
653Nv1.7 Axis AAR
RE: 653Nv1.7 Axis AAR
Free France, YAY ! Actually, among many others, Roosevelt and Eisenhower didn't like DeGaulle and avoided dealing with him whenever possible [:(]


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RE: 653Nv1.7 Axis AAR
Yes, they really did, although the Italian subs weren't well suited to the open sea. They nevertheless caused some damage to Allied shipping.


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RE: 653Nv1.7 Axis AAR
Now the fun really begins, lol.
And if you didn't know, this really happened, and Hitler said NO to this DE.

And if you didn't know, this really happened, and Hitler said NO to this DE.

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RE: 653Nv1.7 Axis AAR
While we mull that Decision over, let's take a technical break for some mod parameters, for any that might be interested. Ok, it's not interesting, but here it is anyway.
Resource Values [modified from the stock campaign]. The first number is the MPP Multiplier, the second number is the Resource Supply Value. The RSV is the maximum amount of supply provided by that resource. Multiply the RSV by the first number to get the amount of MPP's that the resource contributes. For example, Ports provide 5 supply but no MPP's. Major Ports provide 8 supply and 4 Mpp's.
Port .00 5
Major Port .50 8
Settlement .00 3
Town .00 6
Fort.Town .00 8
City .50 8
City 1 6 Industrial Center for USSR and Poland
Major City 2 10 Industrial Center for UK and Germany [and later USSR]
Major City 1.00 10 Industrial Center for France and Italy
Major City 8.00 12 Industrial Center for USA
Minor Capitol .75 10
Major Capitol 2 10 Industrial Center for UK, Germany and USSR
Major Capitol 1.00 10 Industrial Center for France
Major Capitol .75 10 Industrial Center for Italy and Poland
Major Capitol 8.00 12 Industrial Center for USA
Fortress 0 8
Major Fort. 0 10
Resource Values [modified from the stock campaign]. The first number is the MPP Multiplier, the second number is the Resource Supply Value. The RSV is the maximum amount of supply provided by that resource. Multiply the RSV by the first number to get the amount of MPP's that the resource contributes. For example, Ports provide 5 supply but no MPP's. Major Ports provide 8 supply and 4 Mpp's.
Port .00 5
Major Port .50 8
Settlement .00 3
Town .00 6
Fort.Town .00 8
City .50 8
City 1 6 Industrial Center for USSR and Poland
Major City 2 10 Industrial Center for UK and Germany [and later USSR]
Major City 1.00 10 Industrial Center for France and Italy
Major City 8.00 12 Industrial Center for USA
Minor Capitol .75 10
Major Capitol 2 10 Industrial Center for UK, Germany and USSR
Major Capitol 1.00 10 Industrial Center for France
Major Capitol .75 10 Industrial Center for Italy and Poland
Major Capitol 8.00 12 Industrial Center for USA
Fortress 0 8
Major Fort. 0 10
RE: 653Nv1.7 Axis AAR
Industrial Centers by country [only these and Major Ports contribute MPP's].
UK
Edinburgh
Liverpool
Birmingham
Bristol
London
FRANCE
Paris
Lille
Nancy
Lyons
USA
Boston
New York
Pittsburgh
Washington
USSR - Factory may move to:
Kiev - Magnitogorsk
Dnepropetrovsk - Ufa
Leningrad - Perm
Stalino - Chelyabinsk
Khar'kov - Sverdlovsk
Moscow - Siberian Industry
Stalingrad - Urals Industry
