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RE: 4 player E-mail: AAR
Posted: Fri Apr 29, 2016 8:01 pm
by Orm
That works for me.
RE: 4 player E-mail: AAR
Posted: Fri Apr 29, 2016 11:42 pm
by brian brian
Odd attack there on Si-An, in that if the ART both bombarded the hex, you would have a natural 2:1 without rolling for a fractional.
Also it looks to me like the 1d10 gave a slightly better chance to take the hex, even though the 2d10 is considered the 'attacker friendly' one. The 2:1 was +1 for a disorganized unit.
A 2d10 version of it, with the Bombarding, would be +4, -1 city, -1 factory, +2 disorganized unit = +4 or the same as a straight 2:1, no modifier.
RE: 4 player E-mail: AAR
Posted: Sat Apr 30, 2016 4:45 am
by quiritus
ORIGINAL: brian brian
Also it looks to me like the 1d10 gave a slightly better chance to take the hex, even though the 2d10 is considered the 'attacker friendly' one. The 2:1 was +1 for a disorganized unit.
A 2d10 version of it, with the Bombarding, would be +4, -1 city, -1 factory, +2 disorganized unit = +4 or the same as a straight 2:1, no modifier.
with 1d10 odds level are the key. to the 3:1, +1 or better odds are the same. but from 4:1 +1 is only half of a column (is better 4:1 than 3:1 +1). with 2d10 modifier are they key. and the 3° unit in a stack have a big impact on 1d10, negligible on 2d10
RE: 4 player E-mail: AAR
Posted: Sat Apr 30, 2016 5:41 am
by Orm
Sep/Oct '39
Allied #14
Land: China
Combined: USSR, USA, France, CW
France send a couple of battle ships to the West Med. CW sail with the Danish CPs in Iceland (mostly to avoid the rebase during the conquest step).
In Egypt the territorial move to Matruh.
CW debark the 13th Indian Corbs into Suez.
End of turn roll is a one, and the turn ends.
RE: 4 player E-mail: AAR
Posted: Sat Apr 30, 2016 6:00 am
by Orm
Partisans appear in China.

RE: 4 player E-mail: AAR
Posted: Sat Apr 30, 2016 6:01 am
by Orm
And in Poland.

RE: 4 player E-mail: AAR
Posted: Sat Apr 30, 2016 6:38 am
by Orm
US place one marker in the Japanese pool.
US then interns the French CV.

RE: 4 player E-mail: AAR
Posted: Sat Apr 30, 2016 6:54 am
by quiritus
ORIGINAL: Mayhemizer
If Germany would have rolled 1 or 2, (spent O-chit and failed to take Brussels) this would have been a trap of the year.
if Germany roll 1 or 2 and the turn end: if not even a 1 leave 1 belgian unit in Brussels, turned down with 2: in the second case, as Belgium is aligned with CW, Brussels fall 1 impulse later. only with 1 the belgian can be relived by France.
RE: 4 player E-mail: AAR
Posted: Sat Apr 30, 2016 6:54 am
by warspite1
ORIGINAL: Orm
US place one marker in the Japanese pool.
US then interns the French CV.
warspite1
Good move.
RE: 4 player E-mail: AAR
Posted: Sat Apr 30, 2016 7:05 am
by quiritus
ORIGINAL: Jagdtiger14
Very good post/response quiritus! Actually, the best location for those two INF would have been the hex just west of Brussels.
To give proper credit, Centuur mentioned it first.
well, we can discuss about this

as the German player have only 1 land that can strike at extendend range, so with 1, i put the two inf on the cost west of Antwerp: just west there was two 4 factor land on range...
RE: 4 player E-mail: AAR
Posted: Sat Apr 30, 2016 7:35 am
by Orm
ORIGINAL: quiritus
ORIGINAL: Jagdtiger14
Very good post/response quiritus! Actually, the best location for those two INF would have been the hex just west of Brussels.
To give proper credit, Centuur mentioned it first.
well, we can discuss about this

