Expanded Allied Air HQ

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Zenra
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Re: Expanded Allied Air HQ

Post by Zenra »

Fantastic AAR. Thanks for the effort and all the detail - I know posting these things is far from easy, just know there are many of us who appreciate it even if we don’t often speak up.
Mitchell
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Italian surrender clarification

Post by kentkroeckel »

First order of business is a huge thank you to Zenra for your kind post. Metalist and Kent do appreciate it, since now we know the WitW community is not just myth. Ha.

On turn 11, during German logistics, Italy surrendered. There should have been three rolls made, according to rule book 18.1, along with living manual. The first and most common roll will be when one of the three Islands are taken. In our challenge this was caused by Allies taking Sardinia.

When the above happens, all German units in Italy, North and south are added. Only German units and not Italian. Sicily is not part of Mainland so do not count in total. The unmodified combat value needs to be greater than a randomly generated number that is from 1-200, or else Italy surrenders.

Next roll is made when there is a Allied unit in supply on Mainland. In our challenge this was made when the French 4 Mountain regiment made a landing on the Italian Boot, Mainland, on turn 11 during Axis logistics. At that point the second roll was made. It is similar to first roll but penalties are placed on German units that are not within ten hexes of an Allied unit. A German unit undergoing this penalty has its value Divided by four. Modified and unmodified German units would then be combined for a total combat value. I do not know if Allied units effect German units across sea, lake or ferry hexes.

Both of the above rolls are made every turn during Axis logistics. the third roll is made only once. This is caused when an Allied unit is about to invade Italian mainland. This third roll was generated do to the Allied French 4 Mountain Regiment invading Italian mainland this turn. No way to know which roll caused surrender but it did happen.

Important note here that I wrote about beforehand but wanted to reiterate; In living manual, it states that Italy will not surrender in July 1943. During August 1943, there are no German penalties, (Quartering of combat value). Starting in September of 1943 all standard Italian surrender rules are active.
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Corsica fortification

Post by kentkroeckel »

Correspondence between Metalist and Kent, on the subject of Corsica.

From Metalist:
"Hi Kent,

OKW suspects that Allies deliberately stops naval interdiction to let our units escape and complete the conquest of Corsica without a fight. We do not plan to give them what they want, haha! Fortress unit is ordered to hold, while the motorized brigade leaves as it will soon turn into a cool Panzergrenadier division.

Luftwaffe inventory is pretty low too. The fighter wing is suffering from the war of attrition.

You too have a nice day!"

From Kent:

'Oh my god Metalist, you are a psychic. That is exactly what I wanted Germany to do, leave Corsica so Allies did not have to fight for the port of Bastia. Some American and British units had already left too. Dam your Gestapo intelligence! Allied intelligence cannot tell the difference between a German and Italian uniform. Ha.'

Below is picture of Corsica for turn 12. This miscalculation is painful for Allies. There must be a spy in Allied High Command. Or, Allies are revealing too much in AAR. Who cares, game is fun with correspondence.
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Last edited by kentkroeckel on Fri Oct 10, 2025 4:36 am, edited 2 times in total.
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turn 12 Allies

Post by kentkroeckel »

the final port of Bastia on Corsica was taken, forcing a route of German fortress brigade. Sea isolation was not achieved.
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three hexes on Sicily were attacked but not taken.
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Naval control of sea is going well. Below is picture of Mediterranean.
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Turn 12 was challenging for Allies. Air losses for both phases were, Axis, 209 and Allies, 497. Luftwaffe advantage of 288. Victory points for turn were 28 and game total is 71. Amphibious losses are good, standing at 51.

The problem for Allies is that little can be done in Sicily until an invasion is ready. Little to be accomplished except position logistics.
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Air campaign

Post by kentkroeckel »

Allies (Kent) are thinking of changing air campaign alignment due to German reluctance of engagement on strategic bombing. As of now, level bombers have been getting changed to (4) engine / heavy types when possible. Foreign nationalities can usually do this. Just want to make sure there are enough tactical (2) engine / light level bombers to use up inventory.

I will stop submarine bombing in December and switch over to V (Vengeance) weapon sites. Four weeks will build up a good amount of damage on V-weapons while the dwindling amount of submarine damage will not be significant. I believe Allies are not able to bomb V-weapons before December, or at least not have damage count. Regardless though, by January 1, 1943, submarines do not help the Allied cause but having a good amount of damaged V-weapons does.

Note: After Allied invasion of France, undamaged V-weapon points are doubled for Germany so good for Allies to keep a healthy campaign on them. Launch sites are easy since located along coast but factory V-weapon sites need to be damaged as well. There are around 90 in each category.

