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RE: 4 player game - 1/3/2019 8:48:57 PM   
Mayhemizer_slith


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Rail move
MECH from Manchuria to Voronezh.
ARM from Novosibirsk to Voronezh.

Land move
NatChi reforms line in south.


Land combat
USSR attacks TERR in Korea.

Current odds are 30:2 +2
Japan can send bombers (USSR can't intercept), that would bring odds down to 7:1 +2. Will Japs fly?




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Post #: 1021
RE: 4 player game - 1/3/2019 8:54:48 PM   
Mayhemizer_slith


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Good night, I continue tomorrow

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Post #: 1022
RE: 4 player game - 1/3/2019 8:55:15 PM   
Orm


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No defensive air. Thank you.

_____________________________

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 #: 1023
RE: 4 player game - 1/4/2019 4:18:06 AM   
Mayhemizer_slith


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From: Finland
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Attack was automatic.




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Post #: 1024
RE: 4 player game - 1/4/2019 4:24:13 AM   
Mayhemizer_slith


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Rebase
CW Sunderland to Canada.

No other rebase and no HQ reorg.

Back to the Axis.

(in reply to Mayhemizer_slith)
Post #: 1025
RE: 4 player game - 1/4/2019 9:43:27 PM   
Orm


Posts: 22154
Joined: 5/3/2008
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Mar/Apr '41
Impulse #2 (Axis)

Germany aligns Bulgaria. No US reaction (4 rolled).

Land: Germany
Combined: Italy, Japan
Naval:

No port strikes. No naval air.


Naval moves:

Italy:
1 CP leave La Spezia for the Italian Coast.

Japan:
1) CA+TRS loaded with ARM sail from Fukuoka to Haichow.
2) CA+TRS sail from Shanghai to the 0-box in the China Sea.


Rail movement:

Italy:
MIL (Naples) -> 60,26 in France.

Japan:
MAR (Tungkwan) -> Pusan.

Germany:
MTN (La Spezia) -> 46,47 in East Prussia
MOT Div (60,26)-> 49,46 in Poland
MOT (Strasbourg) -> Warsaw


Land Movement:

Japan:
1) HQI (75,139) -> Tungkwan
2) ARM (Haichow) -> Kaifeng
3) MIL (65,155) -> 64,156 in Manchuria

Italy:
1) MIL (61,25) -> 61,24 in France
2) MOT (58,27) -> 61,25 in France

Germany moves a few units in Germany eastwards. Minor movement among the forces besieging Bordeaux. And the forces

in Poland are moved around along the eastern border. Bulgarian forces advance into northern Greece.


No land combats.


Air Rebase:

Japan:
1) NAV2 (Tokyo) -> 65,168 in Japan
2) NAV2 (65,151 in Manchuria) -> 76,140 in China
3) LND2 (Chengchow) -> Kirin
4) FTR2 (Wonsan) -> 63,154 in Manchuria

Italy:
1) NAV2 (Sicily) -> Memel
2) LND3 (Taranto) -> 47,47 in Poland
3) NAV2 (Salonica) -> 67,51 in Greece

Germany:
1) FTR2 (51,37 in Germany) -> 54,39 in Czechoslovakia
2) LND3 (Tirana) -> Bardia
3) LND2 (75,49 in Greece) -> 76,61 in Cyprus
4) LND2 (Köningsberg) -> 46,47 in Prussia


No reorganization.

_____________________________

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 #: 1026
RE: 4 player game - 1/4/2019 9:44:30 PM   
Orm


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The new weather roll is a 6.




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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 #: 1027
RE: 4 player game - 1/4/2019 10:01:57 PM   
Orm


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Picture from Mar/Apr '41 Impulse #3 (Allied) - DOW




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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 #: 1028
RE: 4 player game - 1/4/2019 10:02:29 PM   
Orm


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Picture from Mar/Apr '41 Impulse #3 (Allied) - DOW




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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 #: 1029
RE: 4 player game - 1/4/2019 10:02:59 PM   
Orm


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Picture from Mar/Apr '41 Impulse #3 (Allied) - DOW




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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 #: 1030
RE: 4 player game - 1/4/2019 10:03:37 PM   
Orm


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From: Sweden
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Picture from Mar/Apr '41 Impulse #3 (Allied) - DOW




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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 #: 1031
RE: 4 player game - 1/4/2019 10:04:20 PM   
Orm


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Picture from Mar/Apr '41 Impulse #3 (Allied) - DOW




Attachment (1)

_____________________________

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 #: 1032
RE: 4 player game - 1/4/2019 10:05:50 PM   
Orm


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Picture from Mar/Apr '41 Impulse #3 (Allied) - DOW




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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 #: 1033
RE: 4 player game - 1/4/2019 10:06:26 PM   
Orm


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Picture from Mar/Apr '41 Impulse #3 (Allied) - DOW




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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

(in reply to Orm)
Post #: 1034
RE: 4 player game - 1/5/2019 11:08:08 AM   
jjdenver

 

