NML 1914 team game 14
-
@Private-Panic you hot Propaganda too?
This isn’t funny.
-
6 Trenches in the West: of what are you scared?
-
@Witt Tsar Nicholas does need to see off those Commies before you put Lenin on a train and so save the world a lot of trouble.
-
@Witt Your Gas of course, although it’s an expensive way to kill my militia. But You might just be daft enough!
-
@Private-Panic my Gas? Oh! Can it reach? That was lucky.
-
@Witt Heh heh heh! You are fooling no-one!!!
-
Witt trying to convince you he means no harm.
-
@Witt Propaganda will bring us victory!!!
-
@Elrood Somebody must have airbrushed that photo to make him better looking!
-
can someone repost the turn? the dicey blanks are empty
-
@Colt45554 russia_online.tsvg better?
-
@Elrood yes, thanks
-
Game History
Round: 3 Research Technology - Communists Turning on Edit Mode EDIT: Removing units owned by Russia from Volgograd: 3 trenchs EDIT: Adding units owned by Russia to Caucasus: 1 trench EDIT: Adding units owned by Russia to Bratsk: 2 trenchs EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by Russia from St. Petersburg: 1 heavy_gun EDIT: Adding units owned by Russia to St. Petersburg: 1 conscript EDIT: Removing units owned by Russia from Minsk: 1 conscript EDIT: Adding units owned by Russia to Minsk: 1 heavy_gun EDIT: Turning off Edit Mode Communists spend 5 on tech rolls Purchase Units - Communists Communists buy 7 conscripts, 2 field_guns and 1 infantry; Remaining resources: 0 PUs; 2 techTokens; Non Combat Move - Communists 8 conscripts, 1 field_gun and 1 infantry moved from Yakutsk to Aldan Place Units - Communists 7 conscripts, 2 field_guns and 1 infantry placed in Yakutsk Turn Complete - Communists Communists collect 29 PUs; end with 29 PUs
-
Game History
Round: 3 Research Technology - USA USA spend 0 on tech rolls USA rolls : 0/1 hits, 0,00 expected hits Combat Move - USA Turning on Edit Mode EDIT: Changing PUs for USA from 68 to 63 EDIT: Turning off Edit Mode 1 cavalry and 2 infantry moved from Chihuahua to Mexico City 1 gas moved from Louisiana to Mexico City 1 field_gun and 1 infantry moved from Charleston to Sea Zone 30 Mid Atlantic 1 battlecruiser, 1 cruiser, 1 destroyer, 1 field_gun, 1 infantry and 1 transport moved from Sea Zone 30 Mid Atlantic to Sea Zone 32 Sargasso Sea 1 field_gun and 1 infantry moved from Sea Zone 32 Sargasso Sea to Azores Purchase Units - USA USA buy 1 Factory, 2 heavy_guns, 2 infantry and 3 transports; Remaining resources: 6 PUs; 1 techTokens; Combat - USA Battle in Azores USA attack with 1 field_gun and 1 infantry Neutral defend with 1 infantry USA roll dice for 1 battlecruiser in Azores, round 2 : 1/1 hits, 0,67 expected hits Neutral roll dice for 1 infantry in Azores, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Neutral lost in Azores USA loses 0 PUs for violating Azoress neutrality. USA win, taking Azores from Neutral with 1 field_gun and 1 infantry remaining. Battle score for attacker is 3 Casualties for Neutral: 1 infantry Battle in Mexico City USA attack with 1 cavalry, 1 gas and 2 infantry Germany defend with 1 Factory and 1 infantry USA roll dice for 1 gas in Mexico City, round 2 : 1/1 hits, 0,67 expected hits 1 infantry owned by the Germany lost in Mexico City 1 gas owned by the USA lost in Mexico City USA win, taking Mexico City from Germany with 1 cavalry and 2 infantry remaining. Battle score for attacker is -1 Casualties for Germany: 1 infantry Casualties for USA: 1 gas Non Combat Move - USA 1 infantry moved from Texas to Chihuahua 1 gas moved from Louisiana to New Mexico Place Units - USA 1 Factory placed in San Francisco 3 transports placed in Sea Zone 30 Mid Atlantic 2 heavy_guns and 2 infantry placed in Charleston Turn Complete - USA USA collect 73 PUs; end with 79 PUs
Combat Hit Differential Summary :
USA regular : 0,67 USA rolls : 0,00 Neutral regular : -0,33
-
@Witt Use this one. Swapped the Heavy Artillery for Field Artillery. Don’t need defense when going after neutrals, forgot about that :)
-
@VictoryFirst that is fine . It also costs all a TT’s space to transport a Heavy, so Art and Inf is best .
-
Speaking of HGs, I am in my third time listening to the audiobook “A World Undone, the Great War 1914-1918” which I mentioned a long time ago. NML 1914 has for the most part done as good a job as can be expected of replicating the actual war. But I just realized that the game has HGs as primarily defensive weapons, while in reality, HGs were used in an offensive role.
Artillery was the primary weapon of destruction, more than rifles, machine guns, etc. Gas turned out not to be a decisive factor in most cases.
Hundreds of thousands of shells wee used in individual battles or campaigns to soften up defenses. Most powers were consuming a million shells a month. The goal was to kill the defenders so they couldn’t massacre the attacking infantry with machine guns, artillery and rifle fire.
Light or medium artillery couldn’t penetrate fortified bunkers. So HGs were used and shrapnel shells were used to destroy the barbed wire.
Thus, HGs should really have special effect on trenches & bunkers -
Realistically, HGs are not more deadly to attackers than FGs, which might use shrapnel. If HGs high defense were replaced with some trench destroying capability, it would make the game less defensive and more offensive, and reduce the use of gas. Gas should have its use limited, say roll whether its allowed due to wind, and it’s attack value reduced. In reality, defenders learned to counter the effects of gas and the vagaries of wind made it dangerous to attackers or ineffective.
Modifying gas rules would be hard.
Some more sophisticated computer wargames keep track of ammo supply and usage. This is probably not what we want, but shell shortages were a significant factor in WWI, due to the massive usage and being more complex and expensive than mere bullets. -
@nasty FRenchies Paris here we come!.tsvg
-
I fart in your general direction!!