MWiF Global War Hot-Seat (AAR)

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Red Prince
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: brian brian

As a probably too frequent armchair general (that's a good one, Christopher), I just stopped by this morning before heading off over the river and through the woods (to Sedan? the east side of the Ardennes? Leningrad? Gomel???) to wish all the other armchair popcorn munching WiF fans a Happy Holidays, and especially the gracious host of this thread. Being sick in early December should pay off in ... perfect health for Christmas, I hope.
Well, not perfect, but I'm getting there. And I do apologize for the lack of progress the last few days. I'm taking a few days off to simply relax. I should be back on it in another day or two. And thank you for the Holiday wishes, before I forget.
But can't we be more like armchair chiefs-of-staff? You can't win a war (or develop the greatest WWII computer wargame ever) surrounded by yes-men, just ask Hitler's ghost in Hell how that worked out for him. And how do you win a wargame played solitaire? By playing each side so well that the result comes down to the last die roll on the last turn. Red Prince definitely knows his way around a wargame....the only tactical land move I have looked at on a hex-by-hex by basis in this game is the Italian attack on Tangier, and that one was brilliant. I suspect most of the land moves have been similar.
I don't know if brilliant is the word for it, but I've tried to be creative, at the least. For the defensive side of things, I've relied heavily on advice and tricks I've learned by taking the advice in this thread, so again I'll thank you all -- even for the conflicting opinions. [:)]
As for 4-5 turns in 5-6 weeks
This I want to set straight . . . when I first started testing in April and May, before I took on other responsibilities, I was getting through about a turn each day, playing about 8-10 hours each day. The reasons it has taken so long to get this far right now are multiple: first, I was very sick for the first 3 or 4 weeks, and couldn't put in more than 2-3 hours a day; second, It takes about twice as long to get through a turn when I'm documenting each action (and sometimes each die roll) for possible use if a bug shows up, as well as creating the images for this forum; and third, I've been holding off at times, waiting to see what the "armchair Generals" have to say before making some of my decisions. This, of course, adds a good deal of time to it. And, finally, I spend a lot more time thinking about things than I would (probably) in a real game.

I imagine that you could get through a standard Solitaire 36 turn game in about a month, if you played maybe 4 hours a day and didn't spend tons of time doing extra planning. This is less time than a "normal" over-the-table game would take, I think, but more than you'd see at WiFCon.
A thought on the current lending BP bug....it must apply only to overseas transport right now, or Germany couldn't lend to Italy? That would preclude US loans to the CW as well, but creates a situation that could be playtested in MWiF, and I'm not sure is answered explicitly in the paper rules either. Loans must go to the recipient's home country, and for (at least) once in the rules, this is explicitly defined for the CW as "Britain" (I guess no deliveries to Glasgow or Belfast then, ha).....but what happens if "Britain", (obviously the entire UK would have to be used here) is itself conquered? The CW of various Home Countries would have to pick a new, single Home Country for BP loan deliveries? This has more explicit implications in the reinforcement rules (multiple CPs, Pilots, etc), but would be good to check in the BP loan/delivery rule too. I would think this could be a slightly more delicate bit of programming for the CW countries with rules exceptions a bit different than say for the French.

Yes, it does apply only to overseas new trade agreements. There is no trouble shipping the BP from Japan to the USA, but that is a "mandatory" trade agreement. All new agreements are considered to be "temporary". I'm not certain about this, but I do believe the UK conquest issue has be checked in regards to BP shipping.
[So in this game US aid to the West will have to be limited to Repairing Ships, if that can fit into US Entry strategy (perfect for the French pirates, who will now otherwise never build new units again, unless they can capture a red factory somewhere, creating some obvious strategic goals for the Allies later on). And Russia is severely handicapped by this bug so I would begin directing CW builds and on-map strategy to a major expedition to the Middle East to at least get resources to Russia overland even though Russia is rather resource rich usually. With saved oil at least a big resource bank could be built up in Siberia. I hope the Russians build some convoy points for the Caspian Sea for their own Caucasus oil at least ... It seems somehow slightly unfair to even road-test a full-on 1941 Barbarossa.]

Orm and I tested Barbarossa successfully, but it will undergo more testing in the near future.

Re-reading what you wrote above, I see what you mean . . . in this game it would be unfair to test it . . . potentially true, but it might not come to that. Barbarossa '42 may be more likely. It all depends on Tangier and Suez, really, and how quickly (or if) they can be captured.
I like finishing the Graf Zeppelin for Germany, but add one additional wrinkle of building both of the CVPs in the German force pool in 1939, as they suffer from class matching problems just as the CW does and their 1940 CVPs can't be used on the 'Zep till 1941 or later. A CV at sea with no planes in the Reserve Pool back at home is a very fragile BP investment, but then the whole build of the GZ isn't actually a very big threat to the Royal Navy once you sail it. Finishing more, hmmm. I do like building out the German construction pool once Barbarossa is well under way. As the Japanese I would even ask the Germans to do this as part of the price for an attack on Siberia. Laying down new ships is a much tougher decision and a route I think I would only go in a game with a robust Sea Lion as the Axis grand strategy of choice. (And yes, you have to keep playing after the UK is conquered. Wake the US giant too early and the Allies can recover from even that as long as they don't fail a morale check - isn't that from some other wargame?).

I think that GURPS (copyrighted name) has morale checks, but that is role-playing, not war games. As for this game, since I'm running the full 54 turns of an extended game, the Allies will certainly have time to reclaim what was theirs.
In the East Med right now in this game, 10 cruisers vs an Italian NAV seems like not a good match. But a single NAV won't be able to break through the AA fire that well, and those cruisers should head out there with whatever reinforcements Gibraltar can add in regardless. The advanced trick is for the CW to win a big surprise point swing and then if the Axis smugly picks an air combat, use all of the surprise points to increase AA fire. A little trickier to pull of in a solitaire game, I would perhaps use a die roll, or let each side in the game get away with this at least once (other times this happens when surface assets such as TRS need protection). My usual ftf opponent does this to me every time and my naval bombers pay the price. With 2 Italian NAVs coming in next turn, this is why the two critical builds for the CW in J/F 1940 are the Alexander HQ and their first FTR-3. Hopefully the CW can pull the American Brewster Buffalo or P-40C when building FTR2 as well. Controlling the air is the first step to controlling the sea (new in WWII). Controlling the sea is the first step to controlling the land. Controlling the land wins the game.
I'm glad those builds found some approval. [:)]

The Italians do also have a good sized fleet in the E. Med, so it is a risk for the CW either way -- but one worth taking, probably. The flip side of what you mention, though, is that if Italy gets a large Surprise Point advantage, they can bump up the 2-factor NAV into something much more dangerous to the CW. It's a risk, but the CW should probably get it done now, before those new NAVs enter the game.

As I mentioned earlier in the post, I intend to get back to this in a few more days, and I'll take most/all of what has been said into account. I'm considering the Liner evacuating the 5-3 INF issue very carefully. Italy might be willing to let the CW "get away with it" at this point. And since there is little Shore Bombardment protection for that unit, it might be the best option. As many have noted, Spain is practically overrun already. I'm even considering the possibility of moving a land unit out of Gibraltar in order to rail Franco there (if it looks at all possible). But this impulse needs to be Naval, and he may not last until the next Land impulse.

Oh, the "get away with it" trade-off would be letting the Italian TRS do what they want to do -- get troops to Tangier. Not really in the CW interest, but I'm very curious from the last game exactly how much better the attack could be against Gibraltar with troops there.

I'll let you know in a day or two what actually happens.

Until then, Happy Holidays, to one and all.

-Aaron
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RE: MWiF Global War Hot-Seat (AAR)

Post by brian brian »

ahh, lots of good news. Once I base any Italian SUBs out of the Med, I can easily forget to move them out of port, as when you make Italian decisions, you look at the Mediterranean Sea (and on a computer screen...). A big key to World in Flames is to have each and every unit be doing something useful at all times, and that can be a challenge. A solitaire game of WiF using a computer can take me over a year to get to 1942. I hope in 2012 I can play the game again.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

Still haven't decided what I'm going to do about the Med situation yet, but you'll find out tomorrow. I promise to get a few more impulses in tomorrow morning. Something to see before the new year begins.
-----
Edit: Currently reviewing all the posts since the previous "action" to see what I might forget to take into account. New posts shortly.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

I've been looking more closely at the situation with the TRS options, and I've discovered a slight problem: in order to have Shore Bombardment factors in place for an attack on Bilbao and some getting ready to defend Gibraltar/attack Tangier, I would end up having to leave another TRS undefended if I want to pick up that MOT from the UK. So, instead, I sent it to the Cape Basin to grab the TERR from Cape Town (also picking up the Canadian MIL with another). The Spanish TRS is now in the Mozambique Channel, ready to enter Bombay for use either to reinforce Egypt or to relocate Wavell next turn.

