MWiF Global War Hot-Seat (AAR)

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

I'm working on the Vitebsk region right now. In the image below, everything to the right of the dotted white line is not yet settled, but everything to the left is, pretty much (except that I'm going to rebase the FTR).

Here are my reasons for putting such a forward defense in place:

1. Both the Dnepropetrovsk and Vitebsk factories were in danger of getting blocked from railing out this impulse, and I railed the wrong one. Minor mistake. I've figured out how to make sure the Dnepropetrovsk factory would be safe, but by then it was already done. So, I need the Vitebsk factory in the clear for another impulse.

2. This setup limits any attack on Pskov to a single river hexside.

3. The 5-4 INF can be put out of supply, and a Ground Strike would let it be overrun, but the only unit that can do that can't then get to a hex that would prevent the Vitebsk factory from railing out.

4. The 6-4 INF cannot be put out of supply, and while both it and the 5-4 could see a Breakthrough result, neither allows the factory to be threatened.

5. There is no way the Germans can attack the double-stack, even if both units are disorganized, and succeed. That's why the CAV is in the south. The double-stack is needed to make sure the 6-4 stays in supply and can't be overrun.

6. There are 4 units now vulnerable to attack on this front, but I doubt the Germans can get high odds on more than 2 of them. Well, maybe 3.

7. Even if the Germans manage to kill off all 4 frontline units, they've still gained only a hex or two on this front. With only 1 HQ in the area, and the front growing in length, this could become a problem for the Germans later in the turn.

8. Depending on how far back I retreated with these units, I'm willing to bet that 2-3 would be killed anyway. Isn't railing a factory and keeping the Germans from gaining 3-5 hexes worth an extra unit or 2 in the Destroyed Pool?
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Feel free to disagree with any of this, but remember that only the units on the left of that dotted line are ones that I am "set on". Unless you prove me completely wrong. Then I'll become "un-set". [:)]
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Edit: All German aircraft in this area are visible in the image below.

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

One more note on the Vitebsk front: that's the last factory for another 7+ hexes, so if I can keep the Germans 2 hexes away from Vitebsk this impulse, that means I can go into full retreat for 2 more impulses before they threaten another factory in the North.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Shannon V. OKeets »

ORIGINAL: Red Prince

Here's how the Persian Front is shaping up. The moves for this impulse have been made in the image below, and are indicated by the bigger arrows. The smaller arrows show the moves I expect to make next impulse, if all goes well.

Image
The calculation you need to do is the defensive strength of the hex divided by the number of hexsides from which the enemy can attack. For the wide black/blue you have Zhukov at 16, the 29th Inf hex at 14, and the 1st Cav hex at 7. That makes the end hex the target (25:14, going to 32:16 with air support by both sides). If you lose both those units to a lucky roll, you're in big trouble.

I would defend just 2 hexes: Zhukov = 16 and the 29th Inf with the 1st Cav for 10 (per hexside). The best the AXis can do is 25:20 --> 37:22 with air support. This leaves the 50th Inf in Tabriz.

For the finer black/blue, I have trouble following what you have diagrammed.

2nd USSR Impulse: given the units that will be available, Zhukov has to stay in the front line. None of the other units have his heft. I'd go for: Zhukov + 3-5 Cav = 22/HS, 7-3 + 3-4 = = 10/HS, and 4-3 + 1-4 = 11/HS. I would try to rail a unit into Tabriz so the 4-3 could move east next impulse. When the 5-3 Mil arrives, there will be enough bodies to fill in the last hex in the line to the east. There are no reserves then, but whadda goin' ado? Unless the Axis have more of their own units coming up this turn, the only attacks they will have are very dangerous, risking at least one of their good Mech units.

Compared to the rest of the USSR, this front is looking good - not ideal, mind you, but good.

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Shannon V. OKeets

ORIGINAL: Red Prince

Here's how the Persian Front is shaping up. The moves for this impulse have been made in the image below, and are indicated by the bigger arrows. The smaller arrows show the moves I expect to make next impulse, if all goes well.

Image
The calculation you need to do is the defensive strength of the hex divided by the number of hexsides from which the enemy can attack. For the wide black/blue you have Zhukov at 16, the 29th Inf hex at 14, and the 1st Cav hex at 7. That makes the end hex the target (25:14, going to 32:16 with air support by both sides). If you lose both those units to a lucky roll, you're in big trouble.

