Bob Flemin's MWIF AARse II The Sequel

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

ORIGINAL: Orm
ORIGINAL: warspite1

ORIGINAL: Orm



INF, MOT, MECH and ARM that has same, or less, in combat strength than their cost to build should now be scrapped. So it is time to remove a ARM with a strength of 6 or less.

Mech and ARM can be scrapped due to that the 2d10 combat table is used.
warspite1

I'm not using the 2d10 table in this AAR.

I don't know if I'm brave enough to scrap units that big!!
I meant to write that the 1d10 combat table is used. My bad.[:(]

I think that USSR has plenty of land units to build at the moment. If they do then begin scrapping those unit types that they have plenty to build.

In my opinion all countries should scrap more units as more units are added to the force pools. One should be careful with scrapping with those countries where you empty the force pools. But other than that you should begin to scrap. Besides, how will you learn if you do not scrap to much in a game?
warspite1

True. I will scrap more and explore what is a sensible level. I won't go straight in with the 6 Armour though [;)]
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by Orm »

ORIGINAL: warspite1

Thank-you.

Mmm maybe - I cannot remember what the position was but that at least sounds plausible. I wonder how many of these optionals are actually worthwhile in terms of really useful additions to a strategic level game?

Have to think about that some more and will look out for it in future air combats.
I think that most of these options are both useful additions and worthwhile.

But while learning MWIF and the rules it might be better to begin with fewer options and then add rules later on.

At times it can be fun to play with fewer options for a faster game. To me most options add a layer of realism and fun to MWIF.
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

ORIGINAL: Orm

ORIGINAL: warspite1

Thank-you.

Mmm maybe - I cannot remember what the position was but that at least sounds plausible. I wonder how many of these optionals are actually worthwhile in terms of really useful additions to a strategic level game?

Have to think about that some more and will look out for it in future air combats.
I think that most of these options are both useful additions and worthwhile.

But while learning MWIF and the rules it might be better to begin with fewer options and then add rules later on.

At times it can be fun to play with fewer options for a faster game. To me most options add a layer of realism and fun to MWIF.
warspite1

I think for the board game something like the twin-engined fighter rule is probably just something else to learn, and have to think about, and then forget to implement - without any appreciable benefit. With MWIF its less of a problem as the game implements the rule for you - you just have to know the rule in the first place!
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

So a few questions for the good peeps on the forum:

1. What is the optimal number of HQ that Japan need to keep in China?

2. How big a perimeter should the Japanese go for?

3. What are the must-have territories the Japanese need to seize and/or hold?
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by Centuur »

1. Sorry, but I don't know that answer at the moment, because of the unified map. It probably also matters how far are you inland. I would guess at least 2.

2. As big as possible, however, don't overextend in one direction.

3. Hexes which are important for your economy (factories, resources and the transportation system for it). Important other hexes are all objectives hexes, since they are also strategic important area's for you defense. That's about it.
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

ORIGINAL: Centuur

1. Sorry, but I don't know that answer at the moment, because of the unified map. It probably also matters how far are you inland. I would guess at least 2.

2. As big as possible, however, don't overextend in one direction.

3. Hexes which are important for your economy (factories, resources and the transportation system for it). Important other hexes are all objectives hexes, since they are also strategic important area's for you defense. That's about it.
warspite1

1. I've got 4 and a ton of units out of supply as it is! [X(]
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by Klydon »

As a newb myself:

1. Looking at post 788 map, I would say one in the north by the Manchurian border until you get a handle on the Chi-Coms and one in the south. Unfortunately, the Chinese theater is a mess at the moment as I think the Japanese have played into the Chinese hand. There is no real front line and no concentration of Japanese force that are capable of doing much. With the Chinese in control of so many of their own cities, they can bring in new units all over the map to cause some major headaches for the Japanese.

