Connect Four Team Game

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weinsoldner
Posts: 169
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RE: Axis AAR turn 12

Post by weinsoldner »

Situation around Gomel

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weinsoldner
Posts: 169
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RE: Axis AAR turn 12

Post by weinsoldner »

Situation around Kiev

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weinsoldner
Posts: 169
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RE: Axis AAR turn 12

Post by weinsoldner »

A lot of movement in the extreme south where the gate towards Sevastopol was reached as well as progress towards Zapo and Dtown

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SparkleyTits
Posts: 904
Joined: Fri Oct 07, 2016 7:15 pm
Location: England

RE: Soviet AAR Turn 11

Post by SparkleyTits »

ORIGINAL: Telemecus

Axis is
North: Weinsoldner
Centre: Hobotaango
South: mrhuggles
Air: Erzac
CoS: Telemecus

Soviet is
North: elloboloco
Centre and CoS: thedoctorking
South: Isaac

I thought I was Soviet CoS bud? [:D]
weinsoldner
Posts: 169
Joined: Sat May 13, 2017 9:11 am
Location: Netherlands

RE: Soviet AAR Turn 11

Post by weinsoldner »

Didn’t you get the letter?
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Telemecus
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RE: Soviet AAR Turn 11

Post by Telemecus »

thedoctorking confirmed he was Soviet CoS on turn 6 in Discord to both teams, no one else has been taking that role since
Wargamers Discord https://discord.gg/U6DcDxT
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mssm45
Posts: 81
Joined: Fri Nov 04, 2016 7:00 am

RE: Soviet AAR Turn 11

Post by mssm45 »

This is also my understanding.
AKA Belgavox
SparkleyTits
Posts: 904
Joined: Fri Oct 07, 2016 7:15 pm
Location: England

RE: Soviet AAR Turn 11

Post by SparkleyTits »

Oh well this is certainly unnerving to say the least!!

All's I can say is every single save file since 1 turn up until our most current turn that has "CoS" in it's name has been done by me so there might possibly be a misunderstanding or some kind of miscommunication somewhere? [:D]
SparkleyTits
Posts: 904
Joined: Fri Oct 07, 2016 7:15 pm
Location: England

RE: Soviet AAR Turn 11

Post by SparkleyTits »

There was most definitely a bit of turbulence with team roles at the beginning of our glorious multiplayer but we settled on Doctorking taking over the team managers role and perhaps the naming of the titles got lost in translation somewhere?

I bet you all thought I was insane when I was speaking about being CoS in this multiplayer game with HL in the thread a little while back [:D]
Ultimately it is not all that important as the game will continue as it has done but apologies for any confusion hopefully it's all sorted now! [:)]
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mssm45
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RE: Soviet AAR Turn 11

Post by mssm45 »

Maybe I am missing something but the Soviet team should handle their communication and team structure. It is confusing from the Axis side.
AKA Belgavox
weinsoldner
Posts: 169
Joined: Sat May 13, 2017 9:11 am
Location: Netherlands

RE: Soviet AAR Turn 11

Post by weinsoldner »

@sparleytits I have been on the Axis team for the last 12 turns and have never seen or geard of you on discird reksting to this game.
I can do without ALL the BS and drama. Just want to play and Enjoy this game with fellow enthousiasts
SparkleyTits
Posts: 904
Joined: Fri Oct 07, 2016 7:15 pm
Location: England

RE: Soviet AAR Turn 11

Post by SparkleyTits »

I can do without ALL the BS and drama. Just want to play and Enjoy this game with fellow enthousiasts

Of course man I am making no BS at all [:(]
Sorry I am quite surprised by all of this but I don't want people thinking things like this so I'll drop the issue then, apologies again [:(]
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mssm45
Posts: 81
Joined: Fri Nov 04, 2016 7:00 am

RE: Soviet AAR Turn 11

Post by mssm45 »

Just to clarify if needed, I am not aware of any concern in the Axis team about you having a role in the Soviet team.
AKA Belgavox
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thedoctorking
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RE: Soviet AAR Turn 11

Post by thedoctorking »

Sparkley has been the USSR CoS since the beginning of this game. His role is to advise us as to our operations, set strategic direction, and allocate resources to each of the commanders. I am the team manager. My role is to communicate with my team to arrange who goes when and communicate with the other team's manager (also their CoS, Telemecus) on issues of joint interest like when they will be done and who is playing for them. Usually the two roles are combined, but in this case we divided them round about turn 6 for diplomatic reasons that I'm not going to go into. The purpose of the game was to have an experienced player as CoS of each side, with three or four newbies in the operational command role, as a way to train new players. I am certainly not experienced enough to fill that role myself!
SparkleyTits
Posts: 904
Joined: Fri Oct 07, 2016 7:15 pm
Location: England

RE: Soviet AAR Turn 11

Post by SparkleyTits »

I honestly thought it was just a mistype by Telemecus and we would all have a good giggle about how I did not exist when I brought it up
I did not think under any circumstances I would get these kind of reactions and it's shocked and upset me quite a bit, I honestly had no idea there were these issues and I most certainly did not want to cause any [:(]

I'll happily leave if it is even slightly ruining anybodies enjoyment, I don't want to be the reason people don't enjoy themselves and this a constantly exhausting experience for me nowadays too so perhaps for the best to be honest
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thedoctorking
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Soviet AAR Turn 12

Post by thedoctorking »

Connect 4 AAR, Turn 12

Turn 12 was a quiet one across most of our front. Mud in the North Soviet zone kept the Germans quiet in the Moscow region. North of Moscow, infantry forces fought a few static battles but there was no movement of the front. The Axis air forces continued their aggressive tactics. It was only the far south that there was significant movement of the front, along the lines that we anticipated last turn.

