World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.
ORIGINAL: CBoehm
My answer to this would be "out of Ge fighter-range OR atleast intercept-range" ...and I agree about the Dnepr-line ...ZOC defence is the key! NOT trying to hold a line ...
Or a combination of the two. Start with a strongly held contiguous line and when the Germans get close enough to make attacks, pull back to a line of every other hex so the Germans have to advance next to it to ooze through. Then pull back some more (1 hex if possible). Eventually reach another strong line of contiguous hexes. There is no one magic bullet, but you have to have multiple ways of defending and responding to what Germany does, and the weather, and the end-of-turn die rolls. This is what makes WIF interesting - there are many small problems to be solved and each has several possible solutions. The ability to choose the correct solution separates the players into different skilll levels. Of course, being lucky helps.
To have a zoc strategy works well with 1D10 to dangerous with 1d20, a german blitz can be very potent from just two hexes, say rundstedt+Two ARM + a mech + an armdiv and a mech div. +6 in only blitz bonus another +6 in odds +2 in HQ support and that is even before any aircraft have been involved a pretty good chance of a breakthrough and a possibility of a pocket of russians out in the open.
I would not want to form a line anywhere only defend cities and retreat in all other places, any hex where the german can call a blitz I would give up, no russian losses shall come from a blitz attack.
Only points of defense would be Leningrad Rostov and Sevastopol, Leningrad and Rostov shall contain whiteprints and ski divs if possible to give bonus for a winter attack.
The crimean neck can be defended as well with an AT gun and two units if it falls.
The strong defense comes in Caucasus and on the asian map, moscow can be sacrified as soon as the factories are railed out.
It is also good to have the initiative so you know the weather of the german impulse when you do your. No re-rolls for the allies prior to barbarossa.
The germans and italians have a limited set of troops so the wallies shall invade in places like denmark, holland, france, yugoslavia, sardinia, libya to tie up troops, but not to advance.
Gort and two brits can garrision some cities in russia, maybe murmansk.
I just completed a game as the wallies where we saw a '40 barbarossa, by late '40 the russkies was thrown of the european map, save, leningrad and caucasus, by '42 the russians are allready andvancing on the baltic state and in manchuria.
The wallies have open fronts in Yugoslavia, Italy and France and the Axis are giving up.
I would not want to form a line anywhere only defend cities and retreat in all other places
So Nicklas, you don't defend the Dneiper river line either? What about the idea of forcing the GE to burn an O-chit getting across?
I'm very much intrigued by this idea of never giving the GE a blitz bonus attack. But I'm skeptical about running out of space with all these retreats. Especially with long turns in '41. It is tough for the Germans to punch through a well defended Caucasus, but if they can get to the mountain hexes in '41 and use a few o-chits in '42 they should not be stopped.
I would not want to form a line anywhere only defend cities and retreat in all other places
So Nicklas, you don't defend the Dneiper river line either? What about the idea of forcing the GE to burn an O-chit getting across?
I'm very much intrigued by this idea of never giving the GE a blitz bonus attack. But I'm skeptical about running out of space with all these retreats. Especially with long turns in '41. It is tough for the Germans to punch through a well defended Caucasus, but if they can get to the mountain hexes in '41 and use a few o-chits in '42 they should not be stopped.
You are reatreating but leaving Hero cities behind so either the german have to stop and clean them out, which is likely to flip him at least in some instances, or leave screening units which is almost as good.
As you will not loose as much units with the ruskies with this strategy even O-chits makes punching through the caucasus difficult if they are filled with troops.
To secure that the germans cannot outrun you to caucasus you will need to set up at least part of the defense there prior to the Barbarossa.
To have a zoc strategy works well with 1D10 to dangerous with 1d20, a german blitz can be very potent from just two hexes, say rundstedt+Two ARM + a mech + an armdiv and a mech div. +6 in only blitz bonus another +6 in odds +2 in HQ support and that is even before any aircraft have been involved a pretty good chance of a breakthrough and a possibility of a pocket of russians out in the open.
ZOC works ok as long as you base it on cities, forests, swamps ....and the occational clearhex with 2mech/arm corps out of fighter or tac-range AND preferably behind a river *g*
But yes I agree ...anything less than 2 mech/arm corps gets blown away ...
WIF the most wonderful, frustrating, uplifting and depressing of all games...
ORIGINAL: Shannon V. OKeets
Or a combination of the two. Start with a strongly held contiguous line and when the Germans get close enough to make attacks, pull back to a line of every other hex so the Germans have to advance next to it to ooze through.
