Bob Flemin's MWIF AARse II The Sequel

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markb50k
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by markb50k »

the 12 pts must be a "lowest 2 of 5" on the AA CRT. it adds the lowest two, 5 + 7 = 12.

Not sure if that's a bug.

Missing albacore may be a bug I guess, don't know the circumstances.
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warspite1
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

ORIGINAL: markb50k

the 12 pts must be a "lowest 2 of 5" on the AA CRT. it adds the lowest two, 5 + 7 = 12.

Not sure if that's a bug.

Missing albacore may be a bug I guess, don't know the circumstances.
warspite1

The circumstances are: in post 938 there are four bombers (one Albacore was aborted). A load of FAA aircraft then landed on their carriers and when it gets to the AA screen, there are only three bombers left.

Unlike the last bug this was not caused by the Allied player aborting the battle - there was no choice given as the only Italian fighter was destroyed.

As I say, I will try and re-create when I get the chance.
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Jul/Aug 1943
Impulse: 5

Okay I am re-running the port strike to see if I can see what happened.

So far so good. The Axis fighter has been shot down and the Albacore aborted. This leaves four bomber aircraft and three fighters.

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Jul/Aug 1943
Impulse: 5

That's promising - the three fighters appear to return to base - but I accidentally click on the Green button without landing and.....

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

No!!!

All five bombers now appear, including the one that aborted....

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Okay so trying this a third time and this time the program chooses two random bombers to abort (not inc the Albacore that actually did).

Sure enough, three bombers only get through - including the Albacore that was aborted -but not including the second Albacore and Swordfish that were cleared through.

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Okay I tried a different combination of air battle but the problems remain:

- The CW is allowed to move to next phase even if he doesn't land the carrier air
- No matter the combination, the CW Albacore and Swordfish appear confused as to who got through and who didn't.

Reported.
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by WarHunter »

This is all happening during a port strike? Total sadness. [:(]
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Not going to spend too much time on the game today, but want to tidy up this phase. Looks like there is nothing I can do about the bug so will re-run the port attack and play it through to completion (whatever the result) and then move on.

The 12 damage points are dished out - the Land based air is aborted, one Albacore is destroyed and the Dauntless has its bomb load halved.

The Dauntless attacks the elderly Andrea Doria and damages her but I am unable to continue with the attack - even though I am supposed to have three more throws. Game won't let me advance or do anything...

Reported.

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Okay I've installed the latest patch - let's see if this port strike works now
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Okay so far so good. I have repeated all the same dice throws and I now have one aborted bomber landed, and the four remaining fly to the target.

This time the Axis only get two AA throws instead of four. I do not know the rules on this so I will assume this is right for now.

A Swordfish is destroyed and the Dauntless loses 3 bomb points.

The CW get two throws, damaging Andrea Doria and sinking the light cruiser Diaz.

I land the aircraft.

Right I will read up on the rules at the weekend and check that the dice rolls for AA and attack were correct.

BUT GOOD NEWS - PORT STRIKE APPEARS TO BE WORKING - HUSSAH!!!
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by sanderz »

Thanks for the AAR, a great read for someone like me trying to learn the game.

A couple of fairly basic questions though:

1) A lot of your carrier planes are still Gladiators/Swordfish in 1943. I know (think) the planes in the force pool upgrade each Jan, but can you "upgrade" your already on map obsolete air units or do you have to wait until they are destroyed to replace them?

2) In land combat where all defenders vacate the hex, but all attackers are disorganised, can you still advance after combat?

3) There hasn't been much on production/resources. Are both sides having an easy time convoying resources back to their respective home countries. Have you had to "fiddle" with the convoys to get the most of them or does it basically run itself as long as you keep a chain of convoys. e.g. when you capture all the resources in the DEI etc i presume you have had to move in convoys to get them back to Japan and how vulnerable are these to Allied interdiction.

4) Am interested as to why you chose the 1D10 CRT. You seem to get a lot of extreme results and would have thought that the 2D10 CRT would would give you less of this.

Am looking forward to the next installment, and am plucking up the courage to dive into the Barbarossa campaign having been inspired by your valaint efforts :)

Cheers
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by Orm »

ORIGINAL: sanderz

Thanks for the AAR, a great read for someone like me trying to learn the game.

A couple of fairly basic questions though:

1) A lot of your carrier planes are still Gladiators/Swordfish in 1943. I know (think) the planes in the force pool upgrade each Jan, but can you "upgrade" your already on map obsolete air units or do you have to wait until they are destroyed to replace them?

2) In land combat where all defenders vacate the hex, but all attackers are disorganised, can you still advance after combat?

3) There hasn't been much on production/resources. Are both sides having an easy time convoying resources back to their respective home countries. Have you had to "fiddle" with the convoys to get the most of them or does it basically run itself as long as you keep a chain of convoys. e.g. when you capture all the resources in the DEI etc i presume you have had to move in convoys to get them back to Japan and how vulnerable are these to Allied interdiction.

4) Am interested as to why you chose the 1D10 CRT. You seem to get a lot of extreme results and would have thought that the 2D10 CRT would would give you less of this.

Am looking forward to the next installment, and am plucking up the courage to dive into the Barbarossa campaign having been inspired by your valaint efforts :)

Cheers
1) You can replace aircraft if you want. This, however, often removes the carrier from action for a while or you need to transport the replacement aircraft to the carrier and that is not popular either. So many players often delay with this.

