Bob Flemin' and Orm. A World....AARseIII

Post descriptions of your brilliant successes and unfortunate demises.

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warspite1
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RE: Bob Flemin' and Orm. A World....AARseIII

Post by warspite1 »

Sep/Oct 1939
Impulse: 7

The factional odds brings this up to 4:1 and a 6 result destroys the Chinese - but once again the Japanese are disorganised.

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Now Maitland, now's your time!

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RE: Bob Flemin' and Orm. A World....AARseIII

Post by warspite1 »

Sep/Oct 1939
Impulse: 7

The game continues on a 2.
Now Maitland, now's your time!

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Orm
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RE: Bob Flemin' and Orm. A World....AARseIII

Post by Orm »

ORIGINAL: warspite1

Sep/Oct 1939
Impulse: 7

The factional odds brings this up to 4:1 and a 6 result destroys the Chinese - but once again the Japanese are disorganised.

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And the blitz table would have been a better pick this time. [:D]
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Orm
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RE: Bob Flemin' and Orm. A World....AARseIII

Post by Orm »

No declarations of war.

CW take a naval impulse.

No Port Strikes. No naval air.

CW attempt to bomb Hamburg but fail to find the city.

No ground strikes. No rail movement.

Only minor land movement in China.

No land combats. No reorganization.

The turn continues with a die roll of 9.

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Picture from Sep/Oct 39 Impulse #9 (Allied) - Reorganization
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Orm
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RE: Bob Flemin' and Orm. A World....AARseIII

Post by Orm »

And the new weather roll is a one. [:(]

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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
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RE: Bob Flemin' and Orm. A World....AARseIII

Post by warspite1 »

Sep/Oct 1939
Impulse: 11

Sadly I am in no position to take advantage of a change in the weather as most of my units are face down. I need to do something though, and the Chinese front is the only place where I have any options - unless I want to invade Denmark....

I have set up troops on the Danish border so might as well use them. The roll is an 8 so Congress are distinctly bored by European matters [>:]

Does the CW want to align Denmark and where do they set up?

Now Maitland, now's your time!

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Orm
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RE: Bob Flemin' and Orm. A World....AARseIII

Post by Orm »

CW align Denmark. Place 5 convoy points in Reykjavik and the remaining ships in Frederikshavn.

---

Overrun Danish ships head for Liverpool if possible or Plymouth if not.
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....AARseIII

Post by Orm »

ORIGINAL: warspite1
The roll is an 8 so Congress are distinctly bored by European matters [>:]
You nailed it. [: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....AARseIII

Post by warspite1 »

Sep/Oct 1939
Impulse: 11

I try and do some damage to the Danish vessels in the north of the country. I get surprise on my side but cannot really use it - I can only decrease AA fire - but expected losses are nil anyway.

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Now Maitland, now's your time!

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RE: Bob Flemin' and Orm. A World....AARseIII

Post by warspite1 »

Sep/Oct 1939
Impulse: 11

I aim for the CP and disorganise it. The CW has the choice next and as ORM is not around - and on the basis that the ships are pretty rubbish, and finally due to the fact the best result is an abort anyway, I choose Peder Skram and its rubbish movement. She too was disorganised.
Now Maitland, now's your time!

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RE: Bob Flemin' and Orm. A World....AARseIII

Post by warspite1 »

Sep/Oct 1939
Impulse: 11

I try a ground strike against the Communist unit south of Yenan, but this fails on a throw of 4.

I rail a GARR and an HQ between Tungkwan and Kaifeng
I rail an HQ, an INF and an AT to the Dutch/Belgian area.

I sent a Division to Fredrikshaven with mixed results:
- Niels Juel (which I didn't hit) makes it to Plymouth
- Peder Skram (which I did) becomes German!!
- The CP is destroyed.

I have only a few units that the Germans and Japanese have left to move and that, aside from a reshuffling of German fighters in the west, brings and end to my impulse.

The turn continues on a 7.



