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RE: Remarkable game. Comments and questions from another new player.

Posted: Mon Dec 31, 2018 3:37 pm
by rkr1958
ORIGINAL: jwarrenw13

I finished the Guadalcanal scenario, which I started with help from your AAR. The Allies won 42-20 over the Japanese, but I realized near the end that I had made a terrible mistake and misread the rule about convoy points for this scenario. It goes like this:

Each player gains the following victory points at the end of the game:
• 5 for each friendly controlled objective hex that was enemy controlled at the start of the game (and 0 for
any others).
• 4 for each enemy CV destroyed.
• The US/CW/France player scores victory points, if at the end of a turn there are less than 5 Japanese
convoys in the China Sea or South China Sea. The Allies receive VP equal to the number of convoys less
than 5 there are in each sea area each turn.
• 2 for each friendly controlled oil resource point that was enemy controlled at the start of the game.
• 1 for each other friendly controlled resource point that was enemy controlled at the start of the game.

Somehow I skimmed that rule at least twice and thought the Allies only got points if no Japanese convoys were in those two areas. When I checked VP -- after three turns, sorry -- I knew something was odd and saw my mistake.

I had not even considered the number of convoy points per sea area. I was keeping one point in the China Sea and S. China Sea and a couple of other areas and 20 points in one area. I think the Japanese gave the Allies at least 8 points a turn for 3 turns because I neglected as the Japanese to put at least 5 convoy points in those two areas. So I think the Japanese actually won on CV destruction points though I didn't keep a tally of destroyed CVs.

In the game, instead of playing for the scenario victory locations, which were really rather awkward for the Japanese, I just decided to play for Guadalcanal, which counts no points, and to try to take Ceylon, which was a Japanese objective, though defended by a large CW fleet based in India. I ended up with a series of actions around Guadalcanal and the Indian Ocean. The Japanese took and kept Guadalcanal and the CW held Ceylon. The Japanese also tried to take Dutch Harbor with a small force and failed. I just tried to learn a lot about conducting naval warfare and had a great deal of fun. I learned, among other things, that just as happened historically, carriers can get used up really fast in carrier battles, and you really need to think about how you employ them.

Now some more reading and video watching and I will attempt Global War.

Sounds like you had fun, which is the most important reason that I game. By the way, don't be afraid to post an AAR, if you're so inclined. I found that's a fantastic way to get quality feedback and better learn tactics, strategies and game mechanics. Though, doing so probably doubles or even triples the time it take to play through a scenario.

I'm having a debate at this very moment with myself (can't tell I do a lot solo play can you [:)] ) whether or not to post another global war AAR, but I fear my AAR's are getting stale and boring to the community.

RE: Remarkable game. Comments and questions from another new player.

Posted: Thu Jan 03, 2019 7:27 pm
by JWW
Some more thoughts for other new players. Might help you along the path I'm taking. I did the following starting Global War:

1. Came up with a list of options I wanted to play, based on the Standard Set of options but without pilots and without oil rules.

2. For setup I used the convoy setups that are used in the quick start for Global War, since convoys are still a weak point for me. I did screenshots of each nation's convoy setups so I could copy them in my game. The rest of the setup I did on my own.

3. I ran the first impulse, doing nothing for anyone except Japan, which ran an attack on the the Chinese, and Germany, which of course attacked Poland. I stopped after the first impulse because I had botched the attack and failed to capture Warsaw due to some stupid I mean basic mistakes.

4. I went back to the start of the first impulse and ran through an entire turn, again with Japan making land attacks in China and Germany this time easily conquering Poland.

5. I stopped there. I took note of all the things that confused me or I was clueless about and am going to now go back and start over and play turn one again while reading the help sections and rules manual about anything I'm confused about while having the other nations start taking some conservative actions.

And to me, that is fun.

I'm also looking at the strategy suggestions that I found here:

tm.asp?m=3472975

And a couple of questions:

1. Is there a video of a playthrough of turn one anywhere? I couldn't find one?

2. What would you recommend as the best AAR showing in detail a rather standard turn one of Global War? I've been looking at AARs and see some really great and helpful AARs and interesting strategies but actually want to play turn one rather conservatively for my own purposes.

RE: Remarkable game. Comments and questions from another new player.

