Tuesday, February 6, 2024

Barbarossa Turn 41

Mud, mud and storms.  And it is still early September.

Army Group Centre made one successful attack to capture Kalinin.
The Soviet player had not realised it was a major city.
This meant the enemy ZOcs did not cover it and so, 
it could have easily been reinforced.
Doh!

Attacks on the approaches to Moscow were not so successful.

AGS was goaded into attacking Kiev by the AGC commander,
who has been promised two mechanized division once Kiev falls.

Army Group North

Army Group Centre (looking east)

Army Group South (also looking east)


Friday, February 2, 2024

AUSGAME 2024 NEW GAME Part 5

 AUSGAME2 2023

The End is Nigh – Germany Fails to Achieve Paris as the Dice Gods interfere yet again!
JUL/AUG 1940 (Cont)
Allied 1st impulse. Russia DOW Iran/Persia, which is aligned with Japan, Crossing the border Russia destroys the Iranian 2.4 Cav on the Russia/Persian border with a ðŸ˜­ roll and advances towards Terran. The US Senate is alarmed at these events and the US loses a chit – hopefully one of the big 4 pointers hehehehehe.
CW and France both take Land actions. GS on the Western Front sees one CW bomber aborted by AA and the other bombing run reduced to a NE. The French Arty fires and inverts a DIV as the French rearranges its line, reducing the garrison in Strasbourg to a 3 factor INF. Britain reinverts its inverted MECH and waits it out. China flips a DIV into the mountain point hex hoping to reduce the likelihood of the Japanese taking this important hex. It is important as it unlocks the Chinese mountain defensive line and puts a hex on the Nationalists capital Chungking.
Axis 2nd impulse. Weather roll is 7, N Temp is fine as it should be for the rest of the turn. Needing to make inroads, Germany declared a land offensive led by Guderian. Low odds ground strikes all miss. The only woods hex on the Belgium border is targeted and taking this hex opens up the clear terrain behind it. Three hexes are doubled, without blitz bonuses, a comfortable +13.3 blitz attack with a nice roll of 16 sees a welcome ðŸ˜­ result – Germany breathes a sigh of relief as any low roll in these early impulses would result in losses and inversions which the German can ill afford. A secondary attack was launched on the French 3 factor INF in Strasbourg across the Maginot and the Rhine River. A +8.4 assault with a handy roll of 14 (22) takes the hex with loss of a unit (1.1 GAR) and half inverted, good result as the Maginot line is now breached. Guderian, buoyed by his success, albeit at the expense of 13 OPs, re-inverts 8 units and the front line is ready to maintain the momentum of offensive action. However, and ominously for the German, all its HQs are now face down and will cost OP’s to reinvert.
Italy and Japan took Land actions; Italy land DIVS and the HQ Graziani in Cyprus and assault the 2.4 DIV defending the port of Famagusta, automatic results in the loss of the Div, Cyprus is cleared of British units. The hapless CA HMS Newcastle flees the port, avoiding capture or destruction (it was inverted) but is found be the patrolling Italian fleet – with a moderate split it is sunk in the E Med. Italian Units advance and liberate Jordan advancing towards the border with Saudi Arabia.
Japan takes a combined and lands a Marine DIV in the Persian port of Bandar Shapur and embarks on the train to Terran to bolster the local MIL defenders resolve – hoping that the imminent Russian assault on the capital will be a low roll and Iran can be saved. A Strat bombing of Chungking sees Japan’s first Strat success as the city's factory is bombed. Japan GS the mountain hex and succeeds, the assault is launched and led by Umezu and with a ðŸ˜­ roll and the Mountain hex taken – with that result China is potentially in trouble now. Japanese arty units are reinverted and the Japanese start to see the light at the end of the tunnel in China.
Allied 2nd Impulse. CW takes a naval and sends out its escorts and extra Convs to ship the valuable US oil to the UK. Force Z, 2 x CV’s 3 x BS’s and a CA go hunting for the two Italian CAs in the Arabian Sea – both sides fail to find in the Storm. British and Dutch subs hunt for Italian Convs in the Med, but like German U-boats fail to find or be detected – both sides rolling lots of +7s on their searches , France a no cost land, maneuvers Mil into the front lines – expendable, and withdraws from Metz leaving a 3 MIL as a rear guard. A CW strategic bombing run deep into Germany’s heartland just misses the factory. Russia launches its predicted assault against Terran and rolls ðŸ˜­ destroying both the defending MIL and the Marine DIV.
Axis 3rd Impulse, weather roll is a 5. Needing to continue pushing, Rundstedt is re-inverted – 6 more German OP's. The hex SE of Lille is targeted, and 1 INF and ATG are inverted, Rundstedt is used in the attack to get a +12.9 blitz but a roll of 7 sees only B result for loss of a MECH DIV and another half invert - a poor result for the German. Metz is attacked from 4 hexes getting a +14.6 assault with a roll of 11 ending up with a ðŸ˜­ result. Rebases, now that Warsaw has fallen Germany rebases the 5 factor Stuka that has spent the entire year in support of LANDOPS in Poland. Japan takes a Land and successfully GS another Corps in the mountains N of Chungking and a DIV in S China – many options as it sweats on an Allied pass impulse and an EOT roll of 1 – it sets up for an attack next impulse.
Allied 3rdImpulse sees all countries pass except France who takes a no cost Comb to conserve oil and relocate a BS that had been visiting Morocco – oops. The Allied 10% roll of 1 that was hoped for fails, much to the relief and surprise of the German's.
