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Subject: Six Newbies at War – Part 8 rss

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Gary Goh
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After completing my solo introductory session of the Global War campaign, I came to know four fellow gamers who were interested in playing out this monster with me and my brother-in-law.

This report is part of a longer series of session reports about what transpires during the game. While I write these reports from Japan’s perspective, I try not to give too much away since this game is still in progress and my opponents are regular BGG members who read these forums often.

Players:

Jamie – Russia/Communist China
Boon – Britain
Ian & Jasmine – US/France/Nationalist China

Nigel – European Axis
Gary – Japan


Links:

Part 1: Six Newbies at War – Part 1
Part 2: Six Newbies at War – Part 2
Part 3: Six Newbies at War – Part 3
Part 4: Six Newbies at War – Part 4
Part 5: Six Newbies at War – Part 5
Part 6: Six Newbies at War – Part 6
Part 7: Six Newbies at War – Part 7
Part 9: Six Newbies at War – Part 9
Part 10: Six Newbies at War – Part 10
Part 11: Six Newbies at War – Part 11
Part 12: Six Newbies at War – Part 12
Part 13: Six Newbies at War – Part 13
Part 14: Six Newbies at War – Part 14
Part 15: Six Newbies at War – Part 15
Part 16: Six Newbies at War – Part 16
Part 17: Six Newbies at War – Part 17
Part 18: Six Newbies at War – Part 18
Part 19: Six Newbies at War – Part 19
Part 20: Six Newbies at War – Part 20
Part 21: Six Newbies at War – Part 21 (end)

==================================================================================


This report covers the second half of the latest session which was held on a different day from our usual timing, and where only Nigel and Boon could make it for the session.


Summer 1941 (Allies):


EUROPEAN THEATER


With RGT rising quickly as a result of Axis aggression, the Russians find themselves mobilizing practically each turn. In this turn, they trigger their peacetime M4, mobilizing one 4o5 armour unit and bringing forward two BRPs which can be carried forward up to four turns (i.e. by Summer 1942). The Red Army also receives its first 5o6 armour into its force pool, which was mobilized during M1, along with three AAF from its M2. With RGT passing 40, they have no need to fear of an Operation Barbarossa-like surprise attack:

RULE CALLOUT:
Russian Unpreparedness:

If the RGT level is less than 40 at the moment Germany declares war on Russia, the following apply in the first turn of a German invasion, in addition to all normal modifiers and movement impairments:
- During the Axis movement phase,

1Russian armor units adjacent to Axis-controlled hexes at the start of the Axis player turn have no ZoC.

2Russian armor units which are not adjacent to Axis-controlled hexes cause Axis ground units to expend only one additional movement factor to leave a hex in their ZoC or to move from one such hex to another, rather than the normal two additional movement factors. During exploitation movement, the ZoC of Russian armor units impairs Axis movement normally.

3 During the Axis movement phase and regular combat, Russian infantry units in eastern Poland, the Baltic States and Russia that are overrun or attacked by at least one Axis armor unit are subject to a -1 DM unless defending in an objective hex or IC. Other DMs apply normally to such attacks. This -1 DM does not apply to Russian units in the Finnish border hexes, Bessarabia or conquered Balkan countries and does not apply during exploitation movement and combat.

4 During the Axis player turn, Russian air units have their Air Nationality DRM reduced by one.

5 During the Russian player turn following the Axis attack, Russian armor units have a movement factor of two and Russian infantry units have a movement factor of one. Russian specialized units and Russian units in the Pacific theater move normally.

6 The above impairments also apply to Russian associated and minor ally units outside their home country.



As USAT ramps up alongside, the U.S. triggers its M4 in the European theater and adds 25 BRPs to its BRP base & level. One shipbuilding point is mobilized at a cost of five BRPs, along with one 3x4 mechanized infantry unit, one 2x3 infantry and one 5o6 armour unit.

