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A World Ignites... (AAR)

 
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A World Ignites... (AAR) - 9/16/2013 8:47:30 PM   
Orm


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And a game begins... again.

This is my second attempt to create a thread where I make a walkthrough or after action report of the first turn of a Global War campaign.




The opening screen when beginning a new game.

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< Message edited by Orm -- 9/16/2013 8:48:08 PM >


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RE: A World Ignites... (AAR) - 9/16/2013 8:49:20 PM   
warspite1


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Good man! - would have been understandable if you couldn't be bothered going through all that again.


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RE: A World Ignites... (AAR) - 9/16/2013 8:53:21 PM   
Neilster


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Here we go again...

Only the "Additional Units" section of the Select Optional Rules part of this form are being displayed. There are other check-box sections for "Land Rules" etc.

The flags are decoration only and don't relate to the sections they are in.

Cheers, Neilster

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RE: A World Ignites... (AAR) - 9/16/2013 8:54:10 PM   
Orm


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I decided to lend the F2A "Buffalo" to have a fighter with a long range available to be built in India. It is not a good fighter but the range is nice and the fact that it arrives in India after it is built compensate the poor air to air rating somewhat.




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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: A World Ignites... (AAR) - 9/16/2013 9:05:20 PM   
Orm


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Next up when beginning a new Global War campaign is picking three US entry chits. I strongly recommend that at least two of them should be placed in the EuroAxis pool. The value of the chits goes from 0 to 5 in 1939 so I picked very good chits. This will affect some of my Allied actions somewhat. More on US entry later on.




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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: A World Ignites... (AAR) - 9/16/2013 9:31:30 PM   
Orm


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First country to set up its units is US. But before I get to place their units I must decide which units to scrap (remove from the game). Removing the bad units improve the quality of the units on the map but if one scrap to many units then there might be a shortage of those units later on.

I tend to scrap more units than most WIF players with USA. This is especially true in regards of transports (TRS). But I prefer to ensure that I begin the game with fast TRS with long range.




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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: A World Ignites... (AAR) - 9/16/2013 10:04:03 PM   
Orm


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Onwards to actually place the units. The first unit I place is only allowed to be placed in one hex so MacArthur creates his HQ in Manila.




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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: A World Ignites... (AAR) - 9/16/2013 10:19:27 PM   
Orm


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On the US east coast I decided to place my entire fleet in Norfolk, Virginia along with one infantry division. 22 ships all in all of various types.




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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: A World Ignites... (AAR) - 9/16/2013 10:24:09 PM   
Orm


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On the US west coast I place the Pacific fleet in San Diego. In Long Beach I place the units I plan to move into the Pacific theatre first for easy access.

US has restrictions on where most of the convoy points (CP) must be placed. You can see where I placed the CPs on the Global Map.




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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: A World Ignites... (AAR) - 9/17/2013 4:41:35 AM   
Neilster


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This is the global map, by the way. Each dot represents a game hex.




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< Message edited by Neilster -- 9/17/2013 4:53:41 AM >

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RE: A World Ignites... (AAR) - 9/17/2013 4:43:54 AM   
Neilster


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The following posts help explain the land and air unit counters. I don't have the naval chart so someone else will have to add that.

Here are how land units are designated...




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RE: A World Ignites... (AAR) - 9/17/2013 4:44:42 AM   
Neilster


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More land unit info...




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RE: A World Ignites... (AAR) - 9/17/2013 4:45:15 AM   
Neilster


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Air units...




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RE: A World Ignites... (AAR) - 9/17/2013 4:45:52 AM   
Neilster


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more air unit info...




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RE: A World Ignites... (AAR) - 9/17/2013 4:53:15 AM   
Neilster


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You may have noticed that some units on the maps above have little dots above them. These are Unit Status Indicators and are used to portray what a unit is doing, whether it is in supply etc etc. These can also be on the left-hand side of the unit too and are very important.

I don't have the form to explain them all but I'm sure someone will post it soon. It looks very complicated but in practice one quickly gets used to the status indicators and can read them at a glance. There are other ways of examining a unit's status too.

Cheers, Neilster


< Message edited by Neilster -- 9/17/2013 6:36:26 AM >

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RE: A World Ignites... (AAR) - 9/17/2013 5:08:26 AM   
bo

 

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There are more pictures somewhere I will try to find them.

