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RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Sun Feb 25, 2018 2:58 pm
by warspite1
ORIGINAL: Zorch

ORIGINAL: warspite1

ORIGINAL: Zorch

Can you do small (regiment size) invasions as Patton did historically?
warspite1

At this stage I've got absolutely no idea. I'll worry about that if a) I can ever eject the Axis off the island and b) I get sea lift capability [:)]
Patton did that on Sicily, to outflank the German line.
warspite1

Well hopefully I'll get amphib capability soon (unless of course I've already got it) but until I get Messina I don't want to get ahead of myself.



RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Sun Feb 25, 2018 3:04 pm
by warspite1
Turn 27 - Axis and Allied Turn
5th August 1943


Not too much from the Axis this turn other than a bit of unfriendly bombardment of the British. I think they are more concerned with getting units to the mainland and setting up once there.

I ran out of turn before taking pictures of the east coast, but in the west, the US forces are driving up the centre of the island toward Falcone, while the 3rd Division are doing the same on the coast. I don't think there will be much of a trap as most of the enemy have probably got away, but after the rubbish start I had (i.e. the total horlicks I made of the advance) I'm just glad to be anywhere near Messina right now.

Image

RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Mon Feb 26, 2018 4:55 am
by warspite1
Turn 28 - Axis and Allied Turn
6th August 1943


The Axis turn was more of the same - more units escaping (there were some interceptions but nothing came up on the combat panel so I assume these were unsuccessful). There was also lots of Choo-Choo action as units on the mainland moved into position.

The Allied turn was reasonably successful - although a battalion of paratroopers at the eastern foot of Mt. Etna is delaying three British brigades...

The Engineers were slightly more successful that turn and a couple of rail lines were repaired.

Image

RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Mon Feb 26, 2018 5:24 pm
by warspite1
Turn 29 - Axis and Allied Turn
7th August 1943


The Germans continue to escape and my aircraft seem incapable of stopping them (although there are interceptions so who knows?).

The Fallschirmjager continues to irritate in the foothills of Mt. Etna, but the British and US armies continue slowly to push on up the two coast roads.

It looks like only Italians are left.

Image

RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Mon Feb 26, 2018 10:29 pm
by larryfulkerson
I just now read through the entire AAR again and I'm impressed with the troubles the Allies
are having. I'm playing as the Axis player and as such I'm not in on what goes on with the
Allied side and your AAR is informative.

And once you gain the entire island you can plan on setting up an amphibious assault on
the mainland somewhere. Have you given any thought to where you might land. I guess it
depends on what's defending where but you get the idea.

Thanks for all the detail you're including. I should start doing that. What is your theater
recon value right now? Can you see what's defending on the mainland? I have no idea what
you can do for recon. Maybe some recon airstrikes on the defenders will give you a list of
the equipment in the hex.

Good game and I'm looking forward to more.

RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Tue Feb 27, 2018 2:26 pm
by warspite1
ORIGINAL: larryfulkerson

I just now read through the entire AAR again and I'm impressed with the troubles the Allies
are having. I'm playing as the Axis player and as such I'm not in on what goes on with the
Allied side and your AAR is informative.

And once you gain the entire island you can plan on setting up an amphibious assault on
the mainland somewhere. Have you given any thought to where you might land. I guess it
depends on what's defending where but you get the idea.

Thanks for all the detail you're including. I should start doing that. What is your theater
recon value right now? Can you see what's defending on the mainland? I have no idea what
you can do for recon. Maybe some recon airstrikes on the defenders will give you a list of
the equipment in the hex.

Good game and I'm looking forward to more.
warspite1

Hi Larry. I have to say I've not given any thought to what comes next - hell I don't even know how to conduct an amphibious landing at present [:)]

What I will do from next turn - and probably should have started before now - is to withdraw some of my units for R+R.

As for recon, I will show some screenshots so you can see what I can see when I write up the next turn.

RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Tue Feb 27, 2018 4:36 pm
by warspite1
Turn 30 - Axis and Allied Turn
8th August 1943


Very much more of the same in terms of Axis withdrawals and Allied slow march up the island.

As far as what I can see is concerned - my recon capability is 10% and so I can't see a great deal - here is the 'toe' of Italy. As can be seen, there is not much here - I am sure the reality is very different....

Image

RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Wed Feb 28, 2018 3:51 pm
by warspite1
Turn 31 - Axis and Allied Turn
9th August 1943


I've just got no self control [:(] So much for putting units aside to prepare for the mainland. The urge to try and finish things off took hold. The result? I didn't come close to finishing anything off and rested no units....[8|]

RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Thu Mar 01, 2018 6:47 am
by warspite1
Turn 32 - Axis and Allied Turn
10th August 1943


The last remaining Axis defenders prove a tough nut to crack. I begin my run down of Allied units being moved, and while this doesn't help in rooting out the last of the enemy, I think it a sensible policy.

I will be giving this game the same attention as my other AAR from next turn on and so provide more detail on what exactly the Allies have, options etc.

Image

RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Fri Mar 02, 2018 9:23 pm
by warspite1
Turn 34
12th August 1943


Right the Axis have been ejected from Sicily. Can anyone give any pointers on how I am supposed to invade please? I don't mean strategy I just mean mechanics. Unless I've missed it there seems to be a complete lack of players notes for this scenario.

Thank-you

RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Fri Mar 02, 2018 9:35 pm
by larryfulkerson
You have to be in a port hex and not have moved yet to embark on a ship. But once it's embarked you move it via sea
until you get adjacent to the hex you want to attack. Ordering it to attack will schuedule the assault unless you
get an RBC from the defending unit.

It's best to move in groups because of the possibility of sea int and it's best if your convoys could have some air
coverage fighters would be good, and don't committ to the attack until you're sure you're going to do it because if
you cancel the attack you'll loose 1/2 the MP's of your attackers.

RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Sat Mar 03, 2018 3:00 am
by warspite1
ORIGINAL: larryfulkerson

You have to be in a port hex and not have moved yet to embark on a ship. But once it's embarked you move it via sea
until you get adjacent to the hex you want to attack. Ordering it to attack will schuedule the assault unless you
get an RBC from the defending unit.

It's best to move in groups because of the possibility of sea int and it's best if your convoys could have some air
coverage fighters would be good, and don't committ to the attack until you're sure you're going to do it because if
you cancel the attack you'll loose 1/2 the MP's of your attackers.
warspite1

Okay thanks - a few further questions if I may:

Do the transports have a range limit i.e. do I need to be in a certain port to reach the mainland?

How do I know how many transports I have?

What is the best way to fly cap? Is that simply place air units on sea interdiction/air superiority and hope they fly or is there some way of ordering them to cover a crossing route?

Many thanks!

RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Sat Mar 03, 2018 3:14 am
by larryfulkerson
ORIGINAL: larryfulkerson
You have to be in a port hex and not have moved yet to embark on a ship. But once it's
embarked you move it via sea until you get adjacent to the hex you want to attack.
Ordering it to attack will schedule the assault unless you get an RBC from the defending unit.

It's best to move in groups because of the possibility of sea int and it's best if your
convoys could have some air coverage, fighters would be good, and don't commit to the
attack until you're sure you're going to do it because if you cancel the attack you'll
loose 1/2 the MP's of your attackers.

Okay thanks - a few further questions if I may:

Do the transports have a range limit i.e. do I need to be in a certain port to reach the mainland?
Yes they do and it changes when you embark so that it's much further.

How do I know how many transports I have?
The sea capability will tell you how much weight you can transport just like the air transport
for air drops.


What is the best way to fly cap? Is that simply place air units on sea interdiction/air superiority and hope they fly or is there some way of ordering them to cover a crossing route?
You can adjust the range of your air units so that they just cover the affected area, the route
of your convoy. I like to have a lot of AS if possible because they can shoot down the sea int
strikes. Other than that I don't really have a good way to have planes concentrate in an area.


Many thanks!
Thanks for your really cool questions.

RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Sat Mar 03, 2018 3:28 am
by warspite1
ORIGINAL: larryfulkerson
ORIGINAL: larryfulkerson
You have to be in a port hex and not have moved yet to embark on a ship. But once it's
embarked you move it via sea until you get adjacent to the hex you want to attack.
Ordering it to attack will schedule the assault unless you get an RBC from the defending unit.

It's best to move in groups because of the possibility of sea int and it's best if your
convoys could have some air coverage, fighters would be good, and don't commit to the
attack until you're sure you're going to do it because if you cancel the attack you'll
loose 1/2 the MP's of your attackers.

Okay thanks - a few further questions if I may:

Do the transports have a range limit i.e. do I need to be in a certain port to reach the mainland?
Yes they do and it changes when you embark so that it's much further.

How do I know how many transports I have?
The sea capability will tell you how much weight you can transport just like the air transport
for air drops.


What is the best way to fly cap? Is that simply place air units on sea interdiction/air superiority and hope they fly or is there some way of ordering them to cover a crossing route?
You can adjust the range of your air units so that they just cover the affected area, the route
of your convoy. I like to have a lot of AS if possible because they can shoot down the sea int
strikes. Other than that I don't really have a good way to have planes concentrate in an area.


Many thanks!
Thanks for your really cool questions.
warspite1

Thanks I hadn't considered the weight thing - makes sense and I guess I'll suck it and see when I get to that, but the main point of that question (i.e. no. of transports) is how many units can I have at sea at one time (and no. of potential invasions).

Final question. In the absence of mulberries [:)] how do I get supplied if and when I get anyone ashore on the mainland - do I take it I have to get a port asap?

RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Sat Mar 03, 2018 3:47 am
by larryfulkerson
ORIGINAL: warspite1

ORIGINAL: larryfulkerson
ORIGINAL: larryfulkerson
You have to be in a port hex and not have moved yet to embark on a ship. But once it's
embarked you move it via sea until you get adjacent to the hex you want to attack.
Ordering it to attack will schedule the assault unless you get an RBC from the defending unit.

It's best to move in groups because of the possibility of sea int and it's best if your
convoys could have some air coverage, fighters would be good, and don't commit to the
attack until you're sure you're going to do it because if you cancel the attack you'll
loose 1/2 the MP's of your attackers.

Okay thanks - a few further questions if I may:

Do the transports have a range limit i.e. do I need to be in a certain port to reach the mainland?
Yes they do and it changes when you embark so that it's much further.

How do I know how many transports I have?
The sea capability will tell you how much weight you can transport just like the air transport
for air drops.


What is the best way to fly cap? Is that simply place air units on sea interdiction/air superiority and hope they fly or is there some way of ordering them to cover a crossing route?
You can adjust the range of your air units so that they just cover the affected area, the route
of your convoy. I like to have a lot of AS if possible because they can shoot down the sea int
strikes. Other than that I don't really have a good way to have planes concentrate in an area.


Many thanks!
Thanks for your really cool questions.
warspite1

Thanks I hadn't considered the weight thing - makes sense and I guess I'll suck it and see when I get to that, but the main point of that question (i.e. no. of transports) is how many units can I have at sea at one time (and no. of potential invasions).

Final question. In the absence of mulberries [:)] how do I get supplied if and when I get anyone ashore on the mainland - do I take it I have to get a port asap?

RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Sat Mar 03, 2018 3:50 am
by larryfulkerson
Thanks I hadn't considered the weight thing - makes sense and I guess I'll suck it and see when I get to that, but the main point of that question (i.e. no. of transports) is how many units can I have at sea at one time (and no. of potential invasions).
All of them if you have the sea cap for them. There's no limit of which I'm aware.
Final question. In the absence of mulberries [:)] how do I get supplied if and when I get anyone ashore on the mainland - do I take it I have to get a port asap?
Right. Take the port and protect it because it may be the only source of supply you'll have for a
short while.

RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Sat Mar 03, 2018 3:55 am
by warspite1
ORIGINAL: larryfulkerson
Thanks I hadn't considered the weight thing - makes sense and I guess I'll suck it and see when I get to that, but the main point of that question (i.e. no. of transports) is how many units can I have at sea at one time (and no. of potential invasions).
All of them if you have the sea cap for them. There's no limit of which I'm aware.
Final question. In the absence of mulberries [:)] how do I get supplied if and when I get anyone ashore on the mainland - do I take it I have to get a port asap?
Right. Take the port and protect it because it may be the only source of supply you'll have for a
short while.
warspite1

Merci beacoup. Let's see what my invasion tactics are like; Gallipoli or D-Day... I think I know which one my money is on [;)]

RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Sat Mar 03, 2018 4:02 am
by larryfulkerson
I think Brian chose to invade directly across the channel from Messina because of all the air coverage those airfields afford. Also, my sea int was
rampant and he probably wanted the shortest distance to travel. Have you given any thought to where you want to invade? The Axis player gets
expected reinforcements that he can rail to threatened areas from far north Italy.

RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Sat Mar 03, 2018 4:18 am
by warspite1
A sensible, proper, serious wargamer - like a good general - plans his moves out in advance and makes proper preparation in good time.

So no, no I haven't [:D]

RE: STBP 1943-45 devoncop (Axis) vs warspite1 (CW)

Posted: Sat Mar 03, 2018 5:16 am
by warspite1
Turn 35
13th August 1943


I have started to move my units around. I need to:

- place them in low density stacks in case of air strikes
- place them where supply is good
- ensure I have enough cap in place to cover against air strikes.

I'll look at one unit at a time to check on strength as the turns progress. The Allies did not invade until September so I do have some time in hand. I see there is only one port on the island!

There is nothing in the reinforcement schedule to say any units get taken away so that is something I don't have to worry about (unlike CFNA where its a constant issue).

British 5th Division HQ
13th Infantry Brigade - almost full strength 99/108 rifle squads
15th Infantry Brigade - almost full strength 102/108 rifle squads
17th Infantry Brigade - full strength
5th Division Field Artillery Regiment - full strength
Reconnaissance Bn. - full strength

US 1st Division HQ
16th Regiment - almost full strength 86/90 rifle squads
18th Regiment - full strength
26th Regiment - almost full strength 87/90 rifle squads
1st Division HHB Field Artillery - full strength
Engineer Bn. - full strength
Reconnaissance Cmpy. - full strength