Witness to World War 2.

Post descriptions of your brilliant successes and unfortunate demises.

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rkr1958
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RE: Witness to World War 2.

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Turn 11. May/June 1941.

Production. Japan.

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RE: Witness to World War 2.

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Turn 11. May/June 1941.

Production. China.

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RE: Witness to World War 2.

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Turn 11. May/June 1941.

Production. Great Britain.

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RE: Witness to World War 2.

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Turn 11. May/June 1941.

Production. Free France.

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RE: Witness to World War 2.

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Turn 11. May/June 1941.

Production. USA.

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RE: Witness to World War 2.

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Turn 11. May/June 1941.

Production. USSR.

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RE: Witness to World War 2.

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Turn 11. May/June 1941.

Production. Summary.

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RE: Witness to World War 2.

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Turn 11. May/June 1941.

Production. 1-Year (6-Turn).

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RE: Witness to World War 2.

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Turn 12. July/August 1941.

Resource Lending.

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RE: Witness to World War 2.

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Turn 12. July/August 1941.

Initiative.

The axis win the initiative and obviously elect to move first.

The allies would have liked to gone first but the odds were heavily stacked against them. The chance of the allies winning this first roll was 28%. And, assuming the axis would have asked for a re-roll, the chance of winning the second roll would have been 36%. To have been able to go first the allied would have had to won both rolls, which boils down to a 10.08% chance. Thus, the odds were stacked against them.

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RE: Witness to World War 2.

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Turn 12. July/August 1941. Axis #1

Weather.

The weather roll is a 10, not what the axis want though it's fine everywhere except for storms in the North Monsoon.

Another roll of 10 will give the allies rain in the arctic, but that's two impulse away.

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RE: Witness to World War 2.

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Turn 12. July/August 1941. Axis #1

China.

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RE: Witness to World War 2.

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Turn 12. July/August 1941. Axis #1

The Med. Um ... what might the Brits be eyeing? Sardinia possibly? Well that's an impulse away.

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RE: Witness to World War 2.

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Turn 12. July/August 1941. Axis #1

Western Europe.

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RE: Witness to World War 2.

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Turn 12. July/August 1941. Axis #1

The Arctic.

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RE: Witness to World War 2.

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Turn 12. July/August 1941. Axis #1

The Eastern Front.

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Courtenay
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RE: Witness to World War 2.

Post by Courtenay »

One thing you might consider is giving build points to Free France. A French TRS or, even better, an AMPH is much more useful than a CW or US one, as it is less likely to be affected by action limits. For the same reason, French LNDs are also good, as the Allies never have enough air actions. Of course, it the Allies don't plan on building TRSs, AMPHs, or LNDs, then there is no reason to give points to the French. Also, of course, one would need the CPs to be able to send the French points.
I thought I knew how to play this game....
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rkr1958
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RE: Witness to World War 2.

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ORIGINAL: Courtenay

One thing you might consider is giving build points to Free France. A French TRS or, even better, an AMPH is much more useful than a CW or US one, as it is less likely to be affected by action limits. For the same reason, French LNDs are also good, as the Allies never have enough air actions. Of course, it the Allies don't plan on building TRSs, AMPHs, or LNDs, then there is no reason to give points to the French. Also, of course, one would need the CPs to be able to send the French points.
Thanks! I was planning on sending the French BP's when the US joined. Though I was planning on building French infantry to be used with CW and US transports and amph's. But, I can see the advantage of the reverse too.
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RE: Witness to World War 2.

Post by brian brian »

Do the gurr-mons have any medium bombers beyond the one old Dornier and the one old Cadorna?

Just curious. I put my reichsmarks and lira into those smash-em-up single engine bombers, but the medium bombers do have their uses...

Also wondering if they have an Offensive Chit left?


edit: just noticed the Heinkel off looking for Dracula there...
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RE: Witness to World War 2.

Post by Centuur »

ORIGINAL: Courtenay

One thing you might consider is giving build points to Free France. A French TRS or, even better, an AMPH is much more useful than a CW or US one, as it is less likely to be affected by action limits. For the same reason, French LNDs are also good, as the Allies never have enough air actions. Of course, it the Allies don't plan on building TRSs, AMPHs, or LNDs, then there is no reason to give points to the French. Also, of course, one would need the CPs to be able to send the French points.

French ATR's are also very good to build and use them to drop the US and CW Para's. Quite devastating. And one should start building Free French units early, since only one of them can arrive each turn...
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