Page 193 of 194
RE: Witness to World War 2.
Posted: Sun Sep 01, 2019 7:41 pm
by rkr1958
Turn 38. Nov/Dec 1945. Allied #9.
Western Allies. PTO. Ground Strike (1/3).

RE: Witness to World War 2.
Posted: Sun Sep 01, 2019 7:42 pm
by rkr1958
Turn 38. Nov/Dec 1945. Allied #9.
Western Allies. PTO. Ground Strike (2/3).

RE: Witness to World War 2.
Posted: Sun Sep 01, 2019 7:42 pm
by rkr1958
Turn 38. Nov/Dec 1945. Allied #9.
Western Allies. PTO. Ground Strike (3/3).

RE: Witness to World War 2.
Posted: Sun Sep 01, 2019 7:43 pm
by rkr1958
Turn 38. Nov/Dec 1945. Allied #9.
Western Allies. PTO. Land Combat (1/5). US Airborne Army Drop.

RE: Witness to World War 2.
Posted: Sun Sep 01, 2019 7:44 pm
by rkr1958
Turn 38. Nov/Dec 1945. Allied #9.
Western Allies. PTO. Land Combat (2/5). Sapporo, Japan.

RE: Witness to World War 2.
Posted: Sun Sep 01, 2019 7:44 pm
by rkr1958
Turn 38. Nov/Dec 1945. Allied #9.
Western Allies. PTO. Land Combat (3/5).

RE: Witness to World War 2.
Posted: Sun Sep 01, 2019 7:44 pm
by rkr1958
Turn 38. Nov/Dec 1945. Allied #9.
Western Allies. PTO. Land Combat (4/5).

RE: Witness to World War 2.
Posted: Sun Sep 01, 2019 7:45 pm
by rkr1958
Turn 38. Nov/Dec 1945. Allied #9.
Western Allies. PTO. Land Combat (5/5).

RE: Witness to World War 2.
Posted: Sun Sep 01, 2019 7:45 pm
by rkr1958
Turn 38. Nov/Dec 1945. Allied #9.
Western Allies. PTO. HQ Reorg.

RE: Witness to World War 2.
Posted: Sun Sep 01, 2019 7:46 pm
by rkr1958
Turn 38. Nov/Dec 1945. Allied #9.
End of Turn Check.

RE: Witness to World War 2.
Posted: Sun Sep 01, 2019 7:48 pm
by rkr1958
Turn 38. Nov/Dec 1945. Axis #11.
Weather. Fine across the map. Bad news for Japan. The good news is that there's 70% chance of the turn ending after Japan's impulse.

RE: Witness to World War 2.
Posted: Sun Sep 01, 2019 10:24 pm
by rkr1958
Turn 38. Nov/Dec 1945. Axis #11.
Japan. End of Impulse.

RE: Witness to World War 2.
Posted: Sun Sep 01, 2019 10:25 pm
by rkr1958
Turn 38. Nov/Dec 1945. Axis #11.
Japan. End of Turn. Japan catches a break, I guess ... turn ends without the allies seeing the benefit of the fine weather.

RE: Witness to World War 2.
Posted: Sun Sep 01, 2019 10:25 pm
by rkr1958
Turn 38. Nov/Dec 1945. End of Turn.
Partisans.

RE: Witness to World War 2.
Posted: Sun Sep 01, 2019 10:26 pm
by rkr1958
Turn 38. Nov/Dec 1945. End of Turn.
Destroyed.

