Bob Flemin' and Orm. A World..AARse!

Post descriptions of your brilliant successes and unfortunate demises.

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Grotius
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RE: Bob Flemin' and Orm. A World..AARse!

Post by Grotius »

Exciting reading! Interesting that both sides are resorting to ground support in the current battle on the French border. Is that common in WIF? In my newbish solitaire games, I do a lot of ground-striking, and some strategic bombing, but not a lot of ground-support or carpet-bombing.
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RE: Bob Flemin' and Orm. A World..AARse!

Post by brian brian »

ORIGINAL: Grotius

Exciting reading! Interesting that both sides are resorting to ground support in the current battle on the French border. Is that common in WIF? In my newbish solitaire games, I do a lot of ground-striking, and some strategic bombing, but not a lot of ground-support or carpet-bombing.

ground support equal to or greater than the defending factors in the hex is the same or better than a successful ground strike, with no die roll required for success. though of course either can be intercepted by defending fighters.
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RE: Bob Flemin' and Orm. A World..AARse!

Post by Centuur »

And there is also the fact to consider that ground support isn't an air mission, where ground strike is one...
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RE: Bob Flemin' and Orm. A World..AARse!

Post by peskpesk »

The North attack is a textbook example of how to attack France as German, drive a wedge between the French and British forces with a Biltz attack. If the outcome is a B results, is also the lack of a second French line behind the hex a mistake, vulnerable to blitz advancement and the hex is a bit tricky to counter attack against when the British units are in the way. In southern attack is not as critical for France, a B outcome here gives a blitz advancement to a forest hex, not so fun for the Germans to get free face-down disrupt and also lots of "frogmen" who can counter attack and since the German spearhead streatch thin here, with only on attacking stack the might have a good chance. The possibility of reaching the riverline is som small comfort.

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RE: Bob Flemin' and Orm. A World..AARse!

Post by Orm »

The French fighters slaughter the German bombers. Then they abort before they suffer any losses. [:@]

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RE: Bob Flemin' and Orm. A World..AARse!

Post by Orm »

After losing two thirds of the German medium bomber force it is a huge relief that the attack went well.

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RE: Bob Flemin' and Orm. A World..AARse!

Post by Orm »

The second attack in France must be considered a success since the attacking forces remains organized but I would have preferred to destroy the unit instead of shattering it when the odds was so high. Oh well, I should not complain. [:)]

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RE: Bob Flemin' and Orm. A World..AARse!

Post by Orm »

And the Japanese attack against Sian is a success as well. [8D] Now Mao will have a tough time to escape from the pocket.

Edit: United States, unfortunately, reacted negatively to this. [:(]

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RE: Bob Flemin' and Orm. A World..AARse!

Post by brian brian »

I never play 1d10 any more, but just out of curiosity, how do you get a +1.75 blitz bonus using it?
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RE: Bob Flemin' and Orm. A World..AARse!

Post by warspite1 »

Well any guilt I felt about the weather has completely disappeared. Not only has every land attack worked so far but, just as importantly, there has been no disorganisation.....

Low odds get high dice, high odds get low dice. This is what happened in AARse V and quite frankly, there is nothing that the Allies can do about it.

That turn puts the Allies in a mess and no mistake.
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RE: Bob Flemin' and Orm. A World..AARse!

Post by Orm »

ORIGINAL: brian brian

I never play 1d10 any more, but just out of curiosity, how do you get a +1.75 blitz bonus using it?
MWIF adds +0.5 per panzer corps and +0.25 per panzer division when counting attacking blitz bonus.
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RE: Bob Flemin' and Orm. A World..AARse!

Post by Orm »

ORIGINAL: warspite1

Well any guilt I felt about the weather has completely disappeared. Not only has every land attack worked so far but, just as importantly, there has been no disorganisation.....

Low odds get high dice, high odds get low dice. This is what happened in AARse V and quite frankly, there is nothing that the Allies can do about it.

That turn puts the Allies in a mess and no mistake.
Just the guilt for the short turns and the awesome air combats left then. Rolling 20 in air combat is just mean. [;)][:D]
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' and Orm. A World..AARse!

Post by warspite1 »

ORIGINAL: Orm

ORIGINAL: warspite1

Well any guilt I felt about the weather has completely disappeared. Not only has every land attack worked so far but, just as importantly, there has been no disorganisation.....

Low odds get high dice, high odds get low dice. This is what happened in AARse V and quite frankly, there is nothing that the Allies can do about it.

That turn puts the Allies in a mess and no mistake.
Just the guilt for the short turns and the awesome air combats left then. Rolling 20 in air combat is just mean. [;)][:D]
warspite1

Nope.....


[:D]
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RE: Bob Flemin' and Orm. A World..AARse!

Post by Centuur »

ORIGINAL: warspite1

Well any guilt I felt about the weather has completely disappeared. Not only has every land attack worked so far but, just as importantly, there has been no disorganisation.....

Low odds get high dice, high odds get low dice. This is what happened in AARse V and quite frankly, there is nothing that the Allies can do about it.

That turn puts the Allies in a mess and no mistake.

I think you would have liked to use 2D10 now, don't you... [;)]
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RE: Bob Flemin' and Orm. A World..AARse!

Post by warspite1 »

ORIGINAL: Centuur

ORIGINAL: warspite1

Well any guilt I felt about the weather has completely disappeared. Not only has every land attack worked so far but, just as importantly, there has been no disorganisation.....

Low odds get high dice, high odds get low dice. This is what happened in AARse V and quite frankly, there is nothing that the Allies can do about it.

That turn puts the Allies in a mess and no mistake.

I think you would have liked to use 2D10 now, don't you... [;)]
warspite1

Why what the effect have been?
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RE: Bob Flemin' and Orm. A World..AARse!

Post by Orm »

ORIGINAL: warspite1

ORIGINAL: Centuur

ORIGINAL: warspite1

Well any guilt I felt about the weather has completely disappeared. Not only has every land attack worked so far but, just as importantly, there has been no disorganisation.....

Low odds get high dice, high odds get low dice. This is what happened in AARse V and quite frankly, there is nothing that the Allies can do about it.

That turn puts the Allies in a mess and no mistake.

I think you would have liked to use 2D10 now, don't you... [;)]
warspite1

Why what the effect have been?
Even better Axis results. [:D]
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RE: Bob Flemin' and Orm. A World..AARse!

Post by warspite1 »

May/Jun 1940
Impulse: 4

The Fleet Air Arm put a Vildebeest into the Western Med to try and find the Axis sub - but I understand the sub can just say no so that's that...

Next up the RAF call in a Hampden to try and attack the German armour formations east of Rouen. It is escorted by a Gladiator.

The Germans have a Bf-109 that they can intercept with giving the Germans a +2.

Round 1

11 DC - The Hampden is cleared through
16 AA - The German Yellow-nose b**tard is aborted


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RE: Bob Flemin' and Orm. A World..AARse!

Post by warspite1 »

May/Jun 1940
Impulse: 4

The RAF shooting did not prove equal to the task [:(]


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RE: Bob Flemin' and Orm. A World..AARse!

Post by warspite1 »

May/Jun 1940
Impulse: 4

The Allies announce the following attacks:

The RAF bring in two bombers and two 5-strength fighter. There are no French aircraft left.


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RE: Bob Flemin' and Orm. A World..AARse!

Post by warspite1 »

May/Jun 1940
Impulse: 4

And these are the odds:


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