Expanded Allied Air HQ
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kentkroeckel
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Turn 88 Allied ground phase
March 3, 1945.
The ground support claimed over fifty Luftwaffe planes while Allies lost 35. The Battle Locator Mode (BLM) is not showing Allied ground attacks. Therefore, simple post for this turn. First is Italy. One hex taken, in red. Two withdrawn by Axis. they are in green.
There is another amphibious invasion in Mediterranean France. Naval is blue and red is hex being attacked. By the way, I believe the previous invasion hex had been occupied by German forces. Reconnaissance in bad weather is really limited. But what is impressive is Metalist kept garrison units along shoreline. He is wise to do so too since I am willing to invade from Denmark to Mediterranean France.
Next picture is of the last Nazi port along French Atlantic west coast. It is now isolated but had a five fortification level. In attacks it was reduced to four. Next turn should get it down to 2 or maybe even 1. However, the point I want to make is that a smart German player gets his main ports to four and five. They become almost immune to attack unless isolated.
I decided to show some of the French garrison Metalist keeps in Northern France to make sure Allies cannot get ashore without a fight. an experienced German player will never give Allies an opportunity to outflank them. This is why our challenge needs to be extended to August 1, 1945. If anyone knows how to do that please let us know.
The ground support claimed over fifty Luftwaffe planes while Allies lost 35. The Battle Locator Mode (BLM) is not showing Allied ground attacks. Therefore, simple post for this turn. First is Italy. One hex taken, in red. Two withdrawn by Axis. they are in green.
There is another amphibious invasion in Mediterranean France. Naval is blue and red is hex being attacked. By the way, I believe the previous invasion hex had been occupied by German forces. Reconnaissance in bad weather is really limited. But what is impressive is Metalist kept garrison units along shoreline. He is wise to do so too since I am willing to invade from Denmark to Mediterranean France.
Next picture is of the last Nazi port along French Atlantic west coast. It is now isolated but had a five fortification level. In attacks it was reduced to four. Next turn should get it down to 2 or maybe even 1. However, the point I want to make is that a smart German player gets his main ports to four and five. They become almost immune to attack unless isolated.
I decided to show some of the French garrison Metalist keeps in Northern France to make sure Allies cannot get ashore without a fight. an experienced German player will never give Allies an opportunity to outflank them. This is why our challenge needs to be extended to August 1, 1945. If anyone knows how to do that please let us know.
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kentkroeckel
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turn 88 France
March 3, 1945.
Germany (Metalist) was able to make a solid contact line again in France. Some parts are weak but no holes, which is impressive in 1945. Below is the Northern France section, and then going south. I circled one hex that was won by combat but no unit had movement sufficient to ocuply it. Yet just making units retreat causes many Axis casualties. Several hexes are interdicted from 5-9.
Next picture shows how Germany has no holes in contact line. Different colors show multiple Allied Armies taking an area of responsibility.
Third picture of French contact line.
Final picture is of Spain.
Germany (Metalist) was able to make a solid contact line again in France. Some parts are weak but no holes, which is impressive in 1945. Below is the Northern France section, and then going south. I circled one hex that was won by combat but no unit had movement sufficient to ocuply it. Yet just making units retreat causes many Axis casualties. Several hexes are interdicted from 5-9.
Next picture shows how Germany has no holes in contact line. Different colors show multiple Allied Armies taking an area of responsibility.
Third picture of French contact line.
Final picture is of Spain.
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kentkroeckel
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Game Editor
Metalist thinks the WitW game editor might be able to extend our challenge from a short game to long game. I have no computer knowledge skill so am writing from this deficient. Metalist also thinks any changes would have to be incorporated before start of challenge.
Purpose of post: The hope is to keep challenge going until August 1, 1945. Allies are far behind historical situation so we would love to get another 12 weeks of game play.
Setup: Berlin falls to the Soviet Union but Stalin is unwilling to go beyond the agreed to partition line. This is historical too. A problem though is WitW final advance line is not near the historical line. In fact, it is far off, being well east of partition line. Only one hex of Berlin gets taken but historically all of Berlin was captured. That part of the partition line went to the Elbe River.
In a extended game Axis units loose five morale points starting on June 1, 1945. Yet I think they should loose ten when Berlin and Vienna are taken by the Soviet Union. Morale of normal Axis units would be getting down to Italian units. Embarrassing. Ha. Stalin will wait until August 1, 1945 before Russia moves west and forces Germany to capitulate.
requirements: If Munich alone or any three other major German cities are taken by Allies, Germany surrenders. It would be nice to have Germany place ten divisions along the east line for garrison but that would be, I am sure too complex.
Purpose of post: The hope is to keep challenge going until August 1, 1945. Allies are far behind historical situation so we would love to get another 12 weeks of game play.
Setup: Berlin falls to the Soviet Union but Stalin is unwilling to go beyond the agreed to partition line. This is historical too. A problem though is WitW final advance line is not near the historical line. In fact, it is far off, being well east of partition line. Only one hex of Berlin gets taken but historically all of Berlin was captured. That part of the partition line went to the Elbe River.
