How do you handle Barbarossa? And the Pacific War?
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- Joseignacio
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RE: How do you handle Barbarossa? And the Pacific War?
Yep, after your first or second game you start to learn the value of woods to protect from ground strikes, out of your own mistakes...
RE: How do you handle Barbarossa? And the Pacific War?
It isn't possible to avoid mistakes in WiF. There's simply to many things to remember to do.
I lost Sevastopol once, simply by forgetting to put a corps there during a reinforcement phase...
I lost Sevastopol once, simply by forgetting to put a corps there during a reinforcement phase...
Peter
- paulderynck
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RE: How do you handle Barbarossa? And the Pacific War?
I had a game one time when my opponent forgot to add the 1941 CW force pool additions.
Paul
RE: How do you handle Barbarossa? And the Pacific War?
Warspite1ORIGINAL: paulderynck
I had a game one time when my opponent forgot to add the 1941 CW force pool additions.
Been there, done that......[&:][:(]
My gracious opponent allowed a re-start [&o]
Now Maitland, now's your time!
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
RE: How do you handle Barbarossa? And the Pacific War?
ORIGINAL: Centuur
It isn't possible to avoid mistakes in WiF. There's simply to many things to remember to do.
I lost Sevastopol once, simply by forgetting to put a corps there during a reinforcement phase...
My opponent in the last game I played USSR was able to attack and cross the souther Dnepr river on the first impulse of Barbarossa because I forgot that a division does not have a ZOC on adjacent hexes.
Michel Desjardins,
"Patriotism is a virtue of the vicious" - Oscar Wilde
"History is a set of lies agreed upon" - Napoleon Bonaparte after the battle of Waterloo, june 18th, 1815
"Patriotism is a virtue of the vicious" - Oscar Wilde
"History is a set of lies agreed upon" - Napoleon Bonaparte after the battle of Waterloo, june 18th, 1815
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RE: How do you handle Barbarossa? And the Pacific War?
[&:] Do I have the weather right for the first turn [&:]
First impulse weather is 4
ARCTIC weather is Fair
N. TEMPERATE weather is Fair
MEDITERRANEAN weather is Fair
N. MONSOON weather is Fair
S. MONSOON weather is Fair
S. TEMPERATE weather is Fair
if USSR passes it cannot claim Eastern Poland
There is a 40% chance turn ends.
If every major power on your side chose a pass action, except one, there is a 50% chance turn ends
If every major power on your side (neutral and active) chose a pass action there is a 60% chance turn ends.
Sep/Oct Impulse marker advances 1
Second impulse weather is 5
ARCTIC weather is Rain
N. TEMPERATE weather is Fair
MEDITERRANEAN weather is Fair
N. MONSOON weather is Rain
S. MONSOON weather is Fair
S. TEMPERATE weather is Fair
if USSR hasn’t claimed Eastern Poland and passes it cannot claim Eastern Poland
There is a 50% chance turn ends.
If every major power on your side chose a pass action, except one, there is a 60% chance turn ends
If every major power on your side (neutral and active) chose a pass action there is a 70% chance turn ends.
Sep/Oct Impulse marker advances 1
Third impulse weather is 6
ARCTIC weather is Rain
N. TEMPERATE weather is Fair
MEDITERRANEAN weather is Fair
N. MONSOON weather is Rain
S. MONSOON weather is Fair
S. TEMPERATE weather is Fair
if USSR hasn’t claimed Eastern Poland and passes it cannot claim Eastern Poland
There is a 60% chance turn ends.
If every major power on your side chose a pass action, except one, there is a 70% chance turn ends
If every major power on your side (neutral and active) chose a pass action there is a 80% chance turn ends.
Sep/Oct Impulse marker advances 2
Fourth impulse weather is 8 Add 1 to the next impulse's weather roll
ARCTIC weather is Rain
N. TEMPERATE weather is Rain
MEDITERRANEAN weather is Fair
N. MONSOON weather is Storm
S. MONSOON weather is Fair
S. TEMPERATE weather is Fair
if USSR hasn’t claimed Eastern Poland and passes it cannot claim Eastern Poland
There is a 80% chance turn ends.
If every major power on your side chose a pass action, except one, there is a 90% chance turn ends
If every major power on your side (neutral and active) chose a pass action the turn ends.
Sep/Oct Impulse marker advances 2
Fifth impulse weather is 10 Add 2 to the next impulse's weather roll
ARCTIC weather is Storm
N. TEMPERATE weather is Storm
MEDITERRANEAN weather is Rain
N. MONSOON weather is Storm
S. MONSOON weather is Rain
S. TEMPERATE weather is Fair
Turn ends at the end of the Axis impulse
USSR cannot claim Eastern Poland unless Poland hasn’t fallen
ORIGINAL: RAW7scenario.pdf 24.4.7 The Global war: Sep/Oct 1939 ~ Jul/Aug 1945
Last weather modifier: Nil. The die-roll for the first impulse of the game is a ‘4’.
First impulse weather is 4
ARCTIC weather is Fair
N. TEMPERATE weather is Fair
MEDITERRANEAN weather is Fair
N. MONSOON weather is Fair
S. MONSOON weather is Fair
S. TEMPERATE weather is Fair
if USSR passes it cannot claim Eastern Poland
There is a 40% chance turn ends.
If every major power on your side chose a pass action, except one, there is a 50% chance turn ends
If every major power on your side (neutral and active) chose a pass action there is a 60% chance turn ends.
Sep/Oct Impulse marker advances 1
Second impulse weather is 5
ARCTIC weather is Rain
N. TEMPERATE weather is Fair
MEDITERRANEAN weather is Fair
N. MONSOON weather is Rain
S. MONSOON weather is Fair
S. TEMPERATE weather is Fair
if USSR hasn’t claimed Eastern Poland and passes it cannot claim Eastern Poland
There is a 50% chance turn ends.
If every major power on your side chose a pass action, except one, there is a 60% chance turn ends
If every major power on your side (neutral and active) chose a pass action there is a 70% chance turn ends.
Sep/Oct Impulse marker advances 1
Third impulse weather is 6
ARCTIC weather is Rain
N. TEMPERATE weather is Fair
MEDITERRANEAN weather is Fair
N. MONSOON weather is Rain
S. MONSOON weather is Fair
S. TEMPERATE weather is Fair
if USSR hasn’t claimed Eastern Poland and passes it cannot claim Eastern Poland
There is a 60% chance turn ends.
If every major power on your side chose a pass action, except one, there is a 70% chance turn ends
If every major power on your side (neutral and active) chose a pass action there is a 80% chance turn ends.
Sep/Oct Impulse marker advances 2
Fourth impulse weather is 8 Add 1 to the next impulse's weather roll
ARCTIC weather is Rain
N. TEMPERATE weather is Rain
MEDITERRANEAN weather is Fair
N. MONSOON weather is Storm
S. MONSOON weather is Fair
S. TEMPERATE weather is Fair
if USSR hasn’t claimed Eastern Poland and passes it cannot claim Eastern Poland
There is a 80% chance turn ends.
If every major power on your side chose a pass action, except one, there is a 90% chance turn ends
If every major power on your side (neutral and active) chose a pass action the turn ends.
Sep/Oct Impulse marker advances 2
Fifth impulse weather is 10 Add 2 to the next impulse's weather roll
ARCTIC weather is Storm
N. TEMPERATE weather is Storm
MEDITERRANEAN weather is Rain
N. MONSOON weather is Storm
S. MONSOON weather is Rain
S. TEMPERATE weather is Fair
Turn ends at the end of the Axis impulse
USSR cannot claim Eastern Poland unless Poland hasn’t fallen
University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)
- composer99
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RE: How do you handle Barbarossa? And the Pacific War?
Extraneous: Was this a weather/impulse sequence that came up during a game you tried out on CWiF or tabletop WiF?
The only impulse in September/October 1939 with fixed weather is the very first impulse, which as noted has a weather roll (so to speak) of '4', resulting in fine weather across the board.
After the first Axis and Allied impulses, the second Axis impulse comes up and the Axis rolls (or a random number is generated) for weather, with all results from 1-10 available.
On subsequent Axis impulses, the Axis rolls for weather, usually restricted to the 1-10 range of results unless a modifier applies.
The only impulse in September/October 1939 with fixed weather is the very first impulse, which as noted has a weather roll (so to speak) of '4', resulting in fine weather across the board.
After the first Axis and Allied impulses, the second Axis impulse comes up and the Axis rolls (or a random number is generated) for weather, with all results from 1-10 available.
On subsequent Axis impulses, the Axis rolls for weather, usually restricted to the 1-10 range of results unless a modifier applies.
~ Composer99
RE: How do you handle Barbarossa? And the Pacific War?
