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RE: Hard Knocks: Chicharito19's trying to learn, a Global Campaign experience

 
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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/20/2020 5:57:56 PM   
Chicharito19

 

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Looks like Germany and the USSR have agreed to be nice to each other. ...for now.





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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/20/2020 6:01:04 PM   
Chicharito19

 

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That DOW on Poland has forced them to align with the Commonwealth.

Japan decides to align with Siam. This causes a USE roll of 7. No chit pulled in this case. This looks like it allows Japan control of the Cruiser Sri Ayuthia currently stationed in Bangkok. Japan opts for a Combined Action. I know the book states that is not always the best way to go. But I figured look at all the land units there in China while they invade, and so few air units. Maybe Japan can make some headway against the Nationalist Chinese Forces.

Italy opts for Combined because...well, it was either that or Pass.







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< Message edited by Chicharito19 -- 1/20/2020 6:12:51 PM >

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/20/2020 6:05:29 PM   
Chicharito19

 

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Germany opts for a Land Action to remove the Polish forces stationed around the border.

Germany starts off its action with a port attack at Danzig.




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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/20/2020 6:07:39 PM   
Chicharito19

 

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This results in 6 surprise points. Ge chooses to use all of the surprise points to try and damage or knock out the CA and the CP by increasing the combat column.





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< Message edited by Chicharito19 -- 1/20/2020 6:09:47 PM >

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/20/2020 6:08:33 PM   
Chicharito19

 

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Results of German attack on Danzig.

A roll of 3 damages the CA.
A roll of 10 DESTROYS the CA.
Another roll of 10 disorganizes the Convoy.




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< Message edited by Chicharito19 -- 1/20/2020 6:10:26 PM >

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/20/2020 6:11:20 PM   
Chicharito19

 

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Next is where I struggle a bit, so I'll end it here for now. The upcoming phase is Naval Air. I understand that this is where you setup your Naval Air search patrols. But playing solitaire its kinda weird in that I know there is nothing out there, yet. So I think that I should take the stance of would they send out patrols at this time. They meaning the Germans. Would they be out there looking for ships such as the Commonwealth ships?(Although I KNOW that there is nothing there right now). The cool thing that DOES help is that there are die rolls that determine detection. So if I do send them out, then they're there and can possibly intercept commonwealth shipping if the need arises...again subject to die rolls, which does make it suspenseful.

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/20/2020 7:12:38 PM   
rkr1958


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Chicharito19,

Thanks for doing this and I'm in ... I look forward to your journey of learning. I know I did when I did my first AAR's and still have a lot to learn even after 7-years!

WARNING. This game is addictive and may cause loss of sleep and less interest in other games you own/play.

Question. Are you wanting feedback, including constructive criticism?

< Message edited by rkr1958 -- 1/20/2020 7:13:58 PM >


_____________________________

Ronnie

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/20/2020 7:33:01 PM   
Chicharito19

 

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Absolutely I would appreciate any and all feedback.

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/20/2020 8:45:21 PM   
Mayhemizer_slith


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I suggest you check few AARs and their set ups. I noticed few things right away.

Poland falls when those 2 cities with factories are taken. Lodz is open now. Also planes are overrun during surprise impulse.
Germany has lots of good units on French border, normally they are placed to Netherlands border and only GAR guards French border.
Chinese losses will be quite high. Notice that guns have combat value 1 when alone.
CW normally needs transporters in Europe at start. The Queens are fast, they can move units between Europe and far east.

You will learn this game fast doing this AAR. Continue playing and learn, then start again

Good luck and have fun!

_____________________________

If your attack is going really well, it's an ambush.

-Murphy's war law

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/20/2020 8:57:09 PM   
rkr1958


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Thanks. I won't mind then giving you my 2-cents, and that's exactly what it's worth.

(1) US scrapping 3-mover (i.e., bottom number) transports. I personally find that in 1944 and 1945 the US is looking for all the sea-lift capability they can muster to move units from the US to Europe and also to their westward moving bases in the Pacific. A 3-mover transport can move 3 sea areas (e.g., East Coast, North Atlantic to Bay of Biscay/or Faeores Gap/or Cape St. Vincent). I find these are very useful for getting units from the US to Europe. So, for the US I keep (i.e., don't scrap) 3-mover transports and use them in the Atlantic. Also, I find that they come in handy for naval reorg when not needed for transport. The 2-movers I scrap.

(2) For the CW, I'll at start scrap their 3-movers because, unlike the US, the CW is more constrained build point (BP) wise and I like to get their better (i.e., faster) transports to start off with.

(3) Personally, I feel you were a bit too aggressive in scrapping USSR land units (especially their 3-3 armies, 4-5 mot and 5-6 mech). A mech counts as 2 for Nazi-Soviet pact purposes. 3-3 inf armies will be sorely missed in 1941 and 1942. They make very good speed bumps. Now once you lose them scrapping them (may) make sense and often times I will. But you need every infantry army for the Soviets you can muster in 1941 and 1942.

(4) CW Swordfish NAV2's. I like to place these in Belfast, for example, so they can react to the 0-box in either the Faeores Gap or Bay of Biscay when German, or Italian subs, attack. Having air in the 0-box means that if surprised, the Germans (or Italians) have to spend 4 surprise points to force a sub combat. Also, these units add their air-to-sea to the ASW total (either 3 or 4 additional) which increases the risk to German/Italian subs. Of course, no air can fly or react if the weather is storm or blizzard.

(5) I personally don't scrap German land units at start. Like the Soviets, they are scrambling for all the land units they can muster in 1941 and 1942. The mot can also be broken down into 2 Mot division that can take the loss during Blitz attacks. The mech corps can be broken down into a mech and mot division and can also be use that way. Not to mention helping with getting a Blitz versus Assault land combat often times.

(6) Be wary about setting and moving Chinese units to coastal hexes. The Japanese can start ships at sea and have a significant bombardment potential even at start. Chinese units on the coast are "asking" to get shelled and eliminated. I had to learn this lesson myself the hard way.

The biggest lesson I learned was that to learn I had to just play the game and enjoy it, mistakes and all. Believe me, if you ask, folks around here are not shy about throwing their 2-cents in also. I personally continue to learn by posting and asking for constructive criticism. It's been invaluable to me.

And don't worry about making major mistakes. In the first global war scenario I played, which I posted as an AAR, I didn't even know about railing Soviet factories to the east (e.g., Urals and eastward). The result was that German captured a significant number of Soviet factories, Soviet production was pitiful and the Soviet army never recovered.

_____________________________

Ronnie

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/20/2020 9:21:05 PM   
Chicharito19

 

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@rkr1958, @Mayhemizer_slith

Guys thank you very much. Your experiences and advice will make this game even more enjoyable.

Michael

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/21/2020 1:04:18 AM   
brian brian

 

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For the US Entry Chit system, a value of (10) or higher for an event means one chit is automatically generated.

A value of (12) means one chit for sure, and a 2nd chit on a die roll of 1 or 2.

A (7) means a single chit is generated on a die roll of 1-7.

A (-9) means a chit is lost from a US Entry Pool on a roll of 1-9.

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/21/2020 3:45:09 AM   
Courtenay


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A key thing you will rapidly run into is action limits. You can't use all your aircraft all at once. This is a surprise impulse against Poland. You will want to ground strike the Polish troops in Warsaw. Save air actions so you will be able to do that.

_____________________________

I thought I knew how to play this game....

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/21/2020 4:06:41 PM   
Mayhemizer_slith


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About set up. I take my current game as an example even if I have not set up all units. But there are things I do the same.

https://www.matrixgames.com/forums/tm.asp?m=4615461


USSR - Persia
USSR placed 2x INF, CAV div and CAV supported with planes against Persia. At the start of some turn or early on turn during fine weather USSR declares war on Persia (with this set up Persia must place their only unit to Teheran, or bombers ground strike it and it cannot move and Teheran is taken for free) and units move towards Teheran. Next impulse all units can attack making 14 attacking factors + planes vs 3 defending factors. It will be a good attack, but not automatic.


USSR - Rumania
Normally USSR places land units so that one of them can move to east Poland. If USSR has not taken east Poland before Warsaa and Lodz are taken by Germany and turn ends, Germany takes entire Poland. There should be lots of ground units so that USSR can claim Bessarabia. Also good strategic bombers should be in range in case (does not happen often) Germany denies the claim. Then USSR bomb Ploesti oil fields so that Germany loses them even if attack to Rumania goes bad. Remember, if turn ends so that USSR has no land unit in mainland Rumania (excluding Bessarabia), Axis can enforce peace. Same thing in Finland, that is not always claimed.


