ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post descriptions of your brilliant successes and unfortunate demises.

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AllenK
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by AllenK »

I think the latter option is the best.
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Mayhemizer_slith
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by Mayhemizer_slith »

ORIGINAL: AllenK

I think the latter option is the best.
Agree.
If your attack is going really well, it's an ambush.

-Murphy's war law
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AllenK
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by AllenK »

Reverse Game

CW will take a combined to put the 4 factor MIL in London to the North Sea and collect the Belgium TERR ready to take to Rabat. I'll use rail move to rail Montreal MIL to Halifax. At land move, Wavell will clear out and the MIL can disembark in it's place. P-40 will go to North Sea 2-box to help with fighter cover.

Not much to do with US other than start pulling out CP's from the Pacific. China will be some tinkering with the lines.
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Mayhemizer_slith
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by Mayhemizer_slith »

Reverse game

France combined. CA in Morocco sails somewhere CW needs escort. USSR combined, no naval moves.

I check rail moves later.


Game 1

Germany land, FW190 to BoB. Other planes will intercept box 1.

I check ground strikes and rail moves later.
If your attack is going really well, it's an ambush.

-Murphy's war law
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Mayhemizer_slith
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by Mayhemizer_slith »

Game 1

Germany takes land action.

Naval air:
FW 190 to BoB box 2 (Italian NAV fly there to initiate combat)
Germany intercepts Stuka and Bf109 to box 1 (Bf110 reaches only box 0 and Germany can't afford to use another air actions to send it any higher box).

(I think Italy can now rail MIL from Trieste somewhere south.)

German rail move:
Helsinki MIL from Karelia to Oulu.

Germany advances with a minor risk close to USSR troops to give pressure. If turn ends and we get double impulse, great. If USSR advances to gaps between German units, turn ends and they get double impulse, not so great. If turn continues, even better.

Germany will attack stack in Crimea and city of Stalino.
If your attack is going really well, it's an ambush.

-Murphy's war law
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Mayhemizer_slith
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by Mayhemizer_slith »

Reverse game

There are many units France would like to move, but I think I need to move CA from Casablanca. So France need to take combined. There is no port in Rabat. Can Belgian TERR enter Morocco? If not, it need to be South african or CW unit. Italian unit is now disorganized, so we are not so hurry anymore. Axcept if we want to rail that unit to Oran this turn. Would it be a good idea?

USSR combined.

USSR sends TRS from Bulgaria to Sevastopol. France sends CA from Casablance somewhere CW needs it.

No air actions.

Rail moves:
USSR rail INF from Ufa to Brest-Litovsk in Poland

Planned land moves

Com China:
CAV in Yenan one hex east
MTN in Sian one hex east
MIL in Lanchow one hex east

USSR:
GAR in Chisinau one hex SW
CAV in Minsk to west (48,48)

France:
Paris MIL from Paris to (53,29) SW of Lille
INF in Vichy one hex NE (57,30)
MIL from Lyons to Vichy (even if it gets disorganized)

I keep units where they are on Italian border. That front may collapse but I count on Allied fleet in West Med. France is ready to rail unit to Toulouse if southern front collapses.


I can start either game if you give instructions.
If your attack is going really well, it's an ambush.

-Murphy's war law
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AllenK
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by AllenK »

Just ran a test, it will have to be a South African unit. Capetown MIL will be the one.
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Mayhemizer_slith
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by Mayhemizer_slith »

ORIGINAL: AllenK

Just ran a test, it will have to be a South African unit. Capetown MIL will be the one.
Good. CA leaves from Casablanca.
If your attack is going really well, it's an ambush.

-Murphy's war law
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AllenK
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by AllenK »

With Malta OOS, I was wondering whether to try a port-strike with the 2-factor NAV on Sicily. I can replace it with the NAV at Genoa for reach to the East Med if the Allies try and put a CP back in.
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Mayhemizer_slith
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by Mayhemizer_slith »

ORIGINAL: AllenK

With Malta OOS, I was wondering whether to try a port-strike with the 2-factor NAV on Sicily. I can replace it with the NAV at Genoa for reach to the East Med if the Allies try and put a CP back in.
Do it. Any BP losses for them is good for us [:)]
If your attack is going really well, it's an ambush.

-Murphy's war law
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AllenK
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by AllenK »

Reverse Game

Any rebases or reorganisations?

Game 1

Unless we get lucky, I vote abort after one round.
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Mayhemizer_slith
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by Mayhemizer_slith »

ORIGINAL: AllenK

Reverse Game

Any rebases or reorganisations?

Game 1

Unless we get lucky, I vote abort after one round.
Reverse game

No thank you.

Game 1

Abort sounds good. Next round we roll 1.
If your attack is going really well, it's an ambush.

-Murphy's war law
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AllenK
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by AllenK »

Not a good start.

Shall we take out the Fw-190 or SP.79. Italy can't really afford the loss but I think we are going to need good fighters.
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Mayhemizer_slith
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by Mayhemizer_slith »

Fighter is cheaper, destroy it.
If your attack is going really well, it's an ambush.

-Murphy's war law
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AllenK
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by AllenK »

Hold fire. Just realised I only rolled 1d10 for the combat.
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Mayhemizer_slith
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by Mayhemizer_slith »

ORIGINAL: AllenK

Hold fire. Just realised I only rolled 1d10 for the combat.
Phew.
If your attack is going really well, it's an ambush.

-Murphy's war law
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AllenK
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by AllenK »

Game 1

Did you want to do any ground strikes?
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Mayhemizer_slith
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by Mayhemizer_slith »

No need to. And I need air actions for rebase.
If your attack is going really well, it's an ambush.

-Murphy's war law
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Mayhemizer_slith
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by Mayhemizer_slith »

Game 1

I planned to take retreat and place AT gun to west where I could have destroyed it. I wanted to take Crimea. But turn ended...
If your attack is going really well, it's an ambush.

-Murphy's war law
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AllenK
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)

Post by AllenK »

ORIGINAL: Mayhemizer

Game 1

I planned to take retreat and place AT gun to west where I could have destroyed it. I wanted to take Crimea. But turn ended...

The shatter meant one less hex to fight for in Crimea so a good decision based upon your plan. With the turn ending, choosing the shatter isn't much different to if you had chosen retreat. The AT gun will be just be in a different hex. Even if you had chosen retreat, it would need us to win the initiative and go first to get a shot at a lone AT gun. If the Allies go first the gun gets moved to the nearest friendly stack.

Apologies on missing the rail movement. I lost it in having to redo the moves a couple of times to correct other mistakes I made (while also doing the other game). Changing a unit location and making it disorganised is a pretty easy edit of the game file to fix this. Did you do it or are you planning to do it (only needs the location changing now the turn has ended) or is it one for me to do if we can get the file back before starting the first impulse of the new turn?

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