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 »

As it turns out, the Harrow could have stayed at home. Searches Axis 6, Allies 8. No combat.

Stukas ground strike Brussels to some effect.

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AllenK
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RE: 4 player E-mail: AAR

Post by AllenK »

Germany rails Inf from Denmark to Poznan.

Italy moves Terr to Tunis and Inf Div to Algiers.

China after Japanese moves.

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Mayhemizer_slith
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RE: 4 player E-mail: AAR

Post by Mayhemizer_slith »

Only Germany declares land combats, in Liege and Brussels.

All attacking units are doubled using O-chit.

I presume Allies choose Assault in Brussels?

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If your attack is going really well, it's an ambush.

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Orm
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RE: 4 player E-mail: AAR

Post by Orm »

I presume Allies choose Assault in Brussels?
Yes.
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RE: 4 player E-mail: AAR

Post by Mayhemizer_slith »

I was little worried about 1 or 2...

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If your attack is going really well, it's an ambush.

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RE: 4 player E-mail: AAR

Post by Mayhemizer_slith »

Germany rebases Ju52 to Breslau and Bf109 from Amsterdam to Brussels.

Ju52 reorganizes INF (disorganized and OOS) in Poland. Rundstedt reorganizes 2 Stukas.

Western Europe after Axis impulse 5.

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If your attack is going really well, it's an ambush.

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Orm
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RE: 4 player E-mail: AAR

Post by Orm »

I am sorry for the delay. I am stuck at doing production planning and I got to frustrated to continue. [:(]
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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quiritus
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RE: 4 player E-mail: AAR

Post by quiritus »

very bad choice of belgian set up: the two inf in every other place prevent the Germany capture of Bruxelles. with the UK in Rotterdam and without para this is the only way Germany can break the Dyle line in rain this impulse.
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RE: 4 player E-mail: AAR

Post by Jagdtiger14 »

Very good post/response quiritus! Actually, the best location for those two INF would have been the hex just west of Brussels.

To give proper credit, Centuur mentioned it first.
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
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RE: 4 player E-mail: AAR

Post by warspite1 »

ORIGINAL: Orm

I am sorry for the delay. I am stuck at doing production planning and I got to frustrated to continue. [:(]
warspite1

Hang in there! [;)]
Now Maitland, now's your time!

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Orm
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RE: 4 player E-mail: AAR

Post by Orm »

ORIGINAL: warspite1

ORIGINAL: Orm

I am sorry for the delay. I am stuck at doing production planning and I got to frustrated to continue. [:(]
warspite1

Hang in there! [;)]
Thank you.

I need that since I am working on it.

And I needed to begin several times because one of the windows gets stuck behind the map. And can't move the map then so I have to force windows to close MWIF to move on.

*sigh*

At the moment I am working on a solution but that means routing every one of the CW resources. Maybe France as well.

*sigh*
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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Orm
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RE: 4 player E-mail: AAR

Post by Orm »

ORIGINAL: quiritus

very bad choice of belgian set up: the two inf in every other place prevent the Germany capture of Bruxelles. with the UK in Rotterdam and without para this is the only way Germany can break the Dyle line in rain this impulse.
Thank you for showing interest. Although I can not agree with you.
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: 4 player E-mail: AAR

Post by AllenK »

Mention in despatches for persistence in the face of the enemy.

Edit: In relation to Production Planning.
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Orm
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RE: 4 player E-mail: AAR

Post by Orm »

ORIGINAL: Jagdtiger14

Very good post/response quiritus! Actually, the best location for those two INF would have been the hex just west of Brussels.

To give proper credit, Centuur mentioned it first.
I hold Centuur in highest esteem. But I fail to see why he should be given credit for this since I see no post of his mentioning it in this thread.
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: 4 player E-mail: AAR

Post by Orm »

ORIGINAL: AllenK

Mention in despatches for persistence in the face of the enemy.
Sorry, I am not persistent enough. I change the convoy route and the computer, at once, change it back. I am to frustrated to continue.

And I also had a MadExcept during this time. I am taking a break.

No idea why the resource routing system is considered a working one. [:(]
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: 4 player E-mail: AAR

Post by Centuur »

ORIGINAL: Orm

ORIGINAL: Jagdtiger14

Very good post/response quiritus! Actually, the best location for those two INF would have been the hex just west of Brussels.

To give proper credit, Centuur mentioned it first.
I hold Centuur in highest esteem. But I fail to see why he should be given credit for this since I see no post of his mentioning it in this thread.

That's because I mentioned it in the Axis topic, not in this one. I've joined the "bad" guys. I fully expected that the Belgians would not set up in either Antwerp or Brussels, thus preventing the Germans from crossing the Dyle river line during the surprise impulse in Belgium. The lack of cooperation between the Allies and the neutral Belgians however, proved otherwise, giving the Axis the opportunity to crush the valiant but powerless Belgian defenders in one blow...
Peter
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RE: 4 player E-mail: AAR

Post by Mayhemizer_slith »

ORIGINAL: Centuur

ORIGINAL: Orm

ORIGINAL: Jagdtiger14

Very good post/response quiritus! Actually, the best location for those two INF would have been the hex just west of Brussels.

To give proper credit, Centuur mentioned it first.
I hold Centuur in highest esteem. But I fail to see why he should be given credit for this since I see no post of his mentioning it in this thread.

That's because I mentioned it in the Axis topic, not in this one. I've joined the "bad" guys. I fully expected that the Belgians would not set up in either Antwerp or Brussels, thus preventing the Germans from crossing the Dyle river line during the surprise impulse in Belgium. The lack of cooperation between the Allies and the neutral Belgians however, proved otherwise, giving the Axis the opportunity to crush the valiant but powerless Belgian defenders in one blow...

If Germany would have rolled 1 or 2, (spent O-chit and failed to take Brussels) this would have been a trap of the year.
If your attack is going really well, it's an ambush.

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

Post by Orm »

Sep/Oct 1939
Impulse: 7(Allied)

CW, USA, USSR - Combined
France, China - Land

CW moves a heavily escorted convoy point from Aden to the Western Mediterranean. CW also moves 5 Dutch convoy points from South America to Cape St. Vincent.

USA move 3 convoy points to the Philippines.

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RE: 4 player E-mail: AAR

Post by Orm »

ORIGINAL: 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.
I rather say that the "No ZOC on Surprise" is completely unneeded. Germany can setup strong in the West already and do not need any more advantage. Historical opening with heavy German setup against Poland is becoming a rare thing. At least according to some posters. And who has ever seen a phoney war in MWIF?

The ZOC cutting the supply for the German units in this setup might be a little weird. But if Germany placed a historical amount of units against the Poles then it wouldn't matter how the Poles placed their units.
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: 4 player E-mail: AAR

Post by warspite1 »

ORIGINAL: Orm

ORIGINAL: AllenK

ORIGINAL: Mayhemizer

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

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.
I rather say that the "No ZOC on Surprise" is completely unneeded. Germany can setup strong in the West already and do not need any more advantage. Historical opening with heavy German setup against Poland is becoming a rare thing. At least according to some posters. And who has ever seen a phoney war in MWIF?

The ZOC cutting the supply for the German units in this setup might be a little weird. But if Germany placed a historical amount of units against the Poles then it wouldn't matter how the Poles placed their units.
warspite1

I agree - choice is what WIF is all about. There should be no certain options - and if a West first strategy were ever a no-brainer then that would be a sad day for WIF. As soon as things become "standard" then you get into 3rd Reich territory....

As for the question in bold. When I play the Germans and make a total horlicks of the situation we often see a Phoney War! [;)]
Now Maitland, now's your time!

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