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RE: Global War AAR in Pictures - 5/29/2016 10:49:36 PM   
rkr1958


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Turn 24. Jul/Aug 1943. Allied #13. USN. Italian Coast. No Contact.

The USN tries to initiate combat but fails to make contact off the Italian Coast.




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RE: Global War AAR in Pictures - 5/29/2016 10:51:09 PM   
rkr1958


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Turn 24. Jul/Aug 1943. Allied #13. USN. Port Attack 1. Canton, China.

In the Pacific, the USN starts things off with a port attack against IJN ships docked in Canton, China. The attack is driven by IJN carrier based fighters.




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Ronnie

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RE: Global War AAR in Pictures - 5/29/2016 10:52:49 PM   
rkr1958


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Turn 24. Jul/Aug 1943. Allied #13. USN. Port Attack 2. Truk, Caroline Islands.

A second USN port attack on docked IJN ships is avoided. Not a good start to USN actions in the Pacific this impulse.




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Ronnie

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RE: Global War AAR in Pictures - 5/29/2016 10:54:13 PM   
rkr1958


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Turn 24. Jul/Aug 1943. Allied #13. USN. China Sea. No Combat.

With only US fighter planes aloft in the China Sea the USN decides not to try to initiate a combat in the China Sea.




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Ronnie

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RE: Global War AAR in Pictures - 5/29/2016 10:55:15 PM   
rkr1958


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Turn 24. Jul/Aug 1943. Allied #13. USN. South China Sea. Contact.

However, in the South China Sea, which is where the USN really wants to do battle, they successfully find and surprise the IJN.




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Ronnie

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RE: Global War AAR in Pictures - 5/29/2016 10:58:25 PM   
rkr1958


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Turn 24. Jul/Aug 1943. Allied #13. USN. South China Sea. Naval Air Combat.

The naval air combat lasts only a single round but it's a victory for the USN and CW forces there. The allies sink the last remaining Japanese CP operating there and also manage to sink an IJN battleship and force a second one to abort.

The allies have sunk 10 Japanese CPs in the South China Sea this turn. A major blow to Japanese production the allies hope.




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Ronnie

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RE: Global War AAR in Pictures - 5/29/2016 11:20:36 PM   
rkr1958


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Turn 24. Jul/Aug 1943. Allied #13. USSR. Black Sea. No Combat.

Turning to the Soviet Union and the Eastern Front, the Soviets use their combine to move a battleship and heavy cruiser into the 3 box of the Black Sea. The primary, and sole purpose is to ensure the flow of supplies to those ground troops depended upon supply through the Black Sea. As such, the Soviet Navy in the Black Sea chooses not to try to initiate a naval combat. If they did, then however low the risk, they would jeopardize their primary and sole mission objective. Therefore, no combat. And since the Germans, as the non-phasing player, have no organized units in the Black Sea or any organize planes with air to sea capability in range of the Black Sea, then they have no opportunity in return to try to force a battle. So mission accomplished for the Soviet navy in the Black Sea.




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RE: Global War AAR in Pictures - 5/29/2016 11:21:26 PM   
rkr1958


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Turn 24. Jul/Aug 1943. Allied #13. USSR. Baltic Sea. No Combat.

No combat here either.




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RE: Global War AAR in Pictures - 5/29/2016 11:32:53 PM   
rkr1958


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Turn 24. Jul/Aug 1943. Allied #13. USSR. Land Combat 1.

Now to the meat of the Soviet move and the almost lost opportunity from the combine action. With a combine the Soviets and ChiComm only get five land moves total. All five went to the Soviets who were able to put three disorganized German panzer corps across two different stack out of supply. The Soviets with a combine also got two land combats and needed them both against these two stacks.

The first of the two land combats was against a three stack containing two the three out of supply and disorganized panzer corps, one of which was elite. The Germans, who have the choice of CRT, elected to fight the battle on a Blitz in order to maximize the chance of survival of their two panzer corps. It worked because if the Germans had chosen the assault table then they would have lost two units (an engineer and a panzer corps). As it turned, all three German units were shattered at the cost of a (weak) Soviet army lost. A good result, nevertheless for the Soviets who see three quality German units gone from the Russian Front. Also, this attack broke the siege of Stavropol and brought relief to the heroic defenders of said city.






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RE: Global War AAR in Pictures - 5/29/2016 11:34:46 PM   
rkr1958


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Turn 24. Jul/Aug 1943. Allied #13. USSR. Land Combat 2. Armavir Oil Resource, USSR.

