MWiF Global War Hot-Seat (AAR)

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Centuur

ORIGINAL: brian brian

[I got detoured writing the post about counter-attack by going out to help fix a brake line to help a friend get home from work and I forgot to make one of my AI calculation points more explicit. I only wanted to comment once the water had flowed under the bridge, or backed up against the damns of the Dnepr in this case, should the Germans want to try such a stunt again. I hope that as the # of HQs goes down, their AI 'value' goes up. If the Axis are invading European Russia with 8 or even more HQs (not unheard of), looking at that attack would be completely different. Also, 1941 is a far more critical situation for the Russians than 1942 tends to be, so the value of something successful like taking out 25% of the Axis logistic capacity (and 50% of it's most mobile logistics) for either a small risk or no risk (with Chit or other ARM in area) should be worth more. By the time the Russians can afford more attack ideas, probably they can build a new chit. In dangerous 1941, it can be an important asset to their defense, and should not just be hoarded for better times later in the war. (I tend to use it to flip up all HQs after they re-organize the Reserves, not as much of a concern in a M/A 41 attack). With no Luftwaffe left on the southern front right then, and not much that can shift there either, the risk of coming out in front of the Dnepr momentarily was a bit lower then too, especially once the Germans went down to just two face-up HQs for the balance of the turn, leaving the Axis with only two axes of attack.

I fully agree that the Russians should never counterattack when failure is too risky at this point in the war, and you shouldn't attack an enemy HQ just because you can right now (later, heck yes; the Russians can attack Zhukov style as much as possible at even low odds against single Axis HQ or ARM). But you always have to be looking at the possibilities. Even now in China, if a disorganized oos unit appeared adjacent to the last few Chinese units that could be taken out at 7-1 +1 for a dramatic improvement in their final position, you have to consider something like that. If you never take any risks at all on the defense, your position will suffer. I just thought that example was a good place to consider how to set that risk/reward equation. And how to set the reward value of your enemy losing so much future capability all at once.

And as usual this whole website illuminates the tiny details that create a "Played It Wrong" and indeed my usual opponent and I have missed that one about the GBAs for years running now, thanks C99. Russia can start thinking about them soon here.....Russia gets bigger as you go in deeper....and odd corners of the Axis line lose their supply links when the weather goes bad.....promoted GBA units can make the Caucasus impossible to crack....Red Prince's Russians are doing very well.....carry on.]

I agree on this. Even when on defense, there might be a possibility for a counter attack which could break the German advance. When the attack on the HQ-A was proposed, I was a little in doubt whether it should or should not be done, therefore I didn't react on this. Looking back, however: I probably would have done so, even with vBock also in that theater. It is a risk, that's for sure, but the rewards were very, very high.
But Red Prince is doing all right at the moment with the defenses. After next Axis impulse, we have to assess the situation very carefully, since there are at that moment two options for the USSR: run away or stand and fight. That's probably going to be a difficult decision.

About a combined impulse coming up for the Germans. I hate combined impulses, because it's to restricted on allowable action and land moves. I would have preferred an air impulse to get all air units in a better position. What are those few land moves and the naval move going to do at the Russian front? Nothing.
A combined impulse is only necessary for invasions you want to do, without giving the other side a clue where it is coming. That (and the super combined) are the only combined impulses I take, except when I want to sail the German SUB fleet into action and not want any other naval moves. That's it.
The decision to take a Combined was made based on 2 factors: it allows me to bring the most usefull aircraft ot the front (I got 2 of the 10 there last impulse), and I do want to take that SUB action, but don't need any other Naval Moves.

The strategic bombing campaign has been somewhat crippling so far this turn, but it's early enough in the turn that Germany and Italy can still try to do the same thing to the CW. They have to do it through Sub warfare, though. Given the early entry to the war, the USA and CW both still lack the huge fleets they'll have next year and the year after, so they are going to run out of things to do each impulse soon. They also have few land units, at least the USA does. The CW can take Land Actions to move up the East African Coast, but the USA will be pretty much finished in 2 more impulses.

