Minor Conflict: Warspite1 vs Mayhemizer AAR

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Mayhemizer_slith
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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by Mayhemizer_slith »

Rolls are 8 and 9, combat is over.
If your attack is going really well, it's an ambush.

-Murphy's war law
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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by Mayhemizer_slith »

CW ground strike is accurate this time!

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If your attack is going really well, it's an ambush.

-Murphy's war law
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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by Mayhemizer_slith »

Rail move
CW GAR from Lille to Bayonne.
US ART from West Coast to East Coast.
USSR INF from Persia to Lvov.


Land move
ComChi retreat.
NatChi move 2 units few hexes.
CW units in France retreat
French units retreat mostly behind river Seine. Maginot line is abandon.


Rebase
French planes behind front line.
CW FTR2 to Denmark, FTR3 to Portsmouth so that it covers CW units in France.


HQ reorg
CW uses Gort to reorg ART in Denmark.


Situation in Europe after Allied impulse.

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If your attack is going really well, it's an ambush.

-Murphy's war law
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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by Mayhemizer_slith »

And China.

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If your attack is going really well, it's an ambush.

-Murphy's war law
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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by warspite1 »

Well those pictures are just depressing. I've lost the will to fight quicker than in the game with AllenK - I guess because I foolishly believed I had hope in this game, whereas the wheels fell off the Folly A Deux game right at the start. And as a wise man once said; its the hope that kills you.....
Now Maitland, now's your time!

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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by Courtenay »

I am curious. Why did the French give up two full hexrows, letting the Germans immediately get adjacent to Paris?
I thought I knew how to play this game....
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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by Mayhemizer_slith »

I wanted to test how you can defend France with this style, I have 2 forts in Paris. At some point I planned to retreat behind river line.

If I would have stayed where I was, Stukas would have hit half of French units and this I would not have been able to test this. Also I lost Belgian units and I needed pull CW units back as most of my units are in Denmark.
If your attack is going really well, it's an ambush.

-Murphy's war law
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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by warspite1 »

ORIGINAL: Courtenay

I am curious. Why did the French give up two full hexrows, letting the Germans immediately get adjacent to Paris?
warspite1

Seems sensible to me. The Germans now have to waste an entire impulse getting units in a position to attack next impulse (if they are lucky) - which means the units in Denmark are in danger of annihilation the way my convoy points have been found and destroyed almost at will. If the Germans take a more cautious approach to try and save the units in Denmark then it will take even longer - and not guarantee saving Denmark either. And the longer it takes, the more chance of the turn ending... No German aircraft are in position to assist an attack against France. The French have artillery and AT (and forts) which means even if they got to the French front line, the Germans aren't taking it anytime soon and run the risk of being ground struck before they can attack.

It looks like a sound plan to me and frankly pretty hopeless for the Germans.
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by warspite1 »

Jul/Aug 1940
Impulse: 2 (Axis)


Declarations of War and Alignments: None

Japan: Combined
Germany: Combined
Italy: Combined

Port Attack: None
Naval Air:
Germany

A fighter flies to the Baltic 0-box

Naval Movement:
Japan

The Japanese put two TRS to sea (China Sea) to pick up an INF and a MIL

Germany

Bismarck, Deutschland and Graf Spee put to sea with a TRS and an AMPH loaded with a MIL and an ART and move to the 3-box.

Italy

Three SUBS head for Cape St Vincent (2) - 1 in the 3-box and one in the 2-box and Cape Verde Basin (1) - 2-box

Naval Search:
Italy

In the Cape Verde Basin both roll a 3 and no combat occurs.

In the Cape St Vincent its the same, the Axis roll a 6 and the Allies an 8. No combat.

Germany

The Germans decline combat in the Baltic. What do the CW want to do?

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Now Maitland, now's your time!

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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by Mayhemizer_slith »

Fairey initiates combat.

No extra air, sub is included.
If your attack is going really well, it's an ambush.

