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RE: 4 player game - 10/17/2018 3:45:02 PM   
Orm


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No strategic bombing.

The Japanese Naval Air ground strike the isolated Nationalist cavalry.



Picture from May/Jun '40 Impulse #4 (Axis) - Ground Strike

Attachment (1)

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RE: 4 player game - 10/17/2018 3:54:13 PM   
Orm


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The result of the Japanese ground strikes are becoming to predictable.



Picture from May/Jun '40 Impulse #4 (Axis) - Ground Strike

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Post #: 452
RE: 4 player game - 10/17/2018 6:35:13 PM   
Orm


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Japan rails the MIL in Shanghai to Tungkwan.

The German Army advance after the retreating French forces.

Over to Italy/Japan for the second part of the Axis impulse.



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

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< Message edited by Orm -- 10/17/2018 6:36:29 PM >


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RE: 4 player game - 10/17/2018 8:45:16 PM   
peskpesk


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IT and GE moves slowly forward in Algeria, finally adjacent to the Capital.

JP advances slowly on communist lines in the North and a small force outflank to the North, attacking the Partisan





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< Message edited by peskpesk -- 10/17/2018 9:19:23 PM >


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"'Malta - The Thorn in Rommel's Side"

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RE: 4 player game - 10/17/2018 8:48:19 PM   
peskpesk


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JP follow the slowly withdrawing CH forces.






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RE: 4 player game - 10/17/2018 8:52:21 PM   
peskpesk


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Land Attacks.

Germany attacks the HQI with all the adjacent forces. 59: 5 is automatic and will still be automatic even if France uses the artillery.
So I rule they don't.










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RE: 4 player game - 10/17/2018 8:53:59 PM   
peskpesk


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JP Attacks the Partisan in the North, it is automatic.






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< Message edited by peskpesk -- 10/17/2018 8:54:29 PM >


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RE: 4 player game - 10/17/2018 8:57:21 PM   
peskpesk


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Invasion

GE invade Cyprus with an Inf Div. it is automatic, with our without the Notional






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< Message edited by peskpesk -- 10/17/2018 9:02:41 PM >


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RE: 4 player game - 10/17/2018 9:01:10 PM   
peskpesk


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Air Rebase:

GE
FTR2 (Brussels) -> 55,31
FTR2 (52,31) -> 54,30
LND2 (Brussels) -> 54,31
ATR3 (Dusseldorf) -> Brussels (till PARA)


IT None.

JP FTR2 (Kewiyang) -> 88,134

No reorganization.


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Post #: 459
RE: 4 player game - 10/17/2018 9:09:39 PM   
peskpesk


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The Weather for Allied 5 May/Jun 1940




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< Message edited by peskpesk -- 10/17/2018 9:10:32 PM >


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RE: 4 player game - 10/18/2018 10:48:54 AM   
peskpesk


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A spontaneous analysis of phase 1 so far.

Germany
A typical German opening with the characteristic rapid attacks on Poland and the Netherlands and the not all too unusually stopping at the border of Belgium due to the weather powers. Greater chance taking here could have led to a swift end to France, but also to increase the risk of getting caught by and stuck at the Belgian river line.
The unexpectedly highly successful offensive against Belgium and France has now made the road to Paris now open and that the normal Axis timetable lasts.
+ Small losses
+ Belgium and Netherlands taken easily
+ The normal Axis timetable is followed
- Allied bombings and naval raids have left the production weak

Commonwealth/France
The Allied opening was classic one, with the important goal of avoiding a quick fall of Paris as its main objective. The shift from the old Allied Field Marshal to the new one has of course temporarily reduced the possibility of Allies deceive action, the strong redirection of forces has stopped it. Some minor areas lost around the Horn of Africa and Tunisia.
But the Allies have succeeded in transporting a strong Commonwealth force to France, but the Western powers seem to have found it most appropriate to fall back and preserve their forces rather to try to stop Axis in front of Paris. One possibility seems that the plan is to, if possible, prevent an Axis attack on Spain.
The allied plan in the Mediterranean has been reactive one, most to strengthen its own areas rather than go to offensive against Italy, but Egypt is still in Commonwealth hands and the treat is yet minor
+ No early loss of Paris
+ Successful bombings and naval raids against Germany
+ Egypt is in Commonwealth hands
- Small German losses
- Passive in the Mediterranean
- Minor areas lost to Italy

