Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: 4 player E-mail: AAR

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> World in Flames >> After Action Report >> RE: 4 player E-mail: AAR Page: <<   < prev  25 26 [27] 28 29   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: 4 player E-mail: AAR - 5/8/2016 9:29:50 PM   
warspite1


Posts: 41353
Joined: 2/2/2008
From: England
Status: offline
The Militia seems to be the only choice.

_____________________________

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



(in reply to Mayhemizer_slith)
Post #: 781
RE: 4 player E-mail: AAR - 5/8/2016 9:38:11 PM   
Mayhemizer_slith


Posts: 7654
Joined: 9/7/2011
From: Finland
Status: offline
Germany uses Ju52 to reorganize MECH near Paris.

Turn ends on a 1.

I'm sending file to Allies because of US entry rolls. Germany puts their both markers to offence.

< Message edited by Mayhemizer -- 5/8/2016 9:47:59 PM >

(in reply to warspite1)
Post #: 782
RE: 4 player E-mail: AAR - 5/8/2016 9:40:59 PM   
warspite1


Posts: 41353
Joined: 2/2/2008
From: England
Status: offline

quote:

ORIGINAL: Mayhemizer


Turn ends on a 1.
warspite1



_____________________________

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



(in reply to Mayhemizer_slith)
Post #: 783
RE: 4 player E-mail: AAR - 5/9/2016 7:01:37 AM   
warspite1


Posts: 41353
Joined: 2/2/2008
From: England
Status: offline
Well last night those results were pretty tough to take. In the cold light of day they appear even worse....

Over the last couple of impulses we finally got a break with the weather (albeit in practical terms too late as the defence was gone) but then the land throws, the naval throw failures and the turn end... just incredible.

Ho hum. Onwards and upwards. The end of turn may take a while - lots to do and even more to think about as we enter the new year.

_____________________________

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



(in reply to warspite1)
Post #: 784
RE: 4 player E-mail: AAR - 5/9/2016 6:03:59 PM   
warspite1


Posts: 41353
Joined: 2/2/2008
From: England
Status: offline
warspite1 and Orm review the weekend's events around the campfire, where they spontaneously break out into an appropriate tune that, sadly, fails to lift their broken spirits.

https://www.youtube.com/watch?v=vo9AH4vG2wA

Release that inner hippy



Attachment (1)

< Message edited by warspite1 -- 5/9/2016 6:06:03 PM >


_____________________________

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



(in reply to warspite1)
Post #: 785
RE: 4 player E-mail: AAR - 5/9/2016 7:11:23 PM   
peskpesk


Posts: 2347
Joined: 7/17/2003
From: Stockholm, Sweden
Status: offline
Well as a outsider the game is exciting one. Unortodox weather and dice rolls have put the Axis in the driving seat for sure, help by the strange French setup. But then I know of games where Gibraltar held out against 10 * 30-50% chance to take the hex!!!! So its not over yeat

< Message edited by peskpesk -- 5/9/2016 7:28:42 PM >


_____________________________

"'Malta - The Thorn in Rommel's Side"

(in reply to warspite1)
Post #: 786
RE: 4 player E-mail: AAR - 5/9/2016 7:23:22 PM   
warspite1


Posts: 41353
Joined: 2/2/2008
From: England
Status: offline

quote:

ORIGINAL: peskpesk

Well as a outsider the game is exciting one. Ortodox weather and dice rolls have put the Axis in the driving seat for sure, help by the strange French setup. But then I know of games where Gibraltar held out against 10 * 30-50% chance to take the hex!!!! So its not over yeat
warspite1

Well I'm certainly not precious about any of my tactics - if I was I wouldn't do AAR's. So with that in mind, two questions please:

a) What was "strange" about it?
b) Are you suggesting that with the weather, turn length and compromised CW options through the loss of Gort as they have been, things would be different with a less "strange" set up?

Keen to understand. Many thanks.


_____________________________

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



(in reply to peskpesk)
Post #: 787
RE: 4 player E-mail: AAR - 5/9/2016 9:26:47 PM   
peskpesk


Posts: 2347
Joined: 7/17/2003
From: Stockholm, Sweden
Status: offline
quote:

ORIGINAL: warspite1


quote:

ORIGINAL: peskpesk

Well as a outsider the game is exciting one. Unortodox weather and dice rolls have put the Axis in the driving seat for sure, help by the strange French setup. But then I know of games where Gibraltar held out against 10 * 30-50% chance to take the hex!!!! So its not over yeat
warspite1

Well I'm certainly not precious about any of my tactics - if I was I wouldn't do AAR's. So with that in mind, two questions please:

a) What was "strange" about it?
b) Are you suggesting that with the weather, turn length and compromised CW options through the loss of Gort as they have been, things would be different with a less "strange" set up?

Keen to understand. Many thanks.


