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RE: Bob Flemin's MWIF AARse

Posted: Sun Dec 08, 2013 4:35 pm
by WarHunter
Zoom level 2 without weather and railroads.

Europe with the Mediterranean centered.
North Europe from UK going east.
Asia with China and any interesting Japanese objectives for the future. [8D]

Thanks again.

RE: Bob Flemin's MWIF AARse

Posted: Sun Dec 08, 2013 5:13 pm
by warspite1
This is the Med. The CW are awaiting the arrival of AMPH that I forgot to build so they can get units from North Africa to Italy.

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RE: Bob Flemin's MWIF AARse

Posted: Sun Dec 08, 2013 5:16 pm
by warspite1
Northern Europe

The terrible start in the USSR means that there are very few German units in France. IF the CW had bought AMPH then they could have taken advantage of this...sadly I forgot to do so thus giving the Germans a reprieve..



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RE: Bob Flemin's MWIF AARse

Posted: Sun Dec 08, 2013 5:21 pm
by warspite1
China

What a total balls up. Really not much to say. The fact that the USA still seems a way from war helps the Japanese, but the war in China has been incompetence city, combined with the fact that I have no units ready for Pacific expansion when war does come...

I now have the issue with the Japanese carriers so do not know at this stage what that will mean in terms of actual numbers of carrier air.

The plan will be to send no more units to China and build up for conquest of the Philipinnes and the NEI (if I can).

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RE: Bob Flemin's MWIF AARse

Posted: Sun Dec 08, 2013 6:14 pm
by WarHunter
Nice overview of the big picture. Go Axis!!! Don't despair about little administrative glitches.

Now tell the Axis side of your AAR to leave the room.

This part is for the CW only.
Couple things you might build to help your CW get back on the continent. Para's, ATR's and Royal marines. If you have them already, wonderful. Lend lease a DC-3 from the US to CW for the extra range, if the US has one built.

The forest hex SW of Bordeaux appears to be out of supply. If the axis are unaware when the CW is poised to land, that might make a suitable landing beach. Taking the hex opens up the minor port on the border with Spain as a entry supply port, cuz its cut off. Or go balls to the wall and hit Bordeaux at the same time. Ground striking that pesky German unit near Nantes, would be good also.

You may have already thought about these things. In that case, go for it! No need for my harebrained suggestions.

Thanks again for sharing your effort at making MWiF less mysterious. [&o]

RE: Bob Flemin's MWIF AARse

Posted: Sun Dec 08, 2013 7:07 pm
by warspite1
ORIGINAL: WarHunter

Nice overview of the big picture. Go Axis!!! Don't despair about little administrative glitches.

Now tell the Axis side of your AAR to leave the room.

This part is for the CW only.
Couple things you might build to help your CW get back on the continent. Para's, ATR's and Royal marines. If you have them already, wonderful. Lend lease a DC-3 from the US to CW for the extra range, if the US has one built.

The forest hex SW of Bordeaux appears to be out of supply. If the axis are unaware when the CW is poised to land, that might make a suitable landing beach. Taking the hex opens up the minor port on the border with Spain as a entry supply port, cuz its cut off. Or go balls to the wall and hit Bordeaux at the same time. Ground striking that pesky German unit near Nantes, would be good also.

You may have already thought about these things. In that case, go for it! No need for my harebrained suggestions.

Thanks again for sharing your effort at making MWiF less mysterious. [&o]
warspite1

Any suggestion welcome [:)]

Its definitely the case that attacking is more difficult than defence, but I think I would really need to go some to muck up the Allies from here. I assume the US must come in pretty soon. The Italians cannot defend Sardinia and Sicily and so the CW will gain loads of air bases for attacks against the mainland. I need more AMPH as having a threat to Germany is also vital to really stretch the Axis.

RE: Bob Flemin's MWIF AARse

Posted: Mon Dec 09, 2013 12:50 pm
by warspite1
Turn: Nov/Dec 1942
Impulse: 3

Over to the Axis now. With the units in Riga out of supply, the Luftwaffe make a determined attempt to ground strike and thus benefit from their much reduced defence factors (both Soviets are black print so worth 1 point). The Germans also try for the Garrison unit southwest of Pskov, and the stack two hexes west of Mogilev.

Four ground strikes then - all by Stukas - against three hexes:




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RE: Bob Flemin's MWIF AARse

Posted: Mon Dec 09, 2013 12:55 pm
by warspite1
Turn: Nov/Dec 1942
Impulse: 3

The Soviets can do nothing about the Stukas - the Luftwaffe fighter strength is too great.

Meanwhile in sunny China, the Japanese attempt a ground strike which the Chinese seek to defend in order to try and incur more losses on the Japanese air force.

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RE: Bob Flemin's MWIF AARse

Posted: Mon Dec 09, 2013 1:03 pm
by warspite1
Turn: Nov/Dec 1942
Impulse: 3

The Japanese have a 4:3 advantage, although that did not help the Zero lost previously. What will happen this time?

Round 1

The Chinese throw a 16 (AA) and decides to abort the Japanese fighter
The Japanese throw a 12 (AC). No bomber in the fight so no effect.

Both sides decide to stick around - its now evened up to 3:3

Round 2

The Chinese throw an 18 (DX PX) - the front bomber is destroyed and the pilot is killed....
Some measure of revenge is achieved when the Japanese throw an 18 - also a DX PX - but in point terms that is more costly for the Japanese...





