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RE: Bob Flemin's MWIF AARse IV - Nice AArse

 
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RE: Bob Flemin's MWIF AARse IV - Nice AArse - 9/15/2014 4:03:06 PM   
brian brian

 

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If I were these Soviets I would spend the rest of the turn focusing on a defense of Gomel and then simply wait for the snow to fall….

(in reply to warspite1)
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RE: Bob Flemin's MWIF AARse IV - Nice AArse - 9/15/2014 5:18:07 PM   
warspite1


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Jul/Aug 1943
Impulse: 5

The ridiculous shortage of AMPH and TRS for the Allies will ensure an Axis victory The Axis presence in Italy is probably too strong. I need at least four AMPH to create a large beachhead, but I only have two (with a third one on its way). I then need a number of TRS to land follow-up troops, but I have so few that if I do that then I am unable to get reinforcement from the UK, Canada, Australia etc.

I mucked up US Gearing so I have a numbers of TRS (as well as Essex-class carriers) that I cannot build quickly too.

I think I will call a halt to this game - its clearly an Axis victory as I am simply not going to be able to get a foothold in mainland Europe.

< Message edited by warspite1 -- 9/15/2014 6:40:39 PM >


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RE: Bob Flemin's MWIF AARse IV - Nice AArse - 9/15/2014 6:10:22 PM   
brian brian

 

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The Axis end up with a lot of units in a no oil game, that's for sure. But I think you should keep going to see The Awesome Power of the Allies in 1944, if you've never seen it.

I think the US just built 4 heavy bombers recently? Maybe you can draw the Luftwaffe back to Germany. Which would be historical…and your game is about at an historical point right now. The Germans are stretching thin as the Russian funnel opens in front of them, and the Red Army will be growing in mass.

If you are short of AMPHs in Europe, you can go non-historical and send the USMC to the theater, so they can land off TRS. With the Royal Marines, Paras, BBs doubling every land unit and Offensive Chits you should be able to get ashore in Italy. With Sicily in hand for an airbase and a place to build up non-ZoC garrison points as fast as your limited lift can get them there, Italy (and it's all important action limits) won't be lasting long.

To get more out of your lift, sail port-to-port and use ATR missions or the lesser re-org HQs (Gort, Clark) to re-organize the TRS so they sail twice a turn.


On the other hand, it gets a little dry having to move over a thousand pieces a turn playing WiF solitaire, after the mid-point of the game, and it is always enticing to start over and improve the mid-game position for each side by playing a better opening.

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RE: Bob Flemin's MWIF AARse IV - Nice AArse - 9/15/2014 6:14:15 PM   
Orm


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I would claim that it is clearly a Allied victory. That the Allies can not get a foothold in mainland Europe during 1943 is not that big a setback. I think that the Allies will achieve extremely well during 1944. To bad that I will not see me proven right.

But with that said I think it is right for you to end it since you feel this way.


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RE: Bob Flemin's MWIF AARse IV - Nice AArse - 9/15/2014 6:26:10 PM   
warspite1


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brian brian believe me its not the pushing round of the counters - I am really enjoying that (I've never felt WIF was a counter pushing type of game) its just that I can feel there is no mileage in it

< Message edited by warspite1 -- 9/15/2014 7:26:34 PM >


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Post #: 1115
Interesting AAR - 9/15/2014 6:48:25 PM   
Omnius


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Warspite,
I spent several hours reading your AAR and found it very instructive. The one thing that really stood out was the lack of submarine warfare and that the CW did not build a single convoy point during the whole game. I think you're missing out on a very important part of the game. Subs really can put a hurt on convoys for reducing resources flowing to factories, or supply to units abroad. Plus nothing like subs already in sea areas to put real fear into players wanting to move valuable ships into those sea areas.

Your not using the oil rules really showed how easy it is for the Axis to always use HQ's to reorganize units during a turn. That goes double for the Chinese. Plus you can then sail or fly around willy nilly as the Axis. I prefer the oil rules even if they are a real pain in the behind getting convoys sorted out properly. I'll be glad when we get separate oil tankers.

