
Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Moderator: Shannon V. OKeets
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Land Combat Declaration


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"'Malta - The Thorn in Rommel's Side"
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Odessa


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"'Malta - The Thorn in Rommel's Side"
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Land Combat Sequence


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"'Malta - The Thorn in Rommel's Side"
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Partisan is destroyed


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"'Malta - The Thorn in Rommel's Side"
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Odessa falls


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"'Malta - The Thorn in Rommel's Side"
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Air Rebase:
Germany
FTR2 53,47->53,56
FTR2 Köningsberg->44,52
FTR3 Vilna->42,52
ATR 51,47->43,50
Italy
LND2 54,54 ->45,51
Japan:
LND2 (73,149) -> 76,136
FTR2 (88,136) -> 85,136
No reorganization.
Germany
FTR2 53,47->53,56
FTR2 Köningsberg->44,52
FTR3 Vilna->42,52
ATR 51,47->43,50
Italy
LND2 54,54 ->45,51
Japan:
LND2 (73,149) -> 76,136
FTR2 (88,136) -> 85,136
No reorganization.
"'Malta - The Thorn in Rommel's Side"
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Jul/Aug 1941 Allied #3 Weather


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"'Malta - The Thorn in Rommel's Side"
- Mayhemizer_slith
- Posts: 9379
- Joined: Wed Sep 07, 2011 2:44 am
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RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
You rolled 10 for weather. It’s impossible that bad summer weather continues this turn also, right?
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)
Seen it happen so unfortunately it is possible. Sad, yes, but possible.ORIGINAL: Mayhemizer_slith
You rolled 10 for weather. It’s impossible that bad summer weather continues this turn also, right?
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: 9379
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
J/A 41 Allied 3
CW DoW on Iraq. With roll 5 US is shocked and one marker was removed.
With who do align Iraq and do you place CAV to capital or somewhere else?
CW DoW on Iraq. With roll 5 US is shocked and one marker was removed.
With who do align Iraq and do you place CAV to capital or somewhere else?
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9379
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Iraq aligns with Germany and places CAV to capital.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9379
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
China, USSR and CW land, others combined.
Port attack
CVP attack Brest
Axis 2, Allied 6.
Avoid or increase AA to lowest of 6?

Port attack
CVP attack Brest
Axis 2, Allied 6.
Avoid or increase AA to lowest of 6?

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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)
Avoid combat.
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)
JA 41 i3 (continued):
Allies face some interesting choices this turn. Here near Leningrad the Germans are set up to paradrop and blitz to cut off the 2 infantry armies defending along the Narva river if the Red Army doesn't fall back this turn. The attack would be in the neighborhood of +14B even into a ZOC.
The Soviets also have to decide whether to fall back with the 5-1 GAR. Assuming there are 3 more impulses it can probably make it to Novgorod if there are no German attacks in the area. This could allow Leningrad to produce without burning oil this turn in case the turn ends. It can also possibly save the 5-1. However it's also possible the Axis will not attack in Russia this turn to avoid the 0.25 PM multiple (6 BP's approx) for an attack in home country and in this case the 5-1 GAR should stay in Pskov to provoke an attack. Axis attack might be around +12 or more eventually but there is risk of a flip at +12.
One option would be to retreat the 2 armies along the Narva river to the Novgorod area this turn and give up any hope of producing with Leningrad and give up the delay buffer south of Leningrad (this buffer is really not so important of course in the big picture of delaying the Germans since there is good defensive terrain to the east of this area).
Another option would be to move the 6-1 to replace the 4-4 and the 4-4 to the hex NE of Pskov along with the 5-1 and put the 4-3 INF into Novgorod however this would still allow a blitz into the hex 2 NE of Pskov which could trap at least one INF and probably also the 4-4 and 5-1 or at least put them in a very difficult position.
Another option would be to put units in both Novgorod and the hex west of Novgorod (the 2 blitz possibilities) and leave the 5-1 in Pskov. The 5-1 marching alone into the hex NE of Pskov is not viable because Germany could easily muster a +12B which would 100% take the hex, likely kill the 5-1, and be very unlikely to flip.
There are probably other viable options. One other consideration is that the 4-3 is going to be needed farther south so marching it back to Novgorod is not ideal.
These kinds of decisions are difficult to take but part of the fun of WIF.