Axis 4th Impulse, weather roll is a 7. Germany continues to push, desperate to make some inroads and well behind schedule, declared two attacks. He again reinverts Guderian for the cost of 6 OPs – this is getting expensive now as the German has now been reduced to 11 OPs and he isn’t even adjacent to Paris. The clear Hex 1232, a gateway hex to Paris, had a defense of 16 with a -1 for the AT gun. The last German Stuka (5 fact) that had been rebased from Poland targets this important hex and is escorted by 2 x German Ftrs but the single French Ftr on a -1 rolls a 3 to gain the important AX and the Stuka is shot down on its first sortie in France – no plusses from this important GS. The escorting Ftrs shoot down the French Ftr but this is little consolation. The German Stuka should have been cleared through on a -1 with two escorting Ftrs. Pushing on as the clock is ticking and the turn can end now with any dice roll. A respectable blitz is declared using every remaining ARM/MECH getting to +9.3 however a roll of 4! sees 2 losses and a full invert for Germany for the loss a single French unit. This roll of 4 will more than likely cost Germany the game. The hex West of Metz had been reduced to a single 3 factor MIL, a +21.8 assault takes it automatically, German units enter Metz and open the Eastern Flank – alas too little, too late.
Italy takes a Comb and searches again for the conv in the Arabian Sea, this time she finds and sinks 1 x Conv, a second search and again neither side find in the storm much to the relief of the Italian CA Capt’s. Italian units advance to the Saudi border for desert training. Japan’s land saw it reinvert HQ Yamamoto for 6 OP’s as the Southern Mountain hex has a Corps and DIV inverted and from 4 Hexes the Assault of +10 promises success. Alas, the dice gods intervene and a 4 is rolled, the dreaded squiggly 14, 3/1 and that is two 4’s for the Axis this impulse.
So Both Japan and Germany on two critical dice rolls for land attacks this impulse; Germany’s attack against the ATK Hex and Japan’s against a second Mtn hex, both of these having spent Ops to reinvert HQs at the cost of 6 OP’s each, BOTH roll 4’s!The Axis quite rightly are somewhat aggrieved as the dice Gods have deserted them in their hour of need. You get that on the big jobs. EOT was not rolled, sigh, 1 needed.
Summary
As predicted, this was the key turn for our game. It is very rare that in a game with thousands of dice rolls and the complexity that WIF is, that a single dice roll can determine a game – but Germany’s 4th Impulse +9 Blitz attack against the French was probably one of those. The roll of 4 (6%) cost Germany two units and more importantly a full inversion of all its ARM/MECH and frankly any chance of Germany advancing to the outskirts of Paris. If he had rolled higher and destroyed the two French units and more importantly remained upright and given one or two more impulses and Germany could have had one or two hexes adjacent to Paris and potentially, and I do say potentially an assault against Paris in SEP/OCT. That opportunity has now evaporated and our game, like the previous one, looks as though it will end again in 1940 with a forced restart – more than a little disappointing for all players.
There is a sliver of a chance that Germany may achieve Paris in S/O 1940 – probably about the same as his failed Blitz roll, about 6%. But he will need an extreme coincidence of events to go Germany’s way in S/O. Any failure in anyone of them will result in Paris remaining in Allied hands and the game concluding again in 1940 rather than played to a more satisfying conclusion. Germany will need to win the initiative in S/O twice – Allies can force the reroll, if the Allies go first in S/O the Germans will not be able to advance as they will be up against a mass of French reinforcements, including ARM, AA, ARTY and ATK resulting from poor attack rolls that saw 6 units moved to the spiral, and 3 x French Ftrs (all French pilots survived). Add to that, the likely interference from CW bombers attempting GS v key stacks of ARM/MECH and HQs soaking up German Ftrs. The second element is they need fine weather, even with the 60% chance of Fine in the temp this is problematic as any bad weather will stop the offensive and force lower attack rolls with no benefit of ARM/Mech bonuses and more important add (+)’s to the EOT roll and number of impulses in the S/O turn - the turn needs to be long(ish) and the German needs to roll low in its GS, which has been a rare event for the Luftwaffe in this game, and high in his combat rolls to avoid inversions. None of these essential conditions for the capture of Paris the German has control of and going on our previous experience with our German player he has only been able to achieve one of these elements, let alone all four and especially the weather!
Sadly, again this 2nd game is on the trajectory of another hung game, an allied victory by concession. The game will play out until the end of 1940 as is our custom, but one thing is certain, our current German player, who has played the last two games as Germany has declared that he is never going to play Germany again! This is particularly disappointing to the Italian/Japanese player whose progress has seen them capture Egypt, Cyprus, Palestine and Malta and about to invade both Saudi Arabia and Greece - all with little aid from Germany. Japan has had few losses, and despite the last impulse roll of 4 (same as the Germans) he has reduced the Chinese build to three factories (2 BPs) per turn which has allowed it to build up for the Air/Sea battle v the US. I. The Allies too will be disappointed, despite notching up victory as it is the playing of WIF which is why we turn up every Thursday night.
Fate or destiny awaits the German in S/O 1940. Hitler has asked Father Christmas for Paris for Christmas but cannot confirm or deny that he hasn’t been a very naughty boy.
· Acft – Aircraft
· Conv – Convoys
· EOT – End of Turn
· NCC – No Cost Combined action – no oil used
· OOS – Out of Supply
· Rng - Range
· TOTT – Top of the table a 23 or more
· USE – US entry rolls/chits
France - Germany needs a Miracle in S/O 1940