In a extended game Axis units loose five morale points starting on June 1, 1945. Yet I think they should loose ten when Berlin and Vienna are taken by the Soviet Union. Morale of normal Axis units would be getting down to Italian units. Embarrassing. Ha. Stalin will wait until August 1, 1945 before Russia moves west and forces Germany to capitulate.
requirements: If Munich alone or any three other major German cities are taken by Allies, Germany surrenders. It would be nice to have Germany place ten divisions along the east line for garrison but that would be, I am sure too complex.
Last edited by kentkroeckel on Sun Apr 19, 2026 5:50 pm, edited 1 time in total.
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kentkroeckel
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Turn 89 German phase
March 10, 1945.
No recorded German attacks.
For turn -16 victory points and game total is -589.
European air is cold. Ground is snow. Water and snow level is 3-7.
Italian air is rain and cold. Ground is snow and light mud. water and snow level is 3-6.
Air losses are sizable for Germany. 200 losses while Allies lost 65. Below is chart.
Next picture is of the French Mediterranean invasion. A French infantry division landed; looks unopposed. Main point is that many hexes flipped to Allied control. I want to take advantage of this quickly.
Just finished the air phase for Allies. Germany lost 139 while Allies lost 669. Total so far for Axis is 339 while Allies have lost 734. this is a difference of 395. Over four hundred fifty Allied losses were operational. Very significant. The ratio of missions was 35 to one in favor of Allies. I wonder if that even matters right now though? However, losses and effects of bombing do. In that aspect Allies did damage Axis forces and have good interdiction along line. Several hexes are at nine.
The BLM is not working so no battles can be displayed. Below is chart of combat losses for Allied phase.
No recorded German attacks.
For turn -16 victory points and game total is -589.
European air is cold. Ground is snow. Water and snow level is 3-7.
Italian air is rain and cold. Ground is snow and light mud. water and snow level is 3-6.
Air losses are sizable for Germany. 200 losses while Allies lost 65. Below is chart.
Next picture is of the French Mediterranean invasion. A French infantry division landed; looks unopposed. Main point is that many hexes flipped to Allied control. I want to take advantage of this quickly.
Just finished the air phase for Allies. Germany lost 139 while Allies lost 669. Total so far for Axis is 339 while Allies have lost 734. this is a difference of 395. Over four hundred fifty Allied losses were operational. Very significant. The ratio of missions was 35 to one in favor of Allies. I wonder if that even matters right now though? However, losses and effects of bombing do. In that aspect Allies did damage Axis forces and have good interdiction along line. Several hexes are at nine.
The BLM is not working so no battles can be displayed. Below is chart of combat losses for Allied phase.
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kentkroeckel
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Turn 89 Allies
March 10, 1945.
Without the BLM working I will not go into complete combat detail.
No change on Yugoslavia Penesula.
Two hexes taken on Italian front.
No resistance yet on French Mediterranean invasion. Expansion is continuing.
Next four pictures are of France. First shows Allies across main river Seine. This should open up several hexes of coastline along with another French port. The Seine River also divides Paris.
Next picture show the important city of Orleans. It was attacked but held. Rail converges there along with being at northern top of main river. Beyond hex there are no more main river barriers for some distance. This is also the path to encircle Paris.
This picture shows many units without combat value. Headquarters, refitting, and routed units make up many on the map in this region. this area could turn into a breakout.
Final picture shows how Allied forces are getting near the boarder of east and west France. Just a few hexes each week will get units to Switzerland.
Without the BLM working I will not go into complete combat detail.
No change on Yugoslavia Penesula.
Two hexes taken on Italian front.
No resistance yet on French Mediterranean invasion. Expansion is continuing.
Next four pictures are of France. First shows Allies across main river Seine. This should open up several hexes of coastline along with another French port. The Seine River also divides Paris.
Next picture show the important city of Orleans. It was attacked but held. Rail converges there along with being at northern top of main river. Beyond hex there are no more main river barriers for some distance. This is also the path to encircle Paris.
This picture shows many units without combat value. Headquarters, refitting, and routed units make up many on the map in this region. this area could turn into a breakout.
Final picture shows how Allied forces are getting near the boarder of east and west France. Just a few hexes each week will get units to Switzerland.
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kentkroeckel
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Flak and Administrative Points
Flak and Administrative Points: Below is post on this subject matter, as it relates to WitW system. No turn received today so wanted to do this. Help with balancing game play.
Goal:
Balance game play so that WitW system aligns with historical factors.
I realize there are aspects to programming that could benefit WitW play but I do not know how to use the Editor, which Metalist mentioned. Therefore, my options are limited. Additionally, most players would like to just click a few buttons and start.
Example of a major change if I had access to design:
I would remove the administrative cost of moving flak for Allies as well as for Germany. Reasoning is this. Both sides historically moved air defense over and over but it did not cost much in resources to do this. (I am not including Flak Towers). Additionally, I am not including air defense that is assigned to ground units. They do not cost anything presently.
After a fortification is made, it too can have three support units assigned to them for no administrative cost. Their only major difference is that they cannot retreat. Just like a Flak Tower.
Interestingly though, system does allow Axis rail flak to move to any rail hex for no administrative cost; just as long as Germany has one administrative point. This free cost should have been applied to all flak for both sides.
Obtainable Solution:
Double the amount of administrative points for Allies. (10 + 10). This would help the Allied player utilize flak units rather than having the majority being unassigned.
