooker Beta Test
This scenario is setup on a cropped version of the Renkum map that is only 3 km X 3 km and the only crossing point is a ferry that is primed. There are no bridging units; however each side has an engineering unit available from the start that should assist in securing/denying the crossing depending on which side you decide to play as.
Saturday, November 16, 2013
Operation Thunderclap
It is into this cauldron of chaos that the United States Marine Corps is introduced into the Netherlands Operations: a combination of harassing attacks to disrupt German momentum on the Eastern Front. Overconfident and overextended, many Axis forces are ripe for easy picking, especially on the semi-ignored Western Front. It is from here that the Allies will make a thrust into the Rhineland.
Friday, November 15, 2013
Marine Corps Mod 2.0
This is a fully functioning mod that works within COBFTB up to an including the latest public beta patch. All original files will be updated, so if you currently have the 1.0 version of the mod (the one with the MyEstabs core file), it will become obsolete once 2.0 is rolled out. I am presently working on a alternative history test mission and intend to publish that later this weekend.
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