Italy
Italy has managed well, despite an early entry into the war, Italian West Africa empire have managed to expand and hold ground and in Europe: have Corsica and Tunisia ben conquered. Militarily the Italians have temporarily managed to get the Commonwealth to evacuate the Mediterranean Sea, but Egypt is in Commonwealth hands and without supply hard to take.
+ Small losses
+ New areas have been conquered
- Despite decent odds, the Italians have so far missed the chance of causing Commonwealth a major losses at sea.
- Egypt is in Commonwealth hands

Japan
Japan has managed well also, due to early snowball success against the nationalist. Large areas have been taken and vital resources controlled. The communist in the north are still able to keep the Japanese army at the bay and the Russian bear have started to sent units east.
+ Small losses
+ New areas have been conquered
+ Early production boost
- Communist are holding thier ground
- Russian strength growing


Russia
The Russian bear has been unusually timid, only Persia has felt its strength. Helping US Entry seems to be plan. Otherwise, the production of so many forts is unusual, also the rapid build-up of forces against Japan indicates the end of passive period.
+ Conquest of Persia
+- Passive?!


China
China, retreat seems to have been the nationalist plan from the start and when the US and the Allies and Russia have been so unusually passive with help or sanctions against Japan, it may have been wise. However, soon they cannot fall anymore. On the plus side the Communists have maintained their areas and are growing in strength.
- Large loss of areas
- No help from Allies
+ Communists are well

USA
USA Has helped the Western powers but almost ignored China and Japan. Short leash on the Western Allies and the USSR aggressive actions. Around normal builds.
US Entry seems to have risen at a good pace until just recently
+ US Entry

< Message edited by peskpesk -- 10/18/2018 5:52:21 PM >


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RE: 4 player game - 10/19/2018 3:02:49 AM   
jjdenver

 

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40 MJ i5 allies:
CW/FR: Land
no port attk
no naval air
US TRS picks up 2-5 AA from Pearl (this unit is better used in Europe imo than adding 8 AA halved to 4 AA during Pearl Harbor attack if that even ever happens then probably doing nothing the rest of the war)
Wellingtons launch strat bomb raids on Cologne and Dusseldorf. These guys have 2 tac factors but a respectable 3 strat factors - not much use in ground strike/support but not bad for bombing. One misses, the other takes 2 PP's.

Rail moves:
USSR rail ENG D-town to Omsk (there is some discussion about this we may need to re-do this rail move but to move the turn along for now I'll rail it and we can go back when France wakes up if he wants to)
US rail INFDIV from east coast to west coast

Land moves:
Chinese high command felt forced to fall back from the original position because the threat of being encircled and cut OOS or off from Chungking was too great. There are simply not enough Chinese units left alive to defend a proper line but it's time to hold and hope the Japanese roll poorly in some attacks so the line holds in place. Unfortunately the Chungking MIL - an essential unit for defense of the Chungking area was too far away in middle China and is forced to move 2 hexes in the mountains and flip facedown this impulse to stop the JP CAVDIV from slipping into the rear and over-running Chengtu or Chungking. :(

It is probably too late for Natchi to survive unfortunately. And with the fall of Natchi will come eventually the fall of Mao and the chicom forces probably by end of 41.

CW falls back to Rouen and behind the Seine while units in Morocco march east into the Atlas mountains.

....to be continued for French/SU land moves.....

Note I keep looking at the 3-1 GAR in the mountains and wonder why the heck he is there because I need him near Kunming or Chungking.....and wondering whether I should spend the 2 TURNS(!!) necessary to get him back toward Chungking or leave him there. What a waste of a GAR that is needed to defend the main cities. :( I've thought about this unit about 100 times now lol.





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< Message edited by jjdenver -- 10/19/2018 11:33:44 AM >

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RE: 4 player game - 10/19/2018 6:05:47 AM   
Mayhemizer_slith


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I play impulse tonight.

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RE: 4 player game - 10/19/2018 8:10:25 PM   
Mayhemizer_slith


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France retreat.
ComChina adjust their line.
USSR CAV in Persia heads west towards USSR border.

France after Allied moves.






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RE: 4 player game - 10/20/2018 6:15:27 AM   
brian brian

 

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The Nationalists quite sensibly set up a pair of units in Chengchow to cover the approaches to Si-An in Sept/Oct 39, when Mao’s position can be quite vulnerable while most ChiComm units are still in the force pools. The 2 Nationalist units have probably been slowly retreating ever since, because -

The Japanese elected to attack in the south instead - & now Mao’s position is quite good.