B) Some what different. More options for the Allies.
A) Slow Garrisons at the German border , empty hexes for reserves units , mobile units at the Belgian border, cost clear for CW units. "Standard" ex




Attachment (1)

< Message edited by peskpesk -- 5/9/2016 9:36:47 PM >


_____________________________

"'Malta - The Thorn in Rommel's Side"

(in reply to warspite1)
Post #: 788
RE: 4 player E-mail: AAR - 5/9/2016 9:33:44 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline

quote:

ORIGINAL: peskpesk

quote:

ORIGINAL: warspite1


quote:

ORIGINAL: peskpesk

Well as a outsider the game is exciting one. Unortodox weather and dice rolls have put the Axis in the driving seat for sure, help by the strange French setup. But then I know of games where Gibraltar held out against 10 * 30-50% chance to take the hex!!!! So its not over yeat
warspite1

Well I'm certainly not precious about any of my tactics - if I was I wouldn't do AAR's. So with that in mind, two questions please:

a) What was "strange" about it?
b) Are you suggesting that with the weather, turn length and compromised CW options through the loss of Gort as they have been, things would be different with a less "strange" set up?

Keen to understand. Many thanks.


B) Some what different. More options for the Allies.
A) Slow Garrison at the German border , empty hexes for reserves units , mobile units at the Belgian border, cost clear for CW units. "Standard" ex




I think this setup has to few units on the Italian border.

_____________________________

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 peskpesk)
Post #: 789
RE: 4 player E-mail: AAR - 5/9/2016 9:55:21 PM   
Jagdtiger14


Posts: 1686
Joined: 1/22/2008
From: Miami Beach
Status: offline
I wish there was a way for the author of this thread to eliminate some of the funny ha ha stuff over time...with all that stuff in there it makes it tedious to go back and look at important stuff.

Probably my opinions are not welcomed, but I cant help myself:

peskpesk is absolutely correct. I cant see what is below the counters facing, but here are some of my basic observations at set up:

1. Too many units facing the Italians! You only need three (one of those three could even be a RES that need not be re-orged in Lyons.
2. Arty in Maginot hex???
3. Most importantly, you need to have the 4 mover INF's, the 5 mover MOT, and INF div in Lille and SE of Lille getting ready to move into Brussels. With that movement allowance, you can do it even if the weather turns bad.

Gort: as I recall, that whole scenario was a huge blunder by the Allies. The Allies should have waited with Gort, et al. Hunt down the German CA (w/INF div). Once that is accomplished or the Germans have already invaded with the div....THEN send Gort, et al with lots of protection (sea and air). As you had it, you had the surprise points on the initial roll to decline combat...with Gort out there, that would have been the wise thing to do...fighting out there invited disaster, and it happened.

The set up of Belgium was not optimal either. As the impulses went on, the Allies didn't do much to mitigate the luck of weather and long turn.

< Message edited by Jagdtiger14 -- 5/9/2016 10:02:28 PM >


_____________________________

Conflict with the unexpected: two qualities are indispensable; first, an intellect which, even in the midst of this obscurity, is not without some traces of inner light which lead to the truth; second, the courage to follow this faint light. KvC

(in reply to Orm)
Post #: 790
RE: 4 player E-mail: AAR - 5/9/2016 10:16:38 PM   
Protagoras

 

Posts: 10
Joined: 4/14/2016
Status: offline
The French setup confused me too. I am no expert by FAR but I also thought it overdeployed against the Italians and did not allow fast movers to support Belgium. That and abyssal weather rolls doomed the defense.

(in reply to Jagdtiger14)
Post #: 791
RE: 4 player E-mail: AAR - 5/9/2016 10:37:15 PM   
Jagdtiger14


Posts: 1686
Joined: 1/22/2008
From: Miami Beach
Status: offline
quote:

I think this setup has to few units on the Italian border.


What are the Italians going to do? The war is in the north, the Italians have slow going through Alpine passes and terrain, and then what?...outflank the Germans in Lyons and Vichy? (by that time the Germans have already advanced to Paris...go after Marseilles? (the French fleet need not be based there forever)





_____________________________

Conflict with the unexpected: two qualities are indispensable; first, an intellect which, even in the midst of this obscurity, is not without some traces of inner light which lead to the truth; second, the courage to follow this faint light. KvC

(in reply to Orm)
Post #: 792
RE: 4 player E-mail: AAR - 5/10/2016 6:02:06 AM   
warspite1


Posts: 41353
Joined: 2/2/2008
From: England
Status: offline
quote:

ORIGINAL: peskpesk

quote:

ORIGINAL: warspite1


quote:

ORIGINAL: peskpesk

Well as a outsider the game is exciting one. Unortodox weather and dice rolls have put the Axis in the driving seat for sure, help by the strange French setup. But then I know of games where Gibraltar held out against 10 * 30-50% chance to take the hex!!!! So its not over yeat
warspite1

Well I'm certainly not precious about any of my tactics - if I was I wouldn't do AAR's. So with that in mind, two questions please:

a) What was "strange" about it?
b) Are you suggesting that with the weather, turn length and compromised CW options through the loss of Gort as they have been, things would be different with a less "strange" set up?

Keen to understand. Many thanks.


B) Some what different. More options for the Allies.
A) Slow Garrisons at the German border , empty hexes for reserves units , mobile units at the Belgian border, cost clear for CW units. "Standard" ex



warspite1

Thanks for the input peskpesk.

