Bob Flemin's MWIF AARse II The Sequel

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

May/Jun 1943
Impulse: 10

With the ground strike failing, the Germans leave 22nd Army alone, but the plans for attack out of Kursk continue....

..the Soviets decide to make a stand. Its another biggy [X(]

This is very even. Five German fighters vs four Soviet with the difference in quality at 7.6:7.5 the slimest of margins. Each side has four bombers. The odds are currently 37:12 or 3:1. With that, the scene is set....

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

May/Jun 1943
Impulse: 10

Round 1

8 (DA) The Germans must abort a front fighter or bomber. At this stage it has to be a bomber.
9 (AC) The Germans must clear a Soviet bomber through - they choose the Pe-2. That makes the odds 37:15 - down to 2:1....

Round 2

11 (DC) The Germans choose which bomber to put through. They choose the Stuka.
11 (DC) The Soviets get the same choice and go for the Su-2. The odds are now 44:19. The German hopes of 3:1 have gone. They now have to hope they don't fall to 1:1.

Round 3

14 (DA) The Germans choose to abort their Henschel bomber - they cannot fall behind in the fighter stakes...
18 (DX PX) The Soviets choose to lose their front bomber (the pilot is killed) - with one left they can still alter the odds..

Round 4

10 (DC) The Ju-88 is cleared through so this throw becomes superfluous other then to see if the Germans can inflict more damage on the Soviet air force....
..16 They can! (DX) The pilot is safe but another Soviet bomber is destroyed.
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

May/Jun 1943
Impulse: 10

And so to the combat. The air battle was costly for the Soviets, but they did reduce the odds one notch. Will that prove vital? Its a 2:1 +1 on the Blitzkrieg table....

....5(6) its not great - no losses to either side, all units disorganised, but at least the Soviets had to retreat..

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Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

May/Jun 1943
Impulse: 10

Arrgghhh say the Allies - the turn ends on a 3 and they never got the chance to land Alexander in Albania [:@]
Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

May/Jun 1943
Production

Germany:
Naval Air
2 x Land Air
2 x Fighter
5 x Pilot
Armour
Motorised
Mechanised
Armour Division
Mountain

Italy:
Naval Air
Pilot

Japan:
Infantry
Ryujo (Repair)
Carrier Air
Naval Air
2 x Fighter
3 x Pilot
Territorial
Militia


Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

May/Jun 1943
Production

China:
Pilot
Mountain

CW:
2 x Infantry
Canada
Galatea, Frobisher (repair)
Fighter
2 x Land Air
3 x Pilot
Mechanised Division

USA:
Infantry HQ
Armour
2 x TRS
2 x AMPH
Fighter
2 x Land Air
2 x Nav Air
2 x Carrier Air
5 x Pilot
Field Artillery
Armoured Marine

USSR:
6 x Infantry
2 x Fighter
2 x Land Air
2 x Pilot
Submarine
Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Question

Every now and then I get told, during the production phase, that I need to reform corps. I always ignore it and nothing seems to happen. The arrival of this message almost caused the game to crash a couple of times - but seemed to recover.

Anyway - does anyone know what this about please?
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by Klydon »

ORIGINAL: warspite1

Question

Every now and then I get told, during the production phase, that I need to reform corps. I always ignore it and nothing seems to happen. The arrival of this message almost caused the game to crash a couple of times - but seemed to recover.

Anyway - does anyone know what this about please?

As a matter of fact, I do because it does crash the game for me.

What happens is the game checks the pool to see if there are elements to reform a corps that was broken down. If there is, it makes you reform the corps in the pool. I can usually continue by doing a reload but it is annoying.
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by WarHunter »

Check the Breakdown pool and see what nation can reform a corp.

When that nation is active for any phase during the turn, go into the breakdown pool and reform the corp.
If you suspect a nation has lost all the divisions of a broke-down corp. Check before production and reform any.

1 way to help keep track of those broke-down corps is to rename them. Otherwise you just have a lot of generic "division" running around. And no way to tell what corp they used to belong to. At least until you get the message.

example, VII corp, rename 1/VII and 2/VII
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Thanks Klydon/WarHunter

I've checked RAC and it says nothing about having to re-form. Is the program just looking for possibles then? If so I'd rather it didn't if its going to crash the game....
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Jul/Aug 1943
Reinforcement

China:
SB-2
Communist Garrison

CW:
A submarine appears in the Construction Pool
That looks strange. An Aussie Infantry arrives but I get a message saying there is no place for it to go and will arrive next turn. Brisbane, Melbourne, Perth and Adelaide are all empty.....
Beaufighter
Wellington
Ark Royal
Bonaventure
Mountbatten
Armour

USA:
Illinois and Kentucky have been placed in the Construction Pool
Submarine has been placed in the Construction Pool
Carrier air
P-38
Wasp
Armour

USSR:
3 x Fighters
6 x Infantry
2 x Mechanised
Armour
Artillery

Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Jul/Aug 1943
Reinforcement

Germany:
Fw-190
He-219
Do-217k
Infantry HQ
Armour
Artillery
Anti-Aircraft

Italy:
Re2002
Z.501
SM.79
Infantry
Infantry Division

Japan:
Militia
3 x Carrier Air
Garrison
Motorised
Taiho
Territorial
Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Jul/Aug 1943
Weather and Initiative

The Allies comfortably win the Initiative and the weather is fine everywhere except the North Monsoon (Again!)...
Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by WarHunter »

ORIGINAL: warspite1

Thanks Klydon/WarHunter

I've checked RAC and it says nothing about having to re-form. Is the program just looking for possibles then? If so I'd rather it didn't if its going to crash the game....

Added a screen shot of the French reforming a corp from the broke down pool. The game is trying to remind you about a mandatory step. Which i did not know was mandatory until i read about it here. The screenshot was taken just before French Production.
The parts bolded are important. I cut out parts not relevant. Hope this helps.
off to bed [>:]


Player Manual 2
9.3.8
page 160
UNLIMITED BREAKDOWN

When a corps or army unit is broken down, it is not returned to the force pool (as it would be under the standard rules for breaking down units). Instead, it is placed in a separate pool, called the “BreakDown Pool”, which is viewable using the Pools form (see Section 8.7.1.23). MWiF maintains a record of which divisions were created when a corps/army was broken down and will not reform the corps/army unless two identical divisions are used. They do not have to be the same divisions, just identical in type and combat factors (i.e., a 1-4 infantry is a 1-4 infantry is a 1-4 infantry).

When destroyed, divisions created by breaking down corps/armies are placed in the BreakDown Pool. Divisions that are part of the standard counter mix, and therefore either part of setup or built by the player using the normal production rules, are returned to the force pool when destroyed.

Reforming a Corps/Army from Divisions
Players can only reform corps/armies that are in the BreakDown Pool. This is a major change from the standard rules where you can reform on-map divisions into corps/armies that are drawn from the Force Pool. Units in the BreakDown Pool remain there until either: (a) they are selected as the corps/army to replace 2 division units that are reformed into a corps/army, or (b) 2 division units that were created when a corps was placed in the BreakDown Pool are destroyed. You can basically think of the later situation as the two destroyed division units reforming as a corps sized unit which is then returned to the force pool. Units in the BreakDown Pool can never be built during the Production phase while they reside there! To avoid misuse of this rule by players, if two divisions in the BreakDown Pool can be reformed into one of the corps/armies in the BreakDown Pool, then the player must do so. However, he has the choice of which corps/army is reformed. This mandatory reformation occurs during the BreakDown phase.

Because MWiF has a record of which divisions were created when a crops/army was broken down, it permits a player to reform the exact same corps/army from those divisions (or identical divisions). This is a pleasant change from the standard rules because it lets players who reform corps/armies get the exact same unit back that they had originally broken down. Under the standard rules, the process of breaking a corps/army down and later reforming it can generate a weaker corps/army than the player had at the start.

So, here is a summary of the revised rule on reforming divisions into a corps/army:
If, during the Reform phase, 2 organized divisions are stacked together on map, not in enemy ZOCs, and their factors match the factors of the original divisions that were created from a corps/army in the BreakDown Pool, the owner can elect to reform them into that corps/army.

During the BreakDown phase divisions in the BreakDown Pool must be reformed in a corps/army if two of them have factors that match the factors of the original divisions that were created from a corps/army currently in the BreakDown Pool. The resulting corps/army is transferred from the BreakDown Pool to the Force Pool.

If more than one corps/army in the BreakDown Pool satisfies the above criteria, the owner gets to choose which one is reformed.



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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Jul/Aug 1943
Impulse: 1

The Royal Navy send their usual small fleet of older vessels to sea in the Eastern Mediterranean in order to try and provide naval gunfire support to the troops attacking east of Tripoli.

The Desert Air Force Wellington Mk.X ground strikes an Italian anti-tank unit, paving the way for the third attempt at this difficult hex. The five old RN battleships and battlecruisers pound the Italian positions from their positions in the Gulf of Sirte.

Balbo and Wavell both attempt to affect the outcome by providing HQ Support. Given the need for aircraft in the Italian Coast, this time the Regia Aeronautica do not intervene.

Neither HQ is successful (both roll 4) which means that after all that, the odds are 5:1 +1 on the Assault table....

...its a third rubbish throw in a row for the Allies on this hex. Another 4 is thrown (5) resulting in a one unit loss for the Axis and the surviving unit is shattered (no conversion). Unfortunately the attacking units are all disorganised....





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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Jul/Aug 1943
Impulse: 2

The Germans decide to throw the kitchen sink at the Soviets this turn, declaring six attacks.

1. Southwest of Leningrad
2. Southwest of Novgorod
3. East of Smolensk
4. Northwest of Gomel
5. Bryansk
6. East of Belgorod

Timoshenko and Rokossovsky try and provide HQ support to the latter two battles, while Guderian, Rommel and von Bock do the same at Novgorod, Smolensk and Bryansk respectively.

The Germans are on a shoestring in terms of fighters thanks to the last turn. They send bombers into the two northern battles and the furthest south and await the Soviet response....
Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Jul/Aug 1943
Impulse: 2

The Soviets try and separate their fighters amongst the battles to try and force the Luftwaffe into some tricky decisions...

Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Jul/Aug 1943
Impulse: 2

What a mess!! Right - for better or worse, both sides have placed their fighters and bombers.

Battle 1 - Leningrad

The land odds are currently 2:1 (24:12). The position is very close as per below

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Jul/Aug 1943
Impulse: 2

Round 1

16 what a start! (DX PX). The Germans choose to lose the Stuka. The pilot is killed.
8 (DA). The Soviets abort their front fighter - they need a bomber through.

Round 2

12 (No Effect)
15 (AA) The German chooses to abort the Allied front fighter.

The Soviets are down 5.7:4.0 but stay around as they only need to get lucky once...

Round 3

16 (AA) The German Me-109 is aborted
11 (DC) Incredible luck for the Germans yet again its a (DC) and that's good enough to change the odds. The Soviet player aborts.


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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Jul/Aug 1943
Impulse: 2

For the Novgorod battle the odds are 3:1 (62:17). If the Germans get their sole bomber through, the Soviets need both to affect the odds.

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Now Maitland, now's your time!

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