RE: Bob Flemin's MWIF AARse II The Sequel (Full Version)

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warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 2:11:56 PM)

Mar/Apr 1943
End of Turn

After another equally as quiet turn for the Axis (due to the weather) the turn ends. A Partisan appears in Katowice.




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 3:10:18 PM)

Mar/Apr 1943
Production

Germany:
Armour
Motorised
Mechanised
4 x Pilot
Nav Air
Land Air
2 x Fighter
Field Artillery
Mountain
Cavalry
Mtn Division

Italy:
Infantry
Infantry Division

Japan:
3 x Carrier Air
3 x Pilot
Armour
Garrison
Marine Division




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 3:22:27 PM)

Mar/Apr 1943
Production

China:
Garrison
Motorised

CW:
Infantry
Audacious
Conqueror
Field Artillery
Armour
2 x Pilot
Land Air
Carrier Air

USA:
AMPH
2 x TRS
Wasp
Ark Royal and Bonaventure
Detroit
Sub Construction
4 x Pilot
2 x Fighter
2 x Nav Air
2 x Land Air (4)
3 x Land Air (3)
Mechanised

USSR:
5 x Infantry
3 x Pilot
2 x Fighter
Land Air
Armour








warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 3:26:27 PM)

May/Jun 1943
Reinforcement

Germany:
Fighter
Land Air
2 x Infantry
Mountain
Mechanised
Field Artillery
Anti-Tank

Italy:
Sparviero
Engineer Division

Japan:
Amagi has been placed in the Construction Pool
Fighter
Nav Air
2 x Infantry




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 3:29:08 PM)

May/Jun 1943
Reinforcement

China:
Submarine has been placed in the Construction Pool
Land Air
Infantry

CW:
Canada has been placed in the Construction Pool
Naiad
Euryalus
2 x Fighter
3 x Carrier Air
Nav Air
Land Air
Infantry

USA:
Fighter
Carrier Air
Armour
Field Artillery
Anti-Aircraft
Mountain

USSR:
2 x Militia
5 x Infantry
Mechanised
HQ Infantry




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 6:18:51 PM)

And so as we are about to enter the summer of 1943, what is the state of play?

First its the Mediterranean:

The Allies have landed on Sardinia and conquered the island. The first American ground troops have just arrived in the theatre and the Italian units in North Africa are living on borrowed time.

As a word of caution, the German and Italian naval air are pretty strong and the Germans have more reinforcements on the way. If taking North Africa is going to be relatively easy, taking Italy is going to need a lot more effort....

[image]local://upfiles/28156/2009A93D28BB46EEA5B180421116C085.jpg[/image]




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 6:27:17 PM)

Meanwhile in the east, the Germans are on a sort of stop/start/stop/start routine in the Soviet Union.

The Germans (of course) need more units, but with some good dice and a long summer turn, the Soviets could be split properly in two and Moscow placed under threat.

[image]local://upfiles/28156/08C6627C6CED45FD847D6CFAED30324C.jpg[/image]




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 6:30:09 PM)

China has gone well for the Japanese, although they are struggling with a lack of HQ's. They need to pinch out the Chinese Communists in the northeast of the country pretty quickly.

[image]local://upfiles/28156/66EE29EE26E048EE9E28E983774BBDA9.jpg[/image]




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 6:34:24 PM)

The NEI, Philippines, Malaya and French Indo-China are all firmly under the Japanese Greater East Asia Co-Prosperity Sphere or something...

[image]local://upfiles/28156/DF355C9A80344D37AA985ABDFFF858BC.jpg[/image]




Orm -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 8:02:44 PM)


quote:

ORIGINAL: warspite1

And so as we are about to enter the summer of 1943, what is the state of play?

First its the Mediterranean:

The Allies have landed on Sardinia and conquered the island. The first American ground troops have just arrived in the theatre and the Italian units in North Africa are living on borrowed time.

As a word of caution, the German and Italian naval air are pretty strong and the Germans have more reinforcements on the way. If taking North Africa is going to be relatively easy, taking Italy is going to need a lot more effort....

[image]local://upfiles/28156/2009A93D28BB46EEA5B180421116C085.jpg[/image]

As the Western Allies I would consider moving a fleet, covered by 3 long range fighters from Malta, and then invade Albania. Then move in 4 Corps or more into Albania in order to align Yugoslavia to the Western Allies. Thereafter I would begin a campaign to knock Italy out of the war. Italy see light out on land units.

Attacking Italy from Yugoslavia combined with invasions could bring down Italy fast unless Germany brings reinforcements. And if Germany bring reinforcements then that could be the end of the German offense in USSR.

Could be a fun campaign for the Allies since Axis has strong naval air power. [:)]




Orm -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 8:04:36 PM)

Do you scrap weak units with USSR? If not I think it is time to begin to scrap the weakest ones.




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 8:05:47 PM)

Invading Albania is one of the things I am weighing up. However, that was in order to provide additional airbases. I did not think about Yugoslavia as I did not know this was a possibility - how does aligning work?




Orm -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 8:06:58 PM)

Time for CW and US to gear up for a land war.

Do CW even build more land units than they lose?




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 8:06:58 PM)


quote:

ORIGINAL: Orm

Do you scrap weak units with USSR? If not I think it is time to begin to scrap the weakest ones.
warspite1

I scrap very little really. What strength do you suggest should be scrapped? 3's? 4's?




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 8:08:43 PM)


quote:

ORIGINAL: Orm

Time for CW and US to gear up for a land war.

Do CW even build more land units than they lose?
warspite1

Agreed. I have done building carriers and battleships now. This is all about getting bodies ashore on the Mediterranean shore and taking the pressure off the Soviets.




Orm -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 8:12:30 PM)

quote:

ORIGINAL: warspite1


quote:

ORIGINAL: Orm

Do you scrap weak units with USSR? If not I think it is time to begin to scrap the weakest ones.
warspite1

I scrap very little really. What strength do you suggest should be scrapped? 3's? 4's?


INF, MOT, MECH and ARM that has same, or less, in combat strength than their cost to build should now be scrapped. So it is time to remove a ARM with a strength of 6 or less.

Mech and ARM can be scrapped due to that the 2d10 combat table is not used.




Orm -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 8:14:36 PM)


quote:

ORIGINAL: warspite1

Invading Albania is one of the things I am weighing up. However, that was in order to provide additional airbases. I did not think about Yugoslavia as I did not know this was a possibility - how does aligning work?

CW can declare that Yugoslavia is aligning with it during any Allied declaration of war step if Yugoslavia is neutral and there are a total of 4 or more CW corps in any adjacent countries and that includes Albania.




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 8:14:37 PM)


quote:

ORIGINAL: Orm


quote:

ORIGINAL: warspite1


quote:

ORIGINAL: Orm

Do you scrap weak units with USSR? If not I think it is time to begin to scrap the weakest ones.
warspite1

I scrap very little really. What strength do you suggest should be scrapped? 3's? 4's?


INF, MOT, MECH and ARM that has same, or less, in combat strength than their cost to build should now be scrapped. So it is time to remove a ARM with a strength of 6 or less.

Mech and ARM can be scrapped due to that the 2d10 combat table is used.
warspite1

I'm not using the 2d10 table in this AAR.

I don't know if I'm brave enough to scrap units that big!!




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 8:15:38 PM)


quote:

ORIGINAL: Orm


quote:

ORIGINAL: warspite1

Invading Albania is one of the things I am weighing up. However, that was in order to provide additional airbases. I did not think about Yugoslavia as I did not know this was a possibility - how does aligning work?

CW can declare that Yugoslavia is aligning with it during any Allied declaration of war step if Yugoslavia is neutral and there are a total of 4 or more CW corps in any adjacent countries and that includes Albania.
warspite1

Alrighty then - that sounds like a plan. P.S. Do not tell Adolf or Benito....[:-]




Orm -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 8:19:35 PM)

quote:

ORIGINAL: warspite1


quote:

ORIGINAL: Orm


quote:

ORIGINAL: warspite1


quote:

ORIGINAL: Orm

Do you scrap weak units with USSR? If not I think it is time to begin to scrap the weakest ones.
warspite1

I scrap very little really. What strength do you suggest should be scrapped? 3's? 4's?


INF, MOT, MECH and ARM that has same, or less, in combat strength than their cost to build should now be scrapped. So it is time to remove a ARM with a strength of 6 or less.

Mech and ARM can be scrapped due to that the 2d10 combat table is used.
warspite1

I'm not using the 2d10 table in this AAR.

I don't know if I'm brave enough to scrap units that big!!


I meant to write that the 1d10 combat table is used. My bad.[:(]

I think that USSR has plenty of land units to build at the moment. If they do then begin scrapping those unit types that they have plenty to build.

In my opinion all countries should scrap more units as more units are added to the force pools. One should be careful with scrapping with those countries where you empty the force pools. But other than that you should begin to scrap. Besides, how will you learn if you do not scrap to much in a game?




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (1/13/2014 8:23:21 PM)


quote:

ORIGINAL: Orm

quote:

ORIGINAL: warspite1


quote:

ORIGINAL: Orm


quote:

ORIGINAL: warspite1


quote:

ORIGINAL: Orm

Do you scrap weak units with USSR? If not I think it is time to begin to scrap the weakest ones.
warspite1

I scrap very little really. What strength do you suggest should be scrapped? 3's? 4's?


INF, MOT, MECH and ARM that has same, or less, in combat strength than their cost to build should now be scrapped. So it is time to remove a ARM with a strength of 6 or less.

Mech and ARM can be scrapped due to that the 2d10 combat table is used.
warspite1

I'm not using the 2d10 table in this AAR.

I don't know if I'm brave enough to scrap units that big!!


I meant to write that the 1d10 combat table is used. My bad.[:(]

I think that USSR has plenty of land units to build at the moment. If they do then begin scrapping those unit types that they have plenty to build.

In my opinion all countries should scrap more units as more units are added to the force pools. One should be careful with scrapping with those countries where you empty the force pools. But other than that you should begin to scrap. Besides, how will you learn if you do not scrap to much in a game?
warspite1

True. I will scrap more and explore what is a sensible level. I won't go straight in with the 6 Armour though [;)]




Orm -> RE: Bob Flemin's MWIF AARse II The Sequel (1/14/2014 6:27:08 PM)


quote:

ORIGINAL: warspite1

Thank-you.

Mmm maybe - I cannot remember what the position was but that at least sounds plausible. I wonder how many of these optionals are actually worthwhile in terms of really useful additions to a strategic level game?

Have to think about that some more and will look out for it in future air combats.


I think that most of these options are both useful additions and worthwhile.

But while learning MWIF and the rules it might be better to begin with fewer options and then add rules later on.

At times it can be fun to play with fewer options for a faster game. To me most options add a layer of realism and fun to MWIF.




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (1/14/2014 6:56:02 PM)


quote:

ORIGINAL: Orm


quote:

ORIGINAL: warspite1

Thank-you.

Mmm maybe - I cannot remember what the position was but that at least sounds plausible. I wonder how many of these optionals are actually worthwhile in terms of really useful additions to a strategic level game?

Have to think about that some more and will look out for it in future air combats.


I think that most of these options are both useful additions and worthwhile.

But while learning MWIF and the rules it might be better to begin with fewer options and then add rules later on.

At times it can be fun to play with fewer options for a faster game. To me most options add a layer of realism and fun to MWIF.

warspite1

I think for the board game something like the twin-engined fighter rule is probably just something else to learn, and have to think about, and then forget to implement - without any appreciable benefit. With MWIF its less of a problem as the game implements the rule for you - you just have to know the rule in the first place!




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (1/14/2014 7:03:46 PM)

So a few questions for the good peeps on the forum:

1. What is the optimal number of HQ that Japan need to keep in China?

2. How big a perimeter should the Japanese go for?

3. What are the must-have territories the Japanese need to seize and/or hold?




Centuur -> RE: Bob Flemin's MWIF AARse II The Sequel (1/14/2014 8:26:08 PM)

1. Sorry, but I don't know that answer at the moment, because of the unified map. It probably also matters how far are you inland. I would guess at least 2.

2. As big as possible, however, don't overextend in one direction.

3. Hexes which are important for your economy (factories, resources and the transportation system for it). Important other hexes are all objectives hexes, since they are also strategic important area's for you defense. That's about it.




warspite1 -> RE: Bob Flemin's MWIF AARse II The Sequel (1/14/2014 8:29:30 PM)


quote:

ORIGINAL: Centuur

1. Sorry, but I don't know that answer at the moment, because of the unified map. It probably also matters how far are you inland. I would guess at least 2.

2. As big as possible, however, don't overextend in one direction.

3. Hexes which are important for your economy (factories, resources and the transportation system for it). Important other hexes are all objectives hexes, since they are also strategic important area's for you defense. That's about it.
warspite1

1. I've got 4 and a ton of units out of supply as it is! [X(]




Klydon -> RE: Bob Flemin's MWIF AARse II The Sequel (1/14/2014 8:34:10 PM)

As a newb myself:

1. Looking at post 788 map, I would say one in the north by the Manchurian border until you get a handle on the Chi-Coms and one in the south. Unfortunately, the Chinese theater is a mess at the moment as I think the Japanese have played into the Chinese hand. There is no real front line and no concentration of Japanese force that are capable of doing much. With the Chinese in control of so many of their own cities, they can bring in new units all over the map to cause some major headaches for the Japanese.

2. By Perimeter, I assume you mean how much territory should the Japanese try to seize? I don't know that there is enough information to make a real informed reply. First, how does the US look in the Pacific? Specifically, how many amphibs, transports, and marines do they have? Does it look like the US is going to do a "Euro first" priority? When the US gets a good amount of transports, marines, and amphib units is when they can consider making a dent in the Japanese defensive perimeter. To the east, there is really nothing for Japan to seize and try to hold. The bulk of the fleet should be there however in an attempt to wipe out any American progress at counter attacking and setting up bases to move across the Pacific. To the south, how does Australia look? Lot of space for 3 resources. I would not consider going there unless it is totally undefended. Obviously, you want to get into Rabaul. Any place with a major port is to be taken and held. This will help prevent the Allies from projecting a lot of strength high up in the sea zone box. To the south west, there are possibilities after securing the NEI. Getting into a under defended India (looks like you may be working on that) with the resources there can be productive and easy to defend depending on the state of the Euro Axis and the CW navy. It is certainly out of reach of the US. Again, places with major ports should be targeted if you can. Japan using offensive chits for super combines is what I see them looking at doing.

3. Major ports. Put as much white print stuff there as possible. Holding Malaya and the NEI is required for your economy to remain at the highest possible level along with keeping China stable.

My 2 cents. [:D]




Centuur -> RE: Bob Flemin's MWIF AARse II The Sequel (1/14/2014 8:43:03 PM)

quote:

ORIGINAL: warspite1


quote:

ORIGINAL: Centuur

1. Sorry, but I don't know that answer at the moment, because of the unified map. It probably also matters how far are you inland. I would guess at least 2.

2. As big as possible, however, don't overextend in one direction.

3. Hexes which are important for your economy (factories, resources and the transportation system for it). Important other hexes are all objectives hexes, since they are also strategic important area's for you defense. That's about it.
warspite1

1. I've got 4 and a ton of units out of supply as it is! [X(]


You did overstretch yourself in China. If you want to kill the Chinese, make sure that they don't move units behind your lines. Now that is easier said than done. I'm slowly coming to the conclusion that if the Japanese don't see that China will collapse in the summer of 1941 (and you can make that conclusion about N/D 1940), it might be better for the Japanese to go in a defensive poster on that front to preserve units and only attack the Chinese if they can kill units without a huge risk for their own units...




Orm -> RE: Bob Flemin's MWIF AARse II The Sequel (1/14/2014 9:25:23 PM)

Japan needs more cheap units to begin containing the Chinese. Then you need to try define a front versus the Chinese and kill off the units behind that front.

Edit: I would leave a white print unit and a cheap unit in Kunming and then abandon the Burma road and the surrounding mountains. The units in Burma should move towards the coast in order to get sea supply instead by the Burma road.




IKerensky -> RE: Bob Flemin's MWIF AARse II The Sequel (1/15/2014 12:43:53 AM)


quote:

ORIGINAL: warspite1

Nov/Dec 1939
Impulse: 9

Right - enough is enough. The Germans declare war. Adolf gives the usual turgid rant to a select group of generals at No.3 The Beerhall, Munich:

"Fellow Germans. As you know, I am a peaceful person, I am a tolerant person. In fact there's only two things I hate in this world. People who are intolerant of other people's cultures..... and the Dutch".

[Cue much applause]

"For this reason I attack Holland tomorrow...what? oh yes, and Belgium too".

[image]local://upfiles/28156/FD4433B7AA0B43289051AA669C7997F0.jpg[/image]



I know that I am late to this but once more I see people putting a unit in Bruxelles... Dont do it.

Garnison Liège but let Bruxelles empty if there is no German para, you cant attack what is not there so it make the capital invulnerable. Of course if you are playing with no ZOC on surprise turn... Stop doing it :p




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