If this turn lasts as long as it did last year (unlikely), we haven't even reached the mid-point yet. It's impulse #6, and the Dnieper can't easily be broken yet. Because the Germans are limitted on units on both fronts, I'm trying to clean up the reinforcement cities that could give me trouble later if I try to sceen them -- Odessa, Pskov, Novgorod. Unless I can completely surround them, these cities can end up adding a unit each turn until my screening force is too vulnerable. In fact, I fully intend to completely block Leningrad, including flipping a unit to get it into the swamp, just so I don't have to worry about it again for a while.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

I should also mention that while I do have the Option for GBA units turned on, the code for that is not yet written, so they won't be showing up in this game. The point is valid, but that is one of the 7 planned optional rules that are not fully implemented yet. Sorry, folks.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

You're going to think I am cheating, I'm sure, but the rolls are all legitimate here.
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Fully expecting to have Germany take only Land Actions this turn, I didn't prepare my defenses as well as I should have in the N. Atlantic. In part this was due to the first impulse invasion of the Azores, which had to have more ships in higher section boxes. As it was, I had ships spread among all 5 sections, some of which should have dropped down to the 0 Box last impulse (big oops).

Anyway, the Allies paid on another set of lucky rolls by the Axis. They did damage two of the attacking submarines, but were completely unprepared to have 6 German subs attack with 3 Italian subs. The final result was a Submarine Combat that destroyed 11 convoy points and aborted another . . .

With convoy points available to repair the damage next turn, the Allies took a chance and decided not to abort from the combat, but to fight on instead. The unfortunate results of the first combat lowered the Axis search roll bonus by 1, so there was now only a 30% chance that they would find the Allied fleet.

The risk paid off, as both sides rolled a '7' and nobody found the other side's fleet. Since I'd been setting up a pipeline to get resources and BP to the Soviets, there were more convoys than the Allies needed in the North Atlantic, so the damage was significant, but not completely destructive to Commonwealth Production. And, having learned such a terrible lesson, expect several more strong ships to drop down to the 0 Box at the next possible opportunity.
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Yes, this was an error in play. My "excuses" are: inexperience, an unexpected German naval move, and sheer stupidity. [:)] Oh, and don't discount bad luck. [;)]

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

I used 5 of the 6 German land moves to set up an attack on Pskov, and the 6th to enter Persia with a MECH.

The 2 Italian land moves were used up by the Iraqi units. The MIL unit is at the end of his supply chain, but can still move as much as 2 hexes east or begin collecting hexes on the rail line in the clear terrain, if he's willing to be disorganized. More important is the fact that with some creative planning, I might be able to air transport the Italian MTN unit to one of those clear hexes. From there, he can either move up on the Soviet front in Azerbaijan . . . or he can help to claim the rail line all the way to the Persian Gulf. That would be a task completed next turn, with the help of the Iraqi CAV. By then (hopefully), Japan might be able to establish fleets in the Arabian Sea and the Persian Gulf . . . and suddenly, with an Italian Nav in the Red Sea, there's an overseas link to the Persian front.

The end result is that the Soviets, already stretched a little thin, though they do have another good white-print INF on the way, will need to get more units to this front due to the flexibility gained by the Axis. It also means that those USA and CW fleets heading to India need to get the job done.

If nothing else is gained by the Axis, this maneuver should end up having 8-10 Soviet land units committed to blocking the South passage into the Caucasus . . . units which they'd prefer to have on the German front lines. Even if the Italian and German armies can't break this line, it should help German make progress in the Ukraine and Belorussia. Or so the Axis hopes . . .

