Menschenfresser
12 Jun 03, 22:58
Fall Grau
...some deep thoughts...
This is the US side of a match between Mantis and myself. His AAR is in a different thread. Though it isn't frugal of me, I decided to open my own thread. I did so mainly because this allows us both to go on at our own paces, preventing the inevitable case of one side posting three turn summaries back to back. Perhaps once done, we can integrate them...if we get off our lazy asses, that is.
I kinda like this scenario because of its unpredictability. Once the game gets underway, the playbacks for the US become nerve-wracking to watch. The Axis seaborne units stretching out like a serpent coiling through the water will test your TOAW nerve for sure. In our previous aborted game, I would watch long lines of German units snake down the East Coast, and each time they made a motion toward the shore...I would gasp, and whisper, "Oh, no...not there...please not there." And as the units snaked away from the shore, I could sit back and relax for a few more seconds.
I haven't played that far into the scenario, so I don't know how much a chance the Amis have. I suppose I will find out...before your very eyes. The gist, for those who haven't seen the AARs over at TDG, is that the Axis have to capture a decent amount of my 10 point cities every 18 turns, as that is when the US replacement rate doubles. These 10 point cities cause me to lose 10% of my replacement rate. Roughly, or so I am told, this translates into the Axis needing to capture 6-8 each 18 turns. If they fail to, I will soon have a rate of over 150%. If I fail to defend enough of them, I might be looking at a 40% rate even after it has just doubled. You do the math.
I won't open a thread in the main forum...but please feel free to add comments about mine to the one Mantis has already started.
Turn One
Mantis opened by establishing three initial beach heads, capturing three 10pt hexes and three 10% losses to my replacement rate--(from north to south) Quebec, Boston & Baltimore. He coupled this with five separate para drops across New England, positioned along roads and bridges to delay my reinforcements from reaching the beachheads on turn one. While this was troubling at first, several of the drops could have been better placed (i.e. the one SE of Quebec); however, in light of the possible hope of recovering these units, he might have dropped them within a comfort zone. I say these things probably only to comfort myself...most of my TOAW skill is a mind game directed toward myself. They are effective...particularly those near the lakes and on the east-west road in and out of Baltimore.
The opening of three fronts is an aggressive move. Launching all three attacks upon the northeast, denies me one of my advantages...and that is space. I cannot afford to give up anything for free because he is too close to the heartland. Baltimore and Boston threaten to pinch New York. The least worrying is the Quebec landing. (I say that now, knowing I'll probably eat my words.) Only Montreal (10vp) is threatened. Once that falls I can defend using the lakes and the massive territory of Canada. The other two can move in any direction and hit 10 point hexes without, or so it seems on turn one, even breaking a sweat.
The plan for my first few turns is to keep the pockets separated for as long as possible. I've moved up everything I can, forcing back German HQs at both Boston and Quebec. The next two turns will hopefully open one of them to counter-attacks, but this mainly depends on where I can get reinforcements to. Quebec is a good case, as many of the Canadian units are close. Overall, my long term mentality is one of no relief for the Krauts. My units will stack, pack and attack...everywhere possible...all the time....from Joy-see to Bah-ston, from Gee-oh-gia to Quebec.
Now for the details...
...some deep thoughts...
This is the US side of a match between Mantis and myself. His AAR is in a different thread. Though it isn't frugal of me, I decided to open my own thread. I did so mainly because this allows us both to go on at our own paces, preventing the inevitable case of one side posting three turn summaries back to back. Perhaps once done, we can integrate them...if we get off our lazy asses, that is.
I kinda like this scenario because of its unpredictability. Once the game gets underway, the playbacks for the US become nerve-wracking to watch. The Axis seaborne units stretching out like a serpent coiling through the water will test your TOAW nerve for sure. In our previous aborted game, I would watch long lines of German units snake down the East Coast, and each time they made a motion toward the shore...I would gasp, and whisper, "Oh, no...not there...please not there." And as the units snaked away from the shore, I could sit back and relax for a few more seconds.
I haven't played that far into the scenario, so I don't know how much a chance the Amis have. I suppose I will find out...before your very eyes. The gist, for those who haven't seen the AARs over at TDG, is that the Axis have to capture a decent amount of my 10 point cities every 18 turns, as that is when the US replacement rate doubles. These 10 point cities cause me to lose 10% of my replacement rate. Roughly, or so I am told, this translates into the Axis needing to capture 6-8 each 18 turns. If they fail to, I will soon have a rate of over 150%. If I fail to defend enough of them, I might be looking at a 40% rate even after it has just doubled. You do the math.
I won't open a thread in the main forum...but please feel free to add comments about mine to the one Mantis has already started.
Turn One
Mantis opened by establishing three initial beach heads, capturing three 10pt hexes and three 10% losses to my replacement rate--(from north to south) Quebec, Boston & Baltimore. He coupled this with five separate para drops across New England, positioned along roads and bridges to delay my reinforcements from reaching the beachheads on turn one. While this was troubling at first, several of the drops could have been better placed (i.e. the one SE of Quebec); however, in light of the possible hope of recovering these units, he might have dropped them within a comfort zone. I say these things probably only to comfort myself...most of my TOAW skill is a mind game directed toward myself. They are effective...particularly those near the lakes and on the east-west road in and out of Baltimore.
The opening of three fronts is an aggressive move. Launching all three attacks upon the northeast, denies me one of my advantages...and that is space. I cannot afford to give up anything for free because he is too close to the heartland. Baltimore and Boston threaten to pinch New York. The least worrying is the Quebec landing. (I say that now, knowing I'll probably eat my words.) Only Montreal (10vp) is threatened. Once that falls I can defend using the lakes and the massive territory of Canada. The other two can move in any direction and hit 10 point hexes without, or so it seems on turn one, even breaking a sweat.
The plan for my first few turns is to keep the pockets separated for as long as possible. I've moved up everything I can, forcing back German HQs at both Boston and Quebec. The next two turns will hopefully open one of them to counter-attacks, but this mainly depends on where I can get reinforcements to. Quebec is a good case, as many of the Canadian units are close. Overall, my long term mentality is one of no relief for the Krauts. My units will stack, pack and attack...everywhere possible...all the time....from Joy-see to Bah-ston, from Gee-oh-gia to Quebec.
Now for the details...