Bombur v1.00

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ArmouredLion
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Joined: Fri Sep 18, 2015 4:20 pm

RE: Bombur v1.00

Post by ArmouredLion »

Hey, I fixed it June file is in My fault had the previous round next to it and grabbed the wrong one...I'll take jackass of the new year with a loud hehaw!! Sorry!
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baloo7777
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Joined: Sun May 17, 2009 11:49 pm
Location: eastern CT

RE: Bombur v1.00

Post by baloo7777 »

Okay...no problem...done my share of snafus! [:D]
JRR
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ArmouredLion
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Joined: Fri Sep 18, 2015 4:20 pm

RE: Bombur v1.00

Post by ArmouredLion »

Been a wild road last few weeks...testing my German fortitude to the max. Jacked my gut and picked up some Central American bacteria and a bit looped out on meds. Sorry guys for the slow turn "arounds", on the tail end of it all so I should get them out quicker - thanks for your patience, one and all.
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baloo7777
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Location: eastern CT

RE: Bombur v1.00

Post by baloo7777 »

Nippon sank 12 Italian DDs but lost 15 aircraft and 2 subs. Our alliance is almost down to 2 nations as Burgundy bore the brunt of the savage attacks.
JRR
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Bombur
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Joined: Fri Jul 02, 2004 4:50 am

RE: Bombur v1.00

Post by Bombur »

Burgundy is lost and I´m going to travel. I can send the password to the Japanese or German player so he can play Burgundy in the next turns.
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ironduke1955
Posts: 2037
Joined: Wed May 17, 2006 9:52 am
Location: UK

RE: Bombur v1.00

Post by ironduke1955 »

Looks like we are coming to the end of this game Das Reich has surrendered and Burgundy are on the defensive and will probably never breakout from their only city. Their capital Toulouse.

Thanks to Armoured Lion and LJBurstyn for Superb cooperation logistical tactical and strategic planning, will play with you guys anytime.

Commiserations to Bomber Twotribes and baloo7777 thanks for the game I hope the game was at least enjoyable, certainly was a education in team play from my point of view.

If baloo7777 wishes to continue against 3 powers I will oblige but its a tall mountain to climb for the Japanese.
Are we like late Rome, infatuated with past glories, ruled by a complacent, greedy elite, and hopelessly powerless to respond to changing conditions?

LJBurstyn
Posts: 626
Joined: Tue Apr 19, 2011 11:29 am

RE: Bombur v1.00

Post by LJBurstyn »

Always sad to see a game end but the surrender of Das Reich probably gives the Italian, New Empire, and Eastern Empire Alliance enough VP to win the game. Although I think the game map gave an advantage to my alliance. Burgundy had several cities and resources on the same island as the ENTIRE Italian nation. And my allies did not share a land mass with their enemies.

I will continue to play if that is the wish of the other players.
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baloo7777
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RE: Bombur v1.00

Post by baloo7777 »

Nippon surrenders!

But thank you Gentlemen, for a good game!
JRR
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ironduke1955
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Location: UK

RE: Bombur v1.00

Post by ironduke1955 »

Bomber started in a horrendous location, but even so I think the cooperation between the Italians Russians and Americans played a major roll in pushing home the initial advantage. The landing on the Burgundy main island were a excellent example of a multi national combined arms operation.
Are we like late Rome, infatuated with past glories, ruled by a complacent, greedy elite, and hopelessly powerless to respond to changing conditions?

LJBurstyn
Posts: 626
Joined: Tue Apr 19, 2011 11:29 am

RE: Bombur v1.00

Post by LJBurstyn »

I agree that the landing on the Burgundy main island was an example of how nations can use their strengths and tactics together to win a battle. The USA contributed engineers to build the port so we could take advantage of the landings almost immediately. My Italian heavy infantry divisions did a good job defending the beachhead and expanding it along with the Russian tanks. We waited, in spite of my impatience, until the USA had enough PP to build the port which I think was key to the successful invasion. My air force contributed to every victory on the main island.
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Bombur
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RE: Bombur v1.00

Post by Bombur »

Congratulations to USA/Italy/USSR players. It was a great game. Meanwhile, version 1.10 is being developed and will add lots of new features, including equipment upgrade, new SFT´s coming 3/3 months, and, of course, dozens of new SFT´s (total number already 609). I would like to see your opinions on this game, one of the most controversial aspects of Bombur mod and some related mods (like GD1938) is that tanks are too strong. For some reason it seems to be quite true in GD1938, but not so in Bombur mod. What are your thoughts? One of the changes to be implemented is an improvement of AT rating for infantry in both mods.
I´m also planning to release some premade random maps with edited forces, I think it will allow for more realistic setups.
LJBurstyn
Posts: 626
Joined: Tue Apr 19, 2011 11:29 am

RE: Bombur v1.00

Post by LJBurstyn »

Another improvement could be research into artillery and bombs that cover a wide area with anti-tank and anti-personnel frag bombs (forgot what it's called)...these artillery shells/bombs would be deadly to anything out in the open. Not sure when these became available for use...but could look into it if anyone is interested.

And I think tanks are too powerful against infantry equipped and trained in anti-tank methods. But I think tanks should be powerful against infantry and militias not equipped or trained in anti-tank methods. Perhaps instead of increasing all infantry anti-tank ratings degrade tanks anti-infantry ratings.
Or their ratings against artillery (like AT guns).
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