I would defend just 2 hexes: Zhukov = 16 and the 29th Inf with the 1st Cav for 10 (per hexside). The best the AXis can do is 25:20 --> 37:22 with air support. This leaves the 50th Inf in Tabriz.

For the finer black/blue, I have trouble following what you have diagrammed.

2nd USSR Impulse: given the units that will be available, Zhukov has to stay in the front line. None of the other units have his heft. I'd go for: Zhukov + 3-5 Cav = 22/HS, 7-3 + 3-4 = = 10/HS, and 4-3 + 1-4 = 11/HS. I would try to rail a unit into Tabriz so the 4-3 could move east next impulse. When the 5-3 Mil arrives, there will be enough bodies to fill in the last hex in the line to the east. There are no reserves then, but whadda goin' ado? Unless the Axis have more of their own units coming up this turn, the only attacks they will have are very dangerous, risking at least one of their good Mech units.

Compared to the rest of the USSR, this front is looking good - not ideal, mind you, but good.
Unless Germany is willing to disorganize Guderian, there can be no attack on the first Axis impulse, so that is not a worry. The reason I aim to get Zhukov into the forest is the fear of a ground strike on him, but I suppose that's not the worst case scenario.

Germany has those 2 Divisions on the way over to add to the forces, and Italy can provide 15-20 land factors as well, in addition to the Iraqi CAV and MIL. Even if they weren't the right pick of units, as Germany I like the fact that this is tying up several units that the USSR really needs elsewhere.

I'm very tired right now, so I may be talking nonsense, but I do know that Germany can't attack until the USSR gets another impulse in.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Shannon V. OKeets »

ORIGINAL: Red Prince

I'm working on the Vitebsk region right now. In the image below, everything to the right of the dotted white line is not yet settled, but everything to the left is, pretty much (except that I'm going to rebase the FTR).

Here are my reasons for putting such a forward defense in place:

1. Both the Dnepropetrovsk and Vitebsk factories were in danger of getting blocked from railing out this impulse, and I railed the wrong one. Minor mistake. I've figured out how to make sure the Dnepropetrovsk factory would be safe, but by then it was already done. So, I need the Vitebsk factory in the clear for another impulse.

2. This setup limits any attack on Pskov to a single river hexside.

3. The 5-4 INF can be put out of supply, and a Ground Strike would let it be overrun, but the only unit that can do that can't then get to a hex that would prevent the Vitebsk factory from railing out.

4. The 6-4 INF cannot be put out of supply, and while both it and the 5-4 could see a Breakthrough result, neither allows the factory to be threatened.

5. There is no way the Germans can attack the double-stack, even if both units are disorganized, and succeed. That's why the CAV is in the south. The double-stack is needed to make sure the 6-4 stays in supply and can't be overrun.

6. There are 4 units now vulnerable to attack on this front, but I doubt the Germans can get high odds on more than 2 of them. Well, maybe 3.

7. Even if the Germans manage to kill off all 4 frontline units, they've still gained only a hex or two on this front. With only 1 HQ in the area, and the front growing in length, this could become a problem for the Germans later in the turn.

8. Depending on how far back I retreated with these units, I'm willing to bet that 2-3 would be killed anyway. Isn't railing a factory and keeping the Germans from gaining 3-5 hexes worth an extra unit or 2 in the Destroyed Pool?
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Feel free to disagree with any of this, but remember that only the units on the left of that dotted line are ones that I am "set on". Unless you prove me completely wrong. Then I'll become "un-set". [:)]
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Edit: All German aircraft in this area are visible in the image below.

Image
Forget the Vitebsk factory. 1 BP more or less isn't going to matter. Losing 5 units on this front in the first impulse of the Axis turn means that you will lose all the units on this front by the end of the turn.

Unless I am mistaken, a successful ground strike by the Germans on the 2nd Inf and the 39th Inf will let them be disorganized and OOS after a couple of land moves. After 2 Iinfantry moves to isolated the target, the L Mech overruns the 2nd Inf (it moves west, NE, and east), letting the XXV Inf move to put the 39th Inf OOS so the XL Mech can overrun the 39th Inf. Then the other German infantry move up and perform a blitz attack on the 2 Siberians. There should be enough units left over to get an automatic on the 3rd Cav. 24 USSR factors dead in the first impulse.[:-]

Pull back, pull back, pull back! When you are out numbered 2:1 do not defend in clear hexes!

Count the number of hexes between Vitebsk and Gorki. You can give up all those hexes this turn. If you do not do so voluntarily, then the Germans will kill off the USSR units and blithefully skip their way to a rendezvous with the Japanese in some hex on the Trans-Siberian railroad.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

I suppose this could be done. I didn't see the move the XXV INF could make, because I want to take out Riga. I don't like to leave enemies behind my lines when I only have a single HQ in a region. Even with Kaunas, I prefer to finish people off, so didn't think to use the 7-4 to get to that forest hex. By the way, both 7-4 INF are stacked with artillery, not with other INF.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Shannon V. OKeets »

ORIGINAL: Red Prince
ORIGINAL: Shannon V. OKeets

ORIGINAL: Red Prince

Here's how the Persian Front is shaping up. The moves for this impulse have been made in the image below, and are indicated by the bigger arrows. The smaller arrows show the moves I expect to make next impulse, if all goes well.

Image
The calculation you need to do is the defensive strength of the hex divided by the number of hexsides from which the enemy can attack. For the wide black/blue you have Zhukov at 16, the 29th Inf hex at 14, and the 1st Cav hex at 7. That makes the end hex the target (25:14, going to 32:16 with air support by both sides). If you lose both those units to a lucky roll, you're in big trouble.

I would defend just 2 hexes: Zhukov = 16 and the 29th Inf with the 1st Cav for 10 (per hexside). The best the AXis can do is 25:20 --> 37:22 with air support. This leaves the 50th Inf in Tabriz.

For the finer black/blue, I have trouble following what you have diagrammed.

2nd USSR Impulse: given the units that will be available, Zhukov has to stay in the front line. None of the other units have his heft. I'd go for: Zhukov + 3-5 Cav = 22/HS, 7-3 + 3-4 = = 10/HS, and 4-3 + 1-4 = 11/HS. I would try to rail a unit into Tabriz so the 4-3 could move east next impulse. When the 5-3 Mil arrives, there will be enough bodies to fill in the last hex in the line to the east. There are no reserves then, but whadda goin' ado? Unless the Axis have more of their own units coming up this turn, the only attacks they will have are very dangerous, risking at least one of their good Mech units.

Compared to the rest of the USSR, this front is looking good - not ideal, mind you, but good.
Unless Germany is willing to disorganize Guderian, there can be no attack on the first Axis impulse, so that is not a worry. The reason I aim to get Zhukov into the forest is the fear of a ground strike on him, but I suppose that's not the worst case scenario.

Germany has those 2 Divisions on the way over to add to the forces, and Italy can provide 15-20 land factors as well, in addition to the Iraqi CAV and MIL. Even if they weren't the right pick of units, as Germany I like the fact that this is tying up several units that the USSR really needs elsewhere.

I'm very tired right now, so I may be talking nonsense, but I do know that Germany can't attack until the USSR gets another impulse in.
Then all is well here for at least 1 Axis impulse.[;)]

Actually, you should be fine on this front. Just watch the strength per hex numbers. If the Axis attack successfully, then you still have a solid secondary line of mountain hexes and a solid river line behind that. The farther the Aixs push you back, the easier supply becomes for the USSR and the harder it becomes for the Axis.

===

About being tired, ...

My opponent always made me move last in our gaming sessions, when we were both most tired. He had learned from bitter experience that if he let me study the map for a full week and then make my moves, his position was often lost.[:D] But if he went first at the start of the next week, when he was fresh, I had better have made excellent plans for all eventualities if I wanted to survive.[:D]
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RE: MWiF Global War Hot-Seat (AAR)

Post by composer99 »

ORIGINAL: Red Prince
ORIGINAL: composer99

If the Germans go in in March/April, unless they get a long clear-weather turn they probably won't kill a whole lot of USSR units.

So I agree with Steve in building MOT and HQ-I Koniev. Also, the MECH should be produced. All of these units will arrive in the key July/August turn, as will any INF/GARR builds in March/April.
I found this post (#1299) while searching through for my last End of Turn report, since I like to do things in the same order each turn.

Well, it was a short turn, only 5 total impulses, and the Germans . . . hmmm . . . would you say they killed a whole lot of USSR units? [;)]

I am forced to concede this point (I don't like being wrong, but I'd rather be correct than be right, so to speak). [:(]

In my defence, there were an awful lot of USSR units sitting around in Bessarabia which were not able to escape in time due to the rain.
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RE: MWiF Global War Hot-Seat (AAR)

Post by composer99 »

Correct me if I'm wrong, but in Allied impulse #1, the USSR has railed out the Dnepropetrovsk factory and is looking to rail out the Vitebsk factory in Allied impulse #2.

