Page 8 of 41

RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sat Feb 21, 2015 4:03 pm
by warspite1
Jan/Feb 1940
Impulse: 7

The weather is a killer - added to the Japanese being disorganised in the one place I can attack.

I therefore resolve to do something - even if its not a very good idea.

The Germans declare war on Holland. I assume the CW will align with the Dutch?

Where will the Dutch set-up?

RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sat Feb 21, 2015 4:18 pm
by AllenK
ORIGINAL: warspite1

ORIGINAL: AllenK

I take my hat off to you guys running both games simultaneously. I find it difficult enough to manage one [&o].
warspite1

So do I - as you can tell [:D] But if you fancy a game now I'm up for it - I could do with the practice [:)]

I'd certainly be up for the challenge. I presume running it along the lines you are doing here. Drop me an E-mail or PM around the technicalities and we can discuss sides and optional rules.

RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sat Feb 21, 2015 4:31 pm
by Orm
ORIGINAL: AllenK

ORIGINAL: warspite1

ORIGINAL: AllenK

I take my hat off to you guys running both games simultaneously. I find it difficult enough to manage one [&o].
warspite1

So do I - as you can tell [:D] But if you fancy a game now I'm up for it - I could do with the practice [:)]

I'd certainly be up for the challenge. I presume running it along the lines you are doing here. Drop me an E-mail or PM around the technicalities and we can discuss sides and optional rules.
All three of us must run the same MWIF version for this to work smoothly even though I have no part in your game.

RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sat Feb 21, 2015 4:34 pm
by Orm
ORIGINAL: warspite1

Jan/Feb 1940
Impulse: 7

The weather is a killer - added to the Japanese being disorganised in the one place I can attack.

I therefore resolve to do something - even if its not a very good idea.

The Germans declare war on Holland. I assume the CW will align with the Dutch?

Where will the Dutch set-up?
Netherlands align with CW and set up as follows.

The INF, 3 SCS and 1 CP in Amsterdam (see picture).
Two SCS in Rotterdam.
4 CP in Padang, Sumatra.
NEI territorial, TRS, SUB in Batavia, Java.
5 CP in Paramaribo, Dutch Guyana.

----

Any surviving Dutch ships that rebase try to reach Liverpool.

Image
Picture from Jan/Feb 40 Impulse #7 (Axis) - DOW

RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sat Feb 21, 2015 7:42 pm
by warspite1
Jan/Feb 1940
Impulse: 9

The impulse is a short one.

The German attack on Holland is automatic, with units attacking from 3-sides. The convoy point becomes German, two cruisers escape to the UK, and 3 are destroyed.


Image

RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sat Feb 21, 2015 7:43 pm
by warspite1
Jan/Feb 1940
Impulse: 9

The attack in China is another 3:1 and this time an 8 is enough to destroy the Chinese unit.

Image

RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sat Feb 21, 2015 7:46 pm
by warspite1
Jan/Feb 1940
Impulse: 9

The turn continues on a 6.

RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sun Feb 22, 2015 3:51 am
by warspite1
ORIGINAL: AllenK

ORIGINAL: warspite1

ORIGINAL: AllenK

I take my hat off to you guys running both games simultaneously. I find it difficult enough to manage one [&o].
warspite1

So do I - as you can tell [:D] But if you fancy a game now I'm up for it - I could do with the practice [:)]

I'd certainly be up for the challenge. I presume running it along the lines you are doing here. Drop me an E-mail or PM around the technicalities and we can discuss sides and optional rules.
warspite1

PM sent.

RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sun Feb 22, 2015 4:56 am
by Orm
No declarations of war.

Cw take a combined while France and USSR take a land.

No Port Strikes. No naval air.

Cw send a TRS from NEI to Australia.

CW and France bomb 5 cities and hope that the the planes can find their targets despite the winter weather.

Image
Picture from Jan/Feb 40 Impulse #9 (Allied) - Strategic Bombing

RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sun Feb 22, 2015 5:07 am
by Orm
The first two raids were unable to find their targets but the Berlin raid was a stunning success.

Image
Picture from Jan/Feb 40 Impulse #9 (Allied) - Strategic Bombing

RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sun Feb 22, 2015 5:11 am
by Orm
Prague was also hit hard by the bombers while the last raid was a miss.

Image
Picture from Jan/Feb 40 Impulse #9 (Allied) - Strategic Bombing

RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sun Feb 22, 2015 6:00 am
by Orm
Jan/Feb 1940
Impulse: 9

No ground strikes.

USSR rail three units close to the Finnish border.

China liberate Tsinan.

The Soviet Union continue their slow advance into Manchuria.

CW debark a MECH and ART into France. CW also land a MIL in Casablanca. France debark a militia to France.

USA transport and rebase a fighter to Midway.

No land combats. No reorganization.

The end of turn roll was a five which annoys me since the turn would have ended if I had passed.

The new weather roll is a two that is modified to a three and it feels like spring has arrived early.

Image
Picture from Jan/Feb 40 Impulse #11 (Axis) - Weather

RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sun Feb 22, 2015 6:07 am
by warspite1
Why would you have preferred the turn to end? It's still Rain, I am limited to what I can do and surely you would take that Strat bombing result for another Axis impulse and the chance I will end the turn?

I think I need to re-evaluate strat bombing - it killed the Chinese in the other game and that result was really tough too.

RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sun Feb 22, 2015 6:17 am
by Orm
ORIGINAL: warspite1

Why would you have preferred the turn to end? It's still Rain, I am limited to what I can do and surely you would take that Strat bombing result for another Axis impulse and the chance I will end the turn?

I think I need to re-evaluate strat bombing - it killed the Chinese in the other game and that result was really tough too.
I'll think I rather answer that after your impulse. [:D]

RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sun Feb 22, 2015 8:25 am
by warspite1
Jan/Feb 1940
Impulse: 11

Italy declare war on France. The US is extremely angry about this.

The Japanese put some cruisers to sea and send a CP back to Japan.

The Kriegsmarine put to sea in the Baltic.

The Regia Marina put to sea to try and attack the French supply line. four ship task forces are placed in the Western Mediterranean, the Italian Coast and the Eastern Mediterranean 4-box and two further task forces are placed for convoy protection in the Italian Coast. Finally, a submarine screen is placed in the Western Mediterranean.

The throws were all unsuccessful so that was a waste of time.

To the Baltic and another wasted effort - a throw of 4 presumably not being enough because of the weather.

So the Germans try some strategic bombing instead; a He-111 and a Ju-88 head for London and an Italian bomber flys to Marseilles. The high rolls that let the French off are now predictably swapped for low rolls and none of the bombing has any effect.

I was not going to attack in Belgium this turn but there is increasingly little to lose now in this game. I send two Stukas to attack Brussels. Maybe if I can get a +2 on the dice an attack may be worthwhile.

Do the CW fly in defence?





RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sun Feb 22, 2015 9:03 am
by Orm
ORIGINAL: warspite1

I was not going to attack in Belgium this turn but there is increasingly little to lose now in this game. I send two Stukas to attack Brussels. Maybe if I can get a +2 on the dice an attack may be worthwhile.

Do the CW fly in defence?
CW send up all fighters except the Hurricane located West of Antwerp.

RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sun Feb 22, 2015 9:53 am
by warspite1
Jan/Feb 1940
Impulse: 11

The Germans send in 4 fighters giving them a +2 and a -1 for the Allies (not sure why they are different).



Image

RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sun Feb 22, 2015 9:56 am
by warspite1
Jan/Feb 1940
Impulse: 11

Allies roll first:

9 (AC) the CW decide which bomber to clear through. Not much different so they send the fractionally worse bomber through.
11 (DC) No effect.

Do the CW stay around?

RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sun Feb 22, 2015 9:57 am
by Orm
The Germans send in 4 fighters giving them a +2 and a -1 for the Allies (not sure why they are different).
Because of the rounding up effect.

Germany is at + 1.5 that rounds up to +2.
CW is at -1.5 that rounds up to -1.

RE: Bob Flemin' and Orm. A World... AARse II

Posted: Sun Feb 22, 2015 9:58 am
by Orm
Do the CW stay around?
Yes. This is excitingly fun. [:)]