as the German player have only 1 land that can strike at extendend range, so with 1, i put the two inf on the cost west of Antwerp: just west there was two 4 factor land on range...
There was a German 5 range, 4 strength land bomber that reached the hex west of Antwerp
without using extended range.
With rain affecting the French ability to advance into Belgium. And, as I see it, the risk that one of the Belgian units becoming disorganized by a ground strike was above average. I therefore decided that the risk to place the units west of Antwerp/Brussels was substantive. However, by placing the 2 Belgian infantry Corps in Brussels there was a small chance that Germany would fail to capture the city and decent chance that the attacking force would become disorganized. Therefore, I judged, that it was likely that, if I placed the Belgians in Brussels, Germany would use a offensive chit.
And since placing the units in Brussels did make the Germans spend one offensive I am still confident that this was the best option in this game.
RE: 4 player E-mail: AAR
Posted: Sat Apr 30, 2016 7:45 am
by Mayhemizer_slith
If those units would have been somewhere else than in city I would have used ground strike. I had Stuka (5 strength) and Ju88 (4 strength) in stand by.
RE: 4 player E-mail: AAR
Posted: Sat Apr 30, 2016 7:51 am
by Mayhemizer_slith
German land combat rolls were quite low in average. Turn was very long. I can only imagine what would situation be if some of 1's or 2's would have been high enough to keep units organized...
I don't regret using O-chit. I just should have rolled a little better [8D]
RE: 4 player E-mail: AAR
Posted: Sat Apr 30, 2016 7:58 am
by Orm
ORIGINAL: Mayhemizer
German land combat rolls were quite low in average. Turn was very long. I can only imagine what would situation be if some of 1's or 2's would have been high enough to keep units organized...
I don't regret using O-chit. I just should have rolled a little better [8D]
While you ponder on that you could consider what would have happened if the weather had been storm (20%) the impulse after you declared war on Belgium. [;)]
RE: 4 player E-mail: AAR
Posted: Sat Apr 30, 2016 8:23 am
by Mayhemizer_slith
ORIGINAL: Orm
ORIGINAL: Mayhemizer
German land combat rolls were quite low in average. Turn was very long. I can only imagine what would situation be if some of 1's or 2's would have been high enough to keep units organized...
I don't regret using O-chit. I just should have rolled a little better [8D]
While you ponder on that you could consider what would have happened if the weather had been storm (20%) the impulse after you declared war on Belgium. [;)]
Yanet would never do that to me! [:-]
RE: 4 player E-mail: AAR
Posted: Sat Apr 30, 2016 8:33 am
by warspite1
What all these posts prove is that WIF is such a brilliant game and so replayable.
Fact is there are very few right and wrong answers simply because of the sheer number of variables involved.
These conversations are interesting and fun provided they are not approached from the "you've done this wrong" or "that was definitely a stupid move" type angle.
Yes newbies and idiots such as myself may make genuinely stupid decisions from time to time, but the likes of Orm, Mayhemizer and AllenK know their stuff and make decisions based on experience built up. I know for a fact that Orm considered other Belgian set-ups, I am quite sure that our Axis opponents weighed up likely weather throws.
The best player in the world can by stymied by combat dice throws or weather, or US Entry or whatever and sure, if bad luck is absolutely extreme (rare) then there is nothing to be done, but otherwise, given the ebb and flow of the dice, its how players react to good/bad breaks that matter.
RE: 4 player E-mail: AAR
Posted: Sat Apr 30, 2016 8:34 am
by warspite1
ORIGINAL: Mayhemizer
ORIGINAL: Orm
ORIGINAL: Mayhemizer
German land combat rolls were quite low in average. Turn was very long. I can only imagine what would situation be if some of 1's or 2's would have been high enough to keep units organized...
I don't regret using O-chit. I just should have rolled a little better [8D]
While you ponder on that you could consider what would have happened if the weather had been storm (20%) the impulse after you declared war on Belgium. [;)]
Yanet would never do that to me! [:-]
warspite1
Hands off - she's mine! [;)]
RE: 4 player E-mail: AAR
Posted: Sat Apr 30, 2016 9:17 am
by brian brian
Not how I would have played either side (even if trying Fall Gelb) - good job guys! Neither the Germans nor the French were set-up to deal with Rain in the Low Countries. Ponder an invasion of Rotterdam on a Rain impulse sometime.
Similarly in China, neither set-up went as planned. The Japanese were successful with a minor risk but were unable to exploit it. In a bit of historical irony, Chiang is now saving Mao's forces. (The Nationalists held Si-An for the entire war, mainly defending it from the Communists, not the Japanese; though possibly only US diplomacy kept the detente status quo in place in that area. I so wish that WiF would update the situation in China some day.)
The land combat dice were terrible for the Axis, but the US Entry rolls were outstanding (also ameliorated by one X and one D on the CW TRS fleet); though I can't recall the outcome of the Italian DOW roll, the US should have picked up a high value chit for one of Denmark/Netherlands/Bulgaria and one for Belgium in most games. Bad luck on those in a Fall Gelb strategy can see US Euro entry crack 30 in just a few turns. They should remember this turn in the summer of 1942.
RE: 4 player E-mail: AAR
Posted: Sat Apr 30, 2016 9:24 am
by brian brian
Well thank you guys soooooo much for letting me vicariously play World in Flames along with you. It should be a fine Spring Saturday in the northern Hemisphere, so I hope you have some happy gaming and some Spring today. I have to head out and plant trees in the rain all day, and again tomorrow. I rolled a "1" on a hiring decision this year.
RE: 4 player E-mail: AAR
Posted: Sat Apr 30, 2016 11:17 am
by AllenK
ORIGINAL: warspite1
ORIGINAL: Mayhemizer
ORIGINAL: Orm
While you ponder on that you could consider what would have happened if the weather had been storm (20%) the impulse after you declared war on Belgium. [;)]
Yanet would never do that to me! [:-]
warspite1
Hands off - she's mine! [;)]
You're welcome to her. She didn't seem to have any qualms about chucking the Axis the lousy weather near enough from the start in our Episode IV: A New Heap.
Edit: Actually Axis impulse 5.