In the Mediterranean, the isolated British and South African ground units are deemed to be out of supply and are eliminated by the end of the turn, though they succeed in taking out an Italian replacement unit counter (taken from mainland Italy, where Rome is unlimited supply source which supplied the Axis units in Africa) through attrition before they draw their last breath:

RULE CALLOUT:
14.52 RESTRICTIONS ON (ATTRITION) LOSSES:
A. LOCATION: Ground units removed to satisfy attrition losses must be taken from:
- the attrition zone being attritioned;
- if all the ground units being attritioned were fully supplied in the defender's previous player turn and were not subject to an army oil effect, from a supply zone containing an unlimited supply source from which full supply was traced to the attritioned units or from a supply zone from which a seaborne invasion was launched to create a bridgehead in the attrition zone.



In the east, Boon decides that Tunis is not defensible and stages the British and Free French AAF to Algiers. The two defending Free French 1x3 infantry units pull back as well, and form a new line along the Algerian border. Three of the four remaining Western Allied transports in the Atlantic SW box are used to transport three oil counters from the U.S. Atlantic box to London. Boon opts to only take the construction oil effect for the Brits this turn, which means that he has to spend a total of four oil counters and deplete his oil reserve by one counter.

During the unit construction phase, Britain produces one shipbuilding point for its Glasgow shipyard (bringing its shipbuilding rate to five), and two Western Allied ASW factors. Boon builds four transports (three in Glasgow, one in Canada), one Canadian 4o5 and one British 2o5 armour unit each, and advances the BB4 Howe as British builds. Since the construction oil effect is being taken, the last transport is constructed at double BRP cost:

RULE CALLOUT:
33.61 OIL EFFECTS:

D. CONSTRUCTION: Construction at normal construction costs requires the expenditure of oil counters. Subject to overall construction limits, each affected alliance faction may build up to 25 BRPs of units at normal construction costs if no oil counters are expended; up to 50 BRPs if one oil counter is expended; up to 75 BRPs if two oil counters are expended, and so on (27.35). Additional units are built at double the normal construction cost (27.13B; see also 27.14). A major power is considered to have incurred the construction oil effect if its alliance faction does not spend at least one oil counter to allow up to 50 BRPs of builds at normal construction cost….



The Soviets construct and deploy the three AAF and 5o6 armour unit behind the front lines, while the U.S. advances the BB4 Massachusetts.

Anticipating the rest of the Western Allied transport fleet to be sunk by U-boat attack during the next Axis turn, Boon makes a painful decision to withdraw all remaining Western Allied ASW and transports from the Atlantic SW box. With only five transports in the Indian Ocean SW box, this guarantees that the British will take a hit of 25 BRPs and a reduced unit construction limit of 8 BRPs during the next Allied turn:

RULE CALLOUT:
20.632 OPTIMAL LEVELS:
A. ATLANTIC AND INDIAN OCEAN (Western Allies): 30 Western Allied transports total.

20.633 PENALTIES FOR DROPPING BELOW OPTIMAL LEVELS: A penalty of one BRP is incurred each turn for each transport below the optimal transport levels in each SW box, subject to the qualifications set out in 20.634:
A. ATLANTIC AND INDIAN OCEAN (Western Allies): BRP penalties for Atlantic and Indian Ocean transport shortages are incurred by Britain (EXCEPTION: BRP penalties for Atlantic and Indian Ocean transport shortages are incurred by the U.S. if Axis control of all ports in Britain and Ulster prevents American BRP grants to Britain)….

27.331 TRANSPORT SHORTAGES, BOMBING AND AXIS UNITS ADJACENT TO MAPBOARD BOXES: For every three BRPs lost because of transport shortages, bombing and Axis units adjacent to mapboard boxes, the affected major power's construction limit is reduced by one BRP. When making this calculation, the BRP losses from these causes are totaled, divided by three and rounded down.



