Reverse 4-player AAR.

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Orm
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RE: Reverse 4-player AAR.

Post by Orm »

ORIGINAL: Courtenay

ORIGINAL: Courtenay
Can someone explain to me how the French GAR in Lyons is out of supply? The Lyons bakers went on strike?

Never mind. The Axis had captured Lyons, and the GAR had walk in, and the end of turn prevented it from being destroyed. At least I think that is what happened. The Axis can't catch a break in this game.
Italy planned to attack the OOS city but the rainy weather forced them to abandon that plan. And the rain prevented the Germans from reaching the city in a timely manner. If we had gotten a snow impulse this turn, then an attack on Lyons would have been likely.

That the turn was short didn't help, but the further the turn went along the more we needed snow to attack (fine weather would have worked as well).
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Orm
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RE: Reverse 4-player AAR.

Post by Orm »

No declarations of war.

Land: Germany
Combined: Italy, Japan

No Port Strikes.

Italy fly one FTR2 and one NAV2 to the 2-box of the West Med.

A Japanese transport fleet sail for the China Sea. It consists of three TRS, one AMPS, and one BB. The fleet is loaded with one GARR, one MECH, one MTN, and one CAV.

Italy send one SUB to the East Med, and one SUB to the Central Atlantic.

Three sea areas are up for combat.
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Orm
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RE: Reverse 4-player AAR.

Post by Orm »

First sea area to be activated is the West Med.

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Orm
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RE: Reverse 4-player AAR.

Post by Orm »

Italy reinforce the sea area with two naval bombers. Will CW reinforce the sea area with their FTR3?

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RE: Reverse 4-player AAR.

Post by AllenK »

Yes thanks, put them over the French fleet.
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Orm
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RE: Reverse 4-player AAR.

Post by Orm »

No one found in the West Med. Both sides rolled 4.
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RE: Reverse 4-player AAR.

Post by Orm »

No dice in the East Med either. Axis 5, Allies 6.
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 Orm »

And luck continues to elude Italy this time around. In Central Atlantic: Axis 3, Allies 9. (2 was needed for Italy to find here)
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 Orm »

Jan/Feb '41
Impulse #3 (Axis)



Rail Movement:

Germany:
Two MIL in Germany to Warsaw, and GARR from eastern France to Konigsberg.

Italy:
TERR in Algiers to Tunis.

Land Movement part 1:

Italy:
The Italian AT moves SE, towards Marseilles.

Japan:
Harbin Militia moves two hexes SW from Taiyuan.

Over to Lord Warspite1 for the rest of our impulse.
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 »

Jan/Feb 1941
Impulse: 3 (Axis)


Land Movement:
Italy

Graziani heads west along the south bank of the Loire.

Germany

The Germans undertake some movement south and west of Paris.

Debark:
Japan
Japan off loads two land units; a MTN to Haichow, and CAV to Canton.

Air Rebase:
Germany

The newly arrived Condor rebases to Sicily.
Two fighters reposition to be closer to Paris
The Ju-52 joins up with the Para south of the French capital

Italy

The Italian medium bomber rebases to the south of France.

Japan
ATR in Sasebo flies to Haichow
Two fighters rebase from central China to Shanghai
A third Ki 27 is sent from Chihkiang to the southwest


Jan/Feb 1941
Impulse: 5 (Allied)

The weather throw is a 7

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AllenK
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RE: Reverse 4-player AAR.

Post by AllenK »

J/F 41 Allies 5

No DoW or alignments.

CW naval, China land. Rest combined.

CW sends out various convoys to attempt to get production back to optimum. Various escorts sail out. TRANS sails from London to North Sea 2-box and loads INF from Plymouth. CV, 2CVL, BB and 2 CA sail from Plymouth to North Sea 3-box. Sub from Gib to Italian Coast 3-box. Queens sail from Africa to Cape Naturaliste 0-box and load Sydney Mil. TRANS from Cape Town to Arabian Sea 0-box and loads Indian INF from Bombay. Ark Royal moves from Plymouth to Liverpool.

French CA's sail from Casablanca to St. Vincent 1-box.

US TRANS in West Coast takes Bolo to Pago Pago. TRANS loads Bolo at San Francisco and sails to Hawaiian Is 0-box. AMPH loads INF at SF and sails to Mendochino 0-box.

CW declines combat in East Med but the sub initiates in Italian Coast.

The convoys manage to successfully hide in the storms (Allies 4, Axis 6).

