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Thousand Year Reich - 4 Player Global (no Jaimain or Celebrindal)

 
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Thousand Year Reich - 4 Player Global (no Jaimain or Ce... - 12/28/2013 2:46:18 PM   
vicberg

 

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We are starting a Global campaign with 4 players.

It's GE vs. Japan/Italy/China vs. Russia/France/Communist China vs. USA/Commonwealth/Nationalist China.

We did a bid for the countries.

Porcheman got GE with a +1, 11 is the modified bid
Jaimain got USA/CW/CH with a +1, 39 is the modified bid
Vicberg got JP/IT with a -3, 2 is the modified bid
Celebrindal got Russia/FR/Comm China with a -1, 12 is the modified bid

At end of game, take the number of held objectives and subtract the modified bid and the person with the highest number wins.
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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/28/2013 2:47:07 PM   
vicberg

 

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Here are the optional rules






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< Message edited by vicberg -- 12/28/2013 3:59:21 PM >

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/28/2013 2:47:50 PM   
vicberg

 

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For Japan, China is going to be the challenge to begin with. The changes to the maps have yet to be fully played out. Because of this, we turned extra Chinese cities off and have attack weakness to on. China should be a stalemate by sometime in 41, if not conquered. We'll see how this plays out

< Message edited by vicberg -- 12/28/2013 3:53:08 PM >

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/28/2013 2:48:15 PM   
vicberg

 

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My ally and I need to put our heads together and develop and overall strategy. That's coming soon.

< Message edited by vicberg -- 12/28/2013 3:53:57 PM >

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/28/2013 2:56:58 PM   
DarthPorscheman


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Well I have called my ministers and allies and after many beer we decided kicked China out and in a dunked stopper we made a motion that Germany, Italy and Japan can take the world on which was seconded by Italy. So now we think we will hit Poland, they should be easy and we can sobber up for the next country. Japan thought that south beaches of South Africa would be a good place to meet up for our annual board retreat so let get this war started. Anyone have a beer, I'm running out........

(in reply to vicberg)
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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/28/2013 3:10:21 PM   
Orm


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quote:

ORIGINAL: Porscheman

Well I have called my ministers and allies and after many beer we decided kicked China out and in a dunked stopper we made a motion that Germany, Italy and Japan can take the world on which was seconded by Italy. So now we think we will hit Poland, they should be easy and we can sobber up for the next country. Japan thought that south beaches of South Africa would be a good place to meet up for our annual board retreat so let get this war started. Anyone have a beer, I'm running out........

Maybe you can go to England for a beer? Pay them your respects. Perhaps you will bring Heer along for company?




I'll follow this thread eagerly.

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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

(in reply to DarthPorscheman)
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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/28/2013 3:15:52 PM   
vicberg

 

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Our plans are being finalized. The annual meeting is being held in London instead of Cape Town. Yamamoto himself will be there, escorted by the Japanese Fleet. We all decided we like the beer there better.

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/28/2013 3:17:45 PM   
Walker84


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Gentlemen, consider me subscribed - this is going to be a very interesting campaign to follow as it unfolds!

Presumably you will be using the option of emailing files back and forth between players used by Jaimain and Vicberg, or are you finding Netplay is now up to the task?

Regards

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The most advanced nations are always those who navigate the most -
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(in reply to DarthPorscheman)
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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/28/2013 3:25:56 PM   
vicberg

 

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Yes and no.

We are using Dropbox. So we don't even have to email files. Not using Netplay.

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/28/2013 9:51:50 PM   
vicberg

 

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Here's the situation in China. Too much land and not enough troops.

The north. Note the HQ moving down from Manchuria. A MOT and MIL will be coming shortly.






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< Message edited by vicberg -- 12/28/2013 11:04:24 PM >

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/28/2013 9:53:54 PM   
vicberg

 

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The Center. I'm allowing him to flank to the south of the lakes, but not worried. A lot of mountain, little supply for him and he has to cut into the road leading directly into Umezu in order to cut my supply. He put a pesky mot div on my flank. I'll deal with that soon enough




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< Message edited by vicberg -- 12/28/2013 11:05:47 PM >

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/28/2013 9:55:41 PM   
warspite1


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quote:

ORIGINAL: vicberg

Yes and no.

We are using Dropbox. So we don't even have to email files. Not using Netplay.
warspite1

Excuse my ignorance but what is dropbox and how does this work?

