Reverse 4-player AAR.
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- Mayhemizer_slith
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RE: Reverse 4-player AAR.
Turn end instructions for France and USSR:
France saves CW oil to Bayonne. Metz resource is idle, use it in Metz factory. (Production is 9 BPs)
USSR does not save oil this turn, use oil to be saved in any factory.
Stay at sea and RTB
USSR TRS returns to Sevastopol.
French sub in West Med returns to Oran. TRS in CVB returns to Dakar.
All other ships possible stays at sea.
BB in West Med returns to Marseilles, CA in CSV returns to Casablanca, CA in East Med returns to Beirut and CA in Bay of Bengal returns to Diego Suarez in Madagascar.
Use oil
France reorganizes all using oil in Damascus (Again, Damascus oil can't be used to all units. Start from bottom and expend Damascus oil when all possible units are reorganized and then use Bayonne oil for the rest).
USSR reorganizes all using one recourse oil.
Production
France 9
FTR2
AT gun
2x MIL
USSR 15
Fort
2x GAR
CAV
Pilot
CP
FTR2
Ski div
Reinforcements
France assigns pilot to 5 factor fighter.
FTR2 to Lille
2x MIL (If Metz MIL arrives, to SW of Metz)
GAR to Paris
INF and MECH to Lille
USSR assigns pilot to Su-2
LND2 to Sevastopol
GAR to Kiev
4-3 INF to Minsk
5-3 INF to Cernauti
Chinese MTN to Tungkwan
France saves CW oil to Bayonne. Metz resource is idle, use it in Metz factory. (Production is 9 BPs)
USSR does not save oil this turn, use oil to be saved in any factory.
Stay at sea and RTB
USSR TRS returns to Sevastopol.
French sub in West Med returns to Oran. TRS in CVB returns to Dakar.
All other ships possible stays at sea.
BB in West Med returns to Marseilles, CA in CSV returns to Casablanca, CA in East Med returns to Beirut and CA in Bay of Bengal returns to Diego Suarez in Madagascar.
Use oil
France reorganizes all using oil in Damascus (Again, Damascus oil can't be used to all units. Start from bottom and expend Damascus oil when all possible units are reorganized and then use Bayonne oil for the rest).
USSR reorganizes all using one recourse oil.
Production
France 9
FTR2
AT gun
2x MIL
USSR 15
Fort
2x GAR
CAV
Pilot
CP
FTR2
Ski div
Reinforcements
France assigns pilot to 5 factor fighter.
FTR2 to Lille
2x MIL (If Metz MIL arrives, to SW of Metz)
GAR to Paris
INF and MECH to Lille
USSR assigns pilot to Su-2
LND2 to Sevastopol
GAR to Kiev
4-3 INF to Minsk
5-3 INF to Cernauti
Chinese MTN to Tungkwan
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
RE: Reverse 4-player AAR.
US adds a chit to the Ge/It pool. The CV Bearn is interned and kept as a CV. The Axis aren't bothered (7 rolled). The president sends a warning to Germany and Italy the US Navy will begin escorting shipping in the East Coast sea-zone and will open fire on any Axis submarines should they attempt to attack. Adolf and Benito engage in some teddy throwing (1 rolled).
RE: Reverse 4-player AAR.
Italian and Japanese end of turn:
Preliminary planning:
Italy save the Romanian oil in Milan (one of the oils traded from Germany). The rest go for production. Including the Italian resource that must go to Turin. Italy has 6 BPs for production.
Japan save one oil in Tokyo. All other resources, and oil, go to production for 17 BPs.
Only CPs stay at sea.
The Italian naval bomber returns to hex 48, 33 (NE of Amsterdam)
The Italian SCS and SUBs return to La Spezia.
The Japanese TRS return to Fukuoka, while the CV and CA return to Tokyo.
Oil reorganisation:
Japan reorganizes all untis except one CV, one CA, and one CVP. For a total oil cost of 1.4. Please, use one of the oils in Tokyo.
Italy reorganize all their units for a cost of one oil (1.4).
Breakdown:
Japan breaks down the 6-3 in Tsinan. (2-3 + 1-4)
Production:
Italy (6):
PIL
NAV2
Repair TRS
Japan (17):
Scap LND3
GARR
2 x INF
CV (2nd)
ART
LND3
PIL
Reinforcements:
Italy:
BB -> La Spezia
Japan:
FTR2 -> Sasebo
ARM + INF (6-4) -> Fukuoka
INF (4-3) -> Tokyo
Axis goes first if we win the initiative.