Now Maitland, now's your time!

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RE: Bob Flemin' and Orm. A World....AARseIII

Post by composer99 »

How could it be that the Germans were unable to increase their own damage in the port attack?

Surely that's a bug?
~ Composer99
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RE: Bob Flemin' and Orm. A World....AARseIII

Post by Orm »

ORIGINAL: composer99

How could it be that the Germans were unable to increase their own damage in the port attack?

Surely that's a bug?
Increase damage is in the next spend surprise points form. I am not sure if Warspite1 just missed, or forgot, that or if it was a bug. We have previously received, and used, that form to increase damage.
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....AARseIII

Post by warspite1 »

ORIGINAL: Orm

ORIGINAL: composer99

How could it be that the Germans were unable to increase their own damage in the port attack?

Surely that's a bug?
Increase damage is in the next spend surprise points form. I am not sure if Warspite1 just missed, or forgot, that or if it was a bug. We have previously received, and used, that form to increase damage.
warspite1

No bug - I just missed it [8|] No idea why they would be separated like that but my error regardless.
Now Maitland, now's your time!

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Orm
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RE: Bob Flemin' and Orm. A World....AARseIII

Post by Orm »

Sep/Oct 1939
Impulse: 12

Not much that the Allies want to do but since I feel no emergency at the moment I rather move a couple of units than pass.

Nothing much to say about the impulse except that China rebase their fighter from the south to the north.

End of turn roll was a 7 so the turn continues and the weather roll was a two so the nice weather continues. [:(]

Now that the turn continues with fine weather I feel the panic and like the huge idiot that I am. Why didn't I just pass instead!!!
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....AARseIII

Post by warspite1 »

Mmmm... I'll have to sleep on this and look at it afresh in the morning.

I've been poring over the maps and I am obviously missing a trick here - but cannot see what it is. You feel panic because you didn't end the turn, so there must be something I can do. Trouble is I can't figure it. I have only a couple of Germans left to move, I have no Japanese troops that can mount any attack other than a suicidal 1:1. May be it's the fleets or the Italians??

All I can see is that I can achieve nothing that hurts the Allies but with the downside of having more chance of ending a turn I started. I just don't know what I am supposed to be looking for here - but hopefully I'll work it out if I have a clear head and a fresh look in the morning.
Now Maitland, now's your time!

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Orm
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RE: Bob Flemin' and Orm. A World....AARseIII

Post by Orm »

It is not that I see anything special. I have a general dislike of giving Axis any extra fine weather impulses this early in the game.

And the panic is more because I didn't see anything really dangerous before my last impulse. And the impulse will end anyway. Or it will be lousy weather. So no risk in doing an Allied impulse. HA! The turn didn't end. The lousy weather is absent. Maybe there is something sneaky that I missed...

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....AARseIII

Post by warspite1 »

Sep/Oct 1939
Impulse: 13

Well I cannot see anything so I simply move a few remaining organised German and Japanese troops around and the turn continues on an 8.
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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Orm
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RE: Bob Flemin' and Orm. A World....AARseIII

Post by Orm »

ORIGINAL: warspite1

Sep/Oct 1939
Impulse: 13

Well I cannot see anything so I simply move a few remaining organised German and Japanese troops around and the turn continues on an 8.
Just letting the Japanese troops move annoys me. Stupid of me to move last impulse. [:@]

I see myself making the same argument this impulse as well. It is 80% chance that the turn will end after this impulse if I move so why not move a couple of units since the impulse will end anyway... Right!

I learned my lesson and the Allies all pass and automatically end the turn.

No partisans.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
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Orm
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RE: Bob Flemin' and Orm. A World....AARseIII

Post by Orm »

US place a entry chit in the Japanese pool.

Axis Production

Germany:
3 x Pilot
FTR
2 x LND (2)
Rep Scheer
Sub (2nd)
Sub (1st)

Italy:
Rep Andrea Doria
Sub (2nd)

Japan:
ARM
MIL
INF

Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
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