_____________________________

England expects that every man will do his duty. Horatio Nelson October 1805



(in reply to vicberg)
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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/28/2013 9:56:39 PM   
vicberg

 

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The south. He stuck a CAV around my resource in Hainan, so I had to do something about it. This attack is being supported by the Japanese Navy. Who said those old Battleships weren't worthwhile.

I'll be doing holding actions while I build MIL and INF to shore up the center and north. In the south, I'll be pushing north to threaten the Changsha flank.

A possible bug. These units should be OOS since there isn't a city within 4 hexes, but it's showing Kweilin as the supply source. There isn't even a city showing for Kweilin.




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< Message edited by vicberg -- 12/28/2013 11:48:20 PM >

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/28/2013 10:00:26 PM   
vicberg

 

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quote:

ORIGINAL: warspite1
Excuse my ignorance but what is dropbox and how does this work?


Dropbox is shareware, free. You install it. Setup a shared folder. Invite others to the folder and anything put in the folder such as a save game is automatically transferred to everyone's computer using the shared folder. Pretty slick. Doesn't require sending files via email.


< Message edited by vicberg -- 12/28/2013 11:00:32 PM >

(in reply to warspite1)
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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/28/2013 10:07:03 PM   
DarthPorscheman


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So Poland decided it would leave the bar for another drink, I guess they did not like our company. All that is left is an undisrpted INF and the HQ and other 2 units are disrupted, oh and a couple of out dated planes in the NE, I don't think they have the fuel or the pilots to use them, but I may show them our top of the line ME-109s. I hear our ticket to South Africa is in the NL or maybe it was in DM, I guess we ill have to check both pubs there.






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< Message edited by Porscheman -- 12/28/2013 11:32:17 PM >

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/29/2013 3:06:39 AM   
Klydon


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Great concept on this to turn it into a 4 player game.

Drop box is great stuff and is a perfect vehicle for a game like this.

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/29/2013 11:20:32 AM   
Centuur


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quote:

ORIGINAL: vicberg

The south. He stuck a CAV around my resource in Hainan, so I had to do something about it. This attack is being supported by the Japanese Navy. Who said those old Battleships weren't worthwhile.

I'll be doing holding actions while I build MIL and INF to shore up the center and north. In the south, I'll be pushing north to threaten the Changsha flank.

A possible bug. These units should be OOS since there isn't a city within 4 hexes, but it's showing Kweilin as the supply source. There isn't even a city showing for Kweilin.





It seems like MWIF consideres the additional cities option to be in play here, even when the optional rule is off. This is a bug.

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Peter

(in reply to vicberg)
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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/29/2013 12:02:16 PM   
vicberg

 

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And now it is time for the Grand Strategy....drum roll...

For Axis, it comes down to a 41 Barbarossa, or a 41 Med Campaign followed by a 42 Barbarossa, or Sea Lion or Sitzkrieg (do little and force Russia to DOW).

We will be doing Sea Lion! This should be interesting at the least as I have never been involved in a Sea Lion game. So I'm excited.

This means the Jatalian alliance (and I have Italy and Japan) will be supporting this. A late 40 or early 41 Japanese DOW against the CW will be happening. Siam and Madagascar will be aligned within 40 (based on Vichy). NEI, Rabaul, Rangoon and Singapore are primary objectives. Secondary will be Australia, South Africa and Aden. Tertiary will be India or Egypt (to support the Italians). The goal will be to collapse the CW and force US to fight us on their own.

For Japan, my build strategy will be focused primary AMPH/TRS, then land, then Convoy Points, then carriers and ships. I'll need all my land units because Russia will have little else to do but attack Japan. I'll also need them to take Australian and South Africa. I really don't need that much because they are both usually lightly defended. But I'll need 1-2 more AMPH and 1-2 more TRS to accomplish my goals.

This entire strategy is based on the success of my esteemed ally. Sea Lion isn't easy. We are also hoping that the CW pumps everything into France.

< Message edited by vicberg -- 12/29/2013 2:26:36 PM >

(in reply to Centuur)
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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/29/2013 1:13:36 PM   
vicberg

 

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SO39-3rd Impulse

China China China. What a headache.

The north. Stuff moving down. When the HQ is ready, Chengchow is obvious but I'll start pushing against the commies. I'll be ready to attack. He doesn't have enough commies to pose a serious threat to my flanks.




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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/29/2013 1:17:09 PM   
vicberg

 

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Chinese Center. Stalemate until I can get more troops there. He does have enough to eventually threaten flanks, especially since there is a bug providing supply to the Chinese for non-existent cities.

