GW Counterfactual Take 3.
Moderator: Shannon V. OKeets
Re: GW Counterfactual Take 3.
Turn 33. Jan/Feb 1945. Allied #6. The Western Allies.
Ground Support.
(3/6). Hamburg, Germany. (4/6). Yugoslavia 63,45.
Ground Support.
(3/6). Hamburg, Germany. (4/6). Yugoslavia 63,45.
Ronnie
Re: GW Counterfactual Take 3.
Turn 33. Jan/Feb 1945. Allied #6. The Western Allies.
Ground Support.
(5/6). Hungary 60,44.
RAF Hurricane IID F2(5) flies CAP, but faces no German ground support.
(6/6). Turkey 71,59.
Ground Support.
(5/6). Hungary 60,44.
RAF Hurricane IID F2(5) flies CAP, but faces no German ground support.
(6/6). Turkey 71,59.
Ronnie
Re: GW Counterfactual Take 3.
Turn 33. Jan/Feb 1945. Allied #6. The Western Allies.
Land Combat.
Combat Logs.
Land Combat.
Combat Logs.
Ronnie
Re: GW Counterfactual Take 3.
Turn 33. Jan/Feb 1945. Allied #6. The Western Allies.
Land Combat.
(1/7) France 56,33. (2/7) France 54,29. (3/7) Hamburg, Germany. (4/7) Yugoslavia 63,45.
Land Combat.
(1/7) France 56,33. (2/7) France 54,29. (3/7) Hamburg, Germany. (4/7) Yugoslavia 63,45.
Ronnie
Re: GW Counterfactual Take 3.
Turn 33. Jan/Feb 1945. Allied #6. The Western Allies.
Land Combat.
(5/7) Hungary 60,44. (6/7) Denmark 45,36. (7/7) France 56,31.
Land Combat.
(5/7) Hungary 60,44. (6/7) Denmark 45,36. (7/7) France 56,31.
Ronnie
Re: GW Counterfactual Take 3.
Turn 33. Jan/Feb 1945. Allied #6. The Western Allies.
HQ Reorg.
HQ Reorg.
Ronnie
Re: GW Counterfactual Take 3.
Turn 33. Jan/Feb 1945. Allied #6. The Western Allies.
Balkans. Italy. End of Impulse.
Balkans. Italy. End of Impulse.
Ronnie
Re: GW Counterfactual Take 3.
Turn 33. Jan/Feb 1945. Allied #6. The Western Allies.
The Western Front. End of Impulse.
The Western Front. End of Impulse.
Ronnie
Re: GW Counterfactual Take 3.
Turn 33. Jan/Feb 1945. Axis #7. Impulse #233.
Weather & Actions.
(1) Another Weather D10=1! That's three 1's in a row.
(2) First impulse pair had a +1 DRM.
(3) The allies couldn't buy a fine weather impulse last Sep/Oct turn.
(4) Now, they get 2 fine weather impulses in Nov/Dec everywhere except the arctic.
(5) This is killing the Soviet White Print armies in the arctic; but otherwise it's an unexpected boom for the allies.
(6) Germany can't risk passing and hoping the turn ends on a 30% chance, so they'll take a land.
(7) Remember, hoping for luck is NOT a strategy.
(8) There's really nothing Japan can, or needs to, do so they'll pass in order to up end of turn chance to 20%.
(9) If the turn doesn't end, Germany already at a tipping point may be tipped over.
(10) By the way, this last allied impulse was a BLAST.
(11) I've spent probably 12-hours today playing and documenting it.
(12) The air combat was just wild.
(13) In my mind I saw the sky covered with planes and countless ariel battles.
(14) Also, there were 19 land combats.
(15) The world was literally on fire, in flames, this impulse.
(16) In fact I think the dice gods got a bit tired as their land combat rolls were really poor towards the end.
(17) While I have an order in which I document the land combats, those aren't the order that I resolve them.
(18) Unless there's a specific reason not to, for example putting flipped units out of supply for a following land combat, I will follow the sequence that MWIF gives me.
(19) The allies started off hot rolling 2D10 of 20, 16; however near the end they were rolling 4, 5, 6.
(20) I, as the Western Allies, was sweating the land combat resolution for the airborne drop which was one of the last.
(21) Luckily, for the US, they rolled a 2D10=12 if I remember correctly.
(22) Obviously, Germany barring anything I don't see, should be finished in a few turns.
(23) Japan's a different story in that their Home Islands are heavily defended.
(24) I've never played with atomic bombs but that's my plan for Japan.
(25) Build the bomb and bomb them
(26) Trying to invade would be suicide.
(27) Phew ... long but fun day.
Weather & Actions.
(1) Another Weather D10=1! That's three 1's in a row.
(2) First impulse pair had a +1 DRM.
(3) The allies couldn't buy a fine weather impulse last Sep/Oct turn.
(4) Now, they get 2 fine weather impulses in Nov/Dec everywhere except the arctic.
(5) This is killing the Soviet White Print armies in the arctic; but otherwise it's an unexpected boom for the allies.
(6) Germany can't risk passing and hoping the turn ends on a 30% chance, so they'll take a land.
(7) Remember, hoping for luck is NOT a strategy.
(8) There's really nothing Japan can, or needs to, do so they'll pass in order to up end of turn chance to 20%.
(9) If the turn doesn't end, Germany already at a tipping point may be tipped over.
(10) By the way, this last allied impulse was a BLAST.
(11) I've spent probably 12-hours today playing and documenting it.
(12) The air combat was just wild.
(13) In my mind I saw the sky covered with planes and countless ariel battles.
(14) Also, there were 19 land combats.