Russia border guards - Rumania getting nervous

The greater Italian Empire - and expanding

Italian CA's in the Arabian Sea are hunted by Force Z

China - slowly shrinking

Reprieve for the Chinese as a +10 from 4 hexes and a HQ shift is unkindly dealt with a roll of 4 for the dreaded squiggly 14 - 3/1 losses ouch!

Mounting casualties for the German and only slow progress in France and first losses for the Japanese 4's will do that!

HMS Newcastle - flees Cyprus only to be found by the Italian fleet and sunk.

USE - focus on Japan the US has.




Thursday, February 1, 2024

Huns versus Late Imperial Romans East

An historical match of sorts. Brendan playing only his third game of Basic Impetus in so many years.

Romans are out scouted, but succeed in placing terrain to constrict the Huns,
but then try to cover the front to stop any Hun infiltration.
Note: the green labels are aide-mémoire to help Brendan with troop characteristics.

The Romans had used Aggressive Deployment and won the first initiative,
deciding to move first and head to where the Huns were.
This gave the Huns some immediate targets,
and that is the Roman's general's unit taking casualties.

Disordered units project no Zone of Control
and one Hun unit has slipped round the flank.

A Roman legion tries to chase the Huns away,
but they keep pouring arrows into the Roman heavy cavalry,
eliminating the Roman general.
The Romans had not been winning the initiative and now it would be that much harder.

But it was not going all the way for the Huns
as the Romans brought their slingers up and wrecked the Hun unit covering their right.

The other Roman heavy cavalry unit has been routed by the Huns.
The Romans are finding themselves seriously outflanked.

Can the Legions drive off the Huns?
Or are they the meat in the sandwich?

The Roman slingers perform well, wrecking another Hun cavalry unit.
But those Roman legions have their rear exposed.

Whoops!
Forgot to give the (now vanished) Roman legion a +1 in the Cohesion test for fighting light cavalry.
But at this stage Brendan was happy to concede.


Tuesday, January 30, 2024

Barbarossa Turn 40

The epic continues as we roll into the 8th and 9th of September and a dose of mud for the north and southern fronts, but the glittering prize is in the centre.

AGC tries some attacks to the northwest of Moscow.

But the critical attacks are to the south of Moscow.
The interdiction of the Soviet HQs by the Luftwaffe 
can cause serious paralysis in the Soviet forces.

AGS tightening the ring around Kiev.

While also trying to clear a way into the Crimea.

Soviet counterattacks northwest of Moscow.

And to the southwest of Moscow.

Not much is happening in the north.

The Axis thrust towards Moscow is looking a little thin in the flanks.

Trying to provide a complete view of the southern front.
Critical thing has been a second rail bridge repaired over the Dnepr
(top left-hand corner of the second image).



Friday, January 26, 2024

AUSGAME 2024 NEW GAME Part 4

AUSGAME2 2023 – The Weather Finally Clears

MAR/APR 1940 (Cont)
Allied 2nd impulse. CW and France both take Land actions, bombers from the UK escorted by RAF Spitfires GS two frontline stacks of Germans in Antwerp and Brussels. The Luftwaffe elects to stay on the ground as their priority is air war v the French which must be won to help the beleaguered Wehrmacht. Germany relies on the AA gun which drops the 3’s to 2’s & 1’s however extraordinary rolls by the RAF sees all 3 units in Antwerp inverted of triple 2’s – Germany just shakes his head. France also takes a land and disrupts a frontline Corps and Div (2 units) with their 3 Arty hidden in the woods. Allies move forward into the three empty Belgium hexes. China takes a NCL and moves a number of units, whilst Russia relocates another bomber to the Iranian border.
Axis 3rd Impulse, weather roll is a 6, fine in N temp. All three Axis nations take land actions. Germany with its Western Front inverted by ARTY and air GS has only 3 Corps upright so he shuffles (a new military term – defined as moving units left and right, swapping places in time to classical music) and re-inverts four units using his last HQ. An attempted GS against the French point stack sees the continuation of German bad luck as his JU88 is shot down. With a second fine weather rolled and with complete misses on its first mission, the German 5 factor Stuka again attempts another GS v Warsaw needing 5’s moderate success as it inverts a single Corps. Launching a +12.5 assault German rolls sub-average with an 8. Warsaw is finally taken for loss of a div and a half invert - Poland finally falls M/A 1940. In the Med a combined German and Italian attack on Malta is launched using the German para and a Div with a second Italian Div, supported by shore bombardment from the Regia Marina. A +18 assault is launched, a roll of 7 (another sub average roll) still sees a ðŸ˜­ result against the 1 strength Indian Div – the inverted CA HMS Gloucester is caught in the harbor and scuttled by its crew to avoid capture. Italy advances units to Jerusalem and assaults the city with an auto victory as another CW territory joins Mussolini’s Empire. Italy rebases a NAV and Ftr into Malta.
Japan’s land sees units advance to set up for next turn as both GS and Strat bombing runs fail. Some good news in the air for Japan as the Chinese Airforce is shot down, although at the cost of a pilot and a Japanese Ftr – no more pesky intercepts and the bombers, both Strat and GS will be able to fly without escorts. Patient the Japanese is. No EOT.
Allied 3rd Impulse sees all countries pass except France who attempts to the German stack in Brussels, escorted by a CVP, Germany repays a debt and shoots down the only French DB7 that attempted to GS without an escorting Ftr. Despite the passes no EOT rolled. 3 needed 6 rolled.
Axis 4th Impulse, weather roll is a 10, fine again – everyone is astounded – the German has rolled 3 fine weather impulses in a single turn MORE than the entire game so far! Germany takes a Land and attempts to GS a French INF stack with only a single French Corps being inverted. Even with an AT and a HQ in support for France, a +8.1blitz is launched and finally a ðŸ˜­ roll of 16 sees the Belgium hex taken, and the Paris and Lyon MIL eliminated, and the AT Gun spiraled. Italy takes a NCC to conserve oil and sails a Conv into the Red Sea to maintain supply. Japan takes a NCL to also conserve oil and prepares for the J/A clear weather campaigning season. The German joy is short lived as Germany rolls a 1 (3 needed) , shifting the initiative to 0 – there were glimmers of hope for the German in this turn, which were quickly extinguished by another early EOT.
Partisan roll was a 9, with no partisans turning up in China again – Japan celebrates giving the Chinese population an extra rice ration. Rebase and production. USE – with the recent additions of 5 chits to the USE pools in one turn, again well against the expected probability, the US Senate wakes up from its winter recess and declares three actions; it embargoes strategic materials, Gives the CW 50 old destroyers and enlists Edward Morrow to report on the English war effort – surprisingly none of these actions create tension – sems no one cares in the diplomatic circle. Japan closes the Burma Road as it attempts to reduce the Chinese build, especially now that Sian has been captured – China is down to the focus will be the Nationalist’s capital as that is the key to unlocking Chinas defeat and reducing its build to less than two BPs + Cadres. It will then be able to reorientate and focus on Russia and the impending war against the Western Allies.
J/A 40 – THE CLOCK IS TICKING – TIK TOK; Germany has to make substantial progress this turn.
Probably the most important initiative roll other than the one that will launch OP BARBAROSSA. It was hotly contested and came at a cost to the Germany. Germany rolled an 8 as did the French which meant initially that the Allies had won the first roll with a tie. Germany desperate for the first fine weather impulse of J/A demanded a re-roll and followed up with a 10 v an Allied 5 – great call – although the initiative now moves to the +1 Allies. Germany and Japan both take land actions, and Italy Naval. Italy sailed subs out to the Bay of Biscay and North Sea hoping to find the British convoys in fine weather and put the BEF OOS, no finds for the Italian subs, but the RN rolled a 2 and aborted one Italian sub ensuring that the BEF gets its tea and jam. Italian fleets sail into the E Med embarking a HQ and 3 x Divs – potential invasion of Greece looms. Two Italian CAs sail from their new port of Suez into the Bay of Bengal searching for the British Convs and again fail – all Italian search fail this turn.
Germany’s land sees it launch a massed GS with 4 LND and 2 x Art ground strikes against the French defenders. Excellent work by the Luftwaffe sees rolls that destroy 2 French Ftrs for no loss, their pilots however parachute to safety on the French line. However solid AA rolls (lowest number was a 3) sees the 2 French HQ’s that were targeted by the GS avoiding disruption. A CW MECH in Antwerp and only a single French Corps are flipped, a very poor result for the Germans GS effort of four acft and two Arty – not the start the German was looking for. A single three hex armored attack on the French point stack which included the French ARM Corps was launched including HQ support from Rundstedt. A +12.6 blitz, with a roll of 9+1 sees a 1B result and most importantly for the German, his units remaining upright. The French 6 INF is destroyed, and the ARM and AT gun are spiraled. French units have now been kicked out of Belgium and the CW units are stretched out in a line along the Northern coastal flank.
Japan’s Comb saw it launch another Strat bombing raid (tenth one) and another 1 rolled – Ten misses, gret for the Chinese production but disappointing for the Japanese. However, the GS were excellent with the Nationalist HQ and MIL in Chunking both inverted as well as two other Corps. Two more units arrive in China and the Japan sets up for several land attacks next impulse.
Summary
This is a key turn for our game, the German has only this turn and the next two turns – none of which are guaranteed to be fine (he is owed some fine weather BIG TIME) to capture Paris before the end of 1940. Germany has had the worst weather of any game we have experienced, he is in a similar position than he was in our last game and will need some long, fine weather with some high combat rolls to take Paris and declare Vichy before the end of 1940. One big issue for the German/Axis now is that the initiative marker as at the +1 Allies as Germany started and ended last turn and demanded a reroll for the J/A start. It will make winning the next turn S/O more of a challenge. The Italian position is strong having captured Malta and taken the Suez and threatening the Indian Ocean, The CW has been distracted with Conv protection and BEF (Heavy) in France. Japan is patiently attriting the Chinese who have been lucky they have not lost production to the persistent Japanese Strategic bombing but equally unlucky with not a single Chinese partisan rolled in the entire go so far – swings and roundabouts. The USE is ominously large, with the only advantage being little tension, but that is early days having lots of chits is always a good thing for the US/Allied Camp and this can translate to a lot of actions being taken by the US and an early gear up and war entry depending on the chits value. This game like the previous is now in the hands of the German and the weather Gods and can go either way.
· Acft – Aircraft
· Conv – Convoys
· EOT – End of Turn
· NCC – No Cost Combined action – no oil used
· OOS – Out of Supply
· Rng - Range
· TOTT – Top of the table a 23 or more
USE – US entry rolls/chits
EOT Casualties M/J 40 - Egypt and Poland Fall

An expensive loss a JU88 and its pilot shot down in France

The Western Front after the first Impulse of J/A 1940

The Eastern Front - Garrisons started to be counted - Rumania getting nervous.

Italy - Malta captured and in Italian hands

HMS Gloucester scuttle in Malta

Egypt and Palestine now added to the new Roman Empire.

Italy looks East and sorties to the Indian Ocean under cover of Monsoonal storms.

Japan patiently consumes China AND not a single Partisan roll

French first losses - importantly for the French both pilots survived, otherwise that round would have been very costly.