Bob Flemin's MWIF AARse III The Return

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warspite1
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RE: Bob Flemin's MWIF AARse III The Return

Post by warspite1 »

The French scrap their 2-strength fighter, their four carrier air, and only one of their 2-range Subs (as the bar at the top confirms that 2 subs are needed. They also scrap their 2-range TRS.

I borrow Orm's CP set up from his AAR again (see post 99). Otherwise the set-up is pretty standard.

I liked michaelbaldur's thinking in the "Breakthrough In France" thread. He suggests that faster moving French units be put in the Maginot Line in order to allow for their speedy retreat when Paris is threatened. Never thought of that before - but have reflected this in my French set-up.



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Finarfïn
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RE: Bob Flemin's MWIF AARse III The Return

Post by Finarfïn »

Hello,

If i remember correctly, when choosing a unit to scrap you have and indication of how many units of that kind are in the force pool and how many are required for setup

Fin
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Courtenay
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RE: Bob Flemin's MWIF AARse III The Return

Post by Courtenay »

ORIGINAL: warspite1

East Coast: The Atlantic Fleet are based in New York. An Infantry division is placed in Philadelphia.

Norfolk is a better base, since it is on the boundary of two sea areas.
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RE: Bob Flemin's MWIF AARse III The Return

Post by Klydon »

ORIGINAL: Courtenay

ORIGINAL: warspite1

East Coast: The Atlantic Fleet are based in New York. An Infantry division is placed in Philadelphia.

Norfolk is a better base, since it is on the boundary of two sea areas.

I suspect New York was at the request of several Admirals when presented a choice of options. (Who would pick Norfolk over New York in the 30's and 40's? [:D] )
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RE: Bob Flemin's MWIF AARse III The Return

Post by warspite1 »

ORIGINAL: Finarfïn

Hello,

If i remember correctly, when choosing a unit to scrap you have and indication of how many units of that kind are in the force pool and how many are required for setup

Fin
warspite1

Thanks Finarfin - yes I have amended the Soviet and French scrap explanations accordingly.
Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse III The Return

Post by warspite1 »

ORIGINAL: Courtenay

ORIGINAL: warspite1

East Coast: The Atlantic Fleet are based in New York. An Infantry division is placed in Philadelphia.

Norfolk is a better base, since it is on the boundary of two sea areas.
warspite1

Thanks - Post 18 now amended.
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RE: Bob Flemin's MWIF AARse III The Return

Post by warspite1 »

ORIGINAL: Orm

Do not forget to garrison Malta with one unit.
warspite1

Done
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RE: Bob Flemin's MWIF AARse III The Return

Post by warspite1 »

The Japanese now.

I take a big axe to the weak carrier air units - any fighter with 1 or less attack factor and any dive bomber with less than 2 air to sea factors. I remove all three 3-strength fighters and the weak Land based bomber and weakest of the three Nav Air.

The 2-range AMPH and TRS go, but all land units are kept.



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RE: Bob Flemin's MWIF AARse III The Return

Post by warspite1 »

For Japanese set up I decide to place my strength in the North of China this time. The plan will be to sweep (hopefully) down from north to south...

As with the US I do not place the carrier air on board the carriers. There will be plenty of time to sort these out as the game develops.
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RE: Bob Flemin's MWIF AARse III The Return

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For the Germans I can scrap all three weak fighters + the 2-range sub. I decide not to scrap any Land units.

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RE: Bob Flemin's MWIF AARse III The Return

Post by warspite1 »

The Kriegsmarine is placed in Stettin

3 CP are set up in the Baltic to transport the Swedish resources.

The land set up is the usual (less there is no planned invasion of Denmark) with the Western Front lightly defended and all the powerful units ready to blitz Poland into submission as quickly as possible.
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RE: Bob Flemin's MWIF AARse III The Return

Post by warspite1 »

For this first impulse the Axis have the initiative and the track is set at +2 Axis. There is no re-roll available to the Allies.

The weather is fine everywhere.

Germany declares war on Poland, as a result of which there is a throw for US entry.

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RE: Bob Flemin's MWIF AARse III The Return

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The Americans get one chit for the German declaration of war. Its a 4, taking US Entry to 18 and 6 against the Ge/It and Japanese respectively.
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RE: Bob Flemin's MWIF AARse III The Return

Post by warspite1 »

Now to the Polish set up.

The Polish air force is placed in Vilna, out of the way of the Germans. This will allow the Poles to fly their aircraft to Lithuania to be interned. The aircraft will be destroyed but the pilots will go to the Commonwealth. This is a better use for them than getting destroyed by the Luftwaffe.

The rest of the army is placed to protect Warsaw and Lodz (as these are both required for Polish conquest).

Other units are placed in towns and forest to prevent overrun and to try and block the German advance for as long as possible.

Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse III The Return

Post by sanderz »

ORIGINAL: warspite1

CW set-up.

I do not have a clue about the convoys and sadly this part of the game appears broken.

can you give some more info on whats not working - i seem to remember there was an issue about convoys in your first AAR, has this still not been fixed?

thanks
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RE: Bob Flemin's MWIF AARse III The Return

Post by warspite1 »

ORIGINAL: sanderz

ORIGINAL: warspite1

CW set-up.

I do not have a clue about the convoys and sadly this part of the game appears broken.

can you give some more info on whats not working - i seem to remember there was an issue about convoys in your first AAR, has this still not been fixed?

thanks
warspite1

In my AAR's I have effectively ignored the problem by setting up the convoys and then (with the exception of the Mediterranean and latterly Japan) decided not to attack convoys. What happened was that I got whatever resources each turn but didn't check that these were the right amount.

The problems are:

- Firstly, the system is hugely complicated - those that have got it to work say that it takes a huge amount of time.
- Secondly there are bugs whereby resources are getting through even where there are insufficient CP's in the required sea zones.
- I could not make resource lending work either - no idea if that is still a problem.

So as can be seen from my first two AAR's it is possible to play with the problems in place, but its far from ideal, and you would not want to be playing a human opponent with these problems.

I believe there is some kind of tutorial, which one of the beta testers has kindly spent a considerable amount of his time working on, that may be coming out soon.

For this AAR I intend to try and explore the production and convoy system further rather than just work around the issue.
Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse III The Return

Post by sanderz »

thanks for the info - looking forward to this AAR :)

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RE: Bob Flemin's MWIF AARse III The Return

Post by warspite1 »

Action choice now:

Italy, as a neutral, have to choose a combined
Japan take a combined to get troops from Japan to China
Germany take a land.
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RE: Bob Flemin's MWIF AARse III The Return

Post by warspite1 »

Sep/Oct 1939
Impulse 1

The Germans go for the maximum 4 ground strikes that they are allowed - two each against Lodz and Warsaw.

As the Poles are surprised, the Germans get 2 throws against each unit.

Both units is Lodz are disorganised





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RE: Bob Flemin's MWIF AARse III The Return

Post by warspite1 »

Sep/Oct 1939
Impulse 1

The big target though is the Polish HQ. The Germans cannot get to the HQ in the first impulse and so they do not want Smigly-Rydz re-organising units next impulse....

...No chance, good shooting from the Luftwaffe boys takes out both Polish units.



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