Bo







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< Message edited by bo -- 9/17/2013 5:09:18 AM >

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RE: A World Ignites... (AAR) - 9/17/2013 5:08:36 AM   
Neilster


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quote:

ORIGINAL: Orm

First country to set up its units is US. But before I get to place their units I must decide which units to scrap (remove from the game). Removing the bad units improve the quality of the units on the map but if one scrap to many units then there might be a shortage of those units later on.

I tend to scrap more units than most WIF players with USA. This is especially true in regards of transports (TRS). But I prefer to ensure that I begin the game with fast TRS with long range.




This is perhaps a good time to introduce Force Pools and production. Units are produced (by using resources in factories...more later) from a set of potential units called Force Pools. These are added to with time to reflect technical development and industrial potential. Produced units are randomly drawn from the Force Pool, so it is often advantageous to remove or "scrap" poorer quality units from the pool to avoid receiving low quality reinforcements. As Orm has described, if you scrap too many units there may not be enough to build if the need arises.

Cheers, Neilster


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RE: A World Ignites... (AAR) - 9/17/2013 5:09:11 AM   
Neilster


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Thanks bo

Cheers, Neilster

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RE: A World Ignites... (AAR) - 9/17/2013 5:21:29 AM   
bo

 

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oops wrong one

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< Message edited by bo -- 9/17/2013 5:23:16 AM >

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RE: A World Ignites... (AAR) - 9/17/2013 5:32:04 AM   
bo

 

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quote:

ORIGINAL: Neilster

Thanks bo

Cheers, Neilster


Neilster go on the general forums and go to the tutorials 5 down from [when?] and select naval tutorial and everything you want is there, I would do it but I am not good at sizing pictures and such.

Bo

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RE: A World Ignites... (AAR) - 9/17/2013 5:41:02 AM   
Neilster


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I'm a bit busy to wade through it all. I'll let Steve or Orm post that stuff.

Cheers, Neilster

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RE: A World Ignites... (AAR) - 9/17/2013 5:55:19 AM   
Orm


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Here is a picture that explains the units status indicators.




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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: A World Ignites... (AAR) - 9/17/2013 7:11:03 AM   
Orm


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Before I continue with the Soviet set up I want to post the optional rules that I play with in this game. The optional rule Blitz bonus affected my thinking when I scrapped units with USSR so I opened the help information for that option.




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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: A World Ignites... (AAR) - 9/17/2013 7:48:38 AM   
Orm


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I scrapped many units with the USSR as well. Three and four in strength is to weak for motorized infantry to spend resources on so they get scrapped. If mechanized units did not get a bonus (in this game) when fighting some battles I would, probably, have scrapped the 5 strength Mech as well.

With that said I know that some do not scrap any land units at all when they set up USSR.




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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: A World Ignites... (AAR) - 9/17/2013 7:55:58 AM   
Orm


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The Soviet Union gets to place seven land units in Siberia and that is an entire army. But when one looks at the Siberian - Manchurian border it is easy to see that it is impossible to defend all of Siberia with just 7 units. Especially since Japan set up their forces after USSR.




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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: A World Ignites... (AAR) - 9/17/2013 8:00:53 AM   
Neilster


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Actually, those seven units would, unless I'm mistaken, represent at least one Army Group, or "Front" as the Soviets called them. I'm just trying to help people get a feel for the vast scale of the number of men at play here

Cheers, Neilster

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RE: A World Ignites... (AAR) - 9/17/2013 8:45:08 AM   
Orm


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A HQ, 5 corps and one cavalry division plus one supporting artillery formation makes a strong Army or a weak Army Group in my book.

In defence of Vladivostok I place the three strongest infantry corps that The Soviet Union has available. They are supported by a artillery division. This makes a decent defence but if Japan are going to attack Vladivostok in force it is not enough. The superior Japanese navy with almost unlimited shore bombardment available makes it very, very tough to defend coastal hexes (in the Pacific) for USSR.





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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: A World Ignites... (AAR) - 9/17/2013 8:47:47 AM   
Neilster


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OK cool. I didn't realise they were corps and not armies. Russian infantry units are often armies, folks

Cheers, Neilster

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RE: A World Ignites... (AAR) - 9/17/2013 8:51:38 AM   
Orm


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The three remaining Soviet land units in Siberia I place north-west of Manchuria. Note that the cavalry corps I placed in the swamp is out of supply.




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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: A World Ignites... (AAR) - 9/17/2013 8:54:35 AM   
Orm


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quote:

ORIGINAL: Neilster

OK cool. I didn't realise they were corps and not armies. Russian infantry units are often armies, folks

Cheers, Neilster


The units in Siberia is the elite portion of the forces USSR has available for set up.

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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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