Problem with this is that whenever you try to hold a line you will get within tac & fighter range ...and a good Ge will try his best to target as many of the juicy units as possible ...not to attack them head on, but simply to keep them in place when the line eventually breaks which can go afully fast on the 2dCRT - Imagine a good dnepr line ...struck by 3 stukas + 2 IT tacs ...= 4 stacks with 1 unit flipped in each unable to retreat or maneuver to face a Ge breakthrough ...can very quickly turn into a massacre of your best units ...IMO best way to defend vs. GE in 41 is simply to refuse him blitz in clearterrain vs. anything less than 2 mech/arm or 1mech+ATgun behind a river (in both cases with some kind of loss-unit). ....The exception being an occational lone inf/mil acting as speedbump. Although this "waste" should be kept to absolute minimum.
WIF the most wonderful, frustrating, uplifting and depressing of all games...
Ofcause no strategy is foolproff ...the counter to the trade-time-4-space USSR Strat. is to attack early with Ge ...preferably in J/F 41 or given bad weather (=short turn) M/A ...In a recent game where I played Ge ...I attacked in J/F and thanks to some lovely winter weather, by the beginning of M/J, had outflanked through both the Pripet and the "swamp north of Smolensk" ...
WIF the most wonderful, frustrating, uplifting and depressing of all games...
(I have not read all posts in this thread thoroughly (sp?) - sorry if repeating points already mentioned).
A year or two ago there was a very interesting discussion on the WIF-group regarding the issue of Russian defence. I kept a few of the posts as I found the ideas expressed in them very good.
One, by 'Bryce' (perhaps he is here in this forum as well?), is below.
(WiFdiscussion post 67898. Other excellent posts by him regarding this issue are 73701, 67728, 67840, 67794, 67853, 67971, 68011, 67972, 67797, 67800, 68032, 68034, 67973 - yes, quite a lot [:)] )
Maybe some of this can be of help.
Regards
Nikolaj
----
> Obviously you've tried this enough times to have some answers to my
concerns.
> How exactly do you manage to disengage from the Wehrmacht? Or do
you refuse
> to engage them at all, retreating just slow enough to rail out your
> factories? Do you do this against a 1941 Barbarossa only, or 1942
as well?
Good questions. Part of the answer depends upon build strategy, part
of it on your tactics (and what the German built, when he does Barb,
etc.).
In the below, I've made some assumptions. You will have to modify
this slightly if you don't play with these options:
2d10 combat (stop reading, it only works for 2d10)
MiF Mech & Mot
Night missions
PRODUCTION
================================
First off, Russia should build out their Arm, Mech, AT, AA and all
HQ. This includes all possible Arm and Mech divs. Without MiF, this
translates into something like:
1xHQA, 3xArm, 3xMech, 2xAT, 3xAA, 1xdArm, 2xdMech
Of these, 1 Arm is 9-6 heavy, 2 Mech are 9-6, 8-6 heavies. When GE
DoW's you add 1 Mech from reserves. Let's also assume you built your
41 Arm and Mech so they'll start to arrive by JA.
I'd station 1 AT or AA + 1 Mech in the northern flank. The balance of
your mechanized troops will be based in the south. This doesn't
really depend upon the German. If he masses all his Arm in the north,
yours are still south. If he masses in the south, yours are still
south.
Your additional builds should consist of:
+ all HQ as quickly as possible.
+ build ALL Arm/Mech heavies. Note you start with the 8-6 in your
force pool (in other words, you NEVER draw the 5-6 Mech at start)
although it can't show up on map.
+ a few Mot...think of them as outrigger escorts for your land
battleships, and able to stop most boogers from trying an endrun.
+ build *some* pilots prior to 41. Possibly a couple Lnd4 (or the
Atr).
+ Gear up in ND40 so that, starting in JF41 you can build 2 or even
3 FTR, and they can mate up with your already built (and stood down)
pilots.
+ If you play with night missions, build 1 FTR3 and 1 FTR2/turn in
41 on. German NF are needed elsewhere. Yours on your night raids will
cause much consternation. ALWAYS build them all, and get the P-61's
if you can. They all cause no end of pain.
+ A useful build but one hard to stomach early on are ATR. Often
the Germans will manage to flip one key unit. Being able to reorg it
with an ATR instead of flipping your HQ is invaluable (night ATR with
FTR3 escorts in the worst case).
+ Once FTR3 are done for the year, build 2xFTR2 and 1xLND3. Don't
build LND2 yet, your goal is to build planes with plenty of range to
run away after their use. By 43 however, start in on your LND2. This
means that you've scrapped all of them prior to 41, so they are all
pretty good planes. They are a real force multiplier, because often
you fly them unescorted. Many will die, but in flying they do a
number on German air superiority. Unlike Stukas, 5- factor Sturmoviks
are not terrified of a 7- factor Fw-190.
The rest of the army is much as you might expect, Gar and Inf
slowpokes. Note that in the south you DON'T need as many speed bumps,
the whole logic of bumps is to burn a German impulse. Your armored
fist can do the exact same thing, except that it won't get overrun,
and its plenty fast enough to run backwards.
Have saved oil kept in Leningrad (4), along with Archangel, Murmansk
and some in Sevastopol.
TACTICS - NORTH OF PRIPETS
================================
I am assuming your German is playing standard. Standard play for
Russia is then to fall back in the north, first to Vitebsk and thence
to Smolensk. You take advantage of terrain, etc.
Take a look at the German setup closely. If they only put 1 Arm up
north, your AT and Mech are fine. If they put 1.5 Arm up north,
consider an Arm and AT instead. If they put 2, go back to the AT and
Mech.
As you fall back in the north, your force splits to one guarding
Pskov-Novgorod-Leningrad and one guarding Vitebsk-Smolensk-Gomel. The
German is likely to try to hammer the second group and screen the
other one. Make sure no oil dependent land units (except possibly an
HQ) moves with the Leningrad force.
When do you retreat? This is easy. If in Germany's next impulse they
will be able to hit you with multiple nasty ground strikes, then its
time to do the bugout boogie. There are mods to this of course, if
you are in woods hexes, forex, or if you have more AT/ARM and can
make him fight an assault across the river by Smolensk forex, but in
general, when he has a good chance of ground striking and flipping
you (same number of FTR as you plus 3-4 bombers) then its time to
leave.
Slow Gar in cities can rail out; if so rail a 2-1 Gar in as a stopgap
and walk back out of FTR escort range.
The biggest problem I have with Russia is retreating when I should.
My biggest disasters I always look at afterwards and realize that I
waited an impulse too long to walk out. Once your units flip they are
stuck, and the German will simply get even stronger the next impulse.
TACTICS - UKRAINE
================================
This is where it gets fun (well fun is a relative term). Your German
may smile as he sees the wide open spaces here, with no bumps to stop
him. And then you rush forward to the west side of the Dniepr with
the armored fist. You can easily space your army out every other hex,
the best the German can o is *maybe* get a 3:1 battle.
To call a blitz, he'll need either 4 Arm or 3 Arm + an dArm. If he
hasn't planned for this it will be a rude surprise (remember, you get
to keep your -blitz bonus in assault).
If he does have the Arm, he can call a blitz, but with NO AC (well he
can fly unescorted Ju-88's I suppose, which is pretty scary so let's
assume he doesn't). So the best he can get is about 55:21. Of course,
the Soviet can add in massive support (Lnd3) and you may have Zhukov
right behind the 2 stacks. So the final odds will be around 3:2 (+3)
+4 blitz (+9 - 5). I don't know many Germans who have to stones to
try a +7 blitz at this point; if they roll slightly less than average
their force is flipped and you aren't...which means the Soviet
armored fist is going to vaporize 1 or 2 of their flipped kill stacks
in counterattacks (I suppose they may employ an HQ to reorg but
flipping them now on the Polish border works for me).
Remember also that some of their units are not fast; half are 5
movers, not 6 movers...judicious hex selection can usually put you 'a
hex too far' for the 5 movers to seriously contribute.
So, in general, the German isn't going to want to attack like this
early in the turn, if it fails it immolates his entire blitz force.
They'll advance instead, trying to ooze around your armored bastions
while they rebase some FTR forward. OK.
It's either time to LEAVE or time to ATTACK. If a kill stack is
placed forward where you can take a shot at it, consider doing so. Of
course, factors like end of turn and weather apply here, i.e., no you
probably don't do this early in the turn.
But you do have several AC. Fly 2 bombers at 2 of his front hexes.
Chances are only 1 FTR can guard both, meaning one of your bombers
will get through automatically. Fly night missions if you can, or
just intercept with 1 of your FTR, you should have some good ones
from your JF41 build.