Conclusion:
The above modification would help game play for the 1943-1945 and 1944-1945 campaign game. The 1945 campaign game has no need to change administrative points for flak movement because Luftwaffe is completely derogated at this time period. Meaning, very little reconnaissance and tactical bombing of Allied units from Luftwaffe.
Goal:
Balance game play so that WitW system aligns with historical factors.
I realize there are aspects to programming that could benefit WitW play but I do not know how to use the Editor, which Metalist mentioned. Therefore, my options are limited. Additionally, most players would like to just click a few buttons and start.
Example of a major change if I had access to design:
I would remove the administrative cost of moving flak for Allies as well as for Germany. Reasoning is this. Both sides historically moved air defense over and over but it did not cost much in resources to do this. (I am not including Flak Towers). Additionally, I am not including air defense that is assigned to ground units. They do not cost anything presently.
After a fortification is made, it too can have three support units assigned to them for no administrative cost. Their only major difference is that they cannot retreat. Just like a Flak Tower.
Interestingly though, system does allow Axis rail flak to move to any rail hex for no administrative cost; just as long as Germany has one administrative point. This free cost should have been applied to all flak for both sides.
Obtainable Solution:
Double the amount of administrative points for Allies. (10 + 10). This would help the Allied player utilize flak units rather than having the majority being unassigned.
Conclusion:
The above modification would help game play for the 1943-1945 and 1944-1945 campaign game. The 1945 campaign game has no need to change administrative points for flak movement because Luftwaffe is completely derogated at this time period. Meaning, very little reconnaissance and tactical bombing of Allied units from Luftwaffe.
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kentkroeckel
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Luftwaffe Naval Air
German naval air power is wholly unrealistic and wrecks game play for the 1943-1945 and 1944-1945 campaign. With the editor it would be nice to halve the effect of German air on naval activity but there is also another way which can be accomplished with a click.
Transport capacity: Historically, Germany could not decimate Allied naval resources from late 1943 onward. However, in WitW system, the Luftwaffe is able to severely degrade Allied naval transport and naval logistics.
And yes, I am aware of Axis U-Boat (Submarine and surface raiders) history. But by the end of 1943 surface raiders were a thing of the past. Raider E-Boats still operated in Atlantic but had no strategic impact at this point of the conflict.
German naval air launching from Norway and France had been reduced in effectiveness by this time in the conflict as well.
The U-Boat, by fall of 1943 was being massacred. No longer was there an area in Mid Atlantic were Allied air did not protect. This meant Allied resources were protected from port to port. Additionally naval technology allowed Allies to destroy submarines by the dozens per month.
Problem: In the 1943-1945 and 1944-1945 campaigns German air is able to destroy Allied naval capacity; even though the Luftwaffe never had this capacity. Many a challenge has ended prematurely due to Allies not being able to stay on an Italian beach. In the 1945 campaign this Axis capacity no longer exists so all is good on this point.
Simple Solution: In the 1943-1945 and 1944-1945 campaign place Allied transport capacity to 200%. This will allow German player to still be able to concentrate on Allied naval transport if wished; just will not be as effective. Very realistic.
Transport capacity: Historically, Germany could not decimate Allied naval resources from late 1943 onward. However, in WitW system, the Luftwaffe is able to severely degrade Allied naval transport and naval logistics.
And yes, I am aware of Axis U-Boat (Submarine and surface raiders) history. But by the end of 1943 surface raiders were a thing of the past. Raider E-Boats still operated in Atlantic but had no strategic impact at this point of the conflict.
German naval air launching from Norway and France had been reduced in effectiveness by this time in the conflict as well.
The U-Boat, by fall of 1943 was being massacred. No longer was there an area in Mid Atlantic were Allied air did not protect. This meant Allied resources were protected from port to port. Additionally naval technology allowed Allies to destroy submarines by the dozens per month.
Problem: In the 1943-1945 and 1944-1945 campaigns German air is able to destroy Allied naval capacity; even though the Luftwaffe never had this capacity. Many a challenge has ended prematurely due to Allies not being able to stay on an Italian beach. In the 1945 campaign this Axis capacity no longer exists so all is good on this point.
Simple Solution: In the 1943-1945 and 1944-1945 campaign place Allied transport capacity to 200%. This will allow German player to still be able to concentrate on Allied naval transport if wished; just will not be as effective. Very realistic.
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kentkroeckel
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Turn 90 German phase
March 17, 1945.
Victory Points: For turn -23 and game total is 625.
Air weather for map is rain.
Heavy mud for map. Water and snow level are from 5-9.
Germany did no ground attacks.
First picture is of German air phase. Axis lost 226 while Allies lost 77.
Next picture is of Allied air phase. Germany lost 114 while Allies lost 645. totals before ground support are 34o for the Luftwaffe while Allies lost 722. A difference of 382.
I wanted to show what the intense ground bombing is accomplishing despite bad weather.
Further down south.
BLM is not recording so nothing to show. In Italy a hex was taken but not occupied. No change on Yugoslavia Penesula. No hexes gained across main French River. In southern France units moved eastward until contact with German units. Heavy mud minimizes movement. Heavy mud will be for next week too, along with heavy rain over France.
