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RE: 4 player game - 1/10/2019 3:50:02 PM   
Orm


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Mar/Apr '41
Impulse #9 (Axis)

Rail move:

Japan:
MIL (Shanghai) -> Chengchow

Germany:
MIL (Antwerp) -> Danzig

Land movement:

Germany:
INF (Hun) (Brussels) -> Lille
MIL (Netherlands) -> Antwerp
A couple of units moved eastwards in Poland (HQI, INF).

Over to Italy for the second part of the impulse.

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RE: 4 player game - 1/10/2019 4:41:54 PM   
brian brian

 

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quote:

ORIGINAL: Orm

Yea. That was a waste of bombs.



yes, completely. very puzzling. waste of an air mission, too.

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Post #: 1082
RE: 4 player game - 1/10/2019 7:54:52 PM   
peskpesk


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No Air Transport.

No Debark Land Units.

Invasion:

Germany
2xInf Div attacks Jaffa from East Med.

Paradrop

Germany
ATR loads Para from Famagusta and drops them at Jaffa before returning.

No Land Combat Declaration excep the Invasion, Para combat.

----

Germany and Italy launches Bedienung Schwarz (Operation Black) - The Axis assault on the Middle East -.
The German Para troopers land on Jaffa, supported by two Inf Divs invading from the Sea.

Will the CW Palestine TERR get support from the notional defenders?
The Attacking units have 5,5 in strength.

The Axis can add 5,5 points in shore bombardment and 3 points of Ground support (which the CW already has delcared that they might CAP, will CW CAP Ground support over Jaffa?).




-----



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< Message edited by peskpesk -- 1/11/2019 4:34:05 AM >


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Post #: 1083
RE: 4 player game - 1/10/2019 10:44:07 PM   
etsadler

 

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quote:

ORIGINAL: Orm

MWIF does not increase the notional strength by 1 if it is in ZOC of a friendly TERR. We have decided to continue as if that is a bug and modify the combat results accordingly.


Rules
The notional unit has 1 combat factor, modified by:*
* +1 if it is a city hex;
* +1 if the hex is in the home country of the major power that controls the hex;
* +1 if it is not stacked with a land unit, but is in the ZOC of a friendly corps or army;
* + the shore bombardment modifier for each invading unit;
* -1 if it cannot trace a basic supply path of any length;
* -1 if surprised (see 15.0).


If you are referring to the current attack on Jaffa, the notional is stacked with a land unit and so should not get the +1.

< Message edited by RickInVA -- 1/10/2019 10:46:02 PM >

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Post #: 1084
RE: 4 player game - 1/10/2019 11:27:18 PM   
peskpesk


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quote:

ORIGINAL: RickInVA

quote:

ORIGINAL: Orm

MWIF does not increase the notional strength by 1 if it is in ZOC of a friendly TERR. We have decided to continue as if that is a bug and modify the combat results accordingly.


Rules
The notional unit has 1 combat factor, modified by:*
* +1 if it is a city hex;
* +1 if the hex is in the home country of the major power that controls the hex;
* +1 if it is not stacked with a land unit, but is in the ZOC of a friendly corps or army;
* + the shore bombardment modifier for each invading unit;
* -1 if it cannot trace a basic supply path of any length;
* -1 if surprised (see 15.0).


If you are referring to the current attack on Jaffa, the notional is stacked with a land unit and so should not get the +1.

Correct, but this was for ex if the attack was at Haifa.

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Post #: 1085
RE: 4 player game - 1/11/2019 4:02:54 AM   
Mayhemizer_slith


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First: well done with your clever and sneaky paradrop, we didn’t see it coming! Now I know one more thing about this game

Yes to notional.

I think attack is automatic, no matter what we do. Correct? You +1 from paradrop, invasion, notional and TERR.

CW fly CAP and lands fighter 2 hexes SW adjacent to MOT. At least we get fighter to supply.