Oh, and it doesn't hurt that Italy just gained another Oil Point that can be transported by rail to the factories in Italy. Or that 3 of the Soviet Oil Points are now pretty much lost to them. The one in Bushehr could be saved where it is, but it's probably best to skip that this turn and set up a Trade Agreement to give it to the CW to store in India.
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Edit: Drat! I miscounted the hexes between the MIL and Baghdad. He's already past the end of his supply chain. He only has one more move before he gets disorganized. Of course, I can alter my plans a little, but I goofed here. Should have done this one hex farthur south.
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2nd Edit: Actually, I can. I haven't "technically" finished the Land Movement phase yet, so I'm going to back up a bit and move him southeast instead of east.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Shannon V. OKeets »

ORIGINAL: Red Prince

The Persian Front:

This is what I have so far. I think it's the best I can do. I could shift the MTN Division to Tabriz, but I would hate to leave Zhukov alone in that hex.

Image
Lovely.

I would have kept the 2 Cav together in Tabriz because I am unusually paranoid when defending against the Germans. But perhaps you were keeping room available for a railed in Mil next turn? Once the 5-3 arrives this line will be boring. When you get a chance, the bomber (range 7) should rebase to Baku.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Shannon V. OKeets »

ORIGINAL: Red Prince

And in the North:

Image
That's the idea!

The Mech should probably be in the Clear hex behind the Dnieper. I am still worried about the hexes between the '2' halves of the Dnieper (as you display them). For instance, as the Germans I would be killing off the 3-3 Mil and then using the rail line to move through the Pripet Marshes.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Shannon V. OKeets »

ORIGINAL: Red Prince

Minus the full flyouts, here's what I've got on the Dnieper River line:

Image
Yes.

As I said above, watch out for the join between the two views of the map you display.

I have seen many games where the Germans break the bottom of this river defense, forcing some Russian units into Crimea and easily flanking the rest of the line. The other target hex is the one you have been worrying about: the forest hex that can be attacked on 3 hexsides. As the Germans I would just ooze forward and force the USSR to hold every hex on their side of the river. That should make the defensive line weaker somewhere.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Shannon V. OKeets »

ORIGINAL: Orm
ORIGINAL: Taxman66

There will quickly come a point where you want the pilot out of the Bolo (like right now since you can start building the strat bombers). I'd never bother to set that thing up and rather have kept the pilot on the reserve track.
I recommend that you keep the Bolo as front bomber and use it to soak up negative air combat results. And if you are lucky the pilat survives when it is destroyed.

It takes up to much transport capability to send it back to US just to get the pilot transfered to the reserve track.

Edit: It is always nice to have a bad bomber that can be taken as a loss in air combats.
I think that Dublin can be used to recover pilots for the US.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Shannon V. OKeets

ORIGINAL: Red Prince

And in the North:

Image
That's the idea!

The Mech should probably be in the Clear hex behind the Dnieper. I am still worried about the hexes between the '2' halves of the Dnieper (as you display them). For instance, as the Germans I would be killing off the 3-3 Mil and then using the rail line to move through the Pripet Marshes.
It wouldn't work yet. I havn't had a "Snow" turn to collect the rails in the Pripet Marshes yet, so the rail wouldn't connect. Or am I missing something here?

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RE: MWiF Global War Hot-Seat (AAR)

Post by Shannon V. OKeets »

Inf cost 5 to move through swamp. But using the rail line costs one less, so a 4 mover Inf can advance one hex per impulse through the otherwise impassable terrain - if he is using rail lines exclusively.

EDIT: And you want to 'take' all those hexes because partisans can appear in them if you don't.

2nd EDIT: Aren't you suppose to be taking a nap?
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Shannon V. OKeets

Inf cost 5 to move through swamp. But using the rail line costs one less, so a 4 mover Inf can advance one hex per impulse through the otherwise impassable terrain - if he is using rail lines exclusively.

EDIT: And you want to 'take' all those hexes because partisans can appear in them if you don't.

2nd EDIT: Aren't you suppose to be taking a nap?
So all I have to do is get one of my 4-factor INF into a hex before the swamp and start him walking across?