2. By Perimeter, I assume you mean how much territory should the Japanese try to seize? I don't know that there is enough information to make a real informed reply. First, how does the US look in the Pacific? Specifically, how many amphibs, transports, and marines do they have? Does it look like the US is going to do a "Euro first" priority? When the US gets a good amount of transports, marines, and amphib units is when they can consider making a dent in the Japanese defensive perimeter. To the east, there is really nothing for Japan to seize and try to hold. The bulk of the fleet should be there however in an attempt to wipe out any American progress at counter attacking and setting up bases to move across the Pacific. To the south, how does Australia look? Lot of space for 3 resources. I would not consider going there unless it is totally undefended. Obviously, you want to get into Rabaul. Any place with a major port is to be taken and held. This will help prevent the Allies from projecting a lot of strength high up in the sea zone box. To the south west, there are possibilities after securing the NEI. Getting into a under defended India (looks like you may be working on that) with the resources there can be productive and easy to defend depending on the state of the Euro Axis and the CW navy. It is certainly out of reach of the US. Again, places with major ports should be targeted if you can. Japan using offensive chits for super combines is what I see them looking at doing.

3. Major ports. Put as much white print stuff there as possible. Holding Malaya and the NEI is required for your economy to remain at the highest possible level along with keeping China stable.

My 2 cents. [:D]
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by Centuur »

ORIGINAL: warspite1

ORIGINAL: Centuur

1. Sorry, but I don't know that answer at the moment, because of the unified map. It probably also matters how far are you inland. I would guess at least 2.

2. As big as possible, however, don't overextend in one direction.

3. Hexes which are important for your economy (factories, resources and the transportation system for it). Important other hexes are all objectives hexes, since they are also strategic important area's for you defense. That's about it.
warspite1

1. I've got 4 and a ton of units out of supply as it is! [X(]

You did overstretch yourself in China. If you want to kill the Chinese, make sure that they don't move units behind your lines. Now that is easier said than done. I'm slowly coming to the conclusion that if the Japanese don't see that China will collapse in the summer of 1941 (and you can make that conclusion about N/D 1940), it might be better for the Japanese to go in a defensive poster on that front to preserve units and only attack the Chinese if they can kill units without a huge risk for their own units...
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by Orm »

Japan needs more cheap units to begin containing the Chinese. Then you need to try define a front versus the Chinese and kill off the units behind that front.

Edit: I would leave a white print unit and a cheap unit in Kunming and then abandon the Burma road and the surrounding mountains. The units in Burma should move towards the coast in order to get sea supply instead by the Burma road.
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by IKerensky »

ORIGINAL: warspite1

Nov/Dec 1939
Impulse: 9

Right - enough is enough. The Germans declare war. Adolf gives the usual turgid rant to a select group of generals at No.3 The Beerhall, Munich:

"Fellow Germans. As you know, I am a peaceful person, I am a tolerant person. In fact there's only two things I hate in this world. People who are intolerant of other people's cultures..... and the Dutch".

[Cue much applause]

"For this reason I attack Holland tomorrow...what? oh yes, and Belgium too".

Image


I know that I am late to this but once more I see people putting a unit in Bruxelles... Dont do it.

Garnison Liège but let Bruxelles empty if there is no German para, you cant attack what is not there so it make the capital invulnerable. Of course if you are playing with no ZOC on surprise turn... Stop doing it :p
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by Centuur »

ORIGINAL: KERENSKY

ORIGINAL: warspite1

Nov/Dec 1939
Impulse: 9

Right - enough is enough. The Germans declare war. Adolf gives the usual turgid rant to a select group of generals at No.3 The Beerhall, Munich:

"Fellow Germans. As you know, I am a peaceful person, I am a tolerant person. In fact there's only two things I hate in this world. People who are intolerant of other people's cultures..... and the Dutch".

[Cue much applause]

"For this reason I attack Holland tomorrow...what? oh yes, and Belgium too".

Image


I know that I am late to this but once more I see people putting a unit in Bruxelles... Dont do it.

Garnison Liège but let Bruxelles empty if there is no German para, you cant attack what is not there so it make the capital invulnerable. Of course if you are playing with no ZOC on surprise turn... Stop doing it :p

Now, that rule is something I always played with, because it is historically correct to do so. Yes, it gives the Axis an advantage (especially when attacking the USSR), but the rule itself is historically justified if you look at the way an attacker operates before DoW'ing a neutral country. Usually, the attacking side knew all about the defenses of the country attacked. There were no surprises. This rule simulates this.
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Hussah!!

One of the best non-British counters in the game has arrived! Only trouble is I have to get a TRS to it...



There was no New Zealand unit with this designation in World War II. This counter represents the forces that New Zealand sent overseas during the war.