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41 MA i3:
SU land, CW land

Sunderland flies to 4 box NAtl

GAR rail London->Glasgow
INF rail Manchuria->Tula
Gorki MIL to Kiev

Land moves:
CW units move in Burma toward parti
CW units in Egypt move around: MOT+ART toward Palestine, TER near Cairo, TER near Suez
In UK ARM->London, supply->Liverpool, Wavell moves north

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Post #: 1035
RE: 4 player game - 1/5/2019 11:55:04 PM   
rkr1958


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quote:

ORIGINAL: Orm

Picture from Mar/Apr '41 Impulse #3 (Allied) - DOW




FYI - those 3 NEI CP's in Liverpool will reduce movement by 1 of any RN ships based there. Also, the CP's will have their movement reduced by 1 too.

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Post #: 1036
RE: 4 player game - 1/6/2019 12:57:17 AM   
brian brian

 

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quote:

ORIGINAL: rkr1958

FYI - those 3 NEI CP's in Liverpool will reduce movement by 1 of any RN ships based there. Also, the CP's will have their movement reduced by 1 too.


that is correct, but that is one of the silliest rules in the game. we use a bit of a ghost of WiF past House Rule and ignore it in one sense; in olden times, before Convoys in Flames counters came out, you just used the CP counters of the controlling Major Powers (because there were no counters for the minors) and co-operation issues with various merchantmen goes away. though there is still woe to the Allies when minor TRS try and go places....

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Post #: 1037
RE: 4 player game - 1/6/2019 1:00:55 AM   
brian brian

 

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quote:

ORIGINAL: Orm

Bulgarian forces advance into northern Greece.



The happy Bulgarians call this "Re-unification of Macedonia, Phase One". Little do they suspect that Phase Two, just across a border to the west, is not going to go the way they think it is.

Meanwhile in Greece, officers in the ever dwindling German garrison forces all over the country report a steady increase in "disturbances in The Force" to their Sith Lord masters.

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Post #: 1038
RE: 4 player game - 1/6/2019 7:23:16 AM   
Mayhemizer_slith


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Minor movements for USSR troops in west and east.


Debark
CW INF to St Helena and Gort to Rangoon

Rebase
USSR fighter moves 2 hexes in Manchuria
CW Hurricane to Syria


Back to the Axis.

(in reply to brian brian)
Post #: 1039
RE: 4 player game - 1/6/2019 8:25:11 AM   
Orm


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quote:

ORIGINAL: brian brian


quote:

ORIGINAL: rkr1958

FYI - those 3 NEI CP's in Liverpool will reduce movement by 1 of any RN ships based there. Also, the CP's will have their movement reduced by 1 too.


that is correct, but that is one of the silliest rules in the game. we use a bit of a ghost of WiF past House Rule and ignore it in one sense; in olden times, before Convoys in Flames counters came out, you just used the CP counters of the controlling Major Powers (because there were no counters for the minors) and co-operation issues with various merchantmen goes away. though there is still woe to the Allies when minor TRS try and go places....

No, that is not correct.

The Dutch ships are minor country units controlled by CW and are therefore not subject to the rule you are referring to. The ship movement point reduction rule only applies when ships from another major power are stacked in the same port.

Also, the Dutch ship in question is a TRS, and not CPs.

Although, the fact that the TRS is Dutch minor country unit can cause major pain because of co-operation issues.



Cut from RAC: 11.4.2 Moving naval units
....
How far units can move
A unit must stop moving when you have spent its entire movement allowance or it has reached the limit of its
range, whichever happens first.
You spend 1 point of a unit’s range:
• for each sea area and port it moves into.
You spend 1 point of a unit’s movement allowance:
• for each sea area and port it moves into;
• if it starts the movement out of supply;
• if it starts the impulse in a port with naval units controlled by another major power; and
• for each point of the (unmodified) search number of the section you put the unit into.

_____________________________

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

(in reply to Mayhemizer_slith)
Post #: 1040
RE: 4 player game - 1/6/2019 1:05:16 PM   
Orm


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No declarations of war.

Land: Germany, Japan
Combined: Italy
Naval:

No port strikes. No naval air.

Italy send 1 CP to the Eastern Mediterranean.

No strategic bombing.

The Japanese naval air force ground strikes the Soviet 39th Army and their support elements. One fighter group provides escort to the naval bomber. Japan has one additional fighter on standby.

USSR has one fighter group available that can intercept the ground strike. Will the Soviet Union intercept?



Picture from Mar/Apr '41 Impulse #5 (Axis) - Ground Strike

Attachment (1)

< Message edited by Orm -- 1/6/2019 1:06:13 PM >


_____________________________

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 #: 1041
RE: 4 player game - 1/6/2019 1:09:20 PM   
Mayhemizer_slith


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Intercept, abort or shoot down bomber if possible.

Stay as long as bomber is there.

Land as far NW as possible (same hex it is now I think).

< Message edited by Mayhemizer -- 1/6/2019 1:10:24 PM >

(in reply to Orm)
Post #: 1042
RE: 4 player game - 1/6/2019 1:24:16 PM   
Orm


Posts: 22154
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From: Sweden
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quote:

ORIGINAL: Mayhemizer

Land as far NW as possible (same hex it is now I think).

I think it can return one hex further NW (if it survives). A intercepting fighter has its ranged halved when intercepting, but full range when it returns to base.

Edit: Japan do not add any additional air.

< Message edited by Orm -- 1/6/2019 1:26:45 PM >


_____________________________

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 #: 1043
RE: 4 player game - 1/6/2019 1:37:14 PM   
rkr1958


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Joined: 5/21/2009
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quote:

ORIGINAL: Orm


quote:

ORIGINAL: brian brian


quote:

ORIGINAL: rkr1958

FYI - those 3 NEI CP's in Liverpool will reduce movement by 1 of any RN ships based there. Also, the CP's will have their movement reduced by 1 too.


that is correct, but that is one of the silliest rules in the game. we use a bit of a ghost of WiF past House Rule and ignore it in one sense; in olden times, before Convoys in Flames counters came out, you just used the CP counters of the controlling Major Powers (because there were no counters for the minors) and co-operation issues with various merchantmen goes away. though there is still woe to the Allies when minor TRS try and go places....

No, that is not correct.

The Dutch ships are minor country units controlled by CW and are therefore not subject to the rule you are referring to. The ship movement point reduction rule only applies when ships from another major power are stacked in the same port.

Also, the Dutch ship in question is a TRS, and not CPs.

Although, the fact that the TRS is Dutch minor country unit can cause major pain because of co-operation issues.



Cut from RAC: 11.4.2 Moving naval units
....
How far units can move
A unit must stop moving when you have spent its entire movement allowance or it has reached the limit of its
range, whichever happens first.
You spend 1 point of a unit’s range:
• for each sea area and port it moves into.
You spend 1 point of a unit’s movement allowance:
• for each sea area and port it moves into;
• if it starts the movement out of supply;
• if it starts the impulse in a port with naval units controlled by another major power; and
• for each point of the (unmodified) search number of the section you put the unit into.

So I've been avoiding placing Dutch and English ships together (after the conquest of Holland) in the mistaken belief that they would both suffer -1 movement penalty. I've probably been mistaken on this for 3-years! Thanks for the clarification.

_____________________________

Ronnie

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Post #: 1044
RE: 4 player game - 1/6/2019 1:43:18 PM   
Orm


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Both the fighters were aborted, and the bomber clears to the target.



Picture from Mar/Apr '41 Impulse #5 (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 #: 1045
RE: 4 player game - 1/6/2019 1:50:38 PM   
Orm


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Disappointed.

The result of the ground strike was as anticipated. No effect whatsoever.



Picture from Mar/Apr '41 Impulse #5 (Axis) - Ground Strike

Attachment (1)

< Message edited by Orm -- 1/6/2019 1:51:10 PM >


_____________________________

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 #: 1046
RE: 4 player game - 1/6/2019 2:24:30 PM   
brian brian

 

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Thanks Orm, I was jumping the schedule and thinking another Major Power was already in this game.

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Post #: 1047
RE: 4 player game - 1/6/2019 2:43:22 PM   
Orm


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Rail movement:

Germany:
1) INF (La Rochelle) -> Warsaw
2) HQA (60,26 in France) -> 53,47 in Poland
3) AA (Lille) -> 48,46 in Prussia

Land movement:

Germany:
Minor adjustments of the forces in Poland. von Bock advance eastwards, into southern Poland. A couple of units moved in northern France, and Belgium.

Over to Italy, and Japan, for the second part of our impulse.




Picture from Mar/Apr '41 Impulse #5 (Axis) - Land Movement

Attachment (1)

< Message edited by Orm -- 1/6/2019 2:44:08 PM >


_____________________________

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 #: 1048
RE: 4 player game - 1/6/2019 7:03:26 PM   
peskpesk


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Mar\Apr 1941 i5

Land movement
Italy: race for Alexandria...





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< Message edited by peskpesk -- 1/6/2019 7:37:58 PM >


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Post #: 1049
RE: 4 player game - 1/6/2019 7:17:10 PM   
peskpesk


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Japan:

Manchuria, small adjustments of the forces



Also minor adjustments of the forces against communist(2 units) and nationalist (1 unit).

No Air Transport

No Land combat

Air rebase

Germany:
FTR3 (Stuttgart) -> 53,48 in Poland
LND3 (Athens) -> 76,60
FTR3 71,50 -> 75,61
LND3 Bardia -> 82,54

Italy:
LND3 (Athens) -> Warsaw
FTR2 (48,44) -> 46,46 in Prussia
NAV2 Calgari -> 82,55

Japan:
Nav2 76,140-> Changchun
FTR2 Mukden -> Changchun


Reorg

Japan
MAR Pusan

Attachment (1)

< Message edited by peskpesk -- 1/6/2019 7:37:21 PM >


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

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Post #: 1050
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