Victory Points: For turn -23 and game total is 625.
Air weather for map is rain.
Heavy mud for map. Water and snow level are from 5-9.
Germany did no ground attacks.
First picture is of German air phase. Axis lost 226 while Allies lost 77.
Next picture is of Allied air phase. Germany lost 114 while Allies lost 645. totals before ground support are 34o for the Luftwaffe while Allies lost 722. A difference of 382.
I wanted to show what the intense ground bombing is accomplishing despite bad weather.
Further down south.
BLM is not recording so nothing to show. In Italy a hex was taken but not occupied. No change on Yugoslavia Penesula. No hexes gained across main French River. In southern France units moved eastward until contact with German units. Heavy mud minimizes movement. Heavy mud will be for next week too, along with heavy rain over France.
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kentkroeckel
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Turn 91 Air phase
March 24, 1945.
Victory Points: -17 for turn and -629 for game.
Weather in air is heavy rain everywhere.
Ground is heavy mud on map. Water level is 9.
Axis losses during phase were 170 while Allies lost 61.
During allied phase Germany lost 85 while Allies lost 152.
Total Axis losses 255 while Allies lost 213. Very close.
Allies took one hex on Italy. It took two attacks and below are results.
Second attack:
Victory Points: -17 for turn and -629 for game.
Weather in air is heavy rain everywhere.
Ground is heavy mud on map. Water level is 9.
Axis losses during phase were 170 while Allies lost 61.
During allied phase Germany lost 85 while Allies lost 152.
Total Axis losses 255 while Allies lost 213. Very close.
Allies took one hex on Italy. It took two attacks and below are results.
Second attack:
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kentkroeckel
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Turn 91 France
March 24, 1945.
Allies took a few hexes by combat on France.
First hex.
Second hex.
third hex.
Final picture is of French Mediterranean site.
Allies took a few hexes by combat on France.
First hex.
Second hex.
third hex.
Final picture is of French Mediterranean site.
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kentkroeckel
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Turn 92
March 31, 1945.
Germany has its defensive line in France. Solid too, with many armored, mechanized and elite airborne units. Some of the contact line withdrew a couple hexes while other portions are behind main river in France. It would take clear weather to punch through.
Weather in air is rain over whole map.
Heavy mud over map. Water level is 7 over most of map.
Victory points: -14 for turn and game total is -643.
Germany did no ground attacks.
Axis lost lost 93 aircraft while Allies lost 6.
Next three pictures shows French contact line.
Two.
three.
Germany has its defensive line in France. Solid too, with many armored, mechanized and elite airborne units. Some of the contact line withdrew a couple hexes while other portions are behind main river in France. It would take clear weather to punch through.
Weather in air is rain over whole map.
Heavy mud over map. Water level is 7 over most of map.
Victory points: -14 for turn and game total is -643.
Germany did no ground attacks.
Axis lost lost 93 aircraft while Allies lost 6.
Next three pictures shows French contact line.
Two.
three.
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kentkroeckel
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turn 92 Air phase
March 31, 1945.
First chart shows air combat after Allied air phase. Germany lost 399 while Allies lost 703.
This picture shows increase of air losses from ground air support for both sides. Notice how Germany has lost 91 more aircraft while Allies have lost 63 more.
This totals 583 Axis losses while Allies lost 772. Luftwaffe advantage of 189. Despite weather, a substantial loss of aircraft for both sides. It is surprising how Germany can maintain these losses though, coming in at nearly 36,000 losses. Allies have lost over 58,000.
Next picture shows an airborne drop on Italian front. The main town is Bologna and is a major railroad hub. Very important to German logistics in Italy. This is the best I can do because once again the battle locator mode (BLM) is not displaying Allied ground attack.
There were several flak units on Bologna but the attack was successful so flak units surrendered. Below is chart showing their elimination.
Ground losses for Allied phase are following: Germany lost nearly 28,000 while Allies lost around 10,000.
First chart shows air combat after Allied air phase. Germany lost 399 while Allies lost 703.
This picture shows increase of air losses from ground air support for both sides. Notice how Germany has lost 91 more aircraft while Allies have lost 63 more.
This totals 583 Axis losses while Allies lost 772. Luftwaffe advantage of 189. Despite weather, a substantial loss of aircraft for both sides. It is surprising how Germany can maintain these losses though, coming in at nearly 36,000 losses. Allies have lost over 58,000.
Next picture shows an airborne drop on Italian front. The main town is Bologna and is a major railroad hub. Very important to German logistics in Italy. This is the best I can do because once again the battle locator mode (BLM) is not displaying Allied ground attack.
There were several flak units on Bologna but the attack was successful so flak units surrendered. Below is chart showing their elimination.
Ground losses for Allied phase are following: Germany lost nearly 28,000 while Allies lost around 10,000.
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kentkroeckel
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Turn 92 Amphibious Invasions
March 31, 1945.
There were four amphibious invasions. One on Italy, France, Mediterranean France, and Germany; near Denmark. First shown is Italy, at the port of Chioggia.
This corresponds with the airborne invasion of Bologna.
This picture is of French invasion. This attempt is to help cross the main river of France on way to Paris. This is a coast hex but also has a small town in it. Fecamp. This could be a bonus if captured.