The final sealift option for the CW, the Liner, I've decided on evacuation of the 5-3 INF from Barcelona to the Bay of Biscay. From there it can debark into Spanish Sahara next impulse. The reason for this decision is that Franco cannot survive the next German impulse (except by an extremely lucky roll), and even with the doubling for mountain terrain and the minimal Shore Bombardment available, the Germans can easily get a 4:1 or 5:1 attack on Barcelona. Personally, I think the unit would be better saved for later support of the CW efforts in Morocco and near Gibraltar (or in Gibraltar).

This means the Italians are going to have to "co-operate" with the CW evacuation, but I'm willing to do that, and maybe not even as a trade-off. The Italian fleet is stronger than the one Spain put to sea, but it also has vital Shore Bombardment factors that need to be saved for an attempt on Gibraltar later this turn.

Additionally, if it wants to take advantage of the good Ground Strike rolls on Bilbao, Germany needs to take that city this turn, and hopefully in a single attack. That means that it needs to reposition its forces.

Perhaps a poor choice, but it's going to be done.
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As for the E. Med, I haven't sailed the CW fleet yet, but it is about evenly matched with the Italian fleet currently in the sea area. I'll let you know how that goes in the next post.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

Well, the RN tried to get rid of those offensive Italians in the W. Med, but to no avail. The Italians earned 4 surprise points, and spent them all to avoid the combat entirely. If their luck holds out, the Germans will be in Tangier next impulse.

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RE: MWiF Global War Hot-Seat (AAR)

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Trying to figure a way out of Nationalist defeat in China, it looks like it's time to create some Hero stacks.

The fine weather, and the proximity of HQ units (Japanese) to the front lines made it difficult to find a defense that would prevent units from ending up out of supply and/or heartland cities from falling to the enemy. I've included both "before" and "after" images here to show you what the options were. There really wasn't any way to continue the retreat effectively (I think), and trying double-stacks in the mountains would allow Japanese units to outflank them.

I think this might have a chance to delay the Japanese by an impulse or two, but it is clear now that Nationalist China is pretty much doomed. If even one city can hold out until next turn (most likely that would be Kunming), there is a 4-2 INF coming in to help out, so even an impulse or two of delay improves the odds of China (as a whole) surviving a little longer.

Anyway, this is what I've done, and I'm sure there is probably a mistake here somewhere, but I really don't see what else I can do.

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RE: MWiF Global War Hot-Seat (AAR)

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The Communists, however, have decided to teach the Japanese another lesson, using all 5 of the Soviet land moves to move the lines to the northeast. This allows an attack to be made on the foolhardy Fukuoka MIL that moved while OOS into Yenan last impulse. It also (if it works) will put the Communist CAV back into supply, though it will remain disorganized.

What this means for the Japanese, is that they better finish off the Nationalists quickly, or they may have to deal with a breakout in Northern China!

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RE: MWiF Global War Hot-Seat (AAR)

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The only attack for the Allies this impulse:

Image

And the results:

Attack on Yenan; Assault, Roll = 5+1 = 6 = */2S

This actually could have been a disaster. When I was looking at the odds, I read the chart wrong. I thought it would be only a 30% chance of Mao becoming disorganized, but it was actually 40%. By the time I realized this, I was already committed to the attack. Luckily, the roll was high enough to smash the Japanese MIL and retake the city for Communist China.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

The allies almost got lucky with the weather roll, but just missed. A roll of '2' would have put a bit of mud in the German boots, not to mention the assault on Nationalist China. Instead, the weather roll was just a little too high:

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

I didn't give Italy a free ride with its transports. I let them through the E. Med without interception, but I tried to intercept in the W. Med . . . and failed (rolled an '8'). After Italy chose not to initiate combat, the CW gave it a shot, and rolled a miraculous '1' which made the RN Admirals feel certain they would get a shot at the transports carrying German troops to Tangier.

