4 player E-mail: AAR

Post descriptions of your brilliant successes and unfortunate demises.

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AllenK
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RE: 4 player E-mail: AAR

Post by AllenK »

ORIGINAL: Mayhemizer

Polish setup it not what I expected, sneaky...

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See, this is what happens when you play without "No ZOC on Surprise". It's so totally unrealistic. Steve should have dropped everything and made this compulsory optional rule his number one priority to code. The game is completely unplayable without it.
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AllenK
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RE: 4 player E-mail: AAR

Post by AllenK »

To business.

S/O 39 Axis 1.

Germany & Italy Combined. Japan Land.

German He-112 flies out to patrol the North Sea (2-box).

The German cruiser Blucher loads SS 14th Inf Div and sails into the North Sea (4-box).

Italians send a sub to St. Vincent (2-box).

The Japs try a speculative Ground Strike against Nationalist 1st Cav.

Do-17's launch ground strikes on Warsaw and Lodz.

On Lodz, the Germans come close but draw a blank.



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AllenK
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RE: 4 player E-mail: AAR

Post by AllenK »

Warsaw is slightly better.

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AllenK
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RE: 4 player E-mail: AAR

Post by AllenK »

Well, it was always a long shot.

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AllenK
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RE: 4 player E-mail: AAR

Post by AllenK »

Japan rails Garr from Port Talbot to Soochow and Inf HQ from Manchuria to NE of Chengchow.

German troops in Poland follow the Victor Silvester Dance the Viennese Waltz in a Day routine previously choreographed.

Japanese 12th Inf march into Chengchow. Nobody cares (10 rolled). They continue to Tungkwan. It rates a couple of column inches on page 20 (8 rolled).

The remainder of the Jap moves look as below.

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AllenK
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RE: 4 player E-mail: AAR

Post by AllenK »

The Germans all gang up on the Inf in Poznan.

The Japanese go for a bit of a Hail Mary against Mao.

Does the venerable Chinese commander wish to have a go at cheering himself on and boosting his team performance in a defensive play?

Attack at 7:6 (1:1).

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Orm
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RE: 4 player E-mail: AAR

Post by Orm »

Does the venerable Chinese commander wish to have a go at cheering himself on and boosting his team performance in a defensive play?
Yes. Mao uses defensive HQ support.

And Communist China decide to select the blitz table.

----

I use my power, as partner in this alliance, to make the call.
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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warspite1
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RE: 4 player E-mail: AAR

Post by warspite1 »

ORIGINAL: Orm
Does the venerable Chinese commander wish to have a go at cheering himself on and boosting his team performance in a defensive play?
Yes. Mao uses defensive HQ support.

And Communist China decide to select the blitz table.

----

I use my power, as partner in this alliance, to make the call.
warspite1

I would have gone with this response too.
Now Maitland, now's your time!

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AllenK
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RE: 4 player E-mail: AAR

Post by AllenK »

Mao orders himself to support himself.

The Japs fly 3 bombers to give 6 points of ground support.

The support order doesn't get through (10 rolled).

Final odds on the 2 attacks.




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AllenK
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RE: 4 player E-mail: AAR

Post by AllenK »

Automatic attack at Poznan.

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AllenK
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RE: 4 player E-mail: AAR

Post by AllenK »

In China, the Jap blitz attack achieves it's initial objectives (fractional made) and it proves the crucial difference as Mao perishes.



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Mayhemizer_slith
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RE: 4 player E-mail: AAR

Post by Mayhemizer_slith »

[&o]
If your attack is going really well, it's an ambush.

-Murphy's war law
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AllenK
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RE: 4 player E-mail: AAR

Post by AllenK »

The 23rd Inf advances into the gap.

No air rebases or HQ reorganisation.

Over to the Allies.
brian brian
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RE: 4 player E-mail: AAR

Post by brian brian »

I always say - You can't win the lottery if you don't buy a ticket.

But dang - defender loss on a 3 on a low odds Blitz? Ouch. One heckuva lucky entry on the CRT.

Perhaps Mao should call the Umpires in Geneva - I would calculate it at 2.167 : 1 after the river crossing. ???


On the 2d10, Defensive HQ Support would have certainly saved Mao.
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RE: 4 player E-mail: AAR

Post by brian brian »

Nevermind, I thought it said Attacker loses 0 units - the result at 4:1
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AllenK
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RE: 4 player E-mail: AAR

Post by AllenK »

Always a bit of a Hail Mary move, reliant on a good degree of luck but the lone HQ was just too tempting.
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Mayhemizer_slith
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RE: 4 player E-mail: AAR

Post by Mayhemizer_slith »

If you see HQ alone, ATTACK!

Sometimes it pays off. Good start for Japan!
If your attack is going really well, it's an ambush.

-Murphy's war law
brian brian
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RE: 4 player E-mail: AAR

Post by brian brian »

Was a good call, good chance of success esp. with the massing the of air for Ground Support rather than low odds Ground Strike.

And, what Courtenay said about Chengchow. Automatic good weather and setting up second is a potent combo for the Rising Sun.
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Orm
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RE: 4 player E-mail: AAR

Post by Orm »

And, what Courtenay said about Chengchow.
Putting Chinese units in Chengchow does nothing to affect an attack as this. Lots of Nationalists is needed to avoid it. Or doublestacking Mao. Or putting Mao in the second line.

So generally I prefer letting the Japanese roll the gamble. This time I lost. Although as long as they at least gets disorganized, it is not a complete disaster.
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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peskpesk
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RE: 4 player E-mail: AAR

Post by peskpesk »

ORIGINAL: AllenK

Always a bit of a Hail Mary move, reliant on a good degree of luck but the lone HQ was just too tempting.


Its very hard to beat the odds - it looks so much like something you earned, but in reality it was a stupid gamble that you should never try your luck with again.

"'Malta - The Thorn in Rommel's Side"
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