The second Soviet land combat results in the destruction of an SS panzer corps and the liberation of the Armavir oil facilities captured last turn by the Germans.




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RE: Global War AAR in Pictures - 5/29/2016 11:38:20 PM   
rkr1958


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Turn 24. Jul/Aug 1943. Allied #13. USSR. Southern Front.

Well apparently Comrade Stalin's inquiry into his high command lit a fire under his senior staff officers. Even with resources diverted to a rare naval operation the Soviets were able to carry out a highly successful counterattack against a German panzer army in Southern Russia. While the situation there is far from secure, it's greatly improved by this counteroffensive.




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RE: Global War AAR in Pictures - 5/29/2016 11:39:28 PM   
rkr1958


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Turn 24. Jul/Aug 1943. Allied #13. USSR.




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RE: Global War AAR in Pictures - 5/29/2016 11:41:17 PM   
rkr1958


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Turn 24. Jul/Aug 1943. Allied #13. End of Turn.

This turn comes to an end. Undoubtedly both sides will want to move first next turn. The allies will have a +1, so they can force a reroll if necessary, however, the axis will win ties.




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Ronnie

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RE: Global War AAR in Pictures - 5/29/2016 11:46:44 PM   
rkr1958


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Turn 24. Jul/Aug 1943. Destroyed and Repair Pools.




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Ronnie

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RE: Global War AAR in Pictures - 5/29/2016 11:47:52 PM   
rkr1958


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Turn 24. Jul/Aug 1943. CP Losses.




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Ronnie

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RE: Global War AAR in Pictures - 5/30/2016 1:06:46 AM   
Courtenay


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quote:

ORIGINAL: rkr1958

Turn 24. Jul/Aug 1943. Allied #13. USN. North Atlantic.

The USN indeed choose no combat in the North Atlantic. But as discussed in the previous post because the USA was "forced" to move additional CPs into the North Atlantic the axis as the non-phasing player was given the opportunity to try to initiate combat.

In the spirit of the game should I allow this? If MWiF had allowed the USA convoy planner to go through the Central Atlantic instead of forcing them through the North Atlantic then this would have not been possible. In the end, I half-halfheartedly allowed the axis to try to initiate combat. They failed. My reason for allowing the axis the opportunity was based on the fact that the game allowed it even through the game also force me to take a route through the North Atlantic even through I should have been able to go through the Central Atlantic.


When I encounter a situation like this, I do not take advantage of it. You did not want to put a unit there, but the program made you. Pretend like the program functioned properly, and so the Axis should not get a chance to initiate combat.

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RE: Global War AAR in Pictures - 5/30/2016 1:19:59 AM   
Courtenay


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I would try my best as the Western Allied player to get as many BPs as possible to the Russians. Italy is down, but unless the Russians can stage a comeback, the Germans are going to hold.

Also, the Allies have to be thinking about Overlord, unless they manage to get all of Alps from the Germans, and stage a direct attack on Germany. Possible, but very hard. Attacking into France from Italy is not a good proposition; there are too many mountains there. If you are going to fight north from Italy, you might as well go straight north, where there are fewer mountains, and a bigger reward. (Of course, if the Germans let you just walk through, take it!)

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RE: Global War AAR in Pictures - 5/30/2016 1:27:04 AM   
rkr1958


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quote:

ORIGINAL: Courtenay


quote:

ORIGINAL: rkr1958

Turn 24. Jul/Aug 1943. Allied #13. USN. North Atlantic.

The USN indeed choose no combat in the North Atlantic. But as discussed in the previous post because the USA was "forced" to move additional CPs into the North Atlantic the axis as the non-phasing player was given the opportunity to try to initiate combat.

In the spirit of the game should I allow this? If MWiF had allowed the USA convoy planner to go through the Central Atlantic instead of forcing them through the North Atlantic then this would have not been possible. In the end, I half-halfheartedly allowed the axis to try to initiate combat. They failed. My reason for allowing the axis the opportunity was based on the fact that the game allowed it even through the game also force me to take a route through the North Atlantic even through I should have been able to go through the Central Atlantic.


