Exactly. In the updated version of GS, this wouldn't happen, because the Americans DOW the Axis as soon as the Axis land in Canada. But PG and supermax aren't planning to update GS until after Ottawa falls, from what I understand. So the game ends once Ottawa falls, unless GS 1.0 allows the game to continue for a few turns while the Axis has no enemies.richardsd wrote:In the vanilla game the axis wins if they take out Britain before the US or Russia are in the war
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So if Supermax wants to continue the game he'll need to DOW the USA on the same turn that he captures Ottawa.Clark wrote:Exactly. In the updated version of GS, this wouldn't happen, because the Americans DOW the Axis as soon as the Axis land in Canada. But PG and supermax aren't planning to update GS until after Ottawa falls, from what I understand. So the game ends once Ottawa falls, unless GS 1.0 allows the game to continue for a few turns while the Axis has no enemies.richardsd wrote:In the vanilla game the axis wins if they take out Britain before the US or Russia are in the war
I am just about to declare war on the USSR.
As i told you guys, i am aiming at getting all allied capitals!
My megalomania has gown over the course of this game and i cannot help it.
Even if the USa resist, i cannot foresee them being a factor in Europe before what, 1944? It will take some time to clear me out of the new continent even if e can succeed.
I think that i have a fair chance against the US because of revenue. Theirs is so weak that i cannot think of a way that th'ey'll be ablr to produce enough stuff to stop me. Without the eastern US ressources and say Portlnd that should fall early in the campaign, whats going to be left of their revenue (assuming i am sending no strat bombers as well). What about their oil situation without the Brits to fill them up? They have only a little oil production of their own?
As i told you guys, i am aiming at getting all allied capitals!
My megalomania has gown over the course of this game and i cannot help it.
Even if the USa resist, i cannot foresee them being a factor in Europe before what, 1944? It will take some time to clear me out of the new continent even if e can succeed.
I think that i have a fair chance against the US because of revenue. Theirs is so weak that i cannot think of a way that th'ey'll be ablr to produce enough stuff to stop me. Without the eastern US ressources and say Portlnd that should fall early in the campaign, whats going to be left of their revenue (assuming i am sending no strat bombers as well). What about their oil situation without the Brits to fill them up? They have only a little oil production of their own?
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Turn 32: Securing the right flank
The battle continues to rage in canada... I had no choice but to postpone my attacks on the capital last turn in exchange for clearing up my right flank of the british INF corps attacking it. Now i destroyed one of them and the other only has 1 step left.
My fleet is now history, however sad this makes me... There is nothing i can do about it. My Flatop should be at the botom of the saint Lawrence next turn. I still cannot belive how stong the british navy still was even after all the losses it had previously. This was a major turning point for me in this North aMerica battle, i clearly wasnt expecting this much ships.
Ahh well the only thing i can do now is concentrate on the task at hand and that is taking Ottawa. In order to have a statistical chance, i need that third hex right next to Ottawa. Once i get that i should be able to take the city in 1 or 2 turns. Its defended right now by a fighter so its either Panzergeneral moves it and puts a INF reinforcement there pr kep the plane on the spot. Either options i should easily take the hex. I also have a German INF corps coming into the battle in 2 turns. This should greatly improve my position as it will give me more option on the ground side of things. An It INF corps is 3 turns away. This will enable me even more flexibility.
5 Corps and 3 GAR are just about ot land. a Fighter is also 3 turns away from landing and 4 turns from being into the action.
This canada thing may take more time than anticipated because of those damn convoys still getting in... Without this, Panzergeneral would have lost Canada already i can garantee you that! The American operation might be jeopartized in the sense that i might not be able to be ready in time for the type of surprise attack operation, landings and drive thru the North East i was planning...
In North Africa we continue to temporarily have the upper hand, and in another situation i should be very happy about this, but i just canot spare the troops to capitalize on this...
The final directives on Barbarossa has been given. I have not shown any screen captures since several turns and its on purpose, i want a complete surprise on what i am preparing. It shoud be fairly strong, i chose to be strong in canada and USSR... In retrospect i think i shold have gone real hard at Canada last winter 1940(at the expense of a weaker Barbarossa), but i coulndt know that the english would be that strong with their fleet, so the "what if" in this case is irrelevant, i am now acting on this problem as fast as i can and as decisively as i can.


My fleet is now history, however sad this makes me... There is nothing i can do about it. My Flatop should be at the botom of the saint Lawrence next turn. I still cannot belive how stong the british navy still was even after all the losses it had previously. This was a major turning point for me in this North aMerica battle, i clearly wasnt expecting this much ships.
Ahh well the only thing i can do now is concentrate on the task at hand and that is taking Ottawa. In order to have a statistical chance, i need that third hex right next to Ottawa. Once i get that i should be able to take the city in 1 or 2 turns. Its defended right now by a fighter so its either Panzergeneral moves it and puts a INF reinforcement there pr kep the plane on the spot. Either options i should easily take the hex. I also have a German INF corps coming into the battle in 2 turns. This should greatly improve my position as it will give me more option on the ground side of things. An It INF corps is 3 turns away. This will enable me even more flexibility.
5 Corps and 3 GAR are just about ot land. a Fighter is also 3 turns away from landing and 4 turns from being into the action.
This canada thing may take more time than anticipated because of those damn convoys still getting in... Without this, Panzergeneral would have lost Canada already i can garantee you that! The American operation might be jeopartized in the sense that i might not be able to be ready in time for the type of surprise attack operation, landings and drive thru the North East i was planning...
In North Africa we continue to temporarily have the upper hand, and in another situation i should be very happy about this, but i just canot spare the troops to capitalize on this...
The final directives on Barbarossa has been given. I have not shown any screen captures since several turns and its on purpose, i want a complete surprise on what i am preparing. It shoud be fairly strong, i chose to be strong in canada and USSR... In retrospect i think i shold have gone real hard at Canada last winter 1940(at the expense of a weaker Barbarossa), but i coulndt know that the english would be that strong with their fleet, so the "what if" in this case is irrelevant, i am now acting on this problem as fast as i can and as decisively as i can.


Turn 32 - Critical phase in Canada
Sorry for you guys, this turn no screen capture.
Re-outsupplyed the army in north Africa, Barbarossa postponed one more turn, we will await the results in Canada for now.
In Canada, the fighting rages on. 2 more allied units badly mauled and reinforcement finally arriving on the scene!
Re-outsupplyed the army in north Africa, Barbarossa postponed one more turn, we will await the results in Canada for now.
In Canada, the fighting rages on. 2 more allied units badly mauled and reinforcement finally arriving on the scene!
Turn 34: Ottawa encircled, Sebastopol fall!!!
The city of Ottawa is now completly surrounded. For those of you that tought that i made an error in letting Panzer general get me out of supply, well it was a calculated risk. I only had 3 units but he only way to get to Ottawa is to totally encircle it. So i put myself into a position where i knew panzergeneral might move his garrison, but i had reinforcement coming to clear it from the area...
So now all of his units are at 1 supply, they should get a 10 effectiveness drop next turn. Their movement is also halved and they can only get 1 step of reinforcement per turn. I shouldnow be able to concentrate myself on reducing that 8 entrenched powerful unit that i figured would have no chance of destroying while having to battle on my flanks.
The transport was also sunk, it was not even a contest. It did, however, give a 1 turn respite to Panzer's troops since i had to use my 2 bombers.
2 INF corps are now coming into the action tis should be sufficient to close this thing down.
BARBAROSSa was also launched last turn, aand i think i mad ethe best out of the force i was able to assemble despite all those pp spent in north america and on transport. Vilna, Brest-Litovsk, Chisinau and... Sebastopol have fallen. My drive thru the south should go smootly for the whole summer season. After that, we will see, and it will depend on the North american campaign results.
Speaking of which, i do not think i will be in a position to attack the americans... The english are too strong with those convoy still pouring in revenue, and i cannot help it but it is taking more time to reduce them... So i have revised my objectives for the USA... Defense and slow buildup of force.
I will also have to send forces to the middle east to occupy those hexes once Ottawa falls.



So now all of his units are at 1 supply, they should get a 10 effectiveness drop next turn. Their movement is also halved and they can only get 1 step of reinforcement per turn. I shouldnow be able to concentrate myself on reducing that 8 entrenched powerful unit that i figured would have no chance of destroying while having to battle on my flanks.
The transport was also sunk, it was not even a contest. It did, however, give a 1 turn respite to Panzer's troops since i had to use my 2 bombers.
2 INF corps are now coming into the action tis should be sufficient to close this thing down.
BARBAROSSa was also launched last turn, aand i think i mad ethe best out of the force i was able to assemble despite all those pp spent in north america and on transport. Vilna, Brest-Litovsk, Chisinau and... Sebastopol have fallen. My drive thru the south should go smootly for the whole summer season. After that, we will see, and it will depend on the North american campaign results.
Speaking of which, i do not think i will be in a position to attack the americans... The english are too strong with those convoy still pouring in revenue, and i cannot help it but it is taking more time to reduce them... So i have revised my objectives for the USA... Defense and slow buildup of force.
I will also have to send forces to the middle east to occupy those hexes once Ottawa falls.



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Re: Turn 34: Ottawa encircled, Sebastopol fall!!!
Wow, very sneaky operation, but don't you find this attack very risky? High chance of failure attacking a fortress even with two bombers within range, and if you dont take it on the first round then all resources are basically lost as the Rumanian DD is quite easily sunk.supermax wrote: BARBAROSSa was also launched last turn, aand i think i mad ethe best out of the force i was able to assemble despite all those pp spent in north america and on transport. Vilna, Brest-Litovsk, Chisinau and... Sebastopol have fallen.
Well, the Russian campaign is not a factor at the moment... Although my first turn was impressive, the game will play itself in Canada. If i can take it, i have a very good fighting chance, the english revenu will be sorely missed...
But Russia, in my opinion, is too strong compared to the type of preperation. So i can only win on the long run and this long run thing will have to be with the surrendering of the English.
On the Sebastopol subject, it is quite easy to take... Idealy, you put lots of research into air so you can hae some punch on upgraded TAC... Also, 2 high effectivenes corps (90+) can do it very easily, and you also bombard with the DD. In my test in hotseat games agaisnt myself, with all those condition i succeed 75-85% of the time.
With Sebastopol taken, it opens up a realm of possibilities...
But Russia, in my opinion, is too strong compared to the type of preperation. So i can only win on the long run and this long run thing will have to be with the surrendering of the English.
On the Sebastopol subject, it is quite easy to take... Idealy, you put lots of research into air so you can hae some punch on upgraded TAC... Also, 2 high effectivenes corps (90+) can do it very easily, and you also bombard with the DD. In my test in hotseat games agaisnt myself, with all those condition i succeed 75-85% of the time.
With Sebastopol taken, it opens up a realm of possibilities...
Well it was easy this time. Now that the cat is out of the bag all the allied player needs to do in the future to defend against this is to build and place two infantry corps adjacent to the fort before Russia is at war.supermax wrote:On the Sebastopol subject, it is quite easy to take... Idealy, you put lots of research into air so you can hae some punch on upgraded TAC... Also, 2 high effectivenes corps (90+) can do it very easily, and you also bombard with the DD. In my test in hotseat games agaisnt myself, with all those condition i succeed 75-85% of the time.
With Sebastopol taken, it opens up a realm of possibilities...
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OK cool, had no idea this was that feasible, thuoght that when invading these corps would be down to 50-60 effectiveness... (think that is what it is for Denmark/Norway invasions?).supermax wrote: On the Sebastopol subject, it is quite easy to take... Idealy, you put lots of research into air so you can hae some punch on upgraded TAC... Also, 2 high effectivenes corps (90+) can do it very easily, and you also bombard with the DD. In my test in hotseat games agaisnt myself, with all those condition i succeed 75-85% of the time.
In any case, you would need to pay shipping costs (and oil) for every reinforcement shipped over to the Crimea, but agian that is probably worth it for the extra avenue of attack.
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O.K. But won't only three of the four corps be adjacent to the two Russian corps. And won't your landing force be split meaning you'll only be able to provide level 1 supply to two corps?supermax wrote:It is still doable , you land 4 troops instead of two and you make the 2 corps adjacent to Sebastopol retreat. Again, relatively easy to do with the low russian effectiveness at the beginning of the war.
And then if the Russia player had an infantry corps in the build queue, which I don't believe would suffer from the effectiveness hit (but I need to check this), could embark the garrison out of the fort and place the newly built infantry corps on their first turn in the fort. So now you're facing a full strength infantry corps in the fort not to mention.
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Placing two infantry corps next to Sevastopol prior to activation and having one in reserve in the build queue on the surface seems to be a low impact counter to this threat. Also, unless the axis move the Romania DD adjacent to the Crimea on a turn prior to the start of Barbarossa then they wouldn't having spotting to that area and wouldn't know if the Russians had defended against the invasion threat. So they would need to send four corps to be sure.Stauffenberg wrote:Maybe this is an example that the Russians should add reinforcements adjacent to Sevastopol prior to their activation?
If defended against, then the Germans could only get three corps adjacent to the two next to Sevastopol. Also, I wouldn't think that the German invasion capacity would be greater than 3 so the invasion landing of the fourth corps would cost 35 PPs. So there's a good chance that one Russia corps still remains adjacent to the fort after the first German turn. Then on the Russians turn they could embark the garrison from Sevastopol and place the infantry corps from the build queue there. The only way the axis could prevent this would be to blockade the port of Sevastopol, which would require the Romania DD and four other transports.
Also, the Russians could rail their air units from the Caucasus and near Moscow to finish up taking care of the Romania DD on their second turn. The Romania DD should already be depleted from two attacks by the Russian BB (turns 1 & 2).
Now to the low impact part. If the axis player doesn't try this then you move the two infantry corps to where you need them when the threat has passed. Or you can decide to keep them there to replace the garrisons in Sevastopol and / or Kerch and better defend the Crimea.
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I think the deployment of forces in the Sevastopol area should be left as is. It's easy for the Russians to defend against by placing units, and if the Germans want to spend a lot of resources on an invasion, they should be allowed to so. Besides, who can say that a surprise attack wouldn't have overwhelmed the defenders historically?
LOL
Well, i do not know if i am going to continue putting my AAR online, it seems that changes are made to the game so no special stuff can be done. Modifing the garrison in Sebastopol? Wow its a bit of overreacting... Ask Joerock i did this very same operation in a game against him and it has a limited scope as you will see it unfolding in the next few turns. The only real thing it does is make the Russian retreat a little biyt faster and remove the Sebastopol threat from the german flank. But other than that, its not a game winning move...
Dont you guys think that its a little bit more fun to do different stuff than just the regular scenario? Imagine how much fun i am having in Canada and there is your reason for not modifying this great game too much...
If you really want to be historical about this, remove the ports in the Balck sea available to the axis. This, in itself, make no sense since there was no way in hell that the germans could have mustered transport ships into this area.
Well, i do not know if i am going to continue putting my AAR online, it seems that changes are made to the game so no special stuff can be done. Modifing the garrison in Sebastopol? Wow its a bit of overreacting... Ask Joerock i did this very same operation in a game against him and it has a limited scope as you will see it unfolding in the next few turns. The only real thing it does is make the Russian retreat a little biyt faster and remove the Sebastopol threat from the german flank. But other than that, its not a game winning move...
Dont you guys think that its a little bit more fun to do different stuff than just the regular scenario? Imagine how much fun i am having in Canada and there is your reason for not modifying this great game too much...
If you really want to be historical about this, remove the ports in the Balck sea available to the axis. This, in itself, make no sense since there was no way in hell that the germans could have mustered transport ships into this area.