4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)

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peskpesk
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RE: 4 player game

Post by peskpesk »

Production Jan\Feb 1940
ITALY

SCRAP 2*Ca.133 (1935-36)

Production (5)

1xPIL
1xNAV3

Return to base
All IT ships and subs return to La Spezia.CP stay.
FTR(Range 6) Sicily 74,39
FTR(range 3) La Spezia
GE NAV Genoa
Nav2 Sicily 74,39

Use Oil max 1,45 (priority, reogranize all planes, if needed leave some CA disrupted(wrost naval combat rating)

Reinforcements, BB at La Spezia, Nav2 at Genoa



Production (15)
Use oil in Canton for production

1xSynt OIl
1xINF
1xMIL
1xTerr

Return to base
All JP ships that can, stays at sea. CP stay.

Use Oil max 1,45 (priority, HQ,reogranize all planes, trs, if needed leave some CA disrupted(wrost naval combat rating))

Reinfocments at Fukuoka, territorial at Capital and Mil Hiroshima
"'Malta - The Thorn in Rommel's Side"
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Orm
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RE: 4 player game

Post by Orm »

ORIGINAL: peskpesk

The turn ended.

Over to Orm for Partisans, production...
I think it would be better if one of the Allied players makes the end of turn, including partisans and US Entry.

Both the German pact markers to offensive.
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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Orm
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RE: 4 player game

Post by Orm »

German end of turn:

Both the German pact markers to the offensive pool.

Preliminary planning:
No German changes needed. produces for 16 BPs.

Only CPs stay at sea.

The German naval bomber returns to La Spezia.

Oil reorganisation:
Germany only reorganize 4 units; NAV3, CA (Deutschland), CA (Admiral Graf Spee), and CP, for a no oil cost at all (0.45).

Breakdown:
Germany breaks down the 5-3 in Warsaw (2-3 + 1-5).

Production:
Germany (16):
Synth Oil
FTR2
2 x LND2
Pilot
SUB 2nd (SUB nr 4838)

Reinforcements:

Germany:
LND2 (Stuka) -> Cologne
ATR3 -> Dusseldorf
FTR2 (HUN) -> Budapest
LND2 (Hs 123) -> Saarbrucken
MIL -> Budapest
PARA -> Düsseldorf

Axis goes first if we win the initiative. No re-roll.
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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Mayhemizer_slith
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RE: 4 player game

Post by Mayhemizer_slith »

Italy can decide where partisan goes in NEI. I place it to oil fields where another one is already and redo if needed.

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Mayhemizer_slith
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RE: 4 player game

Post by Mayhemizer_slith »

Partisan in China goes on northern resource. This might affect to Japanese production.

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If your attack is going really well, it's an ambush.

-Murphy's war law
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peskpesk
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RE: 4 player game

Post by peskpesk »

Just a quick check how the game works.

Below image is the partisans value before the turn ended.

This vas the rolls:
--------------------------------------------------
Roll One

Generating 10 rolls of 1d100, 10 per line.
Comment: Partisans

58 27 22 2 23 49 28 77 24 69

--------------------------------------------------
Roll Two
Generating 5 rolls of 1d10, 10 per line.
Comment: Garrison rolls if needed

3 4 8 2 3

In my game is Korea first(58) and China(27) is number two.


So 27 > 12% -> 0 partisans. What am I missing?





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Mayhemizer_slith
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RE: 4 player game

Post by Mayhemizer_slith »

Instructions for USSR and France.


Prelim production

France: Iraq oil goes for productions (8 BPs).
USSR: No changes (14 BPs).


Stay at Sea and RTB
USSR: CPs stay at sea.
France: All possible ships stays at sea (except sub on Italian coast). CA from West Med box 0 to Casablanca and submarine to Beirut in Syria.


Use oil
France: Reorg all for 1,0 oil


Production

France (8)
INF
GAR
AT gun

USSR (14)
Fort
LND4
INF HQ
AT Gun

Reinforcements

France
CP to Casablanca
ARM to Paris

USSR
Ski div to Baku
3-3 INF to Cernauti
3-3 INF to Chisinau
If your attack is going really well, it's an ambush.