-Murphy's war law
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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by warspite1 »

Jul/Aug 1940
Impulse: 2 (Axis)


Naval search
Germany

Genuinely nothing to be done but grit one's teeth and laugh - which is not easy when gritting one's teeth.

Allies - 3
Axis - 5

What are the CW going to do?
Now Maitland, now's your time!

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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by Mayhemizer_slith »

I did some calculations and I think I can’t abort/sink those CPs using sub.

So I take naval air combat and choose box 3.
If your attack is going really well, it's an ambush.

-Murphy's war law
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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by warspite1 »

Okay as if my mood wasn't bad enough, we now have more buggy crap. Only the two ships in the 3-box last impulse are showing. Looks like I'm going to have to re-do the impulse.
Now Maitland, now's your time!

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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by composer99 »

ORIGINAL: warspite1
ORIGINAL: Courtenay

I am curious. Why did the French give up two full hexrows, letting the Germans immediately get adjacent to Paris?
warspite1

Seems sensible to me. The Germans now have to waste an entire impulse getting units in a position to attack next impulse (if they are lucky) - which means the units in Denmark are in danger of annihilation the way my convoy points have been found and destroyed almost at will. If the Germans take a more cautious approach to try and save the units in Denmark then it will take even longer - and not guarantee saving Denmark either. And the longer it takes, the more chance of the turn ending... No German aircraft are in position to assist an attack against France. The French have artillery and AT (and forts) which means even if they got to the French front line, the Germans aren't taking it anytime soon and run the risk of being ground struck before they can attack.

It looks like a sound plan to me and frankly pretty hopeless for the Germans.

Eh, I think you're fine as long as the French can't end the turn early. Unless the weather goes bad and the turn starts advancing quickly, you'll have at least one guaranteed impulse to take a crack at Paris. If you want to risk the Allies getting an end-of-turn roll before then, you can take the hex NW of Paris to get a third hex that is also not covered by a fort.
~ Composer99
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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by Mayhemizer_slith »

ORIGINAL: warspite1

Okay as if my mood wasn't bad enough, we now have more buggy crap. Only the two ships in the 3-box last impulse are showing. Looks like I'm going to have to re-do the impulse.
Wait. I aborted one of them last impulse. You should have only 2 left.
If your attack is going really well, it's an ambush.

-Murphy's war law
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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by warspite1 »

ORIGINAL: Mayhemizer_slith

ORIGINAL: warspite1

Okay as if my mood wasn't bad enough, we now have more buggy crap. Only the two ships in the 3-box last impulse are showing. Looks like I'm going to have to re-do the impulse.
Wait. I aborted one of them last impulse. You should have only 2 left.
warspite1

No I just put to sea with a whole new fleet. I've re-done and they show up. Any undo in the naval phase completely screws the game up. If you want to undo then you should start the impulse over. Does this mean you want to re-think?
Now Maitland, now's your time!

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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by Mayhemizer_slith »

ORIGINAL: composer99

ORIGINAL: warspite1
ORIGINAL: Courtenay

I am curious. Why did the French give up two full hexrows, letting the Germans immediately get adjacent to Paris?
warspite1

Seems sensible to me. The Germans now have to waste an entire impulse getting units in a position to attack next impulse (if they are lucky) - which means the units in Denmark are in danger of annihilation the way my convoy points have been found and destroyed almost at will. If the Germans take a more cautious approach to try and save the units in Denmark then it will take even longer - and not guarantee saving Denmark either. And the longer it takes, the more chance of the turn ending... No German aircraft are in position to assist an attack against France. The French have artillery and AT (and forts) which means even if they got to the French front line, the Germans aren't taking it anytime soon and run the risk of being ground struck before they can attack.

It looks like a sound plan to me and frankly pretty hopeless for the Germans.

