View Full Version : Fall 1939 - Game Start
joegrundman
03-12-2008, 08:25 AM
The single most useful thing for playing this game is the Sequence of Play.
GAME TURN
A. Research Phase
---(1) Axis Announce and make research rolls
---(2) Allies Announce and make research rolls
Some have already told me which projects will be rolled for, but you may PM me or post your decisions if you haven't yet told me. Only refer to the codenames please ;)
You may select one project from each category (air, naval, military, atomic, intelligence) for a roll this turn. You must have at least 1 RP in each category you select.
You will have another chance to roll the remaining projects before the winter turn
Any RP's not used up in 1939 will carry over into 1940.
Good luck
joegrundman
03-12-2008, 06:06 PM
Research die rolls are made by rolling three dice, and discarding the lowest and the highest. In addition, if after removing the lowest and highest, the die roll is a 1 or 2, you MAY move RPs from other projects in the same category to bring the effective result to 3. Reassignments are secret, so tell me by PM.
41.78 REASSIGNMENT OF RPs DURING THE YEAR: Immediately after a research roll of “1” or “2” for any project, prior to making any other research rolls, the rolling alliance faction may reassign RPs to that project in order to increase the research roll to a maximum of “3”, as follows:
A. One RP may be reassigned to a project for which a “2” was rolled; one or two RPs may be reassigned to a project for which a “1” was rolled. Each reassigned RP increases the research roll by one.
B. Reassigned RPs must have been allocated to research or production projects in the same category (air, naval, military or intelligence) as the project to which the RPs are being reassigned. RPs which have already been activated may not be reassigned.
C. RPs reassigned to increase a research roll are not subject to project (41.31B)and high technology (41.31C) limits.
D. DPs assigned to intelligence projects are treated as RPs and may be reassigned.
E. RPs in atomic research may not be reassigned.
F. The reassignment of RPs is secret and is only revealed if there is an enemy spy ring in that category and the reassignment of RPs removes all the RPs from a new project about which the opponent was previously informed.
joegrundman
03-12-2008, 06:23 PM
European axis
Alder Steigen rolls a 4 (out of an original 3,4&6)
Leises Wulf rolls a 2 (out of an original 2,1&6)
Koenigs Wulf rolls a 1 (out of an original 1,1&2)
Wolpertinger rolls a 5 (out of an original 5,5 &4)
Japan
Typhoon rolls a 5 (out of 6,5,1)
Tsunami rolls a 1 (1,1,2)
Chysanthemum rolls a 4 (5,4,4)
Amaterasu rolls a 4 (6,3,4)
joegrundman
03-12-2008, 06:42 PM
Western Allies research rolls
rain rolls a 5 (4,5,6)
pint rolls a 3 (5,1,3)
curry rolls a 4 (4,4,2)
pub rolls a 4 (6,4,1)
mushy peas rolls a 2 (2,5,2)
joegrundman
03-12-2008, 07:44 PM
USSR
Soviet Fist rolls a 2 (2,2,5)
Iron Blizzard rolls a 2 (1,2,6)
joegrundman
03-13-2008, 07:55 AM
Next Phase:
1. Axis place spy rings; Allies eliminate Axis Spy rings.
2. Allies place spy rings; Axis eliminate Allied Spy rings
No spy rings are placed.
Next Phase:
Weather
Winter die roll: 4+2=6
Freezing conditions in Siberia prohibit armoured exploitation (winter preparedness pending). Affected areas: Siberia, Tannu Tuva and Mongolia, all in the Pacific theater.
Codebreaking
ULTRA and Magic cards are assigned to the relevant parties (ULTRA to germanya dn Britain, Magic to Japan and the USA). These have been assigned by PM.
Codebreaking cards can be improved through research. the card modify naval interactions
next phase:
European Axis and Japanese Player turns.
----> Begin the Player turn Sequence of Play (SOP)
1. Diplomatic Phase
a) axis players announce all diplomatic targets intended to test this turn
steps b-e are processed by me
f) axis player announces covert ops if any. Allies announce counter-intel
g)allies announce covert ops, axis announces Counter-intel
h) die rolls
i) placement of forces of activated minor countries
j) relevant minor countries surrender or switch sides
joegrundman
03-13-2008, 08:31 PM
Axis selected die rolls:
The modifiers represent the net DP allocations to each target.
Rumania:+1
Turkey:0
Bulgaria:-1
Yugoslavia:-1
Hungary:0
negative numbers favour the allies
positive numbers favour the axis
Please announce now if any Covert Operations take place
joegrundman
03-13-2008, 08:38 PM
Local communist cell plants bomb in Bucharest market place. Two old ladies killed by flying debris. Communists caught and confess to police during interrogation. Dictator Antonescu capitalises on anti-communist sentiments to push a pro-fascist agenda.
Germany places Covert Op in Rumania
joegrundman
03-13-2008, 08:53 PM
Diplomatic Die rolls
Rumania: roll 6 +2 Axis DP -1 British DP +1 Covert Op +4 for Political predisposition =12
Rumania becomes an axis minor ally. Germany receives 10 BRPs from Rumania (prorated to 5 for 1939) and full control of RUmania's military forces.
Hungary: roll 3 +5 for political predisopisiton = 8
Hungary economically attached to Germany. Germany gains control of Hungarian hexes and gets 10BRPs (prorated for fall and winter = 5 BRPs)
Bulgaria: roll 5 -1 Communist DP +3 Political predisposition = 7
Germany acquires an economic interest in Bulgaria. Germany receives 5 BRPs from Bulgaria (prorated to 2 for this year)
Yugoslavia: roll 1 -1 communist DP +2 Italy not at war wiht a major power +1 political predisposition =3
Yugoslavia asserts its political independence
Turkey: roll 5 +1 axis DP -1 soviet DP=5
Turkey maintains a generally pro-axis stance
_________________________________________
Rumania has activated as an axis ally. This means that the USSR cannot claim Bessarabia (that part of rumania next to the dniester - now known as Moldova).This status is permanent and is not subject to change. Only conquest will alter Rumania's status from now on.
Bulgaria is providing economic assistance to the axis
Hungary is also and has permitted hex control to the axis. This means up to 10 Axis factors may base in, or trace supply through, Hungarian hexes.
joegrundman
03-13-2008, 09:02 PM
Now Germany should place the Rumanian units on the board.
Rumanian forces are:
two 2-3 infantry
six 1-3 infantry
1 AAF
2 DD factors
These units can be placed anywhere within Rumania, obeying normal stacking lmits (ie no more than 2 ground factos in one hex).
AkbarGulag
03-13-2008, 09:31 PM
Well, Russia roles one for everything, so I guess we need to act. Can we declare war on romania right now? And Bulgaria to, those little freaks.
joegrundman
03-13-2008, 10:03 PM
you have to wait until your turn. Until tensions rise to a certain point, Stalin will not permit you to break the terms of the Molotov-Ribbentrop pact.
You are limited to those areas on the east side of the dotted line (the pact line), except now Bessarabia is now out of bounds for you. Skim through the section in the manual called Nazi-soviet pact to assess your options. In short, you may declare war (dow) on the baltic states, you may claim eastern poland, and you may demand Finland surrender it's border hexes in the next diplomatic phase
however:
D. RUSSIAN DECLARATION OF WAR ON NEUTRAL MINOR COUNTRIES: If the RGT level is 25 or greater, Russia may declare war on bordering minor countries which are not controlled by the Axis and in which Germany has no economic interest.
E. RUSSIAN DECLARATION OF WAR ON ECONOMICALLY PENETRATED MINOR COUNTRIES: If the RGT level is 35 or greater, Russia may declare war on bordering minor countries in which Germany has an economic interest but not on bordering minor countries which Germany controls.
joegrundman
03-13-2008, 10:08 PM
Well, Russia roles one for everything, so I guess we need to act. Can we declare war on romania right now? And Bulgaria to, those little freaks.
Russia doesn't roll one for everything.
I roll once and add axis DPs, subtract russian or british DPs (but not both in one conutry. Until you are at war together 1 Communist and 1 capitalist does not equal 2 :)) and then factor in other modifiers - preexisting political learnings and the strategic situation according to the diplomatic tables.
joegrundman
03-13-2008, 11:45 PM
2. Oil and BRP adjustments
Place newly produced oil counters on oil centers
Move oil counters to oil reserves unless transports required
Use oil counters to offset air, naval and army oil effects and uninvert air and naval units
Add or subtract BRPs for transport levels, mobilizations, conquests, minor countries and restored key economic areas.
Until RGT levels reach 40 (or war begins) Germany is able to satisfy its oil needs from trade with the USSR. Therefore Germany does not track oil until RGT =40, or war has begun.
Until USJT reach 20 (when the US implements an oil embargo against Japan) Japan is able to obtain all its oil needs from the international market.
However so you get a picture of what happens, we will go through the system anyway.
This is the list of oil centers
33.22 OIL CENTERS: The following oil centers produce the specified number of oil counters each turn unless their capacity is reduced by damage:
A. PLOESTI: Three.
B. MOSUL: Three.
C. ABADAN: Three.
D. AHWAZ: Three.
E. BAKU: Two
F. GROZNY: One
G. MAIKOP: One.
H. PALEMBANG: Three.
I. BRUNEI: Three.
33.23 SYNTHETIC OIL PLANTS:
33.231 OIL PRODUCTION CAPACITY: Each undamaged synthetic oil plant produces one oil counter each turn and is also an unlimited supply source.
2a-So I place 1 oil counter on each of the synthetic german plants in Berlin and Breslau and 3 oil counters on Ploesti oil field.
2b- I move these 5 counters to the oil reserve. The oil reserve is associated with various cities - in germany's case, Berlin, Rome, Berchtesgarden if the national redoubt has been created, synthetic oil centers. It makes no difference at this stage, so i move it to Berlin.
2c- Germany expends 3 oil couunters to fuel Wehrmacht, Kriegsmarine and Luftwaffe, 1 oil counter to fuel construction of new units and 1 oil counter to supply industry (economic effect). If you cannot supply all these, then limitations arise known as oil effects. Units can still operate, but at reduced efficiency.
That's all 5 counters used up. However the Axis reserve remains at the maximum 10 oil counters, since the 5 brought in is sufficient. If oil consumption exceeds supply, then the excess is taken from the reserve.
Additionally, major operations may require additional oil counters to facilitate the uninversion of more air and naval units, and also to allow more armoured exploitation, and greater construction.
You may voluntarily incur oil shortages in one or more area in order to conserve your reserves for the most important things.
__________________________________________________ ____
Oil reserves have a maximum:
European axis = 10
Japan=10
USSR=6
Western Allied (europe)=6
Western allied (india)=3
Western allied (S. africa)=3
Western allied (pacific)=3 in pearlharbor, australia 3 (but empty at game start) for a total of 6
Western allied (manila)=3
These reserves are divided into cities. If the cities fall, the reserve is reduced in size, but cannot be put to use by the capturer.
Germany will use imported Russian oil to supply these needs until RGT=40 or war has broken out. By this time Germany may have built more synthetic oil plants.
________________________________________________
Oil Effects
33.51 USE OF OIL COUNTERS: Oil counters may be used by the moving player during his player turn to:
A. Offset one or more of the three service oil effects (air, naval and army).
B. Permit efficient use of major power construction limits.
C. Maintain major power BRP bases.
D. Uninvert air and naval units.
E. Exploit with armor units beyond that allowed by offsetting the army oil effect.
33.52 TIMING:
A. AIR, NAVAL AND ARMY OIL EFFECTS: Oil counters may be used to offset air, naval and army oil effects:
* During the oil adjustment phase, after oil counters from oil centers from which a land supply line can be traced have been added to the moving player’s oil reserve. Oil counters used may come from oil reserves, oil centers or an oil source requiring the inversion of transports; or
* During initial supply determination, after oil counters shipped using transports have been added to the moving player’s oil reserve; or
* During the redeployment phase, after oil counters shipped using transports have been added to the moving player's oil reserve.
joegrundman
03-14-2008, 12:01 AM
3.
Declarations of War (Dow)
a) declarations of war
b) allied mining of norwegian waters (allied turn only)
c) placement of forces belonging to attacked minor countries.
Declarations of war against a major power and its allies costs 35 BRPs, against a minor country costs 10BRPs
The game starts with Britain, France and Poland at war with Germany, and Japan at war with Communist and Nationalist China. No dows are needed for these conflicts, and no BRP costs need to be paid either.
If GErmany or Italy wish to declare war on any other minor or major powers, now is the time (Note: Italy may not Dow a major power in fall 1939)
joegrundman
03-14-2008, 03:28 AM
5. Movement phase
a. Placement of airbase counters
b. Staging of air units
c. Attacker announces then resolves counterair missions
d. Attacker resolves air attacks on patrolling subamrines
e. Attacker announces naval base changes, patrols and movement of units to and from SW boxes
f. Resolve patrols
g. annonuce and resolve harbour attacks
h. resolve base changes and movement of naval units to and from SW boxes
i. initial supply determination
---i. sea supply; assign transports to carry oil; designate convoy routes
---ii resolve air and naval interactions
---iii augment oil reserves from transports
---iv use oil counters to offset oil effects
---v air supply
---vi determine supply status of attacker's units
j. air and sea transport
---i. Movement of ground units to their base of embarkation
prior to being air and sea transported
---ii. Air and sea transports announced.