I thought your decision to garrison Cagliari with a valuable German mountain unit and an Italian HQ. You lost more quickly than that resource hex was worth. Now you have to rebuild that German white print mountain unit that would have been invaluable in the USSR. Plus you'll want to rebuild that expensive Italian HQ. I was curious about what you had done in Tripoli when you finally showed you were taking it. I was surprised you waited so long to get that trick done to set up Italy for the takedown.

I also thought you made a mistake not declaring Vichy France as soon as you captured Paris. That would have put the British ground units in France in real jeopardy of getting bounced off the continent if I'm remembering my Vichy rules correctly. Being late to capturing Paris should have made you decide against trying to capture Spain.

That was really interesting how you basically had no solid front lines in the USSR, especially in the south. However you were correct in thinking about getting that done soon.

I'm not so sure the Axis would lose this game. The US is just getting into the fray. The Allies aren't really in a good position in either theater.

I see you are very enamored with those expensive carriers and BB's. Not only did you not build transports and amphibious hips soon enough you forgot that the most important ship in any navy is the lowly cruiser. Good for ASW but even more important for taking losses. If you ever play someone who uses subs prolifically and well you're in big trouble. Especially if they trash a sea area loaded with convoy points that gets emptied. Air is great for ASW, until the weather turns stormy and then they're worthless.

I thought your initial plan for China as the Japanese was odd in that you tried to attack Changsa from the north and west rather than a more frontal assault that wouldn't be across rivers. However you certainly laid the Chinese Nationalists low, up until the Communist Chinese came roaring out because you didn't guard well against that.

It looks like you didn't take Denmark on the first turn to close the Baltic to force the CW player to have to decide between a naval move or a ground move to move Polish ground units. I thought the stack of units north of Warsaw/Lodz was a big mistake. That hex will have to attack across the river so better to have units in hexes south of those cities. Plus you left a huge hole in the Polish line to the south and west that made encircling the units in that line way too easy.

I take it you completely ignored Ethiopia. As Italy I love to transport the good infantry unit and supply unit out on the first turn. I drop the supply off in Tripoli where it can be useful to put units in supply for a turn. I usually drop off the infantry unit in Italy.

A shame that you decided to end the game, it would have been interesting to see how it developed.

Omnius

(in reply to warspite1)
Post #: 1116
RE: Interesting AAR - 9/15/2014 7:18:05 PM   
brian brian

 

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quote:

ORIGINAL: Omnius

Subs really can put a hurt on convoys for reducing resources flowing to factories, or supply to units abroad. Plus nothing like subs already in sea areas to put real fear into players wanting to move valuable ships into those sea areas.

the most important ship in any navy is the lowly cruiser. Good for ASW but even more important for taking losses.




I would like to note that I always hope players of the game World in Flames never take away from the experience that the key to ASW defense in WWII was the Cruisers. I'm sure warspite1 understands that perfectly. In WiF, using the surface combat ship counters for ASW purposes is just a playability fudge and nothing more; it has no basis in reality. British Cruisers had to sit in port at times for lack of their own ASW escort, which was always busy defending convoys.

And in WiF, players don't fear sending capital ships into a zone with enemy SUBs any more than one with enemy surface units. They might lose a big surprise roll once in a while, but really only a good amount of enemy air-to-sea factors will really hurt you. Any power with Battleships available will gladly use the factors on their BBs vs SUBs if given a chance in the game, and the SUBs will sink in droves. Historical SUBs sank a far higher number of capital ships than you will see in a typical game of WiF.

SUBs can work in WiF however. The US can easily afford the action limit costs to achieve historical results with them. That is more difficult for the Axis, as the Germans have a difficult decision giving up an impulse of land maneuver on the eastern front just to press the attack with their U-Boats. But it can be done, or it can be gamed by using Italian SUBs. Players have long requested relief from the action limit bottleneck on invading Russia and attacking in the Atlantic; the limits have been loosed only a little over time. You still have to choose how to wage the war, and that is the point of the game - the decisions are tough. I think just a little too tough, in this regard.

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Post #: 1117
RE: Interesting AAR - 9/15/2014 7:28:37 PM   
warspite1


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quote:

ORIGINAL: Omnius

Warspite,
I spent several hours reading your AAR and found it very instructive. The one thing that really stood out was the lack of submarine warfare and that the CW did not build a single convoy point during the whole game. I think you're missing out on a very important part of the game. Subs really can put a hurt on convoys for reducing resources flowing to factories, or supply to units abroad. Plus nothing like subs already in sea areas to put real fear into players wanting to move valuable ships into those sea areas.

