Play along with me! - Global War Solitaire AAR
Moderator: Shannon V. OKeets
RE: Play along with me! - Global War Solitaire AAR
For Germany, INF and Fi-3 (and Pi, for Fi-3, of course). Yes, they are twin engine, but they can get to higher boxes of sea areas, and they do a fine job of covering rear areas of Germany against strategic bombing. After those, MIL and GAR. Germany has to start to garrison areas, and that is what MIL and GAR are for. Also a sub or two, to keep gearing up. Because of gearing limits, throw in a MECH. Hmm. Just discovered that you aren't playing with saved build points, which is annoying. OK, build a MECH and an ARM XX instead of a MECH.
For Italy, a NAV and a pilot, an INF, a couple subs, and a couple of CPs. Of course, I use limited overseas supply, and you don't, so you might not need those CPs. If you don't, build a TRS.
For Japan, some CPs, the NAV and a pilot, and I don't care what; Japan is doing very well.
For the CW, I would get their convoys straightened out. They should be producing far more than they are.
It's a little late for the Implacable. It should be finishing about now, not still in the force pool. It's too late for it now; the US carriers should be carrying the load. Build Fi-3. You don't seem to like Fi-3. Yes, the twin engine penalty is a pain, but the range more than makes up for it. And you have a Mosquito in that force pool. You only have 17 build points, not 22; I would spend most of them on Fi-3s. Fi-3 are what win naval air fights. You need to be able to put airpower in the three box. Since CW CVPs stink so badly, you need Fi-3.
I have not looked at your carriers; if you need planes for them, you have to build them, of course. I would like to build land units for the CW, but winning the battle of the Atlantic takes priority, and the means Fi-3 and NAVs. If you have a couple of BPs left over, build a GAR.
For the US, what are the Essex class still doing in the force pool? Those five ships should have been built J/F 1941. Yes, all five of them. Build them now! It is probably too late, but they must be built. Build maximum carriers for the next few turns. The US needs everything, of course, but a navy takes a long time to build, and should be planed well in advance. It is too late now, but read the 98 WiF annual for excellent tips on the US build strategy, which I have flagrantly stolen, er, that is, copied, in my AAR. Franky, I don't see how the Allies have a hope of beating the Japanese, with China down, and no US carriers.
For Russia, build some infantry class units to keep gearing up, and maybe an air unit; you have done a good job of building Russian units.
For Italy, a NAV and a pilot, an INF, a couple subs, and a couple of CPs. Of course, I use limited overseas supply, and you don't, so you might not need those CPs. If you don't, build a TRS.
For Japan, some CPs, the NAV and a pilot, and I don't care what; Japan is doing very well.
For the CW, I would get their convoys straightened out. They should be producing far more than they are.
It's a little late for the Implacable. It should be finishing about now, not still in the force pool. It's too late for it now; the US carriers should be carrying the load. Build Fi-3. You don't seem to like Fi-3. Yes, the twin engine penalty is a pain, but the range more than makes up for it. And you have a Mosquito in that force pool. You only have 17 build points, not 22; I would spend most of them on Fi-3s. Fi-3 are what win naval air fights. You need to be able to put airpower in the three box. Since CW CVPs stink so badly, you need Fi-3.
I have not looked at your carriers; if you need planes for them, you have to build them, of course. I would like to build land units for the CW, but winning the battle of the Atlantic takes priority, and the means Fi-3 and NAVs. If you have a couple of BPs left over, build a GAR.
For the US, what are the Essex class still doing in the force pool? Those five ships should have been built J/F 1941. Yes, all five of them. Build them now! It is probably too late, but they must be built. Build maximum carriers for the next few turns. The US needs everything, of course, but a navy takes a long time to build, and should be planed well in advance. It is too late now, but read the 98 WiF annual for excellent tips on the US build strategy, which I have flagrantly stolen, er, that is, copied, in my AAR. Franky, I don't see how the Allies have a hope of beating the Japanese, with China down, and no US carriers.
For Russia, build some infantry class units to keep gearing up, and maybe an air unit; you have done a good job of building Russian units.
I thought I knew how to play this game....
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joshuamnave
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RE: Play along with me! - Global War Solitaire AAR
ORIGINAL: Courtenay
For Germany, INF and Fi-3 (and Pi, for Fi-3, of course). Yes, they are twin engine, but they can get to higher boxes of sea areas, and they do a fine job of covering rear areas of Germany against strategic bombing. After those, MIL and GAR. Germany has to start to garrison areas, and that is what MIL and GAR are for. Also a sub or two, to keep gearing up. Because of gearing limits, throw in a MECH. Hmm. Just discovered that you aren't playing with saved build points, which is annoying. OK, build a MECH and an ARM XX instead of a MECH.
For Italy, a NAV and a pilot, an INF, a couple subs, and a couple of CPs. Of course, I use limited overseas supply, and you don't, so you might not need those CPs. If you don't, build a TRS.
For Japan, some CPs, the NAV and a pilot, and I don't care what; Japan is doing very well.
For the CW, I would get their convoys straightened out. They should be producing far more than they are.
It's a little late for the Implacable. It should be finishing about now, not still in the force pool. It's too late for it now; the US carriers should be carrying the load. Build Fi-3. You don't seem to like Fi-3. Yes, the twin engine penalty is a pain, but the range more than makes up for it. And you have a Mosquito in that force pool. You only have 17 build points, not 22; I would spend most of them on Fi-3s. Fi-3 are what win naval air fights. You need to be able to put airpower in the three box. Since CW CVPs stink so badly, you need Fi-3.
I have not looked at your carriers; if you need planes for them, you have to build them, of course. I would like to build land units for the CW, but winning the battle of the Atlantic takes priority, and the means Fi-3 and NAVs. If you have a couple of BPs left over, build a GAR.
For the US, what are the Essex class still doing in the force pool? Those five ships should have been built J/F 1941. Yes, all five of them. Build them now! It is probably too late, but they must be built. Build maximum carriers for the next few turns. The US needs everything, of course, but a navy takes a long time to build, and should be planed well in advance. It is too late now, but read the 98 WiF annual for excellent tips on the US build strategy, which I have flagrantly stolen, er, that is, copied, in my AAR. Franky, I don't see how the Allies have a hope of beating the Japanese, with China down, and no US carriers.
For Russia, build some infantry class units to keep gearing up, and maybe an air unit; you have done a good job of building Russian units.
Part of why the CW production is down is that they lost a bunch of CP's in the very last impulse of the last turn. I also have trouble moving CP's around and using the convoy system interface. That's why I'm not using oil rules. They are behind in naval builds in part because I was over aggressive in using their land and have had to rebuild their HQ's more than once. Bad play on my part for the allies. The US is so far behind on production because their first gear up came mid '41. Early game, the US missed almost every roll to draw a chit, and the chits that they did draw were almost all 1's. I think they got 3 chits total from Chinese cities, for example. They started MJ 41 at around 20-22 in each pool, and almost doubled it by the end of JA.
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joshuamnave
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RE: Play along with me! - Global War Solitaire AAR
Production:
Germany, 30 - 2 pilots, Ftr (2), Ftr (3), Lnd (3), Inf, Gar, Gar, Mil, Mech, arm div
Italy, 11 - 2 CP's, Ftr (2), 2 sub, BB repair, Inf
Japan, 17 - Junyo, pilot, ftr (2), 3 Terr, Nav (3), 3 CVP (1)
CW, 17 - 4 cp's, amph, bb repair, Nav (4), Ftr (2), pilot
US, 30 - 2 CV, pilot, nav (3), ftr (2), cvp (1), 4 inf, arm
USSR, 14 - 5 Mil, pilot, Lnd (2)
Incoming reins (minus air units again - can't figure out how to pause the game between hitting done on soviet builds and the start of the next turn, at which point air is pulled from the reinforcements)