To speed up gameplay, resistance level calculations for major powers are generally calculated only when there is a likelihood of a surrender happening. Since the number of applicable oil effects and Western Allied transports in the Atlantic SW box are primary determinants of the British surrender level, Boon and I decide to calculate this to understand if the British will be in any danger of surrendering if all of the Western Allied transports were pulled out:

RULE CALLOUT:

British Resistance Table (check at the end of each Allied player turn. If the net result is zero or less, Britain offers to surrender.)

+/-, based on British DP level as calculated at the end of the current Allied player turn. The British DP level may be negative. = +4
-1, if Axis control of Malta or Singapore (-1 for each). = 0
-2, if Australia or India has surrendered (-2 for each). = 0
-#, for each atomic attack against Britain (-3 for the first attack; an additional -2 for the second attack; an additional -1 for each subsequent attack). = 0
-1, for each British city firestormed (cumulative). = 0
-1, for each oil effect currently applicable to Britain. = -1, from the construction oil effect taken
-1, if there are less than ten Western Allied transports in the Atlantic SW box (-1 for each missing transport, up to a maximum of -10). = -10, after the withdrawal of all Western Allied transports
-1, if there is no Russian armor or infantry unit in eastern Europe. = 0
-1, for every ten unbuilt British and Commonwealth ground/army air factors (round down). = -1, based on a total of 14 unbuilt ground/army air factors
+/- #, based on ratio of Allied/Axis naval factors (4:3: +/-1; 5:3: +/-2; 2:1: +/-3; 3:1: +/-4; 4:1 or greater: +/-5). Damaged and uncompleted ships on the "2" or Launch row of a shipyard are considered to be at half strength. Naval units in the Pacific are not counted. = 0, based on a ratio of 100:84 which is rounded down to 1:1
+1, for each major power other than Britain at war with the European Axis. = 0
+1, if the USAT level is between 30 and 39 (inclusive). = +1, since USAT is 32
+2, if the USAT level is 40 or more and the U.S. is not at war with Germany. = 0
+1, for every five Western Allied ground/army air factors on the western front. Units in the U.S. box are not counted. = +8, based on a count of 42 ground/army air factors
+1, if there is a Western Allied armor or infantry unit in Germany. = 0
+1, if there is a Russian armor or infantry unit in western Poland or Rumania. = 0
+1, for every two concession points of territory returned to Britain or not taken by Germany in a previous British surrender. = 0

Total resistance level = +1


As the +1 resistance level result already takes into account the pullout of all Western Allied transports from the Atlantic SW box, Britain is fortunate to be able to withdraw all transports to salvage the Western Allies’ transport fleet and still remain in the war.

In the eastern section of the Mediterranean front, the remaining South African 1x3 infantry, two Australian 2x2 infantry and one 1x2 infantry units station along the far side of the Nile River to defend the Canal.


PACIFIC THEATER


With USJT reaching 20, the U.S. triggers its M2 in the Pacific and adds 25 BRPs to its base/level along with 20 BRPs worth of units to its force pool. Playing in Ian’s stead, Boon mobilizes one shipbuilding point for the U.S. Pacific shipyard (for five BRPs), three NAS (three BRPs), three AAF (nine BRPs), and a 3o4 mechanized infantry unit (three BRPs).

Nationalist and Communist China attrit me on different rolls, though I do not take any losses this turn.

The U.S. gets busy with its additional shipbuilding point, as it advances the BB4 Alabama and builds a Western Allied transport to support the beleaguered Atlantic shipping lines. Since the transport is constructed in the Pacific theater, there are various ways for it to deploy into the Atlantic SW box, as follows:
1. NR to the U.S. Atlantic box during the NR phase of this turn, and change base at the start of the following turn; => this is the fastest way to deploy the transport into the Atlantic SW box, as it can be used in the same turn that it deploys into the box since transport assignment for sea escort of oil counters can be done after the base change which happens during the movement phase of the player turn.
2. NR to the Pacific SW box during this turn, then deploy to the Atlantic SW box during the NR phase of the following turn; => the transport can only be used in the subsequent turn, since transport assignment for sea escort of oil counters is done before the redeployment phase of the turn.
3. Change base to the Pacific SW box during the movement phase of the following turn, and deploy to the Atlantic SW box during the NR phase of that turn: => likewise, per point #2.

