Since US still has plenty of units to build I think it was to early to add these units to the Force Pool.USA adds Brzilian, Mexican and Panamanian units to its Force Pools
MWiF Global War Hot-Seat (AAR)
Moderator: Shannon V. OKeets
RE: MWiF Global War Hot-Seat (AAR)
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
RE: MWiF Global War Hot-Seat (AAR)
US should stop building cheap units that they do not have the sea lift capacity to move anyway. They should build a quality units first. Time to begin panzers, motorized and artillery.
Edit: US should gear up FTR2 production as well. Alot less MIL to production, please.
Edit: US should gear up FTR2 production as well. Alot less MIL to production, please.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
- Red Prince
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RE: MWiF Global War Hot-Seat (AAR)
I built the highest number of everything I could build, based on the gearing limits at the time, because I wanted to bump them all up for the next turn.ORIGINAL: Orm
US should stop building cheap units that they do not have the sea lift capacity to move anyway. They should build a quality units first. Time to begin panzers, motorized and artillery.
Edit: US should gear up FTR2 production as well. Alot less MIL to production, please.
Always listen to experts. They'll tell you what can't be done and why. Then do it!
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- Red Prince
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RE: MWiF Global War Hot-Seat (AAR)
I ended up making 3 attacks, none of which I expected to make when I started the impulse. Oh, and Japan has an invasion of the Seychelles going, too.
Now that I've managed to isolate the Bryansk MIL in the swamps, it's time to get rid of it. I don't care if one of the MIL units dies. They are cheap and come back where I'll need them.
I decided to make the attack over the river on the Stalingrad MIL instead of attacking Stalino, since 2 of those units are disorganized and can be dealt with later. This is a Blitz attack, and with a Breakthrough result, I can get 3 units into the hexes next to Kharkov, making things much more difficult for the USSR. As the Soviets, I could drop this down to a 3:1 +1 Blitz. It would use up a LND-3, a LND-4, and a FTR-2 (that could return to base into Rostov). The problem is that Germany can get up to +4/-3 odds using 2 of its FTRs to counter-intercept, or it could get +4/-4 by flying an escort and a counter-interception. I don't know how important it is to stop this attack, really, but my feeling is that I should save the support for later on . . . when the Germans have used up most of their air forces.
The attack in Persia is a different story. By flying the long-range LND-4 from Stavropol and intercepting with the FTR here, I can get this combat back down to 3:1 odds or less . . . and still have 2 more local LND available. The odds here are even with the Soviet FTR matching up against the best German LND. As Germany, I'm willing to risk my MECH or Tank Destroyer in order to make the attack. It is only possible because of the overseas supply path, and if I give the Russians the chance, they'll fix the lines up before I can push forward.

Now that I've managed to isolate the Bryansk MIL in the swamps, it's time to get rid of it. I don't care if one of the MIL units dies. They are cheap and come back where I'll need them.
I decided to make the attack over the river on the Stalingrad MIL instead of attacking Stalino, since 2 of those units are disorganized and can be dealt with later. This is a Blitz attack, and with a Breakthrough result, I can get 3 units into the hexes next to Kharkov, making things much more difficult for the USSR. As the Soviets, I could drop this down to a 3:1 +1 Blitz. It would use up a LND-3, a LND-4, and a FTR-2 (that could return to base into Rostov). The problem is that Germany can get up to +4/-3 odds using 2 of its FTRs to counter-intercept, or it could get +4/-4 by flying an escort and a counter-interception. I don't know how important it is to stop this attack, really, but my feeling is that I should save the support for later on . . . when the Germans have used up most of their air forces.
The attack in Persia is a different story. By flying the long-range LND-4 from Stavropol and intercepting with the FTR here, I can get this combat back down to 3:1 odds or less . . . and still have 2 more local LND available. The odds here are even with the Soviet FTR matching up against the best German LND. As Germany, I'm willing to risk my MECH or Tank Destroyer in order to make the attack. It is only possible because of the overseas supply path, and if I give the Russians the chance, they'll fix the lines up before I can push forward.

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RE: MWiF Global War Hot-Seat (AAR)
I know that normally you put your worst bomber at the front of the line, but I was hoping the difference between 0/0 and +1/-1 would matter and help me get all 3 bombers cleared through. You can see below that the rolls would have resulted in the same thing happening (except at +1/-1 the Soviet Pilot would have survived). So, the attack ends up at 24:9 instead of 26:9, and that might make a big difference.


