Courtenay's solitaire AAR
Moderator: Shannon V. OKeets
RE: Courtenay's solitaire AAR
J/A Allied #10:
CW, US, SU, combined, Fr Naval, Ch Land
The French now send out their battleships; they might be useful.
The CW again searches in the Western Med and the North Atlantic, and again fails to find anything.
Chinese fall back a little.
The Russians have been stuffing the border area the last several impulses; I have fogotten to mention them.
I didn't record the turn turn end roll this impulse, either, but it was high. Turn continues
CW, US, SU, combined, Fr Naval, Ch Land
The French now send out their battleships; they might be useful.
The CW again searches in the Western Med and the North Atlantic, and again fails to find anything.
Chinese fall back a little.
The Russians have been stuffing the border area the last several impulses; I have fogotten to mention them.
I didn't record the turn turn end roll this impulse, either, but it was high. Turn continues
I thought I knew how to play this game....
RE: Courtenay's solitaire AAR
J/A Axis #11: Weather 8+1 = 9; F, F, F, St, F, F, imp advance 1, no modifier.
Ge, It, land; Ja combined.
The Italians rail Graziani forward to the south of France.
The Japanese move two TRSs back to Fukuoka, where there are two corps. Interestingly, the Japanese leave the TRSs and the corps in Japan, not taking the to sea.
Germans continue to move south in France. The Germans are very annoyed at the two French units in Bayonne. If it were not for them, Spain would be in the war this impulse. The Germans debate attacking them, and decide againtst it -- the odds of losing units is high, as is the chance of the turn ending.
Turn end roll 9, turn continues
Ge, It, land; Ja combined.
The Italians rail Graziani forward to the south of France.
The Japanese move two TRSs back to Fukuoka, where there are two corps. Interestingly, the Japanese leave the TRSs and the corps in Japan, not taking the to sea.
Germans continue to move south in France. The Germans are very annoyed at the two French units in Bayonne. If it were not for them, Spain would be in the war this impulse. The Germans debate attacking them, and decide againtst it -- the odds of losing units is high, as is the chance of the turn ending.
Turn end roll 9, turn continues
I thought I knew how to play this game....
RE: Courtenay's solitaire AAR
J/A Allied #12:
The CW finds the NAV in the western Med, rolling a 3 to the Germans 8. With four surprise points, the Allies shift the air strength of the NAV down one and their own up one, giving them +2 -2. The Germans proceed to roll a 17, shooting down the CVP and killing the pilot. Oops. CW return fire aborts the NAV, but now the British have another carrier without a plane.
In the North Atlantic, the CW and the Germans find each other, each with rolls of four. Thus only the four cruisers in the four box are in the fight, not the huge fleet in the two box. The result is very similar to the first battle, an X for the Germans and an X, a D, and an A for the British. The Germans lose the Nurnburg, while HMS York is sunk, and HMS Birmingham is both damagad and aborted. At this point the Germans abandon the sea area.
On their way to Brest, the British attempt to intercept, and do so, rolling a 1. The British are elated. The British are less elated when the Germans also roll a 1. The Germans throw in a fighter into the zero box. The British have exactly enough surprise points to make it a surface action, and do so. The forces invovled are almost identical, and each side scores an X, a D and some As. Unfortuanetly for the British, they blow their damage rolls, while the Germans make theirs. HNLMS De Ruyter is sunk, and HMS Queen Elizabeth is damaged, while all the British do is damage a cruiser.
The British, taking the sort of action that demonstrates why they are loved everywhere, strat bomb Paris with their ATR. The fact that they miss does not improve the mood of the French.
The Chinese make their first rail move of the game: The Shanghai MIL rails from Nanning to Kunming, via Hanoi. I had not realized that move was possible; once Vichy is declared, it won't be. Somehow I can't see the French ever letting the Chinese rail an army through Indochina, but in the game it is legal, and the Chinese very much want to do so.
Hoping for a turn end, the Chinese units in the south all move a hex west, hoping to get a jump on the Japanese. This flips almost all of them, but they are still in supply. Since many of the Japanese aren't, and those that are will flip if they move, the Chinese think the gamble is worth it.