Preliminary planning:
Italy save the Romanian oil in Milan (one of the oils traded from Germany). The rest go for production. Including the Italian resource that must go to Turin. Italy has 6 BPs for production.
Japan save one oil in Tokyo. All other resources, and oil, go to production for 17 BPs.
Only CPs stay at sea.
The Italian naval bomber returns to hex 48, 33 (NE of Amsterdam)
The Italian SCS and SUBs return to La Spezia.
The Japanese TRS return to Fukuoka, while the CV and CA return to Tokyo.
Oil reorganisation:
Japan reorganizes all untis except one CV, one CA, and one CVP. For a total oil cost of 1.4. Please, use one of the oils in Tokyo.
Italy reorganize all their units for a cost of one oil (1.4).
Breakdown:
Japan breaks down the 6-3 in Tsinan. (2-3 + 1-4)
Production:
Italy (6):
PIL
NAV2
Repair TRS
Japan (17):
Scap LND3
GARR
2 x INF
CV (2nd)
ART
LND3
PIL
Reinforcements:
Italy:
BB -> La Spezia
Japan:
FTR2 -> Sasebo
ARM + INF (6-4) -> Fukuoka
INF (4-3) -> Tokyo
Axis goes first if we win the initiative.
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
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
RE: Reverse 4-player AAR.
German end of turn:
2 x Offensive
Preliminary planning*
3 x saved oil from Germany, Austria + Ploesti #2 (note the two traded oil from USSR go to production Stuttgart and Dresden) and Ploesti #1 and #3 to Italy production respectively (Trieste and Turin).
So 2 x oil and 3 resources still going to Italy
No units stay at sea - U-boats return to Kiel
He-115C to Sicily (74,40)
Oil reorganisation
At a cost of 4 x oil (4.4) all land and air units plus 2 x sub and ships EXCEPT 2 x CONV 0.5, 2 X CONV .1 and the two old pre-dreadnoughts.
Production (12)
NAV (4)
FTR (2)
PIL x 2 (4)
SUB (1)
1 Point Saved (Berlin)
Reinforcements
CAV DIV (Dusseldorf)
2 x Stuka (Cologne)
Antonescu (Bucharest)
Remove Air
IAR 37 (Rom)
Resource Lending
No change to arrangement with Italy
*AllenK if you have any problem with the oil above then have a look at the Reverse AAR private thread posts 463-466 ONLY
2 x Offensive
Preliminary planning*
3 x saved oil from Germany, Austria + Ploesti #2 (note the two traded oil from USSR go to production Stuttgart and Dresden) and Ploesti #1 and #3 to Italy production respectively (Trieste and Turin).
So 2 x oil and 3 resources still going to Italy
No units stay at sea - U-boats return to Kiel
He-115C to Sicily (74,40)
Oil reorganisation
At a cost of 4 x oil (4.4) all land and air units plus 2 x sub and ships EXCEPT 2 x CONV 0.5, 2 X CONV .1 and the two old pre-dreadnoughts.
Production (12)
NAV (4)
FTR (2)
PIL x 2 (4)
SUB (1)
1 Point Saved (Berlin)
Reinforcements
CAV DIV (Dusseldorf)
2 x Stuka (Cologne)
Antonescu (Bucharest)
Remove Air
IAR 37 (Rom)
Resource Lending
No change to arrangement with Italy
*AllenK if you have any problem with the oil above then have a look at the Reverse AAR private thread posts 463-466 ONLY
Now Maitland, now's your time!
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
RE: Reverse 4-player AAR.
Okay, I'm going out for about an hour then I'll start work on this.
RE: Reverse 4-player AAR.
Japan (17):
Scap LND3
GARR
2 x INF
CV (2nd)
ART
LND3
PIL
Orm, that would come to 19 points. What do you want to drop?
RE: Reverse 4-player AAR.
warspite1ORIGINAL: AllenK
Japan (17):
Scap LND3
GARR
2 x INF
CV (2nd)
ART
LND3
PIL
Orm, that would come to 19 points. What do you want to drop?
Simplist if you remove the GARR I think - that should be two points.
Now Maitland, now's your time!
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
RE: Reverse 4-player AAR.
