Bob Flemin's MWIF AARse II The Sequel

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warspite1
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Sep/Oct 1940
Impulse: 8

First off, the RAF use whatever is left to try and disorganise the Germans through ground strike. That's one Blenheim and one Hampden.

Good shootin' boys - both German armoured units in the French capital are disorganised.

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by Orm »

ORIGINAL: warspite1

Sep/Oct 1940
Impulse: 5

This next attack contains the blueprint for disaster. Not only is it on the Assault table (which the Germans knew) but it is no longer 4:1 (because of the French bomber getting through) and for some unknown reason there is a -1 modifier. The Germans MUST get a double figure throw .......

.....well that could have been a whole lot worse. Its an 8 (7). The attackers are all disorganised but the French lose a unit and the remaining unit is shattered (the Germans do not convert).



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The minus one is because the blitz option you play with.

Option 39: (Blitz bonus) -1 to the land combat die roll
if attacking a 2 or 3 factory stack.

Option 39: (Blitz bonus) Add 1 to the die roll for each two attacking ARM, MECH and HQ-A units
conducting a blitz attack against a clear or desert (non-city) hex in fine weather. Subtract one from the roll per
defending ARM, MECH and HQ-A in a (non-city) clear or desert hex in fine weather. Add 1 to the roll for each
paradropping unit (after air to air combat and anti aircraft fire, if any).
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Sep/Oct 1940
Impulse: 8

Billotte seems to be able to hand out HQ Support with impunity [&:]

Anyway, the French group together what they can - and its quite a good attack. The Luftwaffe fly in their last bomber. The French AA unit reduces the bombers contribution by 1 point but the odds are now only 3:2 +1. The Germans choose the Assault table...

....its a 7 (8) the Germans lose both units!!! What a turn this is proving to be..

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Sep/Oct 1940
Impulse: 9

..and the turn continues! What can the Germans throw at Paris (if anything) next?

The answer is not much. Best they can hope to achieve is an attack against the Paris Militia northeast of the city.

Its a 5:1 +1 attack on the Assault table...

...its yet another 6 (7) but the French Militia is destroyed.



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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Sep/Oct 1940
End of Turn

..and the turn ends... and what a turn that was. That was great fun!!

Production:

Germany:
Armour HQ
2 x Fighter
Land Air
Pilot

Italy:
Andrea Doria
Caio Duillio

Japan:
Kinugasa
Asama
2 x AMPH
Pilot
Air TRS
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Sep/Oct 1940
Production

China:
Militia
Anti-Tank

CW:
3 X AMPH
Fighter
Pilot

France:
2 x Fighter
Militia

USA:
AMPH
Infantry
Land Air

USSR:
Mountain
Motorised
Armour
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Nov/Dec 1940
Reinforcement

Germany:
3 x Fighter
Bomber
Infantry
Motorised

Italy:
BA65

Japan:
Hiyo has been placed in the Construction Pool
Ki-51 (Sonia)
Zuikaku
Aoba
Mountain
Garrison
Armour Div
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Nov/Dec 1940
Reinforcement

China:
Militia
Fighter
Garrison

CW:
Formidable
KGV
Armour
Infantry
Fighter (Sth African)

France:
Militia
Armour
2 x Infantry
Motorised
2 x Garrison
Fighter
Bomber

USA:
Massachussetts, Hornet and SoDak placed in the Construction Pool
Submarine

USSR:
Infantry

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by Courtenay »

OK. When you use an O-chit, you have to individually indicate which units you want to double.

For the next time you use an O-chit: after you declare attacks, go to a unit you want doubled. Left click on it. You will get a menu. One of the items will be "Land Combat". Click on that. It will give you the option to double that unit, and will tell you how many doublings you have left. If you change your mind, you can go back to a unit, go back to land combat on the menu, and unselect the unit.

(Note: that may be right-clicking; I have a left-handed set up on my mouse.)
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Nov/Dec 1940
Impulse: 1

The Axis keep the Initiative but the weather is pretty poor - snow in Europe and Rain/Fine in China.
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

ORIGINAL: Courtenay

OK. When you use an O-chit, you have to individually indicate which units you want to double.

