Shannon V. OKeets
Posts: 22095
Joined: 5/19/2005 From: Honolulu, Hawaii Status: offline
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quote:
ORIGINAL: Red Prince quote:
ORIGINAL: Centuur quote:
ORIGINAL: Red Prince Just want to answer a question someone asked ealier in the thread. I'll paraphrase it and expand it . . . the original was something like: "How can the Allies manage to lose both Gibraltar and Suez in the same turn?" . . . and I'll add Morocco to it, too. Well, one answer is poor play by the CW player (me). Another answer is unconventional thinking. I don't mean this to sound too rude, but I think when MWiF is released to the public, many "old-school" players are going to have to get away from their conservative ideas about how this game is supposed to be played. There are going to be a lot more people like me out there, who are willing to try anything once. For example, raise your hand if you would have thought to rail all of your HQs to Gibraltar at the time that I did it . . . well, maybe that wasn't too surprising . . . but how about using the O-chit anyway, even though I didn't need it for Gibraltar, to reorganize the units needed to finish off the Allies in Morocco, thus securing that front in one summer? Personally, I think people rely way too much on the "intimidation" factor of an O-chit. Yes, it's a nice thing to have around, but if you need to get a job done, then by all means use the O-chit! It's kind of like keeping a bunch of pilots in your reserve pool with a bunch of fighters they could be flying, but not the fighters you really want them in. You paid for them in BP, but neither the Pilots nor the fighters do you any good if they don't get used. You can probably tell that I don't play conservatively with my O-chits. If I see an opportunity to make it work for me, I don't bother to count BP and calculate the "actual" value of using it. I jump right in and do it. Sometimes that's going to get me into trouble, but a lot of the time it's going to take the enemy by surprise . . . which is what the "intimidation factor" is all about, isn't it? If your enemy knows you like to hold onto an O-chit just to scare him, he's not going to be scared. But I digress. That's just an example of the kind of thinking that can cause all of these horrid things to happen to the Allies all at once. Another example is that overkill is sometimes useful. I know you're only supposed to commit "what you need to get the job done", but this early in the game, there isn't a threat in sight from anywhere else. With Amphibious rules, even if I had all 6 CW transports that I was "supposed" to have, what can they do behind the lines? Nothing, really -- no Marine units to invade with. So I went into Spain with all the forces I could spare that weren't required for Garrisson duty. That's overkill, but it certainly did the job. Of course, luck doesn't hurt either, if you want to take Gibraltar and Suez in the same turn. I like to think I planned it well, but luck was probably more in control of things than I was, when it comes right down to it. Euhm... Do you really want me to comment on this? Personally I would have sacked Chamberlain by now, if you get my drift. This is a lot of so called bullshit. I've stated previously that the longer the CW is continuing to run away from a good fight, the worse they are going to end up in the game. Sure, luck has something to do with it (and the CW is extremely unlucky). however: don't think you are doing so well with the Axis because of what you are writing here. Unconventional thinking by the Axis? Sorry, but I don't buy this at all. It is all about not knowing how to defend. That in itself is to be expected from newbie players. "Old school" players? What are you thinking here? I would have kicked the Italian ass from the start, if I had been playing the Allies. No way I would have been conquered with the French. "Old school" play, as you call it, is to get the Axis into the position where they are forced to create Vichy France, since Toulouse is a real French fortress, with a British presence in the Bordeaux-Bayonne area. "Old school" play is to throw cheap CW units in front of German and Italian troops. "Old school" play is to build the units the CW needs to survive. "Old school" play is to preserve the oh so precious CW sealift and kill the Italian sealift. Did we see "Old school" play by the Allies: Not at all. So please, don't start saying that Axis play is "unconventional". This "old school" player really wants to show you how to defend with the CW and France. At this point of the game, the Axis should have conquered Paris this turn and not Gibraltar/Suez. France should become Vichy end of this turn. Italians in Egypt? Perhaps some poor TERR, not the forces you've got now in Africa... So please: refrain from writing these kind of things. You've never played against an "old school" player, so don't start these kind of nonsense... I don't want to go back into all the mistakes you've made, since that's not the way I play any wargame. Mistakes happen and one should go and look how to exploit or to counter the mistakes that are made. However: I don't like people saying they are doing so good, when they really aren't. By the way: keep up the work. I really like this AAR... I'm sorry I irritated you with this post. I don't mean to say that "old school" play is obsolete. I just mean that there are going to be a lot of players out there who, like me, don't know how to play one side or the other. I will come to my own defense on one count: I took the defense of France directly from the suggestions of the forum members. I planned very little of it for myself. Two counts, actually: If you played with the initial setup I made, I doubt you could have done as well as you state above, though you would no doubt have done better than I did. I do have one question, though. And I'm very serious about this, and not the least bit sarcastic. If you had to "take over" the CW from another player . . . let's say after the first 2 turns . . . and got similarly bad rolls on whatever attacks you decided to make after that, how would you have created the defense for the Allies? That means, starting with the mistakes I made in all areas before the J/F '40 turn began, what would you have done that would have changed things so completely? I ask this because there is always a snowball effect in these games. The earlier you screw things up (as I did), the more damage is going to be done. This leads me back to the point I was initially trying to make: when MWiF is released, there are going to be just as many greenhorns playing the Allied side as there are playing the Axis side. That's going to create a lot of opportunities for "unconventional" activity. Just because one side is playing poorly, that doesn't negate the fact that the other side is playing well. And, please take note, that I didn't claim to be "doing so good". What I said was that I came up with a few ideas that are unconventional, and I was lucky to have them work out. Maybe you will throttle me when we first take each other on. Only time will tell. And if it happens, I'll have to adapt. Aaron, Bear in mind that some of the people (e.g., like me) posting to this thread have played WIF for 10+ years over-the-board. While most often it has been against the same opponent(s), these forum members have moved very far up the learning curve on how to play WIF well. They have seen good die rolls and bad under all kinds of situations. Given that mass of scar tissue and personal (oftentimes agonizing) experience, their comments should not be dismissed as simply "old school". As for taking over poor positions and remedying them into fair positions, that happens all the time in every game. Typically it occurs when the die rolls go against you. World in Flames is not like chess where a well known response to every attack/defense exists and can be relied upon to meet your enemy's best efforts. Instead, you do the best you can with what you have and adjust to to vagaries of war that follow. As you yourself have commented on many times, it is very difficult to 'see' all the possible actions that your opponent might take. And when you miss one, there you are with a poor position that you need to remedy into a fair one. And yes, recovering the Commonwealth position after two turns, was doable. But, and this is a very big but, it depends on the opponent's play. Usually when I had such a poor position it was because my opponent was a much better player than I was at that time. He had crushed me for the first two turns and he would undoubtedly crush me for the rest of the game. I will follow up on what Peter said. At this point you are a much better player when you attack than you are when you defend. You are much better with land units than you are with naval units. Neither of those comments should be surprising to you. In fact, this is almost always true for players new to WIF. They have played a lot of war games involving land units and know what to do with them. The WIF naval system is unique and new players have trouble learning how to position and move naval units. Your AAR is engrossing, but it undoubtedly is driving experienced players nuts (I include myself here), with comments like "You did what!!!!"
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Steve Perfection is an elusive goal.
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