New Zealand sent one formation to Europe and one to the Pacific; the 2nd New Zealand Expeditionary Force (2NZEF) and the 2nd New Zealand Expeditionary Force In the Pacific (2NZEFIP) respectively. Each force was built around one division.

The first division to be built up was the 2nd Infantry Division. The division was modelled along the lines of a British Army infantry division, with the core of the division being its three infantry brigades, numbered 4,5 and 6.

The first formations of the 2nd New Zealand Division were sent to the United Kingdom in early 1940 and, once the threat of invasion had passed, were then sent to Egypt, just in time to take part in the ill-fated expedition to Greece.

The key units of the division at the time was as follows:
• 4th Brigade: 18th, 19th and 20th Infantry Battalions
• 5th Brigade: 21st, 22nd and 23rd Infantry Battalions
• 6th Brigade: 24th, 25th and 26th Infantry Battalions
• 27th Machine Gun Battalion
• 28th (Maori) Battalion
• 4th, 5th and 6th Field Regiments
• 7th Anti-Tank Regiment
• Divisional Cavalry Regiment
• Divisional Engineer Battalion
• The 14th Light Anti-Aircraft Regiment was not fully formed until November.

The division was commanded by Lieutenant-General Bernard Freyberg VC and was to remain under his command the entire war.

The 2nd Division was sent to Greece in March 1941 as part of a force that consisted of mostly Australians and New Zealanders (ANZAC). The decision to send Commonwealth troops to assist the Greeks in their fight against the Italian invaders was controversial, and after the Germans launched their own attack on the country
at the start of April, there was only ever one outcome; the small Allied force was evacuated to the island of Crete towards the end of the month.

The following month, the Germans attacked Crete using paratroops to seize key airfields, and using these to fly in reinforcements. For this battle 10th Brigade, which had been forming in Egypt, replaced 6th Brigade which needed to be taken out of the line to rest and refit. Despite some episodes of heroic resistance, the Allied
troops soon found themselves being evacuated once more. Crete cost the Kiwi's almost 4,000 casualties and only in November would the division be in a fit state to return to action.

The British launched Operation Crusader that month. This operation was designed to relieve Tobruk. The battle, with the New Zealanders in the forefront, swung one way and then the other; the Kiwi's broke through to Tobruk but took heavy casualties once again and was withdrawn from the frontline.

By now, with Japan in the war, there was a possibility that the division would be returned home to defend the home country. However, the Americans agreed that they would send troops to New Zealand to allow the 2nd to remain in Egypt.

Field Marshal Rommel began his Gazala offensive in May 1942 and successfully threw the British Army back, capturing the port of Tobruk as he did so. The 2nd New Zealand Division, which had been sent to Syria following Crusader, was sent to Mersah Metruh, near the Egyptian-Libyan border, in order to try and stem the German advance. At one point the division was surrounded by the Rommel's forces, but they managed to
breakout and reached El-Alamein to await the next attack.

The attack came on the 1st July in what became known as the First Battle of El-Alamein. During this battle the Kiwis severely mauled the Italian Ariete Motorised Division, but the battle was essentially a stalemate.

The scene was now set for Rommel's final attempt to reach Cairo - The Battle of Alam Halfa - which ended on the 5th September, and with it, the last chance for the Afrika Korps to reach the Nile. The 4th Brigade did not take part in the battle as it was decided to convert the brigade to an armoured formation. However the rest of the division fought bravely as ever, but continued to suffer heavy casualties in doing so. But with Egypt safe, it would soon be time for the British Army to turn to the offensive once more, and for this next operation, the 2nd New Zealand Division would once more be in the forefront of the attack.

For the 2nd Battle of El-Alamein the division was reinforced at various times with two British infantry and one armoured brigade. 2nd New Zealand was part of XXX Corps which was stationed in the northern sector of the battlefront, and which would launch the main attack. Then, with the battle won, the New Zealand division was in the forefront of the pursuit of the retreating German and Italian troops.

The division continued to head west and in January 1943 Tripoli, the Libyan capital was captured by the 8th Army as Remnants of Rommel's army headed for Tunisia, where they would make a stand. There, the New Zealanders were key in helping to break Rommel's grip on the defensive Mareth Line. The Tunisian campaign ended in the middle of May 1943 and the division was once more able to get some rest and refit.

