RE: MWiF Global War Hot-Seat (AAR)
Posted: Wed Jan 04, 2012 12:41 pm
I decided to try to get through the end of the turn, and instead of attacking Chengtu directly, I made two attacks to the SE of the city, each with better odds . . . and if victorious, the Partisan number in China should go down significantly.
The attack shown here is going to be the second I make. It featured another good Japanese roll for HQ-I Terauchi, allowing him to provide HQ Support. One of the good things this early in the game for Japan, I've found, is that if I don't use my fleet too much, I have enough Oil to expend all of my HQs each turn, if necessary (or even useful).
I don't always make the attacks in the order I report them. I report them in the order they are shown on the Combat Selection Grid in the upper-left corner, but sometimes it's better to make certain attacks first, leaving other units out of supply. I know, that's obvious, and in this case it actually is in order. The reason I bothered to point it out is that I'm going to make the 2nd attack as a Blitz (Chinese choice). This late in the turn, there is no point in trying to disorganize Japanese units, particularly ones that don't need Oil, so I'll try to save whatever units I can. As the Japanese, I'll expect this, and by making this the second attack, I should be able to force whatever units survive across the river into a useless position to start next turn (or impulse, if the Axis gets "lucky" and doesn't end the turn now).
Anyway, here are the attacks:

And the reults:
Attack on China [83, 132]: Assault, Fractional Odds .242 (Yes), Roll = 2 = -/1S (attackers disorganized)
Attack on China [82, 132]: Blitz, Fractional Odds .518 (Yes), Roll = 8 = */2B
As you can see, things didn't go quite as planned for either side. The "sure thing" attack wasn't one, and the "good chance to survive" attack didn't have the intended results for the Chinese either. All in all, this worked out in favor of the Japanese.
The attack shown here is going to be the second I make. It featured another good Japanese roll for HQ-I Terauchi, allowing him to provide HQ Support. One of the good things this early in the game for Japan, I've found, is that if I don't use my fleet too much, I have enough Oil to expend all of my HQs each turn, if necessary (or even useful).
I don't always make the attacks in the order I report them. I report them in the order they are shown on the Combat Selection Grid in the upper-left corner, but sometimes it's better to make certain attacks first, leaving other units out of supply. I know, that's obvious, and in this case it actually is in order. The reason I bothered to point it out is that I'm going to make the 2nd attack as a Blitz (Chinese choice). This late in the turn, there is no point in trying to disorganize Japanese units, particularly ones that don't need Oil, so I'll try to save whatever units I can. As the Japanese, I'll expect this, and by making this the second attack, I should be able to force whatever units survive across the river into a useless position to start next turn (or impulse, if the Axis gets "lucky" and doesn't end the turn now).
Anyway, here are the attacks:

And the reults:
Attack on China [83, 132]: Assault, Fractional Odds .242 (Yes), Roll = 2 = -/1S (attackers disorganized)
Attack on China [82, 132]: Blitz, Fractional Odds .518 (Yes), Roll = 8 = */2B
As you can see, things didn't go quite as planned for either side. The "sure thing" attack wasn't one, and the "good chance to survive" attack didn't have the intended results for the Chinese either. All in all, this worked out in favor of the Japanese.