Case White AAR (After action report)

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.

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RE: Case White AAR (After action report)

Post by peskpesk »

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RE: Case White AAR (After action report)

Post by peskpesk »

Case White AAR (After action report)

Notable events:
• No German portstrikes.
• Germany 150mm Artillery ground strikes and successfully flip the Polish FTR and 5-3 INF in Warsaw, rolled 4,10,3 and only missed the 4-4 INF.
• Germany 1-4 INF takes Frederikshavn and forces the Danish to sink one of their own CAs, the other CA escapes to England, rolled 4 and 8.
• A fast moving Germany INF Corp takes Copenhagen and even tough the Danish CP escped, rolled a 6, they are forces to scutle the unit when the Germans has control over the narry naval passage.
• The German forces sourround Lodz and a assult on the city is imminent.

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Situation during axis second impulse and before Land attacks
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RE: Case White AAR (After action report)

Post by peskpesk »

Case White AAR (After action report)

Notable events:
• German forces assult on Lodz and takes it without losses despite defensive Polish HQ support and the Fact that the Polish bomber manged to slip through in the air combat, rolled 11 and a 10. The final odds was +9, but the Germans rolled 18.
• A Germany fighter is rebased to protect the fleet, near Kiel, from further harrasment from the Commonwealth.
• Von Leeb reogranizes a MEC on the westfront.

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Situation after axis second impulse.
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peskpesk
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RE: Case White AAR (After action report)

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Case White AAR (After action report)

Notable events:
• Commonwealth takes a combined impulse.
• France takes a land impulse.
• No Port attacks.
• No Strategic bombardments.
• No Ground strikes.
• Commonwealth debarks the Gort HQ on the clear next to Fredrikshavn and uses the HQ as a “port” inorder to also land the 7-4 MOT.
• France shuffels the units around on the border to Italy when the newly arrived Syria INF takes it placed in the front line.
• Land combat declartation Gort HQ and 7-4 MOT attacks the disrupted German 1-4 INF DIV in Fredrikshavn. Current odds is 12-1

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Situation during allied second impulse after Land combat declaration, Commonwealth is pondering over how much extra shore bombardment needs to be added?
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RE: Case White AAR (After action report)

Post by brian brian »

12 to a disorganized 1 = +25, no Shore Bombardment needed, Frederikshavn is yours automatically.

If the Syrian INF went to France then Oran or Algiers is vulnerable...
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RE: Case White AAR (After action report)

Post by Shannon V. OKeets »

ORIGINAL: brian brian

12 to a disorganized 1 = +25, no Shore Bombardment needed, Frederikshavn is yours automatically.

If the Syrian INF went to France then Oran or Algiers is vulnerable...
Depends on 1D10 or 2D10 (though the results are the same).
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RE: Case White AAR (After action report)

Post by Orm »

ORIGINAL: Shannon V. OKeets

ORIGINAL: brian brian

12 to a disorganized 1 = +25, no Shore Bombardment needed, Frederikshavn is yours automatically.

If the Syrian INF went to France then Oran or Algiers is vulnerable...
Depends on 1D10 or 2D10 (though the results are the same).
It also depends on wheter there is some defensive groud support or not in this combat. If some ground support gets through an eventual air combat it is a 12 versus 2 in defence. 6-1 assault will be a 5-1 with +1 and that is not a nice table to roll on. Only 10% risk to take a loss but 40% to become disorganized. Having +15 on the 2d10 assault table is not that nice either when you have no real loss unit.

Therefore some offensive shore bombardment might be useful.
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RE: Case White AAR (After action report)

Post by Joseignacio »

Or just a serious air coverage. Although your land-based fighters cannot reach at the moment, your carrier aircraft can make a CAP or even stay and intercept if needed.
 
The way I see it, the only possibility that the german has to add support is the naval squad (we can't see more in the map but it's unprobable long range planes at this stage of the game)... Not only the plane can probably be aborted in case it tries to ground support but there is also a possibility that it could be shot down, which could be pretty useful at this point, being the only german naval squad, I guess.
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