POLAND
Warsaw
Lodz
Krakow
Lwow
Wilno
CANADA
Ottowa
Montreal
Toronto
Truro
GERMANY
Bremen
Ruhr [3 locations]
Coblenz
Karlsruhe
Munich
Berlin
Leipzig
Pilsen
ITALY
Turin
Milan
Genoa
UK
Edinburgh
Liverpool
Birmingham
Bristol
London
FRANCE
Paris
Lille
Nancy
Lyons
USA
Boston
New York
Pittsburgh
Washington
USSR - Factory may move to:
Kiev - Magnitogorsk
Dnepropetrovsk - Ufa
Leningrad - Perm
Stalino - Chelyabinsk
Khar'kov - Sverdlovsk
Moscow - Siberian Industry
Stalingrad - Urals Industry
POLAND
Warsaw
Lodz
Krakow
Lwow
Wilno
CANADA
Ottowa
Montreal
Toronto
Truro
GERMANY
Bremen
Ruhr [3 locations]
Coblenz
Karlsruhe
Munich
Berlin
Leipzig
Pilsen
ITALY
Turin
Milan
Genoa
RE: 653Nv1.7 Axis AAR
Oil locations and their values in MPP's per turn:
UK
Nottingham 2
Commonwealth 21
France
Pechelbronn 2
Italy
Albania 6
Germany
Hannover-Hamburg 12
Vienna Basin 12
Hungary
Lispe 12
Poland
West Galicia 2 [Krakow]
East Galicia 3 [Lwow]
Rumania
Ploesti 84
USSR
Maikop 25
Grozny 38
Baku 38 [x2]
Urals 25
Iraq
Kirkuk-Mosul 42
Persia
Iranian Fields 50 [x2]
Egypt
Egyptian Fields 15
USA 120 [x4]
Saudi Arabia 8
UK
Nottingham 2
Commonwealth 21
France
Pechelbronn 2
Italy
Albania 6
Germany
Hannover-Hamburg 12
Vienna Basin 12
Hungary
Lispe 12
Poland
West Galicia 2 [Krakow]
East Galicia 3 [Lwow]
Rumania
Ploesti 84
USSR
Maikop 25
Grozny 38
Baku 38 [x2]
Urals 25
Iraq
Kirkuk-Mosul 42
Persia
Iranian Fields 50 [x2]
Egypt
Egyptian Fields 15
USA 120 [x4]
Saudi Arabia 8
RE: 653Nv1.7 Axis AAR
Mineral locations and their values in MPP's per turn:
UK
Scotland 16
Midlands 16
South Wales 16
British Empire 20
FRANCE
Alsace-Lorraine 30
Loos 30
SPAIN
Basque Province 4
Nador 4
ITALY
Elba 4
Val D'Aosta 4
Sardinia 4
GERMANY
Saar 35
Essen 35 [represents Ruhr Industry]
Dortmund 35 represents Ruhr Industry]
SWEDEN
Kirunavaara 50
POLAND
Silesia 4
USSR
Krivoi Rog 20
Kerch 20
Kursk 20
Tula 20
Dashkesan 20
Urals 20
YUGOSLAVIA
Kosovo-Macedonia 4
ALGERIA
Beni Saf 6
USA - 120 [X4]
NORWAY
Kirkenes 25
TURKEY - 20
UK
Scotland 16
Midlands 16
South Wales 16
British Empire 20
FRANCE
Alsace-Lorraine 30
Loos 30
SPAIN
Basque Province 4
Nador 4
ITALY
Elba 4
Val D'Aosta 4
Sardinia 4
GERMANY
Saar 35
Essen 35 [represents Ruhr Industry]
Dortmund 35 represents Ruhr Industry]
SWEDEN
Kirunavaara 50
POLAND
Silesia 4
USSR
Krivoi Rog 20
Kerch 20
Kursk 20
Tula 20
Dashkesan 20
Urals 20
YUGOSLAVIA
Kosovo-Macedonia 4
ALGERIA
Beni Saf 6
USA - 120 [X4]
NORWAY
Kirkenes 25
TURKEY - 20
RE: 653Nv1.7 Axis AAR
Major Ports by country:
UK
Glasgow
Liverpool
Portsmouth
Newcastle
FRANCE
Brest
Nantes
ITALY
Genoa
Trieste
GERMANY
Kiel
USSR
Leningrad
USA
Boston Navy Yard
New York Navy Yard
Norfolk Navy Yard
UK
Glasgow
Liverpool
Portsmouth
Newcastle
FRANCE
Brest
Nantes
ITALY
Genoa
Trieste
GERMANY
Kiel
USSR
Leningrad
USA
Boston Navy Yard
New York Navy Yard
Norfolk Navy Yard
RE: 653Nv1.7 Axis AAR
Ok, enough of that stuff, back to the game. I'm interested to see how much of what is in Post #43 actually works! Let's see:
Spain joined the Axis. Their military ain't much, and it needs reinforcing and upgrading. There is a lot of coast to defend, but I don't think the UK is up to anything threatening right now [and I really don't think Opie is either]. On the plus side, Gibraltar is vulnerable.