One problem, though: Italy rolled a '2' and the transports weren't included in the combat (see below). End result: 1 x Damaged/Aborted Italian CA, and another Aborted . . . and Italy destroyed 2 more CL (Spanish this time). The remaining Spanish ships decided to take off for Gibraltar. Even if they could manage to include only the box with the TRS in it, there was also an Italian FTR in that box, and it would now take a miracle to get the Surprise Points necessary to not only choose the combat type, but also to increase columns enough to take out either or both TRS units.

Another failure for the Royal Navy in the W. Med, I'm afraid. (And no, I am not cheating in favor of the Italians [:)] ). Just ask Orm about his attempt to take Gibraltar at EuroWiFCon a few years ago . . . what was it, 17 attacks and he still didn't get it? Sometimes the dice just don't like you. [;)]

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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

Before I get to the battles of this impulse, here's a look at the Japanese effort to encircle the sad little Nationalist Chinese army. It's still going to be a few more impulses before they can put together high-odds attacks, but it looks like the Nationalists will be out of the game before the autumn arrives.

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RE: MWiF Global War Hot-Seat (AAR)

Post by composer99 »

If the Japanese conquer Chungking & Chengtu before the end of summer, surrendering China should be considered while the Japanese Army is still deep within the interior: Rendering Japan neutral and forced to redeploy the Army on combined impulses in fall/winter weather (or DoW someone they aren't ready to fight) as well as having some of the best units (the 6-3 MAR, 8-3 INF and, if in play the Tokyo MIL if memory serves) return to the reserves, and bump up USE a little (although in 1940 this could backfire badly if the US pulls bad chits).

Alternatively, the Communists can try to hold out in the North and the Nationalists around Kunming (if the Japanese don't crush it on their way out of the Szechuan) and make nuisances of themselves until the Japanese land forces (especially the good units) are pulled out to deal with the Americans, CW, and USSR.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

Only one Axis attack this impulse, on Madrid:

Image

And the results:

Attack on Madrid; Assault, Roll = 3-1 = 2 = 1/1 (INF Destroyed, attackers disorganized)

I did have a CW LND in range to provide Ground Support, but I finally decided against it because there wasn't a safe place to land afterwards. I figured that Franco was probably doomed anyway, so why risk losing yet another LND in a futile effort to increase the chance of disorganizing the German units. As you can see, HQ-I von Bock is close by, so even if disorganized, these units could easily be brought back into play . . . and then the LND would have to find a very remote part of Spain to hide away for the rest of the turn.

Franco successfully provided himself with HQ Support, which I realized was kind of pointless after the fact. It brought the odds down from 6:1 to 5:1, which makes no difference on the Assault CRT, and that's the one I chose for this attack. Two reasons for that: there's a 60% chance of disorganizing the Germans, forcing them to use up another HQ for reorganization, and the Blitz table at 5:1 still only gives Franco a 30% chance to survive . . . but disorganized for the HQ Support. Without using it, he's got a 20% chance to survive on the 6:1 Blitz table, and only a 20% chance of disorganizing the enemy. So, Assault it is, and he's a'gonna die. The best he can hope for is to take a few of the enemy with him and make Germany use up one of its HQ units.

However, even though Madrid was lost, all of this talk paid off in the end. The decision was the right one, and HQ-I von Bock is going to have to use his reorganization points to get the Panzers moving again.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

In the end, not only did von Bock reorganize units, but von Leeb did, too, bringing 2 more expendable MIL units into the Bilbao assault plans. 3 LND and a FTR were rebased into the area, and Italy started moving its own FTRs toward Gibraltar.

I really don't know what to do with the CW this next impulse. It was supposed to be a land impulse, but there's not much to be done. Germany has Tangier fortified with 11 factors doubled to 22, with an Italian stack doubling to 10 in the mountain hex to the SE. That includes an AA unit (which means 14 factors if the CW uses its MECH against it).

As for the surrender of China, it could really backfire significantly. The Communists can probably hold out for another 6 months, at least (if not more), and there are actually some TERR units from Korea and Manchuria within reach of a few Soviet cities. The USSR has completely abandoned Siberia to bolster the German border, and while there would be some reserves coming into the game if Japan DOWed early, they probably wouldn't be enough. Besides, a DOW on the Soviets only offers a 70% chance of a single chit. In 1940, that's not very good. It would be better to force this issue in 1941, if at all. Also, the USA doesn't get the extra chit per turn if China surrenders voluntarily, so there isn't much to gain from it, I think.

Impulse #6 is up next, but I'm getting tired again, so it will have to wait until tomorrow, at least.