Allies might go back to day and night bombing but remove fighter bombers from escort duty. When level bombers fly at high altitude they do not seem to experience significant losses. British night bombing is also good for Allied bombers. Additionally, Axis (Metalist) style of moving Luftwaffe around so much, limits ground attacks on Axis airbases. To counter this I want to weaponize Allied fighter bombers. I could have them fly in untrained status, with a 20% penalty but I can also retrain them. In 8 weeks they come back ready to wage a horrific ground campaign. I have already flipped 10 British fighter squadrons for this purpose several weeks ago. Weather is becoming worse over Europe so it is a good time of year to do this. The Mediterranean usually keeps with good condition and now Corsica, Sardinia, and most of Sicily are controlled by Allies. this will mitigate limited range of a fighter bomber with heavy load. All of Italy is exposed.
Last edited by kentkroeckel on Fri Oct 10, 2025 5:06 am, edited 2 times in total.
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Turn 13 Allies

Post by kentkroeckel »

Air phase was slow for both sides. No losses to speak of on German phase and Allies phase resulted in 139 Axis losses and 330 for Allies. Luftwaffe does better with 200 more losses on Allies. Victory points for turn are 28 and game 99. Below is Sicilian naval interdiction.
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There were two hexes attacked by Allies in Sicily, no success. Germany has not been attacking.

Allies have invaded the Toe of Italy with two Task Forces and airborne. Below is picture:
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Both sides are limited at what they can do right now. Yet Allied inaction benefits Germany. This is why a questionable invasion is being made by Allied Command. If nothing else, it should draw out the Luftwaffe.
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Resposible Gaming

Post by kentkroeckel »

What it is to be a responsible gamer:

In our challenge, Metalist and myself have followed the rules, the way they are intended. Meaning, trying to meet prescribed requirements from WitW system. Allies need to maintain a robust strategic bombing campaign and Germany is to maintain garrison requirements. For the Allies this means extra attention needs to be given to submarine bombing in 1943 and then vengeance bombing in 1944-1945. For Germany, it is to maintain regional garrisons and increase levels as the war progresses. Germany also needs to maintain garrison city levels and garrison expanded cites, later in 1944. Three French regions get a second city requirement. All of the above conditions are in place to help balance game play. I wanted to show how we are doing just that. Below is chart taken from turn fourteen. Allied U-Boat bombing penalty is just -19. German garrison penalty is only -11.

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Note for German Garrison Management:

When I (Kent) play Germany, I have found the following to be most effective in preventing catastrophic error, as it relates to lost victory points. In initial turns I combine units to division level; garrison regions. I place divisions on ports to build up (5) fortification. Garrison cities have three units on them. Two divisions and a security unit. ( Security brigade / regiment is all that is required for city garrison). HQ on garrison city is [force relocated] if unable to move on own. This procedure should be preformed on secondary garrison cities as well during initial turns.

these measures takes care of any lapses in garrisons. Make sure no units used for regional and city garrisons are soon to be withdrawn. Some withdraws happen to support units so each turn, before, during, then after movement; a check should be made to garrison requirements. I like to keep a unit or two right where the four regions of France join. I also keep an extra unit near Denmark and Netherlands; both of which can bolster city fortification.
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Turn 14 preliminary

Post by kentkroeckel »

Much happened during Axis phase. Both landings on Italian Toe failed. Some reason the American airborne division did not deploy but that is a good thing, I suppose. Doubt it would have blocked the attack at one of the landing sites. Allies probibly have air transport spread out too much. First picture is of beach landing site.
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Next picture is of Mediterranean air naval bubble. Notice how Germany is putting protection on potential invading areas.
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Victory points for turn are 26 and game 125. Amphibious loss jumped to 62 but still fine. That is only down 10 from start of game. Still very near 250. Axis air phase was active with 121 losses for Germany and 38 for Allies. Weather for Europe is again rain. Now that October has come, this will be common. Less hours of daylight also reduce air missions.
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Turn 14 Allied air phase

Post by kentkroeckel »

It took me a couple days to complete this turn. Still have to live. Ha. Air missions are now primarily day but there are a few British night missions. I also changed up the bombing frequency; going with four. Keeping high altitude, including night missions. First picture is of Europe. Notice the rain.
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Next is Mediterranean:
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Final picture of air phase is engagements over Italy.
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Total air losses were 252 for Axis and 432 for Allies. Luftwaffe wins with 180 extra kills.
Last edited by kentkroeckel on Sun Oct 12, 2025 9:24 am, edited 2 times in total.
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Turn 14 Allied ground phase

Post by kentkroeckel »

Two hexes attacked in Sicily after the Messina line was hammered by air. Felderrnhalie mechanized division was greatly reduced but held. I have four reconnaissance pictures of Mainland Italy, progressing north. I will display all of them and then make comment.
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What is apparent, Axis are going to challenge Allies on Sicily. And yes, ports are being bombed but Axis air transport keeps enough logistics on the Island for this reduced garrison. A bit of a problem for Allies. More units will be required to break Axis line.