On the northern front, German 18th Army remained in its positions, presumably restocking supplies and fuel after last turn’s mud. It was only in 16th Army’s area of operations that the Germans launched a limited offensive between the Polist and Lovat rivers. This could be an attempt to set up for a larger offensive next turn towards Lake Ilmen. Three motorized divisions of 4th Panzer Group remain behind or near the front, while the majority of the Group has moved definitively into the south Valdai Hills, supporting 3rd Panzer Group’s offensive towards Rzhev.



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thedoctorking
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RE: Soviet AAR Turn 12

Post by thedoctorking »

In this region, we remained somewhat static, though Northwest Front extended its lines to the east somewhat to relieve Reserve Front behind the Volga. We reoccupied the hexes that the Germans cleared but did not occupy along the Lovat River. We strengthened our positions in that area to prevent a possible German breakthrough in that area. I think it is unlikely that three unsupported motorized divisions are going to do much with a breakthrough even if the infantry in the area could accomplish one. The tanks of 4th Panzer Group are well to the south and in ZOC’s. But safety first.

Two high-quality brigades remained in the Leningrad area to prevent amphibious attacks to destroy the factories there. We had a lengthy discussion about the likelihood of such at attack, given the “house rule” that suicide amphibious and airborne attacks are forbidden. We came to the consensus that an assault on Leningrad at this point, with the nearest German forces almost 100 miles away, would quality as suicide.


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thedoctorking
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RE: Soviet AAR Turn 12

Post by thedoctorking »

In the center, 4th and 3rd Panzer Groups, supported by the remainder of 16th Army and 9th Army, re-opened a small pocket we created last turn, destroyed a couple of pocketed divisions, and probably did at least one HQ buildup. It’s possible that the HQBU was performed last turn, since their improved fuel and supply status was visible this turn. Anyway, they are well-supplied now despite the fact that they were surrounded by Soviet Zones of Control during the logistics phase of their turn.

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thedoctorking
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RE: Soviet AAR Turn 12

Post by thedoctorking »

A breakthrough and raid appears more likely in the central region. We left units behind to ZOC block supply to the forward units of 3rd Panzer Group. However, judging from the supply and fuel statuses of units that we could see, at least some of those units had an HQBU last turn. Therefore, they will still have plenty of movement factors. There is also infantry in the area that can help with the initial attacks. We stiffened our defenses as much as we could in this area, but I would not be surprised to see a major breakthrough here next turn. They might still be attacking up the rail line towards Peno and on to Torzhok, but it’s also possible that they could pull the FBD off that rail line and switch it to the line through Rzhev if they are able to advance in that direction. We brought in some forces to back our lines, but there are several seams in our defenses that they could exploit to make a large pocket or drive dramatically towards Moscow. Our supremo, Dave, decided that we should withdraw all our new Guards divisions to the rear for training, so instead of holding the line behind Moscow, our three new Guards Rifle Divisions are entertaining the nurses back 50 miles to the east of Moscow. I will have something to say about this if, next turn, I find half of Reserve Front pocketed… At least I found enough divisions to garrison Moscow itself, so there will be no surprise capture of our capital.

In an annoying development, our very skilled Reserve Front air commander, Faleev, was replaced by some idiot. It would cost us 16 AP to get him back again, and no guarantees the NKVD would let him stay. We bought eight artillery regiments instead and decided to let the idiot prove himself. If we’re lucky, he’ll get rolled right away and we can have Faleev back or one of the other somewhat useful air commanders currently without an army.


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DeletedUser1769703214
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RE: Soviet AAR Turn 11

Post by DeletedUser1769703214 »

ORIGINAL: thedoctorking

Sparkley has been the USSR CoS since the beginning of this game. His role is to advise us as to our operations, set strategic direction, and allocate resources to each of the commanders. I am the team manager. My role is to communicate with my team to arrange who goes when and communicate with the other team's manager (also their CoS, Telemecus) on issues of joint interest like when they will be done and who is playing for them. Usually the two roles are combined, but in this case we divided them round about turn 6 for diplomatic reasons that I'm not going to go into. The purpose of the game was to have an experienced player as CoS of each side, with three or four newbies in the operational command role, as a way to train new players. I am certainly not experienced enough to fill that role myself!

As an outsider of this game this is a breath of fresh air statement TheDoctorKing. Thank you TheDoctorKing for the update.
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