(15) The world was literally on fire, in flames, this impulse.
(16) In fact I think the dice gods got a bit tired as their land combat rolls were really poor towards the end.
(17) While I have an order in which I document the land combats, those aren't the order that I resolve them.
(18) Unless there's a specific reason not to, for example putting flipped units out of supply for a following land combat, I will follow the sequence that MWIF gives me.
(19) The allies started off hot rolling 2D10 of 20, 16; however near the end they were rolling 4, 5, 6.
(20) I, as the Western Allies, was sweating the land combat resolution for the airborne drop which was one of the last.
(21) Luckily, for the US, they rolled a 2D10=12 if I remember correctly.
(22) Obviously, Germany barring anything I don't see, should be finished in a few turns.
(23) Japan's a different story in that their Home Islands are heavily defended.
(24) I've never played with atomic bombs but that's my plan for Japan.
(25) Build the bomb and bomb them
(26) Trying to invade would be suicide.
(27) Phew ... long but fun day.
Ronnie
-
- Posts: 416
- Joined: Tue Apr 28, 2020 4:24 am
Re: GW Counterfactual Take 3.
???rkr1958 wrote: Mon Jul 22, 2024 4:58 am Turn 33. Jan/Feb 1945. Axis #7. Impulse #233.
(23) Japan's a different story in that their Home Islands are heavily defended.
(24) I've never played with atomic bombs but that's my plan for Japan.
(25) Build the bomb and bomb them
(26) Trying to invade would be suicide.
Maybe you should check the effects of A-Bombs again, before you base your strategy on them. I think, they cannot help significantly against an already heavily defended Japan, or am I missing something? Do you play with carpet bombing?
Re: GW Counterfactual Take 3.
Thanks. I am not using the optional, carpet bombing. So, my understanding is that you may use them for either strategic bombing or port strikes. Is this correct?Angeldust2 wrote: Mon Jul 22, 2024 5:25 am???rkr1958 wrote: Mon Jul 22, 2024 4:58 am Turn 33. Jan/Feb 1945. Axis #7. Impulse #233.
(23) Japan's a different story in that their Home Islands are heavily defended.
(24) I've never played with atomic bombs but that's my plan for Japan.
(25) Build the bomb and bomb them
(26) Trying to invade would be suicide.
Maybe you should check the effects of A-Bombs again, before you base your strategy on them. I think, they cannot help significantly against an already heavily defended Japan, or am I missing something? Do you play with carpet bombing?
Ronnie
Re: GW Counterfactual Take 3.
Turn 33. Jan/Feb 1945. Axis #7. The Eastern Front.
Army Groups North, Center, South. End of Impulse.
Army Groups North, Center, South. End of Impulse.
Ronnie
Re: GW Counterfactual Take 3.
Turn 33. Jan/Feb 1945. Axis #7. Turkey. Middle East.
End of Impulse.
End of Impulse.
Ronnie
Re: GW Counterfactual Take 3.
Turn 33. Jan/Feb 1945. Axis #7. Balkans. Italy.
End of Impulse.
(1) We are witnessing the collapse of Germany.
End of Impulse.
(1) We are witnessing the collapse of Germany.
Ronnie
Re: GW Counterfactual Take 3.
Turn 33. Jan/Feb 1945. Axis #7. Western Front.
End of Impulse.
(1) More evidence of the collapse.
(2) If the turn continues (80%), then the Western Allies will be able to isolate the Paris and the 2 flipped corps & 1 div defending.
(3) They've already isolated two flipped Wehrmacht armies on the Swiss border.
(4) Germany and Japan really need to hit the 20% that the turn ends (like they did last turn)!
End of Impulse.
(1) More evidence of the collapse.
(2) If the turn continues (80%), then the Western Allies will be able to isolate the Paris and the 2 flipped corps & 1 div defending.
(3) They've already isolated two flipped Wehrmacht armies on the Swiss border.
(4) Germany and Japan really need to hit the 20% that the turn ends (like they did last turn)!
Ronnie
Re: GW Counterfactual Take 3.
Turn 33. Jan/Feb 1945. End of Turn.
(1) And the turn does end on D10=1 (2 or less to end).
(2) Has anyone else every had a Jan/Feb turn where they didn't get snow or blizzard in the arctic?
(3) I'm pretty sure this was a first for me.
(4) The dice gods have been particularly cruel with their weather and end of turn rolls against both sides.
(1) And the turn does end on D10=1 (2 or less to end).
(2) Has anyone else every had a Jan/Feb turn where they didn't get snow or blizzard in the arctic?
(3) I'm pretty sure this was a first for me.
(4) The dice gods have been particularly cruel with their weather and end of turn rolls against both sides.
- Attachments
-
- 99-Weather-Actions-Summary.png (37.81 KiB) Viewed 167 times
Ronnie
Re: GW Counterfactual Take 3.
Turn 33. Jan/Feb 1944. End of Turn.
KIA Report. Destroyed. Dry Dock/Damaged (Ships/Boats). Reserve (Planes, O-Chits, Pilots) & Construction (Ships/Boasts).
KIA Report. Destroyed. Dry Dock/Damaged (Ships/Boats). Reserve (Planes, O-Chits, Pilots) & Construction (Ships/Boasts).
Ronnie
Re: GW Counterfactual Take 3.
Turn 33. Jan/Feb 1945. End of Turn.
Use Oil. Japan just shy of 0.3 oil for being to oiled everything that's not isolated. Not Oiled and/or Isolated.
Use Oil. Japan just shy of 0.3 oil for being to oiled everything that's not isolated. Not Oiled and/or Isolated.
Ronnie