EA (Europe Aflame 39-45) questions
Posted: Fri Dec 01, 2017 8:02 am
Hi, feel free to post any questions you have about EA here. I have some to get started. I'm new to TOAW so lots of silly questions here perhaps.
1) I read over on gamesquad that there was an updated version of EA with some changes.
gamesquad new version of EA?
It made some changes to Canadians, adding a missing 15th Army Grp, limited sea asslts in arctic, and made lots of other changes. Is this the same version we have in TOAW4?
2) I read this post by Mantis on gamesquad:
"Finland is very similar (but even more telling) for the Russians. I have seen games end before the Russians and Germans even met, simply because the Red player was inexpereinced with the scenario and bled himself white. Can you believe over 100k light rifles squads destroyed, and Finland still standing strong? Funny thing about this one is that an experienced Axis player will hand a determined (but inexperienced) Russian player his head everytime. And this one truly is a game burner. Failure here = Axis Major Victory.
Try this on for size, if any of you are interested...
Load up a hotseat game, and have several indiviual Finn units dug in to fortified status, make them of various sizes. Stack a zillion Russians next to them all and attack. Look at the thousands of rifle squad losses you took from each battle, and 95% of the time, you will not take a single hex.
There is a 'trick' to unseating the Finns - the country can be taken in a very cost-effective manner. A player must know how, of course. It isn't really a trick either, rather a deeper understanding of how the game functions - it makes perfect sense in hindsight. It's is also a beautiful illustration of some of the frustrations a board gamer will face when learning the TOAW system.
On the cardboard counters, a 10-10 is simply that. But here, that 10-10 can be swept away with a strong breeze, or be virtually invulnerable, depending on the circumstances. (Ever try attacking a fortified panzer unit with nothing but infantry?) When this factor is applied to the Russians strategy in Finland, the answer is obvious (again, with hindsight being 20/20).
If someone bites, I'll explain it..."
Does anyone know what this trick is? I don't want to ruin the game as allied player by botching Finland winter war so badly.
3) There is an area on the map in Finland marked "Finnish claimed by USSR". I read the scenario briefing and maybe I missed it - but what is this area? Is there some way for SU to cause Finland to cede this area without completely conquering Finland? This might achieve the goal of protecting Murmansk without conquering Finland (which can bring in the Swedes apparently).

4) Persia. This is in the scenario briefing:
"Iran/Persia (Axis)
If an Allied unit moves adjacent to or attacks an Iranian unit
75% chance about one month (variable) once the Russo-German war begins: this will lead to additional Commonwealth forces being deployed in Basra. (This does mean that there is a 25% chance of the country remaining neutral if it isn't attacked)"
So does it make sense for SU to go after Persia in 39 or 40 to prevent an enemy appearing on the border when RU-GE war begins? I guess it would have to do this without the CW forces in Basra since that event only seems to happen if Persia enters on the 75% roll at start of SU-GE war.
5) Have ships been updated to use the new TOAW4 naval rules? I looked at the KM unit and it appears to have armor, agility, accuracy, speed, etc ratings for its ships so I think this means it's updated right?
6) When I right click on some soviet units and select "formation report" I get Soviet OOB 1 (these appear to be SU units in North of SU), and others I get Soviet OOB2 (in south SU) and others farther south Soviet OOB3. Is there some significant to the units being in separate OOB's in game terms or is this just to keep the formation report from being so many units and difficult to scroll through for player?
7) How should HQ's be used in this scenario? They seem to have some bridging teams, engineer squads, trucks, and small self defense (rifle squads, mg's, at guns). Are they a funnel for supply and thus needed at the front line? Should they be used to run around in the rear and repair bridges? Something else?
1) I read over on gamesquad that there was an updated version of EA with some changes.
gamesquad new version of EA?
It made some changes to Canadians, adding a missing 15th Army Grp, limited sea asslts in arctic, and made lots of other changes. Is this the same version we have in TOAW4?
2) I read this post by Mantis on gamesquad:
"Finland is very similar (but even more telling) for the Russians. I have seen games end before the Russians and Germans even met, simply because the Red player was inexpereinced with the scenario and bled himself white. Can you believe over 100k light rifles squads destroyed, and Finland still standing strong? Funny thing about this one is that an experienced Axis player will hand a determined (but inexperienced) Russian player his head everytime. And this one truly is a game burner. Failure here = Axis Major Victory.
Try this on for size, if any of you are interested...
Load up a hotseat game, and have several indiviual Finn units dug in to fortified status, make them of various sizes. Stack a zillion Russians next to them all and attack. Look at the thousands of rifle squad losses you took from each battle, and 95% of the time, you will not take a single hex.
There is a 'trick' to unseating the Finns - the country can be taken in a very cost-effective manner. A player must know how, of course. It isn't really a trick either, rather a deeper understanding of how the game functions - it makes perfect sense in hindsight. It's is also a beautiful illustration of some of the frustrations a board gamer will face when learning the TOAW system.
On the cardboard counters, a 10-10 is simply that. But here, that 10-10 can be swept away with a strong breeze, or be virtually invulnerable, depending on the circumstances. (Ever try attacking a fortified panzer unit with nothing but infantry?) When this factor is applied to the Russians strategy in Finland, the answer is obvious (again, with hindsight being 20/20).
If someone bites, I'll explain it..."
Does anyone know what this trick is? I don't want to ruin the game as allied player by botching Finland winter war so badly.
3) There is an area on the map in Finland marked "Finnish claimed by USSR". I read the scenario briefing and maybe I missed it - but what is this area? Is there some way for SU to cause Finland to cede this area without completely conquering Finland? This might achieve the goal of protecting Murmansk without conquering Finland (which can bring in the Swedes apparently).

4) Persia. This is in the scenario briefing:
"Iran/Persia (Axis)
If an Allied unit moves adjacent to or attacks an Iranian unit
75% chance about one month (variable) once the Russo-German war begins: this will lead to additional Commonwealth forces being deployed in Basra. (This does mean that there is a 25% chance of the country remaining neutral if it isn't attacked)"
So does it make sense for SU to go after Persia in 39 or 40 to prevent an enemy appearing on the border when RU-GE war begins? I guess it would have to do this without the CW forces in Basra since that event only seems to happen if Persia enters on the 75% roll at start of SU-GE war.
5) Have ships been updated to use the new TOAW4 naval rules? I looked at the KM unit and it appears to have armor, agility, accuracy, speed, etc ratings for its ships so I think this means it's updated right?
6) When I right click on some soviet units and select "formation report" I get Soviet OOB 1 (these appear to be SU units in North of SU), and others I get Soviet OOB2 (in south SU) and others farther south Soviet OOB3. Is there some significant to the units being in separate OOB's in game terms or is this just to keep the formation report from being so many units and difficult to scroll through for player?
7) How should HQ's be used in this scenario? They seem to have some bridging teams, engineer squads, trucks, and small self defense (rifle squads, mg's, at guns). Are they a funnel for supply and thus needed at the front line? Should they be used to run around in the rear and repair bridges? Something else?
