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Mayhemizer_slith
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RE: Warspite1 Keep Out!

Post by Mayhemizer_slith »

In Bay of Biscay German pfighter fly in order 6, 5, 6 (4 range) and 4. Gabbiano should be front bomber as it costs less.
If your attack is going really well, it's an ambush.

-Murphy's war law
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Mayhemizer_slith
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RE: Warspite1 Keep Out!

Post by Mayhemizer_slith »

I need to get to bed now, try to find with high surprise points and make at least one BB to abort. Wehrmacht will appreciate that!
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: Warspite1 Keep Out!

Post by AllenK »

How about using a good surprise roll to clear out the remaining CP's and a Trans in the 0-box, which should put CW OOS. If Gremans put in a decent ground-strike, it'll be better than an aborted BB.
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Mayhemizer_slith
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RE: Warspite1 Keep Out!

Post by Mayhemizer_slith »

There is fighter in box 0. How many points are needed for 1 factor plane to abort 5 CP and TRS? I think it is not possible in one attack.

I would say make some BB's abort.
If your attack is going really well, it's an ambush.

-Murphy's war law
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Mayhemizer_slith
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RE: Warspite1 Keep Out!

Post by Mayhemizer_slith »

What are our options with 2nd round rolls?
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: Warspite1 Keep Out!

Post by AllenK »

Just working them out.

Going for just the 3-box with air combat gives 4 surprise points, which are all needed to reduce AA to NE. Allies get a D on the sub and Axis get an A. I don't think it's worth it.

Naval air combat in 0-box gives 7 points. Axis would start at +/- 0 against the fighter. If no points are used on air combat, the best result is 2D, 3A, descending by tables for points spent on A2A to D, 3A, then D and finally A. How much of a gambler do you feel with the air combat?

Choosing sub combat gets A on sub for 2D, A or sub NE for D, 2A. I'd go for the former.

My recommendation is the sub combat to guarantee losses.

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Mayhemizer_slith
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RE: Warspite1 Keep Out!

Post by Mayhemizer_slith »

Yeah, go with sub combat. Next time don't commit sub, let's see what happens to my Ftr. After that sub can continue.
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: Warspite1 Keep Out!

Post by AllenK »

Sub might not be around anymore after this round.
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Mayhemizer_slith
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RE: Warspite1 Keep Out!

Post by Mayhemizer_slith »

Take Ne for sub, 3 CP's are gone anyway (2D A and D 2A).
If your attack is going really well, it's an ambush.

-Murphy's war law
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Mayhemizer_slith
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RE: Warspite1 Keep Out!

Post by Mayhemizer_slith »

Or go with 2D A, we might not find them anymore...
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: Warspite1 Keep Out!

Post by AllenK »

D's aren't coming back and, as it happened, the sub survived. It'll stay deep, as requested, next round, although I think it's better included to keep options open.

I just thought of a further option we could have done with the 3-box. Fly Me-110 as fighter and use surprise points to increase air to air to hopefully shoot down another CVP. Oh well!
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AllenK
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RE: Warspite1 Keep Out!

Post by AllenK »

Well, didn't manage to get to the BB's in Cape St Vincent but did manage to damage a French BB and the West Med is cleared, apart from a sub, for the time being.

Do the Luftwaffe wish to ground strike with the Ju-88 this impulse or save it for ground support? Me-109 doesn't need committing until after the Allies decide whether to intercept.
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Mayhemizer_slith
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RE: Warspite1 Keep Out!

Post by Mayhemizer_slith »

Ju-88 is for ground support.
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: Warspite1 Keep Out!

Post by AllenK »

I've sent the game file over to you to continue the impulse.
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AllenK
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RE: Warspite1 Keep Out!

Post by AllenK »

Careful with including the Italian shore bombardment. I think you would get a -1 penalty for more than 1 attacking major power.
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Mayhemizer_slith
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RE: Warspite1 Keep Out!

Post by Mayhemizer_slith »

Yes, I just wanted to give them something to think about [;)]
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: Warspite1 Keep Out!

Post by AllenK »

Fair enough [:D]
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Mayhemizer_slith
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RE: Warspite1 Keep Out!

Post by Mayhemizer_slith »

HQ reorganization phase is tricky. If I try to protect myself from counter attack I reorganize Stuka and Bf109. If I want to try attack Gibraltar this turn I do nothing, take land next impulse and reorganize 4 land units.

I think I choose safe option and try to hold current positions. Italy should bring their NAV from Bay of Biscay at the end of turn to southern Spain. We need to clear Cape St. Vincent before attacking Gibraltar. Mean while I have time to move MIL to attack and retreat with ARM units.
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: Warspite1 Keep Out!

Post by AllenK »

Italian HQ happy to help with reorganise costs if necessary.

Agree on Italian Nav.

If they did counter the odds would be pretty low as I presume you have about 17 points in the hex. Allies have used most of their available shore bombardment and air support.
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Jagdtiger14
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RE: Warspite1 Keep Out!

Post by Jagdtiger14 »

FYI: The hex adjacent to the Gibraltar hex with the CW 1-4 INF div. in it is handy to have...you can put your best two ARTY there (plus a corp so it cant be invaded) to ground strike the units in Gibraltar.
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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