TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

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Orm
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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by Orm »

When circling through your German units to get to the MTN in order to move it I noticed that you have some reserves in Germany. And a MOT in Poland that is outside the pact area. Maybe the militia and garrison should be assigned to partisan duties or to some other front than the home front?
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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by warspite1 »

I'm not sure what units you refer to so will have a look when the game comes back.
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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by Orm »

The hour is getting late here. I do not think I will complete the Japanese movement tonight so, alas, I do not think I will mail the save until tomorrow. [:(]
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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by warspite1 »

Okay
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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by Orm »

Japan launch three attacks.

1) Automatic against the partisan in hex 73, 143. 6-3 INF advance into the combat hex.

2) Automatic against the Nationalist SE of Sian. 77, 137. All units attack. 7-6 ARM, 5-3 MIL, 1-5 MOT advance into the combat hex.

3) 49:12 (or slightly above 4:1) against Chihkiang (85, 138). All units attack. HQ support is added. No air support. 3-1 GARR is first loss unit and 3-3 MIL is designated as second loss unit. If Chihkiang is captured the HQI, 2-3 AT, and 6-3 INF advance into the combat hex.

Air rebase:
The Italian fighter, if available, rebase as Germany directs and commands.
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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by warspite1 »

Looks like a lot of discussion going on between the Axis partners. If you were a betting man what do you think they have lined up next impulse?

My vote would be an attack by the British in the northwest corner and trying to ground strike everything possible. But I'm at a loss as to what they will do with the French....
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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by Orm »

I suspect that Italy complicated things for the Allies. Do not misunderstand me, please. Germany is the main threat. But reorganizing the French main lines is fairly easy to decide what to do even if the end result is far from satisfactory.

No, what complicates things in my humble opinion is that Italy emptied an entire sea area in the trans-Atlantic sea link that forces CW to send CPs to that area now or risk the turn ending before it can be done. So that limits CW to a combined impulse making it harder to use CW units in the French defensive line. And In the South of France they need to do something or Italian forces might be able to march straight into Toulouse. Sending CW forces there is risky since they can be cut-off from the sea and hence OOS there. So do they risk that or take a French unit out of the main line weakening it further? Or do they sacrifice the MTN and put it disorganized and OOS in a blitz hex next to a mech? If the weather stay fine then that delays the problem for one impulse and then it might be even worse. Or do they abandon Toulouse and risk conquest of France instead of Vichy? Maybe just let CW protect the Bayonne area.

So lots of things to ponder on due to the success of the Italian submarine effort. (and Italian-German advance through the Alps)
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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by Orm »

I would take that bet. I do not think CW will make an attack.
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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by Orm »

I think it is a good thing that you are at a loss what to do with the French. That means they finally are in trouble. [:)] May they stay concerned for the remainder of the game. [:D]
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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by brian brian »

The British should withdraw from Belgium, which currently has no strategic value to either side. They could just rail an HQ to SW France. I usually park Wavell there for easy extraction later and a little extra insurance against an Italian breakthrough while the supply of French land units is tight.
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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by peskpesk »

Without knowing if the weather stays clear it is only one hex that the wester allies has to worry about, that is forest hex that the axis can hit from four hexes. Else they should plug the holes and slowly pull back CW. I think they will save the planes, and no attacks. Also I guess the will start to sacrifiy units now to stop the Axis Advance and gain impules, may be both south and center.
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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by warspite1 »

Ormster

I sent you the file in a zipped e-mail. I am posting confirmation here in case your problems mean you don't even get the e-mail.

Fingers crossed.
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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by warspite1 »

Suffice to say the Germans will be doing a land and you are okay to do the first part.

The only moves before land movement are the HS123 and JU-87D (6 strength) trying to ground strike the French armour stack.
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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by Orm »

ORIGINAL: warspite1

Ormster

I sent you the file in a zipped e-mail. I am posting confirmation here in case your problems mean you don't even get the e-mail.

Fingers crossed.
I got it. Thank you.
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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by Orm »

ORIGINAL: warspite1

Suffice to say the Germans will be doing a land and you are okay to do the first part.

The only moves before land movement are the HS123 and JU-87D (6 strength) trying to ground strike the French armour stack.
I do not think ground striking the armour is all that important. It is an assault hex after all. (Germany, as far as I can tell, can not get the 2 ARM and 1 AMR Div, or more, needed to call LCT)
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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by warspite1 »

ORIGINAL: Orm

ORIGINAL: warspite1

Suffice to say the Germans will be doing a land and you are okay to do the first part.

The only moves before land movement are the HS123 and JU-87D (6 strength) trying to ground strike the French armour stack.
I do not think ground striking the armour is all that important. It is an assault hex after all. (Germany, as far as I can tell, can not get the 2 ARM and 1 AMR Div, or more, needed to call LCT)
warspite1

I keep getting this wrong - I thought 1 ARM + 1 ARM DIV beat 1 ARM for choice of table [&:]
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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by Orm »

ORIGINAL: warspite1

ORIGINAL: Orm

ORIGINAL: warspite1

Suffice to say the Germans will be doing a land and you are okay to do the first part.

The only moves before land movement are the HS123 and JU-87D (6 strength) trying to ground strike the French armour stack.
I do not think ground striking the armour is all that important. It is an assault hex after all. (Germany, as far as I can tell, can not get the 2 ARM and 1 AMR Div, or more, needed to call LCT)
warspite1

I keep getting this wrong - I thought 1 ARM + 1 ARM DIV beat 1 ARM for choice of table [&:]
You got that right. It is the artillery that cause you concern. Or the AA in this case. See cut in rule below.

Cut from 22.4.2 Artillery:
....
If an AA unit has a combat factor circled in red or pink, double its combat factors if it is being attacked by
an enemy ARM, HQ-A or MECH unit. Each defending AA unit which has a combat factor circled in pink or red
counts as an ARM corps for choice of land combat tables
(see 11.16.5).
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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by warspite1 »

But I still think I can do it. I'll go back and check my calcs and come back to you.
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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by Orm »

Cool. [8D] The effort on the Italian front has some impact on the general campaign. French units from the main front has been withdrawn to defend the Pyrenees.

And it might have been the reason that they abandoned the defence of Lyons. Getting Lyons without a fight is nice. [:)]

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RE: TOP SECRET ORM + WARSPITE ONLY (Reverse AAR)

Post by brian brian »

Given the presence of AT _and_ ARM in the hex, you might wish to call Assault in the hex anyway, to try for a two casualty result to send at least one back to the Force Pools. They are the best French units to have in open terrain. It would take 2.5 ARM to do it as noted - unless the French call it for you.
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