This site is along French Mediterranean. the goal is to help with the other French landing site along Mediterranean area. It is just a beach but location will make it difficult for Germany to stop link up.
Fourth amphibious invasion site is along Denmark on German side / town of Sylt.
I do hope all of these actions irritates Germany. Ha.
There were four amphibious invasions. One on Italy, France, Mediterranean France, and Germany; near Denmark. First shown is Italy, at the port of Chioggia.
This corresponds with the airborne invasion of Bologna.
This picture is of French invasion. This attempt is to help cross the main river of France on way to Paris. This is a coast hex but also has a small town in it. Fecamp. This could be a bonus if captured.
This site is along French Mediterranean. the goal is to help with the other French landing site along Mediterranean area. It is just a beach but location will make it difficult for Germany to stop link up.
Fourth amphibious invasion site is along Denmark on German side / town of Sylt.
I do hope all of these actions irritates Germany. Ha.
Last edited by kentkroeckel on Thu May 07, 2026 5:48 pm, edited 1 time in total.
Re: Expanded Allied Air HQ
They sure do
Check my WWI Gold AAR: https://forums.matrixgames.com/viewtopic.php?t=413235
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kentkroeckel
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Turn 93 Amphibious
April 7, 1945.
There is much to write about on this turn. But to start with, victory points for turn were -19 and game total is -662.
The next four pictures are of amphibious landing. This is before start of turn so Allies should be able to expand at some of the landings.
First picture is of German port next to Denmark. There is Allied potential of liberating areas of Denmark in the remaining weeks. Strategically though, Denmark does not hold much value in game. In historical value though, this would have been absolutely devastating for Germany.
Next picture is of France. In fact, all four landings were successful so that is why a whole post is dedicated to this. At this site the hope of connecting with Allied main contact line is limited. Just too many strong German units. Amazing at end of war.
This site is of Mediterranean France. I took a wide picture of this landing site to show reference of southern combat areas. There are many Axis units here to stop link up.
Final amphibious picture shows last landing site. In all pictures Axis units are numerous enough to contain landing sites. In this case an Axis armor division is assigned. I have also circled the airborne landing south of landing. It is surrounded.
There is much to write about on this turn. But to start with, victory points for turn were -19 and game total is -662.
The next four pictures are of amphibious landing. This is before start of turn so Allies should be able to expand at some of the landings.
First picture is of German port next to Denmark. There is Allied potential of liberating areas of Denmark in the remaining weeks. Strategically though, Denmark does not hold much value in game. In historical value though, this would have been absolutely devastating for Germany.
Next picture is of France. In fact, all four landings were successful so that is why a whole post is dedicated to this. At this site the hope of connecting with Allied main contact line is limited. Just too many strong German units. Amazing at end of war.
This site is of Mediterranean France. I took a wide picture of this landing site to show reference of southern combat areas. There are many Axis units here to stop link up.
Final amphibious picture shows last landing site. In all pictures Axis units are numerous enough to contain landing sites. In this case an Axis armor division is assigned. I have also circled the airborne landing south of landing. It is surrounded.
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kentkroeckel
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Turn 93 French line
April 7, 1945.
I wanted to show how much combat strength Germany still has in France. The weather in air is rain. Ground is heavy mud with water level at 6 for most of map.
First picture is of coastline.
Next area is near Paris. Just look at the amount of Axis armor in this section.
Working down line along main river in France.
I would need five pictures to show whole length but since system only allows four, I had to shorten presentation. However, it appears Germany is withdrawing from French / Spain Mediterranean area so fifth picture is not important.
I wanted to show how much combat strength Germany still has in France. The weather in air is rain. Ground is heavy mud with water level at 6 for most of map.
First picture is of coastline.
Next area is near Paris. Just look at the amount of Axis armor in this section.
Working down line along main river in France.
I would need five pictures to show whole length but since system only allows four, I had to shorten presentation. However, it appears Germany is withdrawing from French / Spain Mediterranean area so fifth picture is not important.
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kentkroeckel
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Turn 93 Italy
April 7, 1945.
First picture of Italian front is the Yugoslavia Penesula. Please remember this is before Allied turn. Heavy mud is present here too. this means limited combat effectiveness.
Next picture is of Italian contact line on East side. Germany still has armor and strong units here. In fact everywhere. Ha.
The following picture is of west Italian contact line.
Instead of showing contact line of French line near Italy; which has been show mostly in amphibious post, I wanted to show air action for Axis phase. Germany lost 168 aircraft while Allies lost 56. The Luftwaffe is still potent despite loosing 36,000 aircraft so far.
First picture of Italian front is the Yugoslavia Penesula. Please remember this is before Allied turn. Heavy mud is present here too. this means limited combat effectiveness.
Next picture is of Italian contact line on East side. Germany still has armor and strong units here. In fact everywhere. Ha.
The following picture is of west Italian contact line.
Instead of showing contact line of French line near Italy; which has been show mostly in amphibious post, I wanted to show air action for Axis phase. Germany lost 168 aircraft while Allies lost 56. The Luftwaffe is still potent despite loosing 36,000 aircraft so far.
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kentkroeckel
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Turn 93 Allied combat
April 7, 1945.
Air phase, including ground support. Germany lost 321 while Allies lost 642.
