
Mayhemizer vs AllenK: The rematch
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- Mayhemizer_slith
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RE: Mayhemizer vs Allen K: The rematch
Germany attacks with minor risk leaving 2 Stukas for next impulse.


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If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
RE: Mayhemizer vs Allen K: The rematch
I'll take that. Worth the 2 BP but lucky to get it.ORIGINAL: Mayhemizer
Japan occupied city and US reacted on roll 2.
I covered screen with paper and picked that chit without seeing anything. Who needs hot seat?
- Mayhemizer_slith
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RE: Mayhemizer vs Allen K: The rematch
Rotterdam is automatic victory after Germany uses 1 point of shore bombardment.
OVERRUN
CP = roll 3, destroyed.
CL Tromp = roll 7, escaped.
CA De Ruyter = roll 4, destroyed.
CA Sumatra = roll 4, destroyed.
CA Java = roll 9, escaped.
That went more than well. Where does those 2 ships want to rebase?
OVERRUN
CP = roll 3, destroyed.
CL Tromp = roll 7, escaped.
CA De Ruyter = roll 4, destroyed.
CA Sumatra = roll 4, destroyed.
CA Java = roll 9, escaped.
That went more than well. Where does those 2 ships want to rebase?
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
RE: Mayhemizer vs Allen K: The rematch
Liverpool or Plymouth thanks
- Mayhemizer_slith
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RE: Mayhemizer vs Allen K: The rematch
Germany intercepted both ships, but were not able to find them.
When I intercepted the first one, program overrun that ship again (roll 2, desgtroyed). Reload with set die rolls helped as I was able to set overrun roll to 10. Will post tomorrow as a bug if not know before.
When I intercepted the first one, program overrun that ship again (roll 2, desgtroyed). Reload with set die rolls helped as I was able to set overrun roll to 10. Will post tomorrow as a bug if not know before.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
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RE: Mayhemizer vs Allen K: The rematch
Germany rebases fighter to Netherlands.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- composer99
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RE: Mayhemizer vs Allen K: The rematch
The division invasion of Rotterdam is one of my favourite moves when invading the Netherlands with Germany.
Last time I pulled it off in a tabletop game, we were using offensive points, which was fantastic because it meant I could still play a land impulse.
Last time I pulled it off in a tabletop game, we were using offensive points, which was fantastic because it meant I could still play a land impulse.
~ Composer99
RE: Mayhemizer vs Allen K: The rematch
Offensive Points are indeed pretty nice and it's a shame they're not inserted in M-WiF.
Though the Netherland by placing the INF in Amsterdam can actually add 1 point to the notional as ZOC.
Probably still better than leave Rotterdam free for the UK to land into.
Though the Netherland by placing the INF in Amsterdam can actually add 1 point to the notional as ZOC.
Probably still better than leave Rotterdam free for the UK to land into.
RE: Mayhemizer vs Allen K: The rematch
S/O 1939 Allies 5
No DoW
CW Naval, France & China Land, US & USSR Combined.
No DoW
CW Naval, France & China Land, US & USSR Combined.
RE: Mayhemizer vs Allen K: The rematch
ORIGINAL: composer99
The division invasion of Rotterdam is one of my favourite moves when invading the Netherlands with Germany.
Last time I pulled it off in a tabletop game, we were using offensive points, which was fantastic because it meant I could still play a land impulse.
It occurs to me one's opponent might just have a modicum more experience at this than oneself.
RE: Mayhemizer vs Allen K: The rematch
Well sometimes the UK (well more often than not) tries to ship troops on the coast in Holland instead than going in Denmark.
In Denmark the troops are far more endangered without maneuvering space, meanwhile in Holland the Brits help protect the flank of the Belgium and it's hard to dislodge them in bad weather.
Like now they can bring 2-3 units and planes in Amsterdam, gain a factory (having a City + Factory for a -2 to attacks) and making it hell for the Germans to take, with 2 + 1 river hexides to attack from.
In Denmark the troops are far more endangered without maneuvering space, meanwhile in Holland the Brits help protect the flank of the Belgium and it's hard to dislodge them in bad weather.
Like now they can bring 2-3 units and planes in Amsterdam, gain a factory (having a City + Factory for a -2 to attacks) and making it hell for the Germans to take, with 2 + 1 river hexides to attack from.