-Murphy's war law
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Mayhemizer_slith
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RE: 4 player game

Post by Mayhemizer_slith »

ORIGINAL: peskpesk

Just a quick check how the game works.

Below image is the partisans value before the turn ended.

This vas the rolls:
--------------------------------------------------
Roll One

Generating 10 rolls of 1d100, 10 per line.
Comment: Partisans

58 27 22 2 23 49 28 77 24 69

--------------------------------------------------
Roll Two
Generating 5 rolls of 1d10, 10 per line.
Comment: Garrison rolls if needed

3 4 8 2 3

In my game is Korea first(58) and China(27) is number two.


So 27 > 12% -> 0 partisans. What am I missing?





Image

Your rolls are correct. I run this phase 3 times to make it sure.

I was wondering the same and almost posted a question if that is a bug. But odds for partisan is 12%, I guess garrison roll is included (let's say 30% for partisan and 60% for garrison to handle it). In that case odds for partisan is 12%.
If your attack is going really well, it's an ambush.

-Murphy's war law
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peskpesk
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RE: 4 player game

Post by peskpesk »

ORIGINAL: Mayhemizer

Partisan in China goes on northern resource. This might affect to Japanese production.

Image

OK. Use JP oil in Canton for production to compensate.
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cfinch
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RE: 4 player game

Post by cfinch »

in case it matters re determine bug:
> But odds for partisan is 12%, I guess garrison roll is included (let's say 30% for partisan and 60% for garrison to handle it). In that case odds for partisan is 12%.

30%x60% = 18% not 12%
Pacetti
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RE: 4 player game

Post by Pacetti »

Psekpsek

Japan´s production is 16, not 15.

Would you want to change anything?


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peskpesk
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RE: 4 player game

Post by peskpesk »

Ok, build 1 CP please.
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Mayhemizer_slith
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RE: 4 player game

Post by Mayhemizer_slith »

US marker to Ge/It pool.

US chooses option "Embargo on strategic materials", on a 4 one marker was moved to tension.

Most of the Western Allies ships stays at sea.
If your attack is going really well, it's an ambush.

-Murphy's war law
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Mayhemizer_slith
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RE: 4 player game

Post by Mayhemizer_slith »

Japan reorg all for 1 oil.
Germany reorg 4 units for free.
Italy reorg all but 3 CP for 1,45 oil.
CW reorg almost all unit for 2,4 oil.
France reorg all for 1,05 oil.
US reorg all for free.


I forgot to sracp Italian planes, letäs do that next time.


Allied production

China 5
INF
MIL

CW 15
INF
CP
Pilot
FTR3
ARM

France 7
INF
GAR
FTR2

US 10
2x AMPH 1st
CP
Sub 2nd
Pilot

USSR 14
2x Fort
INF HQ
GAR
INF


Reinforcements

Nationalist China
MIL Kunming
CAV
GAR Ankang

CW
Pilot to Hurrica, London
2x CA to Liverpool
CP to Calcutta

France
CP to Casablanca
ARM to Paris

US
CV to Norfolk
CV to San Diego
CP to San Diego

US removes 5 pilots from planes in US.

USSR
Ski div and INF to Baku
INF to Minsk


CW stops sending oil to China


Axis go first, both rolled 10.



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If your attack is going really well, it's an ambush.

-Murphy's war law
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peskpesk
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RE: 4 player game

Post by peskpesk »

All Quiet on the Western Front, heavy storms...
------------------------------

No declarations of war

Germany takes a land impulse.
Japan takes a combined impulse.
Italy takes a naval impulse.

No Port Strikes. No naval air.

Naval:
JP Sends 2*TRS+1*CA loaded with MEC and MIL to Haichow
JP Sends 1*Amph+1CA loaded with MIL to Shainghai

IT sends 2*CA to Italian Sea
IT sends 1*Sub Cape Verde Basin

IT activates search in Cape Verde Basin

Axis search roll 8
Allied Search roll 5
->
No Combat


Image

No strategic bombing.
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peskpesk
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RE: 4 player game

Post by peskpesk »

JP Makes a Ground Strike in the South of China.

Does China want to use AA? Lowest 1/6.



