MWiF Global War Hot-Seat (AAR)

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

Japan reorganized the Tokyo MIL using a TRS, so an attack next impulse should finally take the Philippines.

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

Here's an overview of the Soviet units surviving the German assault for Allied impulse #6:

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RE: MWiF Global War Hot-Seat (AAR)

Post by Shannon V. OKeets »

ORIGINAL: Red Prince

The attacks for this impulse, all at 7:1 odds. The attack that I've highlighted could have been reduced to a little less than 4:1, but it's a Blitz and would have used up 2 LND. As a +1 attack, I thought the factors would be better saved for attacks that already have mid-range odds. The Japanese invasions are all intended to deny ports to the Allies.

Image

And the results:

Attack on USSR [48, 58]: Blitz, Fractional Odds .221 (Yes), Roll = Automatic (Breakthrough)
Attack on USSR [53, 62]: Blitz, Fractional Odds .114 (Yes), Roll = Automatic (Breakthrough)
Attack on Port Blair: Assault, Roll = 8+1 = 9 = */2S
Attack on Wewak: Assault, Roll = Automatic
Attack on Lae: Assault, Roll = Automatic

Some of you may have thought I should have provided Ground Support to the Sverdlovsk MIL. The following theory is based less on logic than it is on rationalization, but I figure the next roll of '8' would have been on that attack instead of the one on Port Blair. The 4:1 Blitz would have had the same result with or without Ground Support, which is why I didn't add any. There was only a 40% chance to disorganize the enemy, anyway.

As the Germans, what I like about setting up this attack is that it traps the Kharkov MIL. In order to escape without being disorganized, someone else has to move into the hex southwest of Voronezh. That stack can then be attacked by a lot of units. Once the Kharkov MIL is dead, he's gone for good, unless and until Kharkov is regained by the Allies.
The advance after combat can only go into the forest hex. It should be able to advance beyond that, so the Mil should be free to move.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Shannon V. OKeets »

ORIGINAL: Shannon V. OKeets

ORIGINAL: Red Prince

The attacks for this impulse, all at 7:1 odds. The attack that I've highlighted could have been reduced to a little less than 4:1, but it's a Blitz and would have used up 2 LND. As a +1 attack, I thought the factors would be better saved for attacks that already have mid-range odds. The Japanese invasions are all intended to deny ports to the Allies.

Image

And the results:

Attack on USSR [48, 58]: Blitz, Fractional Odds .221 (Yes), Roll = Automatic (Breakthrough)
Attack on USSR [53, 62]: Blitz, Fractional Odds .114 (Yes), Roll = Automatic (Breakthrough)
Attack on Port Blair: Assault, Roll = 8+1 = 9 = */2S
Attack on Wewak: Assault, Roll = Automatic
Attack on Lae: Assault, Roll = Automatic

Some of you may have thought I should have provided Ground Support to the Sverdlovsk MIL. The following theory is based less on logic than it is on rationalization, but I figure the next roll of '8' would have been on that attack instead of the one on Port Blair. The 4:1 Blitz would have had the same result with or without Ground Support, which is why I didn't add any. There was only a 40% chance to disorganize the enemy, anyway.

As the Germans, what I like about setting up this attack is that it traps the Kharkov MIL. In order to escape without being disorganized, someone else has to move into the hex southwest of Voronezh. That stack can then be attacked by a lot of units. Once the Kharkov MIL is dead, he's gone for good, unless and until Kharkov is regained by the Allies.
The advance after combat can only go into the forest hex. It should be able to advance beyond that, so the Mil should be free to move.
Ah, the rail movement bonus rears its ugly head again.
Steve

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Shannon V. OKeets

ORIGINAL: Shannon V. OKeets

ORIGINAL: Red Prince

The attacks for this impulse, all at 7:1 odds. The attack that I've highlighted could have been reduced to a little less than 4:1, but it's a Blitz and would have used up 2 LND. As a +1 attack, I thought the factors would be better saved for attacks that already have mid-range odds. The Japanese invasions are all intended to deny ports to the Allies.

Image

And the results:

Attack on USSR [48, 58]: Blitz, Fractional Odds .221 (Yes), Roll = Automatic (Breakthrough)
Attack on USSR [53, 62]: Blitz, Fractional Odds .114 (Yes), Roll = Automatic (Breakthrough)
Attack on Port Blair: Assault, Roll = 8+1 = 9 = */2S
Attack on Wewak: Assault, Roll = Automatic
Attack on Lae: Assault, Roll = Automatic

Some of you may have thought I should have provided Ground Support to the Sverdlovsk MIL. The following theory is based less on logic than it is on rationalization, but I figure the next roll of '8' would have been on that attack instead of the one on Port Blair. The 4:1 Blitz would have had the same result with or without Ground Support, which is why I didn't add any. There was only a 40% chance to disorganize the enemy, anyway.

As the Germans, what I like about setting up this attack is that it traps the Kharkov MIL. In order to escape without being disorganized, someone else has to move into the hex southwest of Voronezh. That stack can then be attacked by a lot of units. Once the Kharkov MIL is dead, he's gone for good, unless and until Kharkov is regained by the Allies.
The advance after combat can only go into the forest hex. It should be able to advance beyond that, so the Mil should be free to move.
Ah, the rail movement bonus rears its ugly head again.
Yup. [:D]
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

New "extreme-flyout" images, coming soon to a forum near you!
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

Here's the main front, with flyouts. I haven't actually examined it yet for potential Soviet moves, so I'm not going to speculate at the moment.

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

And here's what's going down in Persia:

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RE: MWiF Global War Hot-Seat (AAR)

Post by composer99 »

Until watching this AAR the only reason I didn't like playing with railway movement bonus is that it was irritating to remember.

Now I don't like it because it really helps Germany in a Barbarossa, certainly more than I expect it will help the USSR on the way back.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: composer99

Until watching this AAR the only reason I didn't like playing with railway movement bonus is that it was irritating to remember.

Now I don't like it because it really helps Germany in a Barbarossa, certainly more than I expect it will help the USSR on the way back.
It may not help the Soviets, but it will certainly help the Wallies if/when they invade Spain.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

Once there are a few more Americans in N. Ireland, I'm actually debating a DOW on Ireland by the USA. They should easily be able to take out the 5-3 INF and still get to Dublin before the MIL arrives. This plan is for next turn, not this one. The reason I'd do this is to get a larger platform for building up troops for a massive invasion. It would also give me a second Major Port on the Bay of Biscay from which I can base parts of the American fleet.

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RE: MWiF Global War Hot-Seat (AAR)

Post by composer99 »

In Persia, the Axis strong side is towards the Caspian Sea, and the USSR must adjust their lines to match.

The 7-3 INF should move east 1 hex, as should Zhukov and the 4-3 INF. The Astrakhan MIL should move 1 hex west to the Turkish border.

This gives, from west to east, defences of 13 factors, 14 factors, 22 factors, and 14 factors.

It is apparent that there needs to be more corps & divs to even out the defences, although fortunately not many. If you can get 10 factors (base) defending in each hex you have net 20 factors, which the Axis will probably be able to get 3:2 on at best.
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RE: MWiF Global War Hot-Seat (AAR)

Post by composer99 »

The Kharkov MIL now has to be the dip (die-in-place).
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

Okay, I've been looking at it, and I'm wondering if the Soviets are going to be trying to make a last stand here, or if I should be sending them full throttle for the mountains, with no regard for who lives and who dies? Krasnodar, Moscow, and Rostov keep most of their units, but what about the rest?

If it's the runaway plan, how does this look? Hideous, probably.

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RE: MWiF Global War Hot-Seat (AAR)

Post by Shannon V. OKeets »

ORIGINAL: Red Prince

Once there are a few more Americans in N. Ireland, I'm actually debating a DOW on Ireland by the USA. They should easily be able to take out the 5-3 INF and still get to Dublin before the MIL arrives. This plan is for next turn, not this one. The reason I'd do this is to get a larger platform for building up troops for a massive invasion. It would also give me a second Major Port on the Bay of Biscay from which I can base parts of the American fleet.

Image
But then you would have to worry about partisans there.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Lothrim »

How is the axis supplied in persia?
Are they relying on the japanese fleet to keep suply open by sea or are they tracking supply through the dessert.

