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RE: 4 player E-mail: Axis Only AAR

 
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RE: 4 player E-mail: Axis Only AAR - 5/1/2016 12:47:04 PM   
Mayhemizer_slith


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I go for AT and 6-4 INF, target is to break trough and close circle for 2 corps in woods.

Antwerp attack is not very good, I don't big risk with it. I will ground strike Antwerp by artillery.

I'm on my way to calculate odds.

(in reply to Jagdtiger14)
Post #: 121
RE: 4 player E-mail: Axis Only AAR - 5/1/2016 1:12:29 PM   
Mayhemizer_slith


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German instructions for air actions:

He112 to North Sea box 2 (there is no CP, so it can initiate combat if CP comes and NAV can intercept).

Ground strikes:
Artillery hits Antwerp
Bf110 hits Lodz and lands hex SE of Königsberg
Do17 hits Warsaw and lands Königberg

Other planes is France provides ground support. I get better odds by increasing odds from 3:1 to 4:1 (vs AT gun) and in other combat 4:1 to 5:1 than ground striking.

No rail moves for Germany.

Poland has lots of units, that may cause problems if I don't hit them and they decide to make counter attack...

CW units in Antwerp are OOS but there was path to oil so all of them are organized.

< Message edited by Mayhemizer -- 5/1/2016 4:22:11 PM >

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Post #: 122
RE: 4 player E-mail: Axis Only AAR - 5/1/2016 1:17:08 PM   
Jagdtiger14


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About the ridiculous 1d10: someone (Brian?) wrote that its the pluses to the die roll that is important more than the odds. Not sure if that is true?

Of course, if you get a good result from your ARTY vs Antwerp...

< Message edited by Jagdtiger14 -- 5/1/2016 1:24:08 PM >


_____________________________

Conflict with the unexpected: two qualities are indispensable; first, an intellect which, even in the midst of this obscurity, is not without some traces of inner light which lead to the truth; second, the courage to follow this faint light. KvC

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Post #: 123
RE: 4 player E-mail: Axis Only AAR - 5/1/2016 1:30:25 PM   
Mayhemizer_slith


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I will attack Antwerp if I hit both Mot corps.

In this topic at the end of page 3 is combat tables for 1d10.

Arm units blitz bonus gives me +2 vs AT gun and +1 vs Inf.

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Post #: 124
RE: 4 player E-mail: Axis Only AAR - 5/1/2016 8:30:50 PM   
Mayhemizer_slith


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After N/D 1939 Axis impulse 1 this is how I look:

Can't stop smiling.




Attachment (1)

< Message edited by Mayhemizer -- 5/1/2016 8:32:41 PM >

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Post #: 125
RE: 4 player E-mail: Axis Only AAR - 5/1/2016 8:33:59 PM   
AllenK


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Congratulations Herr General,

After a faltering start, the campaign looks to have got going.


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Post #: 126
RE: 4 player E-mail: Axis Only AAR - 5/2/2016 1:35:31 AM   
Jagdtiger14


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Way to go Mayhemizer! Although some will credit the good weather luck...which there is that, but you didn't make any mistakes...one little tiny missed opportunity, but no biggie. You took advantage of a faulty French set up that they couldn't seem to recover from, their Belgian set up, and their advance into Belgium/defensive line was begging to be abused even in poor weather.

Its not over yet, and then there are the big post-France questions to be answered.

Congrats!

_____________________________

Conflict with the unexpected: two qualities are indispensable; first, an intellect which, even in the midst of this obscurity, is not without some traces of inner light which lead to the truth; second, the courage to follow this faint light. KvC

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Post #: 127
RE: 4 player E-mail: Axis Only AAR - 5/2/2016 2:53:01 AM   
brian brian

 

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quote:

ORIGINAL: Jagdtiger14

About the ridiculous 1d10: someone (Brian?) wrote that its the pluses to the die roll that is important more than the odds. Not sure if that is true?

Of course, if you get a good result from your ARTY vs Antwerp...


I just pointed out that the attack on Si-An had a better chance of success on the 1d10 where cities and single factories are ignored, which surprised me. I know very little about the 1d10 results any more, haven't played with it in over ten years.

Both of these turns are an example of what the 1d10 can do, where each result is equally likely rather than the middle result being the most likely. Runs of multiple sequential good or bad rolls are less common on the 2d10.

The Allies had bad combat dice as well, in one sense. The attack on Algiers should have been an Assault and the Italians mismanaged one of their best assets - the surprise invasion. But with these results and the US Entry and TRS results, the Axis have had the better part of the dice results so far by quite a bit.

Yes I am reading both threads but mostly keeping comments to rules clarifications and comments about decisions that can't be undone. I hope that is OK. Some of my comments are for me to learn the current state of MWiF, such as when I forgot that Isolated Re-Org is still not part of the game, which blows my mind and would be hard for me to remember during play. We started using that as a House Rule playing 4th Edition WiF in the early 90s.

I worked in IT back then and every player had an account on a mainframe running early Forum software before the WWW came along. We played just like this AAR - a common thread for scheduling, and a thread for the Axis and the Allies, though they were password protected, a handy feature I haven't seen in electronic discussion since.

