Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Moderator: Shannon V. OKeets
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Debark:
MTN Div -> Tientsin
PARA Div -> Canton
Air Rebase:
Japan:
LND3 (76,135) -> Hanoi
FTR2 (91,137) -> Shanghai
NAV3 (Tungkwan) -> Hanoi
Italy:
FTR2 (Syracuse) -> 75,40
NAV3 (Taranto) -> Lorient
Germany
Lnd3 Taranto->(46,47)
Ftr3 Sicilien ->Trieste
Ftr2 Munoich->La Specia
No reorganization.
MTN Div -> Tientsin
PARA Div -> Canton
Air Rebase:
Japan:
LND3 (76,135) -> Hanoi
FTR2 (91,137) -> Shanghai
NAV3 (Tungkwan) -> Hanoi
Italy:
FTR2 (Syracuse) -> 75,40
NAV3 (Taranto) -> Lorient
Germany
Lnd3 Taranto->(46,47)
Ftr3 Sicilien ->Trieste
Ftr2 Munoich->La Specia
No reorganization.
"'Malta - The Thorn in Rommel's Side"
- Mayhemizer_slith
- Posts: 9636
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
J/F 41 Allied 3
No DoW
CW naval, China land, others combined
Naval move
US
TRS with 3-1 to Bering Sea
TRS with 4-1 to Hawaiian Islands
CW
CP to CSB
CP to CSV
Greek CP to West India Ocean
3x BB to BoB box 3
2x BB and empty CV to BoB box 0
BB and CA to BoB box 1
CVL to CSV box 0
BB to CSV box 0
CA from UK to CSV box 4
BB to CSV box 1, another BB drops down to box 1
CV to Central Atlantic box 0
CA drops own to Central Atlantic box 0
2x CA to Central Atclantic box 4
CA to CVB box 4
CVL and CA drops down to box 0 in CSB
CA to GoG box 4
CA to Mouths of Amazon box 4
CA to Caribbean Sea box 4
CA to East Coast box 4
CA to NA box 4
Sub East Med box 3
Sub to Italian Coast box 2
Ships from West Med return to Gib
TRS from SA to CSV box 0 loading MOT from Gib
TRS from Gib to BoB box 0 loading HQ
Empty TRS from Saint Helena to Central Atlantic
CW initiates combat on Italian Coast, any planes want to intercept?

No DoW
CW naval, China land, others combined
Naval move
US
TRS with 3-1 to Bering Sea
TRS with 4-1 to Hawaiian Islands
CW
CP to CSB
CP to CSV
Greek CP to West India Ocean
3x BB to BoB box 3
2x BB and empty CV to BoB box 0
BB and CA to BoB box 1
CVL to CSV box 0
BB to CSV box 0
CA from UK to CSV box 4
BB to CSV box 1, another BB drops down to box 1
CV to Central Atlantic box 0
CA drops own to Central Atlantic box 0
2x CA to Central Atclantic box 4
CA to CVB box 4
CVL and CA drops down to box 0 in CSB
CA to GoG box 4
CA to Mouths of Amazon box 4
CA to Caribbean Sea box 4
CA to East Coast box 4
CA to NA box 4
Sub East Med box 3
Sub to Italian Coast box 2
Ships from West Med return to Gib
TRS from SA to CSV box 0 loading MOT from Gib
TRS from Gib to BoB box 0 loading HQ
Empty TRS from Saint Helena to Central Atlantic
CW initiates combat on Italian Coast, any planes want to intercept?

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If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
No aircraft to the Italian Coast. Thank you.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
- Mayhemizer_slith
- Posts: 9636
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Rolls 6 and 5 gives no combat.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9636
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Good night. Some land move planning is need to be done.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9636
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Rail move:
CAV with Timo to Harbin
Land move
USSR
6-4 move 4 toward Chita along rail
6-6 -> 43,51
6-4 Vitebsk -> 45,51
CAV Kalinin -> 39,56
CAV 44,50 -> 41,48
NatChi
Retreat!!!
Debark
US GAR to Midway and Dutch Harbor.
Air rebase:
USSR
SB-2bis to Krasnodar
CW
2x CVP from UK to CVs in BoB.
NAV 4 to Canada covering East Coast and Atlantic.

CAV with Timo to Harbin
Land move
USSR
6-4 move 4 toward Chita along rail
6-6 -> 43,51
6-4 Vitebsk -> 45,51
CAV Kalinin -> 39,56
CAV 44,50 -> 41,48
NatChi
Retreat!!!
Debark
US GAR to Midway and Dutch Harbor.
Air rebase:
USSR
SB-2bis to Krasnodar
CW
2x CVP from UK to CVs in BoB.
NAV 4 to Canada covering East Coast and Atlantic.