Germany, 30 - 2 pilots, Ftr (2), Ftr (3), Lnd (3), Inf, Gar, Gar, Mil, Mech, arm div
Italy, 11 - 2 CP's, Ftr (2), 2 sub, BB repair, Inf
Japan, 17 - Junyo, pilot, ftr (2), 3 Terr, Nav (3), 3 CVP (1)
CW, 17 - 4 cp's, amph, bb repair, Nav (4), Ftr (2), pilot
US, 30 - 2 CV, pilot, nav (3), ftr (2), cvp (1), 4 inf, arm
USSR, 14 - 5 Mil, pilot, Lnd (2)
Incoming reins (minus air units again - can't figure out how to pause the game between hitting done on soviet builds and the start of the next turn, at which point air is pulled from the reinforcements)

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RE: Play along with me! - Global War Solitaire AAR
The allies take the initiative going into January of 42. Save file:
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RE: Play along with me! - Global War Solitaire AAR
The weather is stormy in the south and snowing in the north, leaving only 1 of 3 target hexes for Japan's invasion turn. The US has a 50% chance of declaring on both the west and japan, and decides to take a shot at a European declaration. The thinking is that showing entry levels are high and the US is willing to gamble might force Japan's hand, before the US has to put ships in Pearl for them to bomb. And if it works, then the US can send out the fleet and take over convoy duty from the beleaguered british.
Of course it's also worth noting (for the last time, I promise) that I am in very unfamiliar territory now. I have zero experience with this part of the war.
The DOW succeeds and I learn something new... all off the previously unpicked GE/IT entry options were immediately chosen, and chits moved as though I had picked them. That took a decent bite out of the entry levels against Japan!
The western Allies take naval actions. The US starts the process of ferrying troops to Britain, and starts setting up convoy patrols. The UK works on patrolling close to home.
Germany has the garrison value to declare war now, without even using chits. Of course, Germany isn't likely to do that in the dead of winter, but the first clear weather turn of M/A is likely. Russia has 3 choices 1) pull back from the border now. This is a traditional typical Russian defense. Trade land, lots of land, for time. Still doable, but Russia built out its card in terms of infantry, armor and mech corps, and has a pretty decent air force (decent, for Russia that is. Russian fighters are pitifully ineffective compared to the Luftwaffe, but her 4 pt bombers are quite lovely). 2) Stay put, try to hold the line (and counterattack in Rumania). This seems like a bad plan, giving the Germans a surprise turn. But Germany is already a year behind on Barbarossa, and if the line holds, Russian reinforcements will flow in a lot closer to the front lines than Germans will.
For now, Russia waits. The northern flank is of concern, with almost no units between the Prussians and Leningrad. But the Rumanian line is pretty solid, and could easily push back, turning the tables on the Germans in the Balkans.
The British send Monty and some air into Spanish Morocco. He'll be followed by more ground units, and eventually by some Americans we hope. If Italy wants to use Gibraltar as a naval base, they'll need to put a large fighter garrison there or it will be subjected to regular bombing runs from the UK.
In the bottom half of the impulse, Germany takes a combined to send out subs. Germany also wants to rebase a bunch of air, so a combined is a good way to get both done. Italy takes a naval, and Japan takes a land action.
German subs operating out of Brest continue to punish the convoys along the west African coast, sinking another handful in Cape Verde basin.
The axis set up a mtn unit in Gibraltar and an air garrison in the area, while starting to move troops toward the eastern front. The Italians bring a mech down to Libya along with an HQ - a weakened British force in Egypt combined with the closure of Gibraltar has created an opportunity, one that the axis intends to exploit. The newly produced Italian transport and amphib were well timed.
The new impulse begins with better weather, but still not sunny and clear in the s monsoon. The US still has a 30% chance of a DOW on Japan, but will wait for better odds or let Japan do it first.
Here's the save:
Of course it's also worth noting (for the last time, I promise) that I am in very unfamiliar territory now. I have zero experience with this part of the war.