Your not using the oil rules really showed how easy it is for the Axis to always use HQ's to reorganize units during a turn. That goes double for the Chinese. Plus you can then sail or fly around willy nilly as the Axis. I prefer the oil rules even if they are a real pain in the behind getting convoys sorted out properly. I'll be glad when we get separate oil tankers.

I thought your decision to garrison Cagliari with a valuable German mountain unit and an Italian HQ. You lost more quickly than that resource hex was worth. Now you have to rebuild that German white print mountain unit that would have been invaluable in the USSR. Plus you'll want to rebuild that expensive Italian HQ. I was curious about what you had done in Tripoli when you finally showed you were taking it. I was surprised you waited so long to get that trick done to set up Italy for the takedown.

I also thought you made a mistake not declaring Vichy France as soon as you captured Paris. That would have put the British ground units in France in real jeopardy of getting bounced off the continent if I'm remembering my Vichy rules correctly. Being late to capturing Paris should have made you decide against trying to capture Spain.

That was really interesting how you basically had no solid front lines in the USSR, especially in the south. However you were correct in thinking about getting that done soon.

I'm not so sure the Axis would lose this game. The US is just getting into the fray. The Allies aren't really in a good position in either theater.

I see you are very enamored with those expensive carriers and BB's. Not only did you not build transports and amphibious hips soon enough you forgot that the most important ship in any navy is the lowly cruiser. Good for ASW but even more important for taking losses. If you ever play someone who uses subs prolifically and well you're in big trouble. Especially if they trash a sea area loaded with convoy points that gets emptied. Air is great for ASW, until the weather turns stormy and then they're worthless.

I thought your initial plan for China as the Japanese was odd in that you tried to attack Changsa from the north and west rather than a more frontal assault that wouldn't be across rivers. However you certainly laid the Chinese Nationalists low, up until the Communist Chinese came roaring out because you didn't guard well against that.

It looks like you didn't take Denmark on the first turn to close the Baltic to force the CW player to have to decide between a naval move or a ground move to move Polish ground units. I thought the stack of units north of Warsaw/Lodz was a big mistake. That hex will have to attack across the river so better to have units in hexes south of those cities. Plus you left a huge hole in the Polish line to the south and west that made encircling the units in that line way too easy.

I take it you completely ignored Ethiopia. As Italy I love to transport the good infantry unit and supply unit out on the first turn. I drop the supply off in Tripoli where it can be useful to put units in supply for a turn. I usually drop off the infantry unit in Italy.

A shame that you decided to end the game, it would have been interesting to see how it developed.

Omnius
warspite1

Omnius thanks for taking the time and trouble to read my rambling. I would respond to your points as follows:

- Convoy and Sub warfare. I purposely did not include too much of this (a couple of attacks in the Med and one in the Pacific) because of the problems that were still being encountered with this aspect of the game when I started AARse IV. AARse V will attempt to bring convoys and anti-shipping warfare (through subs and aircraft) into play as I am hoping the recent bug fixes have helped here.

- I used the oil rule in AARse I and it was a disaster. I have no doubt that things are better but there is sooo much to learn about the basic game before bringing that into play. AARse V will NOT feature oil.

- Cagliari - yes I mentioned my mistake at the time. To make the garrison effective I needed a couple of white print units - I did not necessarily need a MTN and I certainly did not need an ARM HQ!

- Again, the Vichy situation was not planned and was a childish spur of the moment response to having downloaded the Spanish and Portugese counters from WarHunter

- I maintained solid lines in the USSR as long as I could - the units in the south disappeared at one point and I was scrabbling for any units never mind a solid line!! I am sure I could have retreated quicker (but not convinced that my strategy was wrong - the Germans suffered few really bad throws) with the Soviets, but I will look at this in the next AARse.