RULE CALLOUT:
Rule governing SW boxes as mapboard boxes, and inter-box redeployments:
5. MAPBOARD BOXES:

5.9 SW BOXES:

5.934 ENTERING AND LEAVING SW BOXES:
A. TRANSPORTS, ASW AND SUBMARINES: Transports, ASW and submarines may be transferred into or out of an SW box by changing base or NRing in the owning player's turn (25.31), including the player turn in which they are constructed (28.82) (EXCEPTION: Submarines may not enter or leave an SW box during the movement phase - 25.12). Transports, ASW and submarines may be transferred from one SW box to another during the redeployment phase (5.935, 24.52).


Deployment restrictions between mapboard boxes:
28.74 REDEPLOYMENTS BETWEEN MAPBOARD BOXES: Redeployment between mapboard boxes are subject to the following rules:
A. A unit redeployed into a mapboard box must end the redeployment phase in that box…



In addition, the U.S. begins to display various acts of hostility towards Imperial Japan:

1 Japanese intelligence intercepts communication between the U.S. and Nationalist China, revealing that the former will be providing increased aid to China in the form of ten BRPs per turn. This will also raise Nationalist China’s unit construction limit by three BRPs each turn;

2 Japanese spotters report Chinese aerial reinforcements arriving in the form of an AAF (i.e. Flying Tigers). This unit is added to Nationalist China’s force pool when USJT hits 20, and Boon promptly builds it with China’s higher construction limit;

3 The U.S. announces the imposition of an oil embargo on Japan, which limits oil availability to three counters per turn for the two subsequent Japanese turns:

RULE CALLOUT:
33.4521 THE INTERNATIONAL MARKET: Japan may obtain the indicated number of oil counters from the international market:
A. NO EMBARGO: Unlimited, if the U.S. has not imposed an oil embargo on Japan in a previous game turn. An oil embargo has no effect on Japan's oil supplies in the game turn in which it is imposed.
B. PARTIAL EMBARGO: Three oil counters per turn for the two Japanese turns after the U.S. imposes an oil embargo.
C. FULL EMBARGO: None, beginning in the third turn after the U.S. imposes an oil embargo.




Fall 1941 (Axis):


Nigel had to leave early, so Boon and I carried on with the Axis turn.


EUROPEAN THEATER



All action during this turn takes place in the Mediterranean, as the airbase at Tobruk is deployed closer to the new front line and four Italian AAF stage forward. The Axis armour units drive towards the Suez Canal, where the German 4o6 panzer units take Cairo while the Italian 2o5 armour units stay behind the rear lines. I attack the Australian and South African one-factor infantry units which are stacked in the hex at the far end of the Nile River with the two German panzer units and Italian AAF ground support, which results in 12:6 (or 2:1) odds. I roll a “4” for the combat roll, which results in an Axis loss of two factors which I take from the AAFs. With the resultant breakthrough hex that is created, the two Italian 2o5 armour units exploit forward into the Suez and take three of the four hexes which are required for full control (and use) of the canal. Once again, the neighbouring Commonwealth units are isolated from land supply due to the Italian armour units’ ZOC.

No SW combat takes place in the Atlantic SW box, as all Western Allied transports and ASW had been withdrawn in the previous Allied turn.

Germany constructs its seventh U-boat which is left at Kiel, while the sixth U-boat which is not in the Atlantic SW box is NRed to Brest. With its second shipbuilding point, the German shipyard gets started on constructing the BC3 Barbarossa.


Russo-German tension (RGT) = 50
US-Axis tension (USAT) = 41 (actual of 39, with +2 modifier)




PACIFIC THEATER



Once again, the highlight of the turn in this theater is my attrition of the Nationalist Chinese units for four ground unit counters in total. Since Japan can only draw three oil counters from the international market due to the oil embargo that is in place, I opt to take the air and construction oil effects to avoid drawing from my oil reserve of ten counters.

