Reverse 4-player AAR.

Post descriptions of your brilliant successes and unfortunate demises.

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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

The Chungking Militia, thrown by the surprise attack from the west are destroyed in detail (a 4(5) is thrown). There is no advance by the Japanese after combat. They are happy to leave a few roving partisans in the mountains while they look toward the Chinese interior.

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RE: Reverse 4-player AAR.

Post by warspite1 »

The next attack is in the French Alps - what do the French want to do (this is not a statement but is a question? [;)]).

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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

I had to check which major powers I play, sometimes it's confusing [:D]

Blitz please, 60% chance to survive with that GAR.
If your attack is going really well, it's an ambush.

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

Post by warspite1 »

Well I've never seen a single digit on a fractional odds before [X(]

The French IX Garrison Corps conduct a stout defence of the passes, only yielding when their position was in danger of being turned. However their retreat is maintained in good order (Fractional Odds take this to 2:1 and a 7 is thrown). The French Garrison are retreated to the northwest, allowing the Italian Militia to take the vacated real estate.

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RE: Reverse 4-player AAR.

Post by warspite1 »

Next its the Ardennes. The Germans choose Blitzkrieg.

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RE: Reverse 4-player AAR.

Post by warspite1 »

3rd Army begin the assault to soften up the defenders for the panzers to then deliver the coup de grace - when will Gamelin learn that tanks can move in the Ardennes? (The Fractional Odds roll renders the Land Combat throw superfluous). The XLVIII Panzer Corps and the VII(SS) Infantry Corps advance, taking the artillery with them.

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RE: Reverse 4-player AAR.

Post by warspite1 »

The final attack is that in Alsace. The Germans choose the Blitz table

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RE: Reverse 4-player AAR.

Post by warspite1 »

The German Army don't use a hammer to crack a walnut - they use ten ton pile driver.... The newly bloodied 2nd Army perform heroics, drawing the French units onto them and then holding ground to ensure the enemy is fully engaged. This allows the armoured spearhead of Panzergruppe Kleist to take the unsuspecting French in the rear before they realised they were even in danger from that quarter (Fractional Odds increases to 5:1 and a 6 is thrown). 2nd Army move into the area vacated by the French.

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RE: Reverse 4-player AAR.

Post by Orm »

ORIGINAL: Mayhemizer

I had to check which major powers I play, sometimes it's confusing [:D]

Blitz please, 60% chance to survive with that GAR.
And, this time, it was clearly the right choice. [:)]
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RE: Reverse 4-player AAR.

Post by warspite1 »

Jul/Aug 1940
Impulse: 6 (Axis)


Air Rebase:
Japan

A fighter unit in Kweilin rebases to the west, joining Yamamoto

Germany

The Luftwaffe try and get StG5 into the action, moving this Stuka unit to central Belgium. JG5 is transferred to southern Belgium while one of Goering's vaunted [8|] Zerstorer units, ZG1, rebases in northern France

HQ Reorganisation:
Italy

Balbo reorganize two units - a naval bomber, and an artillery unit.

Japan

Yamamoto reorganises 4 land units.


Jul/Aug 1940
Impulse: 7 (Allied)


Weather: 6

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RE: Reverse 4-player AAR.

Post by brian brian »

That is usually the best hex for Italy to attack. As long as the Germans are rolling in to northern France at the same time, the French usually can't seal off an Italian incursion from there as the oozing begins. If the Italians hit it on the surprise impulse with doubled Air Ground Support and HQ Support (2d10) they can get a +7 or +8 on it. This does risk the 'magic 14' and the HQ-I, but Italy has to gamble to achieve much in the game. If they take 2 losses, the HQ will have to take the hex and then it helps tremendously to back it with some Luftwaffe support before the next Allied impulse.
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RE: Reverse 4-player AAR.

Post by AllenK »

J/A 40 Allies 7

CW Naval, China and France Land. Rest combined.

CW sends out various CP's, escorts plus CV, 2BB and 2CA to West Med 4-box. BB and 2 CA to East Med 4-box.

French 105mm's try an ineffectual groundstrike.

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RE: Reverse 4-player AAR.

Post by AllenK »

The Nationalists make some minor adjustments.

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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

France makes front line as strong as possible in north and retreats in south after heroic Italian attack.

Communist Chinese retreats to Sian.


US rebases P-35 from Honolulu to NW close to Midway.

On a 10 turn continues.
If your attack is going really well, it's an ambush.

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

Post by Orm »

Land: Germany, Italy, Japan

No Port Strikes. No naval air. No naval movement.

Italy bomb Lyons for no effect at all.

Japan launches one ground strike in Northern China.

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RE: Reverse 4-player AAR.

Post by Orm »

Japan also launch one ground strike in central China.

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RE: Reverse 4-player AAR.

Post by Orm »

Only one ground strike in Europe. Will the French intercept the German Stuka? Germany has one fighter and one fighter bomber on standby to counter-intercept.

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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

How many bombers does Germany have left after this attack?
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 »

1 x Ju-88, 1 x Bf-110c and 1 x He-115c (there is a second He-115c in Italy)
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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

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

-Murphy's war law
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