Reverse 4-player AAR.

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AllenK
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RE: Reverse 4-player AAR.

Post by AllenK »

N/D 40 Allies 5

No DoW or alignments

France, USSR, UK combined. China land. USA pass.

Naval moves:

French TRS loaded with MIL from Dakar to BoB box 0.

CW TRANS in Halifax loads MIL and sails to Biscay 0-box. TRANS at Cape Town loads INF and sails to St Vincent 0-box.

Rail moves:

USSR rail MOT div from Odessa to Leningrad.

Land moves:

USSR
Com China INF div from 69,139 to 68,141 resource hex.
Com China CAV div from 68,139 two NE of resource hex.
Zhukov from NE of Odessa two hexes west.
Yeremenko from Vilna two hexes SW.
MECH in SE Poland to 52,49.

France
Metz MIL two hexes SW to west of Paris.

CW
London MIL moves to take up the hex vacated by the Metz MIL.

The Chinese consider a couple of moves but decide to stay put.

CW debarks MIL to Bristol and INF to Gibraltar.

France debarks MIL to St-Nazaire.

Rebase:
French bomber one hex NE to resource hex.
French fighter empty hex SW of Paris.

No reorgs.

Back to Axis.

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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

Nov/Dec 1940
Impulse: 7 (Axis)


Declarations of war/alignments: None

Land: Germany and Japan
Combined: Italy

Port Strikes: None
Naval air: None
Naval movement:
Italy

Supermarina orders a submarine offensive. The three subs head for Cape St Vincent (3-box), Cape Verde Basin (2-box) and the Gulf of Guinea (0-box). Italy initiates combat in all three sea areas.

The search in the Gulf of Guinea was unsuccessful (5 and 3 rolled)

The search in the Cape Verde Basin was successful for the Axis (3 and 8 rolled). The convoys are the target. All six of the 7 usable surprise points are used to increase the naval combat column.

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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

Nov/Dec 1940
Impulse: 7 (Axis)


Naval Combat:
Italy

The Italian submarines show their German counterparts that anything they can do etc.

The Axis stay. Do the Allies want to stay around? If not then where do the convoys wish to head for?

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Mayhemizer_slith
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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

Was it Axis or Allies who decide sinked/aborted ships?
If your attack is going really well, it's an ambush.

-Murphy's war law
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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

I don't know they were CP so I threw the dice. Which ones did you want sunk, damaged aborted?
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Mayhemizer_slith
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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

We would like to sink Dutch and CW CP, abort CW CP's (to Gibraltar) and leave French CP to sea.

Allies stay.
If your attack is going really well, it's an ambush.

-Murphy's war law
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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

ORIGINAL: Mayhemizer

We would like to sink Dutch and CW CP, abort CW CP's (to Gibraltar) and leave French CP to sea.

Allies stay.
warspite1

Your wish is my command


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Mayhemizer_slith
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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

Thank you [:)]
If your attack is going really well, it's an ambush.

-Murphy's war law
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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

Right anyone know what is supposed to happen now? If you go to Gibraltar you have to pass through Cape St Vincent so I can try and intercept - but we know my search roll in this area will fail (6+5).

So do I roll for interception anyway or do you want to abort to somewhere else????
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Mayhemizer_slith
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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

Hmm, I did not realize that. You can roll new rolls and save 6-5 rolls for normal search rolls.

Or if you want ships can abort to some CW port adjacent to current sea area.
If your attack is going really well, it's an ambush.

-Murphy's war law
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Mayhemizer_slith
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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

Gambian port Bathurst is also good.
If your attack is going really well, it's an ambush.

-Murphy's war law
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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

Its not giving me the option of not aborting the French - is that right or do both French and CW have to make the same choice?
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Mayhemizer_slith
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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

Allies stay, but when combat is over CW ships abort somewhere. Gambia if that is OK for you or to Gibraltar and Axis can intercept them (with new roll and 6-5 if saved for Axis normal search roll).

When I said earlier CW CPs abort, I meant place 3x abort to CW CPs. Sorry about that.
If your attack is going really well, it's an ambush.

-Murphy's war law
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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

Nov/Dec 1940
Impulse: 7 (Axis)


Naval Combat:
Italy

The throw is 9 vs 1 and so the Allies have 8 surprise points and a cruiser in the 2-box. What do the Allies want to do?

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Mayhemizer_slith
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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

Fight, maximum damage to Italian sub.

Allies stay.
If your attack is going really well, it's an ambush.

-Murphy's war law
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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

Nov/Dec 1940
Impulse: 7 (Axis)


Naval Combat:
Italy

The French cruiser comes to the rescue of the convoy and exacts sweet revenge for the merchantmen...

The aborted merchantmen head for Bathurst.

The final combat zone - the CSV - produces throws of 6 + 5 and so no combat.

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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

Nov/Dec 1940
Impulse: 7 (Axis)


Strategic bombing:
Italy
The Regia Marina order a floatplane unit to bomb Toulouse.

Japan
Meanwhile in China a bomber group are ordered to bomb Chungking. China can intercept with a 3-strength fighter and the Japanese can counter with a 5-strength Zero - what do the Chinese want to do?



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Mayhemizer_slith
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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

Can you please post a picture of attacking planes and target units?
If your attack is going really well, it's an ambush.

-Murphy's war law
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Mayhemizer_slith
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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

I was little confused earlier, I as checking situation in S/O...

China intercepts and lands back to same hex.
If your attack is going really well, it's an ambush.

-Murphy's war law
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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

Eh voila

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