At this time there was further debate over whether the division should be brought back to the Pacific, but it was decided to keep them in the European theatre. The division did not take part in the invasion of Sicily, but was sent to Italy at the end of 1943, complete with their 4th brigade - now armoured. After briefly fighting
the Germans along the Sangro River, the division was moved to assist the attack on the Gothic Line - and specifically to a town named Cassino. The Battle of Monte Cassino was one of the bloodiest for the Allies and it took no less than four assaults before the Germans were finally beaten back. The New Zealanders were not
there for the last assault however. Casualties were sufficiently high that the division was taken out of the line.

From June 1944 onwards, with D-Day having been a success, the Italian Campaign became more and more of a sideshow. The Allies fought their way slowly up the Italian mainland, liberating town after town, each one being paid for in blood. Finally, in early May 1945, the Kiwi's entered the Adriatic port of Trieste. The German surrender followed seven days later on the 9th May.

In stark contrast to the war record of the 2nd Division, the 3rd Division saw little action.

The units for the 3rd Division began forming in earnest after the Japanese attack on Pearl Harbor. By August 1942 the key units of the division were as follows:
• 8th Brigade: 29th, 34th and 36th Infantry Battalions
• 14th Brigade: 30th, 35th and 37th Infantry Battalions
• 17th Field Regiment
• 144th Independent Battery
• 144th Light Howitzer Battery
• 33rd Heavy Coast Regiment
• 28th Heavy Anti-Aircraft Regiment
• 29th Light Anti-Aircraft Regiment
• 20th Field Engineers

The division was commanded by Major-General Sir Harold Barrowclough.

The division was sent to New Caledonia to continue the process for building up, and the 2nd Tank Brigade joined the division in September 1943.

That month the division finally saw combat. The Americans had landed on the Solomon Island of Vella Lavella in August. In order to release American troops, the 14th Brigade was given the task of clearing the island of Japanese. This they achieved by the first week of October at a cost of 64 casualties.

Two more small-scale operations were carried out by the division; the 8th Brigade launched an amphibious landing operation in the Treasury Islands in late October. The islands were cleared of Japanese by the start of November. The division's last operation was carried out by the 8th Brigade. This operation was designed to
clear the islands, located north of Bougainville, of Japanese troops and began in January 1944. When the operation was wound up the following month, the decision was taken to disband 3rd Division in view of the manpower shortage that New Zealand faced at the time (see New Zealand Auckland Militia Counter).

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by Empire101 »

ORIGINAL: Klydon

As a newb myself:

1. Looking at post 788 map, I would say one in the north by the Manchurian border until you get a handle on the Chi-Coms and one in the south. Unfortunately, the Chinese theater is a mess at the moment as I think the Japanese have played into the Chinese hand. There is no real front line and no concentration of Japanese force that are capable of doing much. With the Chinese in control of so many of their own cities, they can bring in new units all over the map to cause some major headaches for the Japanese.

2. By Perimeter, I assume you mean how much territory should the Japanese try to seize? I don't know that there is enough information to make a real informed reply. First, how does the US look in the Pacific? Specifically, how many amphibs, transports, and marines do they have? Does it look like the US is going to do a "Euro first" priority? When the US gets a good amount of transports, marines, and amphib units is when they can consider making a dent in the Japanese defensive perimeter. To the east, there is really nothing for Japan to seize and try to hold. The bulk of the fleet should be there however in an attempt to wipe out any American progress at counter attacking and setting up bases to move across the Pacific. To the south, how does Australia look? Lot of space for 3 resources. I would not consider going there unless it is totally undefended. Obviously, you want to get into Rabaul. Any place with a major port is to be taken and held. This will help prevent the Allies from projecting a lot of strength high up in the sea zone box. To the south west, there are possibilities after securing the NEI. Getting into a under defended India (looks like you may be working on that) with the resources there can be productive and easy to defend depending on the state of the Euro Axis and the CW navy. It is certainly out of reach of the US. Again, places with major ports should be targeted if you can. Japan using offensive chits for super combines is what I see them looking at doing.

3. Major ports. Put as much white print stuff there as possible. Holding Malaya and the NEI is required for your economy to remain at the highest possible level along with keeping China stable.

My 2 cents. [:D]


+1 [:)]

Excellent advice!!

I always go for China in 1939, and form offensives on taking strategic objectives vis Resources and Factories. Sometimes the opportunity to deliver a sucker punch presents itself, and if you can, take it.

