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RE: Reverse 4-player AAR.
Posted: Wed Dec 27, 2017 5:03 pm
by AllenK
CW moves Wavell to the hex with the London MIL (54,30).
France moves 6-4 INF from Paris on hex SW and 3-3 MIL from north to Paris. The MTN moves 1 hex westwards.

RE: Reverse 4-player AAR.
Posted: Wed Dec 27, 2017 5:27 pm
by AllenK
CW rebase Hurricane from Dover to Rouen.
No reorgs.
The gods decide the turn will most certainly continue (10 rolled).
However, the weather is more helpful to the Allied cause.

RE: Reverse 4-player AAR.
Posted: Sat Jan 06, 2018 3:56 am
by Orm
Land: Germany, Italy
Combined: Japan
No Port Strikes. No naval air.
One TRS, loaded with one INF, sail from Japan to Shanghai.
No strategic bombing. No Ground Strikes.
Japan rail the INF in Shanghai to Taiyuan.
Italy rail Graziani (HQA) to Eastern France (58, 32).
Germany rail the GARR in Southern Belgium to Brussels.
Italy moves a couple of units in the French Alps and the supply train continue to struggle through Sahara.
Japan move the Peking Warlord one hex to NW in an attempt to contain the communist flanking movement. Terauchi move one hex NW and Yamamoto moves one hex SE.

Picture from Sep/Oct '40 Impulse #9 (Axis) - Land Movement
RE: Reverse 4-player AAR.
Posted: Sat Jan 06, 2018 6:46 am
by warspite1
Sep/Oct 1940
Impulse: 9 (Axis)
Land Movement (cont):
Von Leeb's forces in the south are beefed up, although not all units will be ready for an attack this turn.
Army Group South (Von Leeb)
12th Army
I Infantry Corps
XLIII Infantry Corps
LXXI Infantry Corps (Not Available)
4th Motorised Division (Not Available)
3rd Army
XLVI Mechanised Corps
II Parachute Corps (Not available)
1st Artillery Division (150mm)
Meanwhile to the von Rundstedt is allocated forces from the panzergruppe to join 6th Army and try and make headway against the French Mechanised forces.
Army Group North (von Rundstedt)
6th Army
VI Infantry Corps
XII Infantry Corps
XXXVII Infantry Corps (Not Available)
2nd Artillery Division (105mm) (Not Available)
Panzergruppe Kleist (elements)
XLVIII Panzer Corps
XLI Panzer Corps
VII (SS) Infantry Corps
1st Motorised AA Division (88mm)
1st Tank Destroyer Division (PzJr1)
RE: Reverse 4-player AAR.
Posted: Sat Jan 06, 2018 7:11 am
by warspite1
Sep/Oct 1940
Impulse: 9 (Axis)
Land Combat:
Two attacks are announced by the Germans - nothing by their Axis partners.
North (southeast of Lille): 45:9 (4:1 +2)
South (northwest of Vichy): 20.5:4 (4:1 no modifiers)
The Germans bring in StG4 as support for the southern attack, bringing that up to 5:1. The attack will be launched in the order provided by the program.

RE: Reverse 4-player AAR.
Posted: Sat Jan 06, 2018 7:49 am
by warspite1
Sep/Oct 1940
Impulse: 9 (Axis)
The attack in the south is a dismal failure - a 2 is thrown, the Germans lose a cavalry unit, all German units are disorganised and the French infantry retreat closer to Paris.
The attack in the north is almost as bad - a 3 is thrown, and all German units are disorganised. One French unit is destroyed and one must retreat.
Who do the French want to destroy? I assume its the artillery?