The French, also hoping for turn end, make the first Allied attack of the war. The units in and adjacent to Lille attack the hex southwest of Lille, and manage to scrape together a +6. The Germans look at this, and look at the 2d10 CRT, and decide to pick a Blitzkrieg attack, as less likely to get a German unit killed. Unforturnately the Germans outsmarted themselves, as the French roll a 7, for a final result of 13, killing a German INF at the cost of a French AT gun. The French got the one result that kills a German on the Blitz table and not on the assault table.
Actually, it is not surprising that the attack succeeded. In a poll taken in 1980, found that number of people who said they were involved in that attack was about fifty percent larger than the number of people enrolled in the French armed forces. [:)]
The CW finds the NAV in the western Med, rolling a 3 to the Germans 8. With four surprise points, the Allies shift the air strength of the NAV down one and their own up one, giving them +2 -2. The Germans proceed to roll a 17, shooting down the CVP and killing the pilot. Oops. CW return fire aborts the NAV, but now the British have another carrier without a plane.
In the North Atlantic, the CW and the Germans find each other, each with rolls of four. Thus only the four cruisers in the four box are in the fight, not the huge fleet in the two box. The result is very similar to the first battle, an X for the Germans and an X, a D, and an A for the British. The Germans lose the Nurnburg, while HMS York is sunk, and HMS Birmingham is both damagad and aborted. At this point the Germans abandon the sea area.
On their way to Brest, the British attempt to intercept, and do so, rolling a 1. The British are elated. The British are less elated when the Germans also roll a 1. The Germans throw in a fighter into the zero box. The British have exactly enough surprise points to make it a surface action, and do so. The forces invovled are almost identical, and each side scores an X, a D and some As. Unfortuanetly for the British, they blow their damage rolls, while the Germans make theirs. HNLMS De Ruyter is sunk, and HMS Queen Elizabeth is damaged, while all the British do is damage a cruiser.
The British, taking the sort of action that demonstrates why they are loved everywhere, strat bomb Paris with their ATR. The fact that they miss does not improve the mood of the French.
The Chinese make their first rail move of the game: The Shanghai MIL rails from Nanning to Kunming, via Hanoi. I had not realized that move was possible; once Vichy is declared, it won't be. Somehow I can't see the French ever letting the Chinese rail an army through Indochina, but in the game it is legal, and the Chinese very much want to do so.
Hoping for a turn end, the Chinese units in the south all move a hex west, hoping to get a jump on the Japanese. This flips almost all of them, but they are still in supply. Since many of the Japanese aren't, and those that are will flip if they move, the Chinese think the gamble is worth it.
The French, also hoping for turn end, make the first Allied attack of the war. The units in and adjacent to Lille attack the hex southwest of Lille, and manage to scrape together a +6. The Germans look at this, and look at the 2d10 CRT, and decide to pick a Blitzkrieg attack, as less likely to get a German unit killed. Unforturnately the Germans outsmarted themselves, as the French roll a 7, for a final result of 13, killing a German INF at the cost of a French AT gun. The French got the one result that kills a German on the Blitz table and not on the assault table.
Actually, it is not surprising that the attack succeeded. In a poll taken in 1980, found that number of people who said they were involved in that attack was about fifty percent larger than the number of people enrolled in the French armed forces. [:)]
I thought I knew how to play this game....
RE: Courtenay's solitaire AAR
Forgot to mention: Turn end roll 10. Turn contineues
J/A Axis #13: Weather roll 10. F, F, F, St, F, F, impulse adv 1, modifier +1.
That is the third natural 10 The Germans have rolled this turn. The unmodified weather rolls for the turn: 6, 10, 10, 8, 8, 10. If this trend continues, (and yes, dice don't have a memory, but I think they do have a sense of humor) it will be a very short winter.
Ge Combined, It Land, Ja Land.
The Germans send out their submarines, but to not attempt to fight; the British defenses are too concentrated.
The Japanese chase after the retreating Chinese in the south, flipping large parts of the Japanese army. They do not ooze any more towards Chungking, because, with a fair part of their army flipped behind from the attack on Chihkiang, they would be putting themselves in danger of being out of supply.
The Italians move some units into the South of France.