USSR - Japan
In our game units were set so that USSR can attack Manchuria, China needed some help.


Italy - France
Italy normally places enough units to French border so that France must keep garrison to every border hex. Italy can only wait and wait, unless France moves units to north, then attack to France.


France
France should garrison every hex on Italian border (with weak units, except coastal hex with better unit, maybe MTN because of shore bombardment and better attack). Notice that MTN can walk cross the mountains, so every hex needs unit.

German border is usually defended with GAR, all better and faster units goes to Belgian border. Be careful about Strasbourg. It can be attacked from 4 hexes. With ENG it's possible to take if defended lightly. Normally I defend it well at first, then take units to defend west when Germany moves cross Belgium.


China
Chinese don't co-operate. They should not mix their units.

Normally Communist Chinese defend line Yenan-Sian.

Nationalist Chinese should not be close to coastal hexes. Japan begins the war and they can place carriers to sea and start with ground strike. When you know where Japs attack, defend with double stacks ans stay in mountains as much as possible so that attacking is difficult. Chinese should try to avoid losing units, specially those MIL units from cities you don't control as you can't rebuilt them. I always lose lots of units. China can choose blitz table so that units are more likely shattered and they come back next turn (MIL arrives to home city, so for example Peking MIL does not come back).


CW
CW need to defend Egypt enough so that Axis don't take it. Much depends on what Italy is doing. Gibraltar needs always unit or Italy will make risky invasion there. Normally there is unit in Malta too. Units in UK should be in port with transporter, ready to go France, Netherlands (or Denmark).


Japan
Japan can attack well either against north or south. They need to choose where they go first. In this game Japs attacked north with full force. Notice units in southern Manchuria, they are coming to south.


Germany
Normally Germany takes Poland first. You don't need all units there, nut quite many.

Some units are usually on Danish border so that they can take Denmark in one fine or snow impulse. Germany needs 3 fast units to take Copenhagen and all coastal hexes adjacent to North Sea. If there is one CW controlled hex in Denmark adjacent to North Sea, CW can debark HQ there (HQ creates port) and then MECH and division. That might cause some problems. Germany wants to take Denmark so that Allies can't send ships to Baltic Sea raiding convoys. As CW player I like to ground strike that 2 unit stack and see what Germany does, maybe I can send units to Denmark.

Germany places GAR units to French border leaving all cities empty, reserves goes there. More units are ready to attack Netherlands. One HQ (Rundstedt) can be used to reorg some reserves so that attack to Netherlands can start in S/O 1939 if weather is good. Notice division on Netherlands border. Sometimes Germany takes combined and sends ship to North Sea box 3, embarks div hoping CW don't sink it and invades to Rotterdam. If Netherlands unit is placed to Amsterdam, Germany can't take Rotterdam same impulse and CW can debark nasty units to Rotterdam. Other option is play with luck, attack Netherlands so that you roll low enough ending turn after attack

Poland falls when Lodz and Warsaw are taken. Germany places units as they see fit and Stukas are normally in range of those cities. They ground strike defenders first impulse (during surprise each unit are rolled twice).


Poland
Poland should try to defend factory cities and make Germany attack something else first impulse, rivers don't half attacks during surprise impulses. If played with internment optional rule, planes are usually in NE or SE corner so that German land units or bombers don't reach them. CW rebases them to neutral county first impulse and gets 2 pilots. Next impulse USSR takes east Poland.

Poland will always fall if Germany attacks with force. With terrible weather or terrible German luck it might live one turn.



Most players know things better than I do and they free to correct what ever I have said

< Message edited by Mayhemizer_slith -- 1/21/2020 4:07:53 PM >


_____________________________

If your attack is going really well, it's an ambush.

-Murphy's war law

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/21/2020 5:45:14 PM   
Centuur


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quote:

ORIGINAL: Chicharito19

Oh before I forget there is the "Siberian Question". I decided to swap some USSR troops for Siberian. It seemed the thing to do as I suppose that they are rated higher??? Advantages? Disadvantages?





The Siberians are better units to have on the map. There are no disadvantages. White Print Russian units are winterized and far better than any other infantry they have at start.

_____________________________

Peter

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/22/2020 4:58:45 AM   
Chicharito19

 

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S/O Impulse 1

Germany
Germany determines that it will not use its available aircraft in naval ops. But will rather continue to support the invasion of Poland.

Italy – Italy determines that it will not use any naval air actions although there are French convoys in both the Eastern and Western Med. Italy is not yet at war, with France that is.

Japan – Japan sees no need for naval air actions at this time.

All of the big three Axis powers decline naval air. I'm beginning to think that their in cahoots.

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/22/2020 5:00:48 AM   
Chicharito19

 

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S/O Impulse 1

Japan decides to move the CA's Tone and Chikuma into the China Sea to support their troop efforts near Hong Kong. They go into sea box 4.




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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/22/2020 5:02:03 AM   
Chicharito19

 

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Just in case I get the spellings wrong or incorrect. I find that although the game is good at zooming in/out, at times the font doesn't suit my vision. I am legally blind. So sometimes I find it hard to read the font, even zoomed in.

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/22/2020 5:03:28 AM   
Chicharito19

 

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hehehe....encumbered by my newb mistakes we pressed on...

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/22/2020 5:04:40 AM   
Chicharito19

 

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Similarly Japan sends two CA's out to the Sea of Japan in an effort to monitor Vladivostok.

Having chosen a combined action, that eats up Japan's naval movements.





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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/22/2020 5:07:24 AM   
Chicharito19

 

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S/O Impulse 1

Italy decides not to make any naval moves.

Neither Germany or Japan chooses to initiate strategic and carpet bombing raids at this time.

Germany opts to forego ground strikes in favor of ground support for advancing troop formations.
Japan foregoes ground strikes instead choosing ground support.

On second thought I think that I probably should have chosen ground strike given the situation. I think I got my strikes and my supports confused.






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< Message edited by Chicharito19 -- 1/22/2020 5:17:37 AM >

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/22/2020 5:15:27 AM   
Chicharito19

 

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The other ground support further down on the southern border of Poland.




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< Message edited by Chicharito19 -- 1/22/2020 5:20:00 AM >

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/22/2020 5:21:31 AM   
Chicharito19

 

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Both Germany and Japan move units into position ready to attack. Here are the German movements to attack positions as the VI Infatry Korps overrun the air Polish PZL air unit at Lodz and prep for Warsaw.




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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/22/2020 5:23:50 AM   
Chicharito19

 

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This also gains a factory for Germany.




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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/22/2020 5:25:06 AM   
Chicharito19

 

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Here are the German land combat declarations.





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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/22/2020 5:28:11 AM   
Chicharito19

 

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The results of the two battles, one on the western border and the other the southern border. The Polish forces, now aligned with the Commonwealth, were given the option to choose the battle. They chose Assault. If I recall correctly this is because they were defending in a forest hex.

Also this got a little confused because my game crashed before I saved and had to redo the battles. So I hope I've got the correct screenshots.






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< Message edited by Chicharito19 -- 1/22/2020 5:29:28 AM >

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/22/2020 5:31:11 AM   
Chicharito19

 

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Southern border battle. The Germans chose a Blitzkrieg attack. Again if I recall because they also had armor units in on the attack vs Polish infantry, even though they were defending in a forest hex.




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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/22/2020 5:32:57 AM   
Chicharito19

 

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Following the attacks to the west and to the south the Germans advance into the now vacated hexes.





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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/22/2020 5:34:20 AM   
Chicharito19

 

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I then went onto China and Japan only to realize that I messed up the Japanese movements and disorganized the Japanese units. Therefore I'm unable to attack. OOOOpppsss. I suppose that means Chengchow is spared for now.





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< Message edited by Chicharito19 -- 1/22/2020 5:37:15 AM >

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RE: Hard Knocks: Chicharito19's trying to learn, a Glob... - 1/22/2020 5:37:52 AM   
Chicharito19

 

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Again, I'm very appreciative of the comments. I think that they are not only helpful, but motivating. Thanx.

Michael

< Message edited by Chicharito19 -- 1/22/2020 5:38:38 AM >

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