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RE: Bob Flemin's MWIF AARse

Posted: Mon Dec 09, 2013 1:11 pm
by warspite1
Turn: Nov/Dec 1942
Impulse: 3

So let the ground strikes begin!

Riga
Stuka vs 39th Infantry Army = failed
Stuka vs 4th Motorised Army = failed
Stuka vs 39th Infantry Army = disorganised
Stuka vs 4th Motorised Army = failed

Good shootin' boys...

Southwest of Pskov
Stuka vs 2nd Guards Garrison Army = failed
Stuka vs 2nd Guards Garrison Army = failed

Okay....

West of Mogilev
Stuka vs 2nd Armoured Army = failed
Stuka vs 5th Paratroop Corps = disorganised

For ..... sake!!

China
Ki-21 (Sally) vs 14th Infantry Army = disorganise
Ki-21 (Sally) vs 1st Yoke Army = failed

Go figure.....

RE: Bob Flemin's MWIF AARse

Posted: Mon Dec 09, 2013 1:24 pm
by warspite1
Turn: Nov/Dec 1942
Impulse: 3

Right we have a plethora of attacks this turn:

No HQ support except for Yamamoto. The Chinese bring both their bombers to the party. The Japanese have nothing to counter with.

The only aircraft to fly on the Russian Front is a Soviet bomber in defence of Koniev - the Germans lack of oil has cost them dear in the south....



RE: Bob Flemin's MWIF AARse

Posted: Mon Dec 09, 2013 1:30 pm
by warspite1
Turn: Nov/Dec 1942
Impulse: 3

So to combat resolution:

China first. The Chinese choose assault and the Japanese throw an 11. Its carnage. Both Chinese are destroyed at a cost of two Japanese units + 2 disorganised. Fortunately the Japanese have two divisions to take those losses.


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RE: Bob Flemin's MWIF AARse

Posted: Mon Dec 09, 2013 2:11 pm
by warspite1
Turn: Nov/Dec 1942
Impulse: 3

To the Soviet Union now and firstly its the attack on Koniev. The Soviets choose the Assault table for this important attack.

Its a 7 and the Axis lose two units and are disorganised.... oh well - at least it wasn't a 6 [8|]

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RE: Bob Flemin's MWIF AARse

Posted: Mon Dec 09, 2013 2:18 pm
by warspite1
Turn: Nov/Dec 1942
Impulse: 3

So on to Mogilev and environs...

Again the Soviets get the choice as both sides have one armour. Needless to say they choose the Assault table. The roll is a 13, resulting in a loss each. The Germans take a motorised division and the Soviets lose a Paratroop Corps. All Germans are disorganised..




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RE: Bob Flemin's MWIF AARse

Posted: Mon Dec 09, 2013 2:21 pm
by warspite1
Turn: Nov/Dec 1942
Impulse: 3

Attention turns to Pskov; this time the Germans have the choice and go for Blitzkrieg. More disappointment - what a lousy turn....

Its a 14, the Soviet unit retreats and half the attackers are disorganised..

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RE: Bob Flemin's MWIF AARse

Posted: Mon Dec 09, 2013 2:26 pm
by warspite1
Turn: Nov/Dec 1942
Impulse: 3

And so to the final attack - against Riga. The Assault table is chosen but that does not save the Soviet units, both of whom are destroyed for the loss of one unit and a further three disorganised. That really was a pathetic turn...

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RE: Bob Flemin's MWIF AARse

Posted: Mon Dec 09, 2013 2:36 pm
by markb50k
I guess you are forced to, however I would very rarely attack with anything less than a +6/7 is die roll modifier. I guess i play too conservatively but attacks at +2 or +3?? You're just asking for bad turns, don't you think?

RE: Bob Flemin's MWIF AARse

Posted: Mon Dec 09, 2013 2:44 pm
by warspite1
ORIGINAL: markb50k

I guess you are forced to, however I would very rarely attack with anything less than a +6/7 is die roll modifier. I guess i play too conservatively but attacks at +2 or +3?? You're just asking for bad turns, don't you think?
warspite1

I haven't really studied the CRT so don't know what the modifiers are. Under 5th Edition a +1 was good!! In terms of actual dice rolls that turn - the 7 apart - was actually better than the Germans have been recording previously.

Oh well, all part of the learning process I guess [:)]

RE: Bob Flemin's MWIF AARse

Posted: Mon Dec 09, 2013 2:57 pm
by Klydon
This is why I want no part of that D20 table TBH. Yes, you can have bad dice with the D10, but it is far easier to use and understand to me anyway.

One note on Japanese air in China. I know you have been using them mostly for ground strikes, but given factors are halved and then halved again for the trees, I don't know that it is an effective use. One of the things I have been looking at there is with the lower numbers in general I wonder if just straight support isn't a more sure option. Either get an extra odds or disrupted; just about the same really unless you have someone out of supply, etc.

RE: Bob Flemin's MWIF AARse

Posted: Mon Dec 09, 2013 2:59 pm
by warspite1
ORIGINAL: Klydon

This is why I want no part of that D20 table TBH. Yes, you can have bad dice with the D10, but it is far easier to use and understand to me anyway.

One note on Japanese air in China. I know you have been using them mostly for ground strikes, but given factors are halved and then halved again for the trees, I don't know that it is an effective use. One of the things I have been looking at there is with the lower numbers in general I wonder if just straight support isn't a more sure option. Either get an extra odds or disrupted; just about the same really unless you have someone out of supply, etc.
warspite1

My thinking was based on the importance of the +1 for flipped units in the old 5th Edition days. Doesn't seem to be as important now...