Axis units in Southern Italy are impressive but starting on turn t-14 withdraws begin to Eastern Front. (t-14) 14 regular panzer, (t-17) 1ss panzer grenadier, (t-17) 24 regular panzer. You get the idea. This should help with an Allied invasion of Mainland Italy. Countering this is the Axis fortification of hexes. In particular, port town / cities. Beginning of game Allies can invade such areas but risky to attempt in later turns.

Due to Italy surrendering all sides of the coast can be invaded. West side presents the easiest, particularity near Sicily. The southern part can also be easily invaded but is a bit harder to provide air cover to. Yet there are some wonderful ports there. The final area is the East coast of Italy. With well placed air naval cap, Allies can be effective in neutralizing Axis control of sea hexes. Axis units cannot be everywhere so somewhere should be open.

One thought is to hit in six separate areas. Another way is to hit with three Task Forces in two locations or three spots with two. Finally, there is the traditional D-day in which all Task Forces stayed together. Important thing is to secure a port.

I am not going to reveal my decision because this is a competitive game. At least Allies are trying to keep it so. Ha. Furthermore, what unit (S) to land with each Task Force is an important matter. Max is two divisions while least is a brigade. However, the last two Allied brigades did not fare well but time is factor. Bigger units take longer. So Allies should place Task Force at largest port to repair and create invasion points quickly.
Last edited by kentkroeckel on Sun Oct 12, 2025 8:06 pm, edited 1 time in total.
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Turn 15 preliminary

Post by kentkroeckel »

Turn 15 preliminary has change. First, the Axis phase. Air losses were 120 for Luftwaffe and 56 for Allies. Below is naval results for Mediterranean. Axis protecting southern and eastern Italian shores from invasion.
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Next picture is of air losses for T-15:
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Victory points for turn are 30 and game is 155. Amphibious losses are at 63.

The above change I was addressing involves Axis Messina line on Sicily. It moved back, exposing what I believe could be potential for Allies. Below is picture.
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Allies Assessment: Axis units on Sicily are somewhat isolated. Germany is also loosing / withdrawing several units to East Front. Often Germany does not need to protect Sicily because it is captured. Not this time though. So it is draining Axis resources from mainland Italy. Secondly, supply can be challenging. I am sure Metalist has prioritized defending Italy proper rather than Sicily.

The town of Adrano had been defended by Feldherrnhalie mechanized division but was suffering severe attrition. It has since pulled back east, to behind volcano hex. This opens up the city port of Catania. Germany loosing this would just leave Messina. Bombing of ferry and port could then isolate the Axis garrison of Sicily. Far easier to obliterate one port instead of two, despite having ferry. Allied Task Forces are not able to physically sail onto sea hexes connecting Sicily to Mainland yet.
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Turn 14 response from Axis

Post by kentkroeckel »

Fun part of gaming. Below is private correspondence between Metalist and myself expressing feelings of turn 14.

Kent wrote:
Turn 14 was cruel to Allies. I wrote about it our AAR. I need therapy now. Ha. Have a good day Metalist.
Best wishes, Kent Kroeckel

Metalist responded to Allies cry for help:
Damn you guys who told him the withdrawal dates of our panzers!!! Haha.
Had to give up some hexes in Sicily due to heavy fighting.
Best wishes.

This is what war gaming should always be like. Such joy when opponents can expand the game into these additional areas of gaming.

Below is picture of aircraft pools. Wanted to show the lack of depth in critical categories, level bombers. First two are of British level bombers. Could not fit into one screen so much overlap in second picture.
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Next picture is of American heavy (4 Engine) bombers.
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Final picture is of American tactical bombers.
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This gives you an idea of air intensity in this challenge.
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Turn 15 Allied air phase

Post by kentkroeckel »

Numbers are in for the air phase and seem consistent. Rain is continuing over Europe. Allies losses are 497 while Axis lost 268. Luftwaffe success of 229. I decided to take pictures of expanded Allied air HQs. More are added during game. HQ will have 4-7 missions.
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Next picture shows results of Allied air naval presence. Only auto missions are being conducted.
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Last edited by kentkroeckel on Mon Oct 13, 2025 10:53 am, edited 1 time in total.
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Turn 15 Allied ground phase

Post by kentkroeckel »

Allies decided to concentrate on most probable success of attack rather than try to trap a couple Axis units. The port of Catania had the best odds of success. However, a simple retreat would ensue; so the Axis unit on it and the one north of it would not be trapped. Yet Catania was isolated from sea.