---iii. Resolution of air and naval interactions arising out of the
interception of air and sea transport.
k. Ground unit movement and the execution of overruns,
including completing the movement of air and sea transported
ground units.
l. Eliminate units still overstacked from retreat during enemy
attrition option.
First place air bases, annouce staging of air units (AAF may stage, that is change bases, between one town and another up to double the shown range - AAF in europe may stage 8 hexes, and in the pacific 6 hexes.
Counterair missions are attacks on enemy air units at their base. You can use any number of AAF in a counterair mission, but the enemy base must be in range. An Abort result will invert the target air factors and render it useless for flying other missions this turn, but will not destroy it.
joegrundman
03-15-2008, 10:26 AM
Dictator Antonescu, in conjunction with German military advisors, has deployed Rumanian forces
http://img367.imageshack.us/img367/3632/thesiren1939fallrumaniajw1.jpg
joegrundman
03-15-2008, 11:06 AM
The invasion of Poland
http://img505.imageshack.us/img505/981/stukaattack3af4.png
In the early morning on the 1st of September, Luftwaffe squadrons attacked the antiquated Polish air forces at Brest-Litovsk and Warsaw. Many of the Polish aircraft were destroyed on the ground; those that made it into the air were badly outclassed by the German aircraft. Within a few hours the Polish airforces were completely destroyed.
Germany declares a full offensive on the Eastern Front
1AAF in Kolben flies a counterair mission against 1 AAF in Warsaw. Germany gets +2 from nationality modifer (Germany 2; Poland 0). Germany rolls a 4 (4+2=6, 1 AAF destroyed); Poland rolls a 7 (7-2=5, 1 AAF aborted).
1AAF in Breslau flies a counterair mission against 1 AAF in Brest-Litovsk. Germany rolls an 8 (8+10); Polish AAF destroyed, Poland rolls a 6 (6-2=4) german AAF aborted.
The Air Combat Table for 1 AAF is:
Dice roll....2....3....,4.....5....,,,6..,,.7....,,8... .,,9..,..10....11....12
1 AAF......0.....0...0/1...0/1...1/0...1/0...1/1...1/1...1/2...1/2...1/3
where the number before / is the number of enemy AAF destroyed, and the number after the / is the number of enemy AAF forced to mission abort or invert in a counterair strike.
1 AAF in Kolben and 1AAF in breslau inverted.
http://img367.imageshack.us/img367/849/thesirenpolandairstrikeom0.jpg
joegrundman
03-15-2008, 08:52 PM
I will be flexible about the sequence of play given that this is done by PM. I will accept variation within the movement phase so long as the logic isn't broken for a given area.
I am also happy to be even more flexible for procesing orders between different theaters as it will be very rare that events in one theater will have a direct impact on events in the other. If you find that events do have an impact then we will be more careful to stick to procedure at these points.
This should help keep things moving faster by avoiding bottlenecks because a player got the order slightly wrong.
Movement Phase for Germany
d) air attacks on patrolling submarines. no
e) attacker announces naval base changes, patrols and movement of naval units to and from SW boxes. No. One submarine and two PB2s (pocket battleships) begin the game operating in the Atlantic SW box.
f) resolve patrols No
g) announce and resolve harbor attacks No
h) Resolve base changes and movement of naval units to and from SW boxes No
i) initial supply determination
--All German units can trace a full line of supply to an unlimited Axis supply center experiencing no oil effects (Berlin)
--Italian units in africa do not need to trace sea supply because Italy is not at war with anyone.
--Rumanian units trace full supply to Bucharest (a minor country's capital is an unlimited supply source for it's own national units, but only a limited supply source for other nationalities' units).
--Strategic Warfare units in the SW box do not need to trace supply
--Finally, all units begin a scenario in full supply.
j) air and sea transport. Germany does not do air and sea transport this turn
k) ground unit movement and the execution of overruns
September 1st Advanced German panzer units made contact with the Polish Prusy light infantry at midday. Utilising heretofore unseen tactics, the panzers bypassed the defenders proceeded all the way by a hail of bombs from the screaming stukas. The Polish infantry were soon isolated into small pockets while the infantry followed up to crush the defenders. The Poles put up stout resistance, requiring the Luftwaffe to divert far more resources to the crushing of the pockets than had originally been hoped for, but the Poles were soon crushed nonetheless.
