Extraneous
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Operation Weserübung (Denmark and Norway) There is no real reason for Germany to invade Norway other than the resource hex. It gives the Allies a chance to add US entry chits (see below 13.3.3 US entry actions). And ties up German units that could be used elsewhere. If Germany chooses not to DoW Norway Germany still gets the Swedish resources (see below 8.2.10 Iced-in ports). Norway (is a Minor power with no minor countries or territories) The actual invasion of Norway took place on April 9, 1940 Weather: Southern Norway (Bergen, Kristiansand, Oslo, and Stravanger) is in the North Temperate Zone. Northern Norway (the rest of Norway) is in the Artic Zone. Weather in the Artic Zone Mar/Apr: 10% Blizzard, 10% Snow. 10% Storm, 10% Rain, and 10% Fair Weather in the North Temperate Zone Mar/Apr: 5% Blizzard, 10% Snow. 10% Storm, 10% Rain, and 15% Fair 1x resource I MTN (4-4) Ski division (2-4) Heavy cruiser Harald Haarfagre (1,7,0,0,3,1) Heavy cruiser Tordenskjold (1,7,0,0,3,1) Heavy cruiser Eidsvold (1,8,1,0,3,2) Heavy cruiser Norge (1,8,0,0,3,2) Reserve MIL Oslo (3-3) In the Norway AI thread peskpesk says there are three options. 1) Narvik defence: Is just as the name suggests a setup where all the Norwegian land forces are setup on or around Narvik, leaving the capital empty. 2) Balanced defence: The Norwegian land forces are setup on Oslo and on Narvik, trying to defend both locations. 3) Southern costal defence: The Norwegian land forces are setup on or close the cost guarding against an Invasion from the North Sea or Baltic sea. But I believe after Jan/Feb 1940 #1 and #3 are badly planned. Because a PARA unit can invade Oslo, Norway supported by shore bombarded and air strikes. Followed up with an Embark & Debark" into Oslo. Note: for shore bombardment see below for 2.1.1 Hexes & hex-dots, 11.14 Invasions, and 11.16.2 Shore bombardment. II PARA (4-3) + 4 shore bombardment + 4 TAC = 12 combat factors, The notional unit has 1 combat factor, modified by: * +1 if it is a city hex; * +1 if the hex is in the home country of the major power that controls the hex; * +1 if it is not stacked with a land unit, but is in the ZOC of a friendly corps or army; * + the shore bombardment modifier for each invading unit; * -1 if it cannot trace a basic supply path of any length; and * -1 if surprised (see 15.). Norway Defense Options vs. German II PARA (4-3) + Shore bombardment + Air strike = 12 combat factors 1) If Oslo has no units and the Norwegian I MTN (4-4) is not adjacent to Oslo: (Notional unit 1 combat factor + 1) - 1 = 1 combat factor German II PARA (4-3) + Shore bombardment + Air strike vs. Notional unit 1 combat factor This comes to 12 to 1 odds with 1 added to the die roll because the notional unit is flipped. Therefore a Norwegian Land unit must be setup in Oslo or the Norwegian I MTN (4-4) adjacent to Oslo or Norway will suffer a complete conquest at the end of the first turn of invasion. 2) If Oslo has no units and the Norwegian I MTN (4-4) adjacent to Oslo: (Notional unit 1 combat factor + 1 + 1) - 1 = 2 combat factors This comes to 6 to 1 odds with 1 added to the die roll because the notional unit is flipped. 3) If the Norwegian Ski division (2-4) is placed in Oslo (with the Norwegian I MTN (4-4) not adjacent to Oslo): Norwegian Ski division (2-4) + Notional unit 1 combat factor = 3 combat factors This comes to 12 to 3 or 4 to 1 odds with 1 added to the die roll because the notional unit is flipped. 4) If the Norwegian Ski division (2-4) is placed in Oslo (with the Norwegian I MTN (4-4) adjacent to Oslo): Norwegian Ski division (2-4) + Notional unit 2 combat factors = 4 combat factors This comes 12 to 4 or to 3 to 1 odds with 1 added to the die roll because the notional unit is flipped. 5) If the Norwegian I MTN (4-4) is placed in Oslo: Norwegian I MTN (4-4) + Notional unit 1 combat factor = 5 combat factors This comes to 2 to 1 odds with 1 added to the die roll because the notional unit is flipped. 