Bob Flemin's MWIF AARse

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warspite1
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RE: Bob Flemin's MWIF AARse

Post by warspite1 »

For the US Entry roll this time I put the chit into the Japan box.

Ge/It Entry Level = 19
Japan Entry Level = 13
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Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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RE: Bob Flemin's MWIF AARse

Post by warspite1 »

Things to do.

For Production planning I notice I have lost the Indian resource where I placed the Partisan. I will need to do something about that.

The French resource lent by the CW has not appeared - maybe I should have put the convoy in place [8|]
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RE: Bob Flemin's MWIF AARse

Post by warspite1 »

Back to the building phase - always fun [:)]
Germany
Naval Construction
2 Infantry
HQ (ARM)

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RE: Bob Flemin's MWIF AARse

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Italy builds an Infantry while the Japanese continue to think long term and purchase two carriers, a Land Air, a pilot and an Infantry.
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RE: Bob Flemin's MWIF AARse

Post by warspite1 »

The Chinese build an Infantry and an artillery

The Commonwealth build two carriers and a battleship from the construction pool, a fighter, a pilot and an anti-aircraft.

The French build two Infantry

The US build an Amphibious, a Fighter, a pilot and an Infantry

The USSR decides to beef up its army, 2 x Infantry, one Mountain and a Mechanised
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RE: Bob Flemin's MWIF AARse

Post by warspite1 »

For reinforcements, the Germans get a couple of Infantry and a Stuka

The Italians get Vittorio Veneto

The Japanese get 2 pilots but frankly the aircraft are not worth it.... They also have two Infantry.

The Chinese get one Nationalist Cavalry

The French take two fighters (poor quality but its they've got) from the force pool for use by the pilots shot down last turn. In better news, they get the Chevalier Armoured Corps [:)]

The US get the Wasp which is placed on the west coast.

Finally the Soviets get two Infantry and a Land Bomber.

The CW get a carrier, a battleship and two cruisers in the Construction Pool. They also get a land based Swordfish and the 1st Canadian Motorised Corps.
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RE: Bob Flemin's MWIF AARse

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For the 1st Impulse of the March/April 1940 turn the Germans identify two hexes to concentrate their attacks on; the hex southeast of Lille and that west of Metz. The former, if successful, will create a big gap between the junctions of the BEF and the northernmost French troops, while the latter is a weak point in the French line - and ideal for making a breakthrough.
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RE: Bob Flemin's MWIF AARse

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Hitler wants no more problems:

"Ve are not at home to mr Cock-up" he tells Goering and von Brauchitsch

Sadly for Goering, the southern ground strike fails to succeed - although the northern attack did work.

The odds are hopefully okay for the Germans though - otherwise its going to be an uncomfortable de-brief...

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RE: Bob Flemin's MWIF AARse

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...and so the moment of truth for the German Army. The southern attacks is carried out first. The French retreat and two German units are disorganised.

The French retreat to the southeast and two powerful German units enter the vacated hex.

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RE: Bob Flemin's MWIF AARse

Post by brian brian »

oooohhhh....will Rommel find the old half-submerged fish weir to get his always hustling scouts across the upper Meuse? we'll find out when the dice are rolled....

one of the handiest play aids we generally kept close at hand, after the combat charts of course, is a page with the sequence of play on it. I think I would still keep this nearby even when playing on the computer. even though you could just look at some menu or pop-up window for this information and you know what phase you are in currently, you always have to think about the phases coming up. this might be even more important on the computer, where your opponent can't just graciously hand-out Mulligans when a missed detail isn't very important. on the computer, once you click to the next phase, there's no going back.
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RE: Bob Flemin's MWIF AARse

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For the second part of this attack, the Germans again go for the Blitzkrieg table. This time there is no mistake. The defending unit is destroyed and the Germans move in. There is little between them and Paris now...

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RE: Bob Flemin's MWIF AARse

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ORIGINAL: brian brian

oooohhhh....will Rommel find the old half-submerged fish weir to get his always hustling scouts across the upper Meuse? we'll find out when the dice are rolled....

one of the handiest play aids we generally kept close at hand, after the combat charts of course, is a page with the sequence of play on it. I think I would still keep this nearby even when playing on the computer. even though you could just look at some menu or pop-up window for this information and you know what phase you are in currently, you always have to think about the phases coming up. this might be even more important on the computer, where your opponent can't just graciously hand-out Mulligans when a missed detail isn't very important. on the computer, once you click to the next phase, there's no going back.
warspite1

Defo - it is reall frustrating - especially when you realise the second you hit the button...
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RE: Bob Flemin's MWIF AARse

Post by warspite1 »

Hayley

Hi warspite1! As you know, when I'm not cheerleading for the Jagwars, there's nothing I like more than a game of MWIF with my ladies.

I must say this is a really interesting AAR - I mean you are playing like a twat, but that's okay.

Keep it up

Hayles x

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RE: Bob Flemin's MWIF AARse

Post by Orm »

Firstly, why the hell didn't you and Orm tell me about Finland beforehand eh? eh? I am not looking to do anything gamey and so an historical approach would have been good.
Because I am, as usual, to late.

You must remember that Warspite is hayai and I am hayakunai.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: Bob Flemin's MWIF AARse

Post by Klydon »

Great AAR. Keep it coming. Very enjoyable to see what is happening.
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RE: Bob Flemin's MWIF AARse

Post by warspite1 »

ORIGINAL: Klydon

Great AAR. Keep it coming. Very enjoyable to see what is happening.
warspite1

Thank-you - I'm learning fast!!
Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse

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Right for the Allied impulse there is lots to do. As always with WIF you just cannot do it all in one impulse because of the action limits.

Commonwealth have a combined. They place a Swordfish in the North Sea to keep the BEF supplied, and send TRS toward Canada and South Africa to pick up the land units waiting to come to Europe/North Africa.

That aside, all the Anglo-French can do is try and form a line and pray to the dice god....



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RE: Bob Flemin's MWIF AARse

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The Germans identify two key hexes as part of their next phase. The two French HQ - both of which are disorganised - would cut the front line in three.

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RE: Bob Flemin's MWIF AARse

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The first attack is that on Reims. The Blitzkrieg table is used at the direction of the German player. Its a disaster...no loss to the French and the Germans lose two more units...

The second attack uses the Assault table. The French HQ is at least destroyed this time, but again, the Germans take a loss and one disorganised unit in addition.

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RE: Bob Flemin's MWIF AARse

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The French try and get units back into Paris as quickly as possible, but frankly, there are very few units left...

Fortunately the turn ends, but the French cannot last much longer.

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