Reverse 4-player AAR.

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Mayhemizer_slith
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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

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

-Murphy's war law
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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

May/Jun 1940
Impulse: 4 (Axis)


Land Combat:
Japan

The Japanese launch an attack against the communists northeast of Chengchow. Every available unit is brought to bear including the newly arrived 2nd Armoured Corps.

Germany

Panzer Group Kleist prepares to attack in southwest Belgium. The plan was for the ground to be prepared with a paradrop by Student's corps but this part of the plan went awry (see above). I believe the odds are 2:1 +2 or possibly 3 Do the French want to use HQ Support with Georges?

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Orm
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RE: Reverse 4-player AAR.

Post by Orm »

It should be +3 Edit: If it is a blitz attack.
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RE: Reverse 4-player AAR.

Post by warspite1 »

ORIGINAL: Orm

It should be +3 Edit: If it is a blitz attack.
warspite1

Okay thanks. So 2:1 +3 (36:15) before ground support

So what are the French plans re HQ Support?

Aircraft come later but French have 3 bomber points and the Axis 21.
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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

France uses HQ support.
If your attack is going really well, it's an ambush.

-Murphy's war law
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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

May/Jun 1940
Impulse: 4 (Axis)


Land Combat (Cont):

General Georges orders all NorthEast front reserves into action.
The Luftwaffe order up the bomber units from Kampfgruppen 1, 2 and 4

Do the French want to fly their bomber? The Germans have a 5 and 3 quality fighter left.

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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

No thank you.
If your attack is going really well, it's an ambush.

-Murphy's war law
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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

May/Jun 1940
Impulse: 4 (Axis)


Land Combat (cont):

General Georges comes up trumps. Some say he's too old and past it, but in an incredible display of energy and joie de vivre as we say en Francais Georges get sufficient reserves into action to keep the odds down to 2:1.

The attack goes in but is, as perhaps to be expected with such a strong French defence, a total disaster. A 4 is thrown. Kleist's tanks are thrown at the French defenders and although they eventually give way, they retreat in good order, the Germans are all disorganised and the French lose nothing.

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RE: Reverse 4-player AAR.

Post by warspite1 »

Where do the French retreat to?

I guess you want the artillery and the best unit with Georges? and the Paris Militia with Pretelat?

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RE: Reverse 4-player AAR.

Post by Orm »

ORIGINAL: warspite1

Where do the French retreat to?

I guess you want the artillery and the best unit with Georges?
Germany decides how the units retreats.
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: Reverse 4-player AAR.

Post by warspite1 »

ORIGINAL: Orm
ORIGINAL: warspite1

Where do the French retreat to?

I guess you want the artillery and the best unit with Georges?
Germany decides how the units retreats.
warspite1

What happened to the rule where units could only retreat one hex or are destroyed?
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RE: Reverse 4-player AAR.

Post by Orm »

ORIGINAL: warspite1

What happened to the rule where units could only retreat one hex or are destroyed?
To long break from MWIF. You remember wrongly.

They can continue the retreat indefinitely as long as they have hexes to retreat into and follow the retreat priorities.
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: Reverse 4-player AAR.

Post by warspite1 »

ORIGINAL: Orm

ORIGINAL: warspite1

What happened to the rule where units could only retreat one hex or are destroyed?
To long break from MWIF. You remember wrongly.

They can continue the retreat indefinitely as long as they have hexes to retreat into and follow the retreat priorities.
warspite1

Okay thanks - maybe mixing up the games too [:(] As it turned out there wasn't too much of a choice to make. The armoured corps had to retreat to Georges. The artillery had one of two - on reflection I've probably chosen the wrong one [8|] and the Paris Militia had five options and I think the one I chose is as good as any.

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RE: Reverse 4-player AAR.

Post by warspite1 »

May/Jun 1940
Impulse: 4 (Axis)


Land Combat (cont)
Japan

Let's leave the debacle that is otherwise known as the western front and move to more pleasant matters. The attack northeast of Chenghow is [best Alan Partridge voice] textbook. The Communists lose the Langchow Militia and a cavalry division sent in to beef up the defence.The 2nd Armoured Corps push on north to threaten the Communist 1st Infantry who have their backs to the Yellow River.

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RE: Reverse 4-player AAR.

Post by warspite1 »

May/Jun 1940
Impulse: 4 (Axis)


Air rebase:
Germany
A German bomber from KG3 is flown to Holland

Italy
An Italian fighter unit is transferred to Belgium

Reorganisation:
Germany

The Germans have little choice but to reorganise Panzer Group Kleist. Adolf Hitler looks grim as he turns to Goering. "Unless I can actually throw some decent land dice for a change we are totally Kaput". Goering responds, trying hard to suppress a yawn "Ja mein Fuhrer"... "Aber have you seen my new train set? I've just had it set up at Karinhall and its bags of fun!".

May/Jun 1940
Impulse: 5 (Allied)


Weather: 7
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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

Eventually a lack of fuel makes a return to base the only option and, as per orders, fly off to the southwest.

I wonder how my fighter was able to fly 6 hexes SW as it was intercepting? If it was intercepting, that must be a bug. And now I can't intercept with it next turn before rebase. It's not that big problem, I rebase it and use it to defend Paris.

Edit: I go play games 3 and 4 first because I get those impulses ready much fsater than this one.
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: Reverse 4-player AAR.

Post by Orm »

ORIGINAL: Mayhemizer
Eventually a lack of fuel makes a return to base the only option and, as per orders, fly off to the southwest.

I wonder how my fighter was able to fly 6 hexes SW as it was intercepting? If it was intercepting, that must be a bug. And now I can't intercept with it next turn before rebase. It's not that big problem, I rebase it and use it to defend Paris.

Edit: I go play games 3 and 4 first because I get those impulses ready much fsater than this one.
If I understood you correct, then it is no bug.


Cut from RAC: 14.2.1 Fighters
....
Intercepting
A fighter can fly an interception mission at the
point specified in the rules about the mission type. A
fighter flying interception uses half its printed range. An
intercepting fighter can use its full range to return to
base after the mission.
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: Reverse 4-player AAR.

Post by Mayhemizer_slith »

That is brand new information [:D]
If your attack is going really well, it's an ambush.

-Murphy's war law
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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

ORIGINAL: Mayhemizer

I wonder how my fighter was able to fly 6 hexes SW....

That is brand new information [:D]
warspite1

I voz only following orderz.....[:D]
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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

Looks like French pilots are scared... [:)]
If your attack is going really well, it's an ambush.

-Murphy's war law
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