4 player game (Orm, Peskpesk, jjdenver and Mayhemizer)
Moderator: Shannon V. OKeets
- Mayhemizer_slith
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- Location: Finland
RE: 4 player game
Rail move
MECH from Manchuria to Voronezh.
ARM from Novosibirsk to Voronezh.
Land move
NatChi reforms line in south.
Land combat
USSR attacks TERR in Korea.
Current odds are 30:2 +2
Japan can send bombers (USSR can't intercept), that would bring odds down to 7:1 +2. Will Japs fly?
MECH from Manchuria to Voronezh.
ARM from Novosibirsk to Voronezh.
Land move
NatChi reforms line in south.
Land combat
USSR attacks TERR in Korea.
Current odds are 30:2 +2
Japan can send bombers (USSR can't intercept), that would bring odds down to 7:1 +2. Will Japs fly?
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If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9137
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: 4 player game
Good night, I continue tomorrow [>:]
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
RE: 4 player game
No defensive air. Thank you.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
- Mayhemizer_slith
- Posts: 9137
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: 4 player game
Attack was automatic.
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If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
- Mayhemizer_slith
- Posts: 9137
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: 4 player game
Rebase
CW Sunderland to Canada.
No other rebase and no HQ reorg.
Back to the Axis.
CW Sunderland to Canada.
No other rebase and no HQ reorg.
Back to the Axis.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
RE: 4 player game
Mar/Apr '41
Impulse #2 (Axis)
Germany aligns Bulgaria. No US reaction (4 rolled).
Land: Germany
Combined: Italy, Japan
Naval:
No port strikes. No naval air.
Naval moves:
Italy:
1 CP leave La Spezia for the Italian Coast.
Japan:
1) CA+TRS loaded with ARM sail from Fukuoka to Haichow.
2) CA+TRS sail from Shanghai to the 0-box in the China Sea.
Rail movement:
Italy:
MIL (Naples) -> 60,26 in France.
Japan:
MAR (Tungkwan) -> Pusan.
Germany:
MTN (La Spezia) -> 46,47 in East Prussia
MOT Div (60,26)-> 49,46 in Poland
MOT (Strasbourg) -> Warsaw
Land Movement:
Japan:
1) HQI (75,139) -> Tungkwan
2) ARM (Haichow) -> Kaifeng
3) MIL (65,155) -> 64,156 in Manchuria
Italy:
1) MIL (61,25) -> 61,24 in France
2) MOT (58,27) -> 61,25 in France
Germany moves a few units in Germany eastwards. Minor movement among the forces besieging Bordeaux. And the forces
in Poland are moved around along the eastern border. Bulgarian forces advance into northern Greece.
No land combats.
Air Rebase:
Japan:
1) NAV2 (Tokyo) -> 65,168 in Japan
2) NAV2 (65,151 in Manchuria) -> 76,140 in China
3) LND2 (Chengchow) -> Kirin
4) FTR2 (Wonsan) -> 63,154 in Manchuria
Italy:
1) NAV2 (Sicily) -> Memel
2) LND3 (Taranto) -> 47,47 in Poland
3) NAV2 (Salonica) -> 67,51 in Greece
Germany:
1) FTR2 (51,37 in Germany) -> 54,39 in Czechoslovakia
2) LND3 (Tirana) -> Bardia
3) LND2 (75,49 in Greece) -> 76,61 in Cyprus
4) LND2 (Köningsberg) -> 46,47 in Prussia
No reorganization.
Impulse #2 (Axis)
Germany aligns Bulgaria. No US reaction (4 rolled).
Land: Germany
Combined: Italy, Japan
Naval:
No port strikes. No naval air.
Naval moves:
Italy:
1 CP leave La Spezia for the Italian Coast.
Japan:
1) CA+TRS loaded with ARM sail from Fukuoka to Haichow.
2) CA+TRS sail from Shanghai to the 0-box in the China Sea.
Rail movement:
Italy:
MIL (Naples) -> 60,26 in France.
Japan:
MAR (Tungkwan) -> Pusan.
Germany:
MTN (La Spezia) -> 46,47 in East Prussia
MOT Div (60,26)-> 49,46 in Poland
MOT (Strasbourg) -> Warsaw
Land Movement:
Japan:
1) HQI (75,139) -> Tungkwan
2) ARM (Haichow) -> Kaifeng
3) MIL (65,155) -> 64,156 in Manchuria
Italy:
1) MIL (61,25) -> 61,24 in France
2) MOT (58,27) -> 61,25 in France
Germany moves a few units in Germany eastwards. Minor movement among the forces besieging Bordeaux. And the forces
in Poland are moved around along the eastern border. Bulgarian forces advance into northern Greece.
No land combats.
Air Rebase:
Japan:
1) NAV2 (Tokyo) -> 65,168 in Japan
2) NAV2 (65,151 in Manchuria) -> 76,140 in China
3) LND2 (Chengchow) -> Kirin
4) FTR2 (Wonsan) -> 63,154 in Manchuria
Italy:
1) NAV2 (Sicily) -> Memel
2) LND3 (Taranto) -> 47,47 in Poland
3) NAV2 (Salonica) -> 67,51 in Greece
Germany:
1) FTR2 (51,37 in Germany) -> 54,39 in Czechoslovakia
2) LND3 (Tirana) -> Bardia
3) LND2 (75,49 in Greece) -> 76,61 in Cyprus
4) LND2 (Köningsberg) -> 46,47 in Prussia
No reorganization.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
RE: 4 player game
The new weather roll is a 6.