Posted: Fri Jan 04, 2019 10:43 am
by Centuur
ORIGINAL: jwarrenw13

Some more thoughts for other new players. Might help you along the path I'm taking. I did the following starting Global War:

1. Came up with a list of options I wanted to play, based on the Standard Set of options but without pilots and without oil rules.

2. For setup I used the convoy setups that are used in the quick start for Global War, since convoys are still a weak point for me. I did screenshots of each nation's convoy setups so I could copy them in my game. The rest of the setup I did on my own.

3. I ran the first impulse, doing nothing for anyone except Japan, which ran an attack on the the Chinese, and Germany, which of course attacked Poland. I stopped after the first impulse because I had botched the attack and failed to capture Warsaw due to some stupid I mean basic mistakes.

4. I went back to the start of the first impulse and ran through an entire turn, again with Japan making land attacks in China and Germany this time easily conquering Poland.

5. I stopped there. I took note of all the things that confused me or I was clueless about and am going to now go back and start over and play turn one again while reading the help sections and rules manual about anything I'm confused about while having the other nations start taking some conservative actions.

And to me, that is fun.

I'm also looking at the strategy suggestions that I found here:

tm.asp?m=3472975

And a couple of questions:

1. Is there a video of a playthrough of turn one anywhere? I couldn't find one?

2. What would you recommend as the best AAR showing in detail a rather standard turn one of Global War? I've been looking at AARs and see some really great and helpful AARs and interesting strategies but actually want to play turn one rather conservatively for my own purposes.

I think I did pretty good in the AAR I made...

tm.asp?m=3514454&mpage=2&key=

RE: Remarkable game. Comments and questions from another new player.

Posted: Fri Jan 04, 2019 2:39 pm
by JWW
ORIGINAL: Centuur



I think I did pretty good in the AAR I made...

tm.asp?m=3514454&mpage=2&key=

Thanks. I just took a look at that and will have to look at it some more.

I started a new game, for convenience using the quick start save, and decided to stick with this one and play it through. I know I lose a lot of options that way, but for me better to minimize the optional rules and just learn to play the basic game.

I played through the 1939 turns. The Germans took Poland on their first impulse and then proceeded to take Denmark. In the Nov/Dec turn they conquered Netherlands and declared war on Norway. They (I) botched the transport and couldn't get that executed, but I am in position to proceed in the next turn. Probably a diversion I shouldn't do, but I want to just do it for the sake of practice if nothing else. I plan to declare war on Belgium and go ahead and go all in against France next turn.

I landed a British force in France, but I failed to do much else with the CW. And I failed to do enough with Italy. Basically I have entered into a gentleman's agreement with myself to not take advantage of dumb mistakes I make with one side and allow myself to correct my mistakes. For example, I am not going to let the Axis take advantage of the fact that I failed to add any troops to Gibraltar or Egypt yet.

USSR and Germany are just going to remain neutral with each other and leave each other alone for now.

The US is just passing for now while playing some entry options like taking control of Greenland and Iceland while I get a handle on what that is all about.

Japan and China. That is where I'm really confused. The war there seems to be a stalemate or comedy of errors. But then I look at your AAR and I find you in roughly the same situation I'm in. I have slowly advanced as the Japanese and attacked when the odds are good. As the Chinese I've defended but advanced when I can do so without fighting. I keep wondering when the Japanese should advance southward in southeast Asia and the south Pacific, but they can't really do that until they declare war on the CW and/or the US, and that won't be for a while. I was wondering what to do with my Marines, and I see you are using some in China. So I guess the best Japan strategy for 39/40 is to just concentrate on China.

RE: Remarkable game. Comments and questions from another new player.

Posted: Fri Jan 04, 2019 5:34 pm
by Shannon V. OKeets
ORIGINAL: jwarrenw13

ORIGINAL: Centuur



I think I did pretty good in the AAR I made...

tm.asp?m=3514454&mpage=2&key=

Thanks. I just took a look at that and will have to look at it some more.

I started a new game, for convenience using the quick start save, and decided to stick with this one and play it through. I know I lose a lot of options that way, but for me better to minimize the optional rules and just learn to play the basic game.

I played through the 1939 turns. The Germans took Poland on their first impulse and then proceeded to take Denmark. In the Nov/Dec turn they conquered Netherlands and declared war on Norway. They (I) botched the transport and couldn't get that executed, but I am in position to proceed in the next turn. Probably a diversion I shouldn't do, but I want to just do it for the sake of practice if nothing else. I plan to declare war on Belgium and go ahead and go all in against France next turn.

I landed a British force in France, but I failed to do much else with the CW. And I failed to do enough with Italy. Basically I have entered into a gentleman's agreement with myself to not take advantage of dumb mistakes I make with one side and allow myself to correct my mistakes. For example, I am not going to let the Axis take advantage of the fact that I failed to add any troops to Gibraltar or Egypt yet.

USSR and Germany are just going to remain neutral with each other and leave each other alone for now.

The US is just passing for now while playing some entry options like taking control of Greenland and Iceland while I get a handle on what that is all about.

Japan and China. That is where I'm really confused. The war there seems to be a stalemate or comedy of errors. But then I look at your AAR and I find you in roughly the same situation I'm in. I have slowly advanced as the Japanese and attacked when the odds are good. As the Chinese I've defended but advanced when I can do so without fighting. I keep wondering when the Japanese should advance southward in southeast Asia and the south Pacific, but they can't really do that until they declare war on the CW and/or the US, and that won't be for a while. I was wondering what to do with my Marines, and I see you are using some in China. So I guess the best Japan strategy for 39/40 is to just concentrate on China.
Japan fights China until it is at war with the US. It needs to do some preparation for the war with the US et al, but that mainly consists of building carriers and a few carrier air units (if playing with that optional rule).

Japan should build its land combat units ASAP. They can be used immediately in China, either in combat or as garrison (if playing with Partisans). The Japanese air force is sad. The best tactical number (3) is on a naval air unit - you should try to get that unit on the map. The goal for Japan is to put Chinese units out of supply and then ground strike them (artillery also works) to reduce their combat strength to 1.

Pay attention to the weather. Sometimes it is nice in the north, sometimes it is nice in the south. Rarely is it Fine in both.

RE: Remarkable game. Comments and questions from another new player.

Posted: Fri Jan 04, 2019 11:18 pm
by gw15
For Japan against China just advance in a broad front and if the Chinese try to spread out to stop the Japs then attack individual units. With the Asian map now the same scale as the European map the Chinese front is wide open and there is nothing China can do. It is worlds different than the board game.

RE: Remarkable game. Comments and questions from another new player.

Posted: Sat Jan 05, 2019 9:58 am
by Courtenay
ORIGINAL: rkr1958

I'm having a debate at this very moment with myself (can't tell I do a lot solo play can you [:)] ) whether or not to post another global war AAR, but I fear my AAR's are getting stale and boring to the community.

Ricky, you write the best AARs that I have seen. I think it will be a long time before people are bored with them.

RE: Remarkable game. Comments and questions from another new player.

Posted: Sat Jan 05, 2019 3:55 pm
by rkr1958
ORIGINAL: Courtenay

ORIGINAL: rkr1958

I'm having a debate at this very moment with myself (can't tell I do a lot solo play can you [:)] ) whether or not to post another global war AAR, but I fear my AAR's are getting stale and boring to the community.

Ricky, you write the best AARs that I have seen. I think it will be a long time before people are bored with them.
Thanks! I really appreciate the compliment! By the way it's Ronnie not Ricky. [:D]

RE: Remarkable game. Comments and questions from another new player.

Posted: Sat Jan 05, 2019 8:54 pm
by brian brian
the new map of China forces the players to consider sound military strategy - what is worth fighting for? what will happen on the flanks of an advance? how will the advance be supplied? what will happen to the advance if bad weather hits? - far more than with the solid lines of counters that are nearly always present on the regular Asian scale map on paper.

and both sides, at different points, can make the classic military decisions of how much space to trade for how much time, and how much risk to accept within those decisions.

RE: Remarkable game. Comments and questions from another new player.

Posted: Mon Jan 07, 2019 1:06 am
by Courtenay
Oops. Sorry about the getting the name wrong!

RE: Remarkable game. Comments and questions from another new player.

Posted: Mon Jan 07, 2019 9:09 pm
by rkr1958
ORIGINAL: Courtenay

Oops. Sorry about the getting the name wrong!
Believe me, I've been called a lot worse. [:D]


No harm, no foul. [8D]