Was the invasion first and paradrop after that? That paradrop phase would have been the right place to call CAP!

Allies choose assault table.

< Message edited by Mayhemizer -- 1/11/2019 4:04:25 AM >

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Post #: 1086
RE: 4 player game - 1/11/2019 4:19:42 AM   
peskpesk


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Not automatic: Allies now got 3 in defense vs 5,5. Invasion phase is before paradrop phase.
Shore bombardment adds 5,5 more to the attack 11 vs 3. Only +2. Para +1, Terr +1, Notional +1, Coop -1= +2.
Now over to ground suport combat. Axis could get +3 more to 14 vs 3.
Yes, CAP paradrop phase could have been better. TRS and ATR+PARA is nasty threat.

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Post #: 1087
RE: 4 player game - 1/11/2019 4:36:06 AM   
peskpesk


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Italy:
BB Conte Di Cavour, Littorio adds 5,5 to the attack at Jaffa

Ground support
CW CAP the Ground support and sends Hurrican to the fight.
Germany sends LND3 and TFR3 from Cyprus.

German FTR3 was destroyed and CW fighter aborted.




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< Message edited by peskpesk -- 1/11/2019 4:47:58 AM >


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Post #: 1088
RE: 4 player game - 1/11/2019 4:43:01 AM   
brian brian

 

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why 3 points of defense? It is a 1 combat factor ground unit in the hex.


tangents -

[the 1 factor TERR units are stronger when attacked by invasion or paratroopers in the hex adjacent, where they defend with 2 factors, if in supply, and don't suffer the +1 on the attack dice. not having "notional TERRitorials" in the adjacent hex has always seemed strange to me.]

[the WiF CAP rule is pretty weak. I wish the rule would allow you to fly a CAP mission, for the whole impulse, using a marker, rather than make the decision once per active phase. Oh, too bad, you flew CAP for the Port Strike phase, but no bombers appeared, so now your FTR can't do anything about this other kind of bombing in the hex. has never made sense to me.]

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Post #: 1089
RE: 4 player game - 1/11/2019 4:50:28 AM   
peskpesk


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1 For TERR
1 for City (Tel Aviv)
1 for Notional

-> 3 in defense

< Message edited by peskpesk -- 1/11/2019 4:51:54 AM >


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RE: 4 player game - 1/11/2019 4:52:26 AM   
peskpesk


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Ground support result





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Post #: 1091
RE: 4 player game - 1/11/2019 4:56:26 AM   
peskpesk


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Land combat





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RE: 4 player game - 1/11/2019 5:13:15 AM   
peskpesk


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Land Combat Result.


Fractional odds is good. Now a 5-1 assault.

The allied unit is destroyed.

The Die mod only shows +1. But I Think it should be +2.

+1 For Notional defenders included in combat.
+1 For TERR being stacked alone.
+1 Paradrop.
-1 Allied combat friction.

Correct or?

Anyway it did not effect the result. +1 -> 1S. +2 ->2S





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< Message edited by peskpesk -- 1/11/2019 5:14:49 AM >


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RE: 4 player game - 1/11/2019 5:48:15 AM   
peskpesk


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Rebase

Germany
ATR Patras->Famagusta

Italy
LND3 Warsaw -> 47,46

Japan
Nav2 65,168 -> Kirin
FTR2 63,154 -> Changchun

Regorg

Germany
ATR Reorg PARA at Jaffa

Ends on die less than 4 -> 6

Weather




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< Message edited by peskpesk -- 1/11/2019 5:51:40 AM >


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Post #: 1094
RE: 4 player game - 1/11/2019 5:57:10 AM   
peskpesk


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From: Stockholm, Sweden
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Manchuria






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Post #: 1095
RE: 4 player game - 1/11/2019 5:58:55 AM   
peskpesk


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Egypt\Syria etc.