- Well you probably have more experience at the game than me, but from where I was sitting I was getting a log jam of units in the Med and no ability to land them - and make the landing stick - on the mainland. The Soviets were starting to get parity with the Germans, but the Germans were still strong and the slightest mistake would be punished severely. That combined with the Med situation (and US naval Gearing) meant that I believe the continuation of the game would have not been hugely interesting or fun.

- Yes as I realised and mentioned a billion times that I did not build enough TRS and AMPH I disagree on the cruisers as I built plenty of them too (though by no means all).

- Yes, China is still a problem for me and one I need to play much much better

- The decision not to attack Denmark was because the focus, until the aberration with Spain, was a historical focus. As this seems to be de rigeur for Axis players, I will adopt this in AARse V.

- Not sure what I did wrong in Poland in terms of time taken to defeat the Polish Army.

- Yes I completely ignored Ethiopia and if I am brutally honest its because I literally forgot all about it. I am playing with supply units but did not read up on their use. I will do so for AARse V

-

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Post #: 1118
RE: Interesting AAR - 9/15/2014 7:55:55 PM   
brian brian

 

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In Ethiopia … playing the CW: if the Italians send a TRS through the Suez Canal on the first turn I will gladly trade a likely lost USE Chit (perhaps unless the Allies are sitting on a 5, 4, 4 or something similar) for a 100% guarantee of reducing the Axis lift in the Med by 50%. In other words, I would DOW on the next impulse. Maybe the Italians were planning on sending both through to pick up the supply unit and the INF there, but I wouldn't wait to find out, as they might choose to risk only one TRS per turn to get both units.

For the Italians, if the CW didn't draw any TERR units in the region, I just walk the supply unit to Libya. In an oil game, the British can ground strike it and it will never re-organize without tracing to oil, otherwise they have to chase it if they can, and the Libyan camel unit might ride out to screen / escort it. I think we have finally got all the rules on that figured out. The supply unit is always in supply, so it never flips / gets dis-organized for moving without tracing to a primary supply source. However it doesn't change hex control as it moves, so if it gets flipped by enemy bombers it's stuck there if using the oil rule.

I really look forward to playing a new game with the new Khaki in Flames counters (adds the Italian Red Sea Flotilla counter and allows use during war I believe) and the new WiF8 rules, in terms of this area of the map. Towards the end of Avalon Hill, a mod came out for Third Reich that covered East Africa, but it would still cost 15 BRP to attack anything on the extra map, so that never happened. Games just seem to have a hard time making things go in what was a fairly active theater of war for a few years there.

You can play a great game of World in Flames just using the off-map boxes on the paper map for most of Africa. Even with a full map of Africa, the events there will have negligible impact on the war as a whole in a majority of games. But the little micro-wars there are a fun part of the game. Maybe the Master Edition, division level game of WiF would improve that some, if it ever comes out.

< Message edited by brian brian -- 9/15/2014 8:59:07 PM >

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Post #: 1119
RE: Interesting AAR - 9/15/2014 8:07:02 PM   
warspite1


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quote:

ORIGINAL: brian brian

In Ethiopia … playing the CW: if the Italians send a TRS through the Suez Canal on the first turn I will gladly trade a likely lost USE Chit (perhaps unless the Allies are sitting on a 5, 4, 4 or something similar) for a 100% guarantee of reducing the Axis lift in the Med by 50%. In other words, I would DOW on the next impulse. Maybe the Italians were planning on sending both through to pick up the supply unit and the INF there, but I wouldn't wait to find out, as they might choose to risk only one TRS per turn to get both units.

For the Italians, if the CW didn't draw any TERR units in the region, I just walk the supply unit to Libya. In an oil game, the British can ground strike it and it will never re-organize without tracing to oil, otherwise they have to chase it if they can, and the Libyan camel unit might ride out to screen / escort it. I think we have finally got all the rules on that figured out. The supply unit is always in supply, so it never flips / gets dis-organized for moving without tracing to a primary supply source. However it doesn't change hex control as it moves, so if it gets flipped by enemy bombers it's stuck there if using the oil rule.

I really look forward to playing a new game with the new Khaki in Flames counters (adds the Italian Red Sea Flotilla counter and allows use during war I believe) and the new WiF8 rules, in terms of this area of the map. Towards the end of Avalon Hill, a mod came out for Third Reich that covered East Africa, but it would still cost 15 BRP to attack anything on the extra map, so that never happened. Games just seem to have a hard time making things go in what was a fairly active theater of war for a few years there.