Total losses for Luftwaffe were 489 while Allies lost 698. That is a difference of 209 aircraft. This Axis loss ratio also represents 33% of remaining flying Axis aircraft. However, on Metalist's turn Germany will probibly be at 2,000 aircraft so 25% is more accurate on turn 94. Point is, Germany is loosing 25% of aircraft each turn and still is able to fly effective air missions for reconnaissance, supply, and ground attack.
Germany lost nearly 30,000 troops this turn but still has not shown any major lessening of reinforcements.
Near Denmark Allies pushed German infantry division back but more importantly, conducted an airborne drop on major port and city of Kiel. From a game point of view not any special value. From a historical point this would have been demoralizing for Germany. This is a major city, with emphasis of naval importance. the Nord Ostsee Canal linking the Atlantic to Baltic for Germany.
In upper Italian landing a security unit was pushed back but since there is a full German armor division Allies cannot advance. Additionally, Task Force is there even though a port hex. It will provide naval bombardment if hex is attacked.
Air phase, including ground support. Germany lost 321 while Allies lost 642.
Total losses for Luftwaffe were 489 while Allies lost 698. That is a difference of 209 aircraft. This Axis loss ratio also represents 33% of remaining flying Axis aircraft. However, on Metalist's turn Germany will probibly be at 2,000 aircraft so 25% is more accurate on turn 94. Point is, Germany is loosing 25% of aircraft each turn and still is able to fly effective air missions for reconnaissance, supply, and ground attack.
Germany lost nearly 30,000 troops this turn but still has not shown any major lessening of reinforcements.
Near Denmark Allies pushed German infantry division back but more importantly, conducted an airborne drop on major port and city of Kiel. From a game point of view not any special value. From a historical point this would have been demoralizing for Germany. This is a major city, with emphasis of naval importance. the Nord Ostsee Canal linking the Atlantic to Baltic for Germany.
In upper Italian landing a security unit was pushed back but since there is a full German armor division Allies cannot advance. Additionally, Task Force is there even though a port hex. It will provide naval bombardment if hex is attacked.
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kentkroeckel
- Posts: 537
- Joined: Mon Jun 26, 2017 6:32 pm
- Location: USA Colorado
Turn 93 Allied combat II
April 7, 1945.
In Italy six hexes were won but not all were occupied. However, many Axis units routed so maybe a row or two of hexes will be vacated by Germany. The BLM is not showing Allied ground combat again.
French Mediterranean: There still is one recent landing that is not connected and surrounded by many Axis units. Though it has been reinforced and can try to link up with main French force.
Main French force still has landing beach but also secured the port of Toulon. the next major port is Marseilli. There is a task force at sea so as not to suffer damage from port but in position to block supply. Hex is isolated. Next turn Marseilli will take a beating.
One final thought, southern part of France should link up next turn. Yet Germany (Metalist) is not abandoning southern France. There will be a fight for it.
German line in France is solid. Want to show most so had to take large picture.
Final picture is of Russia advance. I included Berlin and Vienna.
In Italy six hexes were won but not all were occupied. However, many Axis units routed so maybe a row or two of hexes will be vacated by Germany. The BLM is not showing Allied ground combat again.
French Mediterranean: There still is one recent landing that is not connected and surrounded by many Axis units. Though it has been reinforced and can try to link up with main French force.
Main French force still has landing beach but also secured the port of Toulon. the next major port is Marseilli. There is a task force at sea so as not to suffer damage from port but in position to block supply. Hex is isolated. Next turn Marseilli will take a beating.
One final thought, southern part of France should link up next turn. Yet Germany (Metalist) is not abandoning southern France. There will be a fight for it.
German line in France is solid. Want to show most so had to take large picture.
Final picture is of Russia advance. I included Berlin and Vienna.
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kentkroeckel
- Posts: 537
- Joined: Mon Jun 26, 2017 6:32 pm
- Location: USA Colorado
Response to Mr. Liquid Sky
Mr. Liquid Sky
Introduction:
Thank you Mr. Liquid Sky for your response, as it means much to WitW community. Nice to see it exists even after so many years. Since 2014 if I remember correctly. I will try to be concise but some topics will take a bit to clarify. And as always, it’s okay to view issues differently. We just need to respect other opinions despite reaching a different conclusions.
Mr. Liquid Sky comment:
The Axis do not need to repair rail lines. They should never be in a position to push forward far enough for it to matter without the game being over as an Axis win.
Kent Response:
I believe I need to clarify the purpose of adding an Axis Rail Road unit / headquarters. The point Metalist and other commentator were saying was; when an Axis rail is cut, there should be some way for Germany to repair it. Having one unit would open up opportunity for this without changing game play. Limiting repair to just one hex per turn would also keep partisan action relevant. I liked how Metalist suggested one Axis RR unit in Europe and one based in Italy. I think it to be a good balance.
Mr. Liquid Sky comment:
The allies do not need to destroy Axis rail with cheesy paradrops. They can easily suppress the rail lines and prevent the flow of supplies with air interdiction. As well, they will be destroying a lot of Axis trucks from interdiction which will strangle the flow of supplies too far from a depot. This by far is what strangles the German front line for supply.
Kent Response:
From the first sentence I can assume that you feel paratroop assaults are not an effective tool in cutting Axis rail, logistics, capturing depots, and securing tactical cities / ports. I disagree with this conclusion. But let us look at your point Mr. Sky. You are correct in assessing that air assault drops can and often are costly (cheesy). Much in material is consumed, often casualty rates are high, and deep drops are difficult to secure. Victory points are always lost in this endeavor; just like amphibious landings.
To counter this, success is rewarded in the above mentioned categories. And in fact Mr. Sky, your next several sentences confirm value in cutting the Axis logistics. ‘Using air assets to interdict Axis rail and depots is good.’ It seems the only difference on this topic is achieving it. Your tool would be air missions while I would add air assaults and amphibious invasions as additional methods.
Mr. Liquid Sky comment:
The allies do not need flak to protect the beaches from the Axis air force. There should not be an Axis air force when you land. The allies have a lot of aircraft. The Axis bombers have a half life. They will lose about half the bombers they use on any given turn. They cannot escort them. And they are not going to be replaced. They should be flying air superiority over the beaches and water ways.
Kent Response:
In the 1943-1945 campaign Germany surely has sufficient aircraft to impede Allied naval invasions. In my present challenge with Metalist, the Luftwaffe has lost 36,000 aircraft. And yes, Allies do have more aircraft than Axis. But still, Germany can dedicate so many to naval interdiction to cause significant harm in 1943 through 1944. At least that is what I have observed in the most current WitW edition. I am also only talking on historical setup. Germany having East Front Control (ON) adds more to this imbalance.
Mr. Liquid Sky comment:
They should be destroying the Axis airforce on the ground with airbase bombing. And because of all the recon aircraft the allies have, they can not hide, only sit far enough back to not be destroyed which is also too far to do naval patrol.
Kent Response:
Your comment above is personal to me and in fact have had a conversation with Metalist over this issue. But I am getting ahead of myself. As the updated version is now; Axis player can attack allied planes and then during ground phase move aircraft. This means the Allied player has no knowledge of where the Axis planes are parked.
It sounds like, Mr. Sky, you have not played someone who exploits this loophole. This nullifies Allied reconnaissance to a certain degree. Let us say, 6 hex range average. This means, if there are seven air bases in the area, any could be correct. Or another way to say it; one day of bombing will be right if one base is hit each day of week.
So to recap, Axis air can hide somewhat on airbases, within a few hexes. Allied reconnaissance is rendered zero if Axis prepositions air assets after missions. Final point; Luftwaffe level bombers are able to position far back from front. Most have range from medium to long. I would say anything with 30 or more is able to stay out of harms way, rotating from base to base. Just takes a skilled German player. When I play as Axis I keep air units moving between several locations. Only a few will ever be hit on ground.
Mr. Liquid Sky comment:
The allies have a lot of support units. Every attack HQ should have a dozen artillery units. Each front line division should have 3 support units. Engineers, multi-purpose tank brigades, etc. A level 3 fort will not be a level 3 fort at the end of combat, so if you lose the first attack, you should win the second.
Kent Response:
Every seasoned player does load up units. Divisions have three support units, Brigades have two. American Corps headquarters have twelve artillery units while all other nationalities have ten. You can also add a chemical battalion to Corps when they are present. However, fortifications of four and five do not disappear quickly. Weather reduces effectiveness. Terrain creates nightmares.
Mr. Liquid Sky comment:
I usually have a Corps specifically designed to combat strong points. The HQ has heavy artillery, the 9 divisions each have 3 engineers. Also make use of Reserve units behind the line for added punch.
Kent Response:
I understand what you are saying in having a Corps dedicated to certain tasks. For example, airborne Corps designation help with airborne units behind line. They are not really isolated.
Your next comment, I believe you meant that all units in a Corps are given three engineers. Yes to that too; as I do that too to some.
I am sure Mr. Sky; you meant five divisions instead of nine. Each division counts for two command points so five would get you to ten points.
Reserve units are good too, as they add in combat either helping Allies or negating, as Germany often does with them.
One additional item I would add Mr. Sky, is sending a Task Force if an attacked or defending hex is along the coastline.
In conclusion Mr. Liquid Sky; I am not claiming to have a perfect answer for each aspect for game play. What I am saying is given the current version of WitW; I feel many changes should be made to improve game play; which would also improve game balance. As it is now, Germany has a significant advantage. Even in suggested strategies for players it is recommended for Allies to limit attacks. Good way to save victory points but makes game play unrealistic. This is why designers offered option to give and take victory point for German city bombing. The hope was to force Allied player to attack rather than just hold in France.
Top
Introduction:
Thank you Mr. Liquid Sky for your response, as it means much to WitW community. Nice to see it exists even after so many years. Since 2014 if I remember correctly. I will try to be concise but some topics will take a bit to clarify. And as always, it’s okay to view issues differently. We just need to respect other opinions despite reaching a different conclusions.
Mr. Liquid Sky comment:
The Axis do not need to repair rail lines. They should never be in a position to push forward far enough for it to matter without the game being over as an Axis win.