When I encounter a situation like this, I do not take advantage of it. You did not want to put a unit there, but the program made you. Pretend like the program functioned properly, and so the Axis should not get a chance to initiate combat.
I agree. I think I'll adopt that philosophy going forward. To me, this is the only frustrating part about MWiF. I do mean the only, but it can be frustrating. For me, I often have CP routes set up, maybe setup for several turns and working. I will then add the additional CPs for a new route (e.g., captured Italian RP to the USA), but the program will not use the idle CPs to move the resource but will use one already in use breaking a route. Why on earth doesn't the program try to use the CPs at sea that are idle instead of using a CP already in use and breaking an existing route?

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RE: Global War AAR in Pictures - 5/30/2016 1:34:52 AM   
rkr1958


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quote:

ORIGINAL: Courtenay

I would try my best as the Western Allied player to get as many BPs as possible to the Russians. Italy is down, but unless the Russians can stage a comeback, the Germans are going to hold.

Also, the Allies have to be thinking about Overlord, unless they manage to get all of Alps from the Germans, and stage a direct attack on Germany. Possible, but very hard. Attacking into France from Italy is not a good proposition; there are too many mountains there. If you are going to fight north from Italy, you might as well go straight north, where there are fewer mountains, and a bigger reward. (Of course, if the Germans let you just walk through, take it!)
The problem is that the allies can only get more than 1 BP per turn to the Soviet union when Archangel is not iced in. With Sep/Oct approaching then all it takes is snow in the Arctic to shut the Murmansk convoys down 1 BP. No way from the South with Italy controlling Iraq, Persia and the Middle East.

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Ronnie

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RE: Global War AAR in Pictures - 5/30/2016 6:37:47 PM   
Centuur


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The destroyed pool is a disaster for the Axis. The situation in Italy and in the USSR is very, very bad for Germany. They have overstretched themselves in the USSR...

Now, the way to proceed is to put the fastest units the Soviet get (if they get an HQ ARM it goes into Saratov) in Saratov and Penza. I would put two good land units in Krasnodar, 1 good one into Savropol and another good one in Stalingrad. The rest of the land units you get can go into the northern part of the frontline (Yaroslav). If possible, put two units into Sevastopol too.

If the weather stays fine and the Allies go first, than the surrounding of the German southern army gets done. You only need to screen Rostov (are there two German land units there, or only the division and an air unit?) and the 6-3 INF near Saratov which gets out of supply the moment you get the first impulse. Don't make any attacks, except if the USSR gets really good odds. Germany can't attack you in the south if supply isn't reinstalled and that's going to be difficult for them, if you put as many units as you can through the gap up north and at Sevrapol and Krasnodar to the north. An organised army is far more important than killing German units. Surround them first, kill them later (next turn, or the turn after that, if you use winterized units by the USSR).

If the Allies don't go first, it's up to Germany to try an salvage their army (but I don't think they will be able to get a lot out of the USSR). If you play it save, you get the upper hand.




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RE: Global War AAR in Pictures - 5/30/2016 7:03:15 PM   
rkr1958


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quote:

ORIGINAL: Centuur

The destroyed pool is a disaster for the Axis. The situation in Italy and in the USSR is very, very bad for Germany. They have overstretched themselves in the USSR...

Now, the way to proceed is to put the fastest units the Soviet get (if they get an HQ ARM it goes into Saratov) in Saratov and Penza. I would put two good land units in Krasnodar, 1 good one into Savropol and another good one in Stalingrad. The rest of the land units you get can go into the northern part of the frontline (Yaroslav). If possible, put two units into Sevastopol too.

If the weather stays fine and the Allies go first, than the surrounding of the German southern army gets done. You only need to screen Rostov (are there two German land units there, or only the division and an air unit?) and the 6-3 INF near Saratov which gets out of supply the moment you get the first impulse. Don't make any attacks, except if the USSR gets really good odds. Germany can't attack you in the south if supply isn't reinstalled and that's going to be difficult for them, if you put as many units as you can through the gap up north and at Sevrapol and Krasnodar to the north. An organised army is far more important than killing German units. Surround them first, kill them later (next turn, or the turn after that, if you use winterized units by the USSR).

If the Allies don't go first, it's up to Germany to try an salvage their army (but I don't think they will be able to get a lot out of the USSR). If you play it save, you get the upper hand.




Thanks! But apparently I've hit a game stopping (for now) bug. At the end of Soviet Production the game ask if I want to continue even though I have 1 unused BP. I though I used all the Soviet BP's? Apparently it's something to do with Vichy Production. And Vichy was collapsed by Germany this turn.