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Mayhemizer_slith
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RE: 4 player game

Post by Mayhemizer_slith »

No thank you.
If your attack is going really well, it's an ambush.

-Murphy's war law
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peskpesk
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RE: 4 player game

Post by peskpesk »

JP Ki-27 Ground strike was a failure



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peskpesk
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RE: 4 player game

Post by peskpesk »

Rail movement:
GE 2nd INF Div rails from Warsaw to von Bock in hex 53,34.

Land Movement:
GE Budapest MIL to hex 58,46.

JP Send MEC to 77,143 and advances slow near CH HQ Chinang
Image

No land combat

Aircraft Rebase:
GE Hungarian FTR2 from Budapest to Karlsruhe.
IT FTR2 to 56,35

No reorganization.
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jjdenver
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RE: 4 player game

Post by jjdenver »

I'll be taking over CW/US/China. The main things that I notice about the allied position are some problems. Of course every player has their own approach and strategies so what I may see as problems, someone else may see as useful positioning. I have my own vision for how to run western allies in 39,40,41 and it may not agree with any other player's.
1) The loss of the 2 oil in NEI is quite a blow. Those oil can usually be used not only for reorg but also to stockpile 2 or 3 oil in Australia, 8 in Calcutta, and several in Bombay prior to war with JP. This makes RN fleet ops in the Pacific and Indian oceans much easier to handle. I always place the NEI TER in the Palembang oil hex for this reason.
2) The CW has 4 cp's that don't have any oil line run and are disorganized in Australia. These will have to be "rescued" by putting out a cp line for them to get oil at EOT. The general state of cp lines for CW is also a difficult one and I'm not very good at manipulating MWIF cp lines (this part of the game needs a re-write- this would be my #1 priority for MWIF over netplay, optional rule implementation, etc) but my ally says he can help me sort it out so my fingers are crossed. :)
3) USE options are not where I'd prefer them to be. I prefer to keep the French CV safe at Brest or Bordeaux along with some other ships to allow US to intern it for a free TRS (5 or 6 extra BP's for US) but that ship has sailed with the sinking of the Bearn already. I also usually don't embargo strategic materials prior to open Burma Road, Lend Lease to China, and Resources to USSR in that order. I think that China is balanced on a knife edge and needs this help immediately so not much should stand in the way of choosing these options as priority for allies. I don't even intern Bearn if possible before choosing open Burma Road and Resources to Western Allies. Instead I sail Bearn to the Caribbean to await life as an interned TRS. ;)
4) Gift of DD's to CW is a nice option but not before the China-helpers are chosen - but that ship has aleady sailed as well. Oh well at least the Admiralty will be able to order some early hulls laid down and repairs made to the existing fleet. USE tension is quite good, almost enough to gear up once entry rises to 22.
5) The deployment of the BEF including wp units in France deprives the Med of much-needed wp units so I'll quickly pull those valuable corps out of France. The same for the deployment of the RAF. Basing large air wings in Malta is tenuous with summer approaching and Axis air abuzz in the Med. In addition the Luftwaffe has managed to build the 4 range 6 a2a He100 and it will arrive next turn. That plane will put paid to most allied ambitions in the Med.
6) China is a nightmare. They look fairly anemic due to no resource lending and loss of Changsha on first turn. They are also in danger of being outflanked in the mountains and have a valuable cav corp stuck out of supply near the central plains of China. It will be a close run thing whether they can survive or not but I shall give it a try. The chicom are at least in no immediate danger so that's a plus.
7) There is also a huge RN fleet sitting in Singapore. 14 ships including Queens and 2 CV's. Those will be very useful in the Atlantic but they are currently out of supply and far away. Over the next few turns they will be put in supply then sailed back into the Atlantic for duty there against the Euro-Axis.

So western allied priorities are get wp units out of France to use them elsewhere, get some USE options chosen to help China, get air wings out of Malta where they may be left without oil for a few years face down, get convoy lines running in a more optimal way, and try to hold Chungking and Kunming to keep China in the game.

Those are my thoughts on current situation - hope it's helpful to observers to understand where the game stands currently. I have held back some thoughts and plans since of course I can't give away too much to the evil Axis dictators who are reading. :-D
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