My Historical Global War AAR #3.

Post descriptions of your brilliant successes and unfortunate demises.

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rkr1958
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RE: Historical Global War AAR #2

Post by rkr1958 »

Sep/Oct 1940. Allied #9. The Western Med.

60. This time the RN is successful in finding and engaging the the Italian RM in the Western Med. Of the 3 Italian cruisers on patrol there, 1 is sunk and the other 2 are forced to abort. This leaves a lone RM sub group which declined to commit.

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RE: Historical Global War AAR #2

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Sep/Oct 1940. Allied #9. France.

61. In France, the remnants of the French army is unable to get any odds in a counterattack of Paris that has a chance of retaking the capital. So they decide not to counterattack.

62. The turn continues on a roll of 7 against a 30% chance of ending.

Axis #11.

63. The Germans take a combine and move their u-boats out into the Bay of Biscay and into the North Sea. In the Bay of Biscay they attempt to engage the allied convoys but fail to find them.

64. The Germans make a strategic bombing raid on Hull, England. The bombing unit is the He 115c unit, which is intercepted and aborted by a Gladiator unit flying off an RN carrier in the North Sea.

65. The turn continues with a roll of 10 against a 50% chance of ending.

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RE: Historical Global War AAR #2

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Sep/Oct 1940. Allied #13 and Axis #15.

66. The weather continues to worsen with the Arctic storms moving into the north temperate region.

67. The turn does end after the allied impulse on a roll of 1 against a 70% chance.

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RE: Historical Global War AAR #2

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Sep/Oct 1940. End of Turn. France.

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RE: Historical Global War AAR #2

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Sep/Oct 1940. End of Turn. Eastern Europe.

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RE: Historical Global War AAR #2

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Sep/Oct 1940. End of Turn. The Balkans.

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RE: Historical Global War AAR #2

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Sep/Oct 1940. End of Turn. The Eastern Med and Egypt.

68. The Italians have moved into Egypt. CW forces worldwide are stretched way too thin and Mussolini intends to exploit that.

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RE: Historical Global War AAR #2

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Sep/Oct 1940. End of Turn. China.

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RE: Historical Global War AAR #2

Post by Orm »

ORIGINAL: rkr1958

Sep/Oct 1940. End of Turn. China.

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Next turn that partisan should run for a forest hex in order to get some defence. Then Japan has to work harder to destroy it.
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RE: Historical Global War AAR #2

Post by Centuur »

You've got 6 Yugoslavian land units. The lowest factor INF goes for the capture of Bulgaria, the CAV moves into Albania (killing an Italian bomber in Tirana, That's 5 Italian BP's...). The other four land units are to be set up in Belgrade and Zagreb. You did give Zagreb to the Italians for free and they need the city to conquer the country.

It is difficult for Germany (even with the good INF and HQ around) to grab both Zagreb and Belgrade without losses, even with Hungarians and Rumanians to give aid to the German invasion. Now, I don't say that Yugoslavia would have survived this turn, but you've made it easy for the Axis to conquer the place...

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rkr1958
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RE: Historical Global War AAR #2

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ORIGINAL: Centuur

You've got 6 Yugoslavian land units. The lowest factor INF goes for the capture of Bulgaria, the CAV moves into Albania (killing an Italian bomber in Tirana, That's 5 Italian BP's...). The other four land units are to be set up in Belgrade and Zagreb. You did give Zagreb to the Italians for free and they need the city to conquer the country.

It is difficult for Germany (even with the good INF and HQ around) to grab both Zagreb and Belgrade without losses, even with Hungarians and Rumanians to give aid to the German invasion. Now, I don't say that Yugoslavia would have survived this turn, but you've made it easy for the Axis to conquer the place...

Yeah ... I did some many things wrong on both sides. I got caught up in tunnel vision and made mistakes on both sides. But I'm finding that if you don't "replay" your mistakes when playing solitary then this game is full of surprises even when you're playing both sides. Now, I will redo moves in the case of unintentional actions cause by accidentally clicking the wrong thing or by some game mechanic. But in those cases, I try my best to faithfully recreate the situation up to the mechanical glitch. A prime example is the feature (or bug) report that I just posted in the tech forum.

tm.asp?m=3845017#

In this case, I did an undo naval move during the creation of Vichy that wouldn't let me proceed. This was after the rolls for Vichy / Free France determination and USA entry chits. Another problem was that you're unable to save the game after you declare Vichy until all those actions are done. I did spend 45-minutes getting through all this. Fortunately, I had screen caps of the critical rolls and could reproduce them. It took me two or three iterations to figure out what was causing the button to gray out. Anyway, I got through it and with the original die rolls and results. Phew ...

By the way, I found out the hard way that attacking Greece is a bad idea before the Germans have finished things in France. I don't plan to do this again anytime in the near future.

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RE: Historical Global War AAR #2

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Sep/Oct 1940. Destroyed and Repair Pools.

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RE: Historical Global War AAR #2

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Sep/Oct 1940. Conquest.

69. Surrender China? No.

70. Yugoslavia conquered by Germany.

71. Bulgaria conquered by CW.

72. The USA draws s chit for the German/Italy entry pool because of the CW support of the attacked neutral Greece.

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RE: Historical Global War AAR #2

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Sep/Oct 1940. German Establishes Vichy.

73. Germany chooses to establish Vichy. The US draws two more chits for the German/Italy entry pool for a grand total of three chits draw during this conquest phase.

74. Syria, Madagascar, Asian minor countries and territories, French Equatorial Africa and Pacific minor countries and territories go Free French. The allies decide to set up Free Frances home country in Syria.

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RE: Historical Global War AAR #2

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Sep/Oct 1940 US Entry Options.

75. By the way, prior to these three additional chit pulls the US choose a chit for the Japan entry pull and select option 22(11), "Gear up production". This resulted in a chit being moved from the Japanese entry to the tension pool. All this transpired before the 3 additional chits covered in 71 & 72 were pulled.

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RE: Historical Global War AAR #2

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Sep/Oct 1940. Victory Totals.

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RE: Historical Global War AAR #2

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Sep/Oct 1940. Country Economic Reports.

76. USA production multiplier, due to US entry option 22(11), increased from 0.25 to 0.5. This resulted in production doubling from 10 to 20 build points.

77. The CW is amassing an impressive stockpile of oil. These resources will be useful when the CW/USA starts trade with the USSR or Free France.

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RE: Historical Global War AAR #2

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Sep/Oct 1940. Euro-Axis. Use Oil.

78. Unlike the allies, the axis don't have oil to "waste". So in the use oil phase both Germany and Italy made use of the fact that oil point is expended if 0.5 or more of it's used. So both countries forwent reorganization of a single unit to save 1 oil point each.

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RE: Historical Global War AAR #2

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Sep/Oct 1940. Six Month Production Queue.

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RE: Historical Global War AAR #2

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Nov/Dev 1940. Country Trade Reports.

Noteworthy Changes in Trade Agreements:

Romania's 1 oil to Italy has been cancelled now that Romania is an active German ally. That 1 oil point is now going to Germany. Currently, Italy has no oil income. It's oil stockpile is 2. So next turn Germany will have to start sending Italy an oil point per turn in addition to the 2 non-oil resources it's sending.

With USA production multiplier up to 0.5, it reduced the number oil points it was sending to the North American strategic oil reserve (i.e., traded to CW, sent and stored in Canada) from 5 to 4 oil points per turn.

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