This should be achievable by putting a sop unit in the Dvina bend hex (the one with rivers on four hexsides), and maybe a sop unit in one of the forest hexes south of Vitebsk. As long as the Axis can't get around to cut the rail line and as long as there are units in Vitebsk they should be able to rail out the factory even if the Axis are exerting ZoC. The GARR and CAV would be ideal sops

You should not need any of those INF currently shown (in the screenshot upthread) to be stuck in clear hexes facing down ARM/MECH.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Shannon V. OKeets

About being tired, ...

My opponent always made me move last in our gaming sessions, when we were both most tired. He had learned from bitter experience that if he let me study the map for a full week and then make my moves, his position was often lost.[:D] But if he went first at the start of the next week, when he was fresh, I had better have made excellent plans for all eventualities if I wanted to survive.[:D]
This is why I've been trying to get my Soviet moves done before I go to bed . . . so I can see what corrections need to be made in the morning, after you guys have had a chance to look them over. [:)] Ended up being too tired to finish that up this time, so I'm going to re-structure the North Front and work on the Dnieper Line. Then maybe I'll take another nap. [>:]
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: composer99

ORIGINAL: Red Prince
ORIGINAL: composer99

If the Germans go in in March/April, unless they get a long clear-weather turn they probably won't kill a whole lot of USSR units.

So I agree with Steve in building MOT and HQ-I Koniev. Also, the MECH should be produced. All of these units will arrive in the key July/August turn, as will any INF/GARR builds in March/April.
I found this post (#1299) while searching through for my last End of Turn report, since I like to do things in the same order each turn.

Well, it was a short turn, only 5 total impulses, and the Germans . . . hmmm . . . would you say they killed a whole lot of USSR units? [;)]

I am forced to concede this point (I don't like being wrong, but I'd rather be correct than be right, so to speak). [:(]

In my defence, there were an awful lot of USSR units sitting around in Bessarabia which were not able to escape in time due to the rain.
I was just doing a bit of teasing. [;)] I was very surprised, even with those units in Bessarabia that weren't able to escape, at the number of casualties.
ORIGINAL: composer99

Correct me if I'm wrong, but in Allied impulse #1, the USSR has railed out the Dnepropetrovsk factory and is looking to rail out the Vitebsk factory in Allied impulse #2.

This should be achievable by putting a sop unit in the Dvina bend hex (the one with rivers on four hexsides), and maybe a sop unit in one of the forest hexes south of Vitebsk. As long as the Axis can't get around to cut the rail line and as long as there are units in Vitebsk they should be able to rail out the factory even if the Axis are exerting ZoC. The GARR and CAV would be ideal sops

You should not need any of those INF currently shown (in the screenshot upthread) to be stuck in clear hexes facing down ARM/MECH.
I'd have to check on this, but it was my understanding that all you need to do is get the factory itself into a ZOC to prevent it from railing out.
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Edit: But even if I were to leave them there, and retreat everyone else behind the river, all it would take is these 2 moves to prevent the factory from being railed. If I put another unit or 2 where the FTR is, it can still be Blitzed and end up with Vitebsk unable to rail the factory out, so it's an all or nothing thing. The factory gets railed and units die, or it doesn't and they hopefully survive.

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

Okay, the next 6 posts show what I've set up for the Soviets. It's the best I can do, I think.
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Starting off with the Far North, Leningrad should be able to hold against the enemy, so I sent the Leningrad MIL to keep tabs on Novgorod. Now that snow is extremely unlikely, I've put the black print 5-3 INF into position between the lakes, where it should stay until supply runs out -- and maybe even after that. The white print 5-3 INF (the one that might have been better off in Baku) is moving south to help with the failing Northern Front. Although you can't see it in this image, he's within range of adding protection between the swamps NE of Vitebsk, or he could move closer to Smolensk as part of a continued retreat.

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

Next up, the Northern Front:
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The 2 FTRs in green circles are getting the 2 remaining Air Missions to rebase behind the lines.

The 2 units in blue circles can be blitzed, but they can't be overrun. Both are cheap units, same cost as a MIL unit. These will buy a hex or two extra for Yeremenko to get behind the river line behind Smolensk, or even to rail somewhere much safer. The reason I think it's important to buy those hexes is that it limits the locations the German bombers can get to. If the river line needs to be abandoned, this means all of the Soviets can get out of Stuka range next impulse.