Actually, the Partisans can only appear in enemy controlled hexes, so they can't show up here until I do take them. Or have I got that wrong?
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Edit: Already took the nap . . . from about 4 am local time to about 10 am . . . it's now just before 2pm. Next nap is about 6-8 hours away. [;)]
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RE: MWiF Global War Hot-Seat (AAR)

Post by Centuur »

ORIGINAL: Red Prince

I used 5 of the 6 German land moves to set up an attack on Pskov, and the 6th to enter Persia with a MECH.

The 2 Italian land moves were used up by the Iraqi units. The MIL unit is at the end of his supply chain, but can still move as much as 2 hexes east or begin collecting hexes on the rail line in the clear terrain, if he's willing to be disorganized. More important is the fact that with some creative planning, I might be able to air transport the Italian MTN unit to one of those clear hexes. From there, he can either move up on the Soviet front in Azerbaijan . . . or he can help to claim the rail line all the way to the Persian Gulf. That would be a task completed next turn, with the help of the Iraqi CAV. By then (hopefully), Japan might be able to establish fleets in the Arabian Sea and the Persian Gulf . . . and suddenly, with an Italian Nav in the Red Sea, there's an overseas link to the Persian front.

The end result is that the Soviets, already stretched a little thin, though they do have another good white-print INF on the way, will need to get more units to this front due to the flexibility gained by the Axis. It also means that those USA and CW fleets heading to India need to get the job done.

If nothing else is gained by the Axis, this maneuver should end up having 8-10 Soviet land units committed to blocking the South passage into the Caucasus . . . units which they'd prefer to have on the German front lines. Even if the Italian and German armies can't break this line, it should help German make progress in the Ukraine and Belorussia. Or so the Axis hopes . . .

Oh, and it doesn't hurt that Italy just gained another Oil Point that can be transported by rail to the factories in Italy. Or that 3 of the Soviet Oil Points are now pretty much lost to them. The one in Bushehr could be saved where it is, but it's probably best to skip that this turn and set up a Trade Agreement to give it to the CW to store in India.

Image
8 to 10 units more to defend in the Caucasus? I think you are overestimating the possibility of the oversea supply path. There should be a nice CW fleet in Aden, which can prevent this. Together with the USA attacking Japanese convoys, I don't think that line is going to hold, because of a lack of Japanese ships.
And if those HQ aren't in the Syrian desert, things aren't looking good for the Axis at all. I wouldn't put any other units in Persia with the USSR at this point, except for the final unit to complete the line. The only thing I would try as the USSR is to get more FTR's in this region. Nothing better than to kill Stuka's flying without FTR escort.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Centuur
ORIGINAL: Red Prince

I used 5 of the 6 German land moves to set up an attack on Pskov, and the 6th to enter Persia with a MECH.

The 2 Italian land moves were used up by the Iraqi units. The MIL unit is at the end of his supply chain, but can still move as much as 2 hexes east or begin collecting hexes on the rail line in the clear terrain, if he's willing to be disorganized. More important is the fact that with some creative planning, I might be able to air transport the Italian MTN unit to one of those clear hexes. From there, he can either move up on the Soviet front in Azerbaijan . . . or he can help to claim the rail line all the way to the Persian Gulf. That would be a task completed next turn, with the help of the Iraqi CAV. By then (hopefully), Japan might be able to establish fleets in the Arabian Sea and the Persian Gulf . . . and suddenly, with an Italian Nav in the Red Sea, there's an overseas link to the Persian front.

The end result is that the Soviets, already stretched a little thin, though they do have another good white-print INF on the way, will need to get more units to this front due to the flexibility gained by the Axis. It also means that those USA and CW fleets heading to India need to get the job done.

If nothing else is gained by the Axis, this maneuver should end up having 8-10 Soviet land units committed to blocking the South passage into the Caucasus . . . units which they'd prefer to have on the German front lines. Even if the Italian and German armies can't break this line, it should help German make progress in the Ukraine and Belorussia. Or so the Axis hopes . . .

Oh, and it doesn't hurt that Italy just gained another Oil Point that can be transported by rail to the factories in Italy. Or that 3 of the Soviet Oil Points are now pretty much lost to them. The one in Bushehr could be saved where it is, but it's probably best to skip that this turn and set up a Trade Agreement to give it to the CW to store in India.

Image
8 to 10 units more to defend in the Caucasus? I think you are overestimating the possibility of the oversea supply path. There should be a nice CW fleet in Aden, which can prevent this. Together with the USA attacking Japanese convoys, I don't think that line is going to hold, because of a lack of Japanese ships.
And if those HQ aren't in the Syrian desert, things aren't looking good for the Axis at all. I wouldn't put any other units in Persia with the USSR at this point, except for the final unit to complete the line. The only thing I would try as the USSR is to get more FTR's in this region. Nothing better than to kill Stuka's flying without FTR escort.
Not 8-10 more units. That's the total units to defend well.

As for the Americans attacking convoys, they aren't in position yet, and lack good ports at this moment . . . and SUBs . . . it's still very early in the game. The Japanese have a CV advantage in this part of the world (until the USA gets its CV fleet over there), so the CW fleet has to regroup with the Americans. They lost a lot of ships early on and have a lot of territory they had to defend all alone until now. The Japanese might be able to maintain supply long enough to make it worthwhile. Japanese land operations are almost at an end, so they'll be able to afford more Naval Moves to position the fleet for true Naval operations (as opposed to support operations for invasions).
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RE: MWiF Global War Hot-Seat (AAR)

Post by Centuur »

ORIGINAL: Shannon V. OKeets

ORIGINAL: Orm
ORIGINAL: Taxman66

There will quickly come a point where you want the pilot out of the Bolo (like right now since you can start building the strat bombers). I'd never bother to set that thing up and rather have kept the pilot on the reserve track.
I recommend that you keep the Bolo as front bomber and use it to soak up negative air combat results. And if you are lucky the pilat survives when it is destroyed.

It takes up to much transport capability to send it back to US just to get the pilot transfered to the reserve track.

Edit: It is always nice to have a bad bomber that can be taken as a loss in air combats.
I think that Dublin can be used to recover pilots for the US.
No, it shouldn't be, since Dublin is the capital of Ireland, a minor neutral. If you mean Belfast, the answer is also no, since it isn't a home country hex. It is only a primary supply source for the USA and the USA can use the factory there, that's all.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

Here's the current supply path being used for the Persian attacks. If the rails in Iraq can connect through the overseas route, this lets things expand to the point that Persia might be liberated. That will require a big commitment from Japan, though.

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RE: MWiF Global War Hot-Seat (AAR)

Post by Taxman66 »

Yes, recovering the pilot in Ireland was what I was thinking.

However, the Bolo does have a good range and a NAV factor. You could always use it for convoy support.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Taxman66 »

Red Prince, you have a lot to learn about convoy defense. You can't ever neglet it and you should be prepared for getting attacked on the first impulse. This means defensive units in the 4 box, the 1 box and 0 box. The 1 box so that they can move down and be in the 0 box at the start of the next turn. The next most important piece is getting A2S factors into the 0 box, the best bet here is by 1/2 range reaction of naval air, and for old or light carriers in the zones out of range of naval air. Naval air in the zero box has the wonderful effect (except in storm) of burning 4 axis surprise points. The next step is getting A2S factors into the highest box possible for the high priority sea zones.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Taxman66