If your bomber does well, consider an attack (odds +6, flips +4,
blitz +4 is a +14 blitz. This is enough to give the German pause.
If you do so-so, well, you have stopped a couple blitzer units from
trying to surround and kill your armored formation.
If you miss, well, you definitely need to fall back. Console
yourself; one downside of attacking is that the German often will fly
every bomber that can make it. Its a free rebase up to the front for
next turn.
Remember, at this point, if you do one good counterattack and remove
3 German blitzers their ability to launch nasty blitz attacks back at
you might be curtailed for a couple impulses...suppose forex, that
you kill an Arm div + Mech, and */B the Arm, thats 1.5 Arm on this
front he's lost for this turn. If he doesn't have enough Arm left
over to call a blitz on your armored fist (2 Arm + AT gun) then he is
going to go kaput for at least an impulse while more armored units
rush forward.
On the other hand, if taking 3 out doesn't really change his force
mix (i.e., he's got the max Arm pointed at you) then it makes no
difference and counterattacks are only useful for propaganda, GBA,
and instilling caution in them.
My only concern here is victory disease; if you counterattack don't
do this for more than 1 impulse. Constantly dance just out of range.
Your fist is powerful, but if it stops moving for 1 impulse the AC
will flip it and the German rodeo will finish it off. Chortle as the
German kill boogers are reduced to a crawl, but ALWAYS be ready to
get out of dodge, avoid the flip-flop etc.
I would suggest that you try for a counterattack within 4 hexes of
the Dniepr so your FTR can rebase back across the river for next
turn. Don't be afraid to use the Zhukov + Mil + Cav div strategy if
you can do this adjacent to the river line. But as long as you fly a
couple bombers a turn you keep burning up the German airpower that
would rather be used to move forward again.
TACTICS - STATIC DEFENSE
================================
When the Germans have finally gotten to the Dniepr, evacuate across.
Station your units optimumly and wait for counterattack. Its ok here
for your units to be ground struck, you're as strong as you can be.
Enough others have written about this strategy so I'll be brief.
Once pierced (with an OC forex) retreat in good order to the factory
line and repeat. Then to MVR. Then to Urals-Caucasus.
If you've maintained your armored fist you can cause the retreat to
be at your pace (the German MUST face your fist with his armored
units, can you imagine being able to counterattack against 2 Mot and
a div?).
In a game like this I tend to fight VERY hard for the defense lines,
not because I can hold them, but because by fighting for them I can
make Germany exhaust their store of OC, bombers, etc.
TACTICS - DYNAMIC DEFENSE
================================
The above production and strategy tends to put the kibosh on a
Germany that can 'make killing Russians a priority'. Its hard to do
when their big bad Arm are glaring at you under air cover, etc., when
you are on the advance. One misstep and they can attack, it opens
your eyes.
Now, if the German begins to operate as you have described in your
games, i.e., moves slowly to consolidate his territorial gains? Once
this becomes apparent, as the Soviet all you need to do is get your
army organized to keep moving and get EVERY SINGLE FACTORY out. Leave
no factory behind.
Once this is done (that is, production has been permanently
protected), then you can retreat at will. Wait for the Germans to
crawl forwards. To be honest, really all you need to do is just drive
your tanks the same way you did in the Ukraine, i.e., always staying
hexes in front of the Germans, able to slash back if he sticks his
nose out, but safe from counterattack.
You can continue this retreat strategy clear to the Urals (at some
point you'll have a Caucasus army set up to repel the invaders down
there). Contrary to popular thought, fighting from the Urals is NOT a
bad thing if you CHOSE to move there, i.e., you have all your
factories, all your planes and all your army. In fact its a very
nasty thing, becuase your ability to really fudge the German by
overextending him is huge. Think about it, your army is still as huge
as always. Just as the 2d10 table is all about bonuses/flips (not the
odds), so too is Soviet strategy all about massive breakthroughs; A
Russian can gain 15 hexes in a turn this way when the German is
pinched.
This is one way that breakouts happen; a very strong Russian goes to
the Urals and then smashes back, breaks the German line and then
suddenly its a race west to maintain supply. If the Russians win such
a contest, the German line is devastated and entire army groups can
find themselves 30 hexes past Poland cut off (and soon to be dead).
This isn't the only way of course, Mr. Jacobi's methods are equally
devastating if the Soviets start near Moscow or even when they're in
Poland. But a well prepared Soviet player in the Urals often
accomplishes the most spectacular offensives using the OC this way.
