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RE: 4 player game - 10/14/2018 4:40:40 PM   
Orm


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Yes, it will indeed be assault against Strasbourg. However, in the next attack it is Germanys choice to make and it will be a blitz attack.



Picture from May/Jun '40 Impulse #2 (Axis) - Land Combat

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< Message edited by Orm -- 10/14/2018 4:41:06 PM >


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RE: 4 player game - 10/14/2018 4:49:34 PM   
Orm


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Panzer Group Kleist breaks through the French lines.

How will the French losses be assigned?



Picture from May/Jun '40 Impulse #2 (Axis) - Land Combat

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RE: 4 player game - 10/14/2018 4:51:09 PM   
Mayhemizer_slith


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Save the MOT.

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RE: 4 player game - 10/14/2018 4:58:18 PM   
Orm


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I am shocked. The last attack was a stunning success.




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RE: 4 player game - 10/14/2018 4:59:01 PM   
Orm


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Time for dinner. I hope to be able to complete the Axis impulse later this evening.

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Post #: 425
RE: 4 player game - 10/14/2018 5:11:05 PM   
brian brian

 

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The AA gun would be worth more to France next turn - it is almost as good as an ARM unit, though a little better on the 2d10 table than 1d10.

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RE: 4 player game - 10/14/2018 5:24:42 PM   
jjdenver

 

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quote:

ORIGINAL: brian brian
The AA gun would be worth more to France next turn - it is almost as good as an ARM unit, though a little better on the 2d10 table than 1d10.


I agree - saving the gun is better. It also doesn't need oil to reorg if isolated.

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RE: 4 player game - 10/14/2018 6:15:49 PM   
Orm


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Air rebase:

Italy:
LND3 from Sicily to Stuttgart.
FTR2 from 54,33 in Belgium to 56,32 in France.

Japan:
LND2 from Chihkiang to hex 85,136.
FTR2 from Nanning to Kweiyang.

Germany use two HQs to reorganize 2 land units and 3 aircraft.



Picture from May/Jun '40 Impulse #2 (Axis) - Reorganization

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< Message edited by Orm -- 10/14/2018 6:16:23 PM >


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RE: 4 player game - 10/14/2018 6:16:51 PM   
Orm


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Picture from May/Jun '40 Impulse #2 (Axis) - Reorganization




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RE: 4 player game - 10/14/2018 6:18:47 PM   
Orm


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The Algerian front.



Picture from May/Jun '40 Impulse #2 (Axis) - Reorganization

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< Message edited by Orm -- 10/14/2018 6:19:07 PM >


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RE: 4 player game - 10/14/2018 6:21:17 PM   
Orm


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Egypt.



Picture from May/Jun '40 Impulse #2 (Axis) - Reorganization


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Post #: 431
RE: 4 player game - 10/14/2018 6:24:26 PM   
Orm


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The West Front.



Picture from May/Jun '40 Impulse #2 (Axis) - Reorganization

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RE: 4 player game - 10/14/2018 6:28:29 PM   
Orm


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The new weather.




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RE: 4 player game - 10/15/2018 9:14:39 PM   
jjdenver

 

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CW commentary: Playing with 1D10 is definitely a different experience. So far it seems to make attacking easy. All of my other experience is with 2D10, where losses of 3 units can happen, rolls are more toward the middle (since 2D10 has higher probability of producing numbers in the middle compared to 1D10 that gives equal chance to the extreme results of 1 and 10 - maybe i'm seeing high rolls so far and that's why attacking seems easy), and where modifiers like # of factory stacks, armor bonuses, etc seem really important. So far it feels very tough to defend with 1D10. But maybe this impression will change as we progress. My general feeling about 1D10 is that I don't prefer but if playing 1D10 it seems like it should be played the way of WIF3 (or one of those old version) - without divisions. But I am endeavoring to adapt. I keep thinking in 2D10 terms then have to try to check myself and re-think in 1D10 terms. Strange feeling. :)

40 MJ i3:

Allied high command is horrified at the massive success of the Axis opening offensive in France and the huge losses inflicted on the French Army. The plan this impulse is to fall back on Paris to avoid having the French army cut to pieces in front of Paris.

no DOW
France & CW: land
CW: cvp PA on Kiel - will Germans commit SUB?




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< Message edited by jjdenver -- 10/15/2018 9:16:31 PM >

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RE: 4 player game - 10/15/2018 9:31:30 PM   
Mayhemizer_slith


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We have agreed before, that subs are not committed during port attacks.

And I don't think there are any reasons to commit them in this situation.

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RE: 4 player game - 10/16/2018 12:43:50 AM   
jjdenver

 

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Ok thanks 40 MJ i3 continued.
Both sides roll 9 on surp search so no surp for either side. AA is -1/5 which screens 1 point. Damage is put on the AMPH but it saves with a roll of 8 and is aborted instead. For the 2nd turn in a row the swordfish can't claim any real damage, just an abort.

no naval air
US finishes running a line to get the Philippines resource - this will help a bit so that max oil can be given to CW.
US sends out 2 TRS to pick up all of the P-35 fighters deployed at Guam and Pearl. These fighters are already nearing end of life so they will be better off sent to reserve storage in the Arizona desert than on the front lines of any future pacific conflict. The pilots can be retrained to fly more modern planes.

No ground strikes.

Rail move
USSR MECH from Tyuomen to Ulan-Ude.
CW Rhodesian TER railed to S African port

Chinese fall back some more in China. The situation there is poor.
CW oozes back from Calais toward Rouen and moves Wavell + MOT east toward Paris.

< Message edited by jjdenver -- 10/16/2018 1:09:09 PM >

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RE: 4 player game - 10/16/2018 1:30:15 AM   
peskpesk


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quote:

ORIGINAL: jjdenver

CW commentary: Playing with 1D10 is definitely a different experience. So far it seems to make attacking easy. All of my other experience is with 2D10, where losses of 3 units can happen, rolls are more toward the middle (since 2D10 has higher probability of producing numbers in the middle compared to 1D10 that gives equal chance to the extreme results of 1 and 10 - maybe i'm seeing high rolls so far and that's why attacking seems easy), and where modifiers like # of factory stacks, armor bonuses, etc seem really important. So far it feels very tough to defend with 1D10. But maybe this impression will change as we progress. My general feeling about 1D10 is that I don't prefer but if playing 1D10 it seems like it should be played the way of WIF3 (or one of those old version) - without divisions. But I am endeavoring to adapt. I keep thinking in 2D10 terms then have to try to check myself and re-think in 1D10 terms. Strange feeling. :)


Next time we have to use 2d10 then!

1D10 with Blitz Bouns is not that different than 2D10. Without Blitz Bouns 1D10 should only be used in what is known as "Classic" wherein you don't play with guns and divisions and so hexes only have two units stacked in them, maximum.

1D10 without Blitz Bouns and with guns and divisions is like replaying WWI.

Personally I prefer 1D10 with Blitz Bouns over 2D10 because as an attacker you can "guarantee" an attack at lower odds than with 2D10. Mind you they still have to be good odds like a 5 to 1 up3 Assault ("up3" meaning all 3 defenders are already flipped). The same attack in 2D10 has a 6% chance of failing.
Also the extras loss result in 2d10 in bad terrain, makes people so less prone to attacks in a way that changes the game.
Also the way Leningrad falls on 2d10: attack in the winter with Finnish attackers...

But I realy like 1/2 disrupt result on 2d10 and the fix that disrupted Divs only gives +1 vs +2 for normal units

< Message edited by peskpesk -- 10/16/2018 1:36:07 AM >


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RE: 4 player game - 10/16/2018 1:32:05 AM   
peskpesk


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quote:

ORIGINAL: Mayhemizer

We have agreed before, that subs are not committed during port attacks.

And I don't think there are any reasons to commit them in this situation.


Correct chooice. And the rule is in play.

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RE: 4 player game - 10/16/2018 7:32:39 PM   
Mayhemizer_slith


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CW retreat in France.
France retreat.
ComChinese retreat.

USSR units advance in Persia.

CW debarks INF and INF div to Casablanca.


