MWiF Global War Hot-Seat (AAR)

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RE: MWiF Global War Hot-Seat (AAR)

Post by Shannon V. OKeets »

Peter,

I am not sure about your proposal to move the units out of Stalino. Only one of them is organized (the orange dot to the left of the # of units in hex number indicates the unit is disorganized).

I thought about "run away" - it was my first instinct - but I believe the USSR can build a strong line to the north and another to the south. My guess is that more units can be saved this way. But of course it depends on where the Germans attack and what their die rolls are.

What was the deciding factor for me was the weakness of the Germans in the south. They can't even overrun a single AA unit alone in a clear hex. If they take the gifts, in the south I don't think they can make more than 1 other attack.

The German forces in the north are much more fearsome. But even there the armor units are rather few.

If the Germans attack any of the stronger hexes (11+ factors), they risk a bad die roll which could disorganize some of their best units.

The Stuka can only ground strike one clear hex with mechanized/motorized units. That is a 50-50 proposition. They might want to use that unit for ground support. Even if they succeed and disorganize 1 unit, that was a unit that would die anyway if no attempt is made to drag his butt out of the fire.

But, yeah, if the Germans go for risky attacks and roll well, things could get even messier than they are now. But if the Germans make those attacks and fail, ... well, then the defense will be much easier.

By the way, I consider this 'tactic' to be offering your opponent more than he can safely bite off and swallow. If he declines, then the USSR gains a lot (vis-a-vis running away immediately). But if he accepts, then all is in the hands of the Dice Gods.
Steve

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RE: MWiF Global War Hot-Seat (AAR)

Post by Shannon V. OKeets »

Aaron,

I am not particular about what HQ goes to Archangel. I just would like to have the Russians not to have to worry about defending it. The defense should be strong though - at least 2 units permanently located there.

A second unit in the Murmansk/Petsamo area would be good too.

I think of these as "forget about them" cities. You put some reasonable defenders in place and don't move them for the next year or two. Leningrad is another example.

As a player you want to have some certainties in your life. If everything is always in flux, your brain overloads and you start dropping stuff left and right. In chess you know this has happened when you say "#%@#, I hung a rook!"[X(]
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Shannon V. OKeets

Peter,

I am not sure about your proposal to move the units out of Stalino. Only one of them is organized (the orange dot to the left of the # of units in hex number indicates the unit is disorganized).

I thought about "run away" - it was my first instinct - but I believe the USSR can build a strong line to the north and another to the south. My guess is that more units can be saved this way. But of course it depends on where the Germans attack and what their die rolls are.

What was the deciding factor for me was the weakness of the Germans in the south. They can't even overrun a single AA unit alone in a clear hex. If they take the gifts, in the south I don't think they can make more than 1 other attack.

The German forces in the north are much more fearsome. But even there the armor units are rather few.

If the Germans attack any of the stronger hexes (11+ factors), they risk a bad die roll which could disorganize some of their best units.

The Stuka can only ground strike one clear hex with mechanized/motorized units. That is a 50-50 proposition. They might want to use that unit for ground support. Even if they succeed and disorganize 1 unit, that was a unit that would die anyway if no attempt is made to drag his butt out of the fire.

But, yeah, if the Germans go for risky attacks and roll well, things could get even messier than they are now. But if the Germans make those attacks and fail, ... well, then the defense will be much easier.

By the way, I consider this 'tactic' to be offering your opponent more than he can safely bite off and swallow. If he declines, then the USSR gains a lot (vis-a-vis running away immediately). But if he accepts, then all is in the hands of the Dice Gods.
I consider this to be particularly smart, because it takes into account the fact that I usually don't risk attacks at odds less than 5:1 early in a turn (Persia was an exception). I almost always try to make sure the odds reach 7:1 if I can possibly do it. Even at those odds, a bad die roll can disorganize the Germans attacking. Once the End of Turn Roll starts showing 30% or more, I'll make riskier attacks here and there, but until then it's smart to "tempt" me with a few extra 4:1 type attacks, I think.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Shannon V. OKeets

Aaron,

I am not particular about what HQ goes to Archangel. I just would like to have the Russians not to have to worry about defending it. The defense should be strong though - at least 2 units permanently located there.