During the unit construction phase, I construct the three AAF that are added to my force pool from Japan’s M2 in Fall 1940, and TR them to the airbase in the hex adjacent to Taipei. For my naval builds, I build out my second submarine since any DDs that I build in this turn will not be ready for a Winter 1941 attack (yes my dear Allied players, Pearl Harbour will happen as scheduled). I also advance the BB5s Musashi and Hizen. With my two remaining shipbuilding points, I add a CVB Koryu and another BB5 Owarii which I intend to accelerate construction of over the next few years. Though costly, this will unquestionably add a huge boost to the Imperial Navy’s fleet strength once I can launch them.


US-Japanese tension (USJT) = 27 (actual of 28, with -1 modifier)


Ending state of events:


European theater (continental Europe, Western Front)



European theater (continental Europe, Eastern Front)



European theater (Mediterranean and North Africa - West)
(note that the Canadian 4o5 in the picture should be in the U.S Atlantic box instead -- we made an oversight in that the transport used to NR it to the Med could not be withdrawn in the same phase, so the unit's NR was eventually reversed)



European theater (Mediterranean and North Africa - East)



Pacific theater (mainland China)



Pacific theater (South-East Asia)



Pacific theater (Australia)

==================================================================================

Links:

Part 1: Six Newbies at War – Part 1
Part 2: Six Newbies at War – Part 2
Part 3: Six Newbies at War – Part 3
Part 4: Six Newbies at War – Part 4
Part 5: Six Newbies at War – Part 5
Part 6: Six Newbies at War – Part 6
Part 7: Six Newbies at War – Part 7
Part 9: Six Newbies at War – Part 9
Part 10: Six Newbies at War – Part 10
Part 11: Six Newbies at War – Part 11
Part 12: Six Newbies at War – Part 12
Part 13: Six Newbies at War – Part 13
Part 14: Six Newbies at War – Part 14
Part 15: Six Newbies at War – Part 15
Part 16: Six Newbies at War – Part 16
Part 17: Six Newbies at War – Part 17
Part 18: Six Newbies at War – Part 18
Part 19: Six Newbies at War – Part 19
Part 20: Six Newbies at War – Part 20
Part 21: Six Newbies at War – Part 21 (end)
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Eric Krug
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The fact that Russia is about to be fully mobilized and can now declare war on Germany is very bad news for the Axis.

RGT reach 50:

Russia constructs an additional IC and mobilizes 10 BRPs of units in the current turn and another 10 BRPs of units in the next turn. Russia may declare war on Germany. Allied partisans may be built in Europe.

Strangely enough, the best thing for Russia to do might be to wait until 1942 to enter the war.

This gives Russia an additional year of BRP growth and possibly some more Research Points. The math should be checked by the Russian player to see what happens if he waits.

Furthermore, the two best targets for Russia to declare war upon are probably Japan and Turkey.

If Russia waits until 1942, Japan will be fully deployed against the US and British Empire forces and will be in no shape to withstand a determined Russian assault. Russia could conceivably take Manchuria, Korea, and most of China, which would cripple Japan and impose massive economic losses from combat and loss of territory.

Russia might even use strategic bombing against Japan just to bleed her BRPs.

Once RGT are high enough, Russia should roll for Turkey and if that fails, declare war on Turkey and conquer it. It should fall fairly easily.

This makes the Axis position in the Eastern Med hard to maintain. Even if they kick the British all the way back to Basra, Russia can move its forces to the Turkish border and sweep south.

The mere threat of Russia attacking will seriously impede Axis plans until the US enters the war.
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Gary Goh
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Added link to part 9
 
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Gary Goh
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Added link to part 10
 
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Gary Goh
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Added links to parts 11, 12 and 13
 
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Added link to part 14
 
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Added link to part 15
 
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