Turn end roll 9. Turn continues
J/A Axis #13: Weather roll 10. F, F, F, St, F, F, impulse adv 1, modifier +1.
That is the third natural 10 The Germans have rolled this turn. The unmodified weather rolls for the turn: 6, 10, 10, 8, 8, 10. If this trend continues, (and yes, dice don't have a memory, but I think they do have a sense of humor) it will be a very short winter.
Ge Combined, It Land, Ja Land.
The Germans send out their submarines, but to not attempt to fight; the British defenses are too concentrated.
The Japanese chase after the retreating Chinese in the south, flipping large parts of the Japanese army. They do not ooze any more towards Chungking, because, with a fair part of their army flipped behind from the attack on Chihkiang, they would be putting themselves in danger of being out of supply.
The Italians move some units into the South of France.
Turn end roll 9. Turn continues
I thought I knew how to play this game....
RE: Courtenay's solitaire AAR
J/A 40 Allied #14.
The Allies should probably just pass. The Russians can do something useful, though, and I am morbidly curious to see how long the turn will go.
The British decide to commit all their carrier air to port strikes. Against Brest, the Germans get six surprise points. They could abort the combat, but decide to up their AA fire to worst one of three. They roll an 8, an 8, and a 1. The British try and damage a German ship, and fail
The British realize that there is a convoy point in Tripoli that they can strike. If the program had not told me, I would not have realized this, so this is an advantage to MWiF. The attack is successful; the Italian CP is no more. The Italians are starting to get worries about their convoy points.
The Communists link up with the Nationalist line in front of Chungking. The Communist CAV drives for Peking, flipping itself, but hoping for turn end.
If the Allies get to go first, the CAV will kill the Peking warlord.
Turn end 2, turn ends.
The Allies should probably just pass. The Russians can do something useful, though, and I am morbidly curious to see how long the turn will go.
The British decide to commit all their carrier air to port strikes. Against Brest, the Germans get six surprise points. They could abort the combat, but decide to up their AA fire to worst one of three. They roll an 8, an 8, and a 1. The British try and damage a German ship, and fail
The British realize that there is a convoy point in Tripoli that they can strike. If the program had not told me, I would not have realized this, so this is an advantage to MWiF. The attack is successful; the Italian CP is no more. The Italians are starting to get worries about their convoy points.
The Communists link up with the Nationalist line in front of Chungking. The Communist CAV drives for Peking, flipping itself, but hoping for turn end.
If the Allies get to go first, the CAV will kill the Peking warlord.
Turn end 2, turn ends.
I thought I knew how to play this game....
RE: Courtenay's solitaire AAR
AAAAAARRRRRRRRRGGGGGGGGGGGHHHHHHHHHHHHH!!!!!!!!
I am an idoit.
I am an idito.
I am an idiot.
After some tries, I sometimes get things right, but often not the first time. [:)]
I just had to redo impulses #13 and #14, and the whole end of turn phase. Why? Because after I had done the return to base, oil, and production steps, the program asked me if France wanted to surrender. What about Vichy, I asked? Then I took a look at the map. I had cleverly moved all German units out of Paris, forgetting that Vichy requires an Axis unit in Paris, not just control. Oops.
Shannon, thank you very much for the autosaves.
(Impulses 13 and 14 were redone using the same die rolls.)
I am an idoit.
I am an idito.
I am an idiot.
After some tries, I sometimes get things right, but often not the first time. [:)]
I just had to redo impulses #13 and #14, and the whole end of turn phase. Why? Because after I had done the return to base, oil, and production steps, the program asked me if France wanted to surrender. What about Vichy, I asked? Then I took a look at the map. I had cleverly moved all German units out of Paris, forgetting that Vichy requires an Axis unit in Paris, not just control. Oops.
Shannon, thank you very much for the autosaves.
(Impulses 13 and 14 were redone using the same die rolls.)
I thought I knew how to play this game....
RE: Courtenay's solitaire AAR
Here are the destroyed units for the turn. (Not counting what happens when Vichy is declared.)


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I thought I knew how to play this game....