A second unit in the Murmansk/Petsamo area would be good too.

I think of these as "forget about them" cities. You put some reasonable defenders in place and don't move them for the next year or two. Leningrad is another example.

As a player you want to have some certainties in your life. If everything is always in flux, your brain overloads and you start dropping stuff left and right. In chess you know this has happened when you say "#%@#, I hung a rook!"[X(]
Would it be unkind of me to point out now that this was the original purpose of the 4-unit force I was going to send to Murmansk and Archangel 2 turns ago? [;)]
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RE: MWiF Global War Hot-Seat (AAR)

Post by Beryl »

and it really doesn't have a time limit on how long it takes to accomplish. If it takes 3 years to reach and re-take Cairo, so be it. The mere threat of this will keep some Italian forces tied up for a while.
I would say the opposite : the mere italian forces in Africa will keep CW forces tied up for a while. You Have a time limit, or you won't be able to invade Italia in '43
I actually think it would be a mistake to encourage the Germans to return to the West right now. Even if every last Soviet unit on the map is killed off this turn (J/A '41), there are several printed factories that can't be reached for the purposes of conquest for quite a while yet.
Maybe, but if all soviet units on the map are killed, USSR won't be able to launch counter-attacks before '44, so the chance are high of an axis victory anyway
Wouldn't it be better to wait until the majority of the German army is much deeper into Soviet territory, with some key units needing 2 or more rail moves to get back to Western Europe?
Don't count on it, the axis can build two HQ-I in '42 (Kesselring and Cavallero) and all the necessary armor/mech/planes, no need to use many rail moves to reinforce Western Europe.
The closest HQ to Novosibirsk (the most distant printed factory) is Rommel. He is about 55 hexes away..., it would still take 11 Axis impulses before he could take the last printed factory in the USSR.
True, but remember that even if the global max speed of an army comes from its HQ, without serious opposition, 6 mover units or para can also take rail hexes and cities, even OOS, allowing to rail on next impulse a HQ from any distance. I saw a russian player loosing Stalingrad this way ![:D]
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Beryl
and it really doesn't have a time limit on how long it takes to accomplish. If it takes 3 years to reach and re-take Cairo, so be it. The mere threat of this will keep some Italian forces tied up for a while.
I would say the opposite : the mere italian forces in Africa will keep CW forces tied up for a while. You Have a time limit, or you won't be able to invade Italia in '43
I actually think it would be a mistake to encourage the Germans to return to the West right now. Even if every last Soviet unit on the map is killed off this turn (J/A '41), there are several printed factories that can't be reached for the purposes of conquest for quite a while yet.
Maybe, but if all soviet units on the map are killed, USSR won't be able to launch counter-attacks before '44, so the chance are high of an axis victory anyway
Wouldn't it be better to wait until the majority of the German army is much deeper into Soviet territory, with some key units needing 2 or more rail moves to get back to Western Europe?
Don't count on it, the axis can build two HQ-I in '42 (Kesselring and Cavallero) and all the necessary armor/mech/planes, no need to use many rail moves to reinforce Western Europe.
The closest HQ to Novosibirsk (the most distant printed factory) is Rommel. He is about 55 hexes away..., it would still take 11 Axis impulses before he could take the last printed factory in the USSR.
True, but remember that even if the global max speed of an army comes from its HQ, without serious opposition, 6 mover units or para can also take rail hexes and cities, even OOS, allowing to rail on next impulse a HQ from any distance. I saw a russian player loosing Stalingrad this way ![:D]
Some good points here. I don't expect to have a shot at an Italian invasion in 1943, though, even if Cairo is cleared by late 1942.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

Just a side note here. As long as I can hold on to Calcutta (shouldn't be a problem), I can start harassing the Japanese convoys starting next turn. I think I can get 6-8 SUBs there safely by the end of this turn.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Orm »

ORIGINAL: Red Prince

Just a side note here. As long as I can hold on to Calcutta (shouldn't be a problem), I can start harassing the Japanese convoys starting next turn. I think I can get 6-8 SUBs there safely by the end of this turn.
Remember to not mix major power naval units in the same port. No idea if the subs are from the same nation or not but I thought a reminder would be in place. Always easy to forget some obscure rule.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Orm
ORIGINAL: Red Prince

Just a side note here. As long as I can hold on to Calcutta (shouldn't be a problem), I can start harassing the Japanese convoys starting next turn. I think I can get 6-8 SUBs there safely by the end of this turn.
Remember to not mix major power naval units in the same port. No idea if the subs are from the same nation or not but I thought a reminder would be in place. Always easy to forget some obscure rule.
4 of them are USA, and the other 4 are CW, but I'm not sure if they can actually get there this turn. I'd rather not put any of them in minor ports, since they aren't safe from Port Attacks, but you're probably right not to mix them.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Centuur »

ORIGINAL: Shannon V. OKeets

Peter,

I am not sure about your proposal to move the units out of Stalino. Only one of them is organized (the orange dot to the left of the # of units in hex number indicates the unit is disorganized).

I thought about "run away" - it was my first instinct - but I believe the USSR can build a strong line to the north and another to the south. My guess is that more units can be saved this way. But of course it depends on where the Germans attack and what their die rolls are.

What was the deciding factor for me was the weakness of the Germans in the south. They can't even overrun a single AA unit alone in a clear hex. If they take the gifts, in the south I don't think they can make more than 1 other attack.

The German forces in the north are much more fearsome. But even there the armor units are rather few.

If the Germans attack any of the stronger hexes (11+ factors), they risk a bad die roll which could disorganize some of their best units.

The Stuka can only ground strike one clear hex with mechanized/motorized units. That is a 50-50 proposition. They might want to use that unit for ground support. Even if they succeed and disorganize 1 unit, that was a unit that would die anyway if no attempt is made to drag his butt out of the fire.

But, yeah, if the Germans go for risky attacks and roll well, things could get even messier than they are now. But if the Germans make those attacks and fail, ... well, then the defense will be much easier.

By the way, I consider this 'tactic' to be offering your opponent more than he can safely bite off and swallow. If he declines, then the USSR gains a lot (vis-a-vis running away immediately). But if he accepts, then all is in the hands of the Dice Gods.
I didn't see that disorganised unit in Stalino. It is something which I tend to miss, probably due to the fact that I'm a little colorblind. That changes things indeed. In that case I would probably still move the two other units out into the other hex, to prevent an attack on Kharkov (or at least make it more difficult)
The problem I'm having with putting both Koniev and Timoshenko so close to eachother on the front is that I would be tempted as the Germans to try to take them both out. If that succeeds, the USSR are in even deeper trouble that they are in now. It is risky, but if the attack on Kharkov succeeds, it means the end of two USSR HQ's. That's too much. What's the word: don't risk the most terrible result possible, if you can't afford it? That is something which is always used on attacking, but is often disregarded when defending.
The turn is young and probably very, very long. I really think the USSR can't afford a "stand and fight" position around the Don.
Now: everybody else is talking about USA and CW. Personally, I'm more interested in the survival of the USSR now. What should Red Prince do with the Soviet Army? I think we need more imput on the tactical parts of the soviet defense for this impulse...
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

Another update: I'll be able to evacuate Denmark this turn, but I'll only be able to add 1 unit to Petsamo this turn. I'll need to wait until next turn to get Archangel covered. Unless I use Eisenhower, and I can move him into position for that and decide if it's necessary later in the turn.
-----
Edit: I've also decided to wait until next impulse to try to clear the Arabian Sea. It's going to be very bloody, and the USA can't do it alone . . . they're going to need the help of the CW (taking a Land Action this impulse).
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Centuur

ORIGINAL: Shannon V. OKeets

Peter,

I am not sure about your proposal to move the units out of Stalino. Only one of them is organized (the orange dot to the left of the # of units in hex number indicates the unit is disorganized).