6) If the Norwegian I MTN (4-4) and the Norwegian Ski division (2-4) are placed in Oslo: Norwegian I MTN (4-4) + Norwegian Ski division (2-4) + Notional unit 1 combat factor = 7 combat factors This comes to 1 to 2 odds with 1 added to the die roll because the notional unit is flipped. But the Germans do not need to take Oslo immediately. Although it is strongly suggested do so quickly due to 13.3.3 US entry actions (see below). In Norway the Germans have 2 objectives besides Oslo: Narvik (see below for 8.2.10 Iced-in ports) and the Norwegian resource hex. Narvik It takes time but If Finland is aligned with Germany the Germany can walk in to Narvik from Finland. Germany can do an Embark & Debark of the MTN unit to Oulu, Finland. Durring Snow the Swamp hexes are frozen and treated as Forest and you can walk your MTN unit along the border of Finland and Sweden. The MTN unit will be flipped when it moves out of supply in the Mountain hex on the border of Finland/Norway/Sweden and can be reorganized durring 13.5 Final reorganisation step. If the Weather in the Artic zone is Fair The MTN unit then can walk into Narvik where it will be flipped because it exceeds its movement points moving ito its final destination hex. Mountain 2 movement points + Forest 1 movement point + Mountain 2 movement points The MTN unit will be in supply if a German unit is in Finland (see below 19.7 Axis minor countries). II attacked the MTN unit would be tripled to 12 for being in a Mountain hex and there would be a +1 to the die for the MTN unit being flipped. Kristiansand and the Norwegian resource hex Kristiansand is a clear hex minor port so if no Land unit is present it has a notional unit with a combat factor of zero and 1 is added to the die roll because the notional unit is flipped. Norway needs to ignore the notional unit (see below 11.14 Invasions) if a Land unit is present or adjacent. To put a Land unit in Kristiansand Norway has to choose Norway Defense Options 1, 2, 3, or 5. Norway Defense Options vs. German II PARA (4-3) + Shore bombardment + Air strike = 12 combat factors 1) Germany is busy Paradroping Oslo, Norway. Norway will suffer complete conquest at the end of the first turn of invasion. 2) If Norwegian Ski division (2-4) is placed Kristiansand: (Notional unit 1 combat factor) - 1 = zero combat factors (ignore the Notional unit) This comes to 6 to 1 odds. 3) If the Norwegian I MTN (4-4) is adjacent to Kristiansand: (Notional unit 1 combat factor + 1) -1 = 1 combat factor This comes to 12 to 1 odds with 1 added to the die roll because the notional unit is flipped. 5) If the Norwegian I MTN (4-4) is placed in Kristiansand: (Notional unit 1 combat factor) - 1 = zero combat factors (ignore the Notional unit) This comes to 3 to 1. quote:
ORIGINAL: AUSTRALIAN DESIGN GROUP WiF FE Rule Clarification Summary Q2.1-4 2.1.1 Is Hamburg a coastal hex? No. Hamburg and all similar hexes (e.g. W0236, W1540 (Leeds), and W1724...) are not coastal hexes as the coast does not go into the hex (as it does in W1737 for example). In Hamburg's case, this only affects shore bombardment (as it is a port), but in similar non-port cases (e.g. W0236, Leeds, W1724...) it can affect supply and embarking/disembarking as well. Date 07/01/2009 2.1.1: A “coastal hex” is a hex which contains both land and sea. We have printed the sea portion of coastal hexes in a lighter shade of blue to distinguish them. quote:
ORIGINAL: WIFFE-RAW-7.0.pdf 2.1.1 Hexes & hex-dots A “coastal hex” is a hex which contains both land and sea. We have printed the sea portion of coastal hexes in a lighter shade of blue to distinguish them. 8.2.2 Supply The supply range from a unit, or from a secondary supply source, in a hex in fine weather is 4 European map scale hexes. The supply range from a unit, or from a secondary supply source, in a hex in snow is only 3 hexes. The supply range from a unit, or from a secondary supply source, in a hex in rain, storm or blizzard is only 2 hexes. 