Lots of German hordes dead and cut off in a matter of impulses. But
ONLY if the Russians weren't pared back getting pushed back...
I think the Allied/Soviet strategy in dealing with Barbarossa depends first on what sort of Barbarossa the Axis are pulling (40, 41 or 42) and then how it shifts over the course of the campaign.
In a 1940/41 Barb the Soviets are, over the first year, emphasizing two things - preserving the offensive core of their army and extracting their factories (throwing away cheap Garr/Mil is good to slow the Germans enough to do the latter). Nevertheless, the overall theme is running away.
The second year is the key year of the campaign, though, because assuming good Axis play and average die rolls, they will probably be on the verge of (if they haven't already) knocking the Red Army off the European map. Russia is very big, but the Urals and Caucasus (and hence the railed-out factories) are not far away. This dictates a change in the way the USSR plays defence and also how the Western Allies help out.
In 1941 it is very difficult for the West to be a big enough thorn in Germany's side to distract it from its mission to annihilate Bolshevism, but things should be different in 1942. The Western Allies should be able to seriously threaten Italy with conquest if the Axis do not invest heavily in its defence; they should be able to land all over Europe and threaten breakouts if the Axis do not plug them up with units that are desperately needed to press the attack in the Soviet Union; and they should be launching enough strategic air raids to force Germany to leave more fighters than it would like to defend its factories. In 1941 it's quite difficult for the CW, on its own, to provide much lend-lease (defending it against Axis subs or surface raiders) while also defending its own resource lines coming into the UK or supply lines in the Med. If they anticipate having trouble in this regard, the Allies should invest in the resources to be able to effectively deliver massive amounts of lend-lease to the USSR in 1942, although an all-out Axis Barbarossa does tend to decrease the threat posed by Axis subs.
In WiF:FE the Soviets have to start standing firm. This is okay, though, because they have some good lines to form and fall back to, and the increased counter density on the Asia map makes it a lot easier, if they preserved enough army, to have a reserve to stop breakthroughs and even mount a counter-attack. They can also cover their army with air power much more easily.
In MWiF they may have to keep running a bit longer. Fortunately, with some of the additional cities in the far rear they may be able to keep their all-important factories safeguarded, and if they were careful they will still have self-sustaining pockets in the Crimea, the Caucasus and Karelia from whence they can pressure the Germans and force them to blunt their offense to cover their flanks.
If the Axis offensive can be blunted in 1942/the second year of the campaign, then the Red Army can always come marching back into Europe, often with surprising speed.
It will be very interesting to see where the crest of the Barbarossa wave breaks on the MWiF map...
Without ever having played CWIF ....I personally I think USSR might very well be screwed ...euro-scale all over will make it much harder to stop Japan in the far east from simply marching west ...AND USSR can no longer benefit from the fact that when they get pushed back to Siberia the front suddenly turns much "shorter" (which is always an advantage for the defensive side).
WIF the most wonderful, frustrating, uplifting and depressing of all games...
It will be very interesting to see where the crest of the Barbarossa wave breaks on the MWiF map...
Without ever having played CWIF ....I personally I think USSR might very well be screwed ...euro-scale all over will make it much harder to stop Japan in the far east from simply marching west ...AND USSR can no longer benefit from the fact that when they get pushed back to Siberia the front suddenly turns much "shorter" (which is always an advantage for the defensive side).
My experience with CWiF has been that the Germans have a big problem with adding units and air to their armies in Siberia, it is quite far from the German homelands. The Manchuria area, by virtue of having a lot more hexes, requires more units to deal with successfully and Japan has to watch the Chinese very carefully if they go for the Russians in the Far East.
I think the Japanese will have a hard time in Siberia on the new map. Russian cavalry will probably permanently threaten the flanks of any advance and the small Japanese army will never be able to deal with this. Especially cavalry kindly allowed to operate from Siberian supply sources otherwise disconnected from their true sources of ammunition.
I don't know how things will play out in European Russia as the Germans approach the Urals. Things will certainly be different, and newly interesting.
I've done all of this and continue to get run off the European map by ND41 each game, and I'm getting frustrated. I've resorted to blaming the 2D10 and my own poor strategy, which is the real reason for this post... consider this a cry for HELP.
In our last game, the Germans kicked the Russians off the European map almost completely (every hex but Sevastipol). By the end of '41, Turkey was aligned, the Caucasus oil had all been taken, largely because Japan had control of Chita, stranding 4 Russian HQs and probably 10 corp on the Pacific Map for six months. Still, the CW had a small beachhead in the NE by the end of campaign season '41, and the Allies landed in the Balkans in early '42. Germany was massively commited to the Russian war, but with other fronts opening up, the Russians could not be stopped from busting back on to the European map with a vengeance and almost beating the Western Allies to Berlin. In fact, they could have attacked it, but the U.S. had better odds. When, at the end of May/Jun '45, the Allies needed only Vienna to win the game, we resigned before the final turn.
My point is that if you have been railing your factories, you will still have reasonable production even if you are kicked off the European map, and you cannot be prevented from returning to knock some humility into Hitler's forces.
"The creative combination lays bare the presumption of a lie." -- Lasker
I don't know how things will play out in European Russia as the Germans approach the Urals. Things will certainly be different, and newly interesting.
I played one CWIF game where the germans advanced far into russia. There I managed to pocket quite a bit of the remaining Russian force around Perm and after killing those off it was a run for the eastern factories. It was a long walk to Novosibirksk and Tashkent. Later the the allies gave up when Tashkent was the last standing factory and a decent armoygroup supported by a sizeable strategic bomber group for carpet bombing reached the city.
A current example from the game I am playing right now as Russian: In jul/aug 1943 I started getting some hexes in Northern Poland but the front stabilizes unfortunatly. What follows spoils my carefully laid out offense. First a whole turn of storm followed by a whole turn of blizzard followed by another turn with blizzard (1 snow) and in the current month of mar/apr I had snow once and blizzard the other. I have also attacked about 10 times during these turns and expended 3 offensive chits. We calculated the average roll: 2 (1,1,1,2,2,2,3,3,4,10). My overwhelming offense has turned into a possible german breakthrough. Playing Russia is a world of pain [:D]
PBEMgames played
- Korea 50-51 MV as communist
- Agonia y Victoria xx as Republican
- Plan Blau OV as Soviet
- The great war xx as Central Powers
- DNO XX as Soviet
A current example from the game I am playing right now as Russian: In jul/aug 1943 I started getting some hexes in Northern Poland but the front stabilizes unfortunatly. What follows spoils my carefully laid out offense. First a whole turn of storm followed by a whole turn of blizzard followed by another turn with blizzard (1 snow) and in the current month of mar/apr I had snow once and blizzard the other. I have also attacked about 10 times during these turns and expended 3 offensive chits. We calculated the average roll: 2 (1,1,1,2,2,2,3,3,4,10). My overwhelming offense has turned into a possible german breakthrough. Playing Russia is a world of pain [:D]
The obvious solution is to roll better - you are burning incense and offering sacrifices to Mars aren't you?
I went through a winter of 43 with masses of White Print units, the ski and mtn divs, and not one single impulse of snow from Sep/Oct through May/Jun....Rain and storm only, and steadily reinforced German lines...
Urg...my motivation to play WIF has lessened a bit after a continuing row of terrible dicerolls. Between July/August 1943 and the fifth impulse of May/June 1944 there was no clear weather at all. As the Russian I have probably made around 30 attacks the last three turns. The rolls are as follows: 1,1,1,1,1,1,1,2,2,2,3,3,4,4,4,4,4,5,5,6,10,10 (the rest of the rolls have not been recorded). It is extremly frustrating and it has come to a point where I am only gonna finish the game for everyone else to be able to play to the end.
In 1943 we all thought the Russian steamroller would conquer all of the Balkans and Berlin before the americans would even reach the Rhine but now I am glad if I can conquer Brest-Litovsk.
*excerises his dice-demon*
Ah well! [:)]
PBEMgames played
- Korea 50-51 MV as communist
- Agonia y Victoria xx as Republican
- Plan Blau OV as Soviet
- The great war xx as Central Powers
- DNO XX as Soviet
Urg...my motivation to play WIF has lessened a bit after a continuing row of terrible dicerolls. Between July/August 1943 and the fifth impulse of May/June 1944 there was no clear weather at all. As the Russian I have probably made around 30 attacks the last three turns. The rolls are as follows: 1,1,1,1,1,1,1,2,2,2,3,3,4,4,4,4,4,5,5,6,10,10 (the rest of the rolls have not been recorded). It is extremly frustrating and it has come to a point where I am only gonna finish the game for everyone else to be able to play to the end.
In 1943 we all thought the Russian steamroller would conquer all of the Balkans and Berlin before the americans would even reach the Rhine but now I am glad if I can conquer Brest-Litovsk.