RE: Courtenay's solitaire AAR
ORIGINAL: Courtenay
AAAAAARRRRRRRRRGGGGGGGGGGGHHHHHHHHHHHHH!!!!!!!!
After some tries, I sometimes get things right, but often not the first time. [:)]
I just had to redo impulses #13 and #14, and the whole end of turn phase. Why? Because after I had done the return to base, oil, and production steps, the program asked me if France wanted to surrender. What about Vichy, I asked? Then I took a look at the map. I had cleverly moved all German units out of Paris, forgetting that Vichy requires an Axis unit in Paris, not just control. Oops.
I'm glad you were able to fix the timeline. Autosaves sure are the game saver when you can't remember every single rule. Optional or not.
Thanks for reminding us about the Paris connection and Vichy.

“We never felt like we were losing until we were actually dead.”
Marcus Luttrell
RE: Courtenay's solitaire AAR
The first Chinese partisan of the game shows up. A 0-1 partisan appears in Haichow. The Chinese don't expect this unit to last very long, but it will cost the Japanese a build point and will tie up a corps for at least three impulses to kill it. No, there were no unguarded aircraft to destroy.
US entry: German pool, pick a 3. If I had known I was going to get a 3, I would have picked the Japanese pool.
US entry action: Gear up. Tension roll 9, chit moves. US pick Japanese pool. Chit moved is a four.
Ge/It: Entry 23, Tension 15; Japan Entry 17, Tension 17.
Actually, in game terms, we are ahead of schedule, since the chits for Vichy entry haven't happened yet.
With the tension at 17, I don't see the US picking many Japanese entry options for the foreseeable future. The tension pool got big very quickly. Only five chits have moved, and they are all high numbers. This limits the number of US entry options taken severely, since everything is now oriented toward war appropriations. One chit, any one chit, into the Ge/It tension pool will give 17 in both pools. Even though US entry is doing very well, Japan will not have to worry about losing its oil for some time. Things have gotten so tense so quickly that the US will not make any more provocative moves.
US entry: German pool, pick a 3. If I had known I was going to get a 3, I would have picked the Japanese pool.
US entry action: Gear up. Tension roll 9, chit moves. US pick Japanese pool. Chit moved is a four.
Ge/It: Entry 23, Tension 15; Japan Entry 17, Tension 17.
See? We are right on schedule! [:)]ROOSEVELT SIGNS 2-OCEAN NAVY BILL; START NOW SOUGHT; Knox to Ask House Tomorrow for $1,000,000,000 at Once to Get Program Under Way ARMY TO STRESS INDUSTRY Stimson, Explaining Arms Need, Will Push Plant Expansion, an Aid to Britain Plant Expansion Aiding Britain Details Ready for Congress
The New York Times, July 21, 1940
Actually, in game terms, we are ahead of schedule, since the chits for Vichy entry haven't happened yet.
With the tension at 17, I don't see the US picking many Japanese entry options for the foreseeable future. The tension pool got big very quickly. Only five chits have moved, and they are all high numbers. This limits the number of US entry options taken severely, since everything is now oriented toward war appropriations. One chit, any one chit, into the Ge/It tension pool will give 17 in both pools. Even though US entry is doing very well, Japan will not have to worry about losing its oil for some time. Things have gotten so tense so quickly that the US will not make any more provocative moves.
I thought I knew how to play this game....
RE: Courtenay's solitaire AAR
In the use oil step, I uncover a bug: Two Axis planes in Sicily do not reorganize, because they think they need a convoy point in the China coast to do so. (See Tech Support for thread.) I will try and act as if those two planes are actually organized.
The British used six (6!) oil this turn.
Lend lease springs into action. In its generosity, the US gives a P-35 and a LND-3 to the French. The French say "Um, merci?" In a more serious action, the US gives the British a P-40. Yes, it has only air-to-air four, but it is a range 8 Fi-2, and the British are spending 3 build points to get fighters that inferior to that.
Production:
Ge 18+0; ARM, ENG, FI-3, PI, 2xSUB; Repair Scheer; Save 1 BP
It 3+0; 2xCP, Save 1 BP
Ja 13+1; Finish Shokuku, Finish Zuikaku, MAR XX, NAV-3, Pi; saved 1 BP + bug BP
Owing to my silliness with the Italian convoys, the Italians are down two resources from where they should be,
and a ZOC mistake by the Germans cost the Germans a resource in France.
