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

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AllenK -> RE: 4 player E-mail: AAR (6/26/2016 9:11:44 PM)

Japan uses the 70mm Art to ground strike the units SW of Yenan. 2 CVP's take a long-shot at Canton Mil in the South.

Stuka's ground-strike a stack of 2 Spanish units in the North, while Do-17's strike Barcelona.

First up the Stukas, who get things off to a good start.



[image]local://upfiles/47730/61F2629BB1874DB49A561512E14D78D4.jpg[/image]




AllenK -> RE: 4 player E-mail: AAR (6/26/2016 9:15:32 PM)

The Do-17's cause much panic and suffering amongst the civilian population but fail to hit anything of military significance.

[image]local://upfiles/47730/8479946C34BB4380A0D4AA4A08E3C498.jpg[/image]




AllenK -> RE: 4 player E-mail: AAR (6/26/2016 9:17:55 PM)

Japanese gunners also miss the mark.

[image]local://upfiles/47730/436914EE45A74CF6B0DE899049E524C4.jpg[/image]




AllenK -> RE: 4 player E-mail: AAR (6/26/2016 9:20:17 PM)

The Navy pilots make up for it.

[image]local://upfiles/47730/96FDB8192BD840F7A7E521748EB76556.jpg[/image]




AllenK -> RE: 4 player E-mail: AAR (6/26/2016 9:46:09 PM)

Rail move
MIL from Budapest to Lodz
MIL from Calais to Copenhagen
INF from Memel to Calais

Northern China after Japanese moves.

[image]local://upfiles/47730/565CB8BB415442A881B9273873CEB383.jpg[/image]




AllenK -> RE: 4 player E-mail: AAR (6/26/2016 9:47:18 PM)

Southern China

[image]local://upfiles/47730/2393F237E7AE4D7984EF49A61019CB6A.jpg[/image]




brian brian -> RE: 4 player E-mail: AAR (6/27/2016 4:50:52 AM)


quote:

ORIGINAL: Orm

quote:

ORIGINAL: Barbuesque

I think there should be just 1 US entry roll for Spain, not 1 for Italy and Germany each. Is that a bug? I think I have seen that happen before too.

No, there is two rolls if they both declare war. This has been confirmed by the highest authority.

You can avoid the two rolls by only declaring war with Germany, and Italy goes to war with Spain if Spain is aligned to a major power that Italy is at war with. In this game Spain was forced to align with CW or France so Italy would have been at war with Spain either way. But without the DOW there is no surprise effects. So if Italy wants to surprise Spain then they must DOW and suffer the extra US entry roll.




I Played This Wrong for a couple decades, until I learned the correct rule implementation on this website.




warspite1 -> RE: 4 player E-mail: AAR (6/27/2016 7:11:36 PM)

Gents

Re the issue with the synth plant, if this proves to be an issue - and it appears the advice is not to fix it via the de-bugger - then I am sure we can come up with something to make up for the Italian points lost.

Let's see the actual effect and then work something out.




AllenK -> RE: 4 player E-mail: AAR (6/28/2016 8:49:14 PM)


quote:

ORIGINAL: warspite1

Gents

Re the issue with the synth plant, if this proves to be an issue - and it appears the advice is not to fix it via the de-bugger - then I am sure we can come up with something to make up for the Italian points lost.

Let's see the actual effect and then work something out.


Yes, Orm has already made a start on that by halting the CW advance in Libya before the crucial hex the Synth must be deployed in was taken. We'll just have to fudge something together.




AllenK -> RE: 4 player E-mail: AAR (6/28/2016 8:55:49 PM)

German forces pour through the undefended passes in the Pyrenees and enter the plains of Spain (where the rain mainly falls). The skies over Madrid blossom with multiple silken canopies as paratroopers descend on the city as Ju-88's attack the defences. What would the CW like to do in respect of the notional. Including it gives final odds of 8:4 (2:1), with an additional +1 to the die due to the notional being disorganised. Not including it gives odds of 8:3 (still 2:1 but with a chance of the fractional making it 3:1) but no addition to the attack roll.

Meanwhile, the Italian 1st Inf Div invades the hex in between Valencia and Cartagena. I include the notional as the attack is automatic and at one point there were problems with automatic attacks where the notional wasn't included.

In China, Japanese forces attack the Canton Mil in the south of the country. A fighter flies in ground support role. Odds are 3:1.

Assaults for both the non-automatic attacks?

[image]local://upfiles/47730/63A63B02F00A4E08A5683039E520A7F8.jpg[/image]




Centuur -> RE: 4 player E-mail: AAR (6/28/2016 9:04:43 PM)

What I'm more comfortable with, where the debug tool is concerned, is to give the Italians saved build points. That's a part of the debug tool which I've never seen causing problems, if you add those in the right phase of the game. The RTB phase of the Italian fleet just before the Italians end that phase (after the Axis have moved all ships back to port first) is the best one to add those build points. It might still be risky, but a lot less dangerous as compared with adding oil resources to the game or making changes between the force pools themselves.

I've added build points before to games and never got stuck if I did this during the phase I've mentioned.

Thing is also: if the CW takes the hex, the SYNTH should be removed from the production force pool it is currently in. If you are able to test this, this problem might probably be best solved this way.




AllenK -> RE: 4 player E-mail: AAR (6/28/2016 9:14:37 PM)

quote:

ORIGINAL: Centuur

What I'm more comfortable with, where the debug tool is concerned, is to give the Italians saved build points. That's a part of the debug tool which I've never seen causing problems, if you add those in the right phase of the game. The RTB phase of the Italian fleet just before the Italians end that phase (after the Axis have moved all ships back to port first) is the best one to add those build points. It might still be risky, but a lot less dangerous as compared with adding oil resources to the game or making changes between the force pools themselves.

I've added build points before to games and never got stuck if I did this during the phase I've mentioned.

Thing is also: if the CW takes the hex, the SYNTH should be removed from the production force pool it is currently in. If you are able to test this, this problem might probably be best solved this way.



Looking at the historical description, it says if the hex is captured while the Synth Oil is in production it still arrives but damaged and must be repaired, so we can't get rid of it that way. Nice idea though.

I suppose in a damaged state nobody gets the oil so it could just be left like this and an 8 BP boost to the Italians used to build the other Synth Oil. Then the only 'damage' is the late arrival and loss of 2 oil (I think) that it would have generated.




AllenK -> RE: 4 player E-mail: AAR (6/28/2016 9:33:06 PM)

I think I might have a solution based upon Centuur's idea. If we allow the build of the Libyan Synth Oil and let it generate oil points, then there would be no loss of oil. In the meantime, using the 8 BP boost, the Italians build the Synth they'd intended. When this starts producing, the Libyan one is idled for the rest of the game (or 10 BP's are sacrificed and 6 turns later it can then start production). CW can be free to capture the hex if they want once it is idled and either keep it idle or sacrifice the 10 BP's and start it producing after 6 turns as per the Italians. The historical description says whichever power owns the El Agheila hex may build it, so this still caters for that eventuality.

Thoughts?




warspite1 -> RE: 4 player E-mail: AAR (7/1/2016 5:18:14 AM)

The Ormster is currently unavailable and so this will need to wait for his return. Will come back on this as soon as.




Orm -> RE: 4 player E-mail: AAR (7/3/2016 7:19:40 PM)


quote:

ORIGINAL: AllenK

German forces pour through the undefended passes in the Pyrenees and enter the plains of Spain (where the rain mainly falls). The skies over Madrid blossom with multiple silken canopies as paratroopers descend on the city as Ju-88's attack the defences. What would the CW like to do in respect of the notional. Including it gives final odds of 8:4 (2:1), with an additional +1 to the die due to the notional being disorganised. Not including it gives odds of 8:3 (still 2:1 but with a chance of the fractional making it 3:1) but no addition to the attack roll.

Meanwhile, the Italian 1st Inf Div invades the hex in between Valencia and Cartagena. I include the notional as the attack is automatic and at one point there were problems with automatic attacks where the notional wasn't included.

In China, Japanese forces attack the Canton Mil in the south of the country. A fighter flies in ground support role. Odds are 3:1.

Assaults for both the non-automatic attacks?

[image]local://upfiles/47730/63A63B02F00A4E08A5683039E520A7F8.jpg[/image]

No notional on the Madrid Attack (making it 8:3).

Assaults on both attacks.





AllenK -> RE: 4 player E-mail: AAR (7/3/2016 7:34:12 PM)

The Japanese attack continues the tradition of low combat rolls.

[image]local://upfiles/47730/2835F209C03E4A91A8FED3ADF959EB58.jpg[/image]




AllenK -> RE: 4 player E-mail: AAR (7/3/2016 7:38:34 PM)

The airborne effort goes equally badly.

[image]local://upfiles/47730/194F50C293084314A062AB33CF3C5D61.jpg[/image]




AllenK -> RE: 4 player E-mail: AAR (7/3/2016 7:49:39 PM)

The Italian Inf Div gets ashore in Spain.

Bf110 rebases to Saragossa, Bf109 in Toulouse rebases to Spain hex [66,26] west of Barcelona.

No reorgs

Weather stays pretty much fine.

[image]local://upfiles/47730/9521C088D90B41D8BD6279BB5B0FCAED.jpg[/image]




Mayhemizer_slith -> RE: 4 player E-mail: AAR (7/3/2016 8:40:08 PM)

Paratroopers are good for nothing! I warn you Allies, never built them!




Orm -> RE: 4 player E-mail: AAR (7/4/2016 7:06:50 PM)

Paratroopers. What a brilliant idea. [:)]

Execution slightly flawed but I am sure that can be improved. Just need to remember rolling tens instead. [;)]




Courtenay -> RE: 4 player E-mail: AAR (7/4/2016 8:38:23 PM)


quote:

ORIGINAL: Orm

Paratroopers. What a brilliant idea. [:)]

Execution slightly flawed but I am sure that can be improved. Just need to remember rolling tens instead. [;)]


I always play the game badly; I can't roll the 10s at need.... [:)]




Orm -> RE: 4 player E-mail: AAR (7/5/2016 8:42:05 PM)

No declarations of war.

Land: China, CW
Combined: USSR, USA
Naval: France

No Port Strikes. No naval air. No naval movement.

Strasbourg initiate combat in the Western Mediterranean. No additional Allied air support. Will Germany or Italy fly any air support to the West Med? Italy has one fighter available and Germany has two.

[image]local://upfiles/29130/F28640C34A1D435B91B454586D771140.jpg[/image]
Picture from May/Jun '40 Impulse #5 (Allied) - Naval Combat




AllenK -> RE: 4 player E-mail: AAR (7/5/2016 8:49:49 PM)

No additional fighters, thanks.




Orm -> RE: 4 player E-mail: AAR (7/5/2016 8:56:53 PM)

Allied roll a 9 and Axis a 5 so there is no combat in the West Med. [sm=sad-1361.gif]




Orm -> RE: 4 player E-mail: AAR (7/5/2016 9:00:53 PM)

Warspite1 has, unfortunately, not had time to look at the situation but hope that he will be able to do so tomorrow. Therefore I will not continue further tonight.




Orm -> RE: 4 player E-mail: AAR (7/7/2016 7:08:57 PM)

No strategic bombing. No ground strikes.

USSR rail a infantry corps from Vitebsk to Zhukov in Karelia.

Minor adjustments of the defensive lines in China. USSR moves one unit to the Finnish border in Karelia.

Shocked by the ferocity of the German onslaught, the Spanish government declare Madrid a open city.

CW forces in Gibraltar move into Spain. A CW MIL in Bayonne change place with a Spanish MOT in Bilbao. Franco (HQI) move to Gibraltar. CW also move a corps from Rabat to Tangier.

No land combats.

CW rebase one bomber from Malta to Melilla. CW also rebase a Hurricane from Bayonne to Southern Spain.

No reorganization.

[image]local://upfiles/29130/8DEAB767F12F45B9A556736731108C87.jpg[/image]
Picture from May/Jun '40 Impulse #5 (Allied) - Reorganization




AllenK -> RE: 4 player E-mail: AAR (7/7/2016 8:39:13 PM)

M/J 40 Axis 6

No DoW

Germany Land. Italy & Japan Combined.

Jap Trans takes Kyoto Mil to Seoul.

1 sea zone to initiate combat and the Italians do so with the Ftr.

[image]local://upfiles/47730/2C63125729EA456DBB45D8461CE4E85A.jpg[/image]




AllenK -> RE: 4 player E-mail: AAR (7/7/2016 8:44:44 PM)

The Axis don't fly any additional air. Allies can fly Spanish Ftr to 0-box, Hampden to 2-box or Blenheim to 3-box.

Underneath the Italian Nav in the 2-box is a 4-factor Ftr.

Any orders to scramble?

[image]local://upfiles/47730/87C417D4B48B429DAFE43CFEF94724E8.jpg[/image]




Orm -> RE: 4 player E-mail: AAR (7/7/2016 9:12:22 PM)

quote:

Any orders to scramble?

No, thank you.

And the French Submarines dives and hide.




AllenK -> RE: 4 player E-mail: AAR (7/7/2016 9:25:50 PM)

Searches: Axis 4, Allies 6. No combat.

Ground strikes: Bf110 and 105mm artillery hits Barcelona. Bf110 lands back to Saragossa.

They achieve some success.

[image]local://upfiles/47730/A71218C1FDD0480BA92AAE5BBE082654.jpg[/image]




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