Simultaneously heavy infantry units swung south from East Prussia and soon arrived opposite Warsaw
The Wehrmacht paused overlooking the Bug and Vistula rivers, a few miles from the outskirts of Warsaw, and contemplated what exactly it was they may have started.
http://img229.imageshack.us/img229/3889/thesiren1939poloverrunckd2.jpg
2 Heavy (3-3) infantry units swing south from East Prussia K36 to L36
1 Heavy infantry and 1 Panzer division link up at Prosnan and overun the light Polish 1-3 "Prusy" regiment with 5 AAF from Koenigsberg lending offensive ground support.
Attack strength = 3+4+5=12. Defender strength = 1x2 defensive mod =2
ratio = 6:1, overrun succeeds. Roll 1 die (only a 1 yields casualites to attacker).
I roll a 1.
On a 1, early german attacks (up to summer 1940) receive fewer casualites to reflect the fact that the German invention of combined arms tactics had not yet been understood by other nations. Instead of the normal Ex result (2 factor losses), Germany takes Ex-1 (1 factor loss) Germany may take this from any part of the attacking forces. I decide for Germany that he takes the loss of 1 AAF (you may change your mind if you want, but then you will be weakened for teh attack on Warsaw)
1 AAF in Kongsberg eliminated, 4 AAF inverted
joegrundman
03-16-2008, 12:02 AM
Japanese Imperial Army decides to move conservatively. Declares an attrition on the Asian front and moves second line units up to the front.
http://img174.imageshack.us/img174/5421/thesiren1939fjapmovemj2.jpg
joegrundman
03-16-2008, 01:38 AM
German Combat Phase
6. Combat Phase
a. attacker announces AAF and naval missions. 11AAF around Warsaw to participate in Battle to take city.
b. Magic interceptions. No
c. Resolve counterair missions. None
d. Resolve land based air attacks on naval units in port. No
e. Defender announces air and naval interceptions, defenisve air support and opposition to enemy bombing. No
f. attacker announces land-based interception of defensive air support. No
g. resolve air and naval interactions. No
h. attacker announces all carrier air mission. No
i. resolve air combat between bombing and defending units. No
j. resolve raiders and SW combat. Yes
Raiders and SW combat
There are 2 raiders, the Pocket battleships Scheer and Graf Spee, 1 U-boat, 22 British transports and 1 British ASW in the SW box. Germany pays 4 BRPs for the limited offensive operations of the two PB2s. The two PB2s have been ordered to operate as a single raiding group of 4 factors.
http://img247.imageshack.us/img247/6784/thesiren1939fallswkx0.jpg
First, I'll determine the U-boat attacks on British transportation.
Stage 1.
Look at the SW table for 1 SW factor, Germany needs a modified 9+ to damage 1 transport, an 11 damages 2 transports and a 12+ eliminates 1 transport and damages another. Damaged transports are returned to base, and cannot participate in transport missions for a full turn, but are repaired at no cost.
The relevant modifiers to the dice roll are: +1 naval nationality modifier (germany3 vs Britain 2) +1 for German submarine ULTRA card, -1 British ASW ULTRA card. (I'm going to assume both play these cards now) =+1 for Germany, -1 for britain.
The roll for the submarine attack is ........6! modified = 7. No transports damaged!
The roll for the ASW attack is...7! modified =6. no submarines sunk!
Stage 2.
Calculate losses due to submarines making contact with the convoy. Each submarine that makes contact with the convoy eliminates 1 transport. This number is modified by the net SW modifier. The modifier is +1 for Germany, so total British transport losses due to submarines = 2 transports lost.
Raiders
Stage 1.
determine which, if any, British warships make contact with the raiding force.
Roll 1 die and consult the raider table
Subtract 3. there are no other relevant modifiers this turn. Net result is number of British units that make contact. The first unit is always a CA2. After that a die is rolled for each unit to determine size.
The die roll is = 3! No warships find the Raiding group.
Stage 2.
raiders may attack merchant shipping if
1) no warships intercepted the raiders beforehand, as is this case.
2) all intercepting warships were destroyed, then any raiders that held back from combat, are free to engage merchants.
In this case, no warships intercepted.
The two PB2s attack the convoys, with a +1 nationality DRM.
Look at the naval combat table on the 4 factor row.
I roll a 9! Modified to 10. 10 on the naval attack chart shows 2 transport factors eliminated
Stage 3.
Second interception attempt.
Roll 1 die as before. Subtract 3.
I roll a 3! Raiders again not found!
Stage 4. Raiders return to Kiel and are inverted.
These fall 1939 raiders are not subject to interception on the return home.
Total losses to Britain of 4 transports, 18 left in the SW box. This will not please Chamberlain one bit! I'm guessing he's out of a job. My money is on Churchill to replace him.
joegrundman
03-16-2008, 02:05 AM
k. Resolve airdrops. No
l. Resolve ground combat. Yes
Germany attacks Warsaw.
Germany sends in two 3-3 infantry across the Bug river (total 6 factors)
Germany sends in one 3-3 infantry and one 4-6 Panzer across the Vistula (total 7 factors)
Germany supports with 4 AAF from Kolben airfield
germany supports with 7 AAF from Breslau airfield and base.
Total Attacker strength = 6+7+4+7=24
Poland has two 2-4 infantry in Warsaw (total 4 factors). The defense multiplier is +2 for being the defender, +1 for being behind a river, total DM=3
Total defender strength = 4 x 3 =12
The attack ratio = 24:12 = 2:1
Look at the combat results table:
For 2:1 the results from 1 die roll are: 1=a, 2=Ex, 3=Ex-1, 4=Ex-2, 5=d, 6=D
http://img229.imageshack.us/img229/3347/thesiren1939warsawsf9.jpg
I roll a 4! Result = Ex-2
This means that the Polish defenders are wiped out, the Polish defenders inflict losses equal to the defensive strength with the modifier at -2. The original DM was 3; 3-2=1. The Poles inflict 4 factors of loss on Germany.
the Panzers move in to secure Warsaw (but you may choose which units move in so long as they have enough movement points left).
Poland surrenders.
Germany must choose which units to absorb the 4 factors from. The losses must be taken from air or ground units that participated in the assault. (Unfortunately infantry units cannot be split for losses, so i suggest you lose one 3-3 infantry and 1 AAF)
Germany gets 20 BRPs from Poland (prorated to 10 BRPs because it is the Fall)
I believe this is a good point to write some newspaper articles.
joegrundman
03-16-2008, 06:21 AM
There is no armoured exploitation this turn, so we move on to the attrition phase.
There are two fronts with attrition. The Western Front and the Asian Front.
There are three stages to an attrition calculation:
1) Add up the number of ground factors that are adjacent to enemy units (except ground factors that took part in offensive ops), take account of any modifiers and make a dice roll on the attrition combat table. Inelligible units include those confronting fortified positions
2) Defender eliminates the required number of units (generally opting for replacement units, but there are reasons for elminating higher-value units)
3) Attacker selects enemy occupied hexes for advance. Attacker moves in, defender retreats.
The Western Front.
This is easy. All the French defenders in contact with German forces are behind the Maginot line fortifications. No attrition results.
The Asian Front
11 Japanese factors are adjacent to communist chinese forces
26 Japanese factors are adjacent to nationalist chinese forces
(There are 4 factors in hex M22 next to both nationalist and communist forces. Without specific orders i split them 2 for each opponent.
For the attrition against Communist China I rolled a 5! The CTL level for Japan and communist china is both 2, so no change. 5 in the 11-20 column gives 1C/1H. That is 1 communist chinese unit counter is eliminated, 1 hex is occupied by the Japanese (if they wish).
For the attrition against the Nationalist Chinese, Japan has a CTL of 2, nationalist china has a ctl of 1, so Japan gets +1 on the die roll and looks on the 21-30 column.
I roll a 4! 4+1=5
5 on the 21-30 column shows 3 unit counters eliminated, 1 hex occupied.
The russia team chooses which counter is eliminated for Communist CHina
The US team chooses which 3 counter are eliminated for nationalist china - you may remove replacements.
After units have been removed, Japan nominates which 2 hexes he wishes to occupy. The hexes MUST be occupied by enemy forces (so if china removes units leaving a hex unoccupied, you may not select that hex for occupation)
nominate the hex and the unit you wish to move into it, the chinese units will then retreat from it.
Chinese forces have been eliminated as per received wishes. Japan declines to advance after attrition.
joegrundman
03-16-2008, 07:20 AM
7. Post-combat phase adjustments.
a. Deduct BRPs for strategic bombing, enemy partisans and the
loss of previously-controlled BRP areas, key economic areas
and Russian ICs. None
b. Remove conquered minor country units. Remove Polish forces
c. Determine supply for previously unsupplied units and hexes. N/A
d. Eliminate unsupplied ground units, airbase counters and
bridgeheads. N/a
Now move onto Phase 8.