You can play a great game of World in Flames just using the off-map boxes on the paper map for most of Africa. Even with a full map of Africa, the events there will have negligible impact on the war as a whole in a majority of games. But the little micro-wars there are a fun part of the game. Maybe the Master Edition, division level game of WiF would improve that some, if it ever comes out.
warspite1

I think the scale of WIF/MWIF probably just does not work for the East African theatre to any historical level, but hey! its WIF/MWIF so that's fine


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RE: Interesting AAR - 9/16/2014 2:44:33 PM   
Centuur


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You might consider using the oil rule for the AAR after the one you've started now. It's working quite good at the moment...

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Post #: 1121
RE: Interesting AAR - 9/16/2014 2:47:23 PM   
warspite1


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That's good to hear Centuur, although I will see how some of the other stuff is going too - not least Vichy and Conquest which I am nervous about.....

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Post #: 1122
RE: Interesting AAR - 9/16/2014 2:49:13 PM   
Centuur


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Vichy declaring goes smooth. Collapsing Vichy has bugs in it, as has conquest. I really would like the two major ones in those (regarding the changes in control of hexes) to be fixed...

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A Few More Points - 9/16/2014 2:49:59 PM   
Omnius


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warspite1,
I forgot to mention that the time you used an O-Chit and didn't get any units to double was because you most likely forgot to choose an HQ to use for doubling. You probably clicked through before choosing your HQ.

I bet you've got far more experience with WiF than I do. I did start out with one of the first versions of the board game, long before they started adding so many units and rules making it too tough to play solitaire. I'm still learning the ropes too. I started the 1942 Brute Force scenario and that starting point was fun as it allowed me to start the Axis at their high point and to really have fun from that point.

Actually the only unit you should have dropped in Sardinia was a cheap Italian infantry, just something to force a little tougher fight but not something too valuable to lose. You only want a speed bump in Sardinia as the Allies don't need it to conquer Italy although the resource is good to have.

The mistake in Poland I mentioned wasn't with the German set up, it was with the Polish set up. The one mistake you made as the Germans was to overrun the Polish fleet on the first impulse thus handing Britain those ships. I used to do that too until I realized it's smarter to not take Danzig on the first impulse, force Britain to then have to choose between a naval or a land impulse, or perhaps a wimpy combined. I don't waste any Polish units in the hex north of Lodz/Warsaw, that's a hex I want the Germans to try to stack in and attack from as it's across the river. It is pretty tough to protect Warsaw long if the German attacks in earnest.

As for gearing limits I messed up royally on US pilots. One turn I had maybe a dozen extra and I decided to not build pilots and then I ran out of pilots right quick and lamented my mistake the rest of my game.

I used to ignore Ethiopia too, but as Italy it's silly to waste that good infantry and supply down there. When I started the 1942 Brute Force scenario I saw that Ethiopia has the Haille Selassie HQ unit so now I see why I want to take back Ethiopia from Italy. Before I would just ignore Ethiopia as the Brits thinking it's just a self-sustaining POW camp. Now knowing there's a valuable HQ unit that can be had I'll make sure to take Ethiopia early on as the Brits. Takes it away from being an easy landing point for Japanese units. Even though the HQ unit itself is wimpy it's still an HQ unit capable of extending supply. I've got it in India right now extending the supply into Burma where I have a lot of units engaged on both sides in their own Sitzkrieg.

It is tough playing solo. I too tend to sit on my duff too much with some countries. In my current game I've been so interested in seeing the builds for future years that I tended to do too many passes to expedite the end of turns. I also didn't become aggressive enough as each country because I wanted to make progress in game turns instead of what I could do as each country each impulse. Now that I've gotten into 1946 I'm seeing what the future holds build wise and in future games will concentrate more on playing each country as good as possible even if it takes longer to finish.