Eh, I think you're fine as long as the French can't end the turn early. Unless the weather goes bad and the turn starts advancing quickly, you'll have at least one guaranteed impulse to take a crack at Paris. If you want to risk the Allies getting an end-of-turn roll before then, you can take the hex NW of Paris to get a third hex that is also not covered by a fort.
I did builds for this defense. The only thing I'm missing (in addition to planes that where shot down with pilots) is AA gun.

I'm pretty confident Paris is difficult to attack. I have INF (6), GAR (6) and ART (4) in city. Behind Paris I have HQ and on adjacent hex ART (3).

NW hex has INF (6) and MECH (6) now, next impulse I can place ARM and AT gun there. If I keep INF, ARM and AT gun there, Germany needs at least 2,5 ARM to get blitz. Germany has 2 ARM + ARM HQ in Belgium. ARM div is in Kiel for counter attack if CW comes to Germany. So to get blitz, Germany need to commit HQ to attack. Unless they would have attacked this impulse, but they have only one fighter in range and France has FTR2 and FTR3 to support attack and ART (4) in Paris.
If your attack is going really well, it's an ambush.

-Murphy's war law
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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by warspite1 »

ORIGINAL: composer99

ORIGINAL: warspite1
ORIGINAL: Courtenay

I am curious. Why did the French give up two full hexrows, letting the Germans immediately get adjacent to Paris?
warspite1

Seems sensible to me. The Germans now have to waste an entire impulse getting units in a position to attack next impulse (if they are lucky) - which means the units in Denmark are in danger of annihilation the way my convoy points have been found and destroyed almost at will. If the Germans take a more cautious approach to try and save the units in Denmark then it will take even longer - and not guarantee saving Denmark either. And the longer it takes, the more chance of the turn ending... No German aircraft are in position to assist an attack against France. The French have artillery and AT (and forts) which means even if they got to the French front line, the Germans aren't taking it anytime soon and run the risk of being ground struck before they can attack.

It looks like a sound plan to me and frankly pretty hopeless for the Germans.

Eh, I think you're fine as long as the French can't end the turn early. Unless the weather goes bad and the turn starts advancing quickly, you'll have at least one guaranteed impulse to take a crack at Paris. If you want to risk the Allies getting an end-of-turn roll before then, you can take the hex NW of Paris to get a third hex that is also not covered by a fort.
warspite1

Assuming I can even get a crack at the hex without being ground struck what are the chances of taking out Paris, with forts and three units, from two hexes? Sounds like a receipe for total German disaster.
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by Mayhemizer_slith »

ORIGINAL: warspite1
ORIGINAL: Mayhemizer_slith

ORIGINAL: warspite1

Okay as if my mood wasn't bad enough, we now have more buggy crap. Only the two ships in the 3-box last impulse are showing. Looks like I'm going to have to re-do the impulse.
Wait. I aborted one of them last impulse. You should have only 2 left.
warspite1

No I just put to sea with a whole new fleet. I've re-done and they show up. Any undo in the naval phase completely screws the game up. If you want to undo then you should start the impulse over. Does this mean you want to re-think?
Oh, you have fleet there. I though all ships are in box 0. Can I choose 0 box only and use 4 points to sub combat?

EDIT: This is what happens when you read in hurry from phone [8|]
If your attack is going really well, it's an ambush.

-Murphy's war law
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RE: Minor Conflict: Warspite1 vs Mayhemizer AAR

Post by warspite1 »

ORIGINAL: Mayhemizer_slith

ORIGINAL: warspite1
ORIGINAL: Mayhemizer_slith



Wait. I aborted one of them last impulse. You should have only 2 left.
warspite1

No I just put to sea with a whole new fleet. I've re-done and they show up. Any undo in the naval phase completely screws the game up. If you want to undo then you should start the impulse over. Does this mean you want to re-think?
Oh, you have fleet there. I though all ships are in box 0. Can I choose 0 box only and use 4 points to sub combat?
warspite1

Yes the post says 3-box.
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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