I filed a bug report on this, see: http://www.matrixgames.com/forums/tm.asp?m=4090722

I do hope there's a workaround or repair as I really want to continue this game.




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< Message edited by rkr1958 -- 5/30/2016 7:07:08 PM >


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Ronnie

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RE: Global War AAR in Pictures - 5/30/2016 7:40:11 PM   
rkr1958


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Good news! I think I've found a workaround!

I found the problem in the game file and fixed it myself. There's a record for SavedBPs with one field set to 1 and the rest to 0. Apparently that 1 is for Vichy France, which was collapsed. To continue the game I changed that 1 to a 0 and the game progressed. So I'm going to continue on with my game with that change made. I'm not sure what happened, but that "1" for Vichy France seems to be the root cause for the game stopping.




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RE: Global War AAR in Pictures - 5/30/2016 9:21:11 PM   
rkr1958


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General Centuur, Soviet Deployment Report as ordered.

quote:

ORIGINAL: Centuur
.. put the fastest units the Soviet get (if they get an HQ ARM it goes into Saratov) in Saratov and Penza.
Chemyak Arm HQ & MIL to Saratov. 9-6 armor army & MIL to Penza. No option for MILs, they have to be deployed to their respective cities if possible. I tried placing other units first in these two cities but couldn't until I placed the MILs there.

quote:

ORIGINAL: Centuur
I would put two good land units in Krasnodar
6-4 white print & 7-6 mech.

quote:

ORIGINAL: Centuur
1 good one into Savropol and another good one in Stalingrad.
8-3 white print to Savropol. Stalingrad, no choice, 5-3 MIL, which isn't really that bad.

quote:

ORIGINAL: Centuur
If possible, put two units into Sevastopol too.
Was able to place 5-4 white print there.

quote:

ORIGINAL: Centuur
The rest of the land units you get can go into the northern part of the frontline (Yaroslav).
Two infantry each in Vologrod and Yaroslav. Also, MIL adjacent to Groki (it already contained 3 units).

3 other MILs also deployed (Astrakhan, Tashkent & Sevastopol).





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Ronnie

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RE: Global War AAR in Pictures - 5/30/2016 9:53:38 PM   
rkr1958


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Turn 25. Sep/Oct 1943. Trade.

Changes from last turn.

1. CW gives 2 BP to the USSR.

2. USA stops sending 1 BP to USSR.

Note that the USA still is sending 5 BPs to the CW. Effectively these changes amount to the USA sending 3 BPs to the CW and 2 BPs to the USSR. The trade was sent up this way in the hope of making the convoy routes easier to manage. I'll let you know how well that works.




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RE: Global War AAR in Pictures - 5/30/2016 9:55:10 PM   
rkr1958


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Turn 25. Sep/Oct 1943. Initiative.

The allies lost the first, requested a reroll and lost that one on a tie. Luck of the initiative rolls this game has squarely been with the axis.




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RE: Global War AAR in Pictures - 5/30/2016 9:56:08 PM   
rkr1958


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Turn 25. Sep/Oct 1943. Axis #1. Weather.

However, the weather rolls have seemingly been with the allies. So I guess these two even out?




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RE: Global War AAR in Pictures - 6/1/2016 3:35:26 PM   
brian brian

 

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Rocket firing Sturmoviks attacking shipping and Russian tanks attacking to the east - this game has it all.

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RE: Global War AAR in Pictures - 6/1/2016 11:41:54 PM   
rkr1958


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quote:

ORIGINAL: brian brian

Rocket firing Sturmoviks attacking shipping and Russian tanks attacking to the east - this game has it all.

Thank you!

I'm quite enjoying the game myself.

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RE: Global War AAR in Pictures - 6/2/2016 2:39:10 AM   
rkr1958


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Turn 25. Sep/Oct 1943. Axis #1. Actions.




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RE: Global War AAR in Pictures - 6/2/2016 2:41:57 AM   
rkr1958


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Turn 25. Sep/Oct 1943. Axis #1. IJN. I-boats. Arabian Sea.

Just when allied merchantmen that the axis sub threat was gone IJN I-boats operating in the Arabian Sea sink 2 allied CPs and force another 2 to abort.

By the way, the allied defense of flying a planes to the 0-box to "defend" the CPs didn't work this time because of storms which grounded planes.




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< Message edited by rkr1958 -- 6/2/2016 2:44:52 AM >


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