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

On the South Front:
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Here I've swapped positions of the 4-3 INF and the 6-3 INF (dark blue arrows). I'm pretty sure that the 4-3 can't be overrun. Even if it can (I could be wrong), the only 2 units able to do so can't move up to the front, and there aren't enough other units with the range to make terrific attacks on the river lines or the 2 cities here.

The other unit with a light blue circle, the Sevastapol MIL, I moved into the port to prevent a paradrop into Crimea.

As you can see, I've pulled most of my ARM and MECH units down from the North Front to try to make some heavier stacks. This is a long line to cover, and the USSR just hasn't got a whole lot of units to work with. If the sacrifices up north can buy a little extra time there, that's good, but this is the line that needs to hold as long as possible. I think I've got enough flexibility to adjust things next impulse. The biggest problem is that I can't keep a strong line and still have a secondary line behind it.

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

I've got 5 slow MIL units I'm leaving in place. While I'm railing factories, I get a spare move I can use to bring these to the ever-shifting fornt this turn.

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

You've already seen the Persian Front, so moving on to Siberia . . . it's about to get cut off from the rest of Russia. Japan is going to have to take a Naval Action with its first impulse (Axis Impulse #2), but then they can move into Chita. It will disorganize the Manchurian Territorial, but it will cut the only rail link to the Far East. Assuming the weather remains Fine for the next few rolls, the Irkutsk MIL will continue its trek across the mountains until it is at the end of its supply line. It should be able to hold there until next turn or longer, depending on whether Japan decides to rail an HQ up this far (probably not worth it for Japan, but we'll see).

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

The last image is of the Vladivostok campaign the Japanese have going. I think it pretty much speaks for itself. The attack won't come the first Axis impulse, but the second one is sure to have the city collapse.
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Edit: If you are wondering why the Convoys are in port here, they were the ones I got at the start of the game. I planned to use them to ship the Hanoi resource to Vladivostok and even had them set up for that. Unfortunately, there wasn't time to set that plan in motion.

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

For the above screenshots, as well as the plans in Persia, I'm pretty sure I haven't done anything completely idiotic. And, if I have, I've spent so many hours on setting it up this way that I deserve whatever happens (as the Russian player). [:)] Therefore, I am going to move on to the next phase of the game. Normally, I'd like to get more opinions before doing that, but it will be a few hours before the heaviest traffic comes through this thread.

Feel free to point out my errors, though. I can't learn if I don't see what they are. I'm just hoping that this setup shows I've done a little bit of learning since the start of the game. I want to believe I can learn from my mistakes, though I recognize that it's likely to take more time before I have a true understanding of setting a defense. And I also understand that it will be years before I can consider myself "well-educated" in this regard.

So . . . have at me! [:)] It's time to move on . . .
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RE: MWiF Global War Hot-Seat (AAR)

Post by composer99 »

You should leave a unit in Vitebsk so you can rail out the factory. The units in the forests will keep the Germans from ZoCing the rail line (they can't break through out of forests) and the unit in Vitebsk will let you rail out the factory even with German ZoC on the city (check the rules).

Unless the Germans disorganize the unit in Vitebsk it can run away after.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Klydon »

ORIGINAL: Red Prince

On the South Front:
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Here I've swapped positions of the 4-3 INF and the 6-3 INF (dark blue arrows). I'm pretty sure that the 4-3 can't be overrun. Even if it can (I could be wrong), the only 2 units able to do so can't move up to the front, and there aren't enough other units with the range to make terrific attacks on the river lines or the 2 cities here.

The other unit with a light blue circle, the Sevastapol MIL, I moved into the port to prevent a paradrop into Crimea.

As you can see, I've pulled most of my ARM and MECH units down from the North Front to try to make some heavier stacks. This is a long line to cover, and the USSR just hasn't got a whole lot of units to work with. If the sacrifices up north can buy a little extra time there, that's good, but this is the line that needs to hold as long as possible. I think I've got enough flexibility to adjust things next impulse. The biggest problem is that I can't keep a strong line and still have a secondary line behind it.

Image

Again, just a noob here, but if it becomes possible to overrun the 4-3, does that make it possible for LII mech to waltz into D-Town since there is just a plane there? It appears the 110 can do a ground strike for a flip (not a high chance, but if it works and gets you D-Town without a fight, why not?).

It won't necessarily compromise the river line, but it saves the Germans a city fight in the trees and also punts the only Russian fighter in the area.
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