I thought about "run away" - it was my first instinct - but I believe the USSR can build a strong line to the north and another to the south. My guess is that more units can be saved this way. But of course it depends on where the Germans attack and what their die rolls are.

What was the deciding factor for me was the weakness of the Germans in the south. They can't even overrun a single AA unit alone in a clear hex. If they take the gifts, in the south I don't think they can make more than 1 other attack.

The German forces in the north are much more fearsome. But even there the armor units are rather few.

If the Germans attack any of the stronger hexes (11+ factors), they risk a bad die roll which could disorganize some of their best units.

The Stuka can only ground strike one clear hex with mechanized/motorized units. That is a 50-50 proposition. They might want to use that unit for ground support. Even if they succeed and disorganize 1 unit, that was a unit that would die anyway if no attempt is made to drag his butt out of the fire.

But, yeah, if the Germans go for risky attacks and roll well, things could get even messier than they are now. But if the Germans make those attacks and fail, ... well, then the defense will be much easier.

By the way, I consider this 'tactic' to be offering your opponent more than he can safely bite off and swallow. If he declines, then the USSR gains a lot (vis-a-vis running away immediately). But if he accepts, then all is in the hands of the Dice Gods.
I didn't see that disorganised unit in Stalino. It is something which I tend to miss, probably due to the fact that I'm a little colorblind. That changes things indeed. In that case I would probably still move the two other units out into the other hex, to prevent an attack on Kharkov (or at least make it more difficult)
The problem I'm having with putting both Koniev and Timoshenko so close to eachother on the front is that I would be tempted as the Germans to try to take them both out. If that succeeds, the USSR are in even deeper trouble that they are in now. It is risky, but if the attack on Kharkov succeeds, it means the end of two USSR HQ's. That's too much. What's the word: don't risk the most terrible result possible, if you can't afford it? That is something which is always used on attacking, but is often disregarded when defending.
The turn is young and probably very, very long. I really think the USSR can't afford a "stand and fight" position around the Don.
There are actually 2 units disorganized in Stalino, so it's only the top unit in the "clean" image that can move. I don't think Steve was suggesting both Koniev and Timoshenko move to Kharkov. I think he suggested that Koniev go to the forest now occupied by Timoshenko, and Timoshenko moves to Kharkov.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Centuur »

ORIGINAL: Red Prince

Another update: I'll be able to evacuate Denmark this turn, but I'll only be able to add 1 unit to Petsamo this turn. I'll need to wait until next turn to get Archangel covered. Unless I use Eisenhower, and I can move him into position for that and decide if it's necessary later in the turn.
Again: don't evacuate this turn. This will mean freeing Axis units to strengthen defenses on the coast of France. Get another invasion on the way in France to upset German defenses. If they don't react enough, next turn you put another invasion somewhere on the mainland too. You must become a nuisance to the Axis now, not later.
Stalin: "Where is that second front. It should come NOW, not later. Now it are only the brave Soviet comrades who get killed, etc. etc. Also: where are the resources the CW and the USA should send to us. We need lend lease..."
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RE: MWiF Global War Hot-Seat (AAR)

Post by Centuur »

ORIGINAL: Red Prince
ORIGINAL: Centuur

ORIGINAL: Shannon V. OKeets

Peter,

I am not sure about your proposal to move the units out of Stalino. Only one of them is organized (the orange dot to the left of the # of units in hex number indicates the unit is disorganized).

I thought about "run away" - it was my first instinct - but I believe the USSR can build a strong line to the north and another to the south. My guess is that more units can be saved this way. But of course it depends on where the Germans attack and what their die rolls are.

What was the deciding factor for me was the weakness of the Germans in the south. They can't even overrun a single AA unit alone in a clear hex. If they take the gifts, in the south I don't think they can make more than 1 other attack.

The German forces in the north are much more fearsome. But even there the armor units are rather few.

If the Germans attack any of the stronger hexes (11+ factors), they risk a bad die roll which could disorganize some of their best units.

The Stuka can only ground strike one clear hex with mechanized/motorized units. That is a 50-50 proposition. They might want to use that unit for ground support. Even if they succeed and disorganize 1 unit, that was a unit that would die anyway if no attempt is made to drag his butt out of the fire.

But, yeah, if the Germans go for risky attacks and roll well, things could get even messier than they are now. But if the Germans make those attacks and fail, ... well, then the defense will be much easier.

By the way, I consider this 'tactic' to be offering your opponent more than he can safely bite off and swallow. If he declines, then the USSR gains a lot (vis-a-vis running away immediately). But if he accepts, then all is in the hands of the Dice Gods.
I didn't see that disorganised unit in Stalino. It is something which I tend to miss, probably due to the fact that I'm a little colorblind. That changes things indeed. In that case I would probably still move the two other units out into the other hex, to prevent an attack on Kharkov (or at least make it more difficult)
The problem I'm having with putting both Koniev and Timoshenko so close to eachother on the front is that I would be tempted as the Germans to try to take them both out. If that succeeds, the USSR are in even deeper trouble that they are in now. It is risky, but if the attack on Kharkov succeeds, it means the end of two USSR HQ's. That's too much. What's the word: don't risk the most terrible result possible, if you can't afford it? That is something which is always used on attacking, but is often disregarded when defending.
The turn is young and probably very, very long. I really think the USSR can't afford a "stand and fight" position around the Don.
There are actually 2 units disorganized in Stalino, so it's only the top unit in the "clean" image that can move. I don't think Steve was suggesting both Koniev and Timoshenko move to Kharkov. I think he suggested that Koniev go to the forest now occupied by Timoshenko, and Timoshenko moves to Kharkov.
I did notice this. However, that means that if Kharkov will be occupied by a German unit, Koniev cannot railmove out of that forest, since he is alone in that forest. That's what I don't like at all. He is also a slow mover and will then be overtaken by faster German units and get killed. If you want to move Koniev into this area (I don't), than at least move him to the forest hex two hexes farther east and not adjacent to Timoshenko in Kharkov.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

I also have the Sverdlovsk MIL I can rail to the front somewhere . . . I'm thinking Stavropol in case Yeremenko and his defense doesn't hold.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Shannon V. OKeets »

ORIGINAL: Centuur
ORIGINAL: Shannon V. OKeets

Peter,

I am not sure about your proposal to move the units out of Stalino. Only one of them is organized (the orange dot to the left of the # of units in hex number indicates the unit is disorganized).

I thought about "run away" - it was my first instinct - but I believe the USSR can build a strong line to the north and another to the south. My guess is that more units can be saved this way. But of course it depends on where the Germans attack and what their die rolls are.

What was the deciding factor for me was the weakness of the Germans in the south. They can't even overrun a single AA unit alone in a clear hex. If they take the gifts, in the south I don't think they can make more than 1 other attack.

The German forces in the north are much more fearsome. But even there the armor units are rather few.

If the Germans attack any of the stronger hexes (11+ factors), they risk a bad die roll which could disorganize some of their best units.

The Stuka can only ground strike one clear hex with mechanized/motorized units. That is a 50-50 proposition. They might want to use that unit for ground support. Even if they succeed and disorganize 1 unit, that was a unit that would die anyway if no attempt is made to drag his butt out of the fire.