One of the things about oil is how it influences strategy and tactics. Think of that big French fleet that can scare Italy into staying peaceful until France is done for. One big drawback to trying to go for Spain is worrying about what that huge French fleet will do. If you're not playing with oil rules and reorganization then it can do too much. If you play with the oil rules then that big French fleet becomes an 800 pound oil gorilla on Britain's back as France doesn't have the oil to keep reorganizing it. Yes using oil hampers the Axis use of naval assets but it can go both ways. I sure hope that the new update will have improved production planning and convoying of oil. I want to go back to using the oil rules to really make oil as important as it should be.

Do you always start with the 1939 scenario? I've found that the 1942 Brute Force scenario is a lot of fun as it starts with the action hot and heavy and the Axis at their zenith, before they made some really bad strategic mistakes. I'm also looking at the 1944 start just to do a short scenario to concentrate on doing a big D-Day invasion of Europe. Plus the 1940 Missed the Bus scenario looks interesting, a great start for Germany although Japan dithers around doing nothing in China. That way you get Norway for Germany and have France Vichied early. That allows for an earlier move into the Balkans and is better than the 1941 start with Rommel wasted in Libya.

Now that I can play the computer version it's so much fun to play WiF. Now making progress in the game is doable. Granted we're pretty, much limited to solitaire play but that's what I'm accustomed to anyway. I'm glad to be able to play the game now while waiting for the rest of the game to come out in the second installment.

Omnius

(in reply to warspite1)
Post #: 1124
RE: Interesting AAR - 9/16/2014 2:56:41 PM   
warspite1


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quote:

ORIGINAL: Centuur

Vichy declaring goes smooth. Collapsing Vichy has bugs in it, as has conquest. I really would like the two major ones in those (regarding the changes in control of hexes) to be fixed...
Warspite1

100% agree. What is the point of net play working if this doesn't? Ho hum.....


_____________________________

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Post #: 1125
RE: A Few More Points - 9/16/2014 3:07:46 PM   
Orm


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quote:

warspite1,
I forgot to mention that the time you used an O-Chit and didn't get any units to double was because you most likely forgot to choose an HQ to use for doubling. You probably clicked through before choosing your HQ.

Or maybe the units he wanted to double was out of range of the designated HQ?

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(in reply to Omnius)
Post #: 1126
RE: Bob Flemin's MWIF AARse IV - Nice AArse - 9/16/2014 4:03:38 PM   
EUBanana


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Good AAR, must take ages being so painstaking with the many screenshots. Hope it continues!


quote:

ORIGINAL: brian brian
The Axis end up with a lot of units in a no oil game, that's for sure. But I think you should keep going to see The Awesome Power of the Allies in 1944, if you've never seen it.



Got a game going atm where I'm up to mid 42, not sure which side is winning really. I'm tempted to put up an AAR of it as some late war shenanigans might be of interest to some people, certainly I'm kinda done reading AARs of Fall Gelb again and again. That said, I lack Warspite's patience...

I can concur re. submarines btw, I've had Germany investing continuously in submarines, 1-3 points a turn, and they have been absolutely devastating, even though the only naval turns Germany took were generally over winter when the land war goes quiet, or near the fag end of a turn when everything is disorganised bar the U-Boats. In fact the CW economy almost collapsed completely, they were down to 8 points a turn at one point, and with every prospect of it getting much worse. The Royal Navy is SUPER stretched as a result too, which has knock on effects in the Mediterranean war. Huge numbers of CW build points have gone into convoys and cruisers, Sunderlands are busy roaming the Atlantic while there are no naval bombers to spare for the Med. The Battle of the Atlantic is important.

< Message edited by EUBanana -- 9/16/2014 5:05:20 PM >


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Post #: 1127
RE: Bob Flemin's MWIF AARse IV - Nice AArse - 9/16/2014 4:57:13 PM   
composer99


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quote:

The mistake in Poland I mentioned wasn't with the German set up, it was with the Polish set up. The one mistake you made as the Germans was to overrun the Polish fleet on the first impulse thus handing Britain those ships. I used to do that too until I realized it's smarter to not take Danzig on the first impulse, force Britain to then have to choose between a naval or a land impulse, or perhaps a wimpy combined. I don't waste any Polish units in the hex north of Lodz/Warsaw, that's a hex I want the Germans to try to stack in and attack from as it's across the river. It is pretty tough to protect Warsaw long if the German attacks in earnest.


Putting on my CW hat, I would say that the Polish ships are a write-off, and I won't bother including them in deciding whether to start with a naval or combined impulse (I can't see the CW calling a land action on its first impulse of S/O 1939). (Then again, I usually set up the Polish Army on the assumption that it's not going to move, whether because I don't have the action limits in time, or because it all gets pinned or destroyed during the surprise impulse). If the Germans do a land action on impulse #1 and don't port attack or overrun the Polish ships, then unless I call a combined, I get them anyway.

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Post #: 1128
An Interesting Trick - 9/16/2014 5:44:35 PM   
Omnius


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warspite1,
I remember you mentioned muffing your naval gearing limit for one country. Did you know there's a simple trick to jacking up your naval gearing limit quicker than normal. Since convoy points are considered a 1/2 ship build you can build naval units to one less than your gearing limit. Then you build a convoy point and finally you can build one more naval unit that you want. That allows you to exceed your current ship gearing limit by 1, thus allowing you to run up your ship gearing limit by 2 per turn.

Omnius

(in reply to warspite1)
Post #: 1129
RE: An Interesting Trick - 9/16/2014 5:50:00 PM   
composer99


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quote:

ORIGINAL: Omnius

warspite1,
I remember you mentioned muffing your naval gearing limit for one country. Did you know there's a simple trick to jacking up your naval gearing limit quicker than normal. Since convoy points are considered a 1/2 ship build you can build naval units to one less than your gearing limit. Then you build a convoy point and finally you can build one more naval unit that you want. That allows you to exceed your current ship gearing limit by 1, thus allowing you to run up your ship gearing limit by 2 per turn.

Omnius


Is it wrong that I read this and the thought that flashed across my mind was "One Weird Trick To Boost Your Naval Production"?

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Post #: 1130
My Sentiments Exactly - 9/16/2014 5:50:52 PM   
Omnius


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composer99,
My sentiments exactly as regards the mighty Polish navy. It also shows how we'll start out not understanding the nuances of the game. As a German it's just so tempting to overrun those naval units in Danzig to capture Danzig. However after some thinking and playing I think players learn that that is not the best tactic.

As a British player concerned about protecting those ever important convoy points it is hard not to run a naval impulse. However if playing against a German player intent upon ground action then a British player could do a land move to move Polish ground units into better defensive positions. That means being able to spread them out a little more to keep from getting hammered with the surprise impulse ground strikes.

The game is a lot of fun because there are so many nuances to the game to learn and perfect.

Omnius

(in reply to composer99)
Post #: 1131
Littler England - 9/16/2014 5:52:20 PM   
Omnius


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EUBanana,
If Scotland decides to vote for secession will you change your location description to Littler England?

Omnius

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Post #: 1132
RE: Littler England - 9/16/2014 5:54:17 PM   
EUBanana


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quote:

ORIGINAL: Omnius

EUBanana,
If Scotland decides to vote for secession will you change your location description to Littler England?

Omnius


It'll be littler UK, but not littler England, unless Yorkshire secedes as well.

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Post #: 1133
RE: Bob Flemin's MWIF AARse IV - Nice AArse - 9/16/2014 6:32:45 PM   
composer99


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quote:

ORIGINAL: Omnius

composer99,
My sentiments exactly as regards the mighty Polish navy. It also shows how we'll start out not understanding the nuances of the game. As a German it's just so tempting to overrun those naval units in Danzig to capture Danzig. However after some thinking and playing I think players learn that that is not the best tactic.

As a British player concerned about protecting those ever important convoy points it is hard not to run a naval impulse. However if playing against a German player intent upon ground action then a British player could do a land move to move Polish ground units into better defensive positions. That means being able to spread them out a little more to keep from getting hammered with the surprise impulse ground strikes.

The game is a lot of fun because there are so many nuances to the game to learn and perfect.

Omnius


I must not have been very clear, because I was basically defending German overrunning of the Polish fleet during the surprise impulse. Unless the CW calls a combined (*) for the very first Allied impulse there usually isn't a better time.

(*) I can't see why the CW would call a land impulse on the first Allied impulse of the game; barring, perhaps, a France-First set up by Germany which is very weakly set up against the Poles.