Germany gets a BF 110C, two 5-2 subs,
Japan gets its other range 14 NAV
Ch 6+1; 2xINF; no BP saved
CW 14+0; FI-2, CVP-0, 2xCVP-1, Pi, Finish Howe, repair TRS, MOT; no BP saved
Fr 3+0; INF
US 21+19; BB, Saratoga, complete TRS (3), TRS (4), CP, GAR, CVP; save 25 BP.
SU 14+0; 2xINF, LND-4, 2xPi, no BP saved. No, this was not a recording.
This turn the program did not make the US build points vanish!
The Japanese have cut Kweiyang off from production.
The CW loses some resources because all the French convoy points are in port, leaving insufficient convoy points
on some southern routes. The CW hopes that they will be back next turn.
China got back the two INFs it lost.
CW thought it was getting an Fi-2; it got the Defiant instead. There is a unit that will stay in the reserve pool for the forseeable future. They emptied the MOT force pool, getting the Canadian MOT. They rebuilt the shot down CVP, and got a 1-3 Swordfish that will be size one in 1941. The other CVP-1 is a 1-4 Swordfish that will stay size three until 1942. More CVP clearly needed.
The French build was just to use up the build points.
The US built a 4-1 GAR and an SBD-3, and started the Alabama. They are hoping for some small CVPs to go on the Independence class, so more CVPs will be coming. The convoy point was built to keep the US gearing limit up.
Russians get a 4-3 and 7-3 INF, and empty their LND-4 force pool, building a TB-7.
Here are next turns reinforcements:

The British used six (6!) oil this turn.
Lend lease springs into action. In its generosity, the US gives a P-35 and a LND-3 to the French. The French say "Um, merci?" In a more serious action, the US gives the British a P-40. Yes, it has only air-to-air four, but it is a range 8 Fi-2, and the British are spending 3 build points to get fighters that inferior to that.
Production:
Ge 18+0; ARM, ENG, FI-3, PI, 2xSUB; Repair Scheer; Save 1 BP
It 3+0; 2xCP, Save 1 BP
Ja 13+1; Finish Shokuku, Finish Zuikaku, MAR XX, NAV-3, Pi; saved 1 BP + bug BP
Owing to my silliness with the Italian convoys, the Italians are down two resources from where they should be,
and a ZOC mistake by the Germans cost the Germans a resource in France.
Germany gets a BF 110C, two 5-2 subs,
Japan gets its other range 14 NAV
Ch 6+1; 2xINF; no BP saved
CW 14+0; FI-2, CVP-0, 2xCVP-1, Pi, Finish Howe, repair TRS, MOT; no BP saved
Fr 3+0; INF
US 21+19; BB, Saratoga, complete TRS (3), TRS (4), CP, GAR, CVP; save 25 BP.
SU 14+0; 2xINF, LND-4, 2xPi, no BP saved. No, this was not a recording.
This turn the program did not make the US build points vanish!
The Japanese have cut Kweiyang off from production.
The CW loses some resources because all the French convoy points are in port, leaving insufficient convoy points
on some southern routes. The CW hopes that they will be back next turn.
China got back the two INFs it lost.
CW thought it was getting an Fi-2; it got the Defiant instead. There is a unit that will stay in the reserve pool for the forseeable future. They emptied the MOT force pool, getting the Canadian MOT. They rebuilt the shot down CVP, and got a 1-3 Swordfish that will be size one in 1941. The other CVP-1 is a 1-4 Swordfish that will stay size three until 1942. More CVP clearly needed.
The French build was just to use up the build points.
The US built a 4-1 GAR and an SBD-3, and started the Alabama. They are hoping for some small CVPs to go on the Independence class, so more CVPs will be coming. The convoy point was built to keep the US gearing limit up.
Russians get a 4-3 and 7-3 INF, and empty their LND-4 force pool, building a TB-7.
Here are next turns reinforcements:

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I thought I knew how to play this game....