But, yeah, if the Germans go for risky attacks and roll well, things could get even messier than they are now. But if the Germans make those attacks and fail, ... well, then the defense will be much easier.

By the way, I consider this 'tactic' to be offering your opponent more than he can safely bite off and swallow. If he declines, then the USSR gains a lot (vis-a-vis running away immediately). But if he accepts, then all is in the hands of the Dice Gods.
I didn't see that disorganised unit in Stalino. It is something which I tend to miss, probably due to the fact that I'm a little colorblind. That changes things indeed. In that case I would probably still move the two other units out into the other hex, to prevent an attack on Kharkov (or at least make it more difficult)
The problem I'm having with putting both Koniev and Timoshenko so close to eachother on the front is that I would be tempted as the Germans to try to take them both out. If that succeeds, the USSR are in even deeper trouble that they are in now. It is risky, but if the attack on Kharkov succeeds, it means the end of two USSR HQ's. That's too much. What's the word: don't risk the most terrible result possible, if you can't afford it? That is something which is always used on attacking, but is often disregarded when defending.
The turn is young and probably very, very long. I really think the USSR can't afford a "stand and fight" position around the Don.
Now: everybody else is talking about USA and CW. Personally, I'm more interested in the survival of the USSR now. What should Red Prince do with the Soviet Army? I think we need more imput on the tactical parts of the soviet defense for this impulse...
I think only 1 HQ is at risk (the one in Kharkov). The Germans can't get a real good attack on that hex (13 factors in a city) and they would have to use the assault table. One of the problems for the Germans in the south is that they do not have many divisions. So any losses have to come from their better corps units.

Yeah, I've stay out of the US/Commonwealth for the most part - except for sending troops to the USSR.
Steve

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RE: MWiF Global War Hot-Seat (AAR)

Post by Shannon V. OKeets »

ORIGINAL: Red Prince
ORIGINAL: Shannon V. OKeets

Aaron,

I am not particular about what HQ goes to Archangel. I just would like to have the Russians not to have to worry about defending it. The defense should be strong though - at least 2 units permanently located there.

A second unit in the Murmansk/Petsamo area would be good too.

I think of these as "forget about them" cities. You put some reasonable defenders in place and don't move them for the next year or two. Leningrad is another example.

As a player you want to have some certainties in your life. If everything is always in flux, your brain overloads and you start dropping stuff left and right. In chess you know this has happened when you say "#%@#, I hung a rook!"[X(]
Would it be unkind of me to point out now that this was the original purpose of the 4-unit force I was going to send to Murmansk and Archangel 2 turns ago? [;)]
Sending units to outposts before they are needed there is a good way to fritter away your strength. For instance, I wasn't happy about the two units in the Aleutian Islands either.

What I recommended, in lieu of 4 units in northern Russia, was a couple of units in Murmansk/Petsamo and a concentration of units in the UK for deployment to where ever they might be most useful. I also recommended a concentration in India/Ceylon instead of Aden so the Commonwealth would have the choice of where to send them: east or west.

Husbanding your strength is crucial to success in WIF. There are a few times when you have so many units you can splash them around all over the place. But for the most part, the forces are close enough to equal that the dispersed units can be hammered by the other side (assuming the other side has concentrated their forces).
Steve

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RE: MWiF Global War Hot-Seat (AAR)

Post by Shannon V. OKeets »

ORIGINAL: Centuur
ORIGINAL: Shannon V. OKeets

Peter,

I am not sure about your proposal to move the units out of Stalino. Only one of them is organized (the orange dot to the left of the # of units in hex number indicates the unit is disorganized).

I thought about "run away" - it was my first instinct - but I believe the USSR can build a strong line to the north and another to the south. My guess is that more units can be saved this way. But of course it depends on where the Germans attack and what their die rolls are.

What was the deciding factor for me was the weakness of the Germans in the south. They can't even overrun a single AA unit alone in a clear hex. If they take the gifts, in the south I don't think they can make more than 1 other attack.