Allies face some interesting choices this turn. Here near Leningrad the Germans are set up to paradrop and blitz to cut off the 2 infantry armies defending along the Narva river if the Red Army doesn't fall back this turn. The attack would be in the neighborhood of +14B even into a ZOC.
The Soviets also have to decide whether to fall back with the 5-1 GAR. Assuming there are 3 more impulses it can probably make it to Novgorod if there are no German attacks in the area. This could allow Leningrad to produce without burning oil this turn in case the turn ends. It can also possibly save the 5-1. However it's also possible the Axis will not attack in Russia this turn to avoid the 0.25 PM multiple (6 BP's approx) for an attack in home country and in this case the 5-1 GAR should stay in Pskov to provoke an attack. Axis attack might be around +12 or more eventually but there is risk of a flip at +12.
One option would be to retreat the 2 armies along the Narva river to the Novgorod area this turn and give up any hope of producing with Leningrad and give up the delay buffer south of Leningrad (this buffer is really not so important of course in the big picture of delaying the Germans since there is good defensive terrain to the east of this area).
Another option would be to move the 6-1 to replace the 4-4 and the 4-4 to the hex NE of Pskov along with the 5-1 and put the 4-3 INF into Novgorod however this would still allow a blitz into the hex 2 NE of Pskov which could trap at least one INF and probably also the 4-4 and 5-1 or at least put them in a very difficult position.
Another option would be to put units in both Novgorod and the hex west of Novgorod (the 2 blitz possibilities) and leave the 5-1 in Pskov. The 5-1 marching alone into the hex NE of Pskov is not viable because Germany could easily muster a +12B which would 100% take the hex, likely kill the 5-1, and be very unlikely to flip.
There are probably other viable options. One other consideration is that the 4-3 is going to be needed farther south so marching it back to Novgorod is not ideal.
These kinds of decisions are difficult to take but part of the fun of WIF.

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RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
In China the situation is also really difficult. There are 3 (probably) mandatory moves:
In north 4-3 MIL has to fall back to avoid being cut off and to prevent 5-4 advancing quickly to west of Chengtu.
2-3 MIL needs to move into position to have enough flexibility to block ooze along the river line NE of Chungking but also can't move too far because 1-5 CAV may flank in this area.
3-2 MIL in the south needs to move NE to prevent ooze toward Chungking. However the position is dangerous because JP can pretty easily get 24:6 +2HQ for a +10A (or better) on the 3-2. This is a pretty good assault however gives JP a 3% chance of a horrific 3 loss outcome which they probably won't want to take since it would eviscerate the southern portion of the IJA and even with a 1 loss result an INF would have to be lost since no "loss-taker" is avail here. Still it's possible so ideally China will move the 3-4 CAV into position to reinforce this area if the 3-2 MIL is destroyed.
We probably made a mistake with China last impulse by flipping the 2-2. It may have been possible to get it into supply this impulse with Chiang. Neither of us is sure why we flipped it.
The Nationalists also may need to fall back from the advanced positions near Kweiyang to straighten the line. The 5-2 Chungking MIL is ideally needed in the north because this area will be the greatest immediate threat to Chungking area, there are strong IJA offensive forces, and any unit here is more likely to actually be attacked (unlike the south where ooze is more likely). The trick is how to get it north without compromising the defensive line in the south very much. The other reason that the line needs to be straightened is of course the ooze threat on the east flank of the line.
The 4-1 GAR is not ideal in the hex it's defending as this is likely a hex that will come under the threat of attack by 3 hexes eventually. However flipping it to switch with the 5-3 this early in the turn is not a very good option.
It looks like the 3-4 CAV will be the only reserve unit available for the Natchi. It can be positioned centrally to confront ooze west of Chengtu, reinforce the area of the 3-2 MIL if it dies, or help hold a hex in the north. But in the next allied impulse it's likely the 3-4 will need to be committed somewhere.....then the other threats can't be easily contained.
More difficult allied decisions to be made.

