Witness to World War 2.

Post descriptions of your brilliant successes and unfortunate demises.

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brian brian
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RE: Witness to World War 2.

Post by brian brian »

ORIGINAL: rkr1958
I'm getting a bit ahead of myself, but this is what the French line looks like after the first allied impulse and at the beginning of the axis impulse.


Image


Hi Ronnie, I am bored out of my mind this month, totally idled by this "shutdown" deal you might have heard of. So I thought I would pass along some ways you can improve playing both the French, and the Germans.

In the above picture, the French had a big advantage, both tactically, and strategically - moving first for the turn. I rarely take that opportunity, preferring to save all chances at getting the initiative for a potential desperate situation on the Don River in September, 1941.

EDIT: I used the wrong picture. Back in a jiffy.

This will take a little following-along, using the picture now from almost 2 turns ago.

The battle for France is a pretty simple one, and a classic bit of wargaming on a hexagonal map. Coming off the Brussels hex row, the Germans have to do a basic thing, and do it four times. They must crack into the next hex-row, and do so from 2 hexes generally. In this game, the Parachute attack into Belgium accomplished the first of these necessities, and did so superbly. The way to use PARAs like that, against the chance that the Allies decline the notional and hang the PARA out to dry on a counter-attack, is to carefully position multiple strong ART and HQ units (in separate hexes, so the RAF flying in from England can't get too lucky) behind the PARAs, with excellent air cover left over as well, so the Allies have no easy job of tightening up that hex row and scratching such an expensive, randomly useful unit from the map.

When the Germans have 3 hexes to attack from, they are going to beat the French a solid majority of the time. The only real question is whether they get half-disorganized, or all units are disorganized, but they are almost always going to take the French hex. Once they have the first hex in the new row, they can easily eliminate the other French units in the row, because they have 3 hexes on them.

When they have only a 2 hex front, France has a good chance to stop them, if they concentrate their best units in the most critical hexes. Maybe only a 40-60 or 30-70 chance, but still better than 90-10 in Germany's favor, from 3 hexes. If the French hold a hex like that in the new hex-row, Germany either has to repeat the same attack (often with a bit lesser of an attack) or try another approach; either way they have lost time, and time is what counts in WiF, not units.

So France should concentrate their best units in the 2 hexes the Germans will most likely pick to break into the next hex-row - the ones on the direct path to Paris, ultimately allowing an attack on Paris from 3 non-river hexes.

On that just played first French impulse, I would not have evacuated the empty hex in Belgium. If it is held, Germany only has one place (other than Lille, a tough Assault which can't be Blitzed, and is the perfect place for an expanded BEF to anchor the French flank) to attempt to break into the next hex row - the hex 2 hexes due east of Paris, now holding the 6-4 INF. Accordingly, I would place the 6-4 there, the 7-6 ARM, and the 3 factor Anti-Tank - a quite stout defense against the oncoming Panzer Army - at best a 2:1 basic attack with a -3 on the French side, before air results are considered. A German in a hurry would have to choose to attack that hex, or give up on the idea of cracking the next hex row for another impulse, when they could pick the weakest of 3 hexes. Now, their path into the next hex row is a simple choice, and an easy battle to win, with other potential dangers to the French position as well.

What unit would be best to sacrifice, there in Belgium? The Paris MIL would be perfect if it could have navigated the German ZoC locks. It would be destroyed, certainly. Along the way it would likely cost the Germans an impulse in the center, their priority real estate here, and/or divert some attack assets to a flank somewhere, unless they are up for that difficult 2:1 against the French armored reserve. But it would also appear in Paris again at the start of S/O, ready to march out and repeat the process - being the designated loss unit somewhere, in hopes that Paris holds till Nov/Dec, when it can appear in Paris yet again, right at the front.
brian brian
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RE: Witness to World War 2.

Post by brian brian »

What else is going on in this picture, for the French?
Turn 7. July/August 1940. The Western Front. Allied #1.

Image

Let's take a look at another picture.