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< Message edited by peskpesk -- 1/11/2019 5:59:12 AM >


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RE: 4 player game - 1/11/2019 6:00:01 AM   
brian brian

 

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Ahh thanks, forgot about Tel Aviv. There are older maps where that wasn’t a city hex, and I always forget that one.

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Post #: 1097
RE: 4 player game - 1/11/2019 8:14:37 AM   
Mayhemizer_slith


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Is there snow or fine on north temperate?

Why USSR 4-3 INF is OOS?

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Post #: 1098
RE: 4 player game - 1/11/2019 8:24:01 AM   
Orm


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It is snow in North Temperate.

This 4-3 INF? It is OOS because it is 4 hexes from a supply source and during snow the supply range is only three hexes.






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< Message edited by Orm -- 1/11/2019 8:25:43 AM >


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Post #: 1099
RE: 4 player game - 1/11/2019 1:00:50 PM   
Courtenay


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quote:

ORIGINAL: peskpesk

Land Combat Result.


Fractional odds is good. Now a 5-1 assault.

The allied unit is destroyed.

The Die mod only shows +1. But I Think it should be +2.

+1 For Notional defenders included in combat.
+1 For TERR being stacked alone.
+1 Paradrop.
-1 Allied combat friction.

Correct or?

Anyway it did not effect the result. +1 -> 1S. +2 ->2S

This looks like a bug to me. I suspect that MWiF is considering the notional to be a non-TERR unit, ignoring the explicit clarification that a TERR plus a notional gets the plus one.

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I thought I knew how to play this game....

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Post #: 1100
RE: 4 player game - 1/13/2019 2:22:50 PM   
jjdenver

 

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41 MA i11:
SU combined
CW naval

1 cp moves from Gib into CSV - intercept with IT SUB?




IT declines to intercept so cp continues to Caribbean.
2 other cp's move into Carib from nearby ports.
3 cp's move from Liverpool to USEC and 3 there RTB to ports adjacent to carib

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< Message edited by jjdenver -- 1/13/2019 2:29:27 PM >

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Post #: 1101
RE: 4 player game - 1/13/2019 2:26:25 PM   
peskpesk


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No,thx:

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Post #: 1102
RE: 4 player game - 1/13/2019 2:30:35 PM   
jjdenver

 

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A small CV TF from Liverpool moves into CSV - intercept?




IT declines to intercept and the TF moves into CVB 1 box.

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< Message edited by jjdenver -- 1/13/2019 2:39:48 PM >

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Post #: 1103
RE: 4 player game - 1/13/2019 2:34:49 PM   
peskpesk


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No, thx

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RE: 4 player game - 1/13/2019 2:40:33 PM   
jjdenver

 

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2 CA's move from Gib into W Med - intercept these?




6 is rolled so the cruiser TF sails into 3 box It Coast

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< Message edited by jjdenver -- 1/13/2019 2:44:11 PM >

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Post #: 1105
RE: 4 player game - 1/13/2019 2:41:44 PM   
peskpesk


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Yes, plz.

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RE: 4 player game - 1/13/2019 3:58:38 PM   
Mayhemizer_slith


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I continue impulse later tonight.

USSR sends subs and I will ask if any planes want to fly.

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Post #: 1107
RE: 4 player game - 1/13/2019 6:48:11 PM   
Mayhemizer_slith


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USSR subs to
Sea of Japan box 2
2x China Sea box 2
Japanese coast box 3


Allies initiate combat in 5 sea areas.




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Post #: 1108
RE: 4 player game - 1/13/2019 6:52:58 PM   
Mayhemizer_slith


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Japan has long range fighters in Japan and Manchuria that reach Sea of Japan.

Will they fly? Japan has CVPs on Sea of Japan already.




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Post #: 1109
RE: 4 player game - 1/13/2019 7:16:57 PM   
Mayhemizer_slith


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No planes to Sea of Japan.

Both roll 2, bad news for submarine crew.

Axis have 2 surprise points.

How do you play this?




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Post #: 1110
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