The South Turkish Border:

Moderator: Shannon V. OKeets





ORIGINAL: Red Prince
Yup. And I've been building 1 per turn for the last 2 turns. I have 1 more turn to go to be sure I can trace supply through the Caspian and collect both Oil on the Persian Gulf. [:)]ORIGINAL: Centuur
ORIGINAL: Taxman66
Steve, I'm not sure if this is a ghost of WiF past, but I recall there is (was?) a rule allowing a MP to build 1 cp (per?) in an aligned minor's home country.
RAW:
Put your on-map naval reinforcements into a port you control in the
unit’s home country. However, you can place 1 convoy point a turn in
either a Commonwealth home country other than the United Kingdom
or an aligned (not conquered) minor country [Note: this is only
possible if you are playing with Ships in Flames].
So Italy can put 1 CP in Persia.
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Edit: Sorry about the delay in continuing the game, by the way. I decided to take most of the weekend off.
I had actually read through the code for doing this (which works correctly to the best of my knowledge), but forgotten that the rule existed. By the way, Ships in Flames is integral to MWIF; so this isn't an optional rule.ORIGINAL: lomyrin
ORIGINAL: Red Prince
Yup. And I've been building 1 per turn for the last 2 turns. I have 1 more turn to go to be sure I can trace supply through the Caspian and collect both Oil on the Persian Gulf. [:)]ORIGINAL: Centuur
RAW:
Put your on-map naval reinforcements into a port you control in the
unit’s home country. However, you can place 1 convoy point a turn in
either a Commonwealth home country other than the United Kingdom
or an aligned (not conquered) minor country [Note: this is only
possible if you are playing with Ships in Flames].
So Italy can put 1 CP in Persia.
-----
Edit: Sorry about the delay in continuing the game, by the way. I decided to take most of the weekend off.
Well, English is not my native language but I read the rule about the one convoy placement per turn as referring to a Commonwealth aligned minor country only.
Welcome to the forum. [:)]ORIGINAL: dragon_troop
Any railroad artillery in the pipeline? That 6 bombardment factor might come in handy for Leningrad or Rostov.
This AAR is played with the 1d10 land combat table (with blitz bonus option). There the attacker picks its own losses regardless of the attack table.that battle last turn with the Soviet ARM, why were the Germans able to take their ART unit as a loss during a blitz table battle?
As Orm says, welcome to the forum. In fact, he suggested I build one of these this turn, but with the O-chit I was a little short on BP. I plan to build one of them at the end of the coming turn, but it may arrive too late for the assault on Leningrad. Rostov really shouldn't need it. It would be very useful for getting rid of Allied beachheads, though (which is why Orm suggested it).ORIGINAL: Orm
Welcome to the forum. [:)]ORIGINAL: dragon_troop
Any railroad artillery in the pipeline? That 6 bombardment factor might come in handy for Leningrad or Rostov.
Actually, the Russians were able to save some Oil in the East. In fact, even with the losses of the last turn, they had a higher production rate (using saved oil) than they did in the previous turn, due to the railed factories. Granted, they don't have enough oil to last for many more turns, but they do have some. I just haven't posted images of all of it. I know it feels like a lot of their Oil Points were captured -- and they were -- but the number captured amounts to only about 20% of the Oil they did manage to save.ORIGINAL: brian brian
well of course it is worthwhile to attack Russia from as many directions as the other Allies will let you. my point was that Guderian, Germany's best HQ in a 1941 Barbarossa, and three more panzer corps could have accomplished far more on the steppes of the Ukraine than in the mountains of Persia. A force like that is the reason I suggest the Russians operate with two lines, infantry in front, and their armor reserve in back with it's own independent air cover that can actually stop a major breakout by the fast HQ-A's, Rommel and Guderian, as long as they don't have time to bring up their own air cover. they can't take on double stacked Russian tanks very well without it. von Bock and 4 good German INF corps could have achieved the same results in Perisa in this game. Germany's best play is to take some risks and try to overrun/block factories before they can rail out, something they did not achieve in this particular game, near as I can tell. Normally that would hurt them later, but the Russians failed to save any oil to make the factories even all that important anyway.
in that battle last turn with the Soviet ARM, why were the Germans able to take their ART unit as a loss during a blitz table battle?
ORIGINAL: Klydon
While not the best units for the job, Guderians force was able to accomplish things on a strategic level beyond the effect of their numbers/force. By draining the Russian main front, they made a huge difference all out of porportion to the force they represented.
In short, you can have as many attackers as you want, but if the front is restricted in size, it makes it much easier on the defense to delay and plug things up. Very effective use of forces to "stretch" the front to the point it broke completely.
My thanks to both of you, and to everyone else who has been involved. It has been a very fun AAR to explore for me (even when I've felt frustrated at times).ORIGINAL: WIF_Killzone
Thanks Red prince for all your postings and responding to all the comments and suggestions on your AAR, I think a lot of people have really appreciated it.
Enjoy your time off, this game can totally consume ones mind until its a little mush-puddle, I can totally see why a break is warranted. Remember its just a diversion for many of us, so don't overdue it.
Cheers
Craig

