Bob Flemin's MWIF AARse IV - Nice AArse

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warspite1
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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

ORIGINAL: rkr1958

ORIGINAL: warspite1

And so the serious business of war begins.....

The Japanese send a Heavy Cruiser Squadron to the China Sea to escort TRS and AMPH carrying Yammamoto, the 11th Army and two SNLF corps to China.
Just curious ... why did you send the heavy cruisers to escort the TRS and AMPH? Or put another way, what threat (country) were the escorts defending against?
warspite1

Honest answer? None whatsoever [;)]. I just love naval warfare and wanted to give the game a historic feel. If I have more time I will do more of this. You are quite right though in what you have picked up - at this stage of the game, unless I want some shore bombardment factors, there is little point in the Japanese TRS being escorted.
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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Orm
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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by Orm »

ORIGINAL: warspite1

ORIGINAL: rkr1958

ORIGINAL: warspite1

And so the serious business of war begins.....

The Japanese send a Heavy Cruiser Squadron to the China Sea to escort TRS and AMPH carrying Yammamoto, the 11th Army and two SNLF corps to China.
Just curious ... why did you send the heavy cruisers to escort the TRS and AMPH? Or put another way, what threat (country) were the escorts defending against?
warspite1

Honest answer? None whatsoever [;)]. I just love naval warfare and wanted to give the game a historic feel. If I have more time I will do more of this. You are quite right though in what you have picked up - at this stage of the game, unless I want some shore bombardment factors, there is little point in the Japanese TRS being escorted.
One should make a habit of always escorting transporters. Especially when they carry a HQ.

USSR could make a declaration of war and send out their submarine force. With surprise they might cause serious damage. Then it is good to have escorts to soak up damage or the surprise points.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
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warspite1
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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

ORIGINAL: Orm

ORIGINAL: warspite1

ORIGINAL: rkr1958


Just curious ... why did you send the heavy cruisers to escort the TRS and AMPH? Or put another way, what threat (country) were the escorts defending against?
warspite1

Honest answer? None whatsoever [;)]. I just love naval warfare and wanted to give the game a historic feel. If I have more time I will do more of this. You are quite right though in what you have picked up - at this stage of the game, unless I want some shore bombardment factors, there is little point in the Japanese TRS being escorted.
One should make a habit of always escorting transporters. Especially when they carry a HQ.

USSR could make a declaration of war and send out their submarine force. With surprise they might cause serious damage. Then it is good to have escorts to soak up damage or the surprise points.
warspite1

That is also true - at the very least its good discipline for when we finally get to play human or AI opponents.
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by rkr1958 »

ORIGINAL: warspite1

ORIGINAL: rkr1958

ORIGINAL: warspite1

And so the serious business of war begins.....

The Japanese send a Heavy Cruiser Squadron to the China Sea to escort TRS and AMPH carrying Yammamoto, the 11th Army and two SNLF corps to China.
Just curious ... why did you send the heavy cruisers to escort the TRS and AMPH? Or put another way, what threat (country) were the escorts defending against?
warspite1

Honest answer? None whatsoever [;)]. I just love naval warfare and wanted to give the game a historic feel. If I have more time I will do more of this. You are quite right though in what you have picked up - at this stage of the game, unless I want some shore bombardment factors, there is little point in the Japanese TRS being escorted.
So in my first play of this scenario, I playing with oil. So the calculation I made was that sending 4 or 5 heavy cruisers to escort is 1/2 oil point.

I also moved MacArthur from the Philippines to Midway unescorted. I had to do this by moving him out to sea and then moving him to Midway at turn's end. The Japanese put a heavy cruiser and a battleship into the same sea area. I debated whether or not to abort this move by moving the lone transport with MacArthur back to the Philippines or staying at sea. I decided to stay at sea and use MacArthur as bait. I decided that it would be of a long term benefit to the allies if the Japanese wanted to go to war with the US in Mar/Apr 1940. The Japanese let MacArthur go.
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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

ORIGINAL: rkr1958

ORIGINAL: warspite1

ORIGINAL: rkr1958


Just curious ... why did you send the heavy cruisers to escort the TRS and AMPH? Or put another way, what threat (country) were the escorts defending against?
warspite1

Honest answer? None whatsoever [;)]. I just love naval warfare and wanted to give the game a historic feel. If I have more time I will do more of this. You are quite right though in what you have picked up - at this stage of the game, unless I want some shore bombardment factors, there is little point in the Japanese TRS being escorted.
So in my first play of this scenario, I playing with oil. So the calculation I made was that sending 4 or 5 heavy cruisers to escort is 1/2 oil point.

I also moved MacArthur from the Philippines to Midway unescorted. I had to do this by moving him out to sea and then moving him to Midway at turn's end. The Japanese put a heavy cruiser and a battleship into the same sea area. I debated whether or not to abort this move by moving the lone transport with MacArthur back to the Philippines or staying at sea. I decided to stay at sea and use MacArthur as bait. I decided that it would be of a long term benefit to the allies if the Japanese wanted to go to war with the US in Mar/Apr 1940. The Japanese let MacArthur go.
warspite1

I guess if you are playing with oil - and given how vital the sensible use of this resource is - it makes even more sense to be playing as though you actually would against a human or AI opponent. Otherwise when you come up against a real enemy your use of oil will be considerably higher than you are used to! [X(]

My intention is definitely to use this optional as soon as its fixed. Until then I am free to do what I want in terms of sending ships here there and everywhere [;)]


Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by rkr1958 »

ORIGINAL: warspite1
My intention is definitely to use this optional as soon as its fixed. Until then I am free to do what I want in terms of sending ships here there and everywhere [;)]
Did this latest patch not fix the problem with oil? I thought the issue was you couldn't save more than 1 oil point per hex and this patched fixed that? Are there other bugs that aren't fixed with oil?
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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

ORIGINAL: rkr1958
ORIGINAL: warspite1
My intention is definitely to use this optional as soon as its fixed. Until then I am free to do what I want in terms of sending ships here there and everywhere [;)]
Did this latest patch not fix the problem with oil? I thought the issue was you couldn't save more than 1 oil point per hex and this patched fixed that? Are there other bugs that aren't fixed with oil?
warspite1

Sorry mate - I have no idea and please do not let me put you off.

My personal issues were:

a) I could not get oil lent from one nation to another (Germany to Italy) without totally screwing German production. This meant I either screwed German gearing nos. and/or left the Italians without a navy or air force.

b) This, added to the inherent issues with production and convoy routing, meant that adding oil to my game made no sense as I was just making even more issues for myself.
Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by rkr1958 »

ORIGINAL: warspite1
Sorry mate - I have no idea and please do not let me put you off.

My personal issues were:

a) I could not get oil lent from one nation to another (Germany to Italy) without totally screwing German production. This meant I either screwed German gearing nos. and/or left the Italians without a navy or air force.

b) This, added to the inherent issues with production and convoy routing, meant that adding oil to my game made no sense as I was just making even more issues for myself.
Thanks! I'm enjoying playing with oil as I see that it's a significant constraint for the axis (as it was historically). In terms of trade agreements between countries, I'm only playing with the mandatory ones and letting the game handle that. I'm sure my production and convoy routes are far from optimum and I'm not squeezing all I can out of the axis economy.

By the way, I'm really enjoying your AAR. It's AARs like yours and others that I use to learn how to play this game better. [:)]
Ronnie
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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

ORIGINAL: rkr1958
ORIGINAL: warspite1
Sorry mate - I have no idea and please do not let me put you off.

My personal issues were:

a) I could not get oil lent from one nation to another (Germany to Italy) without totally screwing German production. This meant I either screwed German gearing nos. and/or left the Italians without a navy or air force.

b) This, added to the inherent issues with production and convoy routing, meant that adding oil to my game made no sense as I was just making even more issues for myself.
Thanks! I'm enjoying playing with oil as I see that it's a significant constraint for the axis (as it was historically). In terms of trade agreements between countries, I'm only playing with the mandatory ones and letting the game handle that. I'm sure my production and convoy routes are far from optimum and I'm not squeezing all I can out of the axis economy.

By the way, I'm really enjoying your AAR. It's AARs like yours and others that I use to learn how to play this game better. [:)]
warspite1

Thank-you - I'm glad they are of assistance.
Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by WarHunter »

What happened to your Khaki in Flames counter set?
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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

ORIGINAL: WarHunter

What happened to your Khaki in Flames counter set?
warspite1

There are three counters that I want to change - the CW to Khaki, the Dutch to Orange and the Portuguese to red and Green. I am a computer numpty however and I have not yet been brave enough to attempt switching the files (or whatever you do to get them to change!). I will get around to it, but I don't want to bugger up the game accidently.
Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

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Turn: Sep/Oct 1939
Impulse: 4

The USSR claims both Eastern Poland and the Baltic States. The USA reacts by removing two chits from the US Entry Chart. The values are reduced to 6 and 2 for GE/IT and Japan respectively.


Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

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Turn: Sep/Oct 1939
Impulse: 4

In China the Kunming Militia and the anti aircraft division are out of supply. Rather than retreat, the Chinese bring the Peking and Canton militias north to bridge the supply route from Chiang. This leaves the resource northeast of Hengyang undefended and so the Chinese undertake a general shuffling of forces east....

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Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

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Turn: Sep/Oct 1939
Impulse: 5

The turn ends for the Allies and its back to the Axis. The weather turns somewhat rubbish - with a mix of Storm (Arctic and North Monsoon) Rain Nth Temperate and Mediterranean) and Fine (Sth Monsoon and Sth Temperate). The Impulse will advance 2 this turn.
Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

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Turn: Sep/Oct 1939
Impulse: 5

There is no need for the Germans to Ground Strike this turn - the Poznan Army is already disorganised. The attack is not in doubt - the Germans just hope not to be disorganised so they can continue heading west once Poland is conquered (impulses permitting).

So, here goes, its a 7:1 (one column shift for the weather) but with a +1 for disorganisation. The Polish obviously choose an Assault and the result is.....

....and 8 (9). "Job done!" says Ritter von Leeb, "I fancy Christmas in Paris" he adds somewhat optimistically....



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Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

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Turn: Sep/Oct 1939
Impulse: 5

The weather puts paid to much action in China however [&:]
Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

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Turn: Sep/Oct 1939
Impulse: 7

With little or nothing left to do, the Allies now pass with all powers in an attempt to end the turn. The chances increase from 10% to a 30% chance by taking this action.

And a 1 is thrown and it works! Turn ends.
Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

Turn: Sep/Oct 1939
Impulse: End of Turn

The Germans choose 2 offensive chits and the Russians 1 defensive for the Nazi-Soviet Pact.

A US Entry Chit is drawn...and its a 1, taking the GE/IT up to 8 (and Japan to 3).

The Commonwealth scraps all Polish units except the white print 5-3. No other units are scrapped by either side.
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

Turn: Sep/Oct 1939
Impulse: Production

Germany:
Inf x 2
Arm
Admiral Scheer (Repair)
LND

Italy:
Nav

Japan:
Inf
Arm
Kinugasa (Repair)
Now Maitland, now's your time!

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RE: Bob Flemin's MWIF AARse IV - Nice AArse

Post by warspite1 »

Turn: Sep/Oct 1939
Impulse: Production

China:
Inf
Inf Division

Commonwealth:
Queen Elizabeth (Repair)
Formidable (Construction)
FTR
Nav
Militia

France:
TERR
MTN Division

USA:
Saratoga (Repair)
TRS
South Dakota
Hornet
Pilot

USSR:
2 x INF
GARR
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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