In north 4-3 MIL has to fall back to avoid being cut off and to prevent 5-4 advancing quickly to west of Chengtu.
2-3 MIL needs to move into position to have enough flexibility to block ooze along the river line NE of Chungking but also can't move too far because 1-5 CAV may flank in this area.
3-2 MIL in the south needs to move NE to prevent ooze toward Chungking. However the position is dangerous because JP can pretty easily get 24:6 +2HQ for a +10A (or better) on the 3-2. This is a pretty good assault however gives JP a 3% chance of a horrific 3 loss outcome which they probably won't want to take since it would eviscerate the southern portion of the IJA and even with a 1 loss result an INF would have to be lost since no "loss-taker" is avail here. Still it's possible so ideally China will move the 3-4 CAV into position to reinforce this area if the 3-2 MIL is destroyed.
We probably made a mistake with China last impulse by flipping the 2-2. It may have been possible to get it into supply this impulse with Chiang. Neither of us is sure why we flipped it.
The Nationalists also may need to fall back from the advanced positions near Kweiyang to straighten the line. The 5-2 Chungking MIL is ideally needed in the north because this area will be the greatest immediate threat to Chungking area, there are strong IJA offensive forces, and any unit here is more likely to actually be attacked (unlike the south where ooze is more likely). The trick is how to get it north without compromising the defensive line in the south very much. The other reason that the line needs to be straightened is of course the ooze threat on the east flank of the line.
The 4-1 GAR is not ideal in the hex it's defending as this is likely a hex that will come under the threat of attack by 3 hexes eventually. However flipping it to switch with the 5-3 this early in the turn is not a very good option.
It looks like the 3-4 CAV will be the only reserve unit available for the Natchi. It can be positioned centrally to confront ooze west of Chengtu, reinforce the area of the 3-2 MIL if it dies, or help hold a hex in the north. But in the next allied impulse it's likely the 3-4 will need to be committed somewhere.....then the other threats can't be easily contained.
More difficult allied decisions to be made.

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RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
In the south the Red Army is defending along the Dnieper. This should hopefully be a difficult position for Germany to crack without an o-chit. It's likely Germany will pop an o-chit this coming impulse to cross. Ideally the Soviet o-chit can be the response to throw them back across the river but the Red Army is not in an ideal position to respond everywhere of course.
There are 3 hexes currently under imminent threat. (1,2,3 on map and eventually/later position 4 will be a key hex under threat). This is the first impulse that Germany will be able to muster 2.25 ARM (or more) to choose a blitz combat in a river crossing supported by the 2-5 ENG so it's really the first impulse that the Dnieper is seriously under threat.
Since a blitz can no longer be prevented - then ideally the Soviets will pull some ARM out of the line and replace them with MECH. This saves 1 BP if the unit is lost, and allows ARM to be used to choose blitz in any counter-attack. Also ideally Soviet ARM & HQ will be positioned to threaten a counter-attack after the Dnieper is crossed. This will be more difficult if the crossing is south of D-town but of course a crossing there is less threatening than a crossing farther north. The Soviets (ideally) would like to be able to maintain a reserve consisting of Zhukov, the MOTDIV, and some ARM/MECH in the area around Gomel to react either north or south for a counter-attack. The other option would be to commit Zhukov and the ARM reserve farther south so that a strong counter-attack can be made south of D-town. This might make sense since the area around Vitebsk is tougher terrain for the Germans and a German success here doesn't compromise the Soviet position as much as a crossing of the Dnieper does at this stage of the war.
More tough but fun allied decisions....

