A look at Barbarossa. (AAR)

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Red Prince
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RE: A look at Barbarossa.

Post by Red Prince »

There is now a 50% chance that this is the last impulse of the game. I really wanted to take a crack at Moscow, but I just couldn't get enough factors to make the attack in Blizzard even remotely worthwhile. Nearby, though, with the help of the 6th Motorized Panzer Engineers, I can make one last attempt on Kalinin.

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Picture taken at Land Combat Declaration of Axis impulse #11, Jan/Feb 1942 (Turn 5 of 5)
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RE: A look at Barbarossa.

Post by Red Prince »

This is 47:11 (4:1, 27% of 5:1), which reduces to 3:2 and change due to the weather. An attempt to provide support by von Leeb fails. Fractional odds are not successful, but I'm not concerned. It doesn't really matter if you're using the 3:2 or 2:1 CRT if you roll a '2' for the attack!

I blame the failed attack on those incompetent engineers! First in, first to die, you know. Failing to build the brisge necessary for the mechanized corps to cross into the city before chewing on a grenade was utterly irresponsible. My only regret is that you can't execute a dead man for his failures.

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Picture taken at Land Combat Resolution of Axis impulse #11, Jan/Feb 1942 (Turn 5 of 5)
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Red Prince
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RE: A look at Barbarossa.

Post by Red Prince »

The only other real activity this impulse is the LIII Motorixed Corps' rush over to Saratov, claiming another Victory city.

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Picture taken at end of Axis impulse #11, Jan/Feb 1942 (Turn 5 of 5)
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T5Imp11Saratov.jpg
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RE: A look at Barbarossa.

Post by Red Prince »

Pointless as it is in this weather, I repositioned a few aircraft near Leningrad, just in case. With no HQs remaining with reorganization abilities, it's time to end the impulse.

And the End-of-Turn roll is . . .

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Picture taken at end of Axis impulse #11, Jan/Feb 1942 (Turn 5 of 5)
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RE: A look at Barbarossa.

Post by Red Prince »

The final results: Germany - 23, USSR - 19

I'd like to thank Steve, Peter, and Orm for the advice they offered which prevented me from making the kinds of mistakes that would have made this game not only a loss, but an early loss. I owe this victory to them, to a lot of good luck, and to a long summer that held on into September.

Orm made this happen, and for me this was a fun and challenging game, a great education, and between us we managed to track down several bugs that Steve was then able to exterminate. I hope you enjoyed this look at Barbarossa.

(I'm sure we can come up with a few more images to post showing the final outcome.)

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Picture taken at end of Final Victory, Jan/Feb 1942 (Turn 5 of 5)
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RE: A look at Barbarossa.

Post by Red Prince »

Here's a look at the final Global Map, in Control View:

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RE: A look at Barbarossa.

Post by Red Prince »

And the detailed map, showing the full region:

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Joseignacio
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RE: A look at Barbarossa.

Post by Joseignacio »

Thanks a lot! And BTW, Orm, am I wrong or you wouldn't have been able to blitz to Rostov because of climate? Or it was "only" snow down in the south? Cannot knwo exactly if Rostov is in the mediterranean climate area from the climate map...
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RE: A look at Barbarossa.

Post by Orm »

ORIGINAL: Joseignacio

Thanks a lot! And BTW, Orm, am I wrong or you wouldn't have been able to blitz to Rostov because of climate? Or it was "only" snow down in the south? Cannot knwo exactly if Rostov is in the mediterranean climate area from the climate map...
It was only snow. But the weather did not actually matter in this case since we played with the option Railway Movement Bonus.

Edit: If you look closely on the picture you can see a difference in the graphic for the weather. I recommend the picture in post# 399 where the upper portion has Blizzard and the lower has snow.

AiF/PatiF Option 37: (Railway movement bonus) A land unit pays 1 less movement point (minimum 1) to
enter a hex when it moves, or advances after combat, along a railway (but not a road). This reduction occurs after
you apply any weather (see 8.2) or overrun (see 11.11.6) effects.
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RE: A look at Barbarossa.

Post by Joseignacio »

Thanks. Now, I can see it (in 399).

As for the blitz, I wouldn't see it very clear if it was blizzard, because the rule says:
AiF/PatiF Option 37: (Railway movement bonus) A land unit pays 1 less movement point (minimum 1) to
enter a hex when it moves, or advances after combat, along a railway
(but not a road).
This reduction occurs after
you apply any weather (see 8.2) or overrun (see 11.11.6) effects.

We are speaking of entering a hex moving or advancing after combat but not along a railway. If I understand the rule well, you need to make your first move or advance along a railway, not just end the advance in it, as a condition to be able to make a second move (blitz move).

Another question. I saw railroads all along the map, but where are roads? i cannot see the map now at work... [:(]
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RE: A look at Barbarossa.

Post by Red Prince »

Not sure if I understand correctly what you are saying about the rail movement rule, but the way it is applied is that any move along a railway, at any point in the move, gets the bonus. You don't have to start the full move on a railway.

There are roads in Finland and in China. Check out some of the early postst about Murmansk to see them, or Post #355 on page 12.
-----
Edit: Actually, I think there are roads in Canada & Siberia, too. I'll check.
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RE: A look at Barbarossa.