RE: Courtenay's solitaire AAR
Vichy went predictably. At least sort of predictably. I forgot that Polynesia is not part of the Pacific, but rather is an "Other minor", so a large part of the French Fleet went there, as well as the French stored oil. Oops.
5 Vichy Morocco, Algeria, Tunis
1 Vichy French West Africa
5 Vichy Syria
2 Vichy French Indo-China
3 Vichy Madagascar
4 Vichy Asia minor countries and territories
7 Free French Equatorial Africa
8 Free Pacific minor countries and territories
6 Vichy Other
The Germans have large forces on the narrow strip of land west of Vichy France.
5 Vichy Morocco, Algeria, Tunis
1 Vichy French West Africa
5 Vichy Syria
2 Vichy French Indo-China
3 Vichy Madagascar
4 Vichy Asia minor countries and territories
7 Free French Equatorial Africa
8 Free Pacific minor countries and territories
6 Vichy Other
The Germans have large forces on the narrow strip of land west of Vichy France.
I thought I knew how to play this game....
RE: Courtenay's solitaire AAR
Having completed one year of war, it is time to reflect.
The Germans were not overly enterprising in the first year, and are glad that they weren't. The weather was horrible in the first six months of the war, and pretty bad in the second. Also, the Germans rolled badly in France. They were really hoping to get Vichy in M/J; if they had, they would have collapsed Vichy in the first impulse of J/A, and invaded Spain in their third impulse. As it is, they had to waste all those turns of good weather.
The Japanese are making decent progress against China; nothing has been done about the Communists, but Japanese forces have advanced considerably in the center. In the south large numbers of units on both sides have been completely tied up by the weather; the south saw six rolls of storm and nothing else in J/A. (Consider investing in ark building companies.) The Japanese are worried that German adventurism will bring in the US too early, but will continue their attack; they have gained a great deal of territory, but little of value; they have to advance a little farther to make it worthwhile.
On a broader view, the Germans have four basic options for a game: attack north (Seelion), attack east (41 Barbarossa), attack south (Spain), or sit and defend. In my opinion, Seelion requires some degree of Allied cooperation; certainly the Germans are not set up for it in this game. I was not interested in a 41 Barbarossa this game; if I had been, I would have done things differently. The sit and defend strategy is always possible; it is just not very much fun. I am going to go with the southern plan. This will require the weather cooperating, and will probably collapse against a too early US entry, but the Germans feel that if they aren't going to try something, they shouldn't have started playing. Thus I am going to collapse Vichy the first impulse of next turn, and attack Spain the first clear weather turn after the Germans get up to the border. Of course, if this years weather is identical to last years, the next clear weather impulse won't be until M/A 41. The Germans are hoping to do better than that. They might have to attack in rain, but they really don't want to do that.
Anyway, onward!
The Germans were not overly enterprising in the first year, and are glad that they weren't. The weather was horrible in the first six months of the war, and pretty bad in the second. Also, the Germans rolled badly in France. They were really hoping to get Vichy in M/J; if they had, they would have collapsed Vichy in the first impulse of J/A, and invaded Spain in their third impulse. As it is, they had to waste all those turns of good weather.
The Japanese are making decent progress against China; nothing has been done about the Communists, but Japanese forces have advanced considerably in the center. In the south large numbers of units on both sides have been completely tied up by the weather; the south saw six rolls of storm and nothing else in J/A. (Consider investing in ark building companies.) The Japanese are worried that German adventurism will bring in the US too early, but will continue their attack; they have gained a great deal of territory, but little of value; they have to advance a little farther to make it worthwhile.
On a broader view, the Germans have four basic options for a game: attack north (Seelion), attack east (41 Barbarossa), attack south (Spain), or sit and defend. In my opinion, Seelion requires some degree of Allied cooperation; certainly the Germans are not set up for it in this game. I was not interested in a 41 Barbarossa this game; if I had been, I would have done things differently. The sit and defend strategy is always possible; it is just not very much fun. I am going to go with the southern plan. This will require the weather cooperating, and will probably collapse against a too early US entry, but the Germans feel that if they aren't going to try something, they shouldn't have started playing. Thus I am going to collapse Vichy the first impulse of next turn, and attack Spain the first clear weather turn after the Germans get up to the border. Of course, if this years weather is identical to last years, the next clear weather impulse won't be until M/A 41. The Germans are hoping to do better than that. They might have to attack in rain, but they really don't want to do that.
Anyway, onward!
I thought I knew how to play this game....
RE: Courtenay's solitaire AAR
Good AAR, nice reading! A bit of a shame you had to sink my avatar, though.
RE: Courtenay's solitaire AAR
Good AAR, nice reading! A bit of a shame you had to sink my avatar, though.
Thank you. My apologies for your avatar.
I thought I knew how to play this game....
RE: Courtenay's solitaire AAR
Here is an incomplete retrospective list of mistakes that I made in the first year of the war:
Interface errors:
I sometimes flip units when moving them without meaning to. This often occurs when the supply system glitches, and I don't notice it; other times, I just don't realize that I am moving to far. MWiF always tells you DISR on the cursor, but I don't always see it. I wish there were an interface option "Ask if moving disrupts units"; I would not mind always being asked if I really want to disrupt a unit when I move too far. Sometimes I really mean to do so, but sometimes it's just a mistake.
I repeatedly fail to pick up units when trying to transport them. I have been getting better, but it is a very annoying mistake; neither the Allies nor the Italians have an excess of transport capacity.
Allied Mistakes:
1) Not immediately building a supply unit and getting it to Egypt. That hasn't cost this game, but in a different game it could be huge.
2) Not building enough CVPs for the CW.
3) Building CVs for the British before CVPs will be ready for them; building fast battleships would have been a much better investment.
4) Thinking that French Polynesia is a Pacific territory, not an "other" territory.
Axis mistakes:
1) Not putting the German AA gun next to Kiel in the initial setup. A surprise port strike is coming; the Germans should do what they can to blunt it.
2) Landing the German ATR out of walking range of the PAR corps after the airdrop on Rotterdam. (Redone)
3) Not keeping the Italian convoys at sea.
4) Not building more CPs for Italy
4) Not evacuating the Italian XX off of Cyprus, or not putting a fast SCS with it.
6) Forgetting to leave a German unit in Paris. (Redone)
7) Leaving Brest out of supply in bad weather.
Most importantly, the Germans feel they have to learn how to roll the dice much better.
Interface errors:
I sometimes flip units when moving them without meaning to. This often occurs when the supply system glitches, and I don't notice it; other times, I just don't realize that I am moving to far. MWiF always tells you DISR on the cursor, but I don't always see it. I wish there were an interface option "Ask if moving disrupts units"; I would not mind always being asked if I really want to disrupt a unit when I move too far. Sometimes I really mean to do so, but sometimes it's just a mistake.
I repeatedly fail to pick up units when trying to transport them. I have been getting better, but it is a very annoying mistake; neither the Allies nor the Italians have an excess of transport capacity.
Allied Mistakes:
1) Not immediately building a supply unit and getting it to Egypt. That hasn't cost this game, but in a different game it could be huge.
2) Not building enough CVPs for the CW.
3) Building CVs for the British before CVPs will be ready for them; building fast battleships would have been a much better investment.
4) Thinking that French Polynesia is a Pacific territory, not an "other" territory.
Axis mistakes:
1) Not putting the German AA gun next to Kiel in the initial setup. A surprise port strike is coming; the Germans should do what they can to blunt it.
2) Landing the German ATR out of walking range of the PAR corps after the airdrop on Rotterdam. (Redone)
3) Not keeping the Italian convoys at sea.
4) Not building more CPs for Italy
4) Not evacuating the Italian XX off of Cyprus, or not putting a fast SCS with it.
6) Forgetting to leave a German unit in Paris. (Redone)
7) Leaving Brest out of supply in bad weather.
Most importantly, the Germans feel they have to learn how to roll the dice much better.
I thought I knew how to play this game....
RE: Courtenay's solitaire AAR
I just ran into a major bug in Vichy collapse; I am going to wait for v1.0.8 in the hopes that it will be fixed then. If not, I will continue.
Martinique and French Polynesia wound up under German control after collapse.
Martinique and French Polynesia wound up under German control after collapse.
I thought I knew how to play this game....