I still hold that Fall Gelb is hugely luck dependent and as likely to give the Axis bad results (Uncle Sam DOW in mid-1941) as it is to give a boost to the Axis timetable. But few play the Allies the way I do (build heavy on Infantry class units), or the Axis (build the..........)

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Post #: 128
RE: 4 player E-mail: Axis Only AAR - 5/2/2016 4:34:25 AM   
Jagdtiger14


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quote:

I still hold that Fall Gelb is hugely luck dependent and as likely to give the Axis bad results (Uncle Sam DOW in mid-1941) as it is to give a boost to the Axis timetable. But few play the Allies the way I do (build heavy on Infantry class units), or the Axis (build the..........)


Well, yes...Fall Gelb is luck dependent, but then it depends on what your definition of Fall Gelb is. For me it is simply getting a jump on France before they can get out of hand (and doing this by preserving O-chits as much as possible)...not taking France end of '39 or what ever. The US coming in a turn or two early in exchange is ok in my opinion.



_____________________________

Conflict with the unexpected: two qualities are indispensable; first, an intellect which, even in the midst of this obscurity, is not without some traces of inner light which lead to the truth; second, the courage to follow this faint light. KvC

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Post #: 129
RE: 4 player E-mail: Axis Only AAR - 5/2/2016 3:43:54 PM   
peskpesk


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Only a blizzard can stop the Germans now and OKW must already plan what todo next.

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Post #: 130
RE: 4 player E-mail: Axis Only AAR - 5/2/2016 10:20:44 PM   
Centuur


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That's Blitzkrieg in it's finest form. But things can still become more difficult for the Germans. If the French are wise, they will withdraw units towards the Paris area and leave the city of Lille for Germany to enter. And there's the next weather roll, which becomes very important...

But overall, you are doing quite well, after a first turn with too high losses for the Axis due to horrible combat die rolls.

The Führer awards general Mayhemizer with the Iron Cross.

< Message edited by Centuur -- 5/2/2016 10:23:37 PM >


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Post #: 131
RE: 4 player E-mail: Axis Only AAR - 5/3/2016 1:08:53 AM   
rkr1958


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quote:

ORIGINAL: Centuur
The Führer awards general Mayhemizer with the Iron Cross.
Would that be First Class or Second Class?


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Ronnie

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Post #: 132
RE: 4 player E-mail: Axis Only AAR - 5/3/2016 5:09:32 AM   
Mayhemizer_slith


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Thanks guys

Big losses only mean that I'm trying really hard!

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Post #: 133
RE: 4 player E-mail: Axis Only AAR - 5/3/2016 9:25:32 AM   
Mayhemizer_slith


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Interesting to see if France makes as strong line as possible or 1 corps/army per hex to front line and others to hexes behind to prevent breakthroughs.


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Post #: 134
RE: 4 player E-mail: Axis Only AAR - 5/3/2016 9:32:36 AM   
Mayhemizer_slith


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quote:

ORIGINAL: peskpesk

Only a blizzard can stop the Germans now and OKW must already plan what todo next.


OKW has plans A, B and C. We need to see how fast Poland and France falls before we choose one of them. Let's say ARM units are not in priority list in production

(in reply to peskpesk)
Post #: 135
RE: 4 player E-mail: Axis Only AAR - 5/3/2016 10:33:27 AM   
Jagdtiger14


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Don't be suckered into killing off that Paris MIL. If for some reason you don't take Paris this turn, he will build that.

Fair weather again, wow! Its amazing to me they are not protecting against breakthroughs...and finally abandoning the Italian front.

_____________________________

Conflict with the unexpected: two qualities are indispensable; first, an intellect which, even in the midst of this obscurity, is not without some traces of inner light which lead to the truth; second, the courage to follow this faint light. KvC

(in reply to Mayhemizer_slith)
Post #: 136
RE: 4 player E-mail: Axis Only AAR - 5/3/2016 10:42:08 AM   
Mayhemizer_slith


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Looking good, weather stays fine

Try push one units with Japs toward Nationalists fighter. If you get there, they are OOS. If they block you, line gets thinner.

Move Italians to France, don't attack yet with low odds. If you get disorganized they can move to north. Try to advance to Marseilles, there are some disorganized ships waiting for overrun.

I think Germany will fire both artilleries against CW stacks and leave them for better time. Stuka may ground strike one of French stacks or give ground support. Paris MIL will be left alone, I don't want to see it in Paris if there is another turn.

Also remember to send one Italian plane to Netherlands to initiate combat in North Sea. I want to sink that transporter.

This is actually going just like planned...

(in reply to Mayhemizer_slith)
Post #: 137
RE: 4 player E-mail: Axis Only AAR - 5/3/2016 3:23:39 PM   
Mayhemizer_slith


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Instructions for German actions N/D 1939 Axis 3:

Land action

Ground strikes: Both artilleries fires to CW stacks

Rail move: Kiel MIL from Bremen to Rotterdam

I can do land moves after your moves.

