Bob Flemin's MWIF AARse IV - Nice AArse

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Orm
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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by Orm »

So does anyone bother to defend Sardinia?
Yes. I think most do defend Sardinia. If for no other reason than the fact that there is a resource there.

Edit: But this depends on whether you have the units for it or not. [:)]

Here is a picture from http://www.eurowif.de/

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by composer99 »

Sardinia can fit up to 7 planes plus flying boats. So it definitely strikes me as worth defending against Allied invasion!

(Though not, as I can say from bitter personal experience, at the expense of defending Italy proper.)
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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

So can someone just clarify please: Is Cagliari a supply source? I am assuming it isn't because of the Marine rule (although I have always played the game that it is).
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Orm
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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by Orm »

Cagliari is not a supply source.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

ORIGINAL: Orm

Cagliari is not a supply source.
warspite1

Good reason not to defend the island then - unless you are pretty certain you have naval and air assets to keep her supplied.
Now Maitland, now's your time!

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Orm
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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by Orm »

ORIGINAL: warspite1

ORIGINAL: Orm

Cagliari is not a supply source.
warspite1

Good reason not to defend the island then - unless you are pretty certain you have naval and air assets to keep her supplied.
I would let the Allies work for capturing Sardinia. Place a few units there if you have them. Italy will have a very tough task to defend the Italian Coast sea area if the Allies can use Sardinia as a huge airbase. Besides, if the island is defended it takes time for the Allies to capture it. And time do count in this game. [:)]
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

ORIGINAL: Orm

ORIGINAL: warspite1

ORIGINAL: Orm

Cagliari is not a supply source.
warspite1

Good reason not to defend the island then - unless you are pretty certain you have naval and air assets to keep her supplied.
I would let the Allies work for capturing Sardinia. Place a few units there if you have them. Italy will have a very tough task to defend the Italian Coast sea area if the Allies can use Sardinia as a huge airbase. Besides, if the island is defended it takes time for the Allies to capture it. And time do count in this game. [:)]
warspite1

That's true. I think if I can get at least a few "blocking" units into Cagliari and a couple of mountain hexes that will serve to slow up the Allies without too much pain when they are lost.
Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

Jul/Aug 1942
Impulse: 4

Another impulse goes. The Soviets continue to shuffle forces to best stave off defeat.
Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

I probably mentioned before but definitely one of the downsides of solitaire play is that lack of "competitive edge". Back in the day playing the board game I would pour over the maps for hours working out strategies and battle plans. Playing solo there is not quite the same urge to do that. Consequently the game can quickly get away from one side or other.

I have been heavily engrossed in the Russian Front. Meanwhile the Japanese have stalled in Central/Southern China (weather) and are being overwhelmed by the Communists in the north (through lack of units). In Europe I have no real plan of action for coming back at the Axis. Greece was surrendered too easily (through stupid errors) and I have made no moves in North Africa.

I need to start thinking of some plans and writing them down so I can follow them through! One thing that makes this game such a challenge is the need to think through plans properly and then be prepared to execute over a number of turns/impulses. It's also vital that weather is considered properly. I declared war with Japan to stop the possibility of being surprised, but did so just as Monsoon season hit! I would have been better off being surprised frankly.... Without appropriate thought - especially where positioning of AMPH / TRS are concerned - any plans can all go very wrong, very quickly.... Worse still, the game just goes away from you without have made any plans!!
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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

Jul/Aug 1942
Impulse: 5

Okay so let's get some plans going. Germany/Italy. The plan here is to continue attacking in force in the Soviet Union and to ensure that Italy and France are properly garrisoned.

Further offensive action in the Mediterranean will only happen if a suitable opening appears (e.g. a victory against attacking forces that opens the door). The Italian Navy will not be risked where the odds are uncertain.

The Italians will try and garrison Sardinia and Sicily. For Sardinia I will need to move troops to La Spezia, where they can be loaded directly onto TRS and transported to Cagliari.
Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

Jul/Aug 1942
Impulse: 5

Two ground strikes this impulse:

1. Against a stack of 6 units in Pskov
2. Against forces in Minsk.

Only against Pskov can the Soviets put up a fighter defence, and on the basis that there are two fighters that are being attacked anyway, the Soviets put up a defence.

Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

Jul/Aug 1942
Impulse: 5

The Germans have a 7.5:6.2 advantage, but the Soviets just need to abort or shoot down the lone bomber. Allies to throw first:

Round 1

12 - DC.... well that didn't work. The Stuka is cleared through.
11 - DC. Effectively no effect.

Only fighters left so the air battle ends. The only good news is that the Soviet fighters get to move away from the frontline...

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

Jul/Aug 1942
Impulse: 5

Of the three units left in the hex, the Stuka disorganises two..

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

Jul/Aug 1942
Impulse: 5

Meanwhile Chez Minsk, the Do-17 gets a 1 out of 3.

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

Jul/Aug 1942
Impulse: 5

The Germans utilise all three rail moves and the Italians use their one, railing Kesselring to Greece which frees up Rommel to move to the Eastern Front. Meanwhile the 5th SS Mountain Corps and Graziani have both been railed to La Spezia for future use in Sardinia.

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

Jul/Aug 1942
Impulse: 5

In Southern Russia the lack of Luftwaffe aircraft (together with the Soviets holding a line behind the Dnieper) is really telling. All the Germans can do this impulse is push units up the the west bank of the river. There will be no attacks in the south this impulse...

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

Jul/Aug 1942
Impulse: 5

In the north it is a different story; four attacks are announced:

1. Minsk
2. Southwest of Pskov
3. Two in Latvia

In China there will be one attack against a Communist Army in Soochow as the Japanese desperately try and regain a grip on the Chinese front....
Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

Jul/Aug 1942
Impulse: 5

Only in one of the Latvian battles can aircraft make a difference. However the Luftwaffe are ordered to stand down. The intention is to cut off the hex concerned with an earlier attack and thus make the attack automatic anyway...

The Soviets could bring in a sexy Pe-2 Tank Buster in defence of Minsk, but it would be out-gunned by a Bf-109. The Soviets decide to hold fire, and pray it was the right decision.



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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

Jul/Aug 1942
Impulse: 5

First things first and its the desperate attack against the Communist 2nd Infantry Army in Soochow. The odds are 2:1 no modifiers on the Assault table....

...its a 6. One unit lost each. Not great but at least this annoying unit is removed from behind the Japanese lines.

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

Jul/Aug 1942
Impulse: 5

Back to the Soviet Union. First its the attack on Minsk. The odds are 3:1 +1 on the Assault table....

...Yet another 6(7).... The Germans lose a weak 4-4 Corps and are disorganised. The Soviets lose a Garrison and a Mechanised Division but, vitally, keep hold of the city. That will hold the Germans up.

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