The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

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ssiviour
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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

Post by ssiviour »

In China Umezu Reorgs NAV & ART

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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

Post by ssiviour »

Just in case a grumpy Empire desides to DOW GER over Poland, please place Reserves as follows

5-1 GAR Stuttgart
4-1 GAR Karlsruhe
5-4 INF Saarbruken
8-6 MECH Aachen
8-4 MOT Cologne
9-4 INF Dusseldorf
6-3 inf Essen
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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

Post by Centuur »

ORIGINAL: ssiviour

GER Land Forces concentrated on the Polish outer defenses first making 2 Land attacks, both were Automatic

Point to note, if we had of been playing 2d10, for which I now realise my set up was better suited, I would have made 3 Land Attacks with confidence .... This will take some getting used to

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You will encounter a lot of differences when using this table. One should not play with divisions with the 1D10 combat table in place, IMHO.
Fact is: there are now to many units in a hex to take it swiftly when one has got good odds...
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Orm
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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

Post by Orm »

ORIGINAL: Centuur

You will encounter a lot of differences when using this table. One should not play with divisions with the 1D10 combat table in place, IMHO.
Fact is: there are now to many units in a hex to take it swiftly when one has got good odds...
I am not considering that a fact at all. I consider it an opinion. [:)]

With that said I am in agreement that there are differences with the tables that can take a while to get comfortable with.

And I want to take this opportunity to remind the Australian rebels that we are also playing with the blitz bonus option. And that it has been modified (if it is a modification or not can be discussed) in MWIF. For example, 1 ARM is enough to give a +1 modifier since MWIF counts that ARM as +0.5 and rounds that to +1. And a reminder that the blitz option also gives a negative modifier when attacking cities with two factories.

Perhaps a deeper, generalized, discussion of the merits, or flaws, with the different combat tables could perhaps continue in an separate thread?
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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

Post by brian brian »

That’s a lot of “lift” to scrap for the Allies.
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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

Post by Orm »

ORIGINAL: brian brian

That’s a lot of “lift” to scrap for the Allies.
Yes. I've become an heavy scrapper in my old dotage. [:)]
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

Post by Orm »

Sep/Oct '39
Impulse #2 (Allies)

CW, and France, declare war on Germany. The unprovoked German invasion of Poland can not be allowed to stand.

Edit: US reacts with horror that the war in Europe spreads to more countries. One US entry chit removed. (1 rolled)
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

Post by Orm »

Sep/Oct '39
Impulse #2 (Allies)

CW call out their reserves and place the free units as follows:
GARR -> Liverpool
INF -> London

French reserves:
2 INF -> Lille
5-1 GARR -> Metz
4-1 GARR -> Strasbourg

Edit: In the Great Southern Land the forces mobilize to a great tune.
https://www.youtube.com/watch?v=aZ4NuX0qWuY

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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

Post by Orm »

Sep/Oct '39
Impulse #2 (Allies)

UK retaliate the German attacks on Poland by bombing their fleets in Kiel, and Stettin.

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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

Post by Orm »

Sep/Oct '39
Impulse #2 (Allies)

CW spend most of their surprise points to increase the damage done on the ships in Kiel. But they save 3 points to select a second target.

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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

Post by Orm »

Sep/Oct '39
Impulse #2 (Allies)

One cruiser is bottomed in Kiel.

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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

Post by Orm »

And one CP is sunk in Stettin.

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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

Post by Orm »

Sep/Oct '39
Impulse #2 (Allies)

No naval air.

Naval moves:

USSR:
BB Rostov -> Black Sea

USA:
CP -> Manila
One TRS ships HQI to Honolulu (debarks later in the impulse).

France:
CA Brest -> Baltic Sea 4-box
2 BB + CA Brest -> North Sea 4-box
TRS + CA + 6-4 INF Mogador -> Brest

CW:
TRS + INF (Aden) -> Port Said
4 x CA (Plymouth) -> North Sea 4-box

The French cruiser Duguay Trouin begin searching for German shipping in the Baltic Sea.

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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

Post by Orm »

Sep/Oct '39
Impulse #2 (Allies)

the French cruiser finds the German convoy and sinks it. (Allies 3, Axis 10)

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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

Post by Orm »

Sep/Oct '39
Impulse #2 (Allies)

No strategic bombing. No Ground Strikes.

Rail Movement:
CW:
TERR (Lusaka) -> Cape Town

Land Moves:

USSR:
3-5 CAV Ulan Bator -> 4 hexes East Ulan Bator

CW:
INF (Port Said) -> Alexandria
TERR (Alexandria) -> 82,60

Over to China for the second part of the Allied impulse.
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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

Post by ssiviour »

ORIGINAL: Orm
ORIGINAL: Centuur

You will encounter a lot of differences when using this table. One should not play with divisions with the 1D10 combat table in place, IMHO.
Fact is: there are now to many units in a hex to take it swiftly when one has got good odds...
I am not considering that a fact at all. I consider it an opinion. [:)]

With that said I am in agreement that there are differences with the tables that can take a while to get comfortable with.

And I want to take this opportunity to remind the Australian rebels that we are also playing with the blitz bonus option. And that it has been modified (if it is a modification or not can be discussed) in MWIF. For example, 1 ARM is enough to give a +1 modifier since MWIF counts that ARM as +0.5 and rounds that to +1. And a reminder that the blitz option also gives a negative modifier when attacking cities with two factories.

Perhaps a deeper, generalized, discussion of the merits, or flaws, with the different combat tables could perhaps continue in an separate thread?

I agree the pro's and cons are for another thread...

It was the negative modifier for 2+ Factories that turned me off attacking Lodz on the first impulse when only 1 Ground strike succeeded.

However the Empires reading of the Blitz option has perked our interest, as everywhere I can find states 2 ARM are required for the modifier.
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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

Post by Orm »

ORIGINAL: ssiviour

It was the negative modifier for 2+ Factories that turned me off attacking Lodz on the first impulse when only 1 Ground strike succeeded.
Yes. Although I am pretty sure that the ENG special ability can negate that modifier. Although the ENG will be eligible to suffer the first loss if it does.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

Post by Orm »

ORIGINAL: ssiviour

However the Empires reading of the Blitz option has perked our interest, as everywhere I can find states 2 ARM are required for the modifier.
Yes. That is how the rule is written. However, it is not implemented that way. Each attacking ARM, or MECH, will give a +0.5 modifier. And then the program will round all halves up. So +0.5 is rounded to +1. -0.5 is rounded up to 0.

Therefore one attacking ARM gives +1. And one Attacking ARM vs one defending MECH would be without any modifier. Edit: So 2 attacking ARM vs 1 defending MECH is still an unmodified attack.

Also note that divisions give half this bonus. Same with PARA. The rules say that there is a +1 for each paradropping unit, but a paradropping division only adds +0.5.

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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

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1939 Allied #2 North China

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RE: The Australian Axis Rebels versus the Swedish Allied Empire (5 player game)

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1939 Allied #2 South China

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