< Message edited by composer99 -- 9/16/2014 7:34:42 PM >


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Post #: 1134
RE: Bob Flemin's MWIF AARse IV - Nice AArse - 9/16/2014 11:56:37 PM   
brian brian

 

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An aggressive CW player would probably order unmolested Polish destroyers in Danzig out into the Baltic for a 50% chance of finding the German merchant shipping, as they can easily open the game with a naval impulse. If anything they might select a Combined to get more air missions to intern the Polish pilots while simultaneously bombing whatever bits of the Kriegsmarine aren't in East Prussia. A French cruiser on a suicide mission might already be on the way, giving the Allies another chance at finding the ore convoys on a subsequent impulse.

There is only a 60% chance the British get either Polish ship counter…and a 10% chance the Germans get them.

The Germans do have to set up carefully to cover the possibility of the Poles deploying a unit or two in the extreme south or north of Poland, especially if they are attempting any other objective aside from Denmark on the first turn.

(in reply to composer99)
Post #: 1135
RE: Bob Flemin's MWIF AARse IV - Nice AArse - 9/17/2014 5:32:59 AM   
warspite1


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quote:

ORIGINAL: brian brian

An aggressive CW player would probably order unmolested Polish destroyers in Danzig out into the Baltic for a 50% chance of finding the German merchant shipping, as they can easily open the game with a naval impulse. If anything they might select a Combined to get more air missions to intern the Polish pilots while simultaneously bombing whatever bits of the Kriegsmarine aren't in East Prussia. A French cruiser on a suicide mission might already be on the way, giving the Allies another chance at finding the ore convoys on a subsequent impulse.

There is only a 60% chance the British get either Polish ship counter…and a 10% chance the Germans get them.

The Germans do have to set up carefully to cover the possibility of the Poles deploying a unit or two in the extreme south or north of Poland, especially if they are attempting any other objective aside from Denmark on the first turn.
warspite1

Some good points there.

It is likely the CW do a naval first impulse so a free Polish destroyer could be used to try and intercept the Baltic convoy.

Sooooo many things to think of!


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RE: Bob Flemin's MWIF AARse IV - Nice AArse - 9/17/2014 2:06:25 PM   
Centuur


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quote:

ORIGINAL: brian brian

An aggressive CW player would probably order unmolested Polish destroyers in Danzig out into the Baltic for a 50% chance of finding the German merchant shipping, as they can easily open the game with a naval impulse. If anything they might select a Combined to get more air missions to intern the Polish pilots while simultaneously bombing whatever bits of the Kriegsmarine aren't in East Prussia. A French cruiser on a suicide mission might already be on the way, giving the Allies another chance at finding the ore convoys on a subsequent impulse.

There is only a 60% chance the British get either Polish ship counter…and a 10% chance the Germans get them.

The Germans do have to set up carefully to cover the possibility of the Poles deploying a unit or two in the extreme south or north of Poland, especially if they are attempting any other objective aside from Denmark on the first turn.


+1! I love a German player who doesn't overrun the Polish fleet in the first land impulse. They will sail into the 4 box to try to get the German convoys. It's the fun part of the first allied impulse...

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Post #: 1137
RE: Bob Flemin's MWIF AARse IV - Nice AArse - 9/17/2014 7:10:22 PM   
warspite1


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Right then that settles it, AARse V will feature a first turn overrun of Danzig

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Post #: 1138
RE: Bob Flemin's MWIF AARse IV - Nice AArse - 9/18/2014 5:41:54 PM   
Centuur


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quote:

ORIGINAL: warspite1

Right then that settles it, AARse V will feature a first turn overrun of Danzig


So you don't feel to experiment? To bad...

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Peter

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Post #: 1139
RE: Bob Flemin's MWIF AARse IV - Nice AArse - 9/18/2014 7:26:41 PM   
warspite1


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quote:

ORIGINAL: Centuur


quote:

ORIGINAL: warspite1

Right then that settles it, AARse V will feature a first turn overrun of Danzig


So you don't feel to experiment? To bad...
warspite1

To be honest I don't mind experimenting, its just that given the arguments I've heard, I don't think not overrunning the Polish navy is very sensible and so not something that future opponents are likely to adopt.


< Message edited by warspite1 -- 9/18/2014 8:28:46 PM >


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