Allied used air logistics to help with supply and since hex next to Catania had an airbase, much could be brought in. I failed to remember in bringing up a TF (Task Force) for combat assistance. My Bad! Any coast hex gets an Allied bombardment benefit. Simply position TF on coast, conduct attack, return TF back to port for invasion preparation. Below is picture of captured Catania.
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I was careful not to use all air transport capacity in logistics so Allies could conduct an airborne drop next to Messina if Catania was taken and no Axis units were on drop hex. Axis being next to hex is fine. Conditions were met therefore, British drop proceeded. They will be exposed but I do not think German forces are in position to counter drop with measurable forces. The location creates difficulty for Axis units to move or perhaps leave Sicily. Only a single port and ferry remain; both of which are being degraded.

Next picture is reconnaissance of Axis units and Luftwaffe location. I did not show aircraft in picture so that ground units would be clearly visible in AAR. But the information is there for Allies. 9 Axis aircraft were destroyed on ground this turn.
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kentkroeckel
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Ferry Crossing Clarification

Post by kentkroeckel »

I was going to clarify some aspects of a ferry crossing in WitW but after a test I see it would be meaningless. Simply put, nothing matters!

To begin with, there is a difference between port and ferry. Hexes have one, the other, or both. Bombing a port does not affect a ferry and bombing a ferry does not affect a port. There is no capacity limit on a ferry crossing. Bombing a ferry has no impact with capacity or cost of crossing. there is no chart or symbol of a damaged ferry.

I tested separately (not on game) with several hundred level bombers to confirm results. No detectable impact of any consequence.

Conclusion: There is no point in bombing a ferry crossing. This means, in Metalist and Kent's current challenge; the Allies are not able to impede German units traveling from Sicily to Mainland Italy using ferry. Still though, the British airborne division is having a direct effect on Axis units fleeing to Messina. That might be enough for British units to take the port before all withdraw or at least pick off a few German straggling battalions.

Metalist contacted me today and said the airborne division near Messina is problematic for Germany. Good! Axis have already wiped out a few Allied airborne divisions so this is revenge. Ha.
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Turn 16 Preliminary

Post by kentkroeckel »

October 16, 1943:
Heavy rain in Europe so continued with rest. After each turn I am now placing single mission air on rest, thanks to Metalist finding this benefit. Mediterranean is clear so missions are fine.

Amphibious losses are 68.
Victory points for week are 33 and game total 188.
Axis air phase losses are Luftwaffe 118 and Allies 41.

Allies were hoping for Axis withdraw from Sicily. However, just one exposed hex was given. The British airborne unit could be in jeopardy. Below is picture of situation.
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Turn 16 Allied phase

Post by kentkroeckel »

Final results for air were 248 losses for Axis and 181 for Allies. Numbers are high considering no missions flew over Europe. first picture shows German garrison of Mainland Italy.
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I will first show picture of Sicilian combat and then talk about it.
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Allies secured the only vacated hex north of Catania. Then British corp was supplied by air transport. I left enough so that if successful, Allies could still drop an airborne unit. Attack was successful so airborne drop was initiated. Went back to air transport logistics until used up. Attacked again and was successful. Moved up unit which had great movement.

Attacked German unit on mountain hex. Kept one unit out of attack so if successful could occupy hex. Successful so unit moved onto mountain hex.

Conclusion: British airborne division is still isolated but I believe will be okay. It would seem Germany would have to vacate several hexes along Messina contact line to prevent being surrounded. In the process Allies are hoping that zones of control will consume movement so that no substantial attack can be made against British airborne division.

Messina port is still being bombed so hoping logistics to be problematic for Axis units on Sicily. This includes the German air base on Sicily too. Prevent logistics and air removal of non motorized units if enough damage is done to the (2) size airfield.

Just like on Corsica, Allies want Germany to vacate island. Ha.
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Ground Attack & Support

Post by kentkroeckel »

I have not said much about the use of ground attack and ground support usage in Metalist and Kent challenge. I suppose I should clarify each. Hope I am not reversing these two. Ha.

