Ronnie vs Allied Player

After action reports for Commander Europe at War.

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by rkr1958 » Sun Jun 01, 2014 5:22 pm

Turn 45. 1/28/1942 Axis.

1. No attempt was made by my opponent to reinforce the beleaguered 1-step defenders of Aberdeen, which were easily swept aside this turn.

2. A nice surprise, Scapa Flow is out of supply.

3. A blockade of Belfast is in place to counter any move to reinforce Northern Ireland by the US. My plan is to capture Belfast and Northern Ireland in the spring.

4. I move 3 u-boat flotillas out to sea to attack the Russian convoy.

5. I've moved 2 mech and 3 infantry corps from England back to France for use in France, Italy and / or Russia as needed.

The Russian Front.

The severe winter hit last turn.

6. I deployed Model (7-0-0) and have Reichenau in the cue to bolster the axis defenses in southern and south-central Russia.

7. I also have a 7th u-boat in the queue. I need to build more offensive power for my Spring '42 offensive in Russia. However; I don't need to get too greedy and my healthy oil levels, currently at 453, won't last long on full throttle in the East. I need to hurt the Soviet Union without draining my oil reserves.

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by rkr1958 » Sun Jun 01, 2014 9:07 pm

Turn 46. 2/17/1942 Axis.

1. In prep for the planned spring invasion of Northern Ireland, the KM BB squadron on a sweep of the Irish sea uncovered a UK sub group. As I write this, it occurred to me that the BB squadron was displaced two hexes away from the UK sub group. This can only mean that there's 1 or 2 more hidden allied sub groups.

2. 2 German infantry corps move to the port of Glasgow and train for the upcoming invasion. Dietrich (4-1-0), who is attached to one of the corps, will lead this invasion.

3 - 4. The 1st and 2nd FJR divisions are ready if needed. If I have trouble getting my invasion transports in good locations this invasion may be an all airborne affair.

5. The first of several (needed) German garrisons arrive in England.

6. German u-boats finally get back into the business of sinking allied convoys. They trap a 70 PP convoy off the north coast of Canada and sink 30 PP's of it. A third flotilla is headed west to join this wolfpack.k

The Russian Front.

Even during severe winter the axis push a Russian garrison off the manganese mine in the south.

In prep for my spring offensive in the East, a 5th armor corps was built. My goal is to bruise the Russians without getting trapped or burning too much oil. Sounds easy doesn't it. :D

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by OxfordGuy3 » Mon Jun 02, 2014 7:21 am

Still no Russian winter offensive?!?

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by BattlevonWar » Mon Jun 02, 2014 7:47 am

oxford_guy wrote:Still no Russian winter offensive?!?
With a portion of the German forces occupied in England this is the time to strