Red Prince
Posts: 3686
Joined: 4/8/2011 From: Bangor, Maine, USA Status: offline
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ORIGINAL: brian brian As a probably too frequent armchair general (that's a good one, Christopher), I just stopped by this morning before heading off over the river and through the woods (to Sedan? the east side of the Ardennes? Leningrad? Gomel???) to wish all the other armchair popcorn munching WiF fans a Happy Holidays, and especially the gracious host of this thread. Being sick in early December should pay off in ... perfect health for Christmas, I hope. Well, not perfect, but I'm getting there. And I do apologize for the lack of progress the last few days. I'm taking a few days off to simply relax. I should be back on it in another day or two. And thank you for the Holiday wishes, before I forget. quote:
But can't we be more like armchair chiefs-of-staff? You can't win a war (or develop the greatest WWII computer wargame ever) surrounded by yes-men, just ask Hitler's ghost in Hell how that worked out for him. And how do you win a wargame played solitaire? By playing each side so well that the result comes down to the last die roll on the last turn. Red Prince definitely knows his way around a wargame....the only tactical land move I have looked at on a hex-by-hex by basis in this game is the Italian attack on Tangier, and that one was brilliant. I suspect most of the land moves have been similar. I don't know if brilliant is the word for it, but I've tried to be creative, at the least. For the defensive side of things, I've relied heavily on advice and tricks I've learned by taking the advice in this thread, so again I'll thank you all -- even for the conflicting opinions. quote:
As for 4-5 turns in 5-6 weeks This I want to set straight . . . when I first started testing in April and May, before I took on other responsibilities, I was getting through about a turn each day, playing about 8-10 hours each day. The reasons it has taken so long to get this far right now are multiple: first, I was very sick for the first 3 or 4 weeks, and couldn't put in more than 2-3 hours a day; second, It takes about twice as long to get through a turn when I'm documenting each action (and sometimes each die roll) for possible use if a bug shows up, as well as creating the images for this forum; and third, I've been holding off at times, waiting to see what the "armchair Generals" have to say before making some of my decisions. This, of course, adds a good deal of time to it. And, finally, I spend a lot more time thinking about things than I would (probably) in a real game. I imagine that you could get through a standard Solitaire 36 turn game in about a month, if you played maybe 4 hours a day and didn't spend tons of time doing extra planning. This is less time than a "normal" over-the-table game would take, I think, but more than you'd see at WiFCon. quote:
A thought on the current lending BP bug....it must apply only to overseas transport right now, or Germany couldn't lend to Italy? That would preclude US loans to the CW as well, but creates a situation that could be playtested in MWiF, and I'm not sure is answered explicitly in the paper rules either. Loans must go to the recipient's home country, and for (at least) once in the rules, this is explicitly defined for the CW as "Britain" (I guess no deliveries to Glasgow or Belfast then, ha).....but what happens if "Britain", (obviously the entire UK would have to be used here) is itself conquered? The CW of various Home Countries would have to pick a new, single Home Country for BP loan deliveries? This has more explicit implications in the reinforcement rules (multiple CPs, Pilots, etc), but would be good to check in the BP loan/delivery rule too. I would think this could be a slightly more delicate bit of programming for the CW countries with rules exceptions a bit different than say for the French. Yes, it does apply only to overseas new trade agreements. There is no trouble shipping the BP from Japan to the USA, but that is a "mandatory" trade agreement. All new agreements are considered to be "temporary". I'm not certain about this, but I do believe the UK conquest issue has be checked in regards to BP shipping. quote:
[So in this game US aid to the West will have to be limited to Repairing Ships, if that can fit into US Entry strategy (perfect for the French pirates, who will now otherwise never build new units again, unless they can capture a red factory somewhere, creating some obvious strategic goals for the Allies later on). And Russia is severely handicapped by this bug so I would begin directing CW builds and on-map strategy to a major expedition to the Middle East to at least get resources to Russia overland even though Russia is rather resource rich usually. With saved oil at least a big resource bank could be built up in Siberia. I hope the Russians build some convoy points for the Caspian Sea for their own Caucasus oil at least ... It seems somehow slightly unfair to even road-test a full-on 1941 Barbarossa.] Orm and I tested Barbarossa successfully, but it will undergo more testing in the near future. Re-reading what you wrote above, I see what you mean . . . in this game it would be unfair to test it . . . potentially true, but it might not come to that. Barbarossa '42 may be more likely. It all depends on Tangier and Suez, really, and how quickly (or if) they can be captured. quote:
I like finishing the Graf Zeppelin for Germany, but add one additional wrinkle of building both of the CVPs in the German force pool in 1939, as they suffer from class matching problems just as the CW does and their 1940 CVPs can't be used on the 'Zep till 1941 or later. A CV at sea with no planes in the Reserve Pool back at home is a very fragile BP investment, but then the whole build of the GZ isn't actually a very big threat to the Royal Navy once you sail it. Finishing more, hmmm. I do like building out the German construction pool once Barbarossa is well under way. As the Japanese I would even ask the Germans to do this as part of the price for an attack on Siberia. Laying down new ships is a much tougher decision and a route I think I would only go in a game with a robust Sea Lion as the Axis grand strategy of choice. (And yes, you have to keep playing after the UK is conquered. Wake the US giant too early and the Allies can recover from even that as long as they don't fail a morale check - isn't that from some other wargame?). I think that GURPS (copyrighted name) has morale checks, but that is role-playing, not war games. As for this game, since I'm running the full 54 turns of an extended game, the Allies will certainly have time to reclaim what was theirs. quote:
In the East Med right now in this game, 10 cruisers vs an Italian NAV seems like not a good match. But a single NAV won't be able to break through the AA fire that well, and those cruisers should head out there with whatever reinforcements Gibraltar can add in regardless. The advanced trick is for the CW to win a big surprise point swing and then if the Axis smugly picks an air combat, use all of the surprise points to increase AA fire. A little trickier to pull of in a solitaire game, I would perhaps use a die roll, or let each side in the game get away with this at least once (other times this happens when surface assets such as TRS need protection). My usual ftf opponent does this to me every time and my naval bombers pay the price. With 2 Italian NAVs coming in next turn, this is why the two critical builds for the CW in J/F 1940 are the Alexander HQ and their first FTR-3. Hopefully the CW can pull the American Brewster Buffalo or P-40C when building FTR2 as well. Controlling the air is the first step to controlling the sea (new in WWII). Controlling the sea is the first step to controlling the land. Controlling the land wins the game. I'm glad those builds found some approval. The Italians do also have a good sized fleet in the E. Med, so it is a risk for the CW either way -- but one worth taking, probably. The flip side of what you mention, though, is that if Italy gets a large Surprise Point advantage, they can bump up the 2-factor NAV into something much more dangerous to the CW. It's a risk, but the CW should probably get it done now, before those new NAVs enter the game. As I mentioned earlier in the post, I intend to get back to this in a few more days, and I'll take most/all of what has been said into account. I'm considering the Liner evacuating the 5-3 INF issue very carefully. Italy might be willing to let the CW "get away with it" at this point. And since there is little Shore Bombardment protection for that unit, it might be the best option. As many have noted, Spain is practically overrun already. I'm even considering the possibility of moving a land unit out of Gibraltar in order to rail Franco there (if it looks at all possible). But this impulse needs to be Naval, and he may not last until the next Land impulse. Oh, the "get away with it" trade-off would be letting the Italian TRS do what they want to do -- get troops to Tangier. Not really in the CW interest, but I'm very curious from the last game exactly how much better the attack could be against Gibraltar with troops there. I'll let you know in a day or two what actually happens. Until then, Happy Holidays, to one and all. -Aaron
< Message edited by Red Prince -- 12/24/2011 5:03:49 PM >
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Always listen to experts. They'll tell you what can't be done and why. Then do it! -Lazarus Long, RAH
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