I have not looked through the rest of the pages, but it looks like the Natl’s elected to stand and fight in Changsha and lose units on the Assault table, rather than withdrawing to the very favorable terrain just to the west.

It also looks like Japan has committed their strategic reserves in to China as well.

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Post #: 465
RE: 4 player game - 10/20/2018 12:24:39 PM   
Orm


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quote:

ORIGINAL: jjdenver

Note I keep looking at the 3-1 GAR in the mountains and wonder why the heck he is there because I need him near Kunming or Chungking.....and wondering whether I should spend the 2 TURNS(!!) necessary to get him back toward Chungking or leave him there. What a waste of a GAR that is needed to defend the main cities. :( I've thought about this unit about 100 times now lol.


I do not know why it (3-1 GARR) was placed in Ankang. But I do know that it begun the war in Changsha, was destroyed in Nov/Dec 1939 in the Changsha region. Appeared as a reinforcement along with the 2nd CAV (2-4) in Mar/Apr 1940. The GARR was placed in Ankang and the CAV in Kweiyang.

I suspect that there was a concern that a Japanese outflanking manoeuvre towards Kunming was a possibility and that the CAV was deemed better suited to stop that. And that there was a fear for another outflanking march though the mountains surrounding Angkang. And the 3-1 GARR was the only other reinforcement...

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Post #: 466
RE: 4 player game - 10/20/2018 12:36:19 PM   
jjdenver

 

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del

< Message edited by jjdenver -- 10/20/2018 5:06:58 PM >

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RE: 4 player game - 10/20/2018 1:29:16 PM   
Centuur


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It looks like that the Chinese didn't stand and fight, but kept on retreating. Also, the frontline consists of 1 unit per hex, which isn't that good at all since it gives the Japanese the possibility to empty a hex too easily and these attacks can be made at reasonable high odds, to prevent Japanese losses. At start, the number of units setup in the south of China was very high and that's also not advisable...

Personally, I believe the Chinese should defend as far forward as possible at start of the game (Chengchow, Changsha and the small mountain range south of Chengchow) and always with at least 2 units a hex. Than I start praying to the Gods for die rolls which inflict a high number of losses on the Japanese forces or gives me a lot of bad, bad weather. If that doesn't happen, well, I'm in trouble and there's only one guy who can intervene (and he should do so). That's Uncle Joe...

< Message edited by Centuur -- 10/20/2018 1:33:43 PM >


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Post #: 468
RE: 4 player game - 10/20/2018 5:10:25 PM   
jjdenver

 

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quote:

ORIGINAL: Centuur
It looks like that the Chinese didn't stand and fight, but kept on retreating. Also, the frontline consists of 1 unit per hex, which isn't that good at all since it gives the Japanese the possibility to empty a hex too easily and these attacks can be made at reasonable high odds, to prevent Japanese losses. At start, the number of units setup in the south of China was very high and that's also not advisable...

Personally, I believe the Chinese should defend as far forward as possible at start of the game (Chengchow, Changsha and the small mountain range south of Chengchow) and always with at least 2 units a hex. Than I start praying to the Gods for die rolls which inflict a high number of losses on the Japanese forces or gives me a lot of bad, bad weather. If that doesn't happen, well, I'm in trouble and there's only one guy who can intervene (and he should do so). That's Uncle Joe...


These are my thoughts exactly Centuur but unfortunately Joe's late to the party, and the horse is out of the barn when it comes to defending China. At this point there are just not enough Chinese units left to form a credible line. Chinese can only pray for some bad JP die rolls. It's really a shame to see China knocked out of the game - I think it degrades the quality of the game to have this happen personally - don't think it's realistic and it happens too often. It hardly feels like a realistic Pacific theatre experience to have China conquered and the IJA free to do whatever it pleases. Although I'll say that I've never had a China conquered that I personally defended from start to finish (I've defended China in I think 4 MWIF games now). I'm still trying to decide if I am just getting lucky or it's really possible to hold out with China. In this game I think it's all over but the crying unfortunately.


< Message edited by jjdenver -- 10/20/2018 5:11:21 PM >

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RE: 4 player game - 10/20/2018 8:18:10 PM   
Centuur


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No, it isn't over until the fat lady sings. Kunming should be defended at all costs. Reshuffle the Nationalists defense in the south to that goal.
Leave the GAR up north where it is. Ankang might become an important Nationalist supply source.
In the center you've got two options. First: fall back to the north and give up Chungking and Chengtu to the Chinese and defend the mountains towards the Chicomm area and make one of the Chicomm cities there a Nationalist one.
Second: stand and fight.
And get Uncle Joe to put his reinforcements for next turn against the Japanese and start making noise there...

