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RE: Bob Flemin's MWIF AARse III The Return
Posted: Sat Mar 01, 2014 8:09 am
by warspite1
Nov/Dec 1939
Impulse: 3
The French bring more troops back from the Empire, a 3-3 infantry landing in Marseilles from Algeria.
Meanwhile the US continue their build-up of units in Hawaii - a Tomahawk, a Hudson and an Engineer are loaded aboard TRS on the West Coast.
RE: Bob Flemin's MWIF AARse III The Return
Posted: Sat Mar 01, 2014 8:18 am
by warspite1
Nov/Dec 1939
Impulse: 5
The turn moves on another 2. The weather though, gets no better....
Bulgaria claim South Dobruja and Hungary claims Transylvania. Adolf Hitler gives the nod of approval and there is little King Carol can do except drop his trousers and bend over. Enter General Antonescu stage left.... It's all kicking off in the Balkans Pru!
RE: Bob Flemin's MWIF AARse III The Return
Posted: Sun Mar 02, 2014 4:45 am
by warspite1
Just expanding on the above. Why take the action I did?
Firstly, the decision by the Soviets to claim Bessarabia is in line with historical goals (as per the scenario goal).
In game terms, not claiming Bessarabia does have knock on effects for Germany - Romania and Hungary can only be aligned with Germany AFTER they are at war with the USSR or Yugoslavia. Bulgaria can only be aligned if Belgrade is German owned or Germany is at war with Greece. On the down side, the USSR can never declare war on Romania. This latter point limits Soviet action in games where the Germans do not order Barbarossa.
The more important point though is that if Romania allow the claim, one resource less is lent by the USSR to Germany.
Germany really don't want the Soviet Union mucking about in Romania proper, and so the easiest solution is for Romania to agree to the claim (which means the USSR cannot declare war on Romania) until the Germans are at war with the USSR.
In addition, after the claim is made, the Hungarians and Bulgarians then chime in with their claims on Transylvania and South Dobruja respectively. Agreement by Hitler to this keeps the latter happy campers and allows the Germans to align these nations (and she can still align Romania after war with USSR or if Germany is at war with Yugoslavia (or controls Belgrade)).
As expected, the rules make it likely a player will follow the historical path (as I have here) but there are viable options for taking a different route.
RE: Bob Flemin's MWIF AARse III The Return
Posted: Sun Mar 02, 2014 5:06 am
by warspite1
Nov/Dec 1939
Impulse: 8
Stoopidly I pick a combined with the Soviets. I should have passed with all powers to increase the chance of ending the turn [:@]
I pay for that mistake as the turn does not end and so the Germans get another chance to pile west and the Japanese can descend on the Chinese.... sloppy play.
RE: Bob Flemin's MWIF AARse III The Return
Posted: Sun Mar 02, 2014 5:17 am
by warspite1
Nov/Dec 1939
Impulse: 11
The Germans make good use of the Allied mistake. The Japanese are in position to attack the Communists but do not do so due to the painful combat modifier (caused by the weather).
The turn does not end but the Allies do not make the same mistake again.