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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Wed Apr 30, 2014 11:32 pm
by rkr1958
Stauffenberg wrote:I think there are a few game tweaks not mentioned.
The most important is the addition of bonus to quite a lot of stats at certain XP level (25, 50,75, 100). E. g. ground defense is increased by 1 at 25 and again at 75. Ground attack is increased at 50 and again at 100. And so on for quite a few other stats.
Borger, Thanks. Congrats to you and your team on this latest version, which is the most balanced and best yet.
oxford_guy wrote:So looks like you went:
Air>Armour>Infantry>General>Naval - right? I've often wondered about the best order to get my labs in (although taking air early seems like a good idea, as being behind in this hurts alot), I assume going for Armour and Infantry early is to try to get some upgrades in before Barbarossa? Any other comments about your lab strategy?
Almost. My sequence was air (turn 1), armor and infantry (turn 2), general -> industry (turn 3) and naval -> subs (turn 4). After Case Yellow builds and repairs I will then build my second labs in Air, Armor, Infantry and General in 1940. Note that I don't (won't) build a 2nd lab in naval. In 1941, I then build my 3rd labs in armor, infantry and air. Then a 3rd general -> industry as soon as the German war effort hits 130%.
As soon as I hit level 1 on air -> strategic operations, I then switch to a focus on Dog fighting.
Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Fri May 02, 2014 12:27 am
by rkr1958
Turn 6. 12/10/39 Axis.
The transfer of forces from Poland to the west was completed this turn. Now the focus is on the additional builds for Case Yellow in the spring.
Items worth reporting this turn:
1. FJR division deployed.
2. 3rd Luftwaffe fighter and tac unit paid for and are in the build queue.
3. Guderian will be commissioned (i.e., bought) next turn.
4. Northern convoy. 19 points convoy points sunk so far. Flotilla 2 spotted a newly formed 19 point convoy that sped by its position at the end of this turn. UF-2 will hopefully find him next turn. Though, the poor weather has reduced spotting to 3-hexes at sea.
5. Central convoy. 17 point convoy spotted last turn as it sped by. However; UF-1 and UF-3 were unsuccessful in their search for it. The reduced spotting range to the poor weather is at fault!
P.S. 6. (not shown). Note the deployment of an infantry corps opposite the 3, 4 and 5 magnoit line forts (counted from north to south) and the corps next to fort hexes 1 and 2. I do this to make it a more difficult decision for the allied player to pull out garrisons from these (all but 1) fort hexes (without replacing them). Now if they do, the Germany infantry can slip through into France and help disrupt defenses there.

Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Fri May 02, 2014 10:12 pm
by rkr1958
Turn 8. 1/19/40 Axis.
Report:
1. Case Yellow will be launched on the next fair weather turn, which can occur on any following turn (including the next turn). The Germans are ready. All transfers from Poland to the west are complete, all units are repaired to full strength, all new builds are complete and deployed (except 3rd TAC to be deployed next turn).
2. New builds are FJR division, 3rd fighter, 3rd TAC and Guderian.
3. German u-boats were exceeding successful this turn sinking a 19 PP northern convoy and 8 of 10 PPs from a central convoy.
4. Minimum occupation force in Poland; however, all Polish cities and rail depots (on the German size of the Nazi-Soviet pact) are garrisoned.
5. (Not shown). Will start buying 2nd labs next turn.

Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Fri May 02, 2014 11:00 pm
by OxfordGuy3
You don't need to garrison Danzig and Posen, they're German nationality and won't spawn partisans. Also don't think it's worth garrisoning the rail head
Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Sat May 03, 2014 3:21 am
by rkr1958
Turn 9. 2/8/1940 Axis. Case Yellow.
The weather clears early and Case Yellow is launched with the conquest of Holland and Belgium. Though, Holland held tough as the first picture below shows. My strategy is to invade and conquer Holland before I DOW Belgium. However, this game I DOW and conquered Belgium with The Hague holding at 1-step. I was able to finish Holland off after taking care of Belgium but this required me using the 3rd fighter and Rundstedt's infantry corps to do so. I wanted to rebase that fighter forward and keep Rundstedt in a better position to command the Luftwaffe.

Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Sat May 03, 2014 5:38 pm
by rkr1958
Turn 10. 2/28/1940 Axis.
1. As expected (75% forecast) the weather turned from fair to mud/rain. But I didn't let that dampen my spirits (pun intended).

Seriously, while not optimal the poor weather did bring with it some opportunities.
2. The allies left Lille, France defended by a garrison and approachable from three hexes. I wanted to base my fighters forward this turn so I decided to soften up Lille before the ground attacks with unescorted bomber strikes. I felt that the combination of mud/rain and the morale loss to allied units due to the fall of Belgium last turn, made this the best time to try such a thing. To hedge my bets some the first bomber flew in was the Strat switched to tactical strike (i.e., ctl-x, white bulleyes). He went in without allied interception, so I bodly sent in a TAC for the second strike. The ground attacks by an infantry and two armor corps, with one armor led by Guderain, accomplished the objective. Lille was captured, which not only gives the axis a forward city from which to continue the attack against France; but denies that same city to the allies for their defense and denies the French its PP's.
3. Though requiring an attack across a river and in bad weather, my opponent left Lorraine vulnerable to captured if the defending garrison could be made to retreat. Though not sure exactly what the odds were of accomplishing this I felt at best it was 50/50%. However, all I was risking were 1 or 2 air and 1 or 2 infantry corps step losses. What I had to gain was the capture of Lorraine, which would give me a bridgehead across the Meuse and deny more PPs to the French. The French just don't have the PPs and manpower to replace their losses and so their army eventually collapses. That's how I defeat France. So the more revenue you can deny the French the faster you hasten that collapse.
4. The bad weather, which severely reduced mech movement allowed me to forward base a fighter that otherwise could have been destroyed by two French corps counterattacking. Because of the weather and the ZOC generated by adjacent units, the French can't reach either of the two empty adjacent hexes. Also, the poor weather, which greatly reduces the effectiveness of shore bombardment, gave me confidence in moving the German mech on the coast. With fair weather I would have not made either move.
5. German u-boats continue the work at sea with 9 PPs knocked off a northern convoy and 10 PPs off a central one. I plan to build 3 more u-boat flotillas this year (after my 2nd lab builds are complete). My objective for this fleet is to destroy convoys and interrupt PPs to the the UK. I want to force my opponent to either let me continue to do this through the war or force him into significant investment in DDs and SACs to counter this threat. Either way, I feel that the Battle of the Atlantic is successful as these are PPs not available from ground and air units to attack and invade Europe.

Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Sun May 04, 2014 1:58 am
by rkr1958
Turn 11. 3/19/1940 Axis.
When I opened the game file returned from my opponent I was first relived that the weather was fair and then excited at the opportunities my opponent had left me with. And then after I played the turn my excitement turned to jubilation at the results I got! In fact, I was so jubilated that I purposely didn't mention the exceeding good results I got in my return email. I personally feel it's bad form to "gloat". On the flip side, I also don't complain about a turn where I had back luck or bemoan the results when my opponent gets the jump on me. I like to try to keep my email responses level as not to give away jubliation or frustration.
Text of Return Email wrote:Fortunately the weather cleared this turn. Though, it is a worry for me when I get fair weather on turn 8 (2/8/40) that I'll get poor weather on the next two turns (2/28/40 & 3/19/40), which would essential negate the allied morale loss due to the fall of Belgium. However; I feel the extra time gained (2 to 3 turns) from launching an early Case Yellow on turn 9 versus turn 11 or 12 more than out weighs the 19% chance that both turns 10 and 11 will be bad weather.
1. I saw great opportunity to destroy one French mech corps and badly damage the second, commanded by Gameline. While the defensive position my opponent built west of the Somme looks formidable there is one potentially fatal flaw that I tried, but failed to exploit. At this point you may be confused then by my jubilation and the absence (i.e., destruction) of the 2 French mech corps in the post-turn screen shot. Let me explain. The fatal flaw I was trying to exploit was to try to get the most northern French Mech corps to "retreat" eastward across the Somme giving me the opportunity to finish it off. This would then give me access to either destroy or mortally wound the mech corps commanded by Gameline. I hit the 1st mech with 2 TACs and then followed up the airstikes by a ground attack with an armor corps at 90 efficiency. To my disappointment the French corps didn't retreat and was left at 5-steps. Well, so goes the fortunate of war. So my focus then shifted to clearing the garrison in front of Gameline's mech and then doing what damage I could inflict on it. But, first I wanted to finish up my second attack, which was across the Somme, against the 1st French mech and hopefully knock off 2 or 3 more steps and leaving it virtually worthless. To my great surprise, this second attack (across a river) killed off that stubborn mech corps! This gave me access to not only destroy the 2nd mech and knock Gameline out; but establish a strong bridgehead across the Somme and put the French northern defenses (hopefully) in disarray. Such are the fortunates of war.
2. My opponent also left Lorraine again vulnerable to capture by retreat. Though all my air had been used in my attacks on the 2 French mech corps (including intercepting allied fighters and attacking the garrison next to Gameline), I was fortunate enough to get the garrison to retreat allowing me to capture the city and establish a strong bridgehead across the Meuse creating havoc (I hope) is the southern French defenses.
3. Finally, I saw the track of a 16 PP southern convoy that led into the English Channel. I don't think I ever had seen that before; but I trusted the track. I used a second u-boat (not shown just west of the Post Turn screen shot) to verify and spot the convoy. Then I followed up with an attack from the first u-boat to knock 8 PP's off. By the way, the convoy move back west and up to its destination.

Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Sun May 04, 2014 2:10 am
by rkr1958
By the way, I'm also doing an MWiF AAR (my first) over at the Matrix forums. I'm a wet behind the ears, full fledged novice when it comes to both WiF and MWiF. I'm still learning the rules. However; it you have the time please check it out and feel free to comment on it too.
http://www.matrixgames.com/forums/tm.asp?m=3598648
Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Sun May 04, 2014 7:49 am
by OxfordGuy3
rkr1958 wrote:By the way, I'm also doing an MWiF AAR (my first) over at the Matrix forums. I'm a wet behind the ears, full fledged novice when it comes to both WiF and MWiF. I'm still learning the rules. However; it you have the time please check it out and feel free to comment on it too.
http://www.matrixgames.com/forums/tm.asp?m=3598648
I know what World in Flames is, I used to play the board game when I was younger, then moved onto Totaler Krieg (
http://shop.decisiongames.com/ProductDe ... tCode=1022), which had a quicker pace and was easier to PBEM, but what's MWIF?
Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Sun May 04, 2014 12:17 pm
by rkr1958
oxford_guy wrote:rkr1958 wrote:By the way, I'm also doing an MWiF AAR (my first) over at the Matrix forums. I'm a wet behind the ears, full fledged novice when it comes to both WiF and MWiF. I'm still learning the rules. However; it you have the time please check it out and feel free to comment on it too.
http://www.matrixgames.com/forums/tm.asp?m=3598648
I know what World in Flames is, I used to play the board game when I was younger, then moved onto Totaler Krieg (
http://shop.decisiongames.com/ProductDe ... tCode=1022), which had a quicker pace and was easier to PBEM, but what's MWIF?
Matrix World in Flames (Matrix Games' Product)
Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Sun May 04, 2014 5:22 pm
by rkr1958
Turn 12. 4/8/1940 Axis.
1. My opponent retreats across the Seine northwest of Paris. Again, while it may look like a formidable defense across a river, the fact that he's left me with the chance to force a "froward" retreat is a potentially fatal flaw. And this time, I do get the retreat and I'm able to cross the Seine in force. Couple this with attacks that were also able to establish a bridgehead southeast of Paris across the Seine it looks like I may have a very good chance to take Paris next turn.
2. U-boats are able to find and finish off what was left of the central convoy (8 PPs).
3. In / near the Ardenese, I resist the temptation to attack just to attack even though the odds are overwhelmingly with me. I don't see these forces playing any part in the final defense of France and so there's no need to risk step losses (as minor as they might be) to attack them.
I would like to provide my take on the "forward" retreat that I've exploited / tried to exploit the last 2 turns. To me this is a valid game mechanism that represents real war events. In the Battle for France, German armor moved so fast that bridges across the Somme were siezed and bridgeheads were established before the allies knew what hit them. Much less time for them to blow the bridges. In the BBC, "World at War" series there is an interview with a French leader who says that the allies were planning battles on maps to stop the Germans. But; before they could even get the orders out to the allied units the Germans had already captured and moved beyond those positions. So, in my mind, the forward retreat is the consequence of retreating too fast and not properly providing a rear guard defense. In both these last turns, a couple of well place garrisons east of the river line would have prevented the "forward" retreat. I think these reflect real war situations and tactics.

Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Mon May 05, 2014 12:36 am
by BattlevonWar
Wonderfully descriptive AAR, keep it coming.
Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Mon May 05, 2014 12:56 am
by rkr1958
BattlevonWar wrote:Wonderfully descriptive AAR, keep it coming.
Thanks.

Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Mon May 05, 2014 1:24 am
by rkr1958
Turn 13. 4/28/1940 Axis.
There's quite a lot to report this turn so this turn's report will be covered in two posts.
1. I had to decided whether to play this turn conservatively by destroying units around Paris, isolating the city and cutting it off from the rest of France and completely assuring its capture
next turn. Or go for the knock out this turn and be done with it. Letting France live another turn regardless of what I decided to do would certainly lead to desperate French counterattacks and step losses across the entire front. These step losses would be lower if I decided to use this turn to clear out French units in and around Paris than if I went for Paris and missed. However; if I could manage to take Paris out and force France to fall then there would be no desperate French counterattacks and thus no additional step losses.
There are four empty hexes adjacent to Paris from which I could attack this turn. 2 on the same side of the Seine and 2 across the river. For the 3 units adjacent in the pre-turn screen shot, the expected odds against this well entrenched (at 8 ) corps with a French leader attached were: 3:2, 1:2 and 1:1 = 5:6. Thus, 3 of the 4 ground attacks would yield an expected 5 steps of loss. I would expect lower axis losses because these odds reflect pre air strike odds. If I then throw in another 2-steps of loss for the 4th hex then I have an expected loss of 7-steps. This means that if 2 TACs are able to knock off 3-steps then my expected odds are that Paris will fall. I decided to go for it!
2. The 2 TAC attacks reduced the defenders down to 7-steps and their entrenchment to 6. Guderian's armor corps (to the north) knock off 3 more steps, the armor corps to the south knock of 2, an infantry corps 1 and then a mech corps finishes the job and captures the city. Paris is captured and France is done.
3. Now comes and interesting decision. The axis still have 1 TAC, 1 strat and 3 fighters on standby and ready to fly. The 2 RN BB squadrons at yellow efficiency in the Dover Straights are just too good to pass up. The Luftwaffe knocks 3-steps of each and 1-step off the RN CV docked at Portsmouth. That's a score of 7 RN steps to 4 Luftwaffe steps lost. Not a bad exchange; especially considering that naval steps are repaired at 80% of their full cost versus 60% for air steps.
4. I accept the armistice and France surrenders.
5. My Case Yellow strategy was Sitzkrieg. I was able to beat the historical surrender date of France by 55 days and the average fall date for Sitz by 70 days! My cost in PP's was 213 and in manpower 2.9%, which was 169 and 2.7% lower than the averages for Sitz. I am exceedingly pleased with how this campaign turned out.

Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Mon May 05, 2014 1:36 am
by rkr1958
6. I will now try to turn up the heat in the Atlantic by attacking allied convoys and immediately building 3 more u-boat flotillas.
7. Also, I begin preparations for my invasion of Yugoslavia on turn 20 (9/15/40), right after the 2nd Vienna Award (19. 8/26/40), by moving forces to the Hungarian border. I know I have plenty of time; but I didn't want the rail points I had available this turn to go to waste. My rail will be stretched the next couple of turns getting units to the western French cities and rail depots to guard against the French resistance. As the axis, I hate partisans and I garrison ever city and rail depot.
8. I finished my lab buys for Germany for 1940. They now have 2 lab in each of the 5 areas. I decided to add a second in navy -> submarines. I plan to make a serious effort in the Atlantic to force my opponent to invest heavily in resources to counter the u-boat threat or suffer the revenue lost from the loss of convoys. I eventually plan to have a total of 9 u-boat flotillas. But that won't be until 1943 or 1944.
9. (Not Shown) With the surrender of France and it's Mediterranean fleet, the allies (I'm sure) fall below the minimum naval requirements in the Med. So, Mussolini in typical fashion declares war on France and enters the fray. And not a moment too soon.

Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Tue May 06, 2014 1:19 am
by rkr1958
Turn 14. 5/18/40 Axis.
1. I will make no attempt to defend Libya, or any other part of North Africa. I plan to pull the mech and two infantry corps out next turn and back to mainland Europe. My lab strategy for Italy will be 2 Infantry, 2 Air->fighter and 2 Industry-> Organization. I plan to build mechs, fighters and leaders for Italy after I buy those labs. The only forces I plan to leave and defend Libya with are 4 garrisons. I plan for Italian infantry (those that exist now), mechs and fighters to play a major role in the Soviet Union. I intend for German forces to provide a fierce defense of mainland Italy and Sicily.
2. Though it cost me a bit of oil I moved the Italian fighter and TAC to Sicily as a feint for building up my forces in Libya and / or making a move against Malta. I plan neither.
3. All German rail was used to move garrisons to French cities and rail depots. In fact, a French partisan did pop up last turn and was severely dealt with by the Luftwaffe. Fortunately, the partisans didn't spawn in a city.
4. (Not shown). The Germans paid for u-boat flotillas 4 and 5.

Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Wed May 07, 2014 3:34 am
by rkr1958
Turn 17. 7/17/1940 Axis.
Hold on to your hat because this game just took an unexpected twist. The twist will be discussed in my next post.
1. This turn started off normally. I noticed an RN DD innocently enough; but boldly steaming through the Dover Straights. Though I was in the process of redeploying my forces to the Balkans and the east I decided that it would be worth a shot for the Luftwaffe to take a few steps off that destroyer. The issue was that while in range of 2 TACs this target wasn't in range of any of my fighters. So to minimize the chance of interception by the RAF, the 9-step fighter southeast of Brussels attack the UK garrison 2 hexes southeast of London. I was using this attack essentially as a fighter sweep to draw out any RAF fighters that might be on alert. No fighters intercepted. If they had, then the 8-step Luftwaffe fighter would have done a second sweep. The purpose of this sweep(s) was to clear the way for the TACs. The actual attack on the garrison was not of any significance. Anyway, these air attacks did a fair job knocking 5-steps off the DD for the loss of 2 TAC and 1 fighter step. So that was that. Right! Well for now.
2. I then went around the map taking care of business. The first was to disembark or move to port the Italian mech and infantry corps I had pulled out of North Africa.
3. The next was to keep up the facade that I had designs on Malta or North Africa by attacking the RAF fighter based at Malta. The Italians lost 1-step to the RAF loss of 2. A fair exchange.
4. Next, German u-boats attacked and knocked off 17 PP's from a convoy.
5. Buildup for the September 40 invasion of Yugoslavia continued.
6. A 6th u-boat flotilla was paid for. Then things turned interesting.
7. Back in France, I decide to move a fighter to withing range for air escort if I decided to continue "the Battle of Britain." When I did I saw something whose significance didn't register at first. My opponent had garrisoned London with a fighter on standby. Ok, maybe I could strike its base next turn. Then it dawned on me. I had airborne within drop distance of London and one the major changes made to 3.00 was that air units will usually retreat from cities from a ground attack. When I moved the fighter, I did NOT have spotting to the hex north and the hex northwest of London. The only empty hex I spotted was the one southwest of London and across the Thames. My airborne could land there; but if those two "unspotted" hexes were occupied then the fighter couldn't be made to retreat.
8 So, I brought in the strat to spot those hexes and discovered they were empty.
9. My opponent had made a grave error. I could drop my airborne next to London (and on the same side of the Thames), attack and, if the RAF fighter retreated, capture London. My only risk was the lost of my airborne division if the fighter didn't retreat. And the 15 PP cost of the drop. Tune in tomorrow for what happens next. It's 2-hours past my bedtime.

Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Wed May 07, 2014 4:05 am
by richardsd
looking forward to seeing how this works- where do the GARs that the UK get go - into the build queue?
did you line up some waterborne assualtsas well?
June gives you some time, where is Kreigsmarine?
what fun
Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Wed May 07, 2014 10:53 am
by rkr1958
richardsd wrote:looking forward to seeing how this works- where do the GARs that the UK get go - into the build queue?
did you line up some waterborne assualtsas well?
June gives you some time, where is Kreigsmarine?
what fun
Ah ... great questions ... all in good time.

Re: Ronnie vs Allied Player (Allied Player Please Stay Out)
Posted: Thu May 08, 2014 2:27 am
by rkr1958
10. I decide to drop and it's successful. The airborne division, which strarted at 9-steps, is dropped northwest of London, loses 3-steps during the drop and still manages to force the RAF fighter unit to retreat. I then immediately load an infantry corps on transport and rush him to the port southeast of London. The risk to the transport my opponent manages to retake London during this turn, then the transport (and infantry corps) will be lost. Though, the risk of the airborne and 1 infantry corps to take and hold London is worth it.
11. The KM sorties the DD squadron to Rotterdam and the BB squadron, which was based in the Baltic,through the Kiel canal to the North Sea. If this invasion stands, I will then bring more reinforcements to hold London and capture southern England.
In all my play I have never successfully carried out Sea Lion against a live opponent or in hotseat. This is a first for me. I've enter uncharted waters and this has though my careful hone strategy and timeline into the trash bin. But the opportunity to take London at the risk on the airborne division was just too good to pass up.
