[WarInEur] Combat results oddity

Don Lazov dlazov at comcast.net
Thu Aug 28 00:19:15 EDT 2008


As the Axis with Attrition and starting from the 39 game I have taken 
out France in 4, 6 and 8 turns. The W.Allies counterattacked some but 
the key is have a reserve. I have 4x 10-8, and 4x 6-5 in Reserve and 
then I used these to punch through and take Paris.

Kent & Sue Haunschild wrote:
> I am not finding that France rolls over even with attrition when 
> starting from 1939.  The ability to strip the colonies, use the French 
> 1-3 Cav and 2-4 Mtn to provide ZOC in compliance with the rules but 
> actually under garrisoning the Italian border, and preposition the 
> remainder of the French in a 3 deep four high band across Belgian 
> border insures that the French are ready for the onslaught.  The 
> inability to use rail movement, forcemarch, or the extra movement 
> points for air interdiction are a non-issue since all the French units 
> are propositioned.
>  
> Then if the Belgian and Dutch copy the earlier Polish behavior (which 
> was to attack as many units as possible after the Germans have 
> captured the critical hexes (Warsaw, Hague, Brussels, and Amsterdam) 
> but before the units are removed from the board) then they can cause 
> significant attrition to the German units.  True these are suicide 
> attacks and rather pointless in the board game but with attrition it 
> will take the German units out of the fight for 2 to 3 turns.
>  
> If the French then rotate attrited units out of the French line and 
> into the Maginot line hexes using rail transport they can insure a 
> supply of unattrited units and can use the attrited units to occupy 
> the Maginot line and recover rapidly since the Allied ZOC extend into 
> the West Wall hexes but not vice versa.
>  
> In fact by judicious counter attacks against the panzer units the 
> Allies can insure that the Axis will get nothing but 2 or 3 to 1 
> attacker odds at best and will have to make their own low odds attacks 
> to wear down the French to the point that they can start pushing the 
> line back. 
>
>     ----- Original Message -----
>     *From:* Don Lazov <mailto:dlazov at comcast.net>
>     *To:* Gary Krockover <mailto:cmbb at garykrockover.com>
>     *Cc:* Eric Gerber <mailto:cgerber at socal.rr.com> ; Kent & Sue
>     Haunschild <mailto:kentsue at cox.net> ; Warineur
>     <mailto:warineur at mailman.halisp.net>
>     *Sent:* Wednesday, August 27, 2008 7:03 AM
>     *Subject:* Re: [WarInEur] Combat results oddity
>
>     Attrition adds the ability to get historical results, in France or
>     Russia for the Axis, North Africa for the CW, Italy for the
>     Allies, and Russia in 43-44, and finally back in France in 44.
>
>     Using the attrition option you have to think more operationally
>     then just pushing counters around or following the old recipe
>     check list routine for WIE (i.e., Poland, Denmark, Yugo in 39,
>     Norway and France in 40, with the CW or SU nothing to do). France
>     does not have much to do but to capitulate anyway (historically
>     they never had the stomach nor resources to fight in 40 anyway).
>     However the CW can fight back in NA (with attrition) and cause all
>     hell to break loose. Likewise in 41 the Soviets do have some
>     capabilities near the end of the year to fight back if they
>     husband their forces effectively.
>
>     In fact in a recent play test in 44 after the allies go ashore in
>     the west the Germans were counter attacking and stuffing the
>     Allies in the beach head, but we are just at the point that the
>     Germans will collapse (the attrition levels are getting dangerous
>     30%-45% in some of the SS units. Meanwhile on the Eastern Front I
>     full scale southern counter attack has crush a lot of Soviet
>     units, but agian the attrition is causing the Germans to stop and
>     expecting a major Soviet counter thrust in that region as well.
>
>     Attrition is the key to both the CW/US, Soviet and Axis, learning
>     to master it is also key.
>
>
>     Gary Krockover wrote:
>>     Nope.  We thought that we'd play our first game based off of how
>>     the board game works and plays.  I think we've learned our lesson
>>     now.
>>
>>     GJK
>>
>>     At 06:08 PM 8/26/2008, Don Lazov wrote:
>>>     Are you using the new Attrition Option? I hold the record of 4
>>>     weeks knocking out France. Almost got Russia in 41 but the
>>>     weather and my units being down to 20%-30% stopped me, then the
>>>     Soviets counter attacked until they were down to 30-40% and
>>>     stopped and we froze immobile and limp.
>>>
>>>     Hum, where have I read that before?...only with attrition.
>>>
>>>     Gary Krockover wrote:
>>>>     In my pbem game (me as the Allies), Germany is having a heck of
>>>>     a time defeating France; it's the 3rd week, 8th cycle, of 1940
>>>>     and he's just now barely reaching Paris. We can't imagine that
>>>>     Russia would ever have a chance of falling.
>>>>
>>>>     The sad part of it is, that as the Allies, I've rarely
>>>>     counter-attacked because the best that I can muster is a poor
>>>>     3:1 attack that would more times than not be more detrimental
>>>>     to me, so I just fortify and sit there which takes away from
>>>>     the enjoyment factor a bit.
>>>>
>>>>     Again though, we are both new to the game, so perhaps there's
>>>>     some tactics or approaches that are unique to the game that we
>>>>     need to learn.
>>>>
>>>>     GJK
>>>>
>>>>     At 01:55 AM 8/25/2008, Eric Gerber wrote:
>>>>>     The original game was about making lots of 3-1 attacks.  This
>>>>>     is what allow you to push the line until it broke.