ORIGINAL: rkr1958

Turn 7. Jul/Aug 1940. Axis #4. France. OKH/OKL (Pre) Designated Land Combat & Ground Strike Plans.

Image

This is a result of a decision France made on the 1st impulse of J/A 40: they stayed in the Maginot Line. In my opinion, they stayed too long. Moving first would have given them the perfect opportunity to bug out.

But we spent Billions of Francs building it! We can't abandon it!

Perhaps true in the real war. Not true in World in Flames. The French units holding the Maginot usually only ever do one thing - they sit there until the Germans eliminate each of them, usually sitting in a hex by themselves.

Now, I just suggested leaving a last-stand MIL in a hex in Belgium. Isn't it good to use your troops to waste the enemy's time? Sometimes, would be my answer. The Maginot garrison does use up German infantry attacks and units as they sit there.

But here is the result, later:

ORIGINAL: rkr1958

Turn 7. Sep/Oct 1940. Axis #5. The Current Situation in France.

Image

The Germans are the masters of France, and can make any decision they want here on going for total conquest, or attacking Spain and then declaring Vichy behind them, or just cutting any pointless losses and declaring Vichy and turning east. Though they are running a tad late, somewhat because they did try one of those 2:1 attacks on the French armor, and lost. But if the French Army were still intact and holding a line south of Paris, the Germans have less options.

The way to get that army is to withdraw it from the Maginot, before it is too late.

Then the French have an army that can double stack in 2 lines, or at least double stack in the 2nd line in the important hexes near Paris.

If the Germans are even threatening to break the French line to the west of the Maginot, the French need to retreat instantly. (Sometimes they drive on Paris from the north). If the French right-wing to the south of Paris has 2 units in every front line hex, it will generally hold together OK - because the Germans have to use their Panzers on the more important hexes - the ones on the road to Paris. And in the south, too, the French need to use the 2 hex enemy front good, 3 hex enemy front bad rule. The Germans have a lot of units.

If instead the French effort on the headwaters of the Seine is a lot of single units here and there, the Germans just gobble those up like Pac-Man. And then the roads of southern France, and a dire threat to the CW war effort, are wide open.


A few other French ideas for you...the best way for the French to stop the Panzers is with Anti-Tank guns, and their own tanks. The best French builds are whichever AA/AT gun they don't have in 1939, and their MECH. It is hard to build those and build out the MIL pool, but some CW loans help immensely. Those units on the ground basically fight every single impulse, even if flipped over, until destroyed. Airplanes generally only fight once per turn. The MECH receives a 1 odds level shift in it's favor in clear terrain, as in front of Paris, even if the Panzer Army is calling a Blitz attack against it. So does the French ARM of course. An AT Gun adds a further -1 on the 2d10, no bonus on 1d10.

As I already wrote, the 2 hex attack against French tanks + AT guns can be stopped, and the War in the West can suddenly perplex the Germans. One thing I would not suggest, is using the premium French assets in a hex that can be hit on 3 sides, as happened in this game and the ARM and an AT were Shattered, off the map. Once the Germans have 3 hexes on something, just leave a sacrifice Infantry unit there to waste an impulse, and re-group the best French units where there is a 2 hex, or only 1 hex front where they can be attacked.

So, in the north, occasionally sacrifice units. In the south, retreat in a solid body, is my advice.
brian brian
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RE: Witness to World War 2.

Post by brian brian »

ORIGINAL: rkr1958
I'm getting a bit ahead of myself, but this is what the French line looks like after the first allied impulse and at the beginning of the axis impulse.


Image


Now I promised some German ideas, too. Again I will use the J/A, post-Allied impulse for an example.

I broke up all these paragraphs due to the long picture overhead, to minimize scrolling. Looks odd on-screen though.

The wild-card in my ideas of 2 hex good, 3 hex bad French defense is the German Offensive Chit.
The Allies want these used up in France, not Russia.
France is always going to fall either way. Germany wants to save them for Russia.
Good French play can make them use the Chit or even better, a 2nd one, if the 1940 calendar is passing by too quickly for the later German plans.

So even a solid French defense of one AT, the MECH or the ARM, and a strong INF, can be wiped out if the Chit is played.
Nothing the French can do about that.

In this picture, I would have commanded the Panzers a bit differently.
I would rather conserve the Chits and grind down the French conservatively, and attack Russia in 1941.
But let's say I had some other plans and wanted Paris in a hurry.

Either way, the French weak point is south of Lille - 2 units in clear terrain, no AT assets of any kind.
Easy pickings for the Mk IIIs and the Stukas, even without a chit.
I believe in this game the Germans here attacked Lille and a 3 unit stack.
They took Lille but the 3 unit stack beat them, because it had AT assets.

The weak point in this French defense is not only the Infantry alone in the open - it is also the units behind them.
If the Germans are willing to play a chit here, they can break into 2 hex rows at once, and precipitate a general Allied withdrawal everywhere else, with just a single attack - on the 2 INF in the open.
The key is to save 2 of the O-Chit 'doublings' and use them to overrun the 3-3 French unit in the 2nd line. Or possibly the 6-1 GARR even.
There would be no French defense against the overrun - no Ground Support, ART, or HQ Support - their only hope is to win in the front line, and 2 INF have no chance of that against the Panzers.

If the Germans win the battle on the front line, a single unit in the 2nd line can be toasted.
And with a chit, they just about guarantee to win the first battle.
(Stukas certainly help cracking any and all fronts.
Germany should always build all the Stukas the counter mix gives them, the first turn they are available.
Though I just wrote for the French that airplanes only fight once a turn, which is true on the attack, the Stukas are still as valuable as ARM for their ability to help break strong defensive hexes.
And they can be re-organized....)

One of these can also be overrun after a Breakthrough in front of it, and without even using a chit to double the overrunning units.
If the a 3 pt unit is flipped, a German stack of 18 combat factors (8 pt MECH, 8 pt ARM, 2 pt mech/arm/mot division) can overrun it - 18:3 = 6:1 = +12; +2 for 2 ARM/MECH on a Blitz; +2 for a flipped unit = +16 - required for a movement overrun).

Or either the 3-3 or the 6-1 can be overrun, after a Breakthrough, via double combat factors from the Offensive Chit.
Or in the case of the 6-1, by successfully Ground Striking if first and then doubling 2 overrunning corps.

Taking the 3-3's hex would probably force Gort to hold Rouen by himself, and largely trap the 2 French in Lille there, out of the campaign, really.
Gort probably could hold Rouen alone for an impulse, with Defensive SB.
The Germans probably wouldn't want to Assault a city with 2 ARM/MECH.
But they might.

Taking the 6-1's hex might be better - a hex on Paris is the goal, always.
But requires a successful Ground Strike.

And a final German asset, particularly when they astutely build the Guderian HQ-A on the first turn as in this game, is to add HQ Support to a key front-line battle, where a Breakthrough has a big prize behind it.
Guderian or von Rundstedt can each add an odds level of support for victory insurance when the fruits of victory are worthwhile enough.


All of those tactics for the Germans are why the French need as many units as they can get - they need 2 units in every hex behind the front, in the direction the Germans want to go - towards Paris.

I wanted to add that 2 turns ago I wasn't really advocating for a new BEF - as you discovered, it was largely too late anyway. Quite often in World in Flames, deciding on an operation on the spur of the moment doesn't work out as good as an operation conceived in advance and executed across 2 turns, rather than an attempt to execute it across just 2 impulses. But a larger BEF can go a long way towards helping the French have that strong 2nd line of 2 units, particularly while the RAF can still cover from England itself. The Germans usually don't wish to fight 2 air forces at once. Ultimately, the Alexander HQ allows the most RAF to fight in France once the Allies are pushed closer to Paris.
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rkr1958
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RE: Witness to World War 2.

Post by rkr1958 »

Brian,

Excellent tutorial. Thanks!

There are three reasons I do my solo AAR's: (1) to have fun doing them, (2) to hold me accountable and force me to be more thoughtful in my play and (3) they're the only mechanism I have to get peer review and superior (player) feedback on my play.

Otherwise I'd be "fat, dumb and happy" going on with my sloppy strategies and tactics and never learning better. I don't view myself as a bad player, which maybe I am, but more as an inexperienced player striving to be a decent and maybe good player. In military terms, I feel that I do have the material to be a decent, even good leader, I just need the critical review, feedback and advice of those that are there or have been there.

It does mean a lot to me when folks like you and everyone else who's taken the time to follow and critically comment on this and other AAR's that I've done.

I remember reading in some post where you said you like the early game the best. I can see that in your tutorial. Honestly, and I have no plans (right now) to do so, but it makes me want to restart, try out the Alexander double BEF strategy, the French 2 is bad, 3 is good, 1 is very very bad and what Maginot line strategy. Also, I now see even more the significance of AT and AA divisions and the need to build them when you are on the defensive.

Also, in following Allenk and Warspite's AAR you can't take the "defense" of the two hexes in German opposite the Maginot line hexes just north of Switzerland. Also, I usually place the 3 German at-start fort hexsides up in the Saar region, but now I'll place them on three non-river hexsides opposite the Maginot line in those two hexes. And, of course garrison all the hexes on the French border.
Ronnie
brian brian
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RE: Witness to World War 2.

Post by brian brian »

It's not easy to figure out how to "play to the game system" - you have to figure out how to make tactical, hex-by-hex and unit-by-unit decisions that mesh with the rules for best possible outcomes. And the counter mix you have available to pick from - you can build French NAVs and 4 engine bombers, if you really wish.

Although a reason World in Flames is so popular is that the rules do reward Combined Arms operational doctrine that was largely new in WWII. By 1945, everyone had it figured out, that is for sure.

But ultimately, basic military strategy known for millenia is still at play. For example, when Japan is at war with China in 1940, it can easily pivot to war with the Russians because it is operating on the classical strategic concept of "interior lines." The Russians are at a disadvantage because they are on "exterior lines." Just in Manchuria by itself, the Japanese can pick axes of attack or defense quite simply, by starting out massed in the center and then moving outwards as information comes in. The Russians have to answer the same question along the outside of a long arc of the front line; once they commit to operating on a part of that arc, that's where the campaign will be. Japan holds great advantages in their response - and that has nothing to do with the rules of World in Flames.
brian brian
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RE: Witness to World War 2.

Post by brian brian »

re: Westwall and the French crossing the Rhine - that is only possible in a fraction of games. It is probably more possible if the Germans are attempting to attack Holland and Poland both at once in Sep/Oct 39. And also whenever and if they leave the last hex, adjacent to Switzerland, open, which is not uncommon for any player that hasn't seen what the French _can_ do on the surprise impulse.

Even if the Germans hold that hex, they will likely put the 3-1 there, and that is easy pickings on the Surprise Impulse. Then their 2nd problem is sometimes they used all GARR and REServe units in cities to the north of it, and nothing has the mobility to do anything but rail in to Munich. So in that case of an even more ballsy French attack, they can't align Yugoslavia until the 3rd Allied impulse - giving the Germans 2 start-impulse chances to avoid the inevitable and just DOW Yugoslavia whether they wished or not and bring in their Balkan allies, if they realize the danger of not doing so.

A good German opening is also to simply DOW Yugo on the 3rd impulse, and then Russia can never demand Bessarabia - note this is a nebulous area of the game, as the Bessarabia op surprised even one Adolf Hitler in history, so I am fine with the RaW7 approach giving the Germans just the one chance to block the whole thing. A nice advantage to opening Barbarossa, nearly guaranteeing that the Odessa factory can't rail out.

