Fighting Flattops: {{ Scenario.Title }}


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  Name Commences Type Author Status Units Pts. ID
{{ s.Name }} {{ s.Commences }} {{ s.SType }} {{ s.AuthorName }} {{ s.Status }} {{ s.UnitPoints }} {{ s.ID }}

Based on the scenario "{{ Scenario.BasedOnScenarioName }}" by player {{ Scenario.BasedOnAuthorName }}.

Author: {{ Scenario.AuthName }} ID: {{ Scenario.ID }} :: Allied {{ AlliedUnitPoints }} unit points --- Japanese {{ JapaneseUnitPoints }} unit points

PENDING - NOT AVAILABLE FOR EDITING

Commences

Ends

Length: {{ daysLong }} days. (Scenarios must be at least {{ minDaysLong }} days long and no more than {{ maxDaysLong }} days long.)

Specify mission objectives for each side. It's best to describe the general situation as well as particular goals to be accomplished. Writing as though sending orders to your admirals adds flavor to the game.

Add designer notes. It's great to have some insights from you about this scenario. If you have created this scenario based on an existing one, comment on how it differs from the original.

Create TFs: enter numbers into the boxes next to ship names in order to assign them to TFs or move them between TFs. As you do this, TFs will be created and adjusted as appropriate. Position TFs via the map screen. To remove a ship from a TF, enter a zero or blank for its TF number. Allied TFs may have no more than {{ maxShipsInTFAllied }} ships and Japanese TFs may have no more than {{ maxShipsInTFJapanese }} ships. Arrival dates must be within {{ Scenario.Commences }} - {{ Scenario.Ends }} (inclusive) and late-arriving TFs must also be located within their side's setup area.

Filter by ship name:

Allied Ships

Show ships from these navies above:

Allied TFs

TF #{{ tf.Number }}

  1. {{ s.C }} {{ s.N }}

Arrival date:

Name & Commander:

{{ tf.Name }}

{{ tf.Commander }}

Japanese Ships

Show ships from these navies above:

Japanese TFs

TF #{{ tf.Number }}

  1. {{ s.C }} {{ s.N }}

Arrival date:

Name & Commander:

{{ tf.Name }}

{{ tf.Commander }}

Note: the custom VP values for individual ships are not yet implemented in the game. They are being made available here for future inclusion so that you will not need to edit the scenario when the game is changed to include them.

Land Bases: check the white/left box for the land bases you want to include in the scenario. Check their grey/middle box if invading it scores VPs. Click the black/right box if supplying it scores VPs. The lists below show the number of planes that may be assigned to each base as well as the type of planes it supports. You may create new bases via the Map screen and they will appear below when you do.

The white/left box specifies that the base is in the scenario. The grey/middle box shows whether or not invading it scores VPs. The black/right box indicates whether or not supplying it scores VPs.

Filter by base name:

Allied bases in scenario

Japanese bases in scenario

Allied bases not in scenario

Japanese bases not in scenario

Aircraft: after you add some land bases and carriers to your scenario, click the images of planes and drag them to the bases or carriers where you want them, then enter the number of that type you want to start there. Click a base or carrier's plane-handling note to see only the kinds of planes it can handle. All container boxes can be scrolled if they hold more units than are visible. All carriers and bases must have planes or be confirmed empty before a scenario will be accepted. Plane ranges and speeds are in nautical miles and knots.

Filter by plane name:

Allied Plane Types:

Show planes types of these nationalities above:

Allied Carriers & Bases:

Japanese Plane Types:

Show planes types of these nationalities above:

Japanese Carriers & Bases:

Operational losses: all numbers are percentages that any given plane will crash when attempting to land.

For example, each plane has a default minimum 2% chance of crashing for any given landing. That number rises to 10% if landing at night, and to 25% if landing at night on a carrier.

Each time a plane lands, a random-number generator determines whether it crashes. In reality, operation losses also occurred on take-offs, but the game ignores those. Penalties rise for adverse conditions of nights, storms, damaged landing strips; carrier landings increase those factors even more.

The damage divisor reflects runway or deck damage (i.e., % damage divided by X gives a % chance to crash, in addition to the base and adjusted numbers).

Allied

:

Japanese

:

Note: custom VPs per plane type as well as values for operational losses are not yet implemented in the game. They are being made available here for future inclusion so that you will not need to edit the scenario when the game is changed to include them.

Submarines: check the boxes for the submarines you want to include in the scenario. Both lists can be scrolled to see more choices. All subs are placed semi-randomly on the map at a game's start.

Filter by name / class:

Allied

Count: {{ subCountA }}

({{ s.C }})
Japanese

Count: {{ subCountJ }}

({{ s.C }})

Map: create starting areas and set default positions for TFs on both sides. When the game is played, the map will automatically center and scale based on the units in the scenario. See the hints below the map for more help on using its features.

Click on the map to set at least three points defining the setup area, then click Done (or Cancel).

Enter the new base's details and then click the map to specify its location. You may click and drag its icon to adjust its location. It must be located on land.

Name: Side: Size: Handles:

Defenses: Capacity: Max. Readying: Max. Launch:     


Enter the new invasion beach's details and then click the map to specify its location. You may drag its icon to adjust its location. It must be located on land.

Name: Side:     

General notes:

  1. Newly created TFs will appear near the center of the map. Click and drag their icons to set their default positions.
  2. Submarines will be placed randomly on the map when the game starts, and players may move them during Setup Phase.
  3. Japanese TF icons have red labels, Allied have blue. Japanese base icons and setup areas have red borders, Allied have blue.
  4. If you add a ruler, it will appear at the center of the map. You can remove it by double-clicking either of its end pins. Move either pin to measure a distance. You may have more than one ruler on the map at a time. Rulers are not saved between editing sessions and will not appear in the scenario.

Setup areas:

  1. Click points on the map to define the boundaries of the setup area.
  2. As you click points, lines will be drawn between them.
  3. Clicking and then dragging the map will not create a new point, nor will clicking the zoom in/out scale.
  4. When done, click the 'Done with setup' button.
  5. You may enclose land areas (they will be automatically excluded when the game is played).
  6. You may have only one contiguous setup area for each side.
  7. Setup areas may NOT overlap nor enclose each other.
  8. The last point clicked will automatically go to the first point when you're done (you don't need to worry about closing the area you define).
  9. There is no way to edit your points as you go, so click with care.
  10. Click the Cancel button to revert to the previously defined setup area.
  11. All TFs must start within their setup areas (those TFs available at the start of the scenario and any scheduled to arrive later).

Add a base:

  1. Click the map to add a base. Be sure it's on land (zoom in to be certain).
  2. Enter required details such as name, size, and plane-handling capabilities.
  3. Click and drag bases to change their location (for bases that you have created).
  4. You will need to create a new base if you want to include an existing one with edited statistics.

Victory Points can be set on this page and on individual units' pages.

Use this page to set VPs for units not otherwise specifically changed. You may set each side's units' points to different values by entering numbers in the boxes below.

Note: these values are not yet implemented in the game. They are being made available here for future inclusion so that you will not need to edit the scenario when the game is changed to include them.

Default Allied VPs:

Default Japanese VPs:

Below are comments and ratings that players have left about this scenario.

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