Turn 2. Nov/Dec 1939. Allied #13. In-Game Communication Log.
Note. {...} = private AAR comments.
[al] Okay, first things first, end of turn roll.
[al] Turn ends on a roll of 5 or less. Die roll is...
[al] 8. Turn continues.
{DANG!!!! I wanted the turn to end which would have given Germany Rotterdam without having to fight for it. My hope now is that my opponent won't move either the 5-3 MIL or 4-1 GAR there; but I suspect he will. So German either needs the turn to continue after this allied impulse (unlikely) or move first next turn (likely but may require a re-roll) to attack and destroy the single CW unit before Rotterdam can be reinforced}
[al] Weather die roll is 9, for a net result of 10.
{see graphic 01}
[al] No DoWs or border demands.
[al] Impulses:
- Ch land;
- CW & USSR combined;
- Fr & USA pass
[al] No port attacks or naval air.
[al] Naval moves:
- CW sails TRS from Plymouth to 2 box North Sea and embarks 4-1 GARR from Dover.
- Dutch cruiser Java sails from Rotterdam to 1 box Bay of Biscay.
{Looks like the CW is going to put the 4-1 garrison in Rotterdam. The last thing Germany now needs is for the turn to end and the allies to move first next turn"
[al] Naval combats:
- CW can initiate in Bay of Biscay, but won't;
- CW initiates in Italian Coast. You already have a FTR at sea in the 0 box, so I assume you don't want to send out any more planes?
[ax] Correct.
[al] Okay. CW still does not commit the subs
[al] Search rolls are CW 7, Italy 6; no combat.
[ax] Good deal
[al] No strat bombing or ground strikes.
[al] Land stuff:
- London MIL rails from Bristol to Dover;
- Red Army at gun advancing from Dnepopetrovsk comes closer to Rumanian frontier;
- Some adjustments to ComCh positions around Tungkwan;
- Some adjustments to NatCh positions around Kweilin;
- Manchester MIL moves to Harwich;
- Ulster territorials debark in Liverpool;
- British XLV Corps (4-1 GARR) debarks in Rotterdam.
[al] No rebases.
[al] Scratch that - one rebase: RAF Fairey Battle squadron rebases from Bristol to London.
[al] Turn ends on a roll of 7 or less.
[al] End-of-turn roll is 7 - just enough to end the turn.
{DANG!!! So this means I need to move first next turn. Though the axis currently hold the initiate, they also enjoy a +2 on the initiative track. This means I have a 64% chance of winning the initiative on the first roll and if necessary a 55% chance of winning re-roll. This gives me a 83.8% chance of winning. No sure thing by any means. If fact, about as sure as a 1-1 attack in AH's 3rd Reich. Those 1-1 attacks always make me nervous.}