China post movement.




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< Message edited by Mayhemizer -- 10/16/2018 8:03:47 PM >

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RE: 4 player game - 10/16/2018 7:38:09 PM   
Mayhemizer_slith


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USSR attacks Teheran with ground support. Final odds are 8:1 because one plane is OOS...

I go with assault as it would be automatic otherwise.




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RE: 4 player game - 10/16/2018 7:41:39 PM   
Mayhemizer_slith


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Attack roll is 9, CAV is destroyed and Zhukov seems to be a good leader.

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Post #: 441
RE: 4 player game - 10/16/2018 7:53:29 PM   
Mayhemizer_slith


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USSR rebase OOS bomber to city.
CW rebase Spitfire from UK to France Le Havre.

Back to the Axis.

Picture of France after Allied impulse.




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RE: 4 player game - 10/17/2018 2:47:14 PM   
Orm


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quote:

ORIGINAL: jjdenver

CW commentary: Playing with 1D10 is definitely a different experience. So far it seems to make attacking easy. All of my other experience is with 2D10, where losses of 3 units can happen, rolls are more toward the middle (since 2D10 has higher probability of producing numbers in the middle compared to 1D10 that gives equal chance to the extreme results of 1 and 10 - maybe i'm seeing high rolls so far and that's why attacking seems easy), and where modifiers like # of factory stacks, armor bonuses, etc seem really important. So far it feels very tough to defend with 1D10. But maybe this impression will change as we progress. My general feeling about 1D10 is that I don't prefer but if playing 1D10 it seems like it should be played the way of WIF3 (or one of those old version) - without divisions. But I am endeavoring to adapt. I keep thinking in 2D10 terms then have to try to check myself and re-think in 1D10 terms. Strange feeling. :)


I think most claim that the 2d10 is more attacker friendly than the 1d10, even when the blitz bonus is in play.

Two of the attacks I did would have had decent odds even with the 2d10 table. And that odds could have been increased further with the 2d10 table since two armoured units were "resting".

If I did my math correctly the attack on Lille would have been +15 with 2d10. The Blitz attack +13. And the Strasbourg attack might have been cancelled since it was only a +6 attack. Although with the 2d10 table there would have been some effort to produce stuff, from both sides, that modified the bonuses.

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RE: 4 player game - 10/17/2018 3:07:00 PM   
Orm


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No declarations of war.

Land: Germany, Japan
Combined: Italy
Naval:

No port strikes. No naval air.

I Italian cruiser squadron leaves La Spezia for the 3-box of the Eastern Mediterranean. One of the cruisers is loaded with one German division.



Picture from May/Jun '40 Impulse #4 (Axis) - Naval Movement

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Post #: 444
RE: 4 player game - 10/17/2018 3:12:45 PM   
Orm


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The Italian cruisers initiate a hunt for the French picket force.



Picture from May/Jun '40 Impulse #4 (Axis) - Naval Combat

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< Message edited by Orm -- 10/17/2018 3:13:25 PM >


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Post #: 445
RE: 4 player game - 10/17/2018 3:14:18 PM   
Orm


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No additional air added.




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< Message edited by Orm -- 10/17/2018 3:21:14 PM >


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Post #: 446
RE: 4 player game - 10/17/2018 3:25:24 PM   
Orm


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Neither side can spend any surprise points.

The French cruiser suffers a damage and abort, or just an abort.



Picture from May/Jun '40 Impulse #4 (Axis) - Naval Combat

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Post #: 447
RE: 4 player game - 10/17/2018 3:30:28 PM   
Orm


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The French cruiser is damaged and sail for a safe port.



Picture from May/Jun '40 Impulse #4 (Axis) - Naval Combat

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Post #: 448
RE: 4 player game - 10/17/2018 3:33:14 PM   
Orm


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Picture from May/Jun '40 Impulse #4 (Axis) - Naval Combat





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Post #: 449
RE: 4 player game - 10/17/2018 3:37:23 PM   
Orm


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The entire Italian force remains on station.



Picture from May/Jun '40 Impulse #4 (Axis) - Naval Combat

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