The DOW succeeds and I learn something new... all off the previously unpicked GE/IT entry options were immediately chosen, and chits moved as though I had picked them. That took a decent bite out of the entry levels against Japan!
The western Allies take naval actions. The US starts the process of ferrying troops to Britain, and starts setting up convoy patrols. The UK works on patrolling close to home.
Germany has the garrison value to declare war now, without even using chits. Of course, Germany isn't likely to do that in the dead of winter, but the first clear weather turn of M/A is likely. Russia has 3 choices 1) pull back from the border now. This is a traditional typical Russian defense. Trade land, lots of land, for time. Still doable, but Russia built out its card in terms of infantry, armor and mech corps, and has a pretty decent air force (decent, for Russia that is. Russian fighters are pitifully ineffective compared to the Luftwaffe, but her 4 pt bombers are quite lovely). 2) Stay put, try to hold the line (and counterattack in Rumania). This seems like a bad plan, giving the Germans a surprise turn. But Germany is already a year behind on Barbarossa, and if the line holds, Russian reinforcements will flow in a lot closer to the front lines than Germans will.
For now, Russia waits. The northern flank is of concern, with almost no units between the Prussians and Leningrad. But the Rumanian line is pretty solid, and could easily push back, turning the tables on the Germans in the Balkans.
The British send Monty and some air into Spanish Morocco. He'll be followed by more ground units, and eventually by some Americans we hope. If Italy wants to use Gibraltar as a naval base, they'll need to put a large fighter garrison there or it will be subjected to regular bombing runs from the UK.
In the bottom half of the impulse, Germany takes a combined to send out subs. Germany also wants to rebase a bunch of air, so a combined is a good way to get both done. Italy takes a naval, and Japan takes a land action.
German subs operating out of Brest continue to punish the convoys along the west African coast, sinking another handful in Cape Verde basin.
The axis set up a mtn unit in Gibraltar and an air garrison in the area, while starting to move troops toward the eastern front. The Italians bring a mech down to Libya along with an HQ - a weakened British force in Egypt combined with the closure of Gibraltar has created an opportunity, one that the axis intends to exploit. The newly produced Italian transport and amphib were well timed.
The new impulse begins with better weather, but still not sunny and clear in the s monsoon. The US still has a 30% chance of a DOW on Japan, but will wait for better odds or let Japan do it first.
Here's the save:
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RE: Play along with me! - Global War Solitaire AAR
The Allies take the field and pass out the turn, ending it on a roll of 2. The is the second time this game that the Axis was held to a single turn in January. That slowed down the migration of air and ground units out of Spain and toward Russia. Germany has almost no bombers in range of the Russian front line, and may have to take an air action just to rebase.
The US draws two nice chits and the DOW chance jumps to 70%. Rather than take any entry actions, the US decides it will just try to declare on Japan on the first impulse, if Japan doesn't jump first. Of course Japan knows the US has to be close, after the successful DOW on the European allies.
In the RTB phase, Eisenhower lands in the UK along with a division. A small fleet, including a CV (4) and a CV (1) set up shop in Scapa. Roosevelt promises that this is only the beginning of a much larger American presence to come.
Production jumped up this year, with new gearing levels for everyone.
Germany, 40 - Kesselring, 3 pilots, Seylitz, Lnd (4), Lnd (3), 3 Ftr (2), 2 subs, arm, mech, 2 inf
Italy, 14 - 2 pilots, BB repair, Lnd (4), 2 Terr
Japan, 21 - 2 pilots, 2 cps, Nav (4), Ftr (3), 2 CVP (1), Inf, Amph
CW, 25 - 2 pilots, 2 cps, 3 CVP (1), trans, amph, CV, CA, arm, inf
USA, 40 - 2 pilots, nav (3), Ftr (2), 2 cvp (1), 3 CV, Bradley, Mech, Inf, Mot, Mar div
USSR, 26 - 2 pilots, Lnd (4), Ftr (2), Rokossovsky, Inf, Inf, Mil
Oh hey... if you break down a unit but haven't separated the divisions yet, it gives you a step before reins. So here's a screenshot of the full reins for the axis:

The US draws two nice chits and the DOW chance jumps to 70%. Rather than take any entry actions, the US decides it will just try to declare on Japan on the first impulse, if Japan doesn't jump first. Of course Japan knows the US has to be close, after the successful DOW on the European allies.
In the RTB phase, Eisenhower lands in the UK along with a division. A small fleet, including a CV (4) and a CV (1) set up shop in Scapa. Roosevelt promises that this is only the beginning of a much larger American presence to come.
Production jumped up this year, with new gearing levels for everyone.
Germany, 40 - Kesselring, 3 pilots, Seylitz, Lnd (4), Lnd (3), 3 Ftr (2), 2 subs, arm, mech, 2 inf
Italy, 14 - 2 pilots, BB repair, Lnd (4), 2 Terr
Japan, 21 - 2 pilots, 2 cps, Nav (4), Ftr (3), 2 CVP (1), Inf, Amph
CW, 25 - 2 pilots, 2 cps, 3 CVP (1), trans, amph, CV, CA, arm, inf
USA, 40 - 2 pilots, nav (3), Ftr (2), 2 cvp (1), 3 CV, Bradley, Mech, Inf, Mot, Mar div
USSR, 26 - 2 pilots, Lnd (4), Ftr (2), Rokossovsky, Inf, Inf, Mil
Oh hey... if you break down a unit but haven't separated the divisions yet, it gives you a step before reins. So here's a screenshot of the full reins for the axis:

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RE: Play along with me! - Global War Solitaire AAR
By the way... this is a good time to mention that the bug preventing us from removing air from the board is really starting to take its toll. I hate having to choose between leaving a pilot in a grounded CVP or leaving an outdated CVP in active service, for example.
Here's the allied reins for MA 42. As you can see, the US is about to make good on their promise to bring more troops over.

Here's the allied reins for MA 42. As you can see, the US is about to make good on their promise to bring more troops over.

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RE: Play along with me! - Global War Solitaire AAR
And here's the save, pre reinforcements:
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RE: Play along with me! - Global War Solitaire AAR
March begins with clear weather everywhere, and the Axis having the initiative. Germany and Italy declare war on Russia, Japan declares war on everyone. It's on like Donkey Kong.
Italy takes a naval action. Japan and Germany take super combineds (for new players, a super combined means that they are using an O-Chit for a combined action, giving them unlimited actions of all type for one impulse)
I'm providing the save game file for anyone that wants to try their hand it all out war. On the Eastern Front, Germany is declaring war with almost no bombers present. But it was unlikely they would get their air power into place in time for a spring Barbarossa anyway, and a super combined will let them rebase everything at the end of the turn. Japan is set up for 3 invasions (more if you split them up or do division only invasions) with Philippines, Rabaul and NEI as my planned targets.
Italy takes a naval action. Japan and Germany take super combineds (for new players, a super combined means that they are using an O-Chit for a combined action, giving them unlimited actions of all type for one impulse)
I'm providing the save game file for anyone that wants to try their hand it all out war. On the Eastern Front, Germany is declaring war with almost no bombers present. But it was unlikely they would get their air power into place in time for a spring Barbarossa anyway, and a super combined will let them rebase everything at the end of the turn. Japan is set up for 3 invasions (more if you split them up or do division only invasions) with Philippines, Rabaul and NEI as my planned targets.
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RE: Play along with me! - Global War Solitaire AAR
Here's a look at the northern and central armies


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RE: Play along with me! - Global War Solitaire AAR
And in the south -


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RE: Play along with me! - Global War Solitaire AAR
This is the invasion force for NEI


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RE: Play along with me! - Global War Solitaire AAR
The invasion fleet for Rabaul


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RE: Play along with me! - Global War Solitaire AAR
While the Japanese take to the seas with their invasion fleets, Italy and Germany send out their subs. A grip of axis subs find the convoys in the north atlantic and all but clear them out.
This guy is invincible. I've lost track of how many consecutive ground strikes he's lived through.

This guy is invincible. I've lost track of how many consecutive ground strikes he's lived through.

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RE: Play along with me! - Global War Solitaire AAR
The Japanese ground strikes also failed. Even on a surprise impulse, that isn't ... a surprise.
Before launching invasions, Japan walks into Vietnam and takes Hanoi. Siam sends its army into Malaya and occupies the resource there.
All of the Japanese invasions are at auto win. The German ground attacks go swimmingly except for one ugly little squabble in Bessarabia that left one German motorized corps dead and the rest of his friends paralyzed.
Germany rebases its air as far east as it can, but it's going to take most of the turn to get the bombers where they really need to be. Japan puts the long range fighters and nav out at Truk and Kwajalein.
Control passes back to the allies. The western allies take naval actions, the Russian take a land. Here's the position.
Before launching invasions, Japan walks into Vietnam and takes Hanoi. Siam sends its army into Malaya and occupies the resource there.
All of the Japanese invasions are at auto win. The German ground attacks go swimmingly except for one ugly little squabble in Bessarabia that left one German motorized corps dead and the rest of his friends paralyzed.
Germany rebases its air as far east as it can, but it's going to take most of the turn to get the bombers where they really need to be. Japan puts the long range fighters and nav out at Truk and Kwajalein.
Control passes back to the allies. The western allies take naval actions, the Russian take a land. Here's the position.
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RE: Play along with me! - Global War Solitaire AAR
naval moves now take a significant amount of time each turn, at least for the first impulse.
Russia and the UK launch some strat bombers. On the north coast of France, there's an air to air battle between 1 german He 100 and 2 Spitfires escorting a bomber. On the first round of combat, the Germans shoot down the Lancaster. Another fight brews over Ploesti where I didn't notice a german fighter sitting under a stack of other units (Note: It would be a useful feature if you could right click a hex and choose "show me all air units in range of this hex"). Russia loses a TB 7, but the German fighter aborts and the second bomber clears through, bombing 1 resource.
Long range bombers out of Leningrad hit the Finnish unit in Petsamo, who was already out of supply. Two Russian divisions move in for the kill. One division dies but the other takes Petsamo, and uses the Murmansk convoy to transport the resource there 3 hexes. Russia also knocks out a few Rumanians in Bessarabia.
And the first impulse of all out war comes to a close. Next impulse it will be raining anywhere we care about, but that just gives the troops a chance to catch their breath, right?
Russia and the UK launch some strat bombers. On the north coast of France, there's an air to air battle between 1 german He 100 and 2 Spitfires escorting a bomber. On the first round of combat, the Germans shoot down the Lancaster. Another fight brews over Ploesti where I didn't notice a german fighter sitting under a stack of other units (Note: It would be a useful feature if you could right click a hex and choose "show me all air units in range of this hex"). Russia loses a TB 7, but the German fighter aborts and the second bomber clears through, bombing 1 resource.
Long range bombers out of Leningrad hit the Finnish unit in Petsamo, who was already out of supply. Two Russian divisions move in for the kill. One division dies but the other takes Petsamo, and uses the Murmansk convoy to transport the resource there 3 hexes. Russia also knocks out a few Rumanians in Bessarabia.
And the first impulse of all out war comes to a close. Next impulse it will be raining anywhere we care about, but that just gives the troops a chance to catch their breath, right?
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RE: Play along with me! - Global War Solitaire AAR
2nd impulse. Germany takes an air impulse. Not going to do any attacks in this weather anyway, the fleet is already out at sea, and we need to move as much air as possible. Italy and Japan go with land actions.
Italy continues its run on North Africa. With the UK shut out of the Med, there's little to stop Italy from taking Egypt, and the rest of the middle east. Japan marches down the coast of indo china, lands Yamashita in the Philippines, and generally works to expand and secure the areas they invaded on the first impulse. The Philippine territorial dies, and Japan clears Batavia at the cost of an infantry corps.
In the bottom half of the impulse, the CW takes a Land, the US a combined and Russia a land. The US drops some infantry off in Casablanca. Here's the downside to the incomplete conquest of France. Had Germany taken the Vichy, Americans couldn't just land at Casablanca.
The impulse ends, the skies turn blue, and it's the Axis turn with clear weather everywhere. Here's how it looks on the southern end of the eastern front:

