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Re: 6-Player Friendly PBEM Global War
Posted: Thu Aug 25, 2022 10:02 pm
by Orm
What counts as a win in an attack? Is capturing the hex it? Or is it if the defender takes more losses than the attacker?
Re: 6-Player Friendly PBEM Global War
Posted: Fri Aug 26, 2022 12:44 am
by rkr1958
Orm wrote: Thu Aug 25, 2022 10:02 pm
What counts as a win in an attack? Is capturing the hex it? Or is it if the defender takes more losses than the attacker?
Capturing the hex. More specifically eliminating the defender from the hex either by destruction or retreat. One could choose not to advance and that would still be classified as a win as long as the attacker could have advanced into the hex.
Re: 6-Player Friendly PBEM Global War
Posted: Fri Aug 26, 2022 4:24 pm
by rkr1958
rkr1958 wrote: Fri Aug 26, 2022 12:44 am
Orm wrote: Thu Aug 25, 2022 10:02 pm
What counts as a win in an attack? Is capturing the hex it? Or is it if the defender takes more losses than the attacker?
Capturing the hex. More specifically eliminating the defender from the hex either by destruction or retreat. One could choose not to advance and that would still be classified as a win as long as the attacker could have advanced into the hex.
Also, to qualify as a win the attacker must have had at least 1 surviving unit that could, whether it chooses to or not, advance into the attacked and now vacated enemy hex. So, for example:
(1) A modified roll of 22 on the assault CRT for 1 attacker vs 2 defenders holding a city hex, which would result in the elimination of the 1 attacker & 2 defenders would be classified as a LOSS.
(2) A modified roll of 14 on the assault CRT for 4 attackers vs 1 defender holding a city hex, which would result in the elimination of 3 of the 4 attackers & the 1 defender would be classified as a WIN. Though a Pyrrhic victory never the less but still a win.
Re: 6-Player Friendly PBEM Global War
Posted: Fri Aug 26, 2022 5:06 pm
by rkr1958
Land Combat. HQ Offensive, Defensive Support & O-Chit (Doubling) Summary.
Re: 6-Player Friendly PBEM Global War
Posted: Fri Aug 26, 2022 5:45 pm
by rkr1958
O-Chits. Summary.
Re: 6-Player Friendly PBEM Global War
Posted: Fri Aug 26, 2022 5:45 pm
by rkr1958
O-Chits. Germany.
Re: 6-Player Friendly PBEM Global War
Posted: Fri Aug 26, 2022 5:45 pm
by rkr1958
O-Chits. Japan.
Re: 6-Player Friendly PBEM Global War
Posted: Fri Aug 26, 2022 5:45 pm
by rkr1958
O-Chits. CW.
Re: 6-Player Friendly PBEM Global War
Posted: Fri Aug 26, 2022 5:46 pm
by rkr1958
O-Chits. France.
Re: 6-Player Friendly PBEM Global War
Posted: Fri Aug 26, 2022 5:46 pm
by rkr1958
O-Chits. USA.
Re: 6-Player Friendly PBEM Global War
Posted: Fri Aug 26, 2022 5:46 pm
by rkr1958
O-Chits. USSR.
Re: 6-Player Friendly PBEM Global War
Posted: Fri Aug 26, 2022 6:46 pm
by rkr1958
Weather & Actions. Axis.
Note: Got off of my home keys in the note section for Germany's O-chit played on turn 2, impulse 1 (global impulse #13). It was paired with Rundstedt HQ-A.
Re: 6-Player Friendly PBEM Global War
Posted: Fri Aug 26, 2022 6:46 pm
by rkr1958
Weather & Actions. Allied.
Re: 6-Player Friendly PBEM Global War
Posted: Fri Aug 26, 2022 6:53 pm
by rkr1958
Actions Summary.
I was a bit surprised at how close the total number of impulses between the axis and allies were. While not explicitly included in this table, the total number of impulses per side can be deduced from Italy or Japan for the axis and CW, France, USA or USSR for the allies. That is, total number of actions taken for one of these given MPs, which lasted the entire game, equals number of axis, or allied, impulses in the game. The axis got 124 of the 244 (50.8%) total impulses and the allies 120 (49.2%).
Re: 6-Player Friendly PBEM Global War
Posted: Fri Aug 26, 2022 7:25 pm
by rkr1958
Impulses Per Turn Summary
The numbers in the last 2 columns of this table were either take directly or derived data from the table on page 21, Vol 1 of the player's manual.
Re: 6-Player Friendly PBEM Global War
Posted: Fri Aug 26, 2022 9:25 pm
by rkr1958
Air Combat Summary.
CAVETS: (1) My logging "standard" evolved over the course of our game & AAR. This includes how I characterize and counted missions.
(2) The below mission counts don't correspond on a 1:1 basis to the way air missions our counted in (M)WiF. For example, a ground strike composed of 3 striking aircraft against a single target uses 3 air activities in (M)WiF but in my logging counted as a single ground strike mission.
(3) One thing that surprised me was that I didn't see any German paradrops. Not sure if I missed logging this or if Germany didn't make any paradrops for the entire game.
(4) Port strikes were included under Naval Combat (NC).
(5) For air combat, I logged 9 different types of missions (GSTK=ground strike, GSPT=ground support, STRAT=strategic, TRS= air transport, PARA=para drop, REORG=reorg by air, CAP=CAP, INT=intercept, AA=Ground AA div firing). Individual mission counts often include multiple aircraft that in my logging counted as 1 mission but by (M)WiF would count as multiple air activities. Also, artillery is often included in both ground strikes and ground support.
Re: 6-Player Friendly PBEM Global War
Posted: Fri Aug 26, 2022 9:29 pm
by rkr1958
AC Breakdown: Ground Strike, Ground Support & Strategic.
NOTE: (1) # = number of missions logged.
(2) For Ground Strike, Flipped is the total number of units (ground and/or air) flipped, and Avg is the average number flipped per strike.
(3) For Ground Support, Total is the total number of factors provided to offense or defense and includes weather & terrain effects. Avg is the average provided per mission.
(4) For Strategic, Total is the total number of PPs and/or Oil knocked out. Avg is the average per mission.
I was surprised that for ground strikes both the axis and allies, on average, produced 0.9 flips per strike. I though it would be higher. I also though it would be higher for the USA, which was 1 per strike.
Re: 6-Player Friendly PBEM Global War
Posted: Sat Aug 27, 2022 7:36 pm
by rkr1958
Naval Combat Mission Count Summary.
For naval combat I broke the logged data into 9 naval missions:
(1) NavAir = Naval Air battle
(2) Surface = Surface Action battle
(3) Sub = Sub battle
(4) PSTK = port strike
(5) SB = shore bombardment
(6) Avd/D = Naval combat all together avoided by either using 4 SPs to avoid or subs (only present) not committing (i.e., diving to avoid).
(7) SrchFail = both searches failed to find
(8) Intcpt = attempt to intercept moving naval units
(9) Reorg = reorg of naval units either by HQ, TRS, Amph, Queens.
Actual naval combat (i.e., Naval Air, Surface Action, Sub & Port Strikes) were further broken down by aggressor and defender.
Re: 6-Player Friendly PBEM Global War
Posted: Sat Aug 27, 2022 7:38 pm
by rkr1958
Naval Combat. Naval Air Combat Win/Tie/Loss Breakdown.
Re: 6-Player Friendly PBEM Global War
Posted: Sat Aug 27, 2022 7:40 pm
by rkr1958
Naval Combat. Surface Action Combat Win/Tie/Loss Breakdown.