So the Germans can deke the French into attacking across the Rhine when they planned a Yugo DOW anyway, for a slow-to-develop campaign over the winter of 40, even without indicating it at set-up (City Based Volunteers also help this strategy some). von Leeb and 3 INF can march down from Czechoslovakia keep the Yugos bottled up and the Rumanians block their resources from going anywhere, until surplus forces from the French front and maybe a little Italian help finish them off in 1940. (Note: no longer a valid strategy in the newer rules).

Also the most interesting case is when the Germans are weighted heavily in the West - they are going to attack Belgium, too. Then you might even see 2 empty hexes along the Rhine. But the French units are slow, and if they cross the river to align Yugoslavia, they may not be able to march back to the front along the Somme on time as the Panzers come roaring out of Belgium, despite their interior line situation.

It also becomes quite more interesting, for several turns of activity, if Poland holds out, because the Germans were thinking to just screen it, basically, while all their best Panzers and Luftwaffe clear Belgium. I think 'France First" is a high-risk, high-reward strategy. But the Allies can play one too, sometimes.

Anyhow, I wouldn't change the German fort set up over all very uncommon scenarios. I sometimes like to set the for counters to extend the headwaters of the Oder River south-east of Berlin, though I would like to hear how Adolf would have explained that idea.
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RE: Witness to World War 2.

Post by brian brian »

couple more

Only France really benefits from AA/AT in 1940. CW versions are more expensive, though super nice to have in France when Alexander arrives, and particularly for holding the line of the Gironde, late in 1940. But I also assign them to anti-invasion duty in the Med until the Italians blow their one Surprise Impulse chance to land somewhere.

China should keep their AA in Chungking if they draw it, or keep the AT with Chiang otherwise.

In Russia, some think an AA/AT is a perfect "topper" unit for a "Hero City" that is going to hold units and force the Germans to take it. The presence of the guns then forces the Germans to bring up more infantry and not use Panzers already quite nearby, or risk doubling the gun's factors and adding a -1 to the defense.

I might do that if forced during a retreat. But for Russia, I would rather have ART to use in the Leningrad region. And I never build guns for the Russians until maybe 1942, before that is T-34s and several million 4-4-7 Rifle squads and nothing else. If I have an AA, I keep it stacked with Zhukov until he finally commits to battle in the clear hex on the Turkish border, and not before. If the Allies lose that hex they probably lose the game, a lot of times, as so much potential Axis wealth lies beyond it in the Middle East. Same for an AT gun - a personal escort for the HQ-A counter. If 2 are available, then, yeah, one probably fights in the Factory Line as described. But otherwise the gun counters can't retreat fast enough in Russia, which is so much bigger than the French front. They are so valuable in France because the Germans are 100% forced to attack them.


And finally, there is a saying in military history - "don't fight the previous war." Same is true in gaming.
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rkr1958
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RE: Witness to World War 2.

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Turn 7. Sep/Oct 1940. Allied #7. The Royal Navy.

Great Britain take a combine in order to get their production back to 100% by putting a CP into the Bay of Biscay, attempt to break supply to the Italian army in Egypt (or what's left of it) and for Wavell to continue his land offensive against that same army.

Great Britain get full production back.

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RE: Witness to World War 2.

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Turn 7. Sep/Oct 1940. Allied #7. The Royal Navy. East Med.

Both sides find and fight a naval air. Through the skin of their teeth, or sheer luck, RN carrier pilots are able to sink the Italian supply convoy in the East Med putting Balbo and the remnants of his desert army out of supply.

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RE: Witness to World War 2.

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Turn 7. Sep/Oct 1940. Allied #7. French Navy. The Italian Coast.

The French take a combine and sortie their battleships to the Italian Coast. However, only the Italians find but use 4 SP's to avoid combat. The most important job for the Italian navy now is trying to reestablish supply to Balbo in Egypt.

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RE: Witness to World War 2.

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Turn 7. Sep/Oct 1940. Allied #7. British 8th Army. Egypt.