Post by Orm »

ORIGINAL: Joseignacio

Thanks. Now, I can see it (in 399).

As for the blitz, I wouldn't see it very clear if it was blizzard, because the rule says:
AiF/PatiF Option 37: (Railway movement bonus) A land unit pays 1 less movement point (minimum 1) to
enter a hex when it moves, or advances after combat, along a railway
(but not a road).
This reduction occurs after
you apply any weather (see 8.2) or overrun (see 11.11.6) effects.

We are speaking of entering a hex moving or advancing after combat but not along a railway. If I understand the rule well, you need to make your first move or advance along a railway, not just end the advance in it, as a condition to be able to make a second move (blitz move).

Another question. I saw railroads all along the map, but where are roads? i cannot see the map now at work... [:(]
You are right. The first hex would not have been along a railroad so the blizzard weather would have stopped it. My bad. [:(]

I had originally planned to attack from one hex to the right along the railroad. But due to my opponent succeeded in getting a breakthrough on the attack close to Stavropol blocked my supply to that hex. I had to rely on sea supply for this attack and that did not reach to the railroad hex.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: A look at Barbarossa.

Post by Red Prince »

None in Canada, but this shows a road in Siberia. I've edited it so that it is yellow instead of brown, making it easier to see.

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RE: A look at Barbarossa.

Post by Joseignacio »

ORIGINAL: Red Prince

Not sure if I understand correctly what you are saying about the rail movement rule, but the way it is applied is that any move along a railway, at any point in the move, gets the bonus. You don't have to start the full move on a railway.

There are roads in Finland and in China. Check out some of the early postst about Murmansk to see them, or Post #355 on page 12.
-----
Edit: Actually, I think there are roads in Canada & Siberia, too. I'll check.

Then, I think it's incorrectly applied, IMHO.

Thanks about the info on roads! And the map.
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RE: A look at Barbarossa.

Post by Shannon V. OKeets »

ORIGINAL: Joseignacio
ORIGINAL: Red Prince

Not sure if I understand correctly what you are saying about the rail movement rule, but the way it is applied is that any move along a railway, at any point in the move, gets the bonus. You don't have to start the full move on a railway.

There are roads in Finland and in China. Check out some of the early postst about Murmansk to see them, or Post #355 on page 12.
-----
Edit: Actually, I think there are roads in Canada & Siberia, too. I'll check.

Then, I think it's incorrectly applied, IMHO.

Thanks about the info on roads! And the map.
The important new roads we added are in China. There they simulate the fact that rivers were major communication links for supply. Rather than add railroads, which enable moving units quickly, we added a few roads to help out the supply situation in central China. We didn't want to create new rules regarding supply using rivers, so the roads are a kludge - but one that works pretty well.
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RE: A look at Barbarossa.

Post by Centuur »

Well done, gentlemen. Orm got unlucky at some key points, however Red Prince made a really good Barbarossa (if just a little lucky, but without luck...).

On the bugs: were there many? (I don't think so, but I'm curious...). After all, I want to buy the game at Christmas 2012 (won't we all... impatient lot that we are... [;)] ).
 
Or is Steve satisfied with the results? 


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RE: A look at Barbarossa.

Post by warspite1 »

ORIGINAL: Centuur

Well done, gentlemen. Orm got unlucky at some key points, however Red Prince made a really good Barbarossa (if just a little lucky, but without luck...).
Warspite1

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RE: A look at Barbarossa.

Post by Red Prince »

ORIGINAL: Centuur

Well done, gentlemen. Orm got unlucky at some key points, however Red Prince made a really good Barbarossa (if just a little lucky, but without luck...).

On the bugs: were there many? (I don't think so, but I'm curious...). After all, I want to buy the game at Christmas 2012 (won't we all... impatient lot that we are... [;)] ).

Or is Steve satisfied with the results? 
Thanks.

There really weren't that many bugs. A few of them were mentioned in this thread while we played, like the ability to place aircraft in the Reserve Pool when setting up aligned minor nations. Overall, I think there were maybe half a dozen bugs, with variations. None of these had a major impact on gameplay, and most (if not all) are easy to isolate and fix (so I'm told).
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RE: A look at Barbarossa.

Post by Shannon V. OKeets »

ORIGINAL: Centuur

Well done, gentlemen. Orm got unlucky at some key points, however Red Prince made a really good Barbarossa (if just a little lucky, but without luck...).

On the bugs: were there many? (I don't think so, but I'm curious...). After all, I want to buy the game at Christmas 2012 (won't we all... impatient lot that we are... [;)] ).

Or is Steve satisfied with the results? 


The major problem was the combination of the 1D10 CRT with Fractional Odds. In most games the Fractional Odds optional rule is used with the 2D10 CRT. I had never seriously looked at the CWIF code for the combination Bjorn & Aaron were using and there were a lot of problems. But one pass through that section of code cleaned them all up.
Steve

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RE: A look at Barbarossa.

Post by Villain »

I really enjoyed reading this thread and look forward to more AAR's!
If you didn't have to take pictures (and edit them in some cases) how long would this entire sceanario have taken from start to finish?

I don't suppose there's a time limit (similar to a chess clock) for each side to complete it's turn? (or whether that would be required/nice to have in head to head play)

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