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RE: A World Ignites... (AAR)

Posted: Wed Oct 09, 2013 4:07 pm
by brian brian
Kriegsmarine heavy fleet units safely berthed in East Prussia. Nice.

RE: A World Ignites... (AAR)

Posted: Wed Oct 09, 2013 5:10 pm
by Orm
No naval air.

Home Fleet sail into the North Sea and begins patrolling. The second and last CW naval move is a transporter that sail to the Red Sea carrying the 13th Indian Infantry Corps.

France send the battleship Bretagne to join Home Fleet in patrolling the North Sea.

I want to get the French corps in Syria to be sent to France. I can transport it to one of the ports in the south of France but there the TRS risk to be subject for a Italian surprise port strike so I sail the transporter, carrying the infantry corps, to Cape St. Vincent instead along with one escorting cruiser. Two cruisers from Morocco reinforce the escort in Cape St. Vincent. In Cape St. Vincent the TRS is safe from the Italian air force but the Italian submarine force is a threat instead.

I also send a French cruiser into the Baltic Sea to raid German ore shipments.

I considered sending out French ships to escort convoys but the German U-boats are no real threat at the moment since their bases are to far from the Atlantic convoys to be able to threat them. Italian submarines could be a real thread but with their great range I would have to spread out the protection to much to be effective. So I wait for Italy to commit first. Or for CW to be able to help out with the escorts.

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Picture from Sep/Oct 39, Impulse #2 (Allies) - Naval Movement

RE: A World Ignites... (AAR)

Posted: Wed Oct 09, 2013 6:00 pm
by Ur_Vile_WEdge
Any particular reason why those BB and not others to create the blockade around Germany?

RE: A World Ignites... (AAR)

Posted: Wed Oct 09, 2013 6:18 pm
by Orm
ORIGINAL: Ur_Vile_WEdge

Any particular reason why those BB and not others to create the blockade around Germany?
I picked battleships with low AA and high shore bombardment.

There might be need for shore bombardment soon enough in this theatre and I prefer to have ships with high AA in the Mediterranean. The fast battleships I keep as reserve in Gibraltar.

RE: A World Ignites... (AAR)

Posted: Wed Oct 09, 2013 11:01 pm
by Neilster
Well, that port attack went better than historically.

Cheers, Neilster

RE: A World Ignites... (AAR)

Posted: Sat Oct 12, 2013 4:44 am
by Orm
France search for the German ore convoy but fail to find it. [:(]

I rolled a 9 with France but needed a 5 or lower to find the enemy.

Germany rolled a 7 but since they only had units in the 0 box and no modifiers there were no risk that the German die roll could begin the combat.

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RE: A World Ignites... (AAR)

Posted: Sat Oct 12, 2013 4:57 am
by Orm
CW strategic bomb Hamburg but the raid is a complete failure. [:(]

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RE: A World Ignites... (AAR)

Posted: Sat Oct 12, 2013 5:15 am
by Orm
I had planned to use the French bomber to either strategic bomb Germany or save it for ground support.

But I do not like that Rundstedt (HQA) and several strong units are so close to the Belgian border and since I feel lucky I decide to make a ground strike on Rundstedt in a attempt to disrupt the German plans.

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Picture from Sep/Oct 39, Impulse #2 (Allies) - Ground Strike

RE: A World Ignites... (AAR)

Posted: Sun Oct 13, 2013 11:41 pm
by composer99
I do that move all the time playing Global War solo (leaving Rundstedt to reorganize reserves), and I always try to bomb him with the French. I don't know that I've ever succeeded at the bombing.

Good on the French Armée de l'Air this time.

RE: A World Ignites... (AAR)

Posted: Mon Oct 14, 2013 12:53 am
by brian brian
I succeeded on that once and the German player blamed that for him losing the game. The Achilles Heel of the France First strategy.

The Germans can put the AA unit they draw in 5 of 6 games adjacent to Rundstedt if they wish and lower the French chances.

RE: A World Ignites... (AAR)

Posted: Mon Oct 14, 2013 2:33 pm
by Shannon V. OKeets
ORIGINAL: brian brian

I succeeded on that once and the German player blamed that for him losing the game. The Achilles Heel of the France First strategy.

The Germans can put the AA unit they draw in 5 of 6 games adjacent to Rundstedt if they wish and lower the French chances.
Or just place Rundstedt farther away from the front line. There are two nice forest hexes north and south of Magdeburg that would force the French bomber to fly at extended range and be quartered instead of halved. With a movement factor of 4, Rundstedt will be present for the third impulse's serious attacks on Belgium and the Netherlands.

RE: A World Ignites... (AAR)

Posted: Tue Oct 15, 2013 4:12 pm
by Orm
USSR rails the ART located in Vladivostok to Irkutsk.

USSR and Com China make no land moves.
Nat China chain moves several units to reinforce the defence of the Mufu mountains. The terrain cost for the garrison that moved into the Mufu mountains was greater than the garrison had so it became disorganized.
CW makes no land moves but they debark the 13th Indian Infantry Corps into Suez.

No Land attacks.

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Picture from Sep/Oct 39, Impulse #2 (Allies) - Land Movement

RE: A World Ignites... (AAR)

Posted: Tue Oct 15, 2013 4:25 pm
by Ur_Vile_WEdge
Question: At least in the board game, you could tell where one map ended and another began by looking at them. (Important for rail moves if you're going along the length of the USSR).

How do you tell where the lines are in MWiF?

RE: A World Ignites... (AAR)

Posted: Tue Oct 15, 2013 4:44 pm
by Orm
ORIGINAL: Ur_Vile_WEdge

Question: At least in the board game, you could tell where one map ended and another began by looking at them. (Important for rail moves if you're going along the length of the USSR).

How do you tell where the lines are in MWiF?
No lines in MWIF.

MWIF counts hexes instead. 1 rail move is needed for railing a unit up to 60 hexes. 2 rail moves are needed to rail a unit 61 to 120 hexes and so on. I railed the unit as far as I could.

RE: A World Ignites... (AAR)

Posted: Tue Oct 15, 2013 4:46 pm
by Orm
The battle for Poland is over before it even began.

The disorganised units in Lodz remain and Germany needs to capture Lodz to conquer Poland.

In Eastern Poland Edward Rydz remain with his HQ and prepare to continue the fight from the marshlands but the he is cut of from the fighting in Central Poland. He still commands the entire Polish air force, but due to the lack of safe air bases close to Lodz and because the odds that the air force actually will make any difference in the defence of Lodz is so small, he orders the air force to fly to Lithuania where they will be interned.

The Polish Pilots did not get the chance to fight the German invaders but they will do so in British aircrafts.

Edit: Note that the actual aircraft counters are destroyed when they were interned. Only the Pilots survived.
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RE: A World Ignites... (AAR)

Posted: Tue Oct 15, 2013 5:04 pm
by Orm
No more air rebases.

No Allied reorganization.

And that concludes the first Allied impulse of the game.

The German impulse begin with a new weather roll and the rain pours down in the active theatres.


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Picture from Sep/Oct 39, Impulse #3 (Axis) - Weather

RE: A World Ignites... (AAR)

Posted: Thu Oct 24, 2013 6:54 pm
by Orm
Sep/Oct 1939, Impulse #3 - Axis.

No declarations of war.

Japan and Italy selects a combined impulse. Germany selects a land impulse.

No naval air.

Japan use 2 naval moves to move 3 TRS and 1 AMPH into the China Sea. They are loaded with 1 MIL, 1 HQ-I, 1 MAR, 1 AA and 1 ENG.

Italy makes no naval move.

No strategic bombing and no ground strikes.

No rail movement although I should have railed 1 unit from Poland to the western front but I forgot it.

Germany move a couple of units closer to the Netherlands border. German units in Poland encircle Lodz.

Italy make no land moves.

Japan makes no land moves during the land movement step. I save the movement for debarkation.

Japan debark 3 land units in the south part of China.

Germany decides to attack Lodz and gain the final odds 7-1+1 against Lodz. The attack had the odds 8 to 1 but the weather reduced it to 7 to 1. The attack had a +2 on the die roll since both defenders were disorganized. But it had also -1 modifier due to the 2 factories in the hex. I had planned to use the engineer to cancel this modifier but I forgot to do so. In the end it did not matter since Germany rolled a 6 that was modified to a 7 and Lodz was captured without any German losses and the units stayed organized after the attack.

Germany rebase 2 aircraft to the Belgian border. No more air rebases.

No reorganization.

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Picture from Sep/Oct 39, Impulse #3 (Axis) - Land Attack Declaration

RE: A World Ignites... (AAR)

Posted: Thu Oct 24, 2013 10:42 pm
by Irish Guards
Looks great ...
Let's git ta the Kiltin eh'
IDG
[&o]

RE: A World Ignites... (AAR)

Posted: Thu Oct 31, 2013 9:26 pm
by Blorsh
It´s very interesting.

RE: A World Ignites... (AAR)

Posted: Thu Oct 31, 2013 9:37 pm
by Missouri_Rebel
Orm,

Thanks for taking all the time to do these. That goes for Bo and Composser99 also. Having dome a few AAR's for other games I never realized how much work they were to do until I did it myself.

Thanks again.

mo reb