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RE: AAR/Quick Guide Central Powers 1914

 
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RE: AAR/Quick Guide Central Powers 1914 - 7/31/2007 10:29:20 PM   
WallysWorld


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I too am using this AAR as a basis on whether to buy GoA or not. Really enjoying this, JP. Thanks!

< Message edited by WallysWorld -- 8/1/2007 6:58:31 AM >

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RE: AAR/Quick Guide Central Powers 1914 - 7/31/2007 11:44:43 PM   
Hanal

 

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May-June 1915 Strategic phase

I manage to breakthrough and offer an escape route for my beleagured Corps at Lille. The decision I need to make is whether or not I reinforce this line or pull back as my limited HQ refits will not allow too many attacks. I have some reserves that I can flood into the line and entrench but run the risk of being cut off again. What to do, what to do....




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RE: AAR/Quick Guide Central Powers 1914 - 7/31/2007 11:51:35 PM   
Hanal

 

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I have the Ottoman Empire on the move.......




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RE: AAR/Quick Guide Central Powers 1914 - 7/31/2007 11:54:32 PM   
Hanal

 

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...and hopefully the Turks could offer a distraction to some of the Russian Corps on the Austrian front.....




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RE: AAR/Quick Guide Central Powers 1914 - 8/1/2007 12:03:44 AM   
Hanal

 

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The Serbs are a tough nut to crack but I'll continue to pound away by giving the Puhallo HQ the one refit point available....

There are 3 impulses in this turn and so another decision one needs to make is when is the best time to launch your offensives? Doing them in the first phase will leave you nothing for the remainder of the impulses and so your counters to the TE moves will be limited. Waiting until the last phase may be too late.....there is alot of decision making in this game as it's not simply pushing counters around and launching attacks at will...




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< Message edited by J P Falcon -- 8/1/2007 12:04:32 AM >

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RE: AAR/Quick Guide Central Powers 1914 - 8/1/2007 12:33:38 AM   
Hanal

 

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Activation Phase

In a perfect world, the attack that I would like to launch would be to the north, but the value of air recon is realized when I see what is waiting for me...three Corps with the strength of 19-22-15. I do not think I can do sufficient damage to cause them to retreat....the other two hexes I used my air recon on, also shows strong units....

So the decision of when to attack has been made for me. I will reinforce the line in the early impulses and then hopefully attack in the last one...




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< Message edited by J P Falcon -- 8/1/2007 12:43:14 AM >

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RE: AAR/Quick Guide Central Powers 1914 - 8/1/2007 1:16:50 AM   
Hanal

 

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2nd Impulse

During the resolution of  the 1st phase, the French attacked twice along the southern portion of the front .I wonder if they have anymore HQ points available since no northern attacks occurred. I decide to launch my major offensive operation during the 2nd phase. My HQ was well positioned to activate a numeber of German Corps.

This is a good illustration on how one well placed HQ can do alot with one activation point....

Attack Red will strike at the northern French Corps
Attack Yellow will occupy the vacant hex
Attack Blue is the major push the stabilize the line
Attack Green is one Corp from my Lille front to support Attack Blue






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< Message edited by J P Falcon -- 8/1/2007 1:17:28 AM >

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RE: AAR/Quick Guide Central Powers 1914 - 8/1/2007 1:31:37 AM   
Hanal

 

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Resolution Phase

Well all of my northern attacks failed with a heavy lose of manpower and the TE continued to attack in the south where the UK is making an appearance.....

I thought I had reinforced the front with enough fresh troops to have some success but obviously, I failed once again!!!




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< Message edited by J P Falcon -- 8/1/2007 1:49:06 AM >

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RE: AAR/Quick Guide Central Powers 1914 - 8/1/2007 2:20:13 AM   
TheBlackhorse


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Talk about a Great War....

Nice AAR JP

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RE: AAR/Quick Guide Central Powers 1914 - 8/1/2007 3:17:40 AM   
Hanal

 

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July-August 1915

It only is getting worse..........




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RE: AAR/Quick Guide Central Powers 1914 - 8/1/2007 3:24:40 AM   
Hanal

 

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I'm now losing the war........







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RE: AAR/Quick Guide Central Powers 1914 - 8/1/2007 3:26:01 AM   
Hanal

 

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The End.........



< Message edited by J P Falcon -- 8/1/2007 3:28:02 AM >

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RE: AAR/Quick Guide Central Powers 1914 - 8/1/2007 3:28:18 AM   
Hanal

 

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.......................




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RE: AAR/Quick Guide Central Powers 1914 - 8/1/2007 3:39:03 AM   
sol_invictus


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Gotterdamnerung!

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RE: AAR/Quick Guide Central Powers 1914 - 8/1/2007 3:57:58 AM   
Hanal

 

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quote:

ORIGINAL: Arinvald

Gotterdamnerung!



Yup, that's about the size of it...I'll continue this game just to see how badly I do but truth tell, I really want to fire up another game and hopefully learn from my multitude of mistakes.............

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RE: AAR/Quick Guide Central Powers 1914 - 8/1/2007 5:00:45 AM   
Bossy573


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quote:

ORIGINAL: J P Falcon

..a firing squad probably awaits me




Fantastic read this was. Amazing how quickly and efficiently the AI made you pay for the "Lille gambit."


The defense would like to offer into evidence on behalf of the accused that the commanders on both sides of the real WWI made a boatload of mistakes as well.

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RE: AAR/Quick Guide Central Powers 1914 - 8/1/2007 6:11:28 AM   
flintlock

 

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I enjoyed following this AAR. Thanks for taking the time to post, JP.

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RE: AAR/Quick Guide Central Powers 1914 - 8/1/2007 6:13:05 AM   
sol_invictus


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The thing about this game is, that there are so many oportunities to make mistakes and the AI isn't shy about pouncing on every one. France is simply a tough nut and you do need some good fortune and almost flawless play to bring her to her knees. I dread having to go up against a TE player.

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RE: AAR/Quick Guide Central Powers 1914 - 8/1/2007 7:00:16 AM   
WallysWorld


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JP, thanks to your great AAR, I've just bought the game.

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RE: AAR/Quick Guide Central Powers 1914 - 8/1/2007 12:01:18 PM   
Hanal

 

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Thanks to everyone who helped by contributing to this thread. Thanks though must also go to Ray (aka Lava) who started the ball rolling with his fine introductory tutorial. I probably would not have even thought of doing this if he had not kicked it off.....

And if I happen to salvage something in this game (my eyes are turning east as I type this) I'll let you know...!


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RE: AAR/Quick Guide Central Powers 1914 - 8/1/2007 2:12:47 PM   
randell765

 

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How did you get the ottoman empire to join the war or did they just join?  I don't remember you using any diplomacy points on them

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RE: AAR/Quick Guide Central Powers 1914 - 8/1/2007 3:18:30 PM   
Aurelian

 

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They just join

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RE: AAR/Quick Guide Central Powers 1914 - 9/7/2007 11:04:26 PM   
SlickWilhelm


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Many thanks to Lava and JP for the tutorial and AAR! You guys saved me a boatload of time I would've spent on trial & error(mostly error!).

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RE: AAR/Quick Guide Central Powers 1914 - 9/16/2007 12:58:42 PM   
Raver508

 

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Hey this was a great AAR.  Thanks heaps.  I am going to buy this game on the strength of this. 

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RE: AAR/Quick Guide Central Powers 1914 - 9/22/2007 6:44:02 PM   
kcole4080


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Excellent AAR.
I've experienced the same result (RE: the Brit Corps) when I forgot to send out the navy.
I agree, the AI is very good at counter attacks (who are those guys, the Germans in exile?).

The furthest I've gotten is mid 1915, & I've captured Paris, but the French aren't out yet.
Keep the right strong (remember, that's the Schlieffen plan!) & keep going hard, manage your HQ & refit pts carefully, & use plenty af arty.
The trenches DO make quite a difference for the defender.

Also, put pressure on the French in the southern sector when they start to shift troops north.
They'll still shift the troops, but you may get some ripe plums dropping into your lap, such as Verdun, if they weaken it too much (which happened in my game).

I found out you can't capture India with the Turks, but you can go after Egypt fairly easily, but the Caucasus may be a more effective route to take.

Spend Diplomatic points an Italy! Once they enter for the Entente, the Austrians have a very hard day (every day!).

Also, remember that unactivated cavalry CAN advance into unoccupied enemy hexes when stacked with an infantry corps. The Russians play this little game all the time (very annoying)!

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RE: AAR/Quick Guide Central Powers 1914 - 10/3/2007 9:53:44 PM   
AZKGungHo


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Hey - thanks for such a great intro to the game!

I've copied and pasted Lava's tutorial into a Word document to have even when I'm not online, but your's is a little long for that. I was wondering if you or Matrix has given any thought to putting your AAR (and maybe Lava's Tutorial as well) into a PDF document for us to download?

It think that would be most helpful!

Thanks again!

- Louie


< Message edited by AZ Gung Ho -- 10/3/2007 9:55:11 PM >


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RE: AAR/Quick Guide Central Powers 1914 - 10/3/2007 11:31:12 PM   
Hanal

 

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Thank you, but in truth, now that I am deeper into the game, I forgot many rule and gameplay points that are now glaringly missing from this AAR so it is now obsolete and has no value to be made into a Matrix endorsed pdf file. But again, thanks for the thought...

< Message edited by J P Falcon -- 10/3/2007 11:43:21 PM >

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RE: AAR/Quick Guide Central Powers 1914 - 10/6/2007 11:48:50 PM   
ei3014

 

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Mr Falcon,

I hope you also post your next game complete with your learnings. Does anybody have anything that looks like an old fashioned CRT (combat results table) or some clue as to what the impact of artillery is for example ?

Also I saw supply for the Balkan/Serbian front  mentioned, but I can't find any clues as to what the supply rules are. I know sea supply increases the supply of friendly ports (for example), but not how to put someone out of supply, or what the consequences of being out of supply are.

Many thanks

Geoff

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RE: AAR/Quick Guide Central Powers 1914 - 10/7/2007 4:21:23 AM   
SMK-at-work

 

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Supply is traced from cities - if a unit cannot trace a line of friendly hexes to a city then it is out of supply.

Being out of supply costs you readiness - possibly strength as well I'm not sure about that.  Units that have been out of supply for a few turns can barely fight if you attack them.

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RE: AAR/Quick Guide Central Powers 1914 - 10/7/2007 3:24:14 PM   
ei3014

 

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Thanks for that. Does an isolated freindly city count as a supply source ? What about a captured city ?
(sorry I'm probably drifting off thread here)
Geoff

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