I always take a long hard look at what has been achieved at the end of May/June 1940 and appraise the military situation vs the looming decision to go to war with the USA. If you are very lucky and China is on the brink of collapse, then the final push to topple them will of course be worth it.

But beware of China, all you hot headed Japanese Imperial Army types!!
You can compare China vs Japan to the story of Brer Rabbit and the Tar Baby....the more you get sucked in, the harder it is to stop and concentrate on more important matters.[;)]

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but being bored is greatly preferable to being prematurely dead because of some ideological fantasy.
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by WarHunter »

ORIGINAL: warspite1

So a few questions for the good peeps on the forum:

1. What is the optimal number of HQ that Japan need to keep in China?

2. How big a perimeter should the Japanese go for?

3. What are the must-have territories the Japanese need to seize and/or hold?

1. Looking at your screenshots, i'd say you need at least 2. Try and corral those Chi-Coms.

2. As big a perimeter as possible. Target all sea zones adjacent to your core of the Sea of Japan, Japanese coast, China Sea. Clear them of all allied ports.

3. Major ports are very important to hold on to and deny the Allies. Have a garrison in Truk, Manila, Singapore, Batavia, and maybe Tokyo at all times. Use 1 HQ for the pacific. It will be key for reorgs of planes and ships.

Another thing to consider, is where you want the bulk of your Aircraft. Don't dilute it. Keep a strong air fleet and a reserve. Japan can move 2 air units in a Naval or Land impulse. 4 in a combined. Start pairing up your air units. It will help your decision making as your air force expands.

I hope this helps with your game. Keep up the awesomeness. [:)]
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

ORIGINAL: WarHunter

ORIGINAL: warspite1

So a few questions for the good peeps on the forum:

1. What is the optimal number of HQ that Japan need to keep in China?

2. How big a perimeter should the Japanese go for?

3. What are the must-have territories the Japanese need to seize and/or hold?

1. Looking at your screenshots, i'd say you need at least 2. Try and corral those Chi-Coms.

2. As big a perimeter as possible. Target all sea zones adjacent to your core of the Sea of Japan, Japanese coast, China Sea. Clear them of all allied ports.

3. Major ports are very important to hold on to and deny the Allies. Have a garrison in Truk, Manila, Singapore, Batavia, and maybe Tokyo at all times. Use 1 HQ for the pacific. It will be key for reorgs of planes and ships.

Another thing to consider, is where you want the bulk of your Aircraft. Don't dilute it. Keep a strong air fleet and a reserve. Japan can move 2 air units in a Naval or Land impulse. 4 in a combined. Start pairing up your air units. It will help your decision making as your air force expands.

I hope this helps with your game. Keep up the awesomeness. [:)]
warspite1

Thinking about this some more - and looking at the advice given - I think in order to bring some kind of semblance of order to proceedings in the Pacific I am going to go for a historical approach with Japan. Therefore Rabaul, Truk and Burma will be objectives and then, assuming I take those, I can then think selectively about expansion into the Solomons, India or Midway.
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

May/Jun 1943
Initiative and Weather

Its Fine everywhere and the Allies have the initiative.
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

May/Jun 1943
Impulse: 1

The CW make a second attempt to push on to Tripoli. The Italians decide to contest the hex by sending over a bomber and a fighter. The CW call in a Mosquito and so are 6.0:4.0 to the good...

Round 1

14 (No Effect)
11 (DC) The CW superiority does them no good and the Italian Bomber is cleared through.

This will stop the CW from getting 4:1. They would need to stop both CW bombers getting through to bring the odds down to 2:1 and so wisely withdraw.


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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

May/Jun 1943
Impulse: 1

And so its a 3:1 +1 but the presence of the Anti-Tank unit means that the Italians can choose Assault....

...its a 3(4). One unit each is lost and the CW are disorganised...

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

May/Jun 1943
Impulse: 2

This is where playing solitaire when you are learning the game gets really complicated [X(]..

I choose a naval with the Japanese. Maybe not ideal first turn as it means showing my hand, but on the other hand I cannot just sit here and wait for the US to take the running. The US and CW combined have already got a very strong garrison in Rabaul. I get the feeling Rabaul could be my "Guadalcanal".

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

May/Jun 1943
Impulse: 2

In response I begin building up my forces to take this major port. Its not going to be easy.

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