Wavell and an Egyptian territorial overrun and destroy an Italian infantry corps. Wavell's HQ-A then has enough MP's remaining to move back to Alexandria. The British 3rd land move is used to move an infantry corps to Alexandria. Though Balbo's HQ-I and the AA div stacked with him are both disorganized and out of supply, the odds aren't just there for Wavell and the inf corps to attack. Actually, the risk is just too great that both attackers would be lost so no attack this impulse which gives the Italians the next impulse, if the turn continues, to re-establish supply to Balbo.

Note that since the optional rule, isolated reorganization is being manually enforced that if the Italians do not reestablish supply to Balbo and the AA div by the end of the turn, they won't be reorganized them. Well actually they will but I'll edit the game file to disorganize them.

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RE: Witness to World War 2.

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Turn 7. Sep/Oct 1940. Axis #9. Weather.

The turn continues and the weather turns brutal.

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RE: Witness to World War 2.

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Turn 7. Sep/Oct 1940. Axis #9. Nazi-Soviet Pact.

With 1941 fast approaching one thing that both Germany and the USSR must consider is the impact of year two on their pact garrison ratios. Given current garrisons and marker values, neither side would be able to break the pact in Jan/Feb 1941. However, the Soviet Union is getting closer and this is something that Germany needs to pay attention to.

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RE: Witness to World War 2.

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Turn 7. Sep/Oct 1940. Axis #9. Italian RM & Germany U-boats.

Italy takes a naval and Germany a combine. Both use this impulse to move submarines/u-boats out to sea in the hopes of finding and sinking allied convoys. However, use their naval to attempt to reestablish supply to Balbo.

Italian Coast. French Intercept Attempts. Of course to do that they must move through the Italian Coast, in which the French attempt to intercept the Italians. Only 1 of 3 Italian naval forces are successfully intercepted. The other two continue on to the East Med and reestablish supply.

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RE: Witness to World War 2.

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Turn 7. Sep/Oct 1940. Axis #9. Italian and German Naval Combats.

1. East Med & Italian Coast. Naturally Italy has not desire to attempt combat in these areas and risk supply to Balbo. And of course the allies will when they get their chance as the non-phasing player.

2. Central Atlantic. No sub combat attempted.

3. Cape St. Vincent. Only Italian subs find. So much for the RN getting back to full production. Details on combat later.

4. North Atlantic. No sub combat attempted.

5. Faeroes Gap. On German u-boats find. Details later.

6. Bay of Biscay. Only the allies find. Details later.

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RE: Witness to World War 2.

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Turn 7. Sep/Oct 1940. Axis #9. Italian Sub Combat. Cape St. Vincent. Round 1.

One of two Italian sub groups find and force two allied CP's to abort. Also, this sub group escapes with an abort against a risk of 2D, A. Poor rolling by the RN ASW assets.



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RE: Witness to World War 2.

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Turn 7. Sep/Oct 1940. Axis #9. Italian Sub Combat. Cape St. Vincent. Round 2.

Round 2 only the RN finds the (second) Italian sub group. And, like it's companion it escapes a risk of 2D, A with an abort. The RN had a chance to damage or even sink both Italian sub groups but only manage to abort them.

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RE: Witness to World War 2.

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Turn 7. Sep/Oct 1940. Axis #9. German U-boats. Faeores Gap. Round 1.

German u-boats surprise allied CP's in the Faeores Gap and manage to sink 1 CP and abort 2 more. In return, the RN ASW manages to abort the one u-boat flotilla that found.

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RE: Witness to World War 2.

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Turn 7. Sep/Oct 1940. Axis #9. German U-boats. Faeores Gap. Round 2.

In round two only the RN finds and manages to damage and abort two other u-boat flotillas (in lower box). Both RN CA's are aborted in doing so.

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RE: Witness to World War 2.

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Turn 7. Sep/Oct 1940. Axis #9. German U-boats. Bay of Biscay. Round 1.

In the Bay of Biscay the RN gets the drop on the German u-boat flotilla and manages to sink it.

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