8. Unit construction phase.
a. Implementation of scorched earth policies. Not yet, surely?
b. BRP increases from Russian ICs. N/A
c. Force pool increases from mobilization and production. ok
d. Open the Persian BRP route, build the Alaska highway,
announce BRP grants, assign transports to carry BRPs and
oil; designate convoy routes. N/A
e. Resolve air and naval interactions. N/A
f. Use oil counters to offset construction and economic oil
effects; reduce Germany’s construction limit if iron ore
shipments interrupted. OK
g. Construction of units, including ports, forts and railheads. OK
h. Conversion of Western Allied DDs to transports and ASW;
Japanese AAF to kamikazes. No
joegrundman
03-16-2008, 07:53 AM
Germany builds
Germany's current BRP level = 110 (at start) +5(Rumania)+5(Hungary)+2(Bulgaria)+10(Poland) - 15 (Eastern Front offensive) -4 (raiders on the western front) =113.
If you look at the force pool charts you will see what the new maximum for fall 1939 is.
For example if you look under AAF, at start it says [20]. That was what was on the board at start. Under fall1939 it says 10[30].
this means that the 1938 mobilization plan is now maturing and 10 new AAF have come on line.
These air factors must still be built at construction and oil costs (see below). in addition you may rebuild the AAF lost in the attack on Poland to bring your AAF to a maximum of 30.
In addition to your infantry losses (which may be rebuilt), your force pool expands by two new 2-6 armour units, SIX new 4-6 panzer divisions (sizzlin!), one new 1-3 infantry, ELEVEN new 3-3 infantry and 1 new U-boat.
But as said before the new forces must be built at cost.
Limiting factors
Your fall 1939 Construction limit is 50 BRPs worth of units.
You already paid the oil costs, but just to reiterate, the first 25 BRPs come at no extra oil charge, from 26-50 BRps requires 1 oil counter to fuel the heavy industries, from 51 to 75 requires 2 oils and so on. If you do not have enough oil, then the surplus builds are at DOUBLE the BRP cost. However oil is not an issue for germany yet.
The construction costs per factor are governed by the following chart:
3 points per factor: AAF, airborne, marines, chindits, commadoes, jets, strategic bombers, interceptors, destroyers, cruisers, capital ships, carriers, transports, submarines, ASW
2 points per factor: Armor, partisans, flak
1 point per factor: Infantry, replacements, naval air (per squadron), kamikazes
5 points : fortifications, railheads, beach defense (for 2 counters)
10 points : port
joegrundman
03-16-2008, 08:04 AM
Italy and Japan
not only do italy and japan get to build the increased builds as shown on the Fa39 line on the force pool, but they also get to mobilize.
Mobilization
Italy only mobilzes once, and that is now. It's BRP base increases by 10 and it may add 8 BRPs worth of units to the force pool (not naval units). it is up to the italian player which units he would like to mobilise. The available forces and the absolute maximum are shown on the force pool. You may use 5 BRPs of mobilization to increase your shipbuilding rate, if you wish.
This mobilisation increase is a permanent increase to the force pool, i.e. if unints are destroyed, then you can rebuild to the new maximum you have set.
However you cannot increase the force pool to a level rgeater tahn the maximum given on the bottom row.
Please send me your preferred unit mobilizations.
Japan mobilzes once now and again, but not after USJT reach 10, and again before USJT reach 20..and so on.. The Japan player may choose when this occurs. Just tell me.
Each mobilization adds 10 BRPs to japan's base and 20 BRPs of units to your force pool. Again you choose which units you wish. You may increase you shipbuilding rate at a cost of 5 BRPs for each rate increase.
Delay for mobilisations to take effect
It takes some time for yoru decision to be implemented:
shipbuilding: immediate
air: four turns
infantry: 2 turns
mech infantry: 4 turns
armor: 6 turns
You may defer building up to 5 BRPs for up to 4 turns in order to combine them with the next mobilization, if you wish. This can help avoid losing mobilization points or using them for unwanted units.
joegrundman
03-16-2008, 10:07 AM
Please check out the fleet building rules. They are relatively concise by the standards of this game ;)
But the summary is this: Open warplanner, and click on shipyards. Select the shipyard under your control.
