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Mayhemizer_slith
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RE: Warspite1 Keep Out!

Post by Mayhemizer_slith »

Yes, you are right. I forgot those submarines.
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 »

They have 8 CP's in the sea area. I think we should target X on TRS with spitfire. I don't want more their fighters to defend Gibraltar. And we have to sink/abort all transporters also.
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 »

Shall we go with A2A combat and use 6 points to decrease their A2A values or go with submarines?
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 »

6 points on A2A will reduce Allies to -3, which will help clear the Axis bombers through, but leaves us at 0, which risks the Swordfish clearing through to strike the subs. We had a good run in the last air combat, we would be extremely fortunate for that to repeat. It's more likely to go the other way.

I say go with subs for the CP's.
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Mayhemizer_slith
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RE: Warspite1 Keep Out!

Post by Mayhemizer_slith »

Am I right when I calculate submarine combat damage:

We cause X D A and have 9 points left. If we use 4 points to increase damage we cause X 2D 2A and can target X on loaded TRS.

Remaining 2 points can be used to reduce own damage to 2A.

If we only increase damage to max, we cause 2X D 2A, that leaves one CP to sea area and I don't think it's worth it.

Most likely some subs are aborted, should we next round go with A2A combat if we find them and not include submarines?
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 »

We'll see what the odds look like tomorrow.

I like the idea of putting the X on a Trans.

Your attack odds look right but I think it would need 4 and possibly 6 points to reduce losses to 2A.

Best damage result is the X, 2D, 2A with surprise used to put X on a Trans. The 2D, 2A will remove 4 CP's. 2 points to reduce losses by one column.

The other option is to spend 4 points reducing losses but giving X, D, 3A. Same number of CP's out of the sea zone but one less destroyed.

Either way, subs will have to take the hits. I'd say go with the X, 2D, 2A.

Agree next round to be naval air combat if we find. Any subs will stay on the bottom.
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Jagdtiger14
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RE: Warspite1 Keep Out!

Post by Jagdtiger14 »

What ever you do, you MUST sink the TRS with the FTR+pilot. If the roll turns out to damage the TRS...[:@]

You will most likely not get these kinds of surprise points again. If you go with the same line up you had in the previous round, spend 6 to make the Allies -3...don't worry about losing the subs...compared to the CW TRS, they are nothing. Unless my eyes are deceiving me, France/CW only have 4 AA points??? Use 4 points to make AA NE. You have 3 surprise points left? Assume you are on the 8-10 air sea chart. That gives you 2X. If you spend the remaining surprise points you get 2X, 1D, 2A.

Or, if you spend 0 on AA and just let the dice roll on lowest 1 of 5, assume a very low roll, you could boost yourself up to 3X, 2A! Go for the gusto!
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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AllenK
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RE: Warspite1 Keep Out!

Post by AllenK »

CW/France have 6 AA points. Rain in the sea zone means air to sea would be 5 at best. If 3-4 bombers clear through it would take 6 points to reduce AA to NE. 1 surprise point left if the other 6 have been used to reduce Allied A2A to -3. 5 air to sea against 9 ships gives X, D. The Trans gets targeted but Allies put D on CA or BB probably. This is the best case. It only takes 2 points of losses to bombing factors and there is no more X result.

The sub option gives the Allies guaranteed X, 2D, 2A with 3 points to select the first target (the Trans with the Ftr on it). 4 CP's are also removed. It's the best option at the expense of D's/A's to subs, which as you say are expendable.

Edit: Just realised it is only 4 points of naval air at best, giving X.
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Jagdtiger14
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RE: Warspite1 Keep Out!

Post by Jagdtiger14 »

Forgot about the weather, sorry.
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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Centuur
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RE: Warspite1 Keep Out!

Post by Centuur »

Very good call to make this round a submarine combat. It's far better than a naval air combat. The loss of a second TRS will be devastating to the CW. Combined with the loss of the FTR and pilot, that adds up to 9 BP! And you've got 50% chance that that is going to happen. Sure, if it only gets damaged, it will still transport the FTR to the Gibraltar area, but even then, you've insured that the CW loses 3 BP. Together with the loss of the Queens, you are reducing very rapidly the transport capabilities of the CW for the next turn. The Japanese emperor will personally thanks Il Duce and the Führer for this (especially if the TRS sinks...).

There is also the loss of 2 CP and 2 CP aborted from Cape St. Vincent too. That will mean that the CW needs to repair convoy lines too.

Someone mentioned that the CW should use their TRS to keep Gibraltar in supply. You are now proving what might happen in such a case...

Peter
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Mayhemizer_slith
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RE: Warspite1 Keep Out!

Post by Mayhemizer_slith »

I can't remember the situation well. Germany will attack Gibraltar. I think Germany has ships in Spanish port. They can take combined and send ships to some sea area where are only few escorting ships and many CP's. Planes will take care of CSV. Do we have units to initiate combat in CSV and West Med?

I take a look later tonight how many ground strikes I do.
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 »

Plenty to initiate combat in both CSV and West Med. Germany has 2 BB and CA at Cadiz. If they escape interception in CSV, weakest escort in 0-box is Biscay (1 CA) but Allies can react in Skua. North Atlantic and Cape Verde both have a BB and 2 CA.

If intercepted, fight through or stay?
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Mayhemizer_slith
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RE: Warspite1 Keep Out!

Post by Mayhemizer_slith »

Fight through from box 0 to southern sea areas if there is better weather. I rather fight with escorting ships than NAV.
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 »

Have you considered simply putting them in the CSV 4-box? There's still 2 Trans in the 0-box, as well as the CP's. With a good search roll it would give the option of forcing surface combat and choosing target as we did with the subs.
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Mayhemizer_slith
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RE: Warspite1 Keep Out!

Post by Mayhemizer_slith »

OK, German ships to CSV box 4. Use Italian unit to initiate combat, German ships can provide shore bombardment also.

I think Spanish unit in Gibraltar will be in supply even if we cut convoy line.

Allies have 26 points of shore bombardment at the moment. We also have to target to those ships. But cutting supply is more important and it would help us next turn a lot if they can't reorganize all those HQ's and planes.

No rail for Germany. Both artillery ground strikes Gibraltar.

Good hunting!
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 »

In CSV put that 4 box NAV as last bomber if possible and clear it thtough first if possible.
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 thought we are trying to empty West Med too. Allies have lots of shore bombardment there. We also have better fighter.
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 »

We are. The CW have already disorganised a ship to try the interception. I expect they'll want to have a go for the Trans, so they'll be the ones to call the naval combat and we get to keep a unit from being disorganised.
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Mayhemizer_slith
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RE: Warspite1 Keep Out!

Post by Mayhemizer_slith »

Good thinking [;)]
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 »

About German ships: I think they place X on BB. If they do, place D on same BB if possible. If not, then to other BB.
If your attack is going really well, it's an ambush.

-Murphy's war law
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