I would comment as follows:

1. There was no harm with the cruiser squadron where it was as they were sailing first Allied impulse anyway - that said they could have been placed further west.

2. Interestingly, another Grognard on the development forums has always maintained that fast units should be placed in the Maginot line as these can then head west when things get hot - whereas GARR are stuck and lost.

3. I cannot recall (and I cannot see what other units you have in France apart from the top ones), but from memory I don't think anything but a 4 speed was going to get to the river in Rain, although can see that a couple of units could have reached Brussels (with Belgians and British on the flank).

4. But its an interesting set up you've highlighted - with one exception. Even with hindsight, even knowing what can happen, I would never, ever set up like that in the Alps. Essentially, even if the Germans are stalled in the North, this set-up gives Italy a freebie in the south. That of course potentially unhinges any good work achieved in the north - and no, this decision has nothing to do with the French Fleet.


< Message edited by warspite1 -- 5/10/2016 6:30:59 AM >


_____________________________

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



(in reply to peskpesk)
Post #: 793
RE: 4 player E-mail: AAR - 5/10/2016 6:05:42 AM   
Mayhemizer_slith


Posts: 7654
Joined: 9/7/2011
From: Finland
Status: offline

quote:

ORIGINAL: Jagdtiger14

quote:

I think this setup has to few units on the Italian border.


What are the Italians going to do? The war is in the north, the Italians have slow going through Alpine passes and terrain, and then what?...outflank the Germans in Lyons and Vichy? (by that time the Germans have already advanced to Paris...go after Marseilles? (the French fleet need not be based there forever)



Germany asked Italians to tie up French units in south and avoid any losses.

(in reply to Jagdtiger14)
Post #: 794
RE: 4 player E-mail: AAR - 5/10/2016 6:17:22 AM   
warspite1


Posts: 41353
Joined: 2/2/2008
From: England
Status: offline
quote:

ORIGINAL: Jagdtiger14

Probably my opinions are not welcomed:
I don't see why?

1. Too many units facing the Italians! You only need three (one of those three could even be a RES that need not be re-orged in Lyons.
I disagree for the reasons mentioned above
2. Arty in Maginot hex???
Well the French aren't endowed with tons of spare units. I did not want to give up the Maginot Line as a freebie and needed something in there!
3. Most importantly, you need to have the 4 mover INF's, the 5 mover MOT, and INF div in Lille and SE of Lille getting ready to move into Brussels.
The wisdom of this I can agree with.

Gort: as I recall, that whole scenario was a huge blunder by the Allies.
There was a blunder in having the Polish in the North Sea - however since none of us knew it was a blunder I think the Allies can be given a break on that one.
The Allies should have waited with Gort, et al. Hunt down the German CA (w/INF div). Once that is accomplished or the Germans have already invaded with the div....THEN send Gort, et al with lots of protection (sea and air).
That I think is just talking with hindsight and is totally impractical. Remember the Allies a) wanted to stop the invasion of Rotterdam and b) do not know what type of impulse they may be forced into next (they do not have the initiative at this stage of the war and against a decent player their moves are reactionary). Getting the British (including the army) into the North Sea on the first Allied impulse is standard stuff. There was nothing wrong with that - the dice throws of 1 (Axis) and 10 (Allied) was. You say they should have waited but after the invasion of Rotterdam who says the Germans would have taken their aircraft out of the sea area? If the British had sailed with Gort in impulse two you still must assume Gort lands that impulse (not necessarily possible depending on Poland or if it is still unclear whether a landing in Belgium or France is needed) - or he can be attacked anyway. If the Germans can sail a CA and later a BC, alone into the North Sea and not lose them while the British get two TRS taken out - then frankly there is nothing that the Allies can do about that whatever tactics they employ.

The set up of Belgium was not optimal either. As the impulses went on, the Allies didn't do much to mitigate the luck of weather and long turn.
I can understand the first part of this comment. The second part is just meaningless without some examples. The point has been made re the French set up and a couple of subsequent decisions that could have been done differently. But as for not then doing much to mitigate for the long turn and the weather as the game went on - I would be interested to hear exactly what you believe the Allies could have done next.
warspite1

Responses in red.


< Message edited by warspite1 -- 5/10/2016 7:06:24 AM >


_____________________________

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



(in reply to Jagdtiger14)
Post #: 795
RE: 4 player E-mail: AAR - 5/10/2016 7:52:56 AM   
peskpesk


Posts: 2347
Joined: 7/17/2003
From: Stockholm, Sweden
Status: offline
Soon we will know the Axis master plan with good probability: if they install a Vichy government the likelihood that they go for Gibraltar and Sealion/late Barbarossa are slim, but the threat of Barbararossa is increased. But in this game the normal strategy options are increased due to the good Axis success.

< Message edited by peskpesk -- 5/10/2016 8:28:37 AM >


_____________________________

"'Malta - The Thorn in Rommel's Side"

(in reply to warspite1)
Post #: 796
RE: 4 player E-mail: AAR - 5/10/2016 10:13:42 AM   
Jagdtiger14


Posts: 1686
Joined: 1/22/2008
From: Miami Beach
Status: offline
quote:

ORIGINAL: warspite1

quote:

ORIGINAL: Jagdtiger14

1. Too many units facing the Italians! You only need three (one of those three could even be a RES that need not be re-orged in Lyons.
I disagree for the reasons mentioned above The next time you play the Allies, try it. You might be surprised.
2. Arty in Maginot hex???
Well the French aren't endowed with tons of spare units. I did not want to give up the Maginot Line as a freebie and needed something in there!See above. Too many units vs the Italians causes these sorts of problems. The 4-1 GAR should be there.
3. Most importantly, you need to have the 4 mover INF's, the 5 mover MOT, and INF div in Lille and SE of Lille getting ready to move into Brussels.
The wisdom of this I can agree with.

Gort: as I recall, that whole scenario was a huge blunder by the Allies.
There was a blunder in having the Polish in the North Sea - however since none of us knew it was a blunder I think the Allies can be given a break on that one.The blunder with the Polish was in not getting the surprise...notice I didn't even mention that (I was giving the Allies a break on that one).
The Allies should have waited with Gort, et al. Hunt down the German CA (w/INF div). Once that is accomplished or the Germans have already invaded with the div....THEN send Gort, et al with lots of protection (sea and air).
That I think is just talking with hindsight and is totally impractical. Remember the Allies a) wanted to stop the invasion of Rotterdam and b) do not know what type of impulse they may be forced into next (they do not have the initiative at this stage of the war and against a decent player their moves are reactionary). Getting the British (including the army) into the North Sea on the first Allied impulse is standard stuff. There was nothing wrong with that - the dice throws of 1 (Axis) and 10 (Allied) was. You say they should have waited but after the invasion of Rotterdam who says the Germans would have taken their aircraft out of the sea area? If the British had sailed with Gort in impulse two you still must assume Gort lands that impulse (not necessarily possible depending on Poland or if it is still unclear whether a landing in Belgium or France is needed) - or he can be attacked anyway. If the Germans can sail a CA and later a BC, alone into the North Sea and not lose them while the British get two TRS taken out - then frankly there is nothing that the Allies can do about that whatever tactics they employ.I'm saying the Germans would not have taken their air out, but Gort, et al can also go into a lower box with fighter protection besides the fleet protection. It was the Allies that won the initial die roll. The Allies were hungry to get at the German units poised for invasion. If I had taken over the Allied decision making at that point I would have declined combat, and that is not at all 20/20 hindsight. Landing Gort (plus) safely is far more important than stopping an invasion. If I sail an HQ into a sea area, they are landing THAT impulse. If the Allies had fighter protection, plus maybe a bomber as well this might have played out differently. I have no problem with the Allies trying to stop the invasion...but don't do both...wait on Gort...too much combat potential. Too much movement and concern in Poland...stack Lodz and Warsaw and just let it be. Get your pilots and what ever else...don't let Poland take away from the main focal point. I normally have Gort and Wavell in France and max out the commitment.

The set up of Belgium was not optimal either. As the impulses went on, the Allies didn't do much to mitigate the luck of weather and long turn.
I can understand the first part of this comment. The second part is just meaningless without some examples. The point has been made re the French set up and a couple of subsequent decisions that could have been done differently. But as for not then doing much to mitigate for the long turn and the weather as the game went on - I would be interested to hear exactly what you believe the Allies could have done next. Examples: CW should have moved out of Antwerp and westward as the French line was retreating. CW would have held the northern two hexes of the Allied line. The Maginot east of Metz should have been abandoned sooner with two units in Metz. I don't like flipping both HQ's for re-orging French units...the re-orging HQ could be put into a hex adjacent to the Belgian border prior to help stop the Germans from exploiting through the line after attack. I would rather have had the obvious hex to be attacked with one unit in it and another unit behind to block exploitation. It didn't seem to me that the French were getting units up north where they were needed quickly enough (starting off with more mass north rather than south would alleviate that problem). How many French units outside of France made it into France?
warspite1

Responses in red. Responses in blue. I know what ever I write here will be looked at as 20/20 hindsight, but I'm just going with the concepts and playing style my board game group goes with, and one of our group is on the development group.


quote:

1. Too many units facing the Italians! You only need three (one of those three could even be a RES that need not be re-orged in Lyons. I disagree for the reasons mentioned above 2. Arty in Maginot hex??? Well the French aren't endowed with tons of spare units. I did not want to give up the Maginot Line as a freebie and needed something in there! 3. Most importantly, you need to have the 4 mover INF's, the 5 mover MOT, and INF div in Lille and SE of Lille getting ready to move into Brussels. The wisdom of this I can agree with. Gort: as I recall, that whole scenario was a huge blunder by the Allies. There was a blunder in having the Polish in the North Sea - however since none of us knew it was a blunder I think the Allies can be given a break on that one. The Allies should have waited with Gort, et al. Hunt down the German CA (w/INF div). Once that is accomplished or the Germans have already invaded with the div....THEN send Gort, et al with lots of protection (sea and air). That I think is just talking with hindsight and is totally impractical. Remember the Allies a) wanted to stop the invasion of Rotterdam and b) do not know what type of impulse they may be forced into next (they do not have the initiative at this stage of the war and against a decent player their moves are reactionary). Getting the British (including the army) into the North Sea on the first Allied impulse is standard stuff. There was nothing wrong with that - the dice throws of 1 (Axis) and 10 (Allied) was. You say they should have waited but after the invasion of Rotterdam who says the Germans would have taken their aircraft out of the sea area? If the British had sailed with Gort in impulse two you still must assume Gort lands that impulse (not necessarily possible depending on Poland or if it is still unclear whether a landing in Belgium or France is needed) - or he can be attacked anyway. If the Germans can sail a CA and later a BC, alone into the North Sea and not lose them while the British get two TRS taken out - then frankly there is nothing that the Allies can do about that whatever tactics they employ. The set up of Belgium was not optimal either. As the impulses went on, the Allies didn't do much to mitigate the luck of weather and long turn. I can understand the first part of this comment. The second part is just meaningless without some examples. The point has been made re the French set up and a couple of subsequent decisions that could have been done differently. But as for not then doing much to mitigate for the long turn and the weather as the game went on - I would be interested to hear exactly what you believe the Allies could have done next.


< Message edited by Jagdtiger14 -- 5/10/2016 10:34:15 AM >


_____________________________

Conflict with the unexpected: two qualities are indispensable; first, an intellect which, even in the midst of this obscurity, is not without some traces of inner light which lead to the truth; second, the courage to follow this faint light. KvC

(in reply to warspite1)
Post #: 797
RE: 4 player E-mail: AAR - 5/10/2016 12:23:58 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline

quote:

ORIGINAL: Jagdtiger14

I wish there was a way for the author of this thread to eliminate some of the funny ha ha stuff over time...with all that stuff in there it makes it tedious to go back and look at important stuff.

Probably my opinions are not welcomed, but I cant help myself:


Your opinions, comments and thoughts are very welcome. Thank you for taking the time and effort for posting them.

And you are right that it might get tedious to go back and look for important stuff. But, as far as I know, we can not eliminate posts. And the funny stuff do make the effort to maintain the AAR thread, well, more fun. Not sure how to solve this one.

Long strategic, and tactical, discussions might cluster this thread even more. So could this be moved to our, separate Axis respective Allies threads? Or maybe even yet another thread?

I do not want to censor this discussion. Just thinking it might be wise to relocate it. Or not. It is your call. I am just along for the fun of the journey.

_____________________________

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 Jagdtiger14)
Post #: 798
RE: 4 player E-mail: AAR - 5/10/2016 3:09:25 PM   
brian brian

 

Posts: 3191
Joined: 11/16/2005
Status: offline
I like to defend the Alps with four units - the MTN in Nice, 4 pt INF to the north, inf division along the Alpine hexsides, CAV near the Swiss border.

Then bring the Syrian garrison to Nice on first impulse, though this risks a surprise port strike on it.

Italy's best chance to crack the Alps is on the surprise impulse with doubled air and HQ support from Balbo (risks 'Magic 14'). Nice is also vulnerable to shore bombardment. But if they get the first hex, the ooze begins and that eventually becomes serious.

But if the Italian set-up or DOW leads them in other directions, the CAV can move north, the Alpine hexsides can be uncovered, and the INF from Syria can rail north. Local MIL can handle the area best from turn 2 onwards, releasing the Infantry division and the other INF to the north as well.

(in reply to Orm)
Post #: 799
RE: 4 player E-mail: AAR - 5/10/2016 3:26:47 PM   
brian brian

 

Posts: 3191
Joined: 11/16/2005
Status: offline
The key to defending Belgium is fast units that can enter Brussels in the rain. Let REServes cover the two Maginot cities.

After that it is imperative to keep two stacks of three units in the clear hexes in Belgium, each with anti-tank assets. Those are tough for the Germans to crack, but the other hexes don't allow a breakthrough, there is the Meuse river, etc. If the Germans DOW Belgium in 1939, abandon the Maginot immediately.

After Belgium keep the anti-tank guns stacked with two units in the hex most desired by the Germans, never take them as a loss, pick for the Shatter unit if necessary. Never place them with only one other unit - they are the most valuable French units.

In a non-France First game, a loan from the CW on turn two can build the third French AT/AA if not drawn at set-up - very handy in spring of 40.

(in reply to brian brian)
Post #: 800
RE: 4 player E-mail: AAR - 5/10/2016 5:22:53 PM   
warspite1


Posts: 41353
Joined: 2/2/2008
From: England
Status: offline
quote:

ORIGINAL: Jagdtiger14

quote:

ORIGINAL: warspite1

quote:

ORIGINAL: Jagdtiger14

1. Too many units facing the Italians! You only need three (one of those three could even be a RES that need not be re-orged in Lyons.
I disagree for the reasons mentioned above The next time you play the Allies, try it. You might be surprised.
2. Arty in Maginot hex???
Well the French aren't endowed with tons of spare units. I did not want to give up the Maginot Line as a freebie and needed something in there!See above. Too many units vs the Italians causes these sorts of problems. The 4-1 GAR should be there.
3. Most importantly, you need to have the 4 mover INF's, the 5 mover MOT, and INF div in Lille and SE of Lille getting ready to move into Brussels.
The wisdom of this I can agree with.

Gort: as I recall, that whole scenario was a huge blunder by the Allies.
There was a blunder in having the Polish in the North Sea - however since none of us knew it was a blunder I think the Allies can be given a break on that one.The blunder with the Polish was in not getting the surprise...notice I didn't even mention that (I was giving the Allies a break on that one).
The Allies should have waited with Gort, et al. Hunt down the German CA (w/INF div). Once that is accomplished or the Germans have already invaded with the div....THEN send Gort, et al with lots of protection (sea and air).
That I think is just talking with hindsight and is totally impractical. Remember the Allies a) wanted to stop the invasion of Rotterdam and b) do not know what type of impulse they may be forced into next (they do not have the initiative at this stage of the war and against a decent player their moves are reactionary). Getting the British (including the army) into the North Sea on the first Allied impulse is standard stuff. There was nothing wrong with that - the dice throws of 1 (Axis) and 10 (Allied) was. You say they should have waited but after the invasion of Rotterdam who says the Germans would have taken their aircraft out of the sea area? If the British had sailed with Gort in impulse two you still must assume Gort lands that impulse (not necessarily possible depending on Poland or if it is still unclear whether a landing in Belgium or France is needed) - or he can be attacked anyway. If the Germans can sail a CA and later a BC, alone into the North Sea and not lose them while the British get two TRS taken out - then frankly there is nothing that the Allies can do about that whatever tactics they employ.I'm saying the Germans would not have taken their air out, but Gort, et al can also go into a lower box with fighter protection besides the fleet protection. It was the Allies that won the initial die roll. The Allies were hungry to get at the German units poised for invasion. If I had taken over the Allied decision making at that point I would have declined combat, and that is not at all 20/20 hindsight. Landing Gort (plus) safely is far more important than stopping an invasion. If I sail an HQ into a sea area, they are landing THAT impulse. If the Allies had fighter protection, plus maybe a bomber as well this might have played out differently. I have no problem with the Allies trying to stop the invasion...but don't do both...wait on Gort...too much combat potential. Too much movement and concern in Poland...stack Lodz and Warsaw and just let it be. Get your pilots and what ever else...don't let Poland take away from the main focal point. I normally have Gort and Wavell in France and max out the commitment.

The set up of Belgium was not optimal either. As the impulses went on, the Allies didn't do much to mitigate the luck of weather and long turn.
I can understand the first part of this comment. The second part is just meaningless without some examples. The point has been made re the French set up and a couple of subsequent decisions that could have been done differently. But as for not then doing much to mitigate for the long turn and the weather as the game went on - I would be interested to hear exactly what you believe the Allies could have done next. Examples: CW should have moved out of Antwerp and westward as the French line was retreating. CW would have held the northern two hexes of the Allied line. The Maginot east of Metz should have been abandoned sooner with two units in Metz. I don't like flipping both HQ's for re-orging French units...the re-orging HQ could be put into a hex adjacent to the Belgian border prior to help stop the Germans from exploiting through the line after attack. I would rather have had the obvious hex to be attacked with one unit in it and another unit behind to block exploitation. It didn't seem to me that the French were getting units up north where they were needed quickly enough (starting off with more mass north rather than south would alleviate that problem). How many French units outside of France made it into France?
warspite1

Responses in red. Responses in blue. I know what ever I write here will be looked at as 20/20 hindsight, but I'm just going with the concepts and playing style my board game group goes with, and one of our group is on the development group.

Not whatever you write - I accept the better defence of Belgium through a revised French set up (through better placement but not denuding the Alps of defence and allowing the Italians a freebie walk-in). However, I think the majority of what you say is with the benefit of hindsight - but that's fine. If this was a dull game with limited replayability we wouldn't be having these debates.

The hindsight is particularly marked with regard to the weather. Playing the % each impulse we were not unreasonably expecting a change of luck. That thinking does affect troop dispositions and its only human. They say in WIF if you can't afford the worst result don't attack. But that is fine in theory and impossible in practice - well ditto playing every impulse as though the turn will never end and next one is going to be Fine (and the opposite if the attacker). Vacating Antwerp is great (even at a cost of other moves) if we know what is happening turnwise. But then moving them out of the city and vulnerable to a blitz attack with no retreat (Gort had not landed in France) would have been criticised sharply.

The idea that the CW should allow a free invasion of Rotterdam is imo nonsense - and again would be roundly criticised if the Germans then benefited from that freebie.

And I don't know how you KNOW the Germans would not have flown into the North Sea - maybe that was something you discussed on the Axis thread? If so then that is surprising considering the German fighter flew to the North Sea on the first impulse. The Germans had units to defend as well as CW to attack.

You also mention how many units outside France made it to Metropolitan France. Well as you know if playing with oil then this strategy is close to a must if only because of the problem with a lack of oil. There were only two turns anyway, but how many units did you think the French could repatriate with such limited oil stocks?

We will clearly have to agree to disagree on much of this - particularly the Italian set up and in trying to make the Germans pay in Poland to partially offset what was happening in France. Of course we lost out on both because even once the weather changed (AFTER the damage was done) the Axis luck on land throws - which had been as rubbish as the Allies - changed for the better.




< Message edited by warspite1 -- 5/10/2016 7:19:46 PM >


_____________________________

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



(in reply to Jagdtiger14)
Post #: 801
RE: 4 player E-mail: AAR - 5/10/2016 7:22:52 PM   
Mayhemizer_slith


Posts: 7654
Joined: 9/7/2011
From: Finland
Status: offline
Units destroyed in N/D 1939




Attachment (1)

(in reply to warspite1)
Post #: 802
RE: 4 player E-mail: AAR - 5/10/2016 9:02:11 PM   
AllenK


Posts: 7259
Joined: 2/17/2014
From: England
Status: offline
Edit: Thank you to all those who are showing a keen interest in this AAR by contributing their ideas on how they might have done things differently. I hope we can look forward to some more AAR's on the forum where these ideas are put to the test against other players and the vagaries of luck. The more active the forum, the better for the long-term health of the game.

< Message edited by AllenK -- 5/10/2016 9:46:44 PM >

(in reply to Mayhemizer_slith)
Post #: 803
RE: 4 player E-mail: AAR - 5/10/2016 11:08:06 PM   
Jagdtiger14


Posts: 1686
Joined: 1/22/2008
From: Miami Beach
Status: offline
Ok, you wont believe there is no hindsight about this on my part. Then I highly recommend you test (as you did with Fall Gelb) various set ups...Brian and Pesk offered some ideas as well.

You are playing with defensive shore bombardment, right? If so, the Germans would not have attacked the British stack at um, well, Dunkirk See Page 22 post 632 (pre move positions), and Page 23 post 663 (post move positions)...the amount of effort expended on that stack would have been tremendous (air to air combats, low odds, etc...)...for a hex that does not get them closer to Paris. What it does for France, is it makes them available for when Gort does get there and they can move around into defensive positions near Paris. Instead, those assets are trapped in Antwerp doing no good.

Just to clear some things/misperceptions up:

1. The only reason I suggested allowing a free invasion of Rotterdam is because you had Gort out there. I would not have had Gort out there if I was hunting the invasion force (And yes, I would have hunted the invasion force). Then later (after either the invasion happened, or the invasion force is sunk) move Gort+ out there with fighter air cover (1 box? if no fighter 4+ range).

2. Concerning German air in the North Sea: Just the opposite what you wrote...I would have assumed that the Germans WOULD have flown out there, and that they ARE there...I'm not sure why you write I would think they would not? Maybe this is a miscommunication.

3. Top priority naval with the French is to get as many units into France proper...if that means they cant make some other naval moves because of oil, oh well.

I think we can agree on something?:

French front line vs Germany is top priority over everything else. All moves and assets (CW and French) prioritized here even at the expense of Poland, colonies, etc... and naval moves (opportunities) other than TRS bringing units into France.


When you have time and desire, I highly recommend you wargame alternative French set ups and following moves...S/O'39 to J/A'40. You can use the known disaster of weather and turn ends as happened in this AAR, or random for the lack of knowledge of what happens next. I think you might be surprised.

< Message edited by Jagdtiger14 -- 5/10/2016 11:11:07 PM >


_____________________________

Conflict with the unexpected: two qualities are indispensable; first, an intellect which, even in the midst of this obscurity, is not without some traces of inner light which lead to the truth; second, the courage to follow this faint light. KvC

(in reply to AllenK)
Post #: 804
RE: 4 player E-mail: AAR - 5/10/2016 11:52:54 PM   
Klydon


Posts: 2251
Joined: 11/28/2010
Status: offline
I have been following this AAR with a lot of interest. The concept of doing an AAR with two teams of two people each is terrific and I again applaud the participants for allowing us to watch their game as it progresses.

Sometimes the written word can suck for meaning or intent and especially among a community that features a large number of people where English is not the first language learned. My intent is not to offend anyone with what I am about to post.

First, I would remind people that all players are not by any means experts at this game. What seems obvious to a seasoned and experienced player may not be so to someone who may be a good player but perhaps has not seen a certain strategy, etc. (As an aside, my Allied invasion to knock out Italy in 1939 was a complete success the first time I tried it against opponents in 3rd Reich. We quickly ended that game and started another. For some reason I was never able to set up for the 1939 knock out again for some reason ).

Next, I think we all have a tendency to look at things with hindsight and of course assume our alternative plan would have succeeded. (Otherwise why do the alternative plan?). It is easy to come in after the fact and point out all the mistakes, but perhaps they would not have been mistakes if the dice had gone differently. I think most understand that some element of luck is needed to do well in WiF and if you don't have it, it really doesn't matter what your plans are. They all can be undone by turn length and the type of weather, regardless of the time of year.

I think that it is safe to say that the Axis have had the better of it in terms of imposing their strategy over what the Allies may have planned to start the war out with. Of course the Axis do start with a strategic advantage and were able to exploit that rather well in part due to the combination of good weather and long turns.

At any rate, keep up the good work guys. Very enjoyable to come here and watch how this game is unfolding. I am learning quite a bit.

(in reply to Jagdtiger14)
Post #: 805
RE: 4 player E-mail: AAR - 5/11/2016 8:25:07 AM   
warspite1


Posts: 41353
Joined: 2/2/2008
From: England
Status: offline
quote:

ORIGINAL: Jagdtiger14

Ok, you wont believe there is no hindsight about this on my part. Then I highly recommend you test (as you did with Fall Gelb) various set ups...Brian and Pesk offered some ideas as well.

You are playing with defensive shore bombardment, right? If so, the Germans would not have attacked the British stack at um, well, Dunkirk See Page 22 post 632 (pre move positions), and Page 23 post 663 (post move positions)...the amount of effort expended on that stack would have been tremendous (air to air combats, low odds, etc...)...for a hex that does not get them closer to Paris. What it does for France, is it makes them available for when Gort does get there and they can move around into defensive positions near Paris. Instead, those assets are trapped in Antwerp doing no good.

Just to clear some things/misperceptions up:

1. The only reason I suggested allowing a free invasion of Rotterdam is because you had Gort out there. I would not have had Gort out there if I was hunting the invasion force (And yes, I would have hunted the invasion force). Then later (after either the invasion happened, or the invasion force is sunk) move Gort+ out there with fighter air cover (1 box? if no fighter 4+ range).

2. Concerning German air in the North Sea: Just the opposite what you wrote...I would have assumed that the Germans WOULD have flown out there, and that they ARE there...I'm not sure why you write I would think they would not? Maybe this is a miscommunication.

3. Top priority naval with the French is to get as many units into France proper...if that means they cant make some other naval moves because of oil, oh well.

I think we can agree on something?:

French front line vs Germany is top priority over everything else. All moves and assets (CW and French) prioritized here even at the expense of Poland, colonies, etc... and naval moves (opportunities) other than TRS bringing units into France.


When you have time and desire, I highly recommend you wargame alternative French set ups and following moves...S/O'39 to J/A'40. You can use the known disaster of weather and turn ends as happened in this AAR, or random for the lack of knowledge of what happens next. I think you might be surprised.
warspite1

And once again you are too quick with the "they would have" or "they wouldn't have" like they are KNOWN factors.

E.g you mention the Dunkirk hex. You obviously do not recall the CW units being out of supply at one point? A few well placed ground strikes on these black print units and shore bombardment means jack.

Re the air - yes maybe its a miscommunication but in post 797 you state "the Germans would not have taken their air out".

Again the naval plan with France is not certain. Effectively what you mean is (in order to be able to reorganise the HQ's and aircraft as well), the French must only use part of their fleet in impulse 1, saving the rest for impulse 2 to ensure the TRS gets to transport in both turns. That's all well and good - but again far from certain as using a lesser number of ships means more chance of the Italians destroying said TRS. If I lost the TRS first impulse, again the criticism would be, why did you not protect it properly?!

But time to end this from my side. You think the Allies:

- mucked up set-up in Northern France and later Belgium
- mucked up the set-up in the Alps
- used the wrong naval units in the Baltic
- mucked up naval and air movements in the North Sea
- mucked up land movements by the French and CW subsequently, defended the wrong hexes etc
- mucked up French naval movements in the Mediterranean

Okay.

I play the game to have fun - even when getting my bottom handed to me (which is a regular occurence). I also feel uncomfortable that debates like these come more and more down to highlighting "the vagaries of the dice" which kick the fun out of the winning - and frankly Mayhemizer and AllenK have done a good job to be where they are. As I said before, even if given good luck with dice, a bad player can still contrive to muck it up - and the guys have not done that.

< Message edited by warspite1 -- 5/11/2016 8:36:04 AM >


_____________________________

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



(in reply to Jagdtiger14)
Post #: 806
RE: 4 player E-mail: AAR - 5/11/2016 1:54:34 PM   
Barbuesque

 

Posts: 48
Joined: 2/5/2015
Status: offline
I'm enjoying this AAR immensely! Thanks for taking the time to write it up.





< Message edited by Barbuesque -- 5/11/2016 1:56:15 PM >

(in reply to warspite1)
Post #: 807
RE: 4 player E-mail: AAR - 5/11/2016 3:46:38 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline
Nov/Dec 1939

Germany decides to install the Vichy government. Most of the French Colonies join the Vichy side.




Attachment (1)

< Message edited by Orm -- 5/11/2016 4:01:16 PM >


_____________________________

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 Barbuesque)
Post #: 808
RE: 4 player E-mail: AAR - 5/11/2016 3:48:27 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline
A few of the colonies, however, decides to fight on. They establish themselves in Libreville.




Attachment (1)

_____________________________

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 Orm)
Post #: 809
RE: 4 player E-mail: AAR - 5/11/2016 3:49:49 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline
The newly created Vichy France seem to have a fairly strong army. And navy...




Attachment (1)

< Message edited by Orm -- 5/11/2016 3:51:45 PM >


_____________________________

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 Orm)
Post #: 810
Page:   <<   < prev  25 26 [27] 28 29   next >   >>
All Forums >> [New Releases from Matrix Games] >> World in Flames >> After Action Report >> RE: 4 player E-mail: AAR Page: <<   < prev  25 26 [27] 28 29   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.172