Reverse 4-player AAR.

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warspite1
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RE: Reverse 4-player AAR.

Post by warspite1 »

ORIGINAL: Mayhemizer

ORIGINAL: AllenK

Which game are we talking about now? This is the Game 2 thread but Waspite1's comments relate to Game 1.

In Game 1, I suspect and hope the failed factory repair was simply a matter of MWiF not changing a status value when it should have (for whatever underlying bug). That being the case it might be fixable by someone with the debug facilities. They might also be able to reorganise the Japanese fighter on Kwajalein for us.

If so, then we can at least continue with the game looking as we expected it to be. Perhaps the factory repair bug will have been fixed by the time the next one is due but, if not, at least we'll know it can be done so players can carry on repairing factories is they wish.

I'll post the Game 1 file to Tech Support and see if anyone can help.

At the moment, Game 2 is relatively okay and we could try playing on a bit further with this.

I agree. As far as I'm aware game 2 should be totally OK.
Warspite1

Sorry if I have not made myself clear. Yes I am talking about both Game 1 and Game 2 as they are of course subject to the same version. At the moment, Game 1 has discovered a bug with factory repair. What we do about the immediate issue (the 4 points) is for Game 1.

What is important for Game 1 and Game 2 is that we do not know whether the bug is limited to Si-An or is going to affect all factory repair. If its the latter then that is potentially a big issue for reasons mentioned in my post. So do we continue, in Game 2, to destroy factories (if indeed the Germans and Japanese get into a position to do so) or do we assume this is a bigger problem and say no factory destruction?

Personally I would rather know and so carry on with Game 1 and try and repair a second factory to see if its a wider problem or a one-off.
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RE: Reverse 4-player AAR.

Post by warspite1 »

May/Jun 1940
Impulse: 2 (Axis)


No declarations of war.

Combined: Italy, Japan
Land: Germany

Port Strikes: None
Naval air: None
Naval Movement:

Japan
1. The 14th Infantry Army and 2nd Armoured Corps sail for Tsingtao
2. The 18th Infantry Army is loaded aboard a convoy and heads for the South China Sea.

Italy
The Italian Submarine force are ordered to sea by Supermarina.

The long range submarines are ordered to the US East Coast, the medium subs head to the North Atlantic and the short-range units sail for Cape St. Vincent.

The submarines are ordered to seek and destroy whatever there is to be found and they initiate combat in all three areas

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RE: Reverse 4-player AAR.

Post by warspite1 »

May/Jun 1940
Impulse: 2 (Axis)


I'll take these in the order thrown up by the program:

North Atlantic
Axis - 3
Allies - 10

Axis subs find the Allied shipping and have 9 surprise points.

The Italians spend 2 points to reduce expected losses to 1 abort. 6 points are spent to increase the damage against the Allies.

The Allied escorts force the Italians to prematurely break off the attack, but not before the Axis subs Calvi and Tazzoli rip into the merchant vessels.

The Italian squadron retire on La Spezia in order to be back in time for tea and medals.

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RE: Reverse 4-player AAR.

Post by warspite1 »

Where does the British merchant want to abort to?

Edit: I cannot see any of the boys around so will abort to Liverpool as I don't think it makes much difference. Hopefully that is okay.
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RE: Reverse 4-player AAR.

Post by warspite1 »

May/Jun 1940
Impulse: 2 (Axis)


US East Coast
Axis - 3
Allies - 2

The searches off the US Eastern seaboard were unsuccessful

Cape St Vincent
Axis - 4
Allies - 10

The searches were equally unsuccessful off the Spanish coast.

Strategic Bombing: None
Ground Strikes:

Japan
The navy are called in to do the army's job northwest of Kaifeng

Germany
Two Stuka units are ordered to unleash hell upon the BEF and Blanchard's 1st Army flanking Brussels.


Continued on post 747
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RE: Reverse 4-player AAR.

Post by AllenK »

Liverpool is a good choice, thanks.
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RE: Reverse 4-player AAR.

Post by warspite1 »

Do the British and French wish to intercept the ground strike attempt on Antwerp and the hex southwest of Brussels?