Hope you've enjoyed the (brief) look at what happened during these last two impulses.

-Aaron
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RE: MWiF Global War Hot-Seat (AAR)

Post by Centuur »

About China, I wouldn't want to surrender at this point. The Communists still have got a good base to work from. Also, there are still to many cities (especially in the northern part of China) which aren't Japanese controlled. If you surrender, the Japanese haven't got to roll for US entry for those.

The Japanese have to get further into northern China to eliminate the Communists, after they are done with the Nationalist.The farther the Japanese units are in North China, the more difficult it is going to be to get them out of China, if the Chinese do decide to give up. By the way: it looks like you might want to hasten the cities taken by the Japanese next turn (not this one, since the Communist CAV is disorganised) by starting a slow withdrawal towards Lan-Chow. The Commies don't want to get surrounded, don't they?

I would suggest surrender when Lan-Chow is the only remaining Chinese factory city in Chinese control. Than those Japanese MIL and Reserve units will disappear. I suggest the first turn of 1941 to surrender China (higher US entry effect), but take at that time also into account the US entry position. When it is going to get into the war soon, don't surrender China.

The USSR has 5 Siberian reserves units appearing after a Japanese DoW. They should be able to make things for the Japanese difficult in Siberia. the Japanese TERR units can simply be held at bay by putting the reserves in the threathened cities. Also, activating the USSR by Japan means he can build MIL units. Now isn't that nice, all those cheap unit to throw in front of the Germans or Japanese when they attack? And the Japanese HQ's and high combat factor units are in China. It takes at least a turn to rail them out of China into positions to attack the USSR.

For the CW the choice is easy: Bilbao should be covered with shore bombardment factors, so the Germans are going to be in a lot of trouble if they attack the place. No way a conquest of Spain is going to happen... Also they should attack the Italian Navy in the Western Med. The Italians cannot afford to leave the place, since Tangiers is than out of supply. I suggest taking a naval impulse and sail a fleet into the Western Med. Be as agressive as possible towards that rather small Italian fleet (or are there more Italians that those shown here?). Also ground strike the units in Tangiers. By doing so, you are reducing a possible attack on Gibraltar this turn and also might lower the defense of Tangiers if the Italians are leaving the Western Med (you just have to pound those spaghetti-eaters heavy enough...). Also: without a fleet present in the Western Med, those units in Tangier are isolated and will not get reorganised end of this turn.
By the way: always look for attacks on the Italian TRS...
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RE: MWiF Global War Hot-Seat (AAR)

Post by Shannon V. OKeets »

ORIGINAL: Red Prince

Trying to figure a way out of Nationalist defeat in China, it looks like it's time to create some Hero stacks.

The fine weather, and the proximity of HQ units (Japanese) to the front lines made it difficult to find a defense that would prevent units from ending up out of supply and/or heartland cities from falling to the enemy. I've included both "before" and "after" images here to show you what the options were. There really wasn't any way to continue the retreat effectively (I think), and trying double-stacks in the mountains would allow Japanese units to outflank them.

I think this might have a chance to delay the Japanese by an impulse or two, but it is clear now that Nationalist China is pretty much doomed. If even one city can hold out until next turn (most likely that would be Kunming), there is a 4-2 INF coming in to help out, so even an impulse or two of delay improves the odds of China (as a whole) surviving a little longer.

Anyway, this is what I've done, and I'm sure there is probably a mistake here somewhere, but I really don't see what else I can do.

Image
Pulling back the Nationalist Chinese from the mountains was wrong. Instead the Communist Chinese should have helped out by moving between the 3-4 and 5-3. The Kunming Warlord should have moved NW to form the tail end of the defensive line in the mountains. The 3-1 should have left Chungking and entered the mountains to its SE. Then the 3-3 could have moved 3 hexes NW to hold the river line. The Chengtu warlord moves NE to put the 2 Japanese units (5-3 and 4-4) out of supply. The 5-3 moves west 1 hex, and the 5-2 moves SW one hex.

This would give the Chinese a fairly good defensive position for the next impulse and since the advanced Japanese units are temporarily OOS (that can be corrected) but more importantly locked into Chinese ZOCs, they aren't moving more than 1 hex.

All the mountain terrain doubles the Chinese defensive factors. So does sitting behind a river line. By retreating to clear hexes, the Chinese are much move vulnerable. By pulling away from the Japanese, you gave them much more flexibility for arranging their units and setting up good attacks.

---

In general, you have a tendency to run away from enemy units rather than hold a good defensive line, making the enemy fight for every hex on your terms. This is a common weakness for new players. They start by holding a defensive line, get chewed up by strong enemy attacks, and then they are leery about holding a defensive line in the future. Isn't there a song lyric about "know when to hold them, know when to run away"? Well, probably not quite those words.[:D] Look at all those mountain hexes with rivers and alpine hexsides the Chinese have given up. And now they have decided to fight to the death in clear terrain?
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

In general, you have a tendency to run away from enemy units rather than hold a good defensive line, making the enemy fight for every hex on your terms. This is a common weakness for new players. They start by holding a defensive line, get chewed up by strong enemy attacks, and then they are leery about holding a defensive line in the future. Isn't there a song lyric about "know when to hold them, know when to run away"? Well, probably not quite those words. Look at all those mountain hexes with rivers and alpine hexsides the Chinese have given up. And now they have decided to fight to the death in clear terrain?

I actually ran more calculations than I usually do, and if I had left them in the mountains in single stacks, at least two of them would have been destroyed in attacks. Likewise, the move between the 5-3 and 3-4 wouldn't have acheived what you say. The 3-4 would still have been in supply and could move back a hex and then forward again in order to put the forward units back in supply. They, in turn, could have made a (somewhat) risky attack on either the 2-3 or 3-1 Nationalist units, breaking open that front.

Or, once back in supply, they could both move forward into the hexes between them. This would put them OOS, but only long enough for one of two things to happen: either the Chinese retreat to ZOC them from entering Chengtu, or they don't. If they don't, Chengtu gets taken, and even though OOS and disorganized, that eliminates the Warlord unit, opening another hole.

I hope what I just said makes sense. I find it hard to visualize what you said as a whole (without seeing it actually on the map), and I'm not sure I understand everything you described as a full defense.

My assessment was that one way or another, the Chinese were going to lose 2-3 units if they didn't double-stack, and that would allow the Japanese to flank anyway. At the moment, I still do have the river boundary.

I know you are more experienced, but you should also remember that I am an aggressive player who is willing to risk 3:1 or 4:1 attacks (sometimes even less than that) in order to break a solid line. I tried to take that into account when creating this retreat.
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Edit: Also, if I understand correctly, several of the moves you suggest would have allowed the Japanese to put a few Chinese units out of Supply. I'm going to try to "simulate" what you described in an edited version of the above images.
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Red Prince
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

Black arrows are the moves you suggested. Blue arrows are the moves the Japanese would make to counter. Orange boxes indicate units that would end up either disorganized or OOS. And, the 2 circled units in green would most likely be killed off by the Japanese in attacks.

Image
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Edit: I may have missed a unit or two in the south being OOS, but units destroyed by these attacks would put the Chinese in almost the same situation as they are in now. The purpose of moving the Kunmind Warlord to the hex between the Alpine hexsides was to force the Japanese either to mount a large force to destroy him, buying time, or to make them go around him, also buying time for Kunming to get the 4-2 INF reinforcement next turn.

Also, this is only one set of options that could be used to destroy Nationalist units. The unit replacing the 3-3 would also have been a fine target for the Japanese.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Red Prince »

ORIGINAL: Red Prince

Before I get to the battles of this impulse, here's a look at the Japanese effort to encircle the sad little Nationalist Chinese army. It's still going to be a few more impulses before they can put together high-odds attacks, but it looks like the Nationalists will be out of the game before the autumn arrives.

Image
With this setup, the 3-2 MIL stack can move into Chengtu, the 3-1 GARR moves SE, the 3-3 stack takes its place, and the 5-3 stack moves into Chungking. Chungking can only be attacked across river hexsides that way, but even from 4 hexes, the Japanese probably can't get enough units there to make the attack next impulse. As I see it, my strategy has bought the Chinese at least 2 impulses before either of these two cities can be attacked in force.
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RE: MWiF Global War Hot-Seat (AAR)

Post by Orm »

Isn't there a song lyric about "know when to hold them, know when to run away"? Well, probably not quite those words.

Could that be from "The Gambler" with Kenny Rogers? The song has a similar line.
http://www.youtube.com/watch?v=6q2mFiN7GIc


Sorry for the off topic.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
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