ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
Moderator: Shannon V. OKeets
RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
Game 1
Well, yet another attempt to be proactive and at least keep some interest in the game, going down the plug-hole.
Well, yet another attempt to be proactive and at least keep some interest in the game, going down the plug-hole.
- Mayhemizer_slith
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RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
Yeah. I interested to see if German units can run fast enough when USSR attacks.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9376
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
Game 2
I guess SW sends some convoys to North Atlantic?
USSR and France combined
Naval move
2 French cruisers in Casablanca can sail any sea area CW needs escorts (North atlantic is totally empty, BoB has no escorts or maybe CSV box 1).
Land move
USSR
CAV div in 66,142 to 68,145 (NW of Peking)
INF in Poland 48,49 two hexes west
HQ Yeremanko in Poland one hex SE
France
Dakar MIL two hexes south on resource hex
MIL west of Paris two hexes NE to 53,29
INF west of Paris one hex NE to same hex with HQ 54,29
Rebase
French FTR in Rouen one hex SE to 54,29
Bomber in Le Havre to Boulogne 52,29
I guess SW sends some convoys to North Atlantic?
USSR and France combined
Naval move
2 French cruisers in Casablanca can sail any sea area CW needs escorts (North atlantic is totally empty, BoB has no escorts or maybe CSV box 1).
Land move
USSR
CAV div in 66,142 to 68,145 (NW of Peking)
INF in Poland 48,49 two hexes west
HQ Yeremanko in Poland one hex SE
France
Dakar MIL two hexes south on resource hex
MIL west of Paris two hexes NE to 53,29
INF west of Paris one hex NE to same hex with HQ 54,29
Rebase
French FTR in Rouen one hex SE to 54,29
Bomber in Le Havre to Boulogne 52,29
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9376
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
Game 1
Should we go first? Germany would like to reform line in USSR before enemy advances and causes trouble. Where USSR attacked Germany does not have units in every hex.
Should we go first? Germany would like to reform line in USSR before enemy advances and causes trouble. Where USSR attacked Germany does not have units in every hex.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9376
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
Game 1
German instructions
Land action
Rail moves
HQ from Breslau to Crimea 59,59 same hex with ARM HQ
PARA from Essen to Venice Italy
AT gun from Frankfurt to Barcelona
Then I move all my land units [:D]
German instructions
Land action
Rail moves
HQ from Breslau to Crimea 59,59 same hex with ARM HQ
PARA from Essen to Venice Italy
AT gun from Frankfurt to Barcelona
Then I move all my land units [:D]
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9376
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
Germany will rebase their brand new NAV to France. So that it reaches Liverpool and BoB, let's see what I do with it next impulse...
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
Game 1
Not sure what to do with Japan. Two options. First is to convoy INF and HQ into Legaspi in order to renew Philippines campaign. Other option is to send the units to Manchuria and see about putting some pressure on the Soviets. All this is dependent on CP's surviving in China and South China Seas.
Not sure what to do with Japan. Two options. First is to convoy INF and HQ into Legaspi in order to renew Philippines campaign. Other option is to send the units to Manchuria and see about putting some pressure on the Soviets. All this is dependent on CP's surviving in China and South China Seas.
RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
Game 2
Rather than pulling Gort out, I'm thinking of reinforcing with another unit, plus one to Bayonne.
The lodgement in Belgium/Calais is a decent thorn in the Axis side. They either have to spend time and potentially losses in getting rid of it or bottle it up, which will divert quite a number of decent units from employment elsewhere. Similar for Bayonne.
Rather than pulling Gort out, I'm thinking of reinforcing with another unit, plus one to Bayonne.
The lodgement in Belgium/Calais is a decent thorn in the Axis side. They either have to spend time and potentially losses in getting rid of it or bottle it up, which will divert quite a number of decent units from employment elsewhere. Similar for Bayonne.
- Mayhemizer_slith
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- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
Yes, USSR is pleased!ORIGINAL: AllenK
Game 2
Rather than pulling Gort out, I'm thinking of reinforcing with another unit, plus one to Bayonne.
The lodgement in Belgium/Calais is a decent thorn in the Axis side. They either have to spend time and potentially losses in getting rid of it or bottle it up, which will divert quite a number of decent units from employment elsewhere. Similar for Bayonne.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
ORIGINAL: AllenK
Game 1
Not sure what to do with Japan. Two options. First is to convoy INF and HQ into Legaspi in order to renew Philippines campaign. Other option is to send the units to Manchuria and see about putting some pressure on the Soviets. All this is dependent on CP's surviving in China and South China Seas.
The more I look at this, I think the Manchuria option is better. I think South China Sea is pretty much closed. I'll send individual CP's out to try and keep a supply link. At least that way the Allies don't get much return on good search rolls. I may have to send out a TRANS with naval escort so I can burn up the oil stashed around there. Japan will need to build another Synth oil. Not many resources left!
What do you think?
- Mayhemizer_slith
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- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
You know the situation best.
I fear what happens in western USSR when they take first hex from Germany. Then I need to run about 1000km where I can defend shorter line.
I fear what happens in western USSR when they take first hex from Germany. Then I need to run about 1000km where I can defend shorter line.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9376
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
Game 1
How complex orders are for Japs? Can I play impulse?
How complex orders are for Japs? Can I play impulse?
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
Do a naval for Japan. Send HQ and INF to Port Arthur. If CP’s in Coral Sea, send sub. Single CP to South China Sea. Put the 3 4-4 speed BB’s in the area to the 3-box. Cover with fighter. Float plane one. Send other 4-4 BB’s to China Sea, also cover with FTR. If any air moves left, I think CVP’s on the CV’s need shuffling to max load some CV’s and empty others for replacements.
Italy could try the sub to Norwegian Sea again if CP’s are back.
Italy could try the sub to Norwegian Sea again if CP’s are back.
- Mayhemizer_slith
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- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
Roger that!
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9376
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
Japan has one sub already in Coral Sea, there is a CP it can sink.ORIGINAL: AllenK
Do a naval for Japan. Send HQ and INF to Port Arthur. If CP’s in Coral Sea, send sub. Single CP to South China Sea. Put the 3 4-4 speed BB’s in the area to the 3-box. Cover with fighter. Float plane one. Send other 4-4 BB’s to China Sea, also cover with FTR. If any air moves left, I think CVP’s on the CV’s need shuffling to max load some CV’s and empty others for replacements.
Italy could try the sub to Norwegian Sea again if CP’s are back.
Japan has CA and NAV in South China sea box 3. Japan don't have any fighter that reach that sea area. How do you want to play it?
There is a storm in China sea, so no planes can fly there. Japan has 3x 4-4 BBs in box 2.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
Will need to look at map.
- Mayhemizer_slith
- Posts: 9376
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
Game 2
Should we pass to end this turn? 50% chance to end without passing.
France, USSR and Communist Chinese don't have any need to move any units.
Do Nationalist Chinese need to move their units?

Should we pass to end this turn? 50% chance to end without passing.
France, USSR and Communist Chinese don't have any need to move any units.
Do Nationalist Chinese need to move their units?

- Attachments
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- 11China.jpg (719.99 KiB) Viewed 434 times
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9376
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
Game 2
How about CW?
They have bombers that can bomb German factories / ships in Kiel.
Is CW going to take Gort out of France or planning to send CAN MIL to France? Or would it be easier to defend 3 hexes if all CW units move one hex west? 2 clear hexes can be attacked from 2 hexes and city from 3 hexes. Clear hexes can receive help from shore bombarment.
If only CW/China moves, we get 60% chance to end turn.

How about CW?
They have bombers that can bomb German factories / ships in Kiel.
Is CW going to take Gort out of France or planning to send CAN MIL to France? Or would it be easier to defend 3 hexes if all CW units move one hex west? 2 clear hexes can be attacked from 2 hexes and city from 3 hexes. Clear hexes can receive help from shore bombarment.
If only CW/China moves, we get 60% chance to end turn.

- Attachments
-
- 11France.jpg (555.33 KiB) Viewed 434 times
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
If turn ends, are there any Nationalist units as reinforcements?
1 hex west move would be good but I think there are 5 units trying to move to the FTC limit of 4.
1 hex west move would be good but I think there are 5 units trying to move to the FTC limit of 4.
- Mayhemizer_slith
- Posts: 9376
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: ALLENK, MAYHEMIZER AND THEIR ALLIES ONLY (Reverse AAR)
Game 2
True, CW can't move as I suggested.
Nationalist China gets 2 INF units (3-2 and 4-2).
True, CW can't move as I suggested.
Nationalist China gets 2 INF units (3-2 and 4-2).
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law