For the next time you use an O-chit: after you declare attacks, go to a unit you want doubled. Left click on it. You will get a menu. One of the items will be "Land Combat". Click on that. It will give you the option to double that unit, and will tell you how many doublings you have left. If you change your mind, you can go back to a unit, go back to land combat on the menu, and unselect the unit.
warspite1

Thank-you [:)]
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by Courtenay »

Billotte seems to be able to hand out HQ Support with impunity

When using HQ support and the 1d10 combat results table, you have to roll a die. If the die roll is greater than the HQ's reorganization value, absolutely nothing happens. If it is less than or equal to the reorganization value, you get a -1 (defensive) or +1 (offensive) to your die roll, and the HQ flips.

Thus you probably kept trying to use Billotte, and he kept failing his die roll, giving him the opportunity to try again on a later impulse.

HQ support on the 2d10 table is very different -- you get an adjustment of 1/2 the HQ's reorganization value every time, and the HQ always flips.
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by Klydon »

ORIGINAL: Courtenay

OK. When you use an O-chit, you have to individually indicate which units you want to double.

For the next time you use an O-chit: after you declare attacks, go to a unit you want doubled. Left click on it. You will get a menu. One of the items will be "Land Combat". Click on that. It will give you the option to double that unit, and will tell you how many doublings you have left. If you change your mind, you can go back to a unit, go back to land combat on the menu, and unselect the unit.

(Note: that may be right-clicking; I have a left-handed set up on my mouse.)

This:

I did find out the hard way you must declare your attacks first, then go through the right click and double selection. If you double them first, then they are not available to declare attacks with for some reason. (I need to play with that more as it may be a possible bug or may be correct, depending on the turn sequence).

Just a huge brawl in France and the Luftwaffe is just shattered. At least it appears the Japanese are going well.
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RE: Bob Flemin's MWIF AARse II The Sequel

Post by WarHunter »

What a shrewd move by General Billotte.

Lure the Germans into the open city of Paris. Then get the British to disrupt the German panzers as they celebrate entering the city.
Follow up with an attack from cleverly concealed 37mm and 47mm guns, with the fanatical Paris militia singing and throwing molotov cocktails.

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Nov/Dec 1940
Impulse: 1

The adverse weather conditions need to be put to the back of the mind. The French have a lot of units back from being shattered, but they are out of position. The Germans need to get Paris back and then block any hopes of a second counter-attack once they have.

The Germans advanced so quickly over the last few impulses that all their aircraft are way behind the frontline. What to do? What to do?

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Nov/Dec 1940
Impulse: 1

One ground strike is planned against General Georges. The French contest this with their D510 only (saving the MB 152 for Paris). The Germans bring in an Me-109 to cover the bomber...

Round 1

"Good %^&*ing Grief!" exclaims Goering... Can you guess what just happened boys and girls? Yes, that's right, the Allies just threw an 18 [8|] (DX PX)... The Luftwaffe destroy the fighter and the pilot..
The Germans then roll a 12 (AC) or No Effect...

Round 2
The French now have 2.0:3.0 advantage...

12 (AC) The Stuka is cleared through
9 (AC) No Effect

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Nov/Dec 1940
Impulse: 1

..and then the Stuka fails to disorganise the French HQ...

Ho hum...

The Germans declare three attacks: (1) against Georges east of Rouen, (2) against the anti-tank unit southeast of Paris, and (3) against the 24th Motorised Corps southwest of Metz.

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Nov/Dec 1940
Impulse: 1

Georges provides HQ Support - there are no other modifiers on any of the hexes.

First up its the attack south of Paris. The French choose the Assault table but it cannot save them for this automatic victory..

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Nov/Dec 1940
Impulse: 1

The second battle takes place south of Metz. This time the Germans have the choice for this 4:1 no modifier attack, and choose the Blitzkrieg table...

...oh dear, its a 4. The attacker loses a unit and is disorganised while the French unit retreats.

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RE: Bob Flemin's MWIF AARse II The Sequel

Post by warspite1 »

Nov/Dec 1940
Impulse: 1

The final attack is also automatic against Georges.

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