- Attachments
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- 5weather.jpg (188.51 KiB) Viewed 635 times
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
With a new year the USSR-Japanese pact is one year older. And, as I understand it, the practical requirement to be allowed to break the pack and DOW the other is now 4:1 in garrison rating. And the area where the garrison is checked is within 3 hexes of the common border.
And I want to make sure that we agree on what is counted as common border. I marked what I think is the common border between Japan and USSR in the picture below. There are a few common border hexes outside the picture in Northern China and on the island Sakhalin as well. I marked the Soviet pact area with red, and the Japanese pact areas with black. And, as I see it, only two Soviet stacks are in the pact area, as well as two Japanese stacks (The 4 stacks are marked with arrows).
So, in my humble opinion, the Soviet garrison is currently 2, and the Japanese value is at the moment 2.5. (Hence USSR would, at the moment, need 10 to break the pact while Japan needs 8)
Are we agreed on this or did I get something wrong?

And I want to make sure that we agree on what is counted as common border. I marked what I think is the common border between Japan and USSR in the picture below. There are a few common border hexes outside the picture in Northern China and on the island Sakhalin as well. I marked the Soviet pact area with red, and the Japanese pact areas with black. And, as I see it, only two Soviet stacks are in the pact area, as well as two Japanese stacks (The 4 stacks are marked with arrows).
So, in my humble opinion, the Soviet garrison is currently 2, and the Japanese value is at the moment 2.5. (Hence USSR would, at the moment, need 10 to break the pact while Japan needs 8)
Are we agreed on this or did I get something wrong?

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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Sorry but I thought we were doing 12 turns of enforced peace. I missed any other agreement. This would have affected my moves for sure. Can you please explain what rule we are using?
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
We have a standard pact as described in RAC 9.5 Neutrality pacts. Except no entry markers. And the following part is when it can be broken.
You may break a neutrality pact, any turn after the calendar year following its signing, provided you have at
least a 2:1 garrison ratio on your common border. To work out your garrison ratio with the major power you want to
attack:
And the garrison values, and yearly modifiers.
Garrison values
You only count the garrison values of your land and aircraft units (including those of your aligned minors) on
the common border with the other major power. If you don’t have a common border, you can’t use garrison ratios
to break the pact.
A unit only has a value if it is organized and not in the ZOC of a unit with which it is at war. Each unit’s
garrison value is:
• any division (AsA & MiF option 2): 0.5
• other HQ-A, ARM, MECH, MTN or SS unit: 2
• carrier plane unit (CVPiF/SiF option 56): 0
• other land or aircraft unit: 1
Double the defensive value of your units in the calendar year after the neutrality pact was made. The
defensive garrison value is unmodified in the next year, halved in the year after that and thirded in the year following,
and quartered in all later years.
Hence you need 4:1 to DOW during 1941.
You may break a neutrality pact, any turn after the calendar year following its signing, provided you have at
least a 2:1 garrison ratio on your common border. To work out your garrison ratio with the major power you want to
attack:
And the garrison values, and yearly modifiers.
Garrison values
You only count the garrison values of your land and aircraft units (including those of your aligned minors) on
the common border with the other major power. If you don’t have a common border, you can’t use garrison ratios
to break the pact.
A unit only has a value if it is organized and not in the ZOC of a unit with which it is at war. Each unit’s
garrison value is:
• any division (AsA & MiF option 2): 0.5
• other HQ-A, ARM, MECH, MTN or SS unit: 2
• carrier plane unit (CVPiF/SiF option 56): 0
• other land or aircraft unit: 1
Double the defensive value of your units in the calendar year after the neutrality pact was made. The
defensive garrison value is unmodified in the next year, halved in the year after that and thirded in the year following,
and quartered in all later years.
Hence you need 4:1 to DOW during 1941.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
And common border, as I understand it, is as shown in the picture above.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Anything you feel need fixing because of any misunderstandings? Or is it reparable as we move along?ORIGINAL: jjdenver
Sorry but I thought we were doing 12 turns of enforced peace. I missed any other agreement. This would have affected my moves for sure. Can you please explain what rule we are using?
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Ah well thanks for the note. I would have left units near a border. I haven't thought about this too much really as I was laboring under the false assumption that there were 12 turns of peace. I'd have railed the CAV closer to the border and possibly left other units in place. If there is a DOW imminent then it would be important for SU to have the air units closer to the border as well, but if nothing is imminent then I can use some air rebases to put them closer. I'd also have built a TER probably to start to garrison the border but that also can be done this turn if no DOW is imminent.
Perhaps we can just put the CAV that was railed closer, or just treat it as closer and then when SU is in war and has unlimited land moves I can just move it closer at that point. I would also have left the ENG close enough to count as garrison as it's not really needed anywhere by SU urgently for awhile. We can do the same for it - once SU has unlimited moves maybe it can be moved closer. I had in mind for the ENG simply anti-partisan duties until end of 41 when it might be railed west for a possible winter attack which is why I moved it to the city that it's in. Maybe we can move it to Changchun or treat it as in Changchun. I don't recall exactly how it moved in the past but I guess maybe it could have gone there instead of Tsitsihar.
Thanks
Perhaps we can just put the CAV that was railed closer, or just treat it as closer and then when SU is in war and has unlimited land moves I can just move it closer at that point. I would also have left the ENG close enough to count as garrison as it's not really needed anywhere by SU urgently for awhile. We can do the same for it - once SU has unlimited moves maybe it can be moved closer. I had in mind for the ENG simply anti-partisan duties until end of 41 when it might be railed west for a possible winter attack which is why I moved it to the city that it's in. Maybe we can move it to Changchun or treat it as in Changchun. I don't recall exactly how it moved in the past but I guess maybe it could have gone there instead of Tsitsihar.
Thanks
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Why not simulate a combined impulse for the 'normal' Soviet moves, but take a land for extra moves to adjust the position of the CAV and ENG in Manchuria?
That should take care of the issue for this turn (along with air rebases if need be) and then the TERR can be build normally.
Does this work for everyone?
That should take care of the issue for this turn (along with air rebases if need be) and then the TERR can be build normally.
Does this work for everyone?
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
This should be fine thanks but the CAV is fd and ENG is OOS so will flip fd so I may have to take an extra land move next turn as well. But if you are ok with it I think this will work thanks.
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Could we rail the ENG so it will be in place for next turn? Or perhaps it is better to edit the positions of the two units?
I am thinking it is better if we get the units in the right place as soon as possible, while we try to make it as easy as possible. [:D]
And perhaps we should agree that we are not allowed to break the pact while the relocation of units takes place. Giving everyone a fair chance to get the units in place and react to the change (This turn and the first Allied, and first Axis, impulse of next turn?).
I am thinking it is better if we get the units in the right place as soon as possible, while we try to make it as easy as possible. [:D]
And perhaps we should agree that we are not allowed to break the pact while the relocation of units takes place. Giving everyone a fair chance to get the units in place and react to the change (This turn and the first Allied, and first Axis, impulse of next turn?).
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Germany transfer one LND2 to the Italian force pool.
No declarations of war.
Land: Japan
Combined: Germany, Italy
Naval:
No port strikes.
Germany fly one FTR2 to the North Sea 2-box (from Brest).
The Brest Fleet (2 x BB + 3 x CA) sail to the North Sea 2-box.
The Italian TRS in La Spezia sail to the Italian Coast 0-box and embark the Italian HQI from Greece.
Axis decline to search in the Med.

Picture from Jan/Feb '41 Impulse #5 (Axis) - Naval Combat
No declarations of war.
Land: Japan
Combined: Germany, Italy
Naval:
No port strikes.
Germany fly one FTR2 to the North Sea 2-box (from Brest).
The Brest Fleet (2 x BB + 3 x CA) sail to the North Sea 2-box.
The Italian TRS in La Spezia sail to the Italian Coast 0-box and embark the Italian HQI from Greece.
Axis decline to search in the Med.

Picture from Jan/Feb '41 Impulse #5 (Axis) - Naval Combat
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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Germany begins the hunt for HMS Warspite.
No additional German air.
CW can send out several different aircraft to the North Sea. Most reach the 0, or possibly the 1-box. But the Hampden can reach up to the 3-box if it fly on extended range. Will CW reinforce the North Sea with any air?

Picture from Jan/Feb '41 Impulse #5 (Axis) - Naval Combat
No additional German air.
CW can send out several different aircraft to the North Sea. Most reach the 0, or possibly the 1-box. But the Hampden can reach up to the 3-box if it fly on extended range. Will CW reinforce the North Sea with any air?

Picture from Jan/Feb '41 Impulse #5 (Axis) - Naval Combat
- Attachments
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- 330.jpg (786.86 KiB) Viewed 635 times
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
- Mayhemizer_slith
- Posts: 9636
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
No planes thank you.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
No combat in the North Sea. (Axis 9, Allies 1)
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
I think I found a bug in our game. [:(]
CW built 4 CPs to arrive in Jul/Aug, yet the pool shows 8 CPs (2 x 4). This error is included in the first impulse of the turn. Did you make any edits during the end of turn that might be a possible culprit? Or any other ideas?
How do we proceed?

CW built 4 CPs to arrive in Jul/Aug, yet the pool shows 8 CPs (2 x 4). This error is included in the first impulse of the turn. Did you make any edits during the end of turn that might be a possible culprit? Or any other ideas?
How do we proceed?

- Attachments
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- 331.jpg (258.77 KiB) Viewed 635 times
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly


