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Messages - Wolf

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61
Rules Questions & Clarifications / Updated British ETO Build Chart?
« on: March 31, 2013, 08:55:01 AM »
 :) 

Hey Guys.

Still having a great time with this game.  I had to junk my Eastern Front game, as I discovered I had shorted the Russians a lot of their IP. (if you count Poland and the Baltic States, they start with a whopping 121 after they are attacked.  Of course, they do not get to KEEP a fair chunk of that.)

Since I am playing with Unique Miniatures, and not counters, I have created Unit Identification Charts that I place my miniatures on, to indicate what unit they represent, and what those units values are. (if you want, I could attach jpgs of them.  I think they look very cool, but I am admittedly biased.)

However, in doing so, I noticed some discrepancies, particularly among the ETO British, between the build charts and the actual counters.

The Hurricane is listed as 5-2/4-3 on the Build Chart, and 5-2/3-3 on the Counters.
The Typhoon is listed as 5-2/5-4 on the Build Chart and 5-2/5-5 on the Counters.
The Mosquito is listed as 4-3/4-4 on the Build Chart and 4-2/4-5 on the Counters.

In all of these cases, I went with what is on the Counter over what is on the Build Chart.

I just thought you might want to update the Build Chart.

I am going to TRY to see if I can set up something for KublaCon in SF this year.  I will keep you posted.

Wolf

62
Yes, that is the one I was sent when I ordered the game, so I have the most current.

Truthfully, this is not what I would call an accurate test.  I am only actively playing the Eastern Front, with the rest of the Map "at rest".  I have given the Germans a 15PP hit for supplying the rest of their army, but perhaps that is inadequate.  I believe I will increase the "hit" in Spring 1942, as Germany begins to need to defend against the UK and the US.

I guess this is really a test of "How Bad Can It Be?"  I want to see what it takes to slow down the German Juggernaut. If the Germans are allowed to REALLY focus, it can be quite bad.  With the British able to snipe at Germany's heels, a raid to Norway, a Dieppe style raid, really giving the Italians grief, etc, that might pull some Air assets and a few divisions away from the Eastern Front.

I do see, however, some "cracks" beginning to appear.

Guderian's Panzer Armee is really way out in front, by himself.  The large Infantry Armees are quite a bit further back, not benefiting from the Mechanized Movement.  Reinforcements appearing in Germany, and needing to be railed to the front is beginning to slow things down.

I fully expect Guderian to get mauled taking Moscow.  I expect him to take it, but I expect he will pay dearly for it.

And, my first T-34's are showing up.  The Soviet Strategic Reserve will make its appearance at the end of Autumn, which will help.

Oh, and what is that line?

Ah, yes.  "Winter is coming."

63
Mark,

Thanks for the reply.  Confirms pretty much what I read from the rules...

It is not looking good for the Soviets.  With the extra two move/attack options afforded by attacking in Spring '41 instead of Summer '41, Guderian has a Panzer Armee just outside Moscow at the Start of Autumn '41, and another Armee is just outside Leningrad.  In the south, Odessa has been occupied.

I do want to state that the dice have loved the Germans, and hated the Russians.  Except for a single combat in which Guderian was given a bloody nose, the Russians have not been able to do much damage to the Germans.  They now have 4 full Panzer Armees, with only 3 Panzer Commanders to go around.

I will post a full write-up when I am done...

64
Rules Questions & Clarifications / Aircraft and Mechanized Movement
« on: March 18, 2013, 07:07:47 AM »
 ;)  I have able to play a bit of the European Game over the last week or so, and I am having a good time with it.

I am currently involved in a playtest of Fall Barbarossa, with the Germans jumping in Early in Spring 1941.

I just finished the regular movement/combat, and am well into the Mechanized Movement phase.

Now, I feel I have a good grasp on how the Offensive aircraft work in combination with mechanized movement/combat, being able to move one area from where they participated in the Normal Combat phase, to aid in Mechanized combat.  No problem there.

I am reading/playing that a Returned result, either from Air Combat or AA fire, means Done for the Turn.  I have been "landing" those aircraft, and inverting them to mark them as Non Operational.  I hope this is correct.

My question comes from Defensive aircraft in Mechanized movement.

In the initial attack, I had all my me 109's do airbase attacks on the Russian aircraft spread along the border.  Two of those aircraft got off completely unscathed (rolled an 11 and a 12).  After the single round of combat, they scooted back to Smolensk.

There was a Bomber and a Fighter already there.

Now, since the Bomber and Fighter previously did not take part in battle, they are available, I assume, to interfere with Guderian's Mechanized Push into Minsk.  What about those two fighters that fled their Bases being overrun?  They suffered no negative effect from combat (meaning they were not returned or destroyed).  Can they participate?

By the way, this is a lot of fun...

65
Thank you.

That was my guess, but best to be sure...

66
Rules Questions & Clarifications / German Leaders entry and removal
« on: March 10, 2013, 05:51:30 AM »
Augh!

Okay, the German Build Chart lists Generals entering and leaving by Winter turns.  Is the first, or second Winter?  When it states Winter 40, is this Turn 2 Winter 39/40, or Turn 6 Winter 40/41?

Enquiring Minds want to know...

67
Rules Questions & Clarifications / Re: Invading the Low Countries
« on: March 10, 2013, 05:47:51 AM »
 :) 

I am doing a solo playtest to hit rules questions prior to rolling this out to my friends next weekend.

Because the Spring 40 chit 0 was drawn first, the Germans just rolled into Holland and Belgium.  This of course, left all the Allied Chit Draws for them to counter with, and they rolled right up into Belgium to meet them.

In the Battle of Flanders, the Belgium troops could not hold out long enough, and the massive French and English reinforcements did not arrive in time.

In the Ardennes, the Germans did not bring quite enough firepower, and the Belgium troops held out better.  Because of a little problem the the Home Fleet rushing out to defend Norway, portions of the Luftwaffe were busy.  The battle for the Ardennes ended with both sides losing all their Front Line troops in the same round, which if I remember correctly, is a victory for the defender.  Funny, the French Airforce (1 bomber and 3 fighters) may have decisive there.  Funny that...

68
Rules Questions & Clarifications / Invading the Low Countries
« on: March 09, 2013, 03:58:40 PM »
 ???  When the Germans invade Holland and Belgium, is there anything to prevent the French and British from rushing in to aid the battle, provided they still have a chit draw?

This could be real problematic for the Gerry's...

I know they would have to come in as reserve, but they could still mess things up real good.

69
It works really nicely around Japan, and India, and Australia.  Japan, in particular, has several large ports feeding into the Sea of Japan, and especially into the sea zone south of Tokyo.

The one "Hiccup" is Pearl Harbor.  There are 5 naval units based there, and with the 1/5 ratio, one of them is "Out of Supply".

Couple of things could be done:  Use the more generous 1/4 or 1/2 ratio.  (if you use the 1/4 with a strict round down, 5pt = 1, 10 = 2, 15 = 3, 20 = 5).  Or, we could just increase Pearl to a 25

We could also only count "Warships", letting subs and transports get off free. (lighter fuel and Ammo requirements?).

One of the things I REALLY like about this, is it does prevent the enormous fleets.  You have to break them up, and spread them around to various ports.  It would require the Japanese to use their "Oilers" to make a heavy strike up into India.

I have a European Game scheduled for next week, and I will be testing the new naval rules, and a home rule or two of my own.  I will post back how things went...

70
The port capacity for ports is how many combat units may trace supply through them.  I cannot imagine that this also refers to how many naval units may base there, as well.  That would mean the smallest ports that show up on could base 5 Naval Units.

Now, since each unit actually represents a large group of ships (2-5 Battleships, 6-15 Cruisers, etc), it would make a certain amount of sense that a port could only support so many.  It could 1 for every 2 port capacity (rounded down) or 1 /4 or 1/5.  I think in my European Playtest, I will use the 1 for every 5 limit.  Using this limit, the Sea Zone north of Berlin could support 10 naval units, with Kiel, Rostock, Stettin, and Kolberg, with another 3 once Copenhagen falls.  This lends a lot of credence for "Spreading Fleets around".

71
 ;)  Thanks!

I did notice the release statement on the Russian Build Chart after I posted this question, but I was still curious about a global game.

72
Hey Guys,

At what time do the Soviet Strategic Reserves get released?  At start of war with Germany?  Do they appear at the Eastern Map edge?

If you are playing a combined game (Europe/Pacific), where are these units?  Do they represent troops released from Japanese Border garrison?

Wolf

73
Thanks Mark,

I understand that a real-world Sea Lion would have been difficult, if not impossible, for a host of reasons.

And, you are correct, every Deutchmark spent on landing craft and transports is a DM not spent on Tanks and Planes and Infantry.  Especially considering how much you really need the fighters and bombers to go along with the invasion fleet.  It is one of the real strengths of this game, I feel, that dynamic tension between all the things you WANT and what you can AFFORD.

But still, I like to see if it is a credible possibility (and not too damn easy, as in some games I could mention).

I am happily gathering my minis and am going to have the map printed soon, and see if I can get some play time in.

Thanks again.

74
 :P

Okay,

You can ignore this question.  More careful reading has found the relevant passage on page 28.

Quote
Landing Craft
When conducting amphibious invasions (attacks against enemy owned territories), front line units must be landed via landing craft.  Landing craft count as a non-infantry unit for transport capacity limits.  Therefore, transports used for amphibious assaults can carry one landing craft plus one infantry or DD Tank. Landing Craft are expended and removed from play after utilization in an amphibious assault.

If I remember correctly, one of the reasons Hitler decided against the Invasion of England (I mean, besides the whole Battle of Britain thing) was lack of sufficient transport capacity.

Hmm...

75
 :)

Hey Guys, quick question:

Do Landing Craft count against the carrying capacity of Transports?

This a really important question:

If Yes, then 1 transport can land 1 Amphib Infantry (capacity of 2 Any: 1 Inf + 1 LC).

If No, then 1 transport can land 3 Amphib Infantry (Capacity of 3 Inf, with the LC not counting).

In a potential Sea Lion scenario, the Germans start with 1 Transport, and can build 4 more by Summer 1940.

So, the question is, are we talking 5 German Infantry on the beaches of Dover, or 15? (Okay, 15 is silly.  Only 6 get to be Frontline anyway, and the others can land at the channel ports after they are captured.)

Just Wondering

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