Bob Flemin' and Orm. A World..AARse!

Post descriptions of your brilliant successes and unfortunate demises.

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Orm
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RE: Bob Flemin' and Orm. A World..AARse!

Post by Orm »

In the attack against Mao both sides attempted to give HQ support and both sides failed to do so. While the attack looks like a great success for Japan it might actually be so that Mao will cause trouble for a long time. Mao is retreated, and I doubted if that was the correct thing to do, up into the mountains. He is out of supply but with a friendly, organized, unit there so it is no easy task to pry them out of there. Especially since all the Japanese units are disorganized. The saddest thing is that when the Japanese army is reorganized and ready to attack Mao then so will he be reorganized. And Japan has very limited ability to disorganize units so it might be a long while before any decent odds is achieved against Mao in those mountains.

So maybe I should just have shattered Mao in order to be able to advance faster toward the other Chinese cities.

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RE: Bob Flemin' and Orm. A World..AARse!

Post by Orm »

Yamamoto succeeded to give HQ support for this attack. Despite this I expected this attack to be a failure. I attacked since I hoped that one of the defenders would be destroyed so that I would have a decent chance of capturing Kweilin next turn. So I was pleasantly surprised. That is a weird feeling for me.

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RE: Bob Flemin' and Orm. A World..AARse!

Post by Orm »

von Rundstedt reorganise a couple of land units and a Stuka.

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Orm
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RE: Bob Flemin' and Orm. A World..AARse!

Post by Orm »

Japan reorganize some units as well.

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RE: Bob Flemin' and Orm. A World..AARse!

Post by warspite1 »

Wow [X(] Great attacks Field Marshall Orm!

I think after a tough day at the office I am in no mood to face this carnage tonight.....

I'll pick up again tomorrow.
Now Maitland, now's your time!

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RE: Bob Flemin' and Orm. A World..AARse!

Post by Orm »

I think after a tough day at the office I am in no mood to face this carnage tonight.....
It only cost me an entire panzer army and a offensive chit to set it up. [:D]

And I understand exactly how you feel. [:)] MWIF is a monster game that is best played on workfree days.
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RE: Bob Flemin' and Orm. A World..AARse!

Post by Mayhemizer_slith »

ORIGINAL: Orm

The second attack out is maybe the most important attack of the impulse. It is imperative that the hex is taken. Really disappointing then that the fractional odds roll is failed. But I suppose that is a lesson for me since I had already counted on the attack to be one odds higher. I had also expected a additional +1 from the paratrooper instead of the +0.5.

Anyway. The attack was a success in that it cleared the hex. Would have been nice if I didn't lose yet another unit that is now very hard to replace.

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Shouldn't para be killed first if you made a paradrop? Or is that only in 2d10 combat?
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RE: Bob Flemin' and Orm. A World..AARse!

Post by composer99 »

You are only obliged to destroy paradropping units if the attack fails.
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RE: Bob Flemin' and Orm. A World..AARse!

Post by Centuur »

Well. I must say I applaud the way Mr. Warspite decided to attack the Panzer. It was a bold decision and it give fuel to the saying: the best defense is a good offense...

I believe Mr. Orm woudn't have used the offensive, if the French didn't make those attacks. Sure, they got slaughtered in return, but the destruction of so many expensive units on the German side and the use of the offensive is quite a victory for the Allies.

Uncle Joe Stalin sends his best wishes to the French and thanks them for decimating the Panzer Korps...
Peter
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RE: Bob Flemin' and Orm. A World..AARse!

Post by warspite1 »

ORIGINAL: brian brian

dang it, I found warspite's message last night. the Forum's PM system is probably working OK. when you message someone here, you can send a PM, or an email. the message went to an email account I only really monitor on my phone, and since it was a rare day where I had all day net access with my laptop, I wasn't really keeping a close eye on my phone as I would most days working on the road, where I am headed today.

just wanted to note what happened; he did make the effort, a nice touch on the part of a dedicated gamer.

war is frequently a topsy-turvy affair, and this particular game looks to be no different. Enjoy!
warspite1

Thanks brian brian I was beginning to doubt whether I'd actually sent it!!
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RE: Bob Flemin' and Orm. A World..AARse!

Post by peskpesk »

ORIGINAL: warspite1

Wow [X(] Great attacks Field Marshall Orm!

I think after a tough day at the office I am in no mood to face this carnage tonight.....

I'll pick up again tomorrow.

Well, the coming fall of france is a blow to the allied side, but the outcome is close to the average timetable for the axis, the losses including the offensive chit is also as you might expect. The big trouble for the allies is china, the fall of china is not easy to recover from.
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RE: Bob Flemin' and Orm. A World..AARse!