8.2.10 Iced-in ports You can’t move naval units into or out of iced-in ports if the weather in the port hex is snow or blizzard. When returning to base during the end of turn stage (see 13.4 Return to base) the weather is the weather during the last impulse of the turn. If the last impulse of the turn was blizzard or snow in the Arctic weather zone, Germany can only ship the Swedish resources through the Baltic Sea area if Narvik is not controlled by an Allied major power [Designer’s Note: this represents the fact that the resources were transported through neutral Norwegian coastal waters during Winter]. You can’t transport resources (or build points) into or out of an iced-in port if the last impulse of the turn was blizzard or snow in the port hex. You cannot trace an overseas supply path either out of, or into, an iced-in port if the weather in that hex is snow or blizzard. 11.4.4 Naval movement restrictions 4. You can’t move naval units between the Baltic Sea and the North Sea (even via Fredrikshavn or Kristiansand) if major powers you are at war with control at least 2 of Oslo, Copenhagen and Kiel. 11.14 Invasions Invasion combats At the end of the attack declaration step (see 11.16 Land combat), you can state that your notional unit is to be ignored [you might do this to prevent breakthroughs by units attacking in conjunction with an invasion]. If you do (and there are no other friendly land units in the hex), there is no attack, and the attacker occupies the hex as if debarking onto a friendly hex (see 11.13 Debarking land units). 11.16.2 Shore bombardment Shore bombardment lets you support a land attack with your SCS. You can shore bombard a coastal hex with any face-up SCS in the sea area (AsA/MiF option 25: except for those carrying cargo ~ see 11.4.5 Naval transport). Only the attacking side can use shore bombardment. Shore bombarding SCS add their bombardment factors to an attack. Reduce the bombardment factor of each SCS by the bombardment modifier in its section of the sea-box (see weather effects on bombardment ~ 8.2.7 Land combat). You can’t bombard with SCS in the ‘0’ section (note the ‘none’ there). You can’t bombard any hex in storm or blizzard. Halve the (reduced) bombardment factors if the hex is a forest, jungle or swamp hex. Ignore any shore bombardment factors (after any reduction and halving) that exceed the total (modified) combat factors of the attacking land units. For instance, if you bombard with 5 shore bombardment factors but units totaling 7 factors are attacking across a river, you would only count 3.5 of the bombarding factors. After taking part in shore bombardment, turn the bombarding units face-down. They remain in the sea area and could take part in future naval combats. Option 38: (Defensive shore bombardment) The defending side can also use shore bombardment. Use the same rules as normal shore bombardment to work out the total factors that count (you can only count up to the total (modified) combat factors of the diefending units). Surprised naval units can’t provide defensive shore bombardment nor can naval units provide defensive shore bombardment to a hex containing only surprised units. The defender must allocate shore bombardment before the attacker does. 11.14 Invasions You may only invade an enemy controlled coastal hex that has at least 1 all-sea hexside (at least part, but not necessarily all, of this coastal hexside must touch upon the sea area where the TRS is located). You can only invade with face-up land units on TRSs in the sea area. The TRS must be in the 1, 2, 3 or 4 section of the sea-box. Only infantry class units can invade. 11.15 Paradrops PARAs are land units but have the additional ability of flying into an enemy hex without having to move by land through the intervening hexes. PARAs can only fly a paradrop mission if they start their move in supply and stacked with an ATR. AsA/MiF/PoliF option 2: The Commonwealth 51st air-landing and German 5th mountain divisions can also paradrop if accompanying a PARA (see 22.4.1 Divisions (AsA/MiF/PoliF option 2)). If they fly the mission, they are in supply for the rest of the impulse To fly a paradrop mission: 1. your opponent flies combat air patrol to any hexes. 2. you fly all your selected ATRs, the PARAs they start with, and escorting fighters to the target hex; 3. your opponent flies intercepting fighters to the target hexes; 4. you fly intercepting fighters to the target hexes; 5. fight any air-to-air combats; 6. AsA option 3: surviving ATRs suffer anti-aircraft fire from AA units (see 22.4.2 Artillery (AsA option 3)); 7. surviving PARAs drop into the target hex. 8. return all remaining aircraft to base and turn them face-down. Each unit which paradrops counts as 1 air mission and 1 land move. Each paradrop counts as 1 land combat. PARAs can’t drop into a lake hex (unless frozen ~ see 8.2.9 Terrain). Paradropping units have no ZOC into the target hex until it is empty of enemy units (including notional units). They have no ZOC into adjacent hexes for the rest of the impulse. Thereafter, they have a normal ZOC. Paradrop combats A unit which paradrops into an enemy controlled hex must attack the defending land units (even if only a notional unit) in the land combat step (see 11.16 Land combat). It can attack together with land units that are not paradropping. If you retreat or destroy all defending land units, the paradrop succeeds. Otherwise, the paradropping units are destroyed. If a successful paradrop leaves you occupying a hex containing enemy aircraft or naval units, then they have been overrun (see 11.11.6 Overruns). Like invasions, each hex you paradrop into defends with a notional land unit in addition to any actual land unit in the hex. The notional unit has 1 combat factor, modified like invasions (see 11.14 Invasions). The rules applying to notional units during invasions also apply to notional units in paradrops. Resolve the combat normally (remember that notional units are always face-down). After any air-to-air combat (see 14.3 Air-to-air combat), a surviving paradropping unit ends its move in the hex it drops into. If the hex costs it more movement points than it has, turn it face-down after any combat (even if you got an asterisk result). 13.3.3 US entry actions 21. The Allies support an attacked minor (there is 70% chance of a USA entry chit will be added to the USA (Ge/It) entry pool) This requires 4+ Allied corps or armies (not counting the units of the minor itself). 19.7 Axis minor countries Sweden German units can move, and trace supply, into and through Sweden if Sweden is neutral and if there is at least 1 other German unit in each of Finland and Norway. If Sweden is neutral, no German unit can end a step in Sweden. quote:
Activity limits: All major powers (including the units of their aligned minor countries) during their impulse Unlimited Declarations of war Unlimited Naval air interception missions Unlimited Shore bombardment Unlimited Ground support missions Unlimited Headquarters reorganization Unlimited TRS re-supply These missions occur during every air mission except re-base, naval air and naval air interception -- Unlimited Combat air patrol missions -- Unlimited Escorting aircraft missions -- Unlimited Intercepting aircraft missions All major powers (including the units of their aligned minor countries) during an enemy impulse Unlimited Combat air patrol missions Unlimited Escorting aircraft missions Unlimited Intercepting aircraft missions Unlimited Naval movement only when a unit’s base is overrun (see 11.11.6 Overruns). Unlimited Naval interception missions Unlimited Naval combat only in sea areas your opponent moved a unit into, and only if they did not try to initiate combat there. Unlimited Naval air interception missions Unlimited Shore bombardment if you are playing with defensive shore bombardment - see 11.16.2 Shore bombardment. Unlimited Ground support missions Unlimited Re-base aircraft missions only when a unit’s base is overrun (see 11.11.6 Overruns). German activity limits: Naval action No Rail movement Unlimited Naval movements (a naval movement is the movement of 1 task force - see 11.4 Naval movement) -- Naval moves -- Naval Embarkation -- Naval transport -- Naval combats No Land movements -- Land moves -- Paradrop -- Unlimited Debarkation (units transported directly into port debark with no land movement cost) No Land attacks -- Land attack -- Invasions -- Paradrop 2x