Ground attack: This mission is attacking enemy ground units, air bases, and logistic sites. This happens on friendly air phase only. Escorts can be sent on these missions too, but often are not. At least that is what I have encountered when playing. In Metalist and Kent challenge, both sides have been conducting many of these missions. Hexes under assault have even reached 100+ activity. In last turn some Axis units suffered near a thousand personal losses and equipment destroyed. Since this activity happens in air phase, the result impacts ground unit attacks.

In this challenge Allies and Axis have attacked ports, (permanent and temporary made by Task Force). Depots have not been due to lack of opportunity. Mainland Italy is where such can happen with effect. To summarize, Islands should have their ports destroyed to choke off logistics and on mainland depots accomplish the same. A third option is hitting rail lines but best to hit those if there is constriction of rail system. Mainland Italy is good for this, as there are few rail options for logistics in Southern Italy. An added benefit is unit movement restriction. Allies will be doing this when Mainland invasion happens. Oh no, I just disclosed the invasion site is probibly southern Italy and not north. Ha.

I am going to skip over friendly hex interdiction becasue not much practical use. Just to say, sometimes near invasion hexes they may be value in bombing them.

Interdiction of enemy hexes, very valuable. By the way, if aircraft do not find enemy units on a ground they automatically switch over to interdiction. Additionally, attacking ground units does create some interdiction in hex. Clear as mud now. Ha.

Ground support: Aircraft on this fly on both air phases. To be more precise, both ground phases. Meaning, they help with a friendly ground attack and impede an enemy ground attack. They function similarly to artillery. It is wise to have escort among the planes assigned to this pool becasue many aircraft can be lost. In the challenge Metalist and Kent have used them.
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Turn 17 Preliminary

Post by kentkroeckel »

October 23, 1943:

Victory point for turn are 15 and game is 203.
Amphibious loss accumulation is 73.
Weather over Europe is rain so air missions will resume. Rain over Mediterranean so air missions will continue.

Axis air phase losses are 159 for Luftwaffe and 75 for Allies.
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Allies are facing difficulty with Sicily. British 1 airborne division was destroyed. To accomplish this, Germany reinforced Sicily, much to Allies sadness. I had recently sent correspondence to Metalist, explaining how he is a master of saving units in difficult situations. Oh how embarrassing, it is the Allies who are under threat at the present time on Sicily.

First picture is of current ground units on Sicily.
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Next picture is of naval control over Southern Italy. Notice how rain changes things.
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Final picture is of ground interdiction on Sicily. Germany was able to accomplish much despite significant Allied interdiction. Naval interdiction around Sicilian ocean is not significant at this time, unless Luftwaffe was able to isolate the Island. Allies of course are not able to isolate Sicily either due to ferry crossing.
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Final thought: Allies will be able to claim two vacated hexes, as Axis consolidate Messina contact line. But Germany gained a hex through combat, when destroying the critically positioned 1 British Airborne Division. Overall, just one hex gained by Allies. And to be sure, every additional hex gained will be costly in troops and equipment. the Sicilian campaign might well go into December of 1943.
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Re: Ferry Crossing Clarification

Post by RedBunny »

kentkroeckel wrote: Mon Oct 13, 2025 6:00 pm I was going to clarify some aspects of a ferry crossing in WitW but after a test I see it would be meaningless. Simply put, nothing matters!

To begin with, there is a difference between port and ferry. Hexes have one, the other, or both. Bombing a port does not affect a ferry and bombing a ferry does not affect a port. There is no capacity limit on a ferry crossing. Bombing a ferry has no impact with capacity or cost of crossing. there is no chart or symbol of a damaged ferry.

I tested separately (not on game) with several hundred level bombers to confirm results. No detectable impact of any consequence.

Conclusion: There is no point in bombing a ferry crossing. This means, in Metalist and Kent's current challenge; the Allies are not able to impede German units traveling from Sicily to Mainland Italy using ferry. Still though, the British airborne division is having a direct effect on Axis units fleeing to Messina. That might be enough for British units to take the port before all withdraw or at least pick off a few German straggling battalions.

Metalist contacted me today and said the airborne division near Messina is problematic for Germany. Good! Axis have already wiped out a few Allied airborne divisions so this is revenge. Ha.
Really enjoying the AAR Kent, thanks for taking the time to do it! The maps are great and I love how Metalist and you are interacting during the game.

Interesting about the invulnerability of ferry crossings. I did a quick check and found that the allies were historically not able to stop this traffic so maybe this is justified?

Please keep it up the AAR!
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