The shipyard has a capacity - this is the number of ships that can be under construction at one time
The shipyard has a rate - this is the number of shipbuilding points (SBPs) that can be spent in one TURN at that shipyard.
You will see several ships in the yard, at least one will likely be in the column for the present season - in this case fall.
If you spend 1 SBP and 3 BRPs, you move that ship down one row. If the ship is now in the launch row, it is launched and placed inverted on the port in question.
The rules tell how new keels may be lain, but anyway you can't do it if your yard is full.
Submarines and ASWs can be built if you have added them to the forcepool through Research production projects, at a cost of 1 SBP and 3 BRPs at ANY home port.
The number of SBPs you currently have is shown on the right most column of your force pool chart. SBPs can be increased through mobilization (5 BRP points of mobilzation = 1 SBP increase) or through research naval production project.
Hope this is clear!
joegrundman
03-16-2008, 09:35 PM
Placement of units
Newly constructed (and reconstructed) units
Home countries
Unit construction is permitted in home countries (inclduing Ulster for britain and East Prussia for germany) so long as the hexes are in your control
But not in enemy Zoc
Britain may construct a certain number of units in it's commonwealth nations
Japan may construct up to 3 factors of INFANTRY only in Korea, manchuria or both
joegrundman
03-17-2008, 08:40 PM
Japanese mobilization and construction
Japan mobilizes 5 AAF and 5eNAS to arrive in Fall 1940 (total mobilization 20BRPs)
Japan constucts 2eNAS, three 3-2 infantry factors, one 2-3 light armor unit and one 1-3 bicycle unit (acts as very light armor due to increased mobility - was used to capture Singapore)
Japanese shipyards launch CV3 Hiryu and a CA2. Work progresses on BB5 Musashi
Total expense 26 BRPs and 3 SBPs
joegrundman
03-17-2008, 08:50 PM
Japan may now redeploy forces
Tactical redeployment
units may move up to their movement allowance, air units may rebase (double range)
Naval redeployment
You may rebase naval units, and you may convoy land units over seas. You need 1 DD factor for each ground or air factor you redeploy, you also need to invert 1 transport for each 5 factors you transport
Strategic redeployement
you may use the rail system to redeploy ground units between OBJECTIVES (red named cities). Each objective can handle 2 units leaving and exiting the rail network.
You can use these redeployments together. e.g. a unit may march to a port using some of its movement, then convoy to another port with a railhead(objective) and then take a train to near the front where it marches the rest of the journey.
IMPORTANT NOTE: inverted units which redeploy may not uninvert at the end of this turn and must wait until the beginning of your next turn (ie are not available for use during the opposing player's turn)
joegrundman
03-20-2008, 03:15 AM
German Construction
The legendary Krupp, MAN and Daimler-Benz factories have worked double shifts for the last three months to churn out the world's most fearsome armored forces. Tanks for four new panzer divisions roll off the assembly lines
German 1939 fall construction limit = 50 B
Four 4-6 armor (2BRPs per factor = 2x4x4=32)
one U-boat (3 BRPs +1 SBP)
one cruiser (3 BRPs + 1SBP)
two 3-3 infantry built (3 x2=6)
two AAF (3 BRPs per factor= 3x2=6)
Total = 50
Italian Construction
Italian fall construction limit =23 BRPs
Italy constructs
one 3-3 infantry (3brps)
one 2-3 infantry (2 brps)
three 1-3 infantry (1x3=3brps)
one submarine (3brps =1sbp)
total = 11brps
Italian mobilization
Italy mobilizes 8 brps
Italy mobilizes
one 2-5 armour (4BRps)
two 2-3 infantry (4 BRps
total 8 BRPs
joegrundman
03-20-2008, 03:21 AM
Redeployment
Japan declines to redeploy at this time
Germany moves his two uninverted air factors to the western front
joegrundman
03-20-2008, 03:29 AM
The remaning phases are:
10. Uncontrolled hexes of a conquered power come under the power's control
germany takes control of all of western poland's hexes
11. Voluntary elimination of units
None undertaken (please interject now if you disagree)
12. Uninvert air and naval units up to the oil allowance.(25 factors each at standard oil cost). redeployed units may not uninvert this phase.
OK no extra oil needed
13. Remove Bridgehead counters
japanese bridgeheads remain due to proximity of enemy forces
14. Determine resistance levels and surrender of major powers
not yet, i think!
15. Resolve U.S election triggered by british or russian surrender
not yet!
16. Remove atomic attack and industrial damage markers
there are none
Axis turn is over!
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