When I play the Germans I attack Poland less and France more. Take Polish resources and let the Polish units pollute the UK Force Pool while you wade into France on Turn 1. Yes, I attack both Poland and France pulse one and aim at grabbing resources only on pulse one from Poland. With alternate set up rules the French can build a better selection of "at start" units, but so can the Germans. Have fun. My last game had France fall in SO 39, long turn, and the Brits surrendered Poland because of the force pool fiasco.
Arrogance is the next best thing to being there.
RE: How do you handle Barbarossa? And the Pacific War?
I don't believe that it is mandatory for the CW to add the Polish Force Pool to his. The default is that he don't.ORIGINAL: 38special
When I play the Germans I attack Poland less and France more. Take Polish resources and let the Polish units pollute the UK Force Pool while you wade into France on Turn 1. Yes, I attack both Poland and France pulse one and aim at grabbing resources only on pulse one from Poland. With alternate set up rules the French can build a better selection of "at start" units, but so can the Germans. Have fun. My last game had France fall in SO 39, long turn, and the Brits surrendered Poland because of the force pool fiasco.
Poland is aligned to the CW, but the Polish force pool is not added to the CWs.
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RE: How do you handle Barbarossa? And the Pacific War?
Germany is not allowed to attack France until the 3rd impulse. France has to first DOW Germany on the 2nd impulse.ORIGINAL: 38special
When I play the Germans I attack Poland less and France more. Take Polish resources and let the Polish units pollute the UK Force Pool while you wade into France on Turn 1. Yes, I attack both Poland and France pulse one and aim at grabbing resources only on pulse one from Poland. With alternate set up rules the French can build a better selection of "at start" units, but so can the Germans. Have fun. My last game had France fall in SO 39, long turn, and the Brits surrendered Poland because of the force pool fiasco.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: How do you handle Barbarossa? And the Pacific War?
Except for impulse 1 & 2, the weather is random in WiF FE Global War.ORIGINAL: Extraneous
[&:] Do I have the weather right for the first turn [&:]
You're confusing the weather and the impulse track's marker advance.
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RE: How do you handle Barbarossa? And the Pacific War?
What is especially difficult in regard to impulses is that "impulse number" has two meanings.[:@]ORIGINAL: Froonp
Except for impulse 1 & 2, the weather is random in WiF FE Global War.ORIGINAL: Extraneous
[&:] Do I have the weather right for the first turn [&:]
You're confusing the weather and the impulse track's marker advance.
First there what I think of as the Impulse Count, which starts at 1 and goes up by 1 every time the phasing side switches.
Second there is the Impulse Number, which starts at 1 and increases by whatever the Impulse Increment is for the current weather roll.
The players roll for the weather every time the impulse count changes to an odd value. When the impulse count changes to an even value, the weather does not change - it stays the same as for the previous impulse.
Now the impulse number can jump all over the place. Some sequences are:
1, 2, 3, 4, 6, 8, 9, 10
1, 4, 7, 9, 11
1, 4, 7, 8, 9, 11, 13
1, 3, 5, 7, 9, 10, 11, 14, 17
The only thing you can rely on is that the impulse number increment by the same amount two impulses in a row (since the weather roll always applies to two impulses).
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
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RE: How do you handle Barbarossa? And the Pacific War?
ORIGINAL: composer99
Extraneous: Was this a weather/impulse sequence that came up during a game you tried out on CWiF or tabletop WiF?
The only impulse in September/October 1939 with fixed weather is the very first impulse, which as noted has a weather roll (so to speak) of '4', resulting in fine weather across the board.
After the first Axis and Allied impulses, the second Axis impulse comes up and the Axis rolls (or a random number is generated) for weather, with all results from 1-10 available.
On subsequent Axis impulses, the Axis rolls for weather, usually restricted to the 1-10 range of results unless a modifier applies.
3.1 Sequence of play
The sequence of play in a turn is:
A. REINFORCEMENT STAGE
B. LENDING RESOURCES STAGE
C. INITIATIVE STAGE
D. ACTION STAGE
Repeat D1 through D3 until the action stage ends.
D1 Determine weather
8. Weather
If you are taking the 1st impulse in each pair of impulses, roll a die to determine the weather for that pair. If the result from the last roll (even if it was from the previous turn) was asterisked, add 1, 2 or 3 to the roll, depending on the number of asterisks.
Cross-reference the modified roll with the turn on the weather chart. This gives you the weather in each weather zone.