Red Prince, you have a lot to learn about convoy defense. You can't ever neglet it and you should be prepared for getting attacked on the first impulse. This means defensive units in the 4 box, the 1 box and 0 box. The 1 box so that they can move down and be in the 0 box at the start of the next turn. The next most important piece is getting A2S factors into the 0 box, the best bet here is by 1/2 range reaction of naval air, and for old or light carriers in the zones out of range of naval air. Naval air in the zero box has the wonderful effect (except in storm) of burning 4 axis surprise points. The next step is getting A2S factors into the highest box possible for the high priority sea zones.
Believe it or not, I actually know all of this. But the Germans and Italians can attack at 4 different points along the convoy pipeline at this time. It's hard to defend all of those points with what the CW has available and a strong Italian fleet in Cape St. Vincent. I didn't plan well, that's all. I didn't expect a Naval move by Germany.

Frankly, the early entry of the USA into the war, and the rapid advance of the Germans earlier into Spain has me playing catch-up with myself. You can see that with the lack of FTRs in both the Soviet offensive and the Low Countries. If the USA hadn't entered so early, the Low Countries and German factories would have been safer. If Spain wasn't an Axis strongpoint so early, the convoy pipelines could have regrouped in good time.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

Of the 2 attacks this impulse, the one on Kunming is the most important. If Kunming falls, China is at an end . . .

So, the attacks:

Image

And the results:

Attack on Kunming: Assault, Roll = 6+2 = 8 = */2S (all defenders destroyed, due to no valid retreat hex)
Attack on Pskov: Assault, Roll = 4 = */2S

Not wanting to take any chances, I decided HQ-I Umezu could risk being disorganized providing HQ Support. He's still within range to let his troops collect the rest of the Burma Road (connecting Rangoon to China) without having them move out of supply -- as long as the weather stays Fine, and it probably will (famous last words). I'd have to look through all of my notes, but I think that both sides have had very good success trying to provide Support. Of corse, I haven't always mentioned it in the AAR when they fail, so it may seem like more success than there actually was. As I said, I'd have to look through my notes. Anyway, Umezu succeeded, so the chances of Kunming falling move from 50% to 70% and in this case, I really don't care if it disorganizes the attackers. Getting the job done is good enough for me.

At Pskov, since this is a bit of a pit-stop along the way to better things, I wasn't willing to risk disorganization, so I found the best troops available to take on the lone defender at 7:1 odds. A 70% chance to stay organized is what I like (Big Bopper, anyone?). The Soviets might have been able to provide 2 factors of Ground Support, but at the risk of getting shot down at +2/-2 odds in Germany's favor. It would only have dropped this to a 5:1 attack, which is better, but not good enough to risk the LND (at extended range). I want to save those factors for a time and place where they can really mess things up for Germany.
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So, here's a question: both of these rolls were "average" rolls . . . not too high, not too low . . . but in both cases, they were just enough to keep the attackers from being disorganized. Should this be considered luck or not? I consider it to be good planning . . . after all, 4 of the 9 other possible rolls at Kunming would have meant the same thing, and 6 of the 9 other possible rolls at Pskov would have, too. So, is it "lucky" that these weren't '5' and '3' instead of the rolls they actually were?
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Centuur
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Location: Hoorn (NED).

RE: MWiF Global War Hot-Seat (AAR)

Post by Centuur »

ORIGINAL: Taxman66

Yes, recovering the pilot in Ireland was what I was thinking.

However, the Bolo does have a good range and a NAV factor. You could always use it for convoy support.
To recover the pilot, you need a home country hex. Northern Ireland isn't US home country. From RAW:

44. US occupies Northern Ireland - You can declare control of
Northern Ireland during any future Allied declaration of war step
that the Commonwealth controls every hex in Northern Ireland
and provided the Commonwealth agrees. Northern Ireland
becomes US controlled. Move any other Allied units there to the
nearest hex their major power controls. From now on, the US
may use the Belfast factory and Belfast becomes a primary
supply source for the US.

There is no mention of Northern Ireland becoming US home country hexes, so you cannot put US reinforcements there and cannot move aircraft to the reserve pool to collect pilots.
Peter
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