Post by warspite1 »

May/Jun 1940
Impulse: 6

As per usual its left to the Royal Navy - the senior service [&o] - to try and restore some Allied pride. The carriers in the North Sea launch Swordfish and Baffin aircraft to try and attack Axis naval units in Kiel.

The Allies throw a 4, the Axis a 10. The CW have four surprise points. I am given two options:

a) Avoid Combat
b) Decrease Enemy AA fire.

I choose the latter.

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RE: Bob Flemin' and Orm. A World..AARse!

Post by warspite1 »

May/Jun 1940
Impulse: 6

AA rolls are 3,7 and 2 - which effectively take the torpedoes away from one Baffin.




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RE: Bob Flemin' and Orm. A World..AARse!

Post by warspite1 »

May/Jun 1940
Impulse: 6

The results are reasonable. I lessen (if not remove) the chances of a Sealion by destroying the AMPH, but the ugly sisters and Koln are relatively untroubled by the attack.




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RE: Bob Flemin' and Orm. A World..AARse!

Post by warspite1 »

..and that's pretty much it. I rail a unit into Paris but that will simply give another +1 to the attack.

And just to add to the Allied misery the weather is a 7 - Fine everywhere..... Grim...
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RE: Bob Flemin' and Orm. A World..AARse!

Post by Courtenay »

ORIGINAL: warspite1

May/Jun 1940
Impulse: 6

As per usual its left to the Royal Navy - the senior service [&o] - to try and restore some Allied pride. The carriers in the North Sea launch Swordfish and Baffin aircraft to try and attack Axis naval units in Kiel.

The Allies throw a 4, the Axis a 10. The CW have four surprise points. I am given two options:

a) Avoid Combat
b) Decrease Enemy AA fire.

I choose the latter.

Actually, there is a third option: do not use the any surprise points. If you don't, after AA fire you would have been given the option of increasing your combat column. If you don't use your surprise points for that, then on your second target, you would have been given the chance to spend three surprise points to pick the target. (On the first target, you already get to pick the target, so there is nothing to spend surprise points on.)

Now, in your situation, with so much AA fire, shifting the AA fire down was almost certainly the right option, otherwise the odds of having a CVP shot down are just too high, but you should be aware that you had more options than were initially shown to you.
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RE: Bob Flemin' and Orm. A World..AARse!

Post by warspite1 »

ORIGINAL: Courtenay

ORIGINAL: warspite1

May/Jun 1940
Impulse: 6

As per usual its left to the Royal Navy - the senior service [&o] - to try and restore some Allied pride. The carriers in the North Sea launch Swordfish and Baffin aircraft to try and attack Axis naval units in Kiel.

The Allies throw a 4, the Axis a 10. The CW have four surprise points. I am given two options:

a) Avoid Combat
b) Decrease Enemy AA fire.

I choose the latter.

Actually, there is a third option: do not use the any surprise points. If you don't, after AA fire you would have been given the option of increasing your combat column. If you don't use your surprise points for that, then on your second target, you would have been given the chance to spend three surprise points to pick the target. (On the first target, you already get to pick the target, so there is nothing to spend surprise points on.)

Now, in your situation, with so much AA fire, shifting the AA fire down was almost certainly the right option, otherwise the odds of having a CVP shot down are just too high, but you should be aware that you had more options than were initially shown to you.
warspite1

Thanks. I think I got the option for all four throws - I'm sure the background was blue each time. Reducing AA fire was definitely the way to go. I cannot afford to be losing carrier aircraft at the moment - I'm in enough schtuck as it is!
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RE: Bob Flemin' and Orm. A World..AARse!

Post by Orm »

ORIGINAL: warspite1

May/Jun 1940
Impulse: 6

The results are reasonable. I lessen (if not remove) the chances of a Sealion by destroying the AMPH, but the ugly sisters and Koln are relatively untroubled by the attack.




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[X(]
*censored*

I think the result was extraordinaire. Not that I should have expected any less from the Royal Navy. [:D]
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RE: Bob Flemin' and Orm. A World..AARse!

Post by Orm »

No declarations of war.

Germany select a land impulse while the other Axis nations select combined.

No Port Strikes. No naval air.

Japan sail out with three loaded transporters, with escort, to the China Sea. They later disembark units in China.

Italy begin a search for enemy aircraft in the Western Mediterranean and manage to locate enemy naval bombers.

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RE: Bob Flemin' and Orm. A World..AARse!

Post by Orm »

Italy use the surprise points to increase the chance of shooting down the enemy aircraft (or so I thought) and manage to do so.

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