2) Yes.

3) Some interaction are needed for some nations to get the resource transportation to work efficiently. There is at the moment a difference in opinion how much effort that is needed. Japan is vulnerable for Allied raids on their convoy lanes but with decent protection it is often not that bad until late war.

4) Warspite1 played his previous AAR game with 2d10 and decided to change to the 1d10 but I do not remember the reason. [:(]
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by sanderz »

Thanks for the info.

Regarding this bit....
ORIGINAL: Orm

1) You can replace aircraft if you want. This, however, often removes the carrier from action for a while or you need to transport the replacement aircraft to the carrier and that is not popular either. So many players often delay with this.

Not sure what you mean by "replace" Is it that:

a) you can't actually "upgrade" a unit - you just have to buy the new model to replace the old model - and presumably disband/destroy the older model in the process.

or

b) The air unit does upgrade but the carrier is out of action as well - and is the out of action bit because of the upgrade or just because there may not be another CV air unit available.

or

c) something else

Thanks again

will post any future questions in the general forum as i'm getting a bit off topic for this AAR
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by Centuur »

You need to buy a new CVP and than decide if you are going to put the old CVP in the reserve pool and use the pilot for the new one (thus putting the CV in port for two months turn) or to build an extra pilot.

And to put a new CVP on an CV, you need to sail the carrier to the port it is in (or close too). That usually means sending it back to the home country, or using TRS to send the plane to the CV (and use the same TRS to sail the old one back to the home country to get the pilot for further use).

So it is both a and b...
Peter
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

ORIGINAL: sanderz

Thanks for the AAR, a great read for someone like me trying to learn the game.

A couple of fairly basic questions though:

1) A lot of your carrier planes are still Gladiators/Swordfish in 1943. I know (think) the planes in the force pool upgrade each Jan, but can you "upgrade" your already on map obsolete air units or do you have to wait until they are destroyed to replace them?

2) In land combat where all defenders vacate the hex, but all attackers are disorganised, can you still advance after combat?

3) There hasn't been much on production/resources. Are both sides having an easy time convoying resources back to their respective home countries. Have you had to "fiddle" with the convoys to get the most of them or does it basically run itself as long as you keep a chain of convoys. e.g. when you capture all the resources in the DEI etc i presume you have had to move in convoys to get them back to Japan and how vulnerable are these to Allied interdiction.

4) Am interested as to why you chose the 1D10 CRT. You seem to get a lot of extreme results and would have thought that the 2D10 CRT would would give you less of this.

Am looking forward to the next installment, and am plucking up the courage to dive into the Barbarossa campaign having been inspired by your valaint efforts :)

Cheers
warspite1

Thank-you sir [:)] How is Devon? Wet and windy I'll wager.

1) See below
2) See Ormster answer
3) Yes its not ideal but its been a conscious decision to pretty much let the computer get on and do what it wants. I do not have much confidence in the convoy/production "thing" and frankly I would rather get on with the other parts of the game.

For my third AAR I intend to make more of a Janet and John production, very basic but essentially teaching myself and others the rules in detail. This means I will need to tackle production head on [X(]

4) Interesting, I thought I was getting more extreme results with the 2D10! I found 2D10 rather brutal to be honest.
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

ORIGINAL: sanderz

Thanks for the info.

Regarding this bit....
ORIGINAL: Orm

1) You can replace aircraft if you want. This, however, often removes the carrier from action for a while or you need to transport the replacement aircraft to the carrier and that is not popular either. So many players often delay with this.

Not sure what you mean by "replace" Is it that:

a) you can't actually "upgrade" a unit - you just have to buy the new model to replace the old model - and presumably disband/destroy the older model in the process.

or

b) The air unit does upgrade but the carrier is out of action as well - and is the out of action bit because of the upgrade or just because there may not be another CV air unit available.

or

c) something else

Thanks again

will post any future questions in the general forum as i'm getting a bit off topic for this AAR
warspite1

Say I have the gorgeous HMS Formidable sitting in Portsmouth with a Gladiator aboard. I can buy a new aircraft and pilot and (if the aircraft fits the carrier) I could choose to fly off the Gladiator and replace with the new aircraft. I could use the Gladiator for another carrier or leave it in blighty or wherever (as a replacement for future losses) or I can scrap it and keep the pilot. The carrier is not removed from the board, she sits in port or at sea or whatever, while you send off the old and bring on the new.
Now Maitland, now's your time!

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sanderz
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by sanderz »

ORIGINAL: warspite1
Thank-you sir [:)] How is Devon? Wet and windy I'll wager.

pic from my window - luckily a top floor flat, its all sea water that came over the sea wall



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sanderz
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by sanderz »

ORIGINAL: Centuur

You need to buy a new CVP and than decide if you are going to put the old CVP in the reserve pool and use the pilot for the new one (thus putting the CV in port for two months turn) or to build an extra pilot.

And to put a new CVP on an CV, you need to sail the carrier to the port it is in (or close too). That usually means sending it back to the home country, or using TRS to send the plane to the CV (and use the same TRS to sail the old one back to the home country to get the pilot for further use).

So it is both a and b...

got it, thanks for clarifying
sanderz
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by sanderz »

ORIGINAL: warspite1
For my third AAR I intend to make more of a Janet and John production, very basic but essentially teaching myself and others the rules in detail. This means I will need to tackle production head on [X(]

great news - will look forward to it
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