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RE: MWiF Global War Hot-Seat (AAR)
The attacks for the first turn of the true summer of '41:

And the results:
Attack on Persia [71, 76]: Assault, Fractional Odds .546 (Yes), Roll = 8 = -/1S (attackers disorganized)
Attack on USSR [54, 60]: Blitz, Roll = 5+1 = 6 = */1B (Breakthrough)
Attack on USSR [48, 55]: Assault, Roll = 1+1 = 2 = 1/1 (Minsk SS MIL destroyed, attackers disorganized)
Attack on Victoria: Assault, Roll = 6+1 = 7 = */2S
In Persia, it was a 2 in 3 chance of being a 3:1 attack. That should have been an 8 in 9 chance, but I played out the A2A combat wrong. I got the Fractional Odds roll, and even survived with all forces intact. That was luck overcoming foolishness.
The breakthrough near Stalino was not unexpected, but the low die roll in the swamps of the Pripet Marshes was a terrible roll. If the enemy had not been disorganized, both MIL would have died, and while I was willing to sacrifice one, I didn't want to lose them both. I would have liked winning on the 60% chance to stay organized, but I won't argue. The enemy is dead, and my own dead MIL will be reborn in Minsk next turn.
Victoria, in the Seychelles, was not an unexpected victory at all. It does kind of feel like rubbing salt in an open wound, though. [;)]

And the results:
Attack on Persia [71, 76]: Assault, Fractional Odds .546 (Yes), Roll = 8 = -/1S (attackers disorganized)
Attack on USSR [54, 60]: Blitz, Roll = 5+1 = 6 = */1B (Breakthrough)
Attack on USSR [48, 55]: Assault, Roll = 1+1 = 2 = 1/1 (Minsk SS MIL destroyed, attackers disorganized)
Attack on Victoria: Assault, Roll = 6+1 = 7 = */2S
In Persia, it was a 2 in 3 chance of being a 3:1 attack. That should have been an 8 in 9 chance, but I played out the A2A combat wrong. I got the Fractional Odds roll, and even survived with all forces intact. That was luck overcoming foolishness.
The breakthrough near Stalino was not unexpected, but the low die roll in the swamps of the Pripet Marshes was a terrible roll. If the enemy had not been disorganized, both MIL would have died, and while I was willing to sacrifice one, I didn't want to lose them both. I would have liked winning on the 60% chance to stay organized, but I won't argue. The enemy is dead, and my own dead MIL will be reborn in Minsk next turn.
Victoria, in the Seychelles, was not an unexpected victory at all. It does kind of feel like rubbing salt in an open wound, though. [;)]
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RE: MWiF Global War Hot-Seat (AAR)
To finish off the turn, Germany rebased another bomber to the Northern Front.
Besides shifting to the Iraqi rails in the Middle-East, Germany had an opportunity for this ARM and MOT to overrun the Saratov MIL in Kerch . . . and to my surprise both were still able to cross the strait hexside! Wondering if I'd found a bug, I realized that it was the rail line that did it. You pay double movement to overrun, and you pay double movement to cross the straits. However, the rail subtracts 1 movement point, so the MOT didn't end up disorganized. I actually almost decided to attack Krasnodar at 3:1 odds, but decided I didn't want to risk the Soviets doubling those 5 factors. Best of all, where they are now, these units still have fighter cover from across the Sea of Azov.

Besides shifting to the Iraqi rails in the Middle-East, Germany had an opportunity for this ARM and MOT to overrun the Saratov MIL in Kerch . . . and to my surprise both were still able to cross the strait hexside! Wondering if I'd found a bug, I realized that it was the rail line that did it. You pay double movement to overrun, and you pay double movement to cross the straits. However, the rail subtracts 1 movement point, so the MOT didn't end up disorganized. I actually almost decided to attack Krasnodar at 3:1 odds, but decided I didn't want to risk the Soviets doubling those 5 factors. Best of all, where they are now, these units still have fighter cover from across the Sea of Azov.

