RE: 4 player E-mail: AAR (Full Version)

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warspite1 -> RE: 4 player E-mail: AAR (10/12/2017 8:51:11 PM)

The Engineers move in and I get a dialogue box saying Convoy has been overrun and forced to rebase.

This comes up twice - hopefully as there are two CP counters.

I am now in Rebase Overrun Units Digression phase. I pick up the first counter.

I put the counter into the Arctic and I get asked to intercept or not.

I say yes. I am told there is only one unit capable of initiating combat.

HMS York now shows as disorganised.

I shall fail the search with the Allies

I cannot move the CP anywhere but the Arctic O-box

I now get asked if I want to search with the Allies again

I say no with the CW and Yes with the US

Yep - the game just puts me in a perpetual search loop




warspite1 -> RE: 4 player E-mail: AAR (10/12/2017 8:56:41 PM)

Ah I think I know what is wrong - Hussah!!!




Orm -> RE: 4 player E-mail: AAR (10/12/2017 8:57:25 PM)

How about this in order to continue?

As I understand it the two intercept rolls in the Arctic was a failure. So lets redo the rebase without interception in either sea area. Then Allies miss out on a second attempt to destroy the CPs. Although the second sea area had lower chance of doing so. In compensation the Allied ships stay organized as if no intercept had taken place.




Orm -> RE: 4 player E-mail: AAR (10/12/2017 8:58:09 PM)


quote:

ORIGINAL: warspite1

Ah I think I know what is wrong - Hussah!!!

Goodie. Share, please. [:)]




warspite1 -> RE: 4 player E-mail: AAR (10/12/2017 9:02:09 PM)

Right I can try again. Is everyone happy that I use new dice throws? The alternative is to use what was used before and use them in order. Whatever peeps are happy with just let me know.




AllenK -> RE: 4 player E-mail: AAR (10/12/2017 9:07:46 PM)

I think the bug is the program letting you put the CP back into the Arctic.

Do the overrun as you have. If you decline the CW intercept, it then brings up the US forces and you can pick one of those CA's. Fail the search with the 5. Move the CP to the North Sea and CTRL left-click. When you press Ctrl while the CP is in the North Sea, you should see the X on the icon change to a wheel. The left click will then place the CP in the North Sea for the next intercpetion. That should bring up the next intercept box. Disorganise the CA. Input the 2 you rolled. You should then get options about air support. I think the Axis will be a no to that, so you can use the 7 for the Axis search roll. Then proceed with the naval combat. You'll have enough surprise points to destroy the CP.

Start again with the next CP. Input the 8 for the Arctic, move to the North Sea, roll again for an interception ...




warspite1 -> RE: 4 player E-mail: AAR (10/12/2017 9:07:59 PM)

Right, to move this along and hopefully allow me to get to beddy-bies at a reasonable time, I'm going to make an executive decision. I am going to use the dice throws as they came up in strict order. So that is:

5, 2, 7, 8, 7, 3




AllenK -> RE: 4 player E-mail: AAR (10/12/2017 9:11:29 PM)

... The 7 should fail the intercept in the North Sea and the CP return to Finland.




warspite1 -> RE: 4 player E-mail: AAR (10/12/2017 9:20:41 PM)

No that is the two that succeeds in the North Sea (so I need decisions on aircraft and I can't be doing with that now). I'll start again tomorrow but I am pretty sure this works now and I know what the issue was (which I shall explain).




AllenK -> RE: 4 player E-mail: AAR (10/12/2017 9:38:02 PM)

See my post 4985.

5 - failed interception Arctic.
2 - successful interception North Sea
No Axis air support
7 - Axis surprise roll
Destroy CP
8 - failed interception Arctic
7 - failed interception North Sea




Mayhemizer_slith -> RE: 4 player E-mail: AAR (10/13/2017 3:34:29 AM)

Any solution is fine for me. No need to make it too difficult. And they are not that important.




warspite1 -> RE: 4 player E-mail: AAR (10/13/2017 5:41:50 AM)

quote:

ORIGINAL: AllenK

See my post 4985.

5 - failed interception Arctic.
2 - successful interception North Sea
No Axis air support
7 - Axis surprise roll
Destroy CP
8 - failed interception Arctic
7 - failed interception North Sea
3 - discarded
warspite1

Yes, having run through last night, that is my understanding too - with the addition in bold. The only thing is whether the Allies (or the Axis in response) want to bring air in (when the action moves to the North Sea). I couldn't face that last night and by that time I think Ormster and Mayhemizer had retired for the evening anyway. I will run through when you guys are available to answer.

So to be clear and to avoid any confusion, I intend the six naval search rolls last night to be used for naval interception (as they were supposedly rolled for) and will be used (to the extent necessary) for that purpose only. Any unused rolls will be discarded. Equally if aircraft are brought in, then new rolls will be required for any air/naval combat aspect before switching back to the six previous rolls for naval interception in strict order.

The 'issue'
The reason for the problem was that the program wouldn't let me CTRL/Left-Click in the Norwegian Sea. Of course had I looked more carefully I would have seen that there were no units that could intercept and so I just needed to move on down to the North Sea. In fairness the program did say that there was no need to CTRL/Left-click in the Norwegian Sea, but I assumed (perhaps I can be forgiven for thinking this [;)]) that the program was bugged. The fact that I was asked for two search rolls for the Allies initially is still unexplainable - but didn't help my mind set at the time and simply added to my certainty that there was a bug. I then went backwards to the Arctic with the CP instead of forwards to the North Sea and this 'bug' was confirmed in my mind when the program put the CP into a never ending cycle of search in the Arctic. By that time I had obviously just confused myself and the program in equal measure....[8|][:D][:)]




Orm -> RE: 4 player E-mail: AAR (10/13/2017 7:14:07 AM)

No air support in the North Sea.




Mayhemizer_slith -> RE: 4 player E-mail: AAR (10/13/2017 9:02:52 AM)

No air support from Axis to North Sea.




warspite1 -> RE: 4 player E-mail: AAR (10/13/2017 4:34:39 PM)

AllenK said to send the CP to Finland. If he does this he gives an opportunity to the Soviet subs to attack the CP in the Baltic. I assume this was a mistake? Do you still want to send the CP to Finland or shall I put in Germany or Denmark?




Mayhemizer_slith -> RE: 4 player E-mail: AAR (10/13/2017 4:39:19 PM)

Kiel is good, thank you.




warspite1 -> RE: 4 player E-mail: AAR (10/13/2017 5:03:02 PM)

May/Jun 1942
Impulse: 9 (Allied)


Rebase Overrun Units Digression
Finland

With the port of Petsamo under attack and about to fall, the Finnish merchant shipping there, some loaded with valuable Nickel, depart post haste.

Six ships, unladen and so faster, escape the attentions of the patrolling forces in the Arctic Ocean, but their luck does not hold out for long. They are spotted by the Dutch cruiser De Ruyter specifically deployed in the North Sea to catch blockade runners. The Finnish merchants are dispatched to the bottom of the sea.

The second group of ships are luckier and manage to sail back to Kiel without detection.

[image]local://upfiles/28156/90466874F8B24EEB9FFD0448F1EFFCDC.jpg[/image]




warspite1 -> RE: 4 player E-mail: AAR (10/13/2017 5:15:19 PM)

May/Jun 1942
Impulse: 9 (Allied)


Land Combat (cont)
Soviet Union

In Manchuria the odds are heavily stacked against the Japanese 18th Army. The mechanised forces that Koniev can bring to bear prove too much for the weak Japanese Army reliant on banzai charges and much prayer. The Soviets know that with the elite formations of the Kwantung Army ahead of them, they are in for tougher days ahead.

The fractional odds succeeds and the dice throw is no longer required as it becomes 7:1
[image]local://upfiles/28156/4DD1962D464E4BAB817A177CA5B33C63.jpg[/image]




warspite1 -> RE: 4 player E-mail: AAR (10/13/2017 5:24:51 PM)

May/Jun 1942
Impulse: 9 (Allied)


Rebase:
United States
A Mitchell bomber unit heads for Bombay

France
A Flying boat units heads into the southern Indian Ocean and the island of Europa west of Madagascar.

Soviet Union
The Soviets rebase bomber units in the north and the south, and also send a fighter south in Manchuria.

Reorganisation: None

Turn End: The turn ends on less than 4 and a 2 is thrown.

Partisan: Rolls for NEI, India and France but none appear anywhere.




Mayhemizer_slith -> RE: 4 player E-mail: AAR (10/13/2017 6:08:58 PM)

Did you know that Germany had use for one more impulse? I bet you want to win initiative too? [:@]




Mayhemizer_slith -> RE: 4 player E-mail: AAR (10/13/2017 7:32:06 PM)

Units destroyed. I have to say that USSR did good job running away and saving their units. Germany destroyed more units in two rainy impulses during M/A.

[image]local://upfiles/39586/628F21E6909C47B48A5975894ABD3E12.jpg[/image]




Mayhemizer_slith -> RE: 4 player E-mail: AAR (10/13/2017 7:58:49 PM)

Turn end instructions or Germany

Prod Prelim: 2 more oil to production. Only 1 oil is saved, production is 33 BP's.

Germany reorganizes all units (2,75 oil) using two oil points in Budapest and on in Dresden.

Production 33
Germany adds Finnish units to force pool.
INF
MIL
CAV div
MOT x2
ARM
Pilot x2
FTR-3 x2
FTR-2

Germany liberates Lithuania.

Reinforcements
Pilots to FW 190 G-3, Do 217M and He 100.
MIL to Dusseledorf
GAR, MECH div and He 100 to Aachen
ENG div, 88mm AT gun, FW 190 and Do 217 to Königsberg
Fort to Gibraltar facing hexside 1 (NW)


Germany keeps sending 4 resources to Italy.




AllenK -> RE: 4 player E-mail: AAR (10/13/2017 8:50:19 PM)

Turn end for Italy and Japan

Prelim production.

Italy is good to go. 6 BP.

Japan - Send the synth oil to production (Tokyo). Save the two idle DEI oils at Batavia. Gives 14 BP and 2 saved oils.

Stay at Sea/RTB

Italy

Sub North Atlantic to Bremen.

2 CA's in Italian Coast stay at sea.

West Med - FTR to hex 75,40. Ships to La Spezia. Z.501 to hex 73,37. Erone to Hex 75,40.

Japan

Ships in China Sea 3-box stay at sea. CA in 0-box to Osaka.

CA in Marianas stays at sea.

Ships in South China Sea 3-box stay at sea. CVL and 3 BB to Saigon.

CP in Timor Sea to Fukuoka. CA to Bangkok.

Oil Use

Japan reorg all (1.85) use the 2 oils showing as Resource Palembang>=Batavia.

Italy reorg all for 2 points.

Production

Italy 6
FTR-2
Pilot
GARR

Japan 14
INF
GARR x2
FTR-2
Pilot
CV 2nd
CP

Destroy factory Shanghai.

Reinforcements

Italy - Pilots to NAV place at Genoa and Folgore to Rome. INF Genoa. MOT Turin. CP to La Spezia.

Japan - Pilot to Ki-44 place at Hiroshima. CP's to Osaka. AA to Kobe. INF to Osaka.




warspite1 -> RE: 4 player E-mail: AAR (10/13/2017 9:10:12 PM)

Turn end for the Soviet Union

Preliminary Production

37 points – 7 Oil saved of which the two in Baku go to Tehran to be saved (making three to be saved in Tehran) one each in Leningrad, Moscow, Barnaul and in place at Bushehr.

Soviet subs stay at sea in the Baltic

Oil in Bushehr used to reorganise 2 x bomber and Koniev

Production
2 x INF
3 x MIL
3 x GARR
2 x FTR (4)
2 x PIL
1 x CAV
1 x MOT
1 x ART (5)

Reinforcement
3 x MIL in Astrakhan, Saratov and Gorki
5-3 INF Gomel
4-3 INF Smolensk
4-1 GARR Kiev
6-4 INF Rostov
7-3 INF Bryansk
4-5 CAV Novgorod
3-3 INF Krasnodar
I-153 – Kursk
MiG-1 – Rostov
LaGG-1 - Bryansk




Centuur -> RE: 4 player E-mail: AAR (10/13/2017 9:14:48 PM)

Just one summer turn left for the Axis. And if you look at the reďnforcements at the Soviet side, things are looking very good for the Allies.

The Soviets loses 5 units and receives 10 back. That's pretty good for M/J 1942. Pretty good indeed...




AllenK -> RE: 4 player E-mail: AAR (10/13/2017 9:18:56 PM)

We have a cunning plan to lull the Allies into a genuine sense of security [8|].




brian brian -> RE: 4 player E-mail: AAR (10/14/2017 12:37:42 AM)

Genghis Khan was removed from the map though, smooth sailing for the Axis till he comes back, somewhere.




warspite1 -> RE: 4 player E-mail: AAR (10/14/2017 5:59:30 AM)


quote:

ORIGINAL: brian brian

Genghis Khan was removed from the map though, smooth sailing for the Axis till he comes back, somewhere.
warspite1

Well I've ordered a Cavalry from the latest Red Army R Us catalogue, so I'm sure Orm will tell you which of the three he picked out [:)]




Orm -> RE: 4 player E-mail: AAR (10/21/2017 8:06:20 AM)


quote:

ORIGINAL: warspite1

Turn end for the Soviet Union

Preliminary Production

37 points – 7 Oil saved of which the two in Baku go to Tehran to be saved (making three to be saved in Tehran) one each in Leningrad, Moscow, Barnaul and in place at Bushehr.


USA, and CW, did some changes in the convoy routes and that increased the Soviet production with one build point. The new production is 38 build points. Any suggestion on how this affects the Soviet production?




warspite1 -> RE: 4 player E-mail: AAR (10/21/2017 8:31:56 AM)


quote:

ORIGINAL: Orm


quote:

ORIGINAL: warspite1

Turn end for the Soviet Union

Preliminary Production

37 points – 7 Oil saved of which the two in Baku go to Tehran to be saved (making three to be saved in Tehran) one each in Leningrad, Moscow, Barnaul and in place at Bushehr.


USA, and CW, did some changes in the convoy routes and that increased the Soviet production with one build point. The new production is 38 build points. Any suggestion on how this affects the Soviet production?
warspite1

Coolio - I'd replace the MOT with a MECH please.




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