Kent Response:
I believe I need to clarify the purpose of adding an Axis Rail Road unit / headquarters. The point Metalist and other commentator were saying was; when an Axis rail is cut, there should be some way for Germany to repair it. Having one unit would open up opportunity for this without changing game play. Limiting repair to just one hex per turn would also keep partisan action relevant. I liked how Metalist suggested one Axis RR unit in Europe and one based in Italy. I think it to be a good balance.
Mr. Liquid Sky comment:
The allies do not need to destroy Axis rail with cheesy paradrops. They can easily suppress the rail lines and prevent the flow of supplies with air interdiction. As well, they will be destroying a lot of Axis trucks from interdiction which will strangle the flow of supplies too far from a depot. This by far is what strangles the German front line for supply.
Kent Response:
From the first sentence I can assume that you feel paratroop assaults are not an effective tool in cutting Axis rail, logistics, capturing depots, and securing tactical cities / ports. I disagree with this conclusion. But let us look at your point Mr. Sky. You are correct in assessing that air assault drops can and often are costly (cheesy). Much in material is consumed, often casualty rates are high, and deep drops are difficult to secure. Victory points are always lost in this endeavor; just like amphibious landings.
To counter this, success is rewarded in the above mentioned categories. And in fact Mr. Sky, your next several sentences confirm value in cutting the Axis logistics. ‘Using air assets to interdict Axis rail and depots is good.’ It seems the only difference on this topic is achieving it. Your tool would be air missions while I would add air assaults and amphibious invasions as additional methods.
Mr. Liquid Sky comment:
The allies do not need flak to protect the beaches from the Axis air force. There should not be an Axis air force when you land. The allies have a lot of aircraft. The Axis bombers have a half life. They will lose about half the bombers they use on any given turn. They cannot escort them. And they are not going to be replaced. They should be flying air superiority over the beaches and water ways.
Kent Response:
In the 1943-1945 campaign Germany surely has sufficient aircraft to impede Allied naval invasions. In my present challenge with Metalist, the Luftwaffe has lost 36,000 aircraft. And yes, Allies do have more aircraft than Axis. But still, Germany can dedicate so many to naval interdiction to cause significant harm in 1943 through 1944. At least that is what I have observed in the most current WitW edition. I am also only talking on historical setup. Germany having East Front Control (ON) adds more to this imbalance.
Mr. Liquid Sky comment:
They should be destroying the Axis airforce on the ground with airbase bombing. And because of all the recon aircraft the allies have, they can not hide, only sit far enough back to not be destroyed which is also too far to do naval patrol.
Kent Response:
Your comment above is personal to me and in fact have had a conversation with Metalist over this issue. But I am getting ahead of myself. As the updated version is now; Axis player can attack allied planes and then during ground phase move aircraft. This means the Allied player has no knowledge of where the Axis planes are parked.
It sounds like, Mr. Sky, you have not played someone who exploits this loophole. This nullifies Allied reconnaissance to a certain degree. Let us say, 6 hex range average. This means, if there are seven air bases in the area, any could be correct. Or another way to say it; one day of bombing will be right if one base is hit each day of week.
So to recap, Axis air can hide somewhat on airbases, within a few hexes. Allied reconnaissance is rendered zero if Axis prepositions air assets after missions. Final point; Luftwaffe level bombers are able to position far back from front. Most have range from medium to long. I would say anything with 30 or more is able to stay out of harms way, rotating from base to base. Just takes a skilled German player. When I play as Axis I keep air units moving between several locations. Only a few will ever be hit on ground.
Mr. Liquid Sky comment:
The allies have a lot of support units. Every attack HQ should have a dozen artillery units. Each front line division should have 3 support units. Engineers, multi-purpose tank brigades, etc. A level 3 fort will not be a level 3 fort at the end of combat, so if you lose the first attack, you should win the second.
Kent Response:
Every seasoned player does load up units. Divisions have three support units, Brigades have two. American Corps headquarters have twelve artillery units while all other nationalities have ten. You can also add a chemical battalion to Corps when they are present. However, fortifications of four and five do not disappear quickly. Weather reduces effectiveness. Terrain creates nightmares.
Mr. Liquid Sky comment:
I usually have a Corps specifically designed to combat strong points. The HQ has heavy artillery, the 9 divisions each have 3 engineers. Also make use of Reserve units behind the line for added punch.
Kent Response:
I understand what you are saying in having a Corps dedicated to certain tasks. For example, airborne Corps designation help with airborne units behind line. They are not really isolated.
Your next comment, I believe you meant that all units in a Corps are given three engineers. Yes to that too; as I do that too to some.
I am sure Mr. Sky; you meant five divisions instead of nine. Each division counts for two command points so five would get you to ten points.
Reserve units are good too, as they add in combat either helping Allies or negating, as Germany often does with them.
One additional item I would add Mr. Sky, is sending a Task Force if an attacked or defending hex is along the coastline.
In conclusion Mr. Liquid Sky; I am not claiming to have a perfect answer for each aspect for game play. What I am saying is given the current version of WitW; I feel many changes should be made to improve game play; which would also improve game balance. As it is now, Germany has a significant advantage. Even in suggested strategies for players it is recommended for Allies to limit attacks. Good way to save victory points but makes game play unrealistic. This is why designers offered option to give and take victory point for German city bombing. The hope was to force Allied player to attack rather than just hold in France.
Top