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RE: MWiF Global War Hot-Seat (AAR)
Here is how things look in the Middle-East now. HQ-I Balbo is set to rail to Persia. I might even make the next impulse a Combined, so that I can fly a FTR over here and also reorganize the MTN unit for an attack later this turn . . . maybe. I'm fully committed now, so Japan has to hold the Arabian Sea.
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Updated pictures of the evaporating front lines for the Soviets are coming up soon.

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Updated pictures of the evaporating front lines for the Soviets are coming up soon.

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RE: MWiF Global War Hot-Seat (AAR)
Rail movement has the potential to kill the USSR this game IMO.
~ Composer99
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RE: MWiF Global War Hot-Seat (AAR)
I would never add them and consider this a bad mistake (although understandable for a noob). This is even more true for a build startegy like the US has used in this game, which does not concentrate on sea lift. You're going to move the US units first and even when/if you are built out in TRS and Amphs, it's difficult to divert any to move these practically useless units. You will rue this decision every time you build one of these poor units while good US Mech, Mot and Inf sits in the force pool.ORIGINAL: Orm
Since US still has plenty of units to build I think it was to early to add these units to the Force Pool.USA adds Brzilian, Mexican and Panamanian units to its Force Pools
Don't forget to "harvest" their pilots. They do a lot better flying US planes that can cooperate with the CW and FF than flying lower range, lower combat factor planes that cannot. The same cooperation issue applies to their land forces and thus makes them an impediment. They can't go to the home country of another allied major power, nor to any aligned (by any ally, including the US) minor. (You harvest them by taking the at-start plane off from a home city of theirs and increasing the US pilot marker by one. Then in a subsequent turn, they man a US plane.)
Occasionally you can use at-start Mexicans to garrison places in the Pacific (if on anti-partisan duty in Japan, you are doing real well). And occasionally you can put at start Brazillians in Italy (but usually not because they can't stack with CW units).
Paul
RE: MWiF Global War Hot-Seat (AAR)
Terrible, terrible... Again the Axis are very, very lucky. First with the initiative and now with a 2-1 (stupid, never attack with low odds early in a long turn) attack in Persia ...
Now: if I'm looking good at the coastal defenses of Europe, it is really a lot of low factor units, without any reserves there. I suggest to look seriously at the possibilities of invading France around the Bordeaux area this turn. Try to invade the hex next to Bordeaux (that nice major port is empty...) and go for it. Just forget about possible losses to the CW/US fleet or convoys at this moment. If the Germans aren't forced to withdraw an HQ and some good units out of the USSR, things aren't good at all, especially if there will be a S/O with good weather.
This is because the USSR's defenses are almost gone. In Persia there has to be a retreat by one hex, which is than the last mountain hex before Baku (don't you dare to leave the mountains). The Kerch strait is overrun and the GAR holding the line there is in a clear hex and is all alone. This means that the slower units around the Rostov/Don area probably aren't going to make it in time to the Caucasus.
Steve was right about the Monty Pythons phrase: "run away... run away" (great movie, the Holy Grail...). I don't think the USSR has any time left for making a good defense around the Don line, since this line is compromised in the south. Remember: the USSR can't allow the Caucasus to be taken by the Germans. If they lose that oil, the possibility that the USSR can come back is very, very slim. By the way: you have convoy points with the USSR in the Caspian Sea, have you. Oh: and did you use the oil in Stalingrad and Moscow for production? Because you don't want it falling in German hands, and believe me, it will...
Now: as the Germans: I'm very, very happy. Just that 5-1 GAR between me and lots, lots of oil. Guess what my moves for next turn are going to be: kill any defenses there and start running towards Maikop. The only thing I don't like is that the German airforce isn't at the frontlines, but hey: after killing that GAR, I can put one unit in a hex and start running for oil. Ground strikes? I only need one FTR above my HQ and nobody, nobody can stop me...
So please, please western Allies: invade now (and not later...).
Now: if I'm looking good at the coastal defenses of Europe, it is really a lot of low factor units, without any reserves there. I suggest to look seriously at the possibilities of invading France around the Bordeaux area this turn. Try to invade the hex next to Bordeaux (that nice major port is empty...) and go for it. Just forget about possible losses to the CW/US fleet or convoys at this moment. If the Germans aren't forced to withdraw an HQ and some good units out of the USSR, things aren't good at all, especially if there will be a S/O with good weather.
This is because the USSR's defenses are almost gone. In Persia there has to be a retreat by one hex, which is than the last mountain hex before Baku (don't you dare to leave the mountains). The Kerch strait is overrun and the GAR holding the line there is in a clear hex and is all alone. This means that the slower units around the Rostov/Don area probably aren't going to make it in time to the Caucasus.
Steve was right about the Monty Pythons phrase: "run away... run away" (great movie, the Holy Grail...). I don't think the USSR has any time left for making a good defense around the Don line, since this line is compromised in the south. Remember: the USSR can't allow the Caucasus to be taken by the Germans. If they lose that oil, the possibility that the USSR can come back is very, very slim. By the way: you have convoy points with the USSR in the Caspian Sea, have you. Oh: and did you use the oil in Stalingrad and Moscow for production? Because you don't want it falling in German hands, and believe me, it will...
Now: as the Germans: I'm very, very happy. Just that 5-1 GAR between me and lots, lots of oil. Guess what my moves for next turn are going to be: kill any defenses there and start running towards Maikop. The only thing I don't like is that the German airforce isn't at the frontlines, but hey: after killing that GAR, I can put one unit in a hex and start running for oil. Ground strikes? I only need one FTR above my HQ and nobody, nobody can stop me...
So please, please western Allies: invade now (and not later...).
Peter
- paulderynck
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RE: MWiF Global War Hot-Seat (AAR)
This is not a huge problem, as you can take a naval with the US or CW and put something in the sea zone which instantly puts all the rest in supply.ORIGINAL: Red Prince
The Allies desperately need the first move next turn. If not, the CW risks having 2 of its TRS trapped in India . . . unless they can dislodge the Japanese fleet that is going to try to take the Arabian Sea. The Americans have Battleships and CVs on the way, but they won't be able to reach a high sea box next turn.
Paul
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RE: MWiF Global War Hot-Seat (AAR)
Unless it is killed in an interception by the Japanese . . .ORIGINAL: paulderynck
This is not a huge problem, as you can take a naval with the US or CW and put something in the sea zone which instantly puts all the rest in supply.ORIGINAL: Red Prince
The Allies desperately need the first move next turn. If not, the CW risks having 2 of its TRS trapped in India . . . unless they can dislodge the Japanese fleet that is going to try to take the Arabian Sea. The Americans have Battleships and CVs on the way, but they won't be able to reach a high sea box next turn.
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RE: MWiF Global War Hot-Seat (AAR)
With what? The Americans have had only 1 turn to move troops. Also, that picture was from before the Axis impulse. This is a bit more recent. There is another Rumanian unit in Brest, by the way.ORIGINAL: Centuur
Terrible, terrible... Again the Axis are very, very lucky. First with the initiative and now with a 2-1 (stupid, never attack with low odds early in a long turn) attack in Persia ...
Now: if I'm looking good at the coastal defenses of Europe, it is really a lot of low factor units, without any reserves there. I suggest to look seriously at the possibilities of invading France around the Bordeaux area this turn. Try to invade the hex next to Bordeaux (that nice major port is empty...) and go for it. Just forget about possible losses to the CW/US fleet or convoys at this moment. If the Germans aren't forced to withdraw an HQ and some good units out of the USSR, things aren't good at all, especially if there will be a S/O with good weather.
This is because the USSR's defenses are almost gone. In Persia there has to be a retreat by one hex, which is than the last mountain hex before Baku (don't you dare to leave the mountains). The Kerch strait is overrun and the GAR holding the line there is in a clear hex and is all alone. This means that the slower units around the Rostov/Don area probably aren't going to make it in time to the Caucasus.
Steve was right about the Monty Pythons phrase: "run away... run away" (great movie, the Holy Grail...). I don't think the USSR has any time left for making a good defense around the Don line, since this line is compromised in the south. Remember: the USSR can't allow the Caucasus to be taken by the Germans. If they lose that oil, the possibility that the USSR can come back is very, very slim. By the way: you have convoy points with the USSR in the Caspian Sea, have you. Oh: and did you use the oil in Stalingrad and Moscow for production? Because you don't want it falling in German hands, and believe me, it will...
Now: as the Germans: I'm very, very happy. Just that 5-1 GAR between me and lots, lots of oil. Guess what my moves for next turn are going to be: kill any defenses there and start running towards Maikop. The only thing I don't like is that the German airforce isn't at the frontlines, but hey: after killing that GAR, I can put one unit in a hex and start running for oil. Ground strikes? I only need one FTR above my HQ and nobody, nobody can stop me...
So please, please western Allies: invade now (and not later...).

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RE: MWiF Global War Hot-Seat (AAR)
I don't think it's really a mistake. There are no current units from any of these countries in the Force Pools, and there are exactly 2 x FTR-2 popping up in 1942, when the USA will have 68 BP to spend each turn, and 2 x MECH to arrive in 1943, when they'll have 79 BP to spend per turn. I think that over those 2 years, they can probably afford the "lost" 18 BP by building these units. That is just about 2% of the 12-turn total expected BP produced. That isn't really a big deal.ORIGINAL: paulderynck
I would never add them and consider this a bad mistake (although understandable for a noob). This is even more true for a build startegy like the US has used in this game, which does not concentrate on sea lift. You're going to move the US units first and even when/if you are built out in TRS and Amphs, it's difficult to divert any to move these practically useless units. You will rue this decision every time you build one of these poor units while good US Mech, Mot and Inf sits in the force pool.ORIGINAL: Orm
Since US still has plenty of units to build I think it was to early to add these units to the Force Pool.USA adds Brzilian, Mexican and Panamanian units to its Force Pools
Don't forget to "harvest" their pilots. They do a lot better flying US planes that can cooperate with the CW and FF than flying lower range, lower combat factor planes that cannot. The same cooperation issue applies to their land forces and thus makes them an impediment. They can't go to the home country of another allied major power, nor to any aligned (by any ally, including the US) minor. (You harvest them by taking the at-start plane off from a home city of theirs and increasing the US pilot marker by one. Then in a subsequent turn, they man a US plane.)
Occasionally you can use at-start Mexicans to garrison places in the Pacific (if on anti-partisan duty in Japan, you are doing real well). And occasionally you can put at start Brazillians in Italy (but usually not because they can't stack with CW units).
Always listen to experts. They'll tell you what can't be done and why. Then do it!
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- composer99
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RE: MWiF Global War Hot-Seat (AAR)
Use the Mexicans for garrison duty in the Pacific and send the Brazilians to Senagal to begin the build-up for the Moroccan campaign.
Instead of invading around Bordeaux I would invade at La Rochelle (where the Yugo cavalry is); you face at best a 3-factor defence (CAV + 1-factor notional). Or invade south of it to face a 2-factor notional only.
Then work to isolate the coastal sector from Bordeaux to Bilbao and mop up any OOS defenders.
That ought to get the Germans' attention.
Also, this is a stronger play than expanding the Danish beachhead (although you should do that as time & units permit) because it's areas that are good defence for the Allies (who can keep supply easily by sea and bring reinforcements from UK & US) and force a very strong commitment from the Axis.
Instead of invading around Bordeaux I would invade at La Rochelle (where the Yugo cavalry is); you face at best a 3-factor defence (CAV + 1-factor notional). Or invade south of it to face a 2-factor notional only.
Then work to isolate the coastal sector from Bordeaux to Bilbao and mop up any OOS defenders.
That ought to get the Germans' attention.
Also, this is a stronger play than expanding the Danish beachhead (although you should do that as time & units permit) because it's areas that are good defence for the Allies (who can keep supply easily by sea and bring reinforcements from UK & US) and force a very strong commitment from the Axis.
~ Composer99
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RE: MWiF Global War Hot-Seat (AAR)
Here's one of those "extreme-flyout" views of the Soviet (dotted) lines. The next post shows a cleaner image of about the same thing, so I'll explain some of the issues the Soviets have to deal with in that one.


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RE: MWiF Global War Hot-Seat (AAR)
Here's the cleaner image. You can see that the Russians are going to have a lot of ZOCs to deal with in trying to pull back. It can be done, though . . . sort of. The 2 isolated units northwest of Bryansk should even be able to pull back a hex without getting disorganized.
As the Germans, I decided to let some of my army catch up in the North. To make this work, I had to create as many ZOC situations as I could. If the Russians really wanted to try it, they could probably take out a few of the units that have pushed forward as bait. Some are even very good units, but they would require at least 2 stacks to kill. If the Russians stick that much of there force in a single place to make an attack, it can only help Germany get through the lines.
Something to note: the Southern Front is going to have a 9-5 ARM and a 9-5 MECH rushing in to reinforce it in 2 impulses.
While it isn't on this map below, I think the attack in Persia was worthwhile. If I waited an impulse, the Soviets would have a unit in each of the 5 hexes, and this was the best attack I was going to be able to get, since all but one of those hexes can only be attacked from a single hexside. Now the Russians have to abandon Tabriz if they want a contiguous line, and they will no longer have the luxury of having a full line that can be attacked from only 1 hexside each.

As the Germans, I decided to let some of my army catch up in the North. To make this work, I had to create as many ZOC situations as I could. If the Russians really wanted to try it, they could probably take out a few of the units that have pushed forward as bait. Some are even very good units, but they would require at least 2 stacks to kill. If the Russians stick that much of there force in a single place to make an attack, it can only help Germany get through the lines.
Something to note: the Southern Front is going to have a 9-5 ARM and a 9-5 MECH rushing in to reinforce it in 2 impulses.
While it isn't on this map below, I think the attack in Persia was worthwhile. If I waited an impulse, the Soviets would have a unit in each of the 5 hexes, and this was the best attack I was going to be able to get, since all but one of those hexes can only be attacked from a single hexside. Now the Russians have to abandon Tabriz if they want a contiguous line, and they will no longer have the luxury of having a full line that can be attacked from only 1 hexside each.

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RE: MWiF Global War Hot-Seat (AAR)
I didn't think to mention it earlier but IMO the Japanese are too late to be starting new sealift in mid-1941. Usually the sealift they start with plus another AMPH and 2-3 TRS are enough to get by for the rest of the game.
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- Location: Bangor, Maine, USA
RE: MWiF Global War Hot-Seat (AAR)
I'd like to do what you all ask, but there isn't anything to use to get the job done.ORIGINAL: composer99
Use the Mexicans for garrison duty in the Pacific and send the Brazilians to Senagal to begin the build-up for the Moroccan campaign.
Instead of invading around Bordeaux I would invade at La Rochelle (where the Yugo cavalry is); you face at best a 3-factor defence (CAV + 1-factor notional). Or invade south of it to face a 2-factor notional only.
Then work to isolate the coastal sector from Bordeaux to Bilbao and mop up any OOS defenders.
That ought to get the Germans' attention.
Also, this is a stronger play than expanding the Danish beachhead (although you should do that as time & units permit) because it's areas that are good defence for the Allies (who can keep supply easily by sea and bring reinforcements from UK & US) and force a very strong commitment from the Axis.
Below you can see the entire invasion force available to the USA and CW. This includes all of the Marine units and AMPHs they have right now. There are also 4 American, 7 Commonwealth, and 1 Spanish TRS on the map.
Arriving in S/O '41: 2 x TRS for the USA, and 1 x AMPH for the CW
Arriving in N/D '41: 2 x TRS, 2 x AMPH for the USA
Arriving in J/F '41: 1 x Marine Engineer for the USA
Remember, we are just starting Turn #12 and until last turn, the USA had very little production. The best I could do this turn is try to invade against a 2-factor Notional by using 3 American divisions . . . to get a 1:1 attack that I might be able to push up to 3:1 using Shore Bombardment and Ground Support. The problem after that, though, is that even the "weak units" that are holding the coast can probably take care of those invaders before the next impulse, so I wouldn't be able to land an HQ unit or other support.
I don't see the point in invading if you can't hang on to the territory until the end of the turn, particularly during a potentially long turn. I might be able to get the Philly Marine into an invasion sometime this turn, but that AMPH isn't going to be landing anyone else. Yes, the Soviet Union is crumbling, but patience is required here. If I can only mount a single invasion for the entire turn, all Germany has to do is get that unit locked off from advancing. It doesn't need to bring back any forces from the Soviet Front . . . what good would they do anyway? They wouldn't be able to move until next turn, and the Germans have a fresh HQ coming in next turn. Where do you think he'll be heading?

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Always listen to experts. They'll tell you what can't be done and why. Then do it!
-Lazarus Long, RAH
-Lazarus Long, RAH