Reverse 4-player AAR.

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Orm
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RE: Reverse 4-player AAR.

Post by Orm »

ORIGINAL: warspite1

Jul/Aug 1940
Impulse: 3 (Allied)


Weather: A throw of 4 is good news - unless one wants to undertake operations in the Northern Monsoon zone....

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Why would anyone want to do that.

Could you please change the weather zone in China from North Monsoon to Mediterranean? [:D]
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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

ORIGINAL: Orm

ORIGINAL: warspite1

Jul/Aug 1940
Impulse: 2 (Axis)


The program has retreated X Corps to Billotte's hex. Where do you want the other two units to go? I guess the AT will go to Billotte too but what about the other INF?

Edit: Okay I can't see Mayhemizer on the line and I can't save the game so will make a decision for the French. Two units are retreated by the computer - that leaves the third which has one of three hexes allowed. I will move it to the one east of Paris so that it provides cover for the approaches to the capital (the alternatives were the forest southeast and the hex with the Metz Militia).

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Just a reminder. It is the attacker that decide how the units retreats. So no need to ask the French here.
warspite1

Oh cobblers - I don't know why I keep forgetting that - maybe the background was blue or maybe I'm just a buffoon [8|]. Oh well, I won't change it now - I'll treat it as a learning tool and the French can benefit from my complete buffoonary instead [:(]
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
jjdenver
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RE: Reverse 4-player AAR.

Post by jjdenver »

ORIGINAL: warspite1
ORIGINAL: jjdenver

Guys, I've taken a look at both AAR's you are running. To make things far far more interesting I'd recommend that you mix up player sides to balance skill level rather than putting both experienced players on same side in both games. The games are quite a bit lopsided because of this.

In any case, thanks for the effort spent to put in AAR's.
warspite1

Hi jjdenver, we are running four games - The first two with Orm/warspite1 vs AllenK/Mayhemizer

tm.asp?m=4061938
tm.asp?m=4207255

and the second two (Nordic 1 and Nordic 2) as Mayhemizer/Orm vs AllenK/warspite1.

tm.asp?m=4333300
tm.asp?m=4333723

So we have mixed the teams up.

Interesting that you believe the first two games have two x experienced players on the same team. Which of the two teams do you believe are the "experienced" pair? I have played Orm at a few games now and I would say he is an exceptional wargamer - whereas I am a total muppet - at this game as well as everything else I've ever played. I have never played with Mayhemizer but AllenK is clearly pretty good at this game too.

Why do you say they are lopsided? Orm/warspite1 are winning the first and AllenK/Mayhemizer are winning the second.

I am intrigued [:)]

Ah, I must have misread who is playing what side. One game is Axis running roughshod and the other is Allies doing very well. I thought the players were switched since it was reverse AAR so I must have mis-read who was playing what side. Thanks for clarifying. It's nice to see such long-running AAR's. Reading these has revived my interest in the game.

Oh, and thanks for the 4 links, that helps organize the AAR's as I've been reading too many lately. I'll go back to reading the ongoing saga. :)
AARS:
CEAW-BJR Mod 2009:
tm.asp?m=2101447
AT-WW1:
tm.asp?m=1705427
AT-GPW:
tm.asp?m=1649732
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Courtenay
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RE: Reverse 4-player AAR.

Post by Courtenay »

On the question of which French retreated where: Don't ask the French. That is a German player decision.
I thought I knew how to play this game....
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Courtenay
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RE: Reverse 4-player AAR.

Post by Courtenay »

ORIGINAL: warspite1

Jul/Aug 1940
Impulse: 2 (Axis)


Land Movement (Cont)

In Moscow Stalin receives reports of a new German Army formation located near Krakow. This formation seems to be calling itself a Panzergruppe. Stalin, relaxing in the rosy afterglow of the conquest of Bulgaria, dismisses the significance of such a force in the east.

Army Group F (Poland)

11th Army (Schobert)
XII Infantry Corps
Konigsberg Militia
XXXIII Infantry Corps

17th Army (von Stulpnagel)
LXIII Infantry Corps
Kiel Militia
XXXV Infantry Corps
LXXIV Infantry Corps

3rd Panzergruppe (Hoth)
XXXXVI Motorised Corps

I knew someone who was a told he was now a member of a PanzerArmee. The reason it was a PanzerArmee was that it had one PanzerKorps. The reason that was a PanzerKorps was that it had one Panzer Division. The reason it was a Panzer Division was that it had one Panzer Regiment. The reason that was a Panzer Regiment was that it had one Panzer Battalion. The reason that was a Panzer Battalion was that it had one Panzer Company. The reason that was a Panzer Company was that it had TWO panzer platoons, one of which had five tanks, and the other four.
I thought I knew how to play this game....
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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

ORIGINAL: Courtenay

On the question of which French retreated where: Don't ask the French. That is a German player decision.
warspite1

Please see post 980 and 982 [:)].
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

CLARIFICATION PLEASE

I thought that when an HQ used HQ Support it was disorganised regardless of the outcome.