RE: Witness to World War 2.
Posted: Sun Sep 01, 2019 11:45 pm
by rkr1958
The War is Over. Senior Japanese government officials and military leaders have agreed to unconditional surrender with one condition (which really isn't unconditional). That condition is that Japan gets to keep her emperor. The allied powers agree to this condition in some weird way that still technically preserves Japan's unconditional surrender.
This is my stopping point. Below are the final victory totals. I want to thank everyone who's followed and/or commented on this game or my game play. I open this AAR to anyone who wishes to provide feedback, or comment on anything generally related.
I hope those of you that followed had 1/10th of the fun that I had playing the game and posting this AAR.
My reason for stopping is captured in
https://www.matrixgames.com/forums/tm.asp?m=4682172
The last allied impulse took me 2 hours and 45 minutes to play and I'd guess that a good 1 hour and 30 minutes of that time was waiting on MWiF. It got to the point that I dreaded picking up an HQ or any other unit that provoked MWiF to recalculate supply. It was taking somewhere between 3 to 5 minutes to pick and move these units. Even selecting an HQ for HQ support, in which case the HQ was already committed to the land combat, provoked a supply recalculation taking 2 to 3 minutes.

RE: Witness to World War 2.
Posted: Mon Sep 02, 2019 10:55 am
by cfinch
10(?) years and still so many issues it seems, i wonder if the code traces every possible path vs stopping once any path is found. Seems odd that it takes longer once, more or less, every hex, port and supply source in europe is owned by the allies
and they are working on AI instead of the 2-map scenarios ;-(
i really would like the 2 mappers, as the whole enchilada is too much for me and the scenarios are "too little", goldielocks needs her 'just right' scenario

RE: Witness to World War 2.
Posted: Mon Sep 02, 2019 1:02 pm
by Cad908
What a tremendous accomplishment. I enjoyed following along with you on your journey, and with nearly 37,000 hits, many others did also.
Thank you. [&o][&o]
-Rob
RE: Witness to World War 2.
Posted: Mon Sep 02, 2019 1:14 pm
by rkr1958
ORIGINAL: cfinch
10(?) years and still so many issues it seems, i wonder if the code traces every possible path vs stopping once any path is found. Seems odd that it takes longer once, more or less, every hex, port and supply source in europe is owned by the allies
and they are working on AI instead of the 2-map scenarios ;-(
i really would like the 2 mappers, as the whole enchilada is too much for me and the scenarios are "too little", goldielocks needs her 'just right' scenario
A feature I'd like to have, which I know is a "Pie in the Sky" wish, is an off/on supply calculation switch that's easily accessible. With such a switch I'd turn it off for most of my movement (especially late game as in this situation). I would flip it back on occasionally during movement especially after moving my HQ's or moving/losing CP's/TRS in sea areas. Effectively, I would try to limit the supply (re)calculation to 3 to 4 times (i.e., 5 to 10-minutes total). Again, a Pie in the Sky feature that would really be nice to have and low one to play these types of games out to the bitter/fun end. With such a switch no more picking up an HQ unit, waiting 3 to 4-minutes, placing (i.e., moving, railing, or selecting for HQ support) the HQ unit and then waiting for 3 to 4-minutes more. To say the least that was maddening. This also happen when selecting and moving units in enemy territory not yet conquered (e.g., Turkey until recently, Japan).
ORIGINAL: Cad908
What a tremendous accomplishment. I enjoyed following along with you on your journey, and with nearly 37,000 hits, many others did also.
Thank you. [&o][&o]
-Rob
Thank you. [:)]
RE: Witness to World War 2.
Posted: Mon Sep 02, 2019 1:32 pm
by cfinch
e types of games out to the bitter/fun end. With such a switch no more picking up an HQ unit, waiting 3 to 4-minutes, placing (i.e., moving, railing
congrats on finishing (more or less) as well, i should have added that first ;p
I forget if WiF allows chainning HQ from a port to a rail and then rail onwards but this situation would complicate matters
I also think they likely did not code supply status of "ports" such that a US unit traces to a port and then back to supply source vs <list of ports that can provide US Supply, UK, FR, ...> trace to one? youre in supply...) it would be faster as you would only recalculate all ports after a sea zone "change of state" and this eliminates a good deal of overseas checking
Overland checks may still be time consuming but i'm not sure why since there are no enemies to go around, is it because RU cann't trace via UK/US/FR spaces or some such?