The German forces in the north are much more fearsome. But even there the armor units are rather few.

If the Germans attack any of the stronger hexes (11+ factors), they risk a bad die roll which could disorganize some of their best units.

The Stuka can only ground strike one clear hex with mechanized/motorized units. That is a 50-50 proposition. They might want to use that unit for ground support. Even if they succeed and disorganize 1 unit, that was a unit that would die anyway if no attempt is made to drag his butt out of the fire.

But, yeah, if the Germans go for risky attacks and roll well, things could get even messier than they are now. But if the Germans make those attacks and fail, ... well, then the defense will be much easier.

By the way, I consider this 'tactic' to be offering your opponent more than he can safely bite off and swallow. If he declines, then the USSR gains a lot (vis-a-vis running away immediately). But if he accepts, then all is in the hands of the Dice Gods.
I didn't see that disorganised unit in Stalino. It is something which I tend to miss, probably due to the fact that I'm a little colorblind. That changes things indeed. In that case I would probably still move the two other units out into the other hex, to prevent an attack on Kharkov (or at least make it more difficult)
The problem I'm having with putting both Koniev and Timoshenko so close to eachother on the front is that I would be tempted as the Germans to try to take them both out. If that succeeds, the USSR are in even deeper trouble that they are in now. It is risky, but if the attack on Kharkov succeeds, it means the end of two USSR HQ's. That's too much. What's the word: don't risk the most terrible result possible, if you can't afford it? That is something which is always used on attacking, but is often disregarded when defending.
The turn is young and probably very, very long. I really think the USSR can't afford a "stand and fight" position around the Don.
Now: everybody else is talking about USA and CW. Personally, I'm more interested in the survival of the USSR now. What should Red Prince do with the Soviet Army? I think we need more imput on the tactical parts of the soviet defense for this impulse...
The status indicator for disorganized is either on or off. I have purposefully not used that 'position' for anything else. No indicator => organized. Indicator => disorganized. Most of the other positions for status indicators are mufti-purpose.
Steve

Perfection is an elusive goal.
Shannon V. OKeets
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RE: MWiF Global War Hot-Seat (AAR)

Post by Shannon V. OKeets »

ORIGINAL: Red Prince

Another update: I'll be able to evacuate Denmark this turn, but I'll only be able to add 1 unit to Petsamo this turn. I'll need to wait until next turn to get Archangel covered. Unless I use Eisenhower, and I can move him into position for that and decide if it's necessary later in the turn.
-----
Edit: I've also decided to wait until next impulse to try to clear the Arabian Sea. It's going to be very bloody, and the USA can't do it alone . . . they're going to need the help of the CW (taking a Land Action this impulse).
I would set up Eisenhower for the duty then. And delay sending him until it is becomes necessary. If it can wait until next turn and someone else can go, that would be best. But losing Archangel is unacceptable. Tell him to pack extra soxes and be ready to go at a moment's notice.
Steve

Perfection is an elusive goal.
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composer99
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RE: MWiF Global War Hot-Seat (AAR)

Post by composer99 »

Petsamo/Murmansk:

The Axis can't rail units up the road so until they send an HQ and army walking up, this area is under no threat for the foreseeable future. No further units need to go here. The CW INF already in place in Finland can march further south every turn down the road until the Finns attack it or it reaches a port on the Baltic (and waits for reinforcements).


Archangel:

Do not pull out units (and especially not an HQ) from Denmark to plug a force in here. Whether or not to reinforce it this turn or next depends on the Axis advances towards the city.

Send Eisenhower this turn, if you have to send anyone, and throw in 2 American MIL this turn or next turn (might as well make them useful now you've built them!) as sealift permits, ideally using the white-print one, if available. Eisenhower can then leave once both US MIL are in as they will subsequently always satisfy the "starting the step" portion of the non-cooperation rule.
~ Composer99
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