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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
RE: 4 player game
Picture from Mar/Apr '41 Impulse #3 (Allied) - DOW
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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
RE: 4 player game
Picture from Mar/Apr '41 Impulse #3 (Allied) - DOW
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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
RE: 4 player game
Picture from Mar/Apr '41 Impulse #3 (Allied) - DOW
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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
RE: 4 player game
Picture from Mar/Apr '41 Impulse #3 (Allied) - DOW
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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
RE: 4 player game
Picture from Mar/Apr '41 Impulse #3 (Allied) - DOW
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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
RE: 4 player game
Picture from Mar/Apr '41 Impulse #3 (Allied) - DOW
- Attachments
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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
RE: 4 player game
Picture from Mar/Apr '41 Impulse #3 (Allied) - DOW
- Attachments
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- 249.jpg (1.59 MiB) Viewed 74 times
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
RE: 4 player game
41 MA i3:
SU land, CW land
Sunderland flies to 4 box NAtl
GAR rail London->Glasgow
INF rail Manchuria->Tula
Gorki MIL to Kiev
Land moves:
CW units move in Burma toward parti
CW units in Egypt move around: MOT+ART toward Palestine, TER near Cairo, TER near Suez
In UK ARM->London, supply->Liverpool, Wavell moves north
SU land, CW land
Sunderland flies to 4 box NAtl
GAR rail London->Glasgow
INF rail Manchuria->Tula
Gorki MIL to Kiev
Land moves:
CW units move in Burma toward parti
CW units in Egypt move around: MOT+ART toward Palestine, TER near Cairo, TER near Suez
In UK ARM->London, supply->Liverpool, Wavell moves north
RE: 4 player game
FYI - those 3 NEI CP's in Liverpool will reduce movement by 1 of any RN ships based there. Also, the CP's will have their movement reduced by 1 too.ORIGINAL: Orm
Picture from Mar/Apr '41 Impulse #3 (Allied) - DOW
Ronnie
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RE: 4 player game
ORIGINAL: rkr1958
FYI - those 3 NEI CP's in Liverpool will reduce movement by 1 of any RN ships based there. Also, the CP's will have their movement reduced by 1 too.
that is correct, but that is one of the silliest rules in the game. we use a bit of a ghost of WiF past House Rule and ignore it in one sense; in olden times, before Convoys in Flames counters came out, you just used the CP counters of the controlling Major Powers (because there were no counters for the minors) and co-operation issues with various merchantmen goes away. though there is still woe to the Allies when minor TRS try and go places....
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RE: 4 player game
ORIGINAL: Orm
Bulgarian forces advance into northern Greece.
The happy Bulgarians call this "Re-unification of Macedonia, Phase One". Little do they suspect that Phase Two, just across a border to the west, is not going to go the way they think it is.
Meanwhile in Greece, officers in the ever dwindling German garrison forces all over the country report a steady increase in "disturbances in The Force" to their Sith Lord masters.
- Mayhemizer_slith
- Posts: 9137
- Joined: Wed Sep 07, 2011 2:44 am
- Location: Finland
RE: 4 player game
Minor movements for USSR troops in west and east.
Debark
CW INF to St Helena and Gort to Rangoon
Rebase
USSR fighter moves 2 hexes in Manchuria
CW Hurricane to Syria
Back to the Axis.
Debark
CW INF to St Helena and Gort to Rangoon
Rebase
USSR fighter moves 2 hexes in Manchuria
CW Hurricane to Syria
Back to the Axis.
If your attack is going really well, it's an ambush.
-Murphy's war law
-Murphy's war law
RE: 4 player game
No, that is not correct.ORIGINAL: brian brian
ORIGINAL: rkr1958
FYI - those 3 NEI CP's in Liverpool will reduce movement by 1 of any RN ships based there. Also, the CP's will have their movement reduced by 1 too.
that is correct, but that is one of the silliest rules in the game. we use a bit of a ghost of WiF past House Rule and ignore it in one sense; in olden times, before Convoys in Flames counters came out, you just used the CP counters of the controlling Major Powers (because there were no counters for the minors) and co-operation issues with various merchantmen goes away. though there is still woe to the Allies when minor TRS try and go places....
The Dutch ships are minor country units controlled by CW and are therefore not subject to the rule you are referring to. The ship movement point reduction rule only applies when ships from another major power are stacked in the same port.
Also, the Dutch ship in question is a TRS, and not CPs.
Although, the fact that the TRS is Dutch minor country unit can cause major pain because of co-operation issues.
Cut from RAC: 11.4.2 Moving naval units
....
How far units can move
A unit must stop moving when you have spent its entire movement allowance or it has reached the limit of its
range, whichever happens first.
You spend 1 point of a unit’s range:
• for each sea area and port it moves into.
You spend 1 point of a unit’s movement allowance:
• for each sea area and port it moves into;
• if it starts the movement out of supply;
• if it starts the impulse in a port with naval units controlled by another major power; and
• for each point of the (unmodified) search number of the section you put the unit into.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett