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RE: Pat vs Ronnie GW AAR

 
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RE: Pat vs Ronnie GW AAR - 1/26/2017 11:27:45 PM   
rkr1958


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Turn 17. May/June 1942. Allied #8. USSR, Europe.

Or soon to be known as "Lebensraum".




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Ronnie

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RE: Pat vs Ronnie GW AAR - 1/26/2017 11:29:00 PM   
rkr1958


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Turn 17. May/June 1942. Allied #8. ETO.

Or, allied foothold in northwest France completely annihilated.




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Ronnie

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Post #: 2072
RE: Pat vs Ronnie GW AAR - 1/26/2017 11:29:26 PM   
rkr1958


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Turn 17. May/June 1942. Allied #8. Global Map.




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Ronnie

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Post #: 2073
RE: Pat vs Ronnie GW AAR - 1/26/2017 11:30:03 PM   
rkr1958


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Turn 17. May/June 1942. Allied #8. End of Turn Check.

This turn continues ...




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Ronnie

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Post #: 2074
RE: Pat vs Ronnie GW AAR - 1/26/2017 11:30:31 PM   
rkr1958


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Turn 17. May/June 1942. Axis #9. Weather.




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Ronnie

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Post #: 2075
RE: Pat vs Ronnie GW AAR - 1/26/2017 11:56:31 PM   
ashkpa


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MJ42 i9:
All three axis powers take land actions.
Germany has one ground strike on the East Front. Should have stayed on the ground.




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RE: Pat vs Ronnie GW AAR - 1/27/2017 12:45:48 AM   
ashkpa


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MJ42 i9 Land Attacks. Only two, both basically automatic.

Edit addition: In the land moves, the Germans overran two more Russian planes.




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< Message edited by ashkpa -- 1/27/2017 12:46:22 AM >

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RE: Pat vs Ronnie GW AAR - 1/27/2017 12:46:51 AM   
ashkpa


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EOT roll, does not end.




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RE: Pat vs Ronnie GW AAR - 1/28/2017 1:13:39 AM   
ashkpa


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For those reading this, things may be a bit slow for the next week. I am on a golf vacation and will be slow getting back to Ronnie at times.

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Post #: 2079
RE: Pat vs Ronnie GW AAR - 1/28/2017 2:23:02 PM   
rkr1958


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quote:

ORIGINAL: ashkpa

For those reading this, things may be a bit slow for the next week. I am on a golf vacation and will be slow getting back to Ronnie at times.
How a wonderful vacation and make sure you don't leave any birdies on the course.


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Ronnie

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Post #: 2080
RE: Pat vs Ronnie GW AAR - 1/28/2017 3:52:38 PM   
rkr1958


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Turn 17. May/June 1942. Allied #10. Actions.




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Ronnie

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Post #: 2081
RE: Pat vs Ronnie GW AAR - 1/28/2017 3:54:00 PM   
rkr1958


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Turn 17. May/June 1942. Allied #10. USN. Contested Sea Areas. No Combat.




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Ronnie

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Post #: 2082
RE: Pat vs Ronnie GW AAR - 1/28/2017 3:54:25 PM   
rkr1958


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Turn 17. May/June 1942. Allied #10. RN. Contested Sea Areas. No Combat.




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Ronnie

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RE: Pat vs Ronnie GW AAR - 1/28/2017 3:55:10 PM   
rkr1958


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Turn 17. May/June 1942. Allied #10. USSR. Rail, Blue Factory.

Soviet factories continue rolling east.




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Ronnie

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RE: Pat vs Ronnie GW AAR - 1/28/2017 3:57:47 PM   
rkr1958


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Turn 17. May/June 1942. Allied #10. USSR.

The allies, especially the Soviets, desperately need this turn end! If not, the Soviets will be in a world of hurt if the weather is fine.




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Ronnie

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RE: Pat vs Ronnie GW AAR - 1/28/2017 3:58:50 PM   
rkr1958


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Turn 17. May/June 1942. Allied #10. End of Turn Check.

Well, some measure of relief for the Soviets as this turn comes to an end.




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< Message edited by rkr1958 -- 1/28/2017 3:59:07 PM >


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Ronnie

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RE: Pat vs Ronnie GW AAR - 1/28/2017 4:00:27 PM   
rkr1958


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Turn 17. May/June 1942. End of Turn. Destroyed and Repair Pools.

What a brutal turn for the allies, especially the Soviets.




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Ronnie

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RE: Pat vs Ronnie GW AAR - 1/28/2017 4:01:20 PM   
rkr1958


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Turn 17. May/June 1942. End of Turn. Victory Totals. Strategic Resource Summaries.




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Ronnie

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RE: Pat vs Ronnie GW AAR - 1/28/2017 4:38:30 PM   
rkr1958


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MWIF Public Beta 2.3.4

Just saw a new public beta was released, to which I just updated.




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Ronnie

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Post #: 2089
RE: Pat vs Ronnie GW AAR - 1/28/2017 6:23:45 PM   
rkr1958


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As this AAR clearly demonstrates, I suck as a competitive MWiF player but I do very much enjoy playing the game and the time I spend on this forum. Even with my MWIF strategic skills lacking, I still feel that I contribute to this forum in other ways. Ok, now that I got that off my chest I'll let you in on what this post is about.

I was really impressed by the animated GIFs created by DQ2004 and posted in his on-going AAR, http://www.matrixgames.com/forums/tm.asp?m=4209202 and I wanted to see if I could do the same with GIMP2. I think I did, but the graphic in this post will be proof of that (or not). The (intended) animated Gif shows the situation in Southern Russia at the beginning and end of my last impulse. I've set the time each image, which there are only two, is displayed to 2000 milli-seconds (i.e., 2-seconds each).




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Ronnie

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Post #: 2090
RE: Pat vs Ronnie GW AAR - 1/28/2017 6:25:39 PM   
rkr1958


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Well except for spelling (see if you can find the spelling error), I think it looks good!

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Ronnie

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Post #: 2091
RE: Pat vs Ronnie GW AAR - 1/28/2017 9:58:46 PM   
WIF_Killzone

 

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A lot of us are really enjoying this AAR, tough opponent for sure. I liked the counter attack attempt in Russia, you could of got lucky attacking those two isolated ARMS, the downside risk probably wasn't worth it but oh well. Russia doesn't look good at the moment, how many units are coming onto the map?

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Post #: 2092
RE: Pat vs Ronnie GW AAR - 1/29/2017 12:20:15 AM   
rkr1958


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quote:

ORIGINAL: WIF_Killzone

A lot of us are really enjoying this AAR, tough opponent for sure. I liked the counter attack attempt in Russia, you could of got lucky attacking those two isolated ARMS, the downside risk probably wasn't worth it but oh well. Russia doesn't look good at the moment, how many units are coming onto the map?

Doesn't include any MIL's that might get built.




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Ronnie

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RE: Pat vs Ronnie GW AAR - 1/29/2017 10:27:02 AM   
Centuur


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The regenerating power of the USSR is huge. However, those two counterattacks will haunt them for a long time. One should always ask the big question before attacking:

Can I handle the worst result possible?

Personally, I would have declined those attacks and traded space for time. The farther away the German army is from home, the weaker it becomes...

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Peter

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RE: Pat vs Ronnie GW AAR - 1/29/2017 1:10:35 PM   
cfinch

 

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what was reason for backing off the river line?

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RE: Pat vs Ronnie GW AAR - 1/29/2017 2:22:14 PM   
rkr1958


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quote:

ORIGINAL: cfinch

what was reason for backing off the river line?
Lack of forces. Risk of encirclement.

quote:

ORIGINAL: Centuur

The regenerating power of the USSR is huge. However, those two counterattacks will haunt them for a long time. One should always ask the big question before attacking:

Can I handle the worst result possible?

Personally, I would have declined those attacks and traded space for time. The farther away the German army is from home, the weaker it becomes...
Honestly, I made a mistake in overlooking a strong German artillery division adjacent to one of the attacks. I counted on defensive ground support from one air unit but not from the artillery division. No matter, in retrospect, I agree the attack was too much of a gamble. Funny how things in retrospect are much clearer than when you're in the heat of the moment.

< Message edited by rkr1958 -- 1/29/2017 2:23:06 PM >


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Ronnie

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RE: Pat vs Ronnie GW AAR - 1/29/2017 2:47:20 PM   
TeaLeaf


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I'm peeking into this AAR every once in a while as well, because in my current (solitaire) playthrough I am roughly following the same (Axis) strategy.
Not the only reason for sure, but it's still sparking interest ofc ;-).

Loosing Russian airforce is the worst thing that could happen to you. Germany usually cannot do anything useful against a large red army if they don't have air superiority, but if they DO they will show you all the corners of the map (likewise if your units are disorganized because of a failed attack).
Restoring air equality (if not superiority) in Russia (FTR!!) might save you, but otherwise Russian future looks bleak. You cannot defend Russia -especially with 2D10, if Germany can GStrike your stacks at will. I hope I'm allowed to say this here, otherwise I hope I can be forgiven this time ;-).

Good luck and have fun!

(in reply to cfinch)
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RE: Pat vs Ronnie GW AAR - 1/29/2017 2:51:38 PM   
rkr1958


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quote:

ORIGINAL: TeaLeaf

I'm peeking into this AAR every once in a while as well, because in my current (solitaire) playthrough I am roughly following the same (Axis) strategy.
Not the only reason for sure, but it's still sparking interest ofc ;-).

Loosing Russian airforce is the worst thing that could happen to you. Germany usually cannot do anything useful against a large red army if they don't have air superiority, but if they DO they will show you all the corners of the map (likewise if your units are disorganized because of a failed attack).
Restoring air equality (if not superiority) in Russia (FTR!!) might save you, but otherwise Russian future looks bleak. You cannot defend Russia -especially with 2D10, if Germany can GStrike your stacks at will. I hope I'm allowed to say this here, otherwise I hope I can be forgiven this time ;-).

Good luck and have fun!
Soviet fighters are definitely a priority. The majority of Soviet air losses were from being overrun while disorganized.


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Ronnie

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RE: Pat vs Ronnie GW AAR - 1/30/2017 12:06:33 AM   
ashkpa


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quote:

Restoring air equality (if not superiority) in Russia (FTR!!) might save you, but otherwise Russian future looks bleak. You cannot defend Russia -especially with 2D10, if Germany can GStrike your stacks at will. I hope I'm allowed to say this here, otherwise I hope I can be forgiven this time ;-).

No issues with any general advice. Specific moves or actions should probably happen post our completion of the actions.

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RE: Pat vs Ronnie GW AAR - 1/30/2017 2:01:01 AM   
brian brian

 

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The Russians can and eventually should attack German ARM at +3 or so ... but not until 1943. And not so early in a turn. The most likely result of those two attacks was disorganized Russian forces sitting out in front of their key river line. Even if both German units were destroyed, the dis-organized attackers were sitting ducks for the strong German forces just west of their spearheads. There just wasn't much up-side to those attacks, outside of the very very low chance that they both went completely perfectly for the Russians.

Alternatively, another way to approach those attacks would have been to hold HQs in reserve, to re-organize the attacking force. This would pin the HQs in place for the rest of the turn however. HQ Support is a nice thing to have in an attack, but the gains this attack could have made weren't really worth committing an HQ in with the attacking forces (if I am recalling the battles correctly).

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