>>>>>      
>>>>>     Eric
>>>>>      
>>>>>
>>>>>         -----Original Message----- 
>>>>>         From: warineur-bounces at mailman.halisp.net
>>>>>         <mailto:warineur-bounces at mailman.halisp.net> [
>>>>>         mailto:warineur-bounces at mailman.halisp.net]On
>>>>>         <mailto:warineur-bounces at mailman.halisp.net%5DOn> Behalf
>>>>>         Of Kent & Sue Haunschild 
>>>>>         Sent: August 24, 2008 10:57 PM 
>>>>>         To: Warineur; Gary Krockover 
>>>>>         Subject: Re: [WarInEur] Combat results oddity
>>>>>
>>>>>         The the board game CRT has been coded into CWIE2 so they
>>>>>         are identical.  Normally, I never make low odds attacks
>>>>>         because they are so adverse for the attacker. 
>>>>>
>>>>>         However, the attrition option almost requires the use of
>>>>>         low odds attacks to soak off the ememy strength.  It was
>>>>>         while playing a hotseat game that it occurred to me that
>>>>>         when the defender is flipped he always has the option to
>>>>>         retreat but the attacker doesn't.  Which given the rules
>>>>>         regarding flips always have the retreat option seemed odd.
>>>>>         So I brought it up for comment. 
>>>>>
>>>>>         One of the reasons the Static division were given the
>>>>>         attack factor of one was so that it could participate in a
>>>>>         low odds attack and hope for a both retreat result and
>>>>>         maybe retreat out of a pocket  Otherwise they are just
>>>>>         about helpless 
>>>>>
>>>>>         Expanding on this idea and modifying the CRT by adding
>>>>>         some Ar results  and allowing the Attacker the retreat
>>>>>         option if flipped by a Ae or Aex result "seem" to be an
>>>>>         expansion of that idea and should give the Allies and
>>>>>         Soviets some more combat options when on CRT4. 
>>>>>
>>>>>         For example- 
>>>>>
>>>>>         Maybe the 1:2 odds which is now all Ae would be changed to
>>>>>         Ae, Ae, Aex, Aex, Ar, Ar.  So there would be a 1/3 chance
>>>>>         for complete dietruction of the attacker, a 1/3 chance of
>>>>>         an exchange result with a flip and attacker retreat option
>>>>>         following and a 1/3 the the attacker would be forced to
>>>>>         retreat or flip to hold the hex. 
>>>>>           
>>>>>
>>>>>         Other columns woul be similiarly modified but you get the
>>>>>         idea.  Players have complained that the Allies and Soviets
>>>>>         have such crappy CRT's that it is impossible to make an
>>>>>         attack.  This or a similiar change would rectify that to a
>>>>>         certain extent.
>>>>>
>>>>>             ----- Original Message ----- 
>>>>>             From: Gary Krockover <mailto:cmbb at garykrockover.com> 
>>>>>             To: Kent & Sue Haunschild <mailto:kentsue at cox.net> ;
>>>>>             Warineur <mailto:warineur at mailman.halisp.net> 
>>>>>             Sent: Sunday, August 24, 2008 11:48 PM 
>>>>>             Subject: Re: [WarInEur] Combat results oddity
>>>>>             I'm new to the game, but along these lines I've
>>>>>             noticed that the CRT's are very defensively balanced
>>>>>             (i.e., very non-"bloody").  A 4:1 or 5:1 attack even
>>>>>             only does a DR on a 5 or a 6 with the rest of the
>>>>>             results being adverse to the attacker.  This just
>>>>>             means that you really have to plan and coordinate your
>>>>>             attacks (using air support and optimal combined arms
>>>>>             attacks).  Is this normal in the boardgame version as
>>>>>             well (I'm coming from the CWIE2 beta-tester point of
>>>>>             view)?
>>>>>             GJK
>>>>>             At 11:29 PM 8/24/2008, Kent & Sue Haunschild wrote:
>>>>>>                 On combat results of 1/2ex, Ex, or De if either
>>>>>>                 unit is eliminated it can flip and retreat.  If
>>>>>>                 the Result is a Dr or Br the defender can choose
>>>>>>                 to flip and hold the hex and the attacker can
>>>>>>                 choose to flip and advance on a Br. However, if
>>>>>>                 the result is a Ae or Aex the battlegroups cannot
>>>>>>                 retreat.  Seems kind of odd. 
>>>>>>                   
>>>>>>                 [11.32] At the moment that a unit is reduced to
>>>>>>                 its Battlegroup, the Battlegroup has the option
>>>>>>                 to retreat one hex. In some cases, this will save
>>>>>>                 the unit from being Overrun in the Enemy
>>>>>>                 Mechanized Movement Phase.<?xml:namespace prefix
>>>>>>                 = o ns =
>>>>>>                 "urn:schemas-microsoft-com:office:office" /> 
>>>>>>
>>>>>>                   
>>>>>>                 [12.63] Whenever a Kampfgruppe or a Battlegroup
>>>>>>                 is formed as a result of combat, that unit has
>>>>>>                 the option to retreat one hex. This retreat must
>>>>>>                 be made immediately during the Combat Phase,
>>>>>>                 before any other combat is resolved.
>>>>>>
>>>>>>
>>>>>>                   
>>>>>>                 Here are two rules from the DG living rules.  Why
>>>>>>                 don't they apply to Ae or Aex results.  Also how
>>>>>>                 come there is no Ar.  It seems to me that it is
>>>>>>                 more likely that a attacker will retreat rather
>>>>>>                 than suffer elimination. 
>>>>>>
>>>>
>>>>     _______________________________________________
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>>>>       
>
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