I'm attack his OOS MOT Div. Willing to take a MIL loss if needed. I want those Japanese units freed up for the center and don't want that MOT div hanging around any longer. Here is what is interesting. Wenchow is a non-existent city that ISN'T providing supply. So the bug seems to be around the inland cities.




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< Message edited by vicberg -- 12/29/2013 2:17:49 PM >

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/29/2013 1:22:15 PM   
vicberg

 

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China South

Having eliminated the cavalry threat to Hainan, I'm moving up to attack his disrupted 4 INF corp. This should be OOS and worth 1 but it's worth 4. I'll be adding in a few of my carrier planes to support the attack. I have a 5 FTR that can intercept the Chinese FTR if it flies.




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< Message edited by vicberg -- 12/29/2013 2:22:51 PM >

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/29/2013 1:26:10 PM   
vicberg

 

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Persia

Looks like the USSR is setting up for an attack. This is very risky for Russia but in a multi-player game, makes sense. It's hard on US Entry and I'm going to have my longest range SCS loaded up with an INF div if he does indeed attack. We are going to put this game through it's paces as the Japanese forces will enter Persia as peacekeepers to protect the oil.




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< Message edited by vicberg -- 12/29/2013 2:29:18 PM >

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/30/2013 4:25:44 PM   
brian brian

 

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just curious how the Chinese got a motorized division to start … if you play the set up as an "Infantry division" means an Infantry 'class' division, set up would be quite different…..would be nice to draw a nice Marine division for some major powers, rather than an infantry division…..

and as the Chinese I would not want to draw a motorized division with the oil rule in play. The Chinese should start with the Nationalist 1-3 Infantry Division in every game of Global War.

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/30/2013 5:01:51 PM   
vicberg

 

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Unlimited corp breakdown. Enables you to breakdown from start of game. 1 INF corp breaks down into an INF DIV and MOT DIV.

< Message edited by vicberg -- 12/30/2013 6:14:23 PM >

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/30/2013 5:30:17 PM   
brian brian

 

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ahhh, so you can break down a corps given at set-up, and then set up the resulting divisions in separate hexes? that is a slight change, but wouldn't make any difference to the game. I see the extra division on the Yangtze line now.

not very wise for the Chinese to do this, in my opinion; they don't have much combat power per unit to start with. China will be in big trouble in this game, soon….Between the Chinese set-up and the impending Russian operation, this would be a dream to face as Japan.


Wenchow is one of the minor ports that are part of the Additional Chinese Cities option - not a city hex.

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/30/2013 7:02:58 PM   
Pax25

 

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Great AAR. These are the type of match-ups and AARs that I bought this game for.

Are you guys passing the files at your leisure, or are you all online at the same time during a game session (and passing the files)?

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/30/2013 8:42:16 PM   
vicberg

 

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No Wenchow is not a city hex and not providing supply. There is a bug with inland non-extra city hexes providing supply. It's not major. I'm going to keep moving against the single stacked Chinese as fast as weather permits or my troops are fully disorganized. I don't have issues taking losses. I produce faster than him.

Pax25: We are doing dropbox for the majority of the file transfers. However, we've found that production has to be done online and we use teamviewer for this. Once you start partisans there's no save point until production planning. So USE and Chit Draws can't be secret unless we are all online at the same time. We use teamview, transfer control to the other side, walk away, let them do their thing, then come back online. During the week or weekends we save the game, let someone do something, save into dropbox, allow the files to xfer, next guy does his thing, rinse, repeat.

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/30/2013 11:38:31 PM   
Dankind


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This is awesome.

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/31/2013 6:29:39 AM   
Magpius


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This may be a noob/ ignorant question but...
Does the game play with fog of war? How can you build up for surprise assault?
What version are you all running?
Brilliant idea using dropbox!
Signing up.

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RE: Thousand Year Reich - 4 Player Global (no Jaimain o... - 12/31/2013 12:13:16 PM   
vicberg

 

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You can't really build for a surprise assault. You never could in WIF. The production chart used to be a single chart with a bunch of counters on it. Everyone could see it. Telegraphing is an unfortunate necessity. There are a "few" ways to be more subtle about it, but at some point it becomes clear where the axis are going with their forces. Some ways are more subtle than others. If GE starts building a Carrier, that's pretty clear right from turn 1. If GE builds an amph, the CW player might get a bit scared but also might think, na, he's just trying to scare me. For 3 BP that's worthwhile if you're GE and you want to keep CW units in England.

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