The British have a 4-strength Hurricane and a plethora (4) FAA aircraft.
The French have what looks like 3-fighters (a 5 and 2 x 3)

The Germans have six fighters - so at least three on each and I believe all six can reach the French stack.

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RE: Reverse 4-player AAR.

Post by AllenK »

The Hurricane will attempt to intercept the Stuka. Land it back where it started if it survives.I hope this is the right call for Mayhemizer. Send the D510 to intercept the attack on the French hex. Land where it started from.

Edit: Looks like Mayhemizer is online so hold that.
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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

ORIGINAL: warspite1

Where does the British merchant want to abort to?

Edit: I cannot see any of the boys around so will abort to Liverpool as I don't think it makes much difference. Hopefully that is okay.

Totally OK.
If your attack is going really well, it's an ambush.

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RE: Reverse 4-player AAR.

Post by Mayhemizer_slith »

ORIGINAL: AllenK

The Hurricane will attempt to intercept the Stuka. Land it back where it started if it survives.I hope this is the right call for Mayhemizer. Send the D510 to intercept the attack on the French hex. Land where it started from.

Edit: Looks like Mayhemizer is online so hold that.

Yes, good call to intercept.
If your attack is going really well, it's an ambush.

-Murphy's war law
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RE: Reverse 4-player AAR.

Post by warspite1 »

May/Jun 1940
Impulse: 2 (Axis)


In the face of the expected onslaught from the air, the 'few' put to the skies above Antwerp. They are met by the Messerschmidt's of Jagdgeschwader 3


Don't give me that "where's the bloody RAF?" **** again okay?
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RE: Reverse 4-player AAR.

Post by warspite1 »

May/Jun 1940
Impulse: 2 (Axis)


Allies: 5 (DX) The Germans lose the fighter or bomber (pilot survives). The German escorts are destroyed by the British fighters.

Axis: 18 (AX PX) No quarter is given. The Hurricanes, having got rid of the Me-109's head for the Stukas but are met with a wall of flak from the ground and fire from the few remaining German fighters. The Hurricanes pay a heavy toll for their initial victory. The British pilot is destroyed.


Ouch, Jane - you're hurting me....
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RE: Reverse 4-player AAR.

Post by AllenK »

Looks like the "few" just got fewer.
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RE: Reverse 4-player AAR.

Post by warspite1 »

May/June 1940
Impulse: 2 (Axis)


To the southwest of Brussels the Armee de l'air put to the skies where they duel with the Regia Aeronautica units of the 2nd Fighter Division that have been tasked with escorting the Stukas.

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RE: Reverse 4-player AAR.

Post by warspite1 »

May/Jun 1940
Impulse: 2 (Axis)


Round 1
Allies: 8 (None) The French opening attack proves ineffective
Axis: 10 (DC) The lack of penetration is matched by the Italian airmen. Effectively no result as there is no defending bomber to clear through.

I am proceeding with round 2 yes?

Round 2
Allies: 10 (DC) The Stukas escape the attention of the French fighters and head for their target.
Axis: 14 (DA) The French fighters return to base having failed to get through the Italian defensive screen.

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RE: Reverse 4-player AAR.

Post by AllenK »

Oui.
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RE: Reverse 4-player AAR.

Post by warspite1 »

May/Jun 1940
Impulse: 2 (Axis)


Having fought their way through the air battle, the Stukas of StG 1 and 3 go into action, StG 1 against the British in the north and the StG 3 against the French.


I think its fair to say that tea and medals are not the order of the day....Explain that one to the Fuhrer fatso...
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RE: Reverse 4-player AAR.

Post by Orm »

The Italian fighter shows its strength and is victorious.


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RE: Reverse 4-player AAR.

Post by warspite1 »

The German dive-bombers show theirs [8|]

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RE: Reverse 4-player AAR.

Post by warspite1 »

May/Jun 1940
Impulse: 2 (Axis)


The Japanese naval air decide to show the EuroAxis how ground striking is properly carried out..... not bad.

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