RE: 4 player game (Full Version)

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peskpesk -> RE: 4 player game (1/6/2019 7:41:55 PM)

Mar\Apr 1941 i7 Weather


[image]local://upfiles/9545/EBA27546D54640CC8B6FDE7A9A4BD614.jpg[/image]




jjdenver -> RE: 4 player game (1/7/2019 12:49:58 PM)

quote:

ORIGINAL: brian brian


quote:

ORIGINAL: rkr1958

FYI - those 3 NEI CP's in Liverpool will reduce movement by 1 of any RN ships based there. Also, the CP's will have their movement reduced by 1 too.


that is correct, but that is one of the silliest rules in the game. we use a bit of a ghost of WiF past House Rule and ignore it in one sense; in olden times, before Convoys in Flames counters came out, you just used the CP counters of the controlling Major Powers (because there were no counters for the minors) and co-operation issues with various merchantmen goes away. though there is still woe to the Allies when minor TRS try and go places....


Oh thank you - I thought it was only major power units mixed in that caused loss of movement. :(

This is a good lesson for me.

EDIT: I see by later posts that it's only minor units as I first thought.





jjdenver -> RE: 4 player game (1/7/2019 2:34:09 PM)

41 MA i7:
SU land, CW land.

Zhukov rails to N of Voronezh
AA rails to Krasnoyarsk

land moves:
CH: Kunming MIL moves 1 hex SW & flips
CW: units in Burma converge on parti. small shuffle in UK. Defenses in Egypt/Syria are adjusted.
FF: TER moves back into Beirut.




brian brian -> RE: 4 player game (1/7/2019 3:00:29 PM)

I think the issue & memory that triggered my hazy mis-read of the potential stacking problem was the fun of returning various minor country convoy points to base, where they can't stack together.

The colorful minor counters look good on the map, and are a nice tribute to the sailors of small countries, who did not sign up to fight in a war, but ended up doing so anyway. To have a rules mechanism change just because of the creation of a new counter seemed so trivial that we just ignored the Cooperation rule, but only for these CPs, and via simply using the original rules process of treating minor CPs as CPs of the controlling Major Power, rather than units of the rapidly conquered minor country, forever and ever, amen.




Mayhemizer_slith -> RE: 4 player game (1/8/2019 2:36:28 PM)

In Manchuria USSR units retreat in good order.


Land combat
CW attacks partisan in Burma.

Is this assault?

[image]local://upfiles/39586/3A9E59A8FC724D05A5CDDC26BCB6D386.jpg[/image]




Mayhemizer_slith -> RE: 4 player game (1/8/2019 2:37:51 PM)

Manchuria after land movement.

[image]local://upfiles/39586/016A704464E54A02AD4C9FE5E28A895C.jpg[/image]




peskpesk -> RE: 4 player game (1/8/2019 4:03:45 PM)

Yes, assault plz.




Mayhemizer_slith -> RE: 4 player game (1/8/2019 4:09:35 PM)

Partisan is gone, CW units are disorganized.

[image]local://upfiles/39586/15E4C28752904D3BB237C049DCB195E5.jpg[/image]




Mayhemizer_slith -> RE: 4 player game (1/8/2019 4:25:41 PM)

USSR rebase Su-2 one hex west.

USSR reorg 3 units in Manchuria.





Mayhemizer_slith -> RE: 4 player game (1/8/2019 4:32:14 PM)

Turn continues on a 10.




Orm -> RE: 4 player game (1/9/2019 2:56:07 PM)

No declarations of war.

Land: Germany, Japan
Combined:
Naval: Italy

Italy bomb the British cruisers in Suez.

[image]local://upfiles/29130/32A7475A792A464F940D9AE9A906F947.jpg[/image]
Picture from Mar/Apr '41 Impulse #9 (Axis) - Port Strike




Orm -> RE: 4 player game (1/9/2019 3:04:45 PM)

CW has two surprise points to spend (Allies roll 1, Axis roll 3). How will they be used?

[image]local://upfiles/29130/F1A05DD6C4BA49A7B4A415459BEB72BE.jpg[/image]




Mayhemizer_slith -> RE: 4 player game (1/9/2019 3:15:00 PM)

If adding AA value it gives lowest of 6, do that (who knows if we roll 6x10 and shoot the plane down). Otherwise just drop damage by one column to 2A.

Allies place A to different ship Axis did.




Orm -> RE: 4 player game (1/9/2019 3:18:11 PM)

AA: lowest of 6 it is.




Orm -> RE: 4 player game (1/9/2019 3:23:10 PM)

The British anti-aircraft fire force the Italian crews to drop their load prematurely.

[image]local://upfiles/29130/5A6DA0B9826744A7B2E62E6510BCD0A1.jpg[/image]
Picture from Mar/Apr '41 Impulse #9 (Axis) - Port Strike




Orm -> RE: 4 player game (1/9/2019 3:24:52 PM)

And that was all she wrote.

[image]local://upfiles/29130/6B97166D491E4E61919B199B56527501.jpg[/image]
Picture from Mar/Apr '41 Impulse #9 (Axis) - Port Strike




Orm -> RE: 4 player game (1/9/2019 4:17:06 PM)

The entire Italian fleet sail from their home ports. (with a couple of exceptions)

[image]local://upfiles/29130/4E2AB950598E4F84B46AEE246FCC860F.jpg[/image]




Orm -> RE: 4 player game (1/9/2019 4:23:21 PM)

The Italian naval bomber land on Cyprus.

No naval air.

Italian naval movement:
1) SUB (St-Nazaire) -> 0-box Caribbean Sea.
2) SUB (La Spezia) -> 3-box CSV.
3) CA (Malta) -> 4-box Italian Coast.
4) CA (Salonica) -> 4-box Italian Coast.
5) 2 x CA (La Spezia) - 4-box Eastern Mediterranean.
6) TRS +PARA (Malta) -> Famagusta, Cyprus.
7) CA (Taranto) -> Famagusta, Cyprus.
8) TRS +ATR3 (Taranto) -> Famagusta, Cyprus.
9) 4 x BB (La Spezia) -> 3-box Eastern Mediterranean.
10) CA (La Spezia) -> 3-box Eastern Mediterranean, embarks German 3rd Division from Kalamai, Greece.
11) CA (La Spezia) -> 3-box Eastern Mediterranean, embarks German 2nd Division from Athens.

[image]local://upfiles/29130/53E8C31379644ED1A047849AB6DF558D.jpg[/image]
Picture from Mar/Apr '41 Impulse #9 (Axis) - Naval movement




Mayhemizer_slith -> RE: 4 player game (1/9/2019 4:39:58 PM)

Do we have cap (combat air patrol) in use in our games?

This impulse Allies might want to use cap during ground support phase.




Orm -> RE: 4 player game (1/9/2019 7:44:50 PM)


quote:

ORIGINAL: Mayhemizer

Do we have cap (combat air patrol) in use in our games?

This impulse Allies might want to use cap during ground support phase.

I do not recall if we decided anything especially for this game.

I assumed that we played by the same CAP rule are our other, older, games. That CAP was allowed if it was declared in advance that it might be used in one of the following phases. Then we should activate CAP for that MP and phase, and ask for CAP. Once that is done the CAP is once again deactivated until next instance CAP was asked for.

And that this was the way to play CAP until we all decided to change it one way or the other. It might very well be that it becomes to much CAP later on that we decide to remove the CAP option altogether. Or the reverse.

Anyway. I consider this a advance CAP warning, and will try to remember to ask for CAP. I assume it is for CW and will only activate CW CAP questions unless otherwise requested.




Mayhemizer_slith -> RE: 4 player game (1/9/2019 7:50:30 PM)

I remember too similar: cap is not asked, it must be told in advance (one example was to cover HQ during ground strike).

And this impulse CW would like to see if they need to use cap during ground support phase.




Orm -> RE: 4 player game (1/9/2019 8:30:56 PM)

I've been informed by peskpesk by a possible bug. I agree, and think it is a bug. But I need to do some rule searching and ponder upon this. And I am to tired for either. So I will not continue with our impulse this evening.

I hope to continue our impulse tomorrow. And, perhaps, discuss whether it is a bug, or not.




Orm -> RE: 4 player game (1/10/2019 1:50:47 PM)

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).




Orm -> RE: 4 player game (1/10/2019 1:52:45 PM)

Forgot to mention one naval move.

12) SUB (La Spezia) -> 4-box Wester Mediterranean Sea.

Four sea areas are up for combat. Italy will only activate in the Caribbean Sea. The submarine is included.

[image]local://upfiles/29130/844CD41321CF4BBA9FD681C2F411C4A9.jpg[/image]
Picture from Mar/Apr '41 Impulse #9 (Axis) - Naval Combat




Orm -> RE: 4 player game (1/10/2019 1:58:05 PM)

Italy rolls a 1, while CW rolls a 9.

[image]local://upfiles/29130/42FE2B6BBDC14876AB1D26CCF3C7C655.jpg[/image]




Orm -> RE: 4 player game (1/10/2019 2:00:35 PM)

2 convoy points survive the encounter with the Italian submarine group. To what port do they abort?

[image]local://upfiles/29130/E796A0DC8A1843F1967216E78454FE56.jpg[/image]
Picture from Mar/Apr '41 Impulse #9 (Axis) - Naval Combat




Mayhemizer_slith -> RE: 4 player game (1/10/2019 2:50:11 PM)

Halifax, if they reach. If not, any port in supply.




Orm -> RE: 4 player game (1/10/2019 2:56:51 PM)

Halifax it is then.




Orm -> RE: 4 player game (1/10/2019 3:27:13 PM)

Germany launch one ground strike against the territorial defender in Jaffa.

[image]local://upfiles/29130/602804B41F6A43FFBC04C838A012A7F5.jpg[/image]
Picture from Mar/Apr '41 Impulse #9 (Axis) - Ground Strike




Orm -> RE: 4 player game (1/10/2019 3:31:24 PM)

Yea. That was a waste of bombs.

[image]local://upfiles/29130/1A8283C54F224BC6982053D68E5F514F.jpg[/image]
Picture from Mar/Apr '41 Impulse #9 (Axis) - Ground Strike




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