I'm planning to attack in Poland against those 2 units out side of city (5:1) and in France vs HQ stack in middle (after ground support 4:1) and supporting attack in woods vs 3 units (so that artillery cannot help HQ, 2:1) and 4-3 INF in Belgium (6:1B or 7:1B depending if I want to advance one unit from Brussels to west).

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Post #: 138
RE: 4 player E-mail: Axis Only AAR - 5/3/2016 8:42:52 PM   
AllenK


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Italians will do a Land to push units into and towards France. Japan will also do a Land to shufle units but not much else.

El Duce could send Germany a plane but it would be the ATR. The Trans is guarded by a 5-point Hurricane and the Germans are fielding a 3-point He-112. I suspect the ATR will be an essential item in at least one of plans A, B and C. If it gets shot down and has to be rebuilt, that's less Navs and Subs to plague the Allies with.

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Post #: 139
RE: 4 player E-mail: Axis Only AAR - 5/3/2016 8:53:21 PM   
Mayhemizer_slith


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Does Italy have 2 fighters? If they send one of them it takes 2 impulses and we might initiate combat later this turn.

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Post #: 140
RE: 4 player E-mail: Axis Only AAR - 5/3/2016 8:59:23 PM   
AllenK


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Yes, Italians could send a fighter. It would risk a port strike on Italian fleet in La Spezia if CW sails into West Med. Italians do have a Nav and Ftr in 2-box as first defence but you know how searches can go.

Not saying El Duce is against it but just considering the risks involved.

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Post #: 141
RE: 4 player E-mail: Axis Only AAR - 5/3/2016 9:05:32 PM   
Mayhemizer_slith


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Can you send that ATR? German NAV is the front bomber and if gets shot down or aborted we can abort from combat. No risk for Italian plane. Specially if my ground strikes are good.

If we get CW units OOS I can destroy them.

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Post #: 142
RE: 4 player E-mail: Axis Only AAR - 5/3/2016 9:19:58 PM   
AllenK


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The ground strike swings it.

El Duce will send the ATR.

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Post #: 143
RE: 4 player E-mail: Axis Only AAR - 5/4/2016 2:36:04 PM   
Centuur


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The Italian ATR's are very good to transport the German PARA. I always use them instead of the lousy "Tante Ju's". Germany should ask the Italians to build one for them.

< Message edited by Centuur -- 5/4/2016 2:38:20 PM >


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Post #: 144
RE: 4 player E-mail: Axis Only AAR - 5/4/2016 4:01:57 PM   
Protagoras

 

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Guys,

I am trying not to comment in any of these (other than silly things) since I am watching all three. But I must have missed the axis builds. Any chance of reposting them or pointing me to where they are?


Thanks

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Post #: 145
RE: 4 player E-mail: Axis Only AAR - 5/4/2016 5:21:35 PM   
AllenK


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quote:

ORIGINAL: Centuur

The Italian ATR's are very good to transport the German PARA. I always use them instead of the lousy "Tante Ju's". Germany should ask the Italians to build one for them.


If one of the plans we are thinking of is attempted, that may well come to pass.

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Post #: 146
RE: 4 player E-mail: Axis Only AAR - 5/4/2016 5:22:32 PM   
AllenK


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quote:

ORIGINAL: Protagoras

Guys,

I am trying not to comment in any of these (other than silly things) since I am watching all three. But I must have missed the axis builds. Any chance of reposting them or pointing me to where they are?


Thanks



Try around page 20 on the main log.

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Post #: 147
RE: 4 player E-mail: Axis Only AAR - 5/5/2016 5:31:22 AM   
Jagdtiger14


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How much lift does the CW have for this turn(used and unused) in the Atlantic/North Sea/Med?

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Conflict with the unexpected: two qualities are indispensable; first, an intellect which, even in the midst of this obscurity, is not without some traces of inner light which lead to the truth; second, the courage to follow this faint light. KvC

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Post #: 148
RE: 4 player E-mail: Axis Only AAR - 5/5/2016 6:40:35 PM   
Jagdtiger14


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Bueller? Bueller? Bueller?

https://www.youtube.com/watch?v=KS6f1MKpLGM



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Conflict with the unexpected: two qualities are indispensable; first, an intellect which, even in the midst of this obscurity, is not without some traces of inner light which lead to the truth; second, the courage to follow this faint light. KvC

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Post #: 149
RE: 4 player E-mail: Axis Only AAR - 5/7/2016 12:26:19 AM   
quiritus

 

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quote:

ORIGINAL: Jagdtiger14

About the ridiculous 1d10: someone (Brian?) wrote that its the pluses to the die roll that is important more than the odds. Not sure if that is true?

is the opposite: to 3:1, +1 or +1 odd is the same: 2:1 +1 or 3:1 +0 give the same results. the big change is from 3:1 to 4:1, from this point +1 is 1/2 odds: 3:1+1 is worst than 4:1: two shift in attacker flavour in place of one every odd.

in same case, but is rare, 2d10 is better for the defender, but most of the time is better for attacker, not on the odds or + side, but for the impact of the 3rd unit in a stack

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Post #: 150
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