The opening paragraph (11.16.3) states:

"HQ support gives you a chance to modify the combat odds, both attacking and defending, at the cost of an HQ becoming disorganized" [Italics added for emphasis].

This was my understanding, and I thought was true in all cases. BUT the last paragraph could suggest that if the throw is successful then disorganisation only happens if the HQ advances.

"An HQ that successfully provided HQ support becomes disorganized (only if it succeeded in providing HQ support) after advancing after combat (see 11.16.5) regardless of the combat result".

What is the position here please? My guess is that this last paragraph is supposed to be a clarification that if HQ Support is provided AND the attack gives a * AND the HQ advances after combat, then the HQ still suffers disorganisation i.e. the * does not negate the flipping for having provided HQ Support. I think its just the brackets that confuse and are totally unnecessary in making the point.

But regardless of that, and the reason this has come up, is that we appear to have a bug.

CARE: Billotte is currently showing as organised but regardless of the wording above, his support throw failed and so we should treat him as disorganised for the rest of the impulse and need to be careful when looking at oil expenditure.

Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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Orm
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RE: Reverse 4-player AAR.

Post by Orm »

No, not a bug. Just poor wording in the initial paragraph. Maybe it was written with the 2d10 LCT in mind. With the 1d10 LCT the HQ only becomes disorganized if the HQ support succeeds.
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: Reverse 4-player AAR.

Post by warspite1 »

ORIGINAL: Orm

No, not a bug. Just poor wording in the initial paragraph. Maybe it was written with the 2d10 LCT in mind. With the 1d10 LCT the HQ only becomes disorganized if the HQ support succeeds.
warspite1

That is quite appalling [&:][:(]

Well the good news is there is no bug - and I have tested this both attacking and defending and it appears to be coded as you suggest. But why ADG wrote that rule the way they did (MWIF wording is only really changed to accommodate disorganised rather than face-down) is pretty dumb.

How difficult would it have been to have said:

HQ support gives you a chance to modify the combat odds, both attacking and defending, although with the potential cost of an HQ becoming disorganised.

If an HQ support throw fails, the HQ is not disorganised.

Where an HQ support throw succeeds the HQ is disorganised and this applies even if the combat result contains an *.


Not difficult is it?
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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Orm
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RE: Reverse 4-player AAR.

Post by Orm »

You are indeed right. Better wording would not have been that difficult. In this case it was tougher getting the ambiguous wording. With that said I think it is quite common in rules with ambiguous wording. [:(]

I am glad that we can move on without the need to ask for rule assistance. [:)]
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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AllenK
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RE: Reverse 4-player AAR.

Post by AllenK »

J/A 40 Allied 3

No DoW or alignments.

CW combined, France & China land. Rest combined.

CW sends 4 CVP's to port strike Kiel. Surprise calc: Axis 7, Allies 7.

German AA puts up a furious barrage but only succeeds in putting off the Nimrod pilots.

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AllenK
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RE: Reverse 4-player AAR.

Post by AllenK »

German invasion barges suffer major damage. Where do the D and 2nd A go?

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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

Bismarck and Gneisenau please
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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AllenK
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RE: Reverse 4-player AAR.

Post by AllenK »

The bombing accuracy hasn't been wonderful.

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AllenK
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RE: Reverse 4-player AAR.

Post by AllenK »

CW sends TRANS from Calais to Cape Verde and TRANS from Plymouth to North Sea 3-box, loading London Mil.

Over to Maythemizer.
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Mayhemizer_slith
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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

USSR rails GAR from Minsk to Kaunas.

Com Chinese units retreat a hex to west.

Nigerian TER takes port Homs in Libya.

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: Reverse 4-player AAR.

Post by AllenK »

China post movement.

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AllenK
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RE: Reverse 4-player AAR.

Post by AllenK »

London MIL debarks to Calais.

Rebase French fighters D520S one hex SW and D510 one hex west.

Rebase USSR bomber from Bulgaria to 47,49 in East Poland and bomber east of Vilna to 50,49 in East Poland .

CW Beaufighter to Malta.

No reorgs.

Back to Axis.
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Orm
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RE: Reverse 4-player AAR.

Post by Orm »

No declarations of war.

German high command orders von Leeb to launch an offensive to crack the French defences.

Land: Germany, Japan
Combined: Italy

One Italian naval bomber attack the French fleet in Marseilles.

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Picture from Jul/Aug '40 Impulse #4 (Axis) - Port Strike
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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: Reverse 4-player AAR.

Post by Orm »

With die rolls of 4 and 3 there are no modifications on the port strike. The result is 2 aborts. Since the ships are so similar I decided to not wait for input on what ship that France would allocate the second abort. I simply selected the worst one.

The end result is that two old French battleships become disorganized.

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Picture from Jul/Aug '40 Impulse #4 (Axis) - Port Strike
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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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