Ten sided die + number of Asterisks (0 or 1 or 2 or 3) = modified roll
D2 First side’s impulse
Every major power on the first side performs these steps:
D2.1 Declare war
D2.2 Choose action
Choose either: a pass, a naval, an air, a land or a combined action.
D2.3 Perform actions
The major powers that didn’t pass perform these steps in this order (their action choice will limit what they can do ~ see action limits table):
(a) Port attacks
(b) Naval air missions
(c) Naval movement
(d) Your naval combat
(e) Opponent’s naval combat
(f) Strategic bombardment
(g) Carpet bombing (option 32)
(h) Ground strike missions
(i) Rail movement
(j) Land movement
(k) Air transport
(l) Debark land units at sea
(m) Invasions
(n) Paradrops
(o) Land combat
(p) Air rebases
(q) Reorganisation
D2.4 End of action
Roll to end the action stage. If it doesn’t end, advance the impulse marker the number of spaces shown on the weather chart for the current weather roll. If it ends, move on to stage E—the end of turn.
12. Last impulse test
After you have finished your impulse, roll a die. If every major power on your side (neutral and active) chose a pass action, subtract 2 from your die roll. You only subtract 1 if you are playing a 1 or 2 map game.
If every major power on your side chose a pass action, except one, subtract 1 from your die roll to end impulses. This does not apply to 1 or 2-map games.
If the modified die roll is less than or equal to the current impulse end number on the impulse track, impulses are over and you go on to the end-of-turn stage.
If not, advance the impulse marker the number of spaces determined by current weather ~ see 8.2.8 Turn length (unless the impulse marker is already in the last box).
8.2.8 Turn length
The result on the weather chart will also give you a circled number. If your last impulse test die roll (see 12. Last impulse test) doesn’t end the turn’s impulses, advance the impulse marker that number of boxes on the impulse track.
Your opponents now have their impulse. If they are the second side, they repeat stage D2.2 Choose action of the sequence of play (see 3.1 Sequence of play ), If they are the first side, they repeat stages D1 Determine weather & D2.2 Choose action of the sequence of play.
If impulses end and your side had both the first and last impulse in the turn, move the initiative marker 1 space towards your opponent’s end of the initiative track.
Example: The initiative marker is in the Axis ‘+1’ space. The Axis went first in the turn. After their 3rd impulse, they have to roll a 3 or less to end the action stage. They roll a ‘2’. You move the impulse marker to the ‘0’ space because the Axis has taken the first and last impulses in the turn.
D3 Second side’s impulse
If the action stage didn’t end, repeat the steps in D2.2 Choose action for the second side. If the action stage doesn’t end after the second side’s impulse, go back to D1 Determine weather.
E. END OF TURN STAGE
The rule should read...
D2.4 End of action
Roll to end the action stage. If it ends, move on to "E. END OF TURN STAGE"
If it doesn’t end, use the circled number shown on the weather charts for the current weather roll to advance the impulse marker that number of spaces.
University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)
- Joseignacio
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RE: How do you handle Barbarossa? And the Pacific War?
Boys, should we go back to topic?
I would like to see inputs on what you think are the goals of the japanese in the Pacific, how to prepare for the american and wether it compensates to attack the chinese (instead of simply holding the borders) or to atack the USSR...
All the same, what would be your goals in Russia as a german player? Adevance in the North, South, divide USSR forces? And as a USSR player? Defend only in woods and behind rivers? Create a line (including clear spaces) or only zocs? Defend hero cities?
I would like to see inputs on what you think are the goals of the japanese in the Pacific, how to prepare for the american and wether it compensates to attack the chinese (instead of simply holding the borders) or to atack the USSR...
All the same, what would be your goals in Russia as a german player? Adevance in the North, South, divide USSR forces? And as a USSR player? Defend only in woods and behind rivers? Create a line (including clear spaces) or only zocs? Defend hero cities?
- Joseignacio
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- Red Prince
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RE: How do you handle Barbarossa? And the Pacific War?
I think that Japan can benefit by a small offensive in China. There are 2 or 3 resources to be gained by it. If playing with Chinese attack weakness, then the Chinese (Nationalist) can't afford to counter-attack until the US is in the war and really threatening Japan, so you can try some lower odds attacks to make your way into southern China with little fear of reprisal.ORIGINAL: Joseignacio
Boys, should we go back to topic?
I would like to see inputs on what you think are the goals of the japanese in the Pacific, how to prepare for the american and wether it compensates to attack the chinese (instead of simply holding the borders) or to atack the USSR...
All the same, what would be your goals in Russia as a german player? Adevance in the North, South, divide USSR forces? And as a USSR player? Defend only in woods and behind rivers? Create a line (including clear spaces) or only zocs? Defend hero cities?
Personally, I like the idea of trying to control the Southern Soviet front (as Germany). It's a better economic choice, and can gain a lot of resources and oil if successful. An army marches on its stomach. A tank rolls on its gas tank.
Always listen to experts. They'll tell you what can't be done and why. Then do it!
-Lazarus Long, RAH
-Lazarus Long, RAH
- Joseignacio
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RE: How do you handle Barbarossa? And the Pacific War?
Thanks for that input. i am thinking it seems to be a wise approach the one you suggest in Southern USSR, there uses to be a milder climate and absence of forest, which benefits both armored units and luftwaffe. I was worried about North, but the fact is that you can win most of this war just by capturing the oil resources and aligning Turkey. Besides, intense losses in the south can direct reinforcements an even part of the northern line derivate south, allowing isolated concentrated attacks on the ones left.
As for China, I don't know all the deployments. I was very surprised using CWIF when I saw the Guadalcanal scenario, where Japan had not occupied Korea or Manchuria and had no presence in China. [X(]
But in the deployment of the 39 campaign, Japan starts with part of China and the mentioned minor and territory, as well as some resources... The usual thing is to keep a petty war against thw chinese, just not to die of boredom while you are at peace with everyone, however, this can distract some resources (to replace losses, small as they will be) and maybe make Japan have to take more land movements that they want to, although usually in a turn there is time for everything. Also, every city you need to take is a 30% probability of an American Chit, which is the last thing you want to have, so I try to take as few cities as possible, but some you just need to take them...
As for China, I don't know all the deployments. I was very surprised using CWIF when I saw the Guadalcanal scenario, where Japan had not occupied Korea or Manchuria and had no presence in China. [X(]
But in the deployment of the 39 campaign, Japan starts with part of China and the mentioned minor and territory, as well as some resources... The usual thing is to keep a petty war against thw chinese, just not to die of boredom while you are at peace with everyone, however, this can distract some resources (to replace losses, small as they will be) and maybe make Japan have to take more land movements that they want to, although usually in a turn there is time for everything. Also, every city you need to take is a 30% probability of an American Chit, which is the last thing you want to have, so I try to take as few cities as possible, but some you just need to take them...
- Red Prince
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RE: How do you handle Barbarossa? And the Pacific War?
Something else to keep in mind about the Northern front vs. the USSR, is that the Soviets can't deploy reinforcements directly into the Baltic States. That means when, as you mentioned above, some troops move south into the steppes, you're right about making some concentrated attacks up north, particularly late in a turn. Even if you end up disorganized, you probably will have an impulse or two at the beginning of the next turn to reform your screening units into an adequate protection. Hopefully you can gain a few hexes on the secondary front this way.
In China, because there are now more cities, the US Entry roll has been adjusted a little. I think it is 2 for a city, and a 3 for a city with a factory. So, 20% & 30%.
In China, because there are now more cities, the US Entry roll has been adjusted a little. I think it is 2 for a city, and a 3 for a city with a factory. So, 20% & 30%.
Always listen to experts. They'll tell you what can't be done and why. Then do it!
-Lazarus Long, RAH
-Lazarus Long, RAH
- composer99
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RE: How do you handle Barbarossa? And the Pacific War?
Some notes here:
(1) Guadalcanal scenario uses only the Pacific map in the tabletop, and ignores continental Asia (Korea, Manchuria, China). So I don't see a big problem with them not being in play in CWiF/MWiF.
(2) The additional Chinese cities are an optional rule in MWiF, which implies that any modification to US entry applies only if they are in play.
(1) Guadalcanal scenario uses only the Pacific map in the tabletop, and ignores continental Asia (Korea, Manchuria, China). So I don't see a big problem with them not being in play in CWiF/MWiF.
(2) The additional Chinese cities are an optional rule in MWiF, which implies that any modification to US entry applies only if they are in play.
~ Composer99
- Red Prince
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RE: How do you handle Barbarossa? And the Pacific War?
Good point, and also correct. If you don't use the additional cities, the Entry Action roll is just like WiF FE.ORIGINAL: composer99
(2) The additional Chinese cities are an optional rule in MWiF, which implies that any modification to US entry applies only if they are in play.
Always listen to experts. They'll tell you what can't be done and why. Then do it!
-Lazarus Long, RAH
-Lazarus Long, RAH