Land move

USSR
CAV div in 66,142 to 68,145 (NW of Peking)
INF in Poland 48,49 two hexes west
HQ Yeremanko in Poland one hex SE

France
Dakar MIL two hexes south on resource hex
MIL west of Paris two hexes NE to 53,29
INF west of Paris one hex NE to same hex with HQ 54,29

The Chinese make some minor adjustments to their positions.

Rebase
French FTR in Rouen one hex SE to 54,29
Bomber in Le Havre to Boulogne 52,29

CW rebase a CVP from Ark Royal to Illustrious.

US disembarks Bolo to Hawaii.

No reorgs.

Back to Axis.

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RE: Reverse 4-player AAR.

Post by warspite1 »

Jan/Feb 1941
Impulse: 8 (Axis)


Declarations of war/Alignments: None

Land: Germany and Japan
Combined: Italy

Naval air: None

Naval Movement:
Italy

The light cruiser Eugene di Savoia departs La Spezia and into the Italian Coast where she picks up the German division from Cagliari.

Supermarina order vessels to not seek combat

Strategic Bombardment:
Japan

A bomber from Chihkiang attempts to give the industrial area of Chungking its attention, but the crew lands, red-faced and chastened in Kweiyang; flying conditions? perfect, enemy fighter interference? none, AA fire? none, so perfect result? Well, no... we forgot to load the aircraft with bombs.....

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RE: Reverse 4-player AAR.

Post by warspite1 »

Jan/Feb 1941
Impulse: 8 (Axis)

Ground Strike:
Germany

The Luftwaffe order Stukas of StG's 2 and 5 and the Dorniers of KG4 aloft to assist in a potential attack east of Paris.

The French have a 4-factor fighter that may intercept. The Axis can intercept with 2 x 6 factors, 2 x 5, 2 x 4 and 2 x 3 fighters. What do the French want to do?

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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

Fighter stays on ground, AA in Paris fires.
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 Mayhemizer_slith »

If AA can’t fire, then Germans can bomb whatever they want.
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 »

The French put up a hail of fire and upset the pilots aim

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RE: Reverse 4-player AAR.

Post by warspite1 »

Jan/Feb 1941
Impulse: 8 (Axis)


The attack proved a tad sub-optimal

Rail Movement: None

Over to Orm for the remainder of the impulse

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Courtenay
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RE: Reverse 4-player AAR.

Post by Courtenay »

ORIGINAL: warspite1

The French put up a hail of fire and upset the pilots aim
When allocating bombing strength point reduction to a ground strike mission, the owning side should reduce the weakest bombers first, not the strongest ones.
Reducing the strongest one, as was done here, results in a .8*.6*.7 chance of a miss, in other words, a 66.4% chance of a hit. Reducing the weakest one to zero results in a a .6 * .5 chance of a miss, that is, a 70% chance of a hit.

With the die rolls actually rolled, two units, not one, would have been disorganized.
I thought I knew how to play this game....
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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

ORIGINAL: Courtenay

ORIGINAL: warspite1

The French put up a hail of fire and upset the pilots aim
When allocating bombing strength point reduction to a ground strike mission, the owning side should reduce the weakest bombers first, not the strongest ones.
Reducing the strongest one, as was done here, results in a .8*.6*.7 chance of a miss, in other words, a 66.4% chance of a hit. Reducing the weakest one to zero results in a a .6 * .5 chance of a miss, that is, a 70% chance of a hit.

With the die rolls actually rolled, two units, not one, would have been disorganized.

I think in this case the result would have been the same, snow halves factors.
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 Courtenay »

ORIGINAL: Mayhemizer

ORIGINAL: Courtenay

ORIGINAL: warspite1

The French put up a hail of fire and upset the pilots aim
When allocating bombing strength point reduction to a ground strike mission, the owning side should reduce the weakest bombers first, not the strongest ones.
Reducing the strongest one, as was done here, results in a .8*.6*.7 chance of a miss, in other words, a 66.4% chance of a hit. Reducing the weakest one to zero results in a a .6 * .5 chance of a miss, that is, a 70% chance of a hit.

With the die rolls actually rolled, two units, not one, would have been disorganized.

I think in this case the result would have been the same, snow halves factors.
You are right; I missed the fact it was snow. With snow one can really game the system. Reduce the Dornier by 1 and the 4 point Stuka by one, and the AA has no effect whatsoever!
I thought I knew how to play this game....
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