I was thinking that the paratrooper would be a much greater threat here.
Also if the axis does not have all hexes in persia occupied then a simple air-transport could move the para into a hex where it would cut supply.

On the main front germany has left behind HQ's so operations there are a no-go.
Since both russian ATR are face-up you could carry the para extremely far. The ATR stacked with the para could carry the para 3*11 hexes away.
Also since paradrops are after air-transport, you can air-transport the para to its launching point where ATR number 2 waits to carry him 11 hexes into enemy lands.
(remember stacking limits on planes)
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Lothrim

How is the axis supplied in persia?
Are they relying on the japanese fleet to keep suply open by sea or are they tracking supply through the dessert.

I was thinking that the paratrooper would be a much greater threat here.
Also if the axis does not have all hexes in persia occupied then a simple air-transport could move the para into a hex where it would cut supply.

On the main front germany has left behind HQ's so operations there are a no-go.
Since both russian ATR are face-up you could carry the para extremely far. The ATR stacked with the para could carry the para 3*11 hexes away.
Also since paradrops are after air-transport, you can air-transport the para to its launching point where ATR number 2 waits to carry him 11 hexes into enemy lands.
(remember stacking limits on planes)
I just counted it out, and there are no hexes in Persia that the ATR can reach for an Air Transport (by the way, it's 2 x 11 hexes, not 3 x 11 hexes. The first stretch is for the "pickup" and the 2nd is the return to base.

Yes, they are relying on the Japanese for supply, and even though they did a lot of damage last impulse, it's unlikely the Allies can clear the Arabian Sea (but they'll try).

I'm not sure what you mean by Germany leaving its HQ's behind. Unless the Soviets retreat 5-6 hexes each, the HQs of Germany are able to be right on the front lines, or just behind it.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Shannon V. OKeets

ORIGINAL: Red Prince

Once there are a few more Americans in N. Ireland, I'm actually debating a DOW on Ireland by the USA. They should easily be able to take out the 5-3 INF and still get to Dublin before the MIL arrives. This plan is for next turn, not this one. The reason I'd do this is to get a larger platform for building up troops for a massive invasion. It would also give me a second Major Port on the Bay of Biscay from which I can base parts of the American fleet.
But then you would have to worry about partisans there.
True, but it would take merely 4 units to ZOC Partisans from showing up. What better use for the USA MIL units and/or the N. Ireland TERR?

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RE: MWiF Global War Hot-Seat (AAR)

Post by composer99 »

In my opinion:
- Every land unit in Moscow stays where it is & fights to the death.
- The stack south of Moscow should stick together and move to the Oka bend.
- The stack southwest of Ryazan should stick together and move to the hex the AA can reach
- The blitz stack in front of Voronezh moves to the forest hex just south of the Don, southeast of Voronezh
- HQ Koniev moves straigt back 3 hexes (to stay on the rail line).
- The 2 blitz units in the Don basin move to the hex 2 hexes east of Rostov behind the join of the Don & West Manych rivers

As for air units:
- the LND4 in Moscow rebases to just in front of Penza, where it can ground support both Moscow & Rostov as required
- the LND3 rebases either east to help form up a Volga/Ural front or south to help form up the Caucasus front
- likewise with the FTR2 near Voronezh
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: composer99

In my opinion:
- Every land unit in Moscow stays where it is & fights to the death.
- The stack south of Moscow should stick together and move to the Oka bend.
- The stack southwest of Ryazan should stick together and move to the hex the AA can reach
- The blitz stack in front of Voronezh moves to the forest hex just south of the Don, southeast of Voronezh
- HQ Koniev moves straigt back 3 hexes (to stay on the rail line).
- The 2 blitz units in the Don basin move to the hex 2 hexes east of Rostov behind the join of the Don & West Manych rivers

As for air units:
- the LND4 in Moscow rebases to just in front of Penza, where it can ground support both Moscow & Rostov as required
- the LND3 rebases either east to help form up a Volga/Ural front or south to help form up the Caucasus front
- likewise with the FTR2 near Voronezh
It won't work. Neither of our thoughts. The Stack with the AA needs to go into Voronezh (including the AA). Anything else it does is likely to leave it out of supply.
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