Italy continues its run on North Africa. With the UK shut out of the Med, there's little to stop Italy from taking Egypt, and the rest of the middle east. Japan marches down the coast of indo china, lands Yamashita in the Philippines, and generally works to expand and secure the areas they invaded on the first impulse. The Philippine territorial dies, and Japan clears Batavia at the cost of an infantry corps.
In the bottom half of the impulse, the CW takes a Land, the US a combined and Russia a land. The US drops some infantry off in Casablanca. Here's the downside to the incomplete conquest of France. Had Germany taken the Vichy, Americans couldn't just land at Casablanca.
The impulse ends, the skies turn blue, and it's the Axis turn with clear weather everywhere. Here's how it looks on the southern end of the eastern front:

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Head Geek in Charge at politigeek.net - the intersection of politics and all things geeky
RE: Play along with me! - Global War Solitaire AAR
Zartacla,ORIGINAL: Zartacla
The DOW succeeds and I learn something new... all off the previously unpicked GE/IT entry options were immediately chosen, and chits moved as though I had picked them. That took a decent bite out of the entry levels against Japan!
There is a mandatory tension roll for 13.3.2 US Entry Options: US declares war on a major power (25). It seems you declared on both Germany and Italy, so there is a roll for EACH. Thus, depending on the dice, you will move 4 to 6 GE/IT markers from entry to tension.
As to the unpicked options, you roll for them but they are not REQUIRED to move. I tried the sequence in your game, see below, and it does still seem to work for the unpicked OPTIONS.
A couple of years ago I was the sucker, er I mean Beta tester [:D], who ran all the options and actions to test if they worked properly. After much confusion on my part, and help from the experts on the team, Steve resolved all the old issues.
-Rob

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- Majorball68
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RE: Play along with me! - Global War Solitaire AAR
Zartacla, love your AAR. It is a good example of what not to do in a lot of areas [:)]
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joshuamnave
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RE: Play along with me! - Global War Solitaire AAR
ORIGINAL: Cad908
Zartacla,ORIGINAL: Zartacla
The DOW succeeds and I learn something new... all off the previously unpicked GE/IT entry options were immediately chosen, and chits moved as though I had picked them. That took a decent bite out of the entry levels against Japan!
There is a mandatory tension roll for 13.3.2 US Entry Options: US declares war on a major power (25). It seems you declared on both Germany and Italy, so there is a roll for EACH. Thus, depending on the dice, you will move 4 to 6 GE/IT markers from entry to tension.
As to the unpicked options, you roll for them but they are not REQUIRED to move. I tried the sequence in your game, see below, and it does still seem to work for the unpicked OPTIONS.
A couple of years ago I was the sucker, er I mean Beta tester [:D], who ran all the options and actions to test if they worked properly. After much confusion on my part, and help from the experts on the team, Steve resolved all the old issues.
-Rob
Oh, I wasn't saying there was a problem or a bug here... I figured that was how it was supposed to work. I was saying I wasn't expecting it but I hadn't played a game through to that point yet and had missed that particular rule. But you're right, I didn't see the "don't move" button when executing it. A small interface change might be useful here - there's already a pop up for each unpicked entry option alerting you that it has now been activated. Why not include a "move chit/don't move chit" button in that pop up window?
Head Geek in Charge at politigeek.net - the intersection of politics and all things geeky