There are 3 hexes currently under imminent threat. (1,2,3 on map and eventually/later position 4 will be a key hex under threat). This is the first impulse that Germany will be able to muster 2.25 ARM (or more) to choose a blitz combat in a river crossing supported by the 2-5 ENG so it's really the first impulse that the Dnieper is seriously under threat.
Since a blitz can no longer be prevented - then ideally the Soviets will pull some ARM out of the line and replace them with MECH. This saves 1 BP if the unit is lost, and allows ARM to be used to choose blitz in any counter-attack. Also ideally Soviet ARM & HQ will be positioned to threaten a counter-attack after the Dnieper is crossed. This will be more difficult if the crossing is south of D-town but of course a crossing there is less threatening than a crossing farther north. The Soviets (ideally) would like to be able to maintain a reserve consisting of Zhukov, the MOTDIV, and some ARM/MECH in the area around Gomel to react either north or south for a counter-attack. The other option would be to commit Zhukov and the ARM reserve farther south so that a strong counter-attack can be made south of D-town. This might make sense since the area around Vitebsk is tougher terrain for the Germans and a German success here doesn't compromise the Soviet position as much as a crossing of the Dnieper does at this stage of the war.
More tough but fun allied decisions....

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RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
41 JA i3 Allied impulse is complete. Some of the moves that occurred:
CW land impulse
naval
US 3 subs San Diego -> Clarion
rail
CW MIL Rangoon -> Mandalay
SU fact Leningrad -> Baku
MIL Irkutsk -> Mukden
Land
6-4 INF in Transjodran 4 hexes east (78,70)
HQ Gort in Kuwait 3 hexes NW along rail (81,73)
6-5 MOT in Kuwait 5 hexes NW along rail (79,72)
1-4 INF div in Kuwait to Basra (82,76)
There is also some shuffling around in Egypt, Murmansk, England and a 3-1 GAR debarks into Murmansk.
rebase:
CW FTR (old Hurricane) rebases into Aden
SU FTR rebases to cover Vitebsk area
CW land impulse
naval
US 3 subs San Diego -> Clarion
rail
CW MIL Rangoon -> Mandalay
SU fact Leningrad -> Baku
MIL Irkutsk -> Mukden
Land
6-4 INF in Transjodran 4 hexes east (78,70)
HQ Gort in Kuwait 3 hexes NW along rail (81,73)
6-5 MOT in Kuwait 5 hexes NW along rail (79,72)
1-4 INF div in Kuwait to Basra (82,76)
There is also some shuffling around in Egypt, Murmansk, England and a 3-1 GAR debarks into Murmansk.
rebase:
CW FTR (old Hurricane) rebases into Aden
SU FTR rebases to cover Vitebsk area
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
No declarations of war.
Land: Germany, Japan
Combined: Italy
Naval:
No port strikes. No naval air.
Naval Movement:
Italy:
SUB (La Spezia) -> Faeroes Gap 0-box
Italy search for Allied shipping in Faeroes Gap.

Picture from Jul/Aug '41 Impulse #4 (Axis) - Naval Combat
Land: Germany, Japan
Combined: Italy
Naval:
No port strikes. No naval air.
Naval Movement:
Italy:
SUB (La Spezia) -> Faeroes Gap 0-box
Italy search for Allied shipping in Faeroes Gap.

Picture from Jul/Aug '41 Impulse #4 (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)
The Italian submariners are shocked, stunned even, and taken completely by surprise when they find HMS Southampton bearing down on them with guns blazing. (Axis 9, Allies 1)
How will CW proceed?

Picture from Jul/Aug '41 Impulse #4 (Axis) - Naval Combat
How will CW proceed?

Picture from Jul/Aug '41 Impulse #4 (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
- Mayhemizer_slith
- Posts: 9379
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: Rematch 4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Am I correct, that choosing combat and using 2 points to negate my damage and using all other points to increase damage gives 2D 3A? If so, cruiser rams subs full speed!
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law