Air missions (an air mission is the flight of 1 aircraft unit) -- Port attacks -- Naval air missions -- Strategic bombardment missions -- Ground strike missions -- Paradrop this is only possible if your ATRs are carrying units of a co-operating major power that chose a land or combined action. -- Air transport missions -- Re-base aircraft missions -- Air re-supply missions Air action 3x Rail movement (You can only rail aircraft units) it costs 1-4 rail moves to move 1 unit depending on the distance moved, see 11.10 Rail movement. No Naval movements (a naval movement is the movement of 1 task force - see 11.4 Naval movement) -- Naval moves -- Unlimited Embarkation only if a co-operating major power (that chose a naval or combined action) embarks your unit. -- Naval transport -- Unlimited Naval combats No Land movements -- Land moves -- Invasions -- Paradrop -- Debarkation No Land attacks -- Land attack -- Invasions -- Paradrop Unlimited Air missions (an air mission is the flight of 1 aircraft unit) -- Port attacks -- Naval air missions -- Strategic bombardment missions -- Ground strike missions -- Paradrop this is only possible if your ATRs are carrying units of a co-operating major power that chose a land or combined action. -- Air transport missions -- Re-base aircraft missions -- Air re-supply missions Land action 3x Rail movement (You can only rail land units or factories) it costs 1-4 rail moves to move 1 unit depending on the distance moved, see 11.10 Rail movement. No Naval movements (a naval movement is the movement of 1 task force - see 11.4 Naval movement) -- Naval moves -- Unlimited Embarkation only if a co-operating major power (that chose a naval or combined action) embarks your unit. -- Naval transport -- Naval combat (this does not deny your naval units that stayed at sea from a previous impulse the ability to make enemy naval units fight their through) Unlimited Land movement -- Land moves (a land move is the movement of 1 land unit - see 11.11 Land movement) -- Invasions (each Invasion counts as 1x Land movement) -- Paradrop (each Paradrop counts as 1x Land movement) -- Debarkation Unlimited Land attacks (a land attack is an attack against 1 enemy stack by any number of units - see 11.16 Land combat). -- Land attack -- Invasions (each Invasion counts as 1x Land Attack) -- Paradrop (each Paradrop counts as 1x Land Attack) 4x Air missions (an air mission is the flight of 1 aircraft unit) -- Port attacks -- Naval air missions -- Strategic bombardment missions -- Ground strike missions -- Paradrop (each unit that Paradrops counts as 1x Air mission) -- Air transport missions -- Re-base aircraft missions -- Air re-supply missions Combined action 1x Rail movement (You can rail land units, factories, or aircraft units) it costs 1-4 rail moves to move 1 unit depending on the distance moved, see 11.10 Rail movement. 1x Naval movements (a naval movement is the movement of 1 task force - see 11.4 Naval movement) -- Naval moves -- Unlimited Embarkation -- Unlimited Naval transport -- Unlimited Naval combat 6x Land movement -- Land moves (a land move is the movement of 1 land unit - see 11.11 Land movement) -- Invasions (each Invasion counts as 1x Land movement) -- Paradrop (each unit that Paradrops counts as 1x Land movement) -- Debarkation 3x Land attack (a land attack is an attack against 1 enemy stack by any number of units - see 11.16 Land combat) -- Land attack -- Invasions (each Invasion counts as 1x Land Attack) -- Paradrop (each Paradrop counts as 1x Land Attack) 6x Air missions (an air mission is the flight of 1 aircraft unit) -- Port attacks -- Naval air missions -- Strategic bombardment missions -- Ground strike missions -- Paradrop (each unit that Paradrops counts as 1x Air mission) -- Air transport missions -- Re-base aircraft missions -- Air re-supply missions Each unit that Paradrops counts as 1x Air mission and 1x Land movement. Each Paradrop counts as 1x Land attack.
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University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)
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