- Jagdtiger14
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RE: Mayhemizer vs Allen K: The rematch
Taking Rotterdam this way is as old as dinosaur feces. Its standard play in our group. The best defense against it is a strong CW presence in the North Sea 4 box to sink that little turd. Another one is to deny the notional, leaving the INF div there by itself with the CW prepared to invade.
Conflict with the unexpected: two qualities are indispensable; first, an intellect which, even in the midst of this obscurity, is not without some traces of inner light which lead to the truth; second, the courage to follow this faint light. KvC
- Mayhemizer_slith
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RE: Mayhemizer vs Allen K: The rematch
ORIGINAL: Jagdtiger14
Taking Rotterdam this way is as old as dinosaur feces. Its standard play in our group. The best defense against it is a strong CW presence in the North Sea 4 box to sink that little turd. Another one is to deny the notional, leaving the INF div there by itself with the CW prepared to invade.
What happens if CW does not choose notional unit? Can Germany join the attack with another unit from adjacent hex?
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
RE: Mayhemizer vs Allen K: The rematch
Another one is to deny the notional, leaving the INF div there by itself with the CW prepared to invade.
If you play with the AMPHs, CW can only invade with divisions. So not doable with that optional, that I suspect is very diffused.
- composer99
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RE: Mayhemizer vs Allen K: The rematch
Mayhemizer: If the CW does not include the notional in Rotterdam, there is no combat, and the German division simply takes control of the hex. Because there is no combat, there is no opportunity for other land units from adjacent hexes to advance after combat into Rotterdam, leaving the division all by itself.
~ Composer99
- Mayhemizer_slith
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RE: Mayhemizer vs Allen K: The rematch
ORIGINAL: composer99
Mayhemizer: If the CW does not include the notional in Rotterdam, there is no combat, and the German division simply takes control of the hex. Because there is no combat, there is no opportunity for other land units from adjacent hexes to advance after combat into Rotterdam, leaving the division all by itself.
Thanks, good to know

If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
RE: Mayhemizer vs Allen K: The rematch
Things would change a lot anyhow the moment the optional No Zoc on Surprise is implemented (and probably widely used as it right to have).
- Jagdtiger14
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RE: Mayhemizer vs Allen K: The rematch
No ZOC on surprise is something our group NEVER plays with, its way too powerful. I've been to three WiF cons and none of those games were played with that option.
Conflict with the unexpected: two qualities are indispensable; first, an intellect which, even in the midst of this obscurity, is not without some traces of inner light which lead to the truth; second, the courage to follow this faint light. KvC
- Jagdtiger14
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- Joined: Mon Jan 21, 2008 11:58 pm
- Location: Miami Beach
RE: Mayhemizer vs Allen K: The rematch
I hav'nt played a game of WiF since mid 2011...and I do not have access to the rules. Correct me and forgive me if I am wrong, but: I thought any (face up) Arm/Mech involved in a successful blitz combat is allowed to over-stack into the attacked hex, then after all attacks are resolved everywhere, the next step is to resolve the over-stack (if any) and conduct blitz movement. The ARM/Mech unit(s) are allowed to move (restricted by ZOC, weather and terrain). So, assuming fair weather and a clear terrain hex, and no ZOC's to be concerned about, how many hexes can a 6 mover ARM/Mech move in this step?
I appreciate anyone reminding me about this rule...
I appreciate anyone reminding me about this rule...
Conflict with the unexpected: two qualities are indispensable; first, an intellect which, even in the midst of this obscurity, is not without some traces of inner light which lead to the truth; second, the courage to follow this faint light. KvC
RE: Mayhemizer vs Allen K: The rematch
The ARM/Mech unit(s) are allowed to move (restricted by ZOC, weather and terrain). So, assuming fair weather and a clear terrain hex, and no ZOC's to be concerned about, how many hexes can a 6 mover ARM/Mech move in this step?
For what I have read and know they do only 1 added hex if there is a B result in the combat table and the terran was clear. So not a big problem in most cases. Especially as it overextends the line and is a thing pretty prone to counterattack resulting in a loss of a precious unit.
Works only against a weak enemy or with many units disrupted.