GARR removed for the following Japanese production:
Japan (17):
Scap LND3
2 x INF
CV (2nd)
ART
LND3
PIL
Japan (17):
Scap LND3
2 x INF
CV (2nd)
ART
LND3
PIL
RE: Reverse 4-player AAR.
Thank you. [:)]ORIGINAL: AllenK
GARR removed for the following Japanese production:
Japan (17):
Scap LND3
2 x INF
CV (2nd)
ART
LND3
PIL
I upgraded the garr build to a infantry for better use of the last build point. Apparently I forgot to remove the garr in my build order. [:(]
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
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
RE: Reverse 4-player AAR.
Italy had trouble as well. It took some work to get all the resources to factories. But maybe those troubles are resolved in the latest version.ORIGINAL: warspite1
*AllenK if you have any problem with the oil above then have a look at the Reverse AAR private thread posts 463-466 ONLY
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
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
RE: Reverse 4-player AAR.
ORIGINAL: Orm
Italy had trouble as well. It took some work to get all the resources to factories. But maybe those troubles are resolved in the latest version.ORIGINAL: warspite1
*AllenK if you have any problem with the oil above then have a look at the Reverse AAR private thread posts 463-466 ONLY
I had a bit of trouble until I manually sent Italy's resources elsewhere than Turin, at which point it all went smoothly.
RE: Reverse 4-player AAR.
warspite1ORIGINAL: AllenK
ORIGINAL: Orm
Italy had trouble as well. It took some work to get all the resources to factories. But maybe those troubles are resolved in the latest version.ORIGINAL: warspite1
*AllenK if you have any problem with the oil above then have a look at the Reverse AAR private thread posts 463-466 ONLY
I had a bit of trouble until I manually sent Italy's resources elsewhere than Turin, at which point it all went smoothly.
Of course [8|]
Now Maitland, now's your time!
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
RE: Reverse 4-player AAR.
CW leaves the BB's in the North Sea and various escorts in Faeroes, Biscay, North Atlantic and Cape Verde.
Dutch TRANS RTB's from North Atlantic to London. Ships in West Med return to Gibraltar except CA with INF Div. That goes to Antwerp. CA Southampton from North Sea to Plymouth. TRANS with TERR from Gulf of Guinea to Gibraltar. Queens to Sydney.
CW reorgs all for 3 oils (3.2 points).
US leaves a sub disorganised so as to not need to spend any oil.
CW scraps Fairey and a sub.
Production
China 6
MIL
CAV
FTR-2
CW 14
MIL x2
FTR-2 x2
Pilot x2
Sub repair
CP
US 10
TRANS x2
CV repair
Pilot
TERR
Belgium is conquered by Germany and Tunisia by Italy. The Belgium government relocates to Belgium Congo.
Reinforcements
China
MIL to Kumming
CAV Div to Kweiyang.
CW assigns pilots to CVP and 2 LND. CVP onto CV Illustrious at Liverpool. 2 CA and CP to Liverpool. MIL to Aukland and Cape Town. INF to Calcutta.
US assigns pilot to P-35 and places at San Diego. GARR to San Diego. TERR to Philippines.
Initiative: Axis 5, Allied 8. Allies go first.
The weather comes out mostly how the Axis would want it.

Dutch TRANS RTB's from North Atlantic to London. Ships in West Med return to Gibraltar except CA with INF Div. That goes to Antwerp. CA Southampton from North Sea to Plymouth. TRANS with TERR from Gulf of Guinea to Gibraltar. Queens to Sydney.
CW reorgs all for 3 oils (3.2 points).
US leaves a sub disorganised so as to not need to spend any oil.
CW scraps Fairey and a sub.
Production
China 6
MIL
CAV
FTR-2
CW 14
MIL x2
FTR-2 x2
Pilot x2
Sub repair
CP
US 10
TRANS x2
CV repair
Pilot
TERR
Belgium is conquered by Germany and Tunisia by Italy. The Belgium government relocates to Belgium Congo.
Reinforcements
China
MIL to Kumming
CAV Div to Kweiyang.
CW assigns pilots to CVP and 2 LND. CVP onto CV Illustrious at Liverpool. 2 CA and CP to Liverpool. MIL to Aukland and Cape Town. INF to Calcutta.
US assigns pilot to P-35 and places at San Diego. GARR to San Diego. TERR to Philippines.
Initiative: Axis 5, Allied 8. Allies go first.
The weather comes out mostly how the Axis would want it.

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RE: Reverse 4-player AAR.
M/J 40 Allies 1
No DoW or alignments.
France and China Land, rest Combined.
USSR sends TRANS loaded with INF from Sevastopol to Burgas.
CW sends a task force of CV, 3 CVL, 2 BB and 2 CA to North Sea 2-box. A CA loads the INF Div in Antwerp. II INF is transported from Gibraltar to Calais.
US sends TRANS loaded with P-35 to Hawiian Is box 1. A TRANS from Midway starts heading back to US.
No strategic bombing.
CW 4.5's open up on the German units east of Antwerp. French 105's open up on the units in Brussels. USSR ground strikes Sofia with two bombers in Odessa. Planes land back to same place.
The 4.5's aren't too effective but disorganising the ENG is helpful.

No DoW or alignments.
France and China Land, rest Combined.
USSR sends TRANS loaded with INF from Sevastopol to Burgas.
CW sends a task force of CV, 3 CVL, 2 BB and 2 CA to North Sea 2-box. A CA loads the INF Div in Antwerp. II INF is transported from Gibraltar to Calais.
US sends TRANS loaded with P-35 to Hawiian Is box 1. A TRANS from Midway starts heading back to US.
No strategic bombing.
CW 4.5's open up on the German units east of Antwerp. French 105's open up on the units in Brussels. USSR ground strikes Sofia with two bombers in Odessa. Planes land back to same place.
The 4.5's aren't too effective but disorganising the ENG is helpful.

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RE: Reverse 4-player AAR.
The French gunners do better.


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RE: Reverse 4-player AAR.
Soviets are partially successful.


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RE: Reverse 4-player AAR.
USSR rails 2-1 GAR (it just arrived) to Polish city 2 hexes east of Warsaw.
The Chinese make a couple of minor moves.
CW moves II INF into Antwerp. The MECH and Belgium MIL move northwards to the coast.
Over to Mayhemizer.
The Chinese make a couple of minor moves.
CW moves II INF into Antwerp. The MECH and Belgium MIL move northwards to the coast.
Over to Mayhemizer.
RE: Reverse 4-player AAR.
1) Belgium got incompletely conquered during this end of turn.ORIGINAL: AllenK
The French gunners do better.
![]()
2) During incomplete conquest all the land and air units in their conquered home country is removed.
3) So therefore I wonder how come there can be a Belgian militia in Belgium!?
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
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
RE: Reverse 4-player AAR.
Is it because it was stacked with a CW unit so the hex remained under Allied control and not part of the conquered territory? Had it been on its own, perhaps it might have disappeared.
RE: Reverse 4-player AAR.
Perhaps that is the reason. Although that is a bug. The militia should be history.ORIGINAL: AllenK
Is it because it was stacked with a CW unit so the hex remained under Allied control and not part of the conquered territory? Had it been on its own, perhaps it might have disappeared.
This because:
1) The rules says it should be removed.
2) The hex is changed to Allied control after the units should have been removed.
RAC: 13.7.1 Conquest
....
Incomplete conquest
Merely conquering a major power or minor country doesn’t mean it is out of the game. That only happens
when it is completely conquered (see below). Until then, it fights on with its remaining units.
Remove from the game all the conquered home county’s land and aircraft units that are in the conquered
home country. Remove from the game all of its land and aircraft units not on the map.
PiF option 28: You also lose the pilots in those aircraft and in the Production Pool.
Remove any naval units in its force pools (except convoy points) from the game. All other units remain
where they are.
Roll a die for each of its naval units in the production, construction, or repair pools. On a ‘1’ or ‘2’ it
becomes controlled by any major power the conquered major power chooses (including itself). On a ‘3’ through ‘5’
it is destroyed. On a ‘6’ or higher it becomes controlled by any major power the conqueror chooses.
All units from the conquered side in that country are now moved to the nearest friendly hex outside the
country that they may stack in, unless they are at war with the conqueror.
Now change the control of the conquered home country. Every one of its hexes occupied by a land or aircraft
unit (most combat factors if more than one), or in the uncontested (by any other major power) ZoC of a land unit,
becomes controlled by that unit’s controlling major power; unless already controlled by another major power on the
same side. All other hexes in the home country become controlled by the conquering major power. All other
territory the conquered major power or minor country controls remains under its control.
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
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly