653Nv1.7 Allied AAR

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sPzAbt653
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RE: 653Nv1.7 Allied AAR

Post by sPzAbt653 »

For 653N the towns in Africa that didn't historically have decent ports have been removed, making supply a bit more difficult. Now the battles are for ports, which I think is historically accurate. For both sides, a minimum of two HQ's are needed in order to operate away from the ports.
With Italy's entry into the war, the arrival in Egypt of the UK 8th Army HQ [joining the Mid-East Command HQ], means operations can begin toward Libya. In addition to all the other changes for 653N, the units that each side gets in N. Africa are a little different.
Historically, Mussolini initially refused Hitlers offer of assistance in this theater, as the Italians felt that this was their area of influence and they didn't want Germany swooping in and reaping benefits. However, once the Commonwealth forces had beaten the Italians in eastern Libya, Mussolini asked for help [for which he received Rommel and DAK]. So in 653N, no German units will arrive unless the UK advances into or beyond Tobruk. Likewise, the UK will receive no units in Egypt unless German units are detected in Libya. This pertains to the Scripted Units only, as either side may always transport their units to Africa from Europe. [There is a full list of units that arrive by script included in the zip file].
As with any Unit Script, this does open the possibility of having more units than intended, as the player can craftily build all units and then trigger the scripted units [which will arrive in excess of the oob]. While this is not the design intention, I think it is ok because generally, players that like an historical OOB would not do such a thing, so I can only see beginners doing it if they feel they need some help. Multi-Player games would be a bit different, but I only cater to MP games when it is convenient and doesn't interfere with solitaire play.
So, back to the game, I generally hold the UK force in Egypt near El Alamein until I can get a second HQ there, then will move up to Tobruk and attempt to capture it. If this works, then the arrival of DAK is triggered, which in turn will trigger the arrival of UK reinforcements.

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RE: 653Nv1.7 Allied AAR

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MPP Report

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RE: 653Nv1.7 Allied AAR

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I think I should add in a % chance for Opie to do a SeaLion. Not for any reason other than I know he isn't going to do it, so that gives me an advantage. The only negative effect I can think of is that Opie might get caught in England when the USSR attacks, but I can offset that by reducing the USSR mobilization if there are Axis units in England as a result of such an event.

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RE: 653Nv1.7 Allied AAR

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The UK 8th Army has moved up to the Libyan border and is ready to attack Tobruk, but I can't get any odds so I will wait until next turn to attack [to gain the combat bonus of being adjacent to the attacked unit at the start of the turn]. The 8th Army contains the Western Desert Force [Army] and XIII Corps.

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RE: 653Nv1.7 Allied AAR

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I still can't get any odds, and the sub I had blocking the Tobruk Port got heavily damaged and run off by Italian Destroyers. This is like the worse possible attempt at taking a fortress. It's not surrounded, its supply isn't blocked and I've got no air support. I'm going to move a fresh Sub and Tac from England to help out.

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RE: 653Nv1.7 Allied AAR

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I need to send some bribes to Spanish Generals as Spain is getting scarily close to the Axis.

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RE: 653Nv1.7 Allied AAR

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The USSR's MPP situation has been so bad I am just now getting my first chance to spend some. I need to buy both of these Sapper Army [Engineer] Units in order to build a line of forts around Leningrad and Moscow, otherwise the Germans will roll right thru those areas. After I get these two units, I need to get Infantry 1 Research for the USSR. Inf Tech is the most important thing for the USSR because most of their defense relies on the Infantry Corps. Most other units for all countries get .5 increases for a tech level, but USSR Infantry gets a 1.0 Defense Increase for each Inf Tech Level. They start behind and need to get to level 3 before they can start holding their own. I have been petrified that since Opie got Poland and France so quickly that he would attack the USSR early, but as we are now into the winter season I guess that threat has thankfully passed.

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RE: 653Nv1.7 Allied AAR

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There isn't anything I can reasonable do to have helped Yugoslavia. Any MPP's spend on reinforcing them would be quickly lost.

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RE: 653Nv1.7 Allied AAR

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My Sub has arrived to block the port, and I also brought a Maritime Bomber from England to hopefully keep the Italian Destroyer away. So the attack on Fortress Tobruk begins.

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RE: 653Nv1.7 Allied AAR

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The Italian Destroyers returned to run me off the port. He gets attacked by my MariBombs and loses 2 so maybe that will chase him away.
Meanwhile the attacks on 10º Army in Tobruk reduce it to 1. Don't you hate it when that happens? grr.

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RE: 653Nv1.7 Allied AAR

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It looks like Tobruk will fall this turn ... and it does. The UK Corps moves back one hex so that it will be in 6 supply next turn and therefore can reinforce to 10, and the two air units are brought up to full trength.
Now is an interesting time because of the imminent arrival of DAK, and the possibility of the Axis attacking Greece and my possible response to both. After DAK arrives, I also get another Corps and some Air Units back in Egypt.

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RE: 653Nv1.7 Allied AAR

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MPP Report

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RE: 653Nv1.7 Allied AAR

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This is a definite YES, no reason not to unless you don't have the MPP's.

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RE: 653Nv1.7 Allied AAR

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I'm sure the Axis will attack Russia very soon, so this looks like a good time to make some initial comments on the USSR. This is, of course, specific to 653N and relates to my current thoughts [which can change over time, and other players may have different opinions]. I don't spend any MPP's reinforcing what units the USSR starts with, I set them up as scattered speed bumps as seen in the shot below. I feel that anything within the first 15-20 hexes from the border is going to get wiped out so no reason to spend MPP's on those units when they can be rebuilt at full strength later. Plus, as I said earlier, I concentrate on getting the two Sapper Armies built and that takes all of the initial Soviet MPP's. Also seen below is the arrival of the crappy first generation of Soviet MEch Corps [more speed bumps].
The USSR gets a bunch of Fortified Region [Garrison] Units, concentrated in the areas of Lithuania, Bialystok and Lvov. This is why Lvov looks undefended, but as soon as the USSR is in, those FR's will arrive there. They will be, like the other units, speed bumps.
Additionally, the USSR mobilization of several armies will take place further back from the border, so there will be a lot of 6 strength infantry corps and a few HQ's arriving on the initial turns. These units will move forward as best they can to act as more delays to the Axis advance. All of this will allow me to concentrate MPP's on building new full strength infantry corps to defend a line that will form during the bad weather when the Axis run out of steam. We will get into that defense laterwhen we get into it.

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RE: 653Nv1.7 Allied AAR

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The DAK has arrived so I got the DE to Reinforce Egypt [at cost] and I said YES, so I get some air units and a corps and engineer. The UK 10th Army ahs arrived in Kuwait [inset] to battle the revolting Iraq's [I had previously moved the UK III Inf Corps from England to Kuwait once it wasn't needed there to defend against a SeaLion].

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RE: 653Nv1.7 Allied AAR

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Now begins some fun and challenging times !

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RE: 653Nv1.7 Allied AAR

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Referring back to Post #34, here is a shot showing some of the Fortified Regions after their arrival.

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RE: 653Nv1.7 Allied AAR

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I finally got a Destroyer Unit ready for action [I think maybe the U-Boat losses may not be as great as they should be, because they never concern me very much]. If you watch the News or look at the MPP Reports, you can tell where the U-Boats have sunk some convoys and then you can send a Destroyer to that area. Most often, the presence of a Destroyer will be enough to make Opie send his Subs elsewhere. Having a Maritime Bomber in range can also discourage the Subs, but they require upgrades before they have enough range.

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RE: 653Nv1.7 Allied AAR

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There is a window of opportunity in Greece. Preventing a capture of Greece by the Axis will tie up units that could be used in Russia. In the shot below, its the end of my turn and I have transported two UK Corps to one of two blocking positions [red circles], the other will hopefully be manned by a Greek Army. It is usually a problem getting at least one of the Greek units into position at Patras, especially due to the random deployments generated by the game engine [you never know exactly where the units will be deployed]. I also need to get a UK HQ to Athens, so that I can move the Greek HQ to Kalamata. This will make a strong defense that Opie will have trouble with.

*Nerd Alert* - In Greece I'm using a UK 1st Army of V and IX corps. V Corps was stationed in the UK until it participated in Torch, then in the Sicily and Italy Campaigns. IX Corps was formed in April 1941 in the UK and stayed there until it was transferred to Africa in March 1943 for the Tunisian Campaign. IX Corps was disbanded after Tunisia, with its units transferred to other formations. The UK 1st Army HQ was activated in Africa to control the V and IX Corps, and was also disbanded after the Axis surrender in Tunisia.

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RE: 653Nv1.7 Allied AAR

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As soon as the USSR is in, pump up the USA > UK and UK > USSR convoys to the maximum [50%]. The UK and USA need MPP's, but the USSR needs them way more!

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