Spain joined the Axis. Their military ain't much, and it needs reinforcing and upgrading. There is a lot of coast to defend, but I don't think the UK is up to anything threatening right now [and I really don't think Opie is either]. On the plus side, Gibraltar is vulnerable.

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RE: 653Nv1.7 Axis AAR
Spain got French Morocco, but no German or Italian units may enter or else they suffer National Morale Penalties. The same for the Canary Islands.
Spain got Cameroon, but that is an area off map so has no effect, but German National Morale did go down 5000 for giving it away [Germany considers it theirs].
Spain will get Gibraltar if[when] I capture it. That's no sweat to me.
Since Vichy was accepted, Italy won't get Tunisia, for now.
And, I must give Spain 30 MPP's each turn, forever. [:(]
We should see some DE's in the future that represent all the bickering that went on between Spain, Vichy, Italy and Germany over territory.

Spain got Cameroon, but that is an area off map so has no effect, but German National Morale did go down 5000 for giving it away [Germany considers it theirs].
Spain will get Gibraltar if[when] I capture it. That's no sweat to me.
Since Vichy was accepted, Italy won't get Tunisia, for now.
And, I must give Spain 30 MPP's each turn, forever. [:(]
We should see some DE's in the future that represent all the bickering that went on between Spain, Vichy, Italy and Germany over territory.

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RE: 653Nv1.7 Axis AAR
I guess I don't have to worry about how to defend the Canary Islands.


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RE: 653Nv1.7 Axis AAR
So of course I am going to say YES to the DE in Post #43. And I am going to try Admiral Raeder's Mediterranean Strategy for knocking the UK out of the war. That means at a minimum I have to take Gibraltar, Malta and Egypt. I think this would be easy but the USSR is looming, they usually don't enter before June 1941 but I can expect them to attack me around that time, and I would rather attack them first. So I've got about a year to do what I need to do. Sounds easy, let's see how it goes.
RE: 653Nv1.7 Axis AAR
I'm moving one Mot. Korps with the one Strat I have to Gibraltar. Spain is too weak to take it alone.
All of the Inf in France will foot it over to the East Front.
All four Tac's and one HQ with the FJ unit will move to Sicily for the attack on Malta. The Tac's will fly, but the HQ and FJ I have to Operate as they will take too long to get there. [I could Operate the Tac's also, but I hate spending the MPP's].
Three Mot. Korps from France will move to ports there, and after Gibraltar falls they can be transported all the way to Libya. Alternately, I could Operate them to Italy then sail them to Libya, but again I don't want to spend all the MPP's to do so.
This leaves me with one Mot. Korps in reserve, just in case something unplanned happens. It will hang around France/west Germany.
The Italians need to move the two Mot. Corps they built over to Libya, along with the HQ, the other two Mot. Corps and the two corps from 9º Army. They have few MPP's so this will take a while, but I need to have a ton of units in Africa to pound the UK.
I think I have all the units that I need for the plan to succeed, and it seems I have a wealth of MPP's now, but I need to build up for Barbarossa, and that means a lot of units. I'll start by building seven Mot. Korps, which will all arrive by Jan. '41, plenty early. But then I need to build a lot of HQ's, they don't take too long to arrive but are very expensive. Without them going into Russia sucks.
After the Mot. Korps are built, I'd like to build one HQ and one Inf Korps per turn. That would cost 542 MPP's alone.

All of the Inf in France will foot it over to the East Front.
All four Tac's and one HQ with the FJ unit will move to Sicily for the attack on Malta. The Tac's will fly, but the HQ and FJ I have to Operate as they will take too long to get there. [I could Operate the Tac's also, but I hate spending the MPP's].
Three Mot. Korps from France will move to ports there, and after Gibraltar falls they can be transported all the way to Libya. Alternately, I could Operate them to Italy then sail them to Libya, but again I don't want to spend all the MPP's to do so.
This leaves me with one Mot. Korps in reserve, just in case something unplanned happens. It will hang around France/west Germany.
The Italians need to move the two Mot. Corps they built over to Libya, along with the HQ, the other two Mot. Corps and the two corps from 9º Army. They have few MPP's so this will take a while, but I need to have a ton of units in Africa to pound the UK.
I think I have all the units that I need for the plan to succeed, and it seems I have a wealth of MPP's now, but I need to build up for Barbarossa, and that means a lot of units. I'll start by building seven Mot. Korps, which will all arrive by Jan. '41, plenty early. But then I need to build a lot of HQ's, they don't take too long to arrive but are very expensive. Without them going into Russia sucks.
After the Mot. Korps are built, I'd like to build one HQ and one Inf Korps per turn. That would cost 542 MPP's alone.

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RE: 653Nv1.7 Axis AAR
A faux Battle of Britain is taking place, with the LW attacking RAF units. This is to drag down the UK's MPP's a little, which might help in Egypt. Opie may not leave his RAF so close, as sometimes he moves them back out of range [:@]


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RE: 653Nv1.7 Axis AAR
News, with the current Political Leanings inset. Some news items are preceded by a 'DB' [DeBug]. These are things that I set up that run behind the scenes and I like to add news so that I can monitor them. They can be ignored for the game, and eventually when I am satisfied, they get removed.


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RE: 653Nv1.7 Axis AAR
As said earlier, the Spanish are too weak to take Gibraltar, but the forced marching Panzers are fast approaching, although they are WFO [that's 'wore out', and I won't say what the 'F' stands for [:)] ].
The Italian subs are blocking the port, but really no worries about the RN as they left the area once Axis planes were in the vicinity. They can't risk losing a capitol ship to a lucky strike. However, they did destroy the port facilities at Cadiz before leaving the area.

The Italian subs are blocking the port, but really no worries about the RN as they left the area once Axis planes were in the vicinity. They can't risk losing a capitol ship to a lucky strike. However, they did destroy the port facilities at Cadiz before leaving the area.

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RE: 653Nv1.7 Axis AAR
I just got Sub Level 1, so I've got to send one sub to port to get the upgrade, then rotate them, upgrading one at a time. So far there has been no UK interference in my raiding.


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RE: 653Nv1.7 Axis AAR
Gibraltar is taking too long. I screwed it up, I left a Mot. Korps in France as a reserve for pretty much no reason, I should have moved it down here also, and I railed the Dora Rail Gun to the area instead of Operating it [it could have arrived three turns ago]. My Strat is only causing 1 loss to Gibraltar each turn, and that gets repaired each turn. The Coast Unit on the Rock can only reinforce to 5 because it is 'surrounded', but my sickly Panzers are only causing 2-3 loses per turn. [:@]
I need the Strat at Malta otherwise nothing can be done there. And my other Panzers slated for Libya are sitting in ports in France [oh wait, as I say that I realize they can move past Gibraltar now that the port itself is reduced to zero].

I need the Strat at Malta otherwise nothing can be done there. And my other Panzers slated for Libya are sitting in ports in France [oh wait, as I say that I realize they can move past Gibraltar now that the port itself is reduced to zero].

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RE: 653Nv1.7 Axis AAR
The Italian build-up in Libya continues at the expected slow pace. Tobruk keeps getting hit with the Malta penalty so some units have to divert to Benghazi. Opie has done nothing with the Western Desert Army, which is odd, usually he is gunning for Tobruk and beyond by now, I think.


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