Decline & Fall AAR v2

Post descriptions of your brilliant successes and unfortunate demises.

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RE: Decline & Fall AAR v2

Post by composer99 »

The Allies were a bit worried about how things would turn out, since it wasn't the best assault ever. But it turns out they needn't have: the dice came through with an 18.

The German ARM corps gets shattered, to be reconstituted in Germany as reinforcements next turn, the other German units are destroyed, and the Canadians are the first unit to march triumphantly into Rome.

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RE: Decline & Fall AAR v2

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The situation in Italy following the successful assault on Rome.

HQ Alexander has reorganized several air units.

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RE: Decline & Fall AAR v2

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That rounds out the turn, and the Allies roll a '5' for their end-of-turn check, so it keeps going. On to the Axis - eventually.
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RE: Decline & Fall AAR v2

Post by WIF_Killzone »

Good AAR, nice touch on the Canadians first into Rome[:)] Where abouts do you live?
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RE: Decline & Fall AAR v2

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I live in Ottawa. Naturally, when playing WiF, not only am I partial to the Commonwealth, but I am especially partial to the Canadians. [:D]
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RE: Decline & Fall AAR v2

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I had hoped to get this AAR going again, but it appears my save game is now too old compared to the latest version of MWiF. So it's hitting the scrap heap (along with those Nimrod CVPs).
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RE: Decline & Fall AAR v2

Post by Centuur »

ORIGINAL: composer99

I had hoped to get this AAR going again, but it appears my save game is now too old compared to the latest version of MWiF. So it's hitting the scrap heap (along with those Nimrod CVPs).

Can you put it in here? Maybe I can get it running again, using an older version of MWIF and saving it than reloading it in the newest version.
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RE: Decline & Fall AAR v2

Post by composer99 »

I tried to upload a save game, but the Matrix Games forum uploader told me the file path wasn't valid. I'll give it a shot, though.

Edit: OK, figured it out, I didn't read the valid file types closely enough (or at all). [8|]
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RE: Decline & Fall AAR v2

Post by Centuur »

Strange. I could load the game in the latest version right away... Very strange.

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RE: Decline & Fall AAR v2

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Oh, it loads fine, but it throws a MadExcept error every single time I try to embark land units onto transports with the Japanese.
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RE: Decline & Fall AAR v2

Post by Centuur »

It does give a Madexcept when you load a unit for the first time. However, ignore it and continue the game. I don't see anything wrong with the unit being transported or the TRS itself. I only got the Madexcept once and after that, I can't see anything wrong with the game.
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RE: Decline & Fall AAR v2

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I'd love to; however it appears that the MadExcept keeps throwing on my machine. Oh, well.
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RE: Decline & Fall AAR v2

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Got it sorted out. Expect new posts soon.

I believe this song says it all.
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RE: Decline & Fall AAR v2

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Finished the turn, I'll probably post updates to the AAR tonight as a way to procrastinate getting a handle on the production planning form.
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RE: Decline & Fall AAR v2

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Axis Impulse 8

This impulse, the Germans take a land, and the Japanese a naval.

For the Germans, it was important to react to developments in the wake of last impulse, and for the Japanese, it turned out to be all too tempting to try to smack down the US picket fleets.
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RE: Decline & Fall AAR v2

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Naval Moves

The Japanese make a bunch of naval moves, mostly setting up convoy defences and starting the process of transferring units from Siam to more useful theatres.

(I made several attempts to move the AMPH flotilla in Japan proper, which caused the program to crash every time. So I ended up giving up, and this allowed me to continue the game.)

Here is the Japanese deployment in the South China Sea, with the infantry loaded and ready for deployment, in Batavia or Singapore.

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RE: Decline & Fall AAR v2

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The 3 box contains a carrier (one of the slow fleet carriers) and some escorts. Basically serving as an additional deterrent against submarine raids.
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RE: Decline & Fall AAR v2

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A similar deployment in the China Sea.

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RE: Decline & Fall AAR v2

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The Japanese send a detachment of fleet carriers and supporting ships to the Bismarck Sea in an attempt to engage the picket force.

Ideally, the superior forces the Japanese bring to bear will smash the picket, and the Japanese can withdraw with a cheap win under their belt.

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RE: Decline & Fall AAR v2

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Naval Combat

The Japanese can initiate combat in four different sea areas.

They decline to do so in all but the Bismarck Sea. In their "convoy trunk" areas, they of course do not wish to risk the convoys, while the main US carrier fleet is in the Marianas and is not to be trifled with.

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