RE: Courtenay's solitaire AAR
Lots of other areas remain German as well. Scattered islands in the Indian Ocean, the French possessions on eastern coast of India as well, and I'm sure others If I keep looking
RE: Courtenay's solitaire AAR
warspite1ORIGINAL: Courtenay
Most importantly, the Germans feel they have to learn how to roll the dice much better.
[;)]
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: Courtenay's solitaire AAR
v1.0.8 is out. Shannon's productivity is remarkable. Unfortunately, he did not fix the Vichy bug in this release. I will continue, but working around the Vichy bug will require some contortions.
Other bugs that have affected the game are that Japan has a saved build point that belongs to the US, two Axis air units are flipped on Sicily that shouldn't be, and many nations were affected by oil shortages. This last one I ignore, since it did affect nations on both sides. I will try and compensate for the others, though. The Vichy bug is a real annoyance, though.
Anyway, onward!
Other bugs that have affected the game are that Japan has a saved build point that belongs to the US, two Axis air units are flipped on Sicily that shouldn't be, and many nations were affected by oil shortages. This last one I ignore, since it did affect nations on both sides. I will try and compensate for the others, though. The Vichy bug is a real annoyance, though.
Anyway, onward!
I thought I knew how to play this game....
RE: Courtenay's solitaire AAR
S/O 40:
Initiative: Axis rolls a 1, Allies a 4. Axis demands a reroll. Axis rolls a 8. Oh, good.
Allies roll a 10. Oops. Allies move first. The Chinese are most pleased.
S/O Allied #1: weather 9+1 = 10, IMP adv 2, modifier +2.
The weather saves the Peking Warlord. However, the Germans curse. That was as bad a start to the second year of war that the Germans could imagine.
CW, Fr, naval; Ch land; US & USSR combined.
Gort is saved! The Queens pick up Gort, and the Dutch transport sails from Gibraltar to North Sea to pick up the AA gun. Much mocking of Goering on British radio. The British had written those two units off. The AA gun is not worth its cost, but an HQ is an HQ, so Gort is gain of five BPs that may be spent elsewhere. Saving the AA gun might not be the wisest thing to do, tactically, but it is the honorable thing. The RN and the Free French Fleet disperse to guard the Convoy points.
A little movement is made on the Chinese front, but not much, as the whole theater's weather is a mess.
I have to say that the weather in this game is really starting to disturb me. It has been unremittingly awful. If I were the Allied player in a two player game, I would start to feel apologetic about now, because any victory I might achieve would not be achieved by my skill, but by the Axis's cursed weather rolls.
In my gaming group, we have a phrase "I won with superior play." It means that I won by totally outrolling my opponent. Right now, the Allies are winning with superior play. [:)]
Initiative: Axis rolls a 1, Allies a 4. Axis demands a reroll. Axis rolls a 8. Oh, good.
Allies roll a 10. Oops. Allies move first. The Chinese are most pleased.
S/O Allied #1: weather 9+1 = 10, IMP adv 2, modifier +2.
The weather saves the Peking Warlord. However, the Germans curse. That was as bad a start to the second year of war that the Germans could imagine.
CW, Fr, naval; Ch land; US & USSR combined.
Gort is saved! The Queens pick up Gort, and the Dutch transport sails from Gibraltar to North Sea to pick up the AA gun. Much mocking of Goering on British radio. The British had written those two units off. The AA gun is not worth its cost, but an HQ is an HQ, so Gort is gain of five BPs that may be spent elsewhere. Saving the AA gun might not be the wisest thing to do, tactically, but it is the honorable thing. The RN and the Free French Fleet disperse to guard the Convoy points.
A little movement is made on the Chinese front, but not much, as the whole theater's weather is a mess.
I have to say that the weather in this game is really starting to disturb me. It has been unremittingly awful. If I were the Allied player in a two player game, I would start to feel apologetic about now, because any victory I might achieve would not be achieved by my skill, but by the Axis's cursed weather rolls.
In my gaming group, we have a phrase "I won with superior play." It means that I won by totally outrolling my opponent. Right now, the Allies are winning with superior play. [:)]
I thought I knew how to play this game....



