Page 16 of 79
RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 11:01 am
by Orm
What target(s) do the submarines wish to aim for?
Just the convoy points. Take submarine combat and sink 'em (no surprise points needed to select submarine combat). And then stay low for a possible second round.
Edit: The same goes for the other sea areas. Target convoy points and try to stay alive. No dangerous games, if at all possible, with the escorts.
Edit2: This may, of course, change in future turns. [:)]
RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 11:06 am
by warspite1
By stay low I take it you mean abort?

RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 11:08 am
by Orm
By stay low I take it you mean abort?
No, no. Stay in the sea area but exclude submarines from the next round.
RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 11:09 am
by warspite1
What do the Allies want to do?

RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 11:12 am
by AllenK
The Allies stay.
RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 11:14 am
by warspite1
Jan/Feb 1940
Impulse: 1 (Axis)
With the Italian subs diving to avoid reprisals from French destroyers, its off the Caribbean Sea. But with throws of 5 (Axis) and 1 (Allied) there is no combat.
Finally to the Cape St Vincent, whereby rubbish dice throws for both sides - 6 and 4 respectively - stop play.
Strategic Bombing
None
Ground Strike
Germany:
The Stukas of both StG1 and StG2 are ordered to Antwerp, where the bulk of King Leopold's forces have been ordered, in order to protect this key port and the approaches to Brussels.
Japan:
The Japanese order a naval bomber to Kweilin to try and disorganise the defenders of that city.
Germany:
The Stukas return to base with their tails between their legs. The Belgian infantry did not get away without casualties but the results were disappointing for the dive bombers given the hardware allocated to the attack....
Japan:
The Japanese fail to trouble the scorers...
Shooting practice required....

RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 11:46 am
by warspite1
Jan/Feb 1940
Impulse: 1 (Axis)
Rail Movement
Germany rail a MTN to La Spezia
Land Movement
Germany:
With the Belgian deployment making an attack on the capital impossible, the Germans reorganise their armies slightly. Elements of 18th (von Kuchler) and 6th (von Reichenau) Armies are tasked with trying to force a bridgehead over the Dyle and to capture Antwerp and are joined by List's 12th Army for the purpose.
To the south, 4th (von Kluge) and 1st (von Kleist) Armies are given the job of clearing the eastern approaches to Brussels via Liege with XLI Panzer Corps in the forefront of the advance, crossing the Meuse north of the Ardennes.
16th Army (Busch) is ordered to defend the southern flank of this main thrust and the commander of Army Group C, von Bock, is given command of the LI Infantry Corps which is released from the reserve to bolster the shoulder of the salient being created.
Over to Orm for the Japanese and Italian movement.
Ignore this picture following the e-mails below - see post 333 for the position at the end of the German Land Movement phase

RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 12:28 pm
by Mayhemizer_slith
Nice. Now France can't advance to forrest where CW aligned plane is. We are really helping Germany here [&:]
RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 12:49 pm
by Courtenay
ORIGINAL: Mayhemizer
Nice. Now France can't advance to forrest where CW aligned plane is. We are really helping Germany here [&:]
I have decided that the best place for that plane is the Belgian Congo. Then the CW can rebase it to some neutral territory, giving the CW a pilot next turn, which will go on a better plane than a three point fighter.
RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 12:53 pm
by AllenK
The problem is, we were asked to provide the set-up before we had decided on alignment. Your set-up was based upon aligning with France and we weren't given the opportunity to reconsider whether or not to change it in light of aligning to CW instead. Had we had the opportunity, I would have put the FTR west of Antwerp.
It's rather screwed things up and would be a pain to go back and start the impulse again.
RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 1:03 pm
by warspite1
ORIGINAL: AllenK
The problem is, we were asked to provide the set-up before we had decided on alignment. Your set-up was based upon aligning with France and we weren't given the opportunity to reconsider whether or not to change it in light of aligning to CW instead. Had we had the opportunity, I would have put the FTR west of Antwerp.
It's rather screwed things up and would be a pain to go back and start the impulse again.
warspite1
Given the manner in which this game has been played by all four players - with give and take from all - I trust you didn't mean that like it sounded.
Orm sportingly pointed out that the Allies may wish to change their mind about aligning with the French - never a good move. There was no request from the Allies to the Axis to alter the set-up - and personally I didn't give putting the aircraft out of supply a moment's thought. I was gobsmacked when Mayhemizer pointed out the practical result of it.
To be clear, if the Allies want to re-start the impulse - then I am okay with that. All throws then count as thrown.
RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 1:03 pm
by Orm
I am sorry that I didn't think about that. [:(]
RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 1:07 pm
by Orm
To be clear, if the Allies want to re-start the impulse - then I am okay with that. All throws then count as thrown.
If we are going to fix the aircraft placement we either;
1) Move just the Belgian aircraft and everything else stay the same. Maybe some difference with the German land movement.
2) Redo the entire impulse from placement of the Belgian units. Including die rolls.
RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 1:40 pm
by AllenK
ORIGINAL: warspite1
ORIGINAL: AllenK
The problem is, we were asked to provide the set-up before we had decided on alignment. Your set-up was based upon aligning with France and we weren't given the opportunity to reconsider whether or not to change it in light of aligning to CW instead. Had we had the opportunity, I would have put the FTR west of Antwerp.
It's rather screwed things up and would be a pain to go back and start the impulse again.
warspite1
Given the manner in which this game has been played by all four players - with give and take from all - I trust you didn't mean that like it sounded.
Orm sportingly pointed out that the Allies may wish to change their mind about aligning with the French - never a good move. There was no request from the Allies to the Axis to alter the set-up - and personally I didn't give putting the aircraft out of supply a moment's thought. I was gobsmacked when Mayhemizer pointed out the practical result of it.
To be clear, if the Allies want to re-start the impulse - then I am okay with that. All throws then count as thrown.
No, it wasn't meant as any form of accusation of unfair play but a comment on the problems arising from doing things out of sequence. Apologies for it coming across much worse than intended. I too failed to give any thought to the consequences of the change of plan.
In view of Orm giving us the heads up on the problem with aligning with France, we could have just blissfully played on, I'm inclined to write this off as an example of the real-life difficulties there were with Anglo-French cooperation. If Mayhemizer is fine with that let's just carry on.
RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 1:44 pm
by warspite1
ORIGINAL: AllenK
ORIGINAL: warspite1
ORIGINAL: AllenK
The problem is, we were asked to provide the set-up before we had decided on alignment. Your set-up was based upon aligning with France and we weren't given the opportunity to reconsider whether or not to change it in light of aligning to CW instead. Had we had the opportunity, I would have put the FTR west of Antwerp.
It's rather screwed things up and would be a pain to go back and start the impulse again.
warspite1
Given the manner in which this game has been played by all four players - with give and take from all - I trust you didn't mean that like it sounded.
Orm sportingly pointed out that the Allies may wish to change their mind about aligning with the French - never a good move. There was no request from the Allies to the Axis to alter the set-up - and personally I didn't give putting the aircraft out of supply a moment's thought. I was gobsmacked when Mayhemizer pointed out the practical result of it.
To be clear, if the Allies want to re-start the impulse - then I am okay with that. All throws then count as thrown.
No, it wasn't meant as any form of accusation of unfair play but a comment on the problems arising from doing things out of sequence. Apologies for it coming across much worse than intended.
In view of Orm giving us the heads up on the problem with aligning with France, we could have just blissfully played on, I'm inclined to write this off as an example of the real-life difficulties there were with Anglo-French cooperation. If Mayhemizer is fine with that let's just carry on.
warspite1
Okay but that is a BIG decision. If the Germans don't get into Antwerp its less of an issue - but if they do, that aircraft really throws the Allied counter off course.
You are both experienced enough not to have placed that aircraft there normally so either align with France and everything is the same or move the aircraft and everything is the same.
RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 2:14 pm
by Orm
ORIGINAL: warspite1
ORIGINAL: AllenK
ORIGINAL: warspite1
warspite1
Given the manner in which this game has been played by all four players - with give and take from all - I trust you didn't mean that like it sounded.
Orm sportingly pointed out that the Allies may wish to change their mind about aligning with the French - never a good move. There was no request from the Allies to the Axis to alter the set-up - and personally I didn't give putting the aircraft out of supply a moment's thought. I was gobsmacked when Mayhemizer pointed out the practical result of it.
To be clear, if the Allies want to re-start the impulse - then I am okay with that. All throws then count as thrown.
No, it wasn't meant as any form of accusation of unfair play but a comment on the problems arising from doing things out of sequence. Apologies for it coming across much worse than intended.
In view of Orm giving us the heads up on the problem with aligning with France, we could have just blissfully played on, I'm inclined to write this off as an example of the real-life difficulties there were with Anglo-French cooperation. If Mayhemizer is fine with that let's just carry on.
warspite1
Okay but that is a BIG decision. If the Germans don't get into Antwerp its less of an issue - but if they do, that aircraft really throws the Allied counter off course.
You are both experienced enough not to have placed that aircraft there normally so either align with France and everything is the same or move the aircraft and everything is the same.
And I thought the opposite. If the Germans get Antwerp, then the aircraft doesn't matter as much. But if the Germans doesn't then it has some significance. [:D]
RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 2:16 pm
by warspite1
ORIGINAL: Orm
ORIGINAL: warspite1
ORIGINAL: AllenK
No, it wasn't meant as any form of accusation of unfair play but a comment on the problems arising from doing things out of sequence. Apologies for it coming across much worse than intended.
In view of Orm giving us the heads up on the problem with aligning with France, we could have just blissfully played on, I'm inclined to write this off as an example of the real-life difficulties there were with Anglo-French cooperation. If Mayhemizer is fine with that let's just carry on.
warspite1
Okay but that is a BIG decision. If the Germans don't get into Antwerp its less of an issue - but if they do, that aircraft really throws the Allied counter off course.
You are both experienced enough not to have placed that aircraft there normally so either align with France and everything is the same or move the aircraft and everything is the same.
And I thought the opposite. If the Germans get Antwerp, then the aircraft doesn't matter as much. But if the Germans doesn't then it has some significance. [:D]
warspite1
Either way - its rubbish for the French and we need to get it sorted so we can move on in a fair way.
RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 2:19 pm
by warspite1
Anyway, I'll be offline for a while - back on between 7pm and 7:30pm for the rest of the evening so if AllenK and Mayhemizer can say what they want to do I can redo the turn when I'm back.
RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 2:27 pm
by Mayhemizer_slith
I would say carry on. I did not read all posts, I'm in that kind of place.
Misteke was mine. I did not realize France should not align Belgium and posted set up.
Even if France falls in M/A 1940, evil Axis will not win! [:-][:-][:-]
RE: Reverse 4-player AAR.
Posted: Sat Feb 04, 2017 2:33 pm
by AllenK
ORIGINAL: Mayhemizer
I would say carry on. I did not read all posts, I'm in that kind of place.
Misteke was mine. I did not realize France should not align Belgium and posted set up.
Even if France falls in M/A 1940, evil Axis will not win! [:-][:-][:-]
Mistake was on both our parts. I hadn't realised either and didn't think to ask to alter the set-up when we changed the alignment to CW.