RE: Reverse 4-player AAR.
Posted: Sat Jan 06, 2018 7:54 am
by warspite1
Sep/Oct 1940
Impulse: 9 (Axis)
Okay so no one seems to be around but there is no possible good reason that I can see why the Mech would be chosen for destruction given its benefits. I therefore destroy the artillery to move the game along. Please let me know if this is not what you wanted to do.
Air Rebase:
Germany
The naval bomber from CC2 rebases to Amsterdam.
The Heinkel 112 of JG7 rebases west, just inside the French border.
Japan
A Ki-27 fighter rebases to Chihkiang, as does a Ki-21-IIa bomber.
A Ki-51 bomber heads north to Tungkwan
Reorganisation: None
The turn can end on less than a 4. A 6 is thrown and so its back to the Allies.
RE: Reverse 4-player AAR.
Posted: Sat Jan 06, 2018 7:58 am
by AllenK
ORIGINAL: warspite1
Sep/Oct 1940
Impulse: 9 (Axis)
Okay so no one seems to be around but there is no possible good reason that I can see why the Mech would be chosen for destruction given its benefits. I therefore destroy the artillery to move the game along. Please let me know if this is not what you wanted to do.
It's what I would have chosen and I expect Mayhemizer too.
I'm unavailable now until later this afternoon.
RE: Reverse 4-player AAR.
Posted: Sat Jan 06, 2018 8:19 am
by Mayhemizer_slith
ORIGINAL: AllenK
ORIGINAL: warspite1
Sep/Oct 1940
Impulse: 9 (Axis)
Okay so no one seems to be around but there is no possible good reason that I can see why the Mech would be chosen for destruction given its benefits. I therefore destroy the artillery to move the game along. Please let me know if this is not what you wanted to do.
It's what I would have chosen and I expect Mayhemizer too.
I'm unavailable now until later this afternoon.
Correct.
RE: Reverse 4-player AAR.
Posted: Sat Jan 06, 2018 8:28 am
by Mayhemizer_slith
PBE roller says 2 for north and 3 for south. Would it change any results?
Edit: results are in correct order, but they were named when roller.
This is not a problem for me [:)] attack is stopped, France is happy.
RE: Reverse 4-player AAR.
Posted: Sat Jan 06, 2018 8:47 am
by warspite1
ORIGINAL: Mayhemizer
PBE roller says 2 for north and 3 for south. Would it change any results?
Edit: results are in correct order, but they were named when roller.
This is not a problem for me [:)] attack is stopped, France is happy.
warspite1
Sorry my mistake. Have a chat with AllenK and let me know what you want me to do. Post 1305 states the attacks will be carried out
in the order of the program (which states the south first, north second) -and that is how the results have been applied - but I've written the attack factors the wrong way around on the dice roller (north to south is a logical order in my dumb brain and I didn't then cross-check).
As I say, I'm not even going to bother to look up what the difference is, its entirely up to you if you want to switch the results - just let me know.
RE: Reverse 4-player AAR.
Posted: Sat Jan 06, 2018 11:03 am
by Mayhemizer_slith
We can continue with this result. I don’t it would affect hex control or attacking units being disorganized.
RE: Reverse 4-player AAR.
Posted: Sun Jan 07, 2018 3:22 pm
by AllenK
Damn, lost the post because Matrix dumped me out.
Summary
S/O 40 Allies 11
China and France land, rest combined.
CW sends TRANS with Galsgow MIL from London to North Sea 2-box. CA goes from east coast to North Sea 4-box.
Only Italian Coast selected for combat but a brace of 5's meant no action.
RAF Harrows bomb German oil fields to no effect (3 rolled).
Wavell railed to Bayonne.
Chengtu WLD moves one hex NW.
RE: Reverse 4-player AAR.
Posted: Sun Jan 07, 2018 5:03 pm
by Mayhemizer_slith
USSR land moves
Lanchow MIL one hex SE to 76,134
Communist CAV one hex west to 71,138
In Lithuania Ski div 2 hexes west
In Poland 3-5 CAV one hex west
Mech from 55,53 to 53,51
France adjust lines.
CW MIL to Boulogne. CW fighter rebase to Boulogne.
Picture of France after Allied impulse.

RE: Reverse 4-player AAR.
Posted: Sun Jan 07, 2018 5:12 pm
by Mayhemizer_slith
Ooooooooooooooops!
Turn does not end (8 rolled) and Axis get Fine weather to North Temperate!

RE: Reverse 4-player AAR.
Posted: Sun Jan 07, 2018 5:15 pm
by Orm
That would have been nice if we hadn't rolled so incredibly bad earlier in the turn. [:(]

RE: Reverse 4-player AAR.
Posted: Sun Jan 07, 2018 5:27 pm
by warspite1
Well that is true, but let's be positive - the turn could have ended or stayed rubbish - so as Eric Idle would say:
https://www.youtube.com/watch?v=jHPOzQzk9Qo
I'll have my German orderz over in the next 30 mins.
RE: Reverse 4-player AAR.
Posted: Sun Jan 07, 2018 5:28 pm
by Orm
No rush. I will retire shortly anyway. I am basically sleeping already. [>:] [:D]
RE: Reverse 4-player AAR.
Posted: Sun Jan 07, 2018 5:53 pm
by Courtenay
The Axis needed something good in this game!
RE: Reverse 4-player AAR.
Posted: Sun Jan 14, 2018 4:31 am
by Orm
Land: Italy, Japan
Combined: Germany
Germany port strikes the Royal Navy in Liverpool.

Picture from Sep/Oct '40 Impulse #13 (Axis) - Port Strike