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RE: 4 player game - 10/21/2018 10:51:36 AM   
Orm


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No declarations of war.

Land: Germany
Combined: Italy, Japan
Naval:

No port strikes. No naval air.

Naval moves:

Japan:
1) TRS in Tientsin sail to Canton, via Fukuoka where it embarks one CAV.
2) The two TRS and 1 CA in Haichow sail to the 0-box of the China Sea. One of the TRS embark 1 INF from Fukuoka.

Italy:
1) One TRS and one BB sail from La Spezia to the 2-box of the Eastern Mediterranean. The TRS embark the HQI in Bardia.

Ground Strike:

Germany bomb the French defenders in Metz.



Picture from May/Jun '40 Impulse #6 (Axis) - Ground Strike

Attachment (1)

< Message edited by Orm -- 10/21/2018 10:52:22 AM >


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RE: 4 player game - 10/21/2018 10:58:06 AM   
Orm


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One of the defenders was hit.



Picture from May/Jun '40 Impulse #6 (Axis) - Ground Strike

Attachment (1)

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

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Post #: 472
RE: 4 player game - 10/22/2018 1:32:04 PM   
Orm


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Rail movement:

Germany:
1) INF rails from Frederikshavn to Brussels.
2) PARA rails from Brussels to La Spezia.
3) MOT Div from Warsaw to Brussels.

Land Movement:

Germany:
Move most of the units on the western front.
The division on Cyprus capture the resource there.
The division in Algeria march along the coast to Alger.

Italy:
The militia in Algeria close in on Alger and becomes disrupted.

Japan:
The 5th MOT Div move 1 hex to the NW.
HQI (Terauchi) moves 2 hexes to SW.
4th CAV Div moves 2 hexes east.

Debark:
The Italian HQI land in Tripoli

Germany makes two land attacks. A German LND2 supports the attack on the French GARR with 5 points.



Picture from May/Jun '40 Impulse #6 (Axis) - Land Combat

Attachment (1)

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

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Post #: 473
RE: 4 player game - 10/22/2018 1:41:40 PM   
Orm


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The attack against Metz goes well.



Picture from May/Jun '40 Impulse #6 (Axis) - Land Combat

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< Message edited by Orm -- 10/22/2018 1:42:03 PM >


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

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Post #: 474
RE: 4 player game - 10/22/2018 2:01:52 PM   
Orm


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The second attack was automatic.

Air Rebase:

Japan:
LND2 (Ki-51) to Hex 78,139
LND2 (Ki-30) to 88,135 SE Kweiyang

Germany
ATR3 from Brussels to La Spezia

Italy:
FTR2 from hex 56,32 to hex 57,31
LND3 in Stuttgart to 56,32

No reorganization.



Picture from May/Jun '40 Impulse #6 (Axis) - Reorganization

Attachment (1)

< Message edited by Orm -- 10/22/2018 2:02:35 PM >


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Post #: 475
RE: 4 player game - 10/22/2018 2:03:18 PM   
Orm


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The new weather roll.




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

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Post #: 476
RE: 4 player game - 10/22/2018 9:51:18 PM   
jjdenver

 

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40 MJ i7 allied:
no DOW
CW/FR: Land
PA: none
Naval Air: none
Naval moves: US moves 3 CA's from E Coast to W Coast
strat bomb: Harrow bombs Dusseldorf rolls a 5 - no effect

SU ART rail moves east to Tyumen

BEF falls behind the Seine.
Natchi shuffle line a little and give up a mountain hex because of the threat elsewhere and lack of units.

< Message edited by jjdenver -- 10/24/2018 11:45:14 AM >

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RE: 4 player game - 10/23/2018 8:48:18 PM   
Mayhemizer_slith


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Minor movement in ComChi line, HQ and INf swap places.
CAV from Persia moves to USSR and ski div towards south.

France shuffles units in front line.

Air rebase: Hurricane in Egypt to 92,53.


TURN ENDS ON A 1!

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Post #: 478
RE: 4 player game - 10/23/2018 8:51:20 PM   
Mayhemizer_slith


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USSR marker on defense.

I have to quit from this evening.

Edit: German markers to offense.

< Message edited by Mayhemizer -- 10/24/2018 5:37:48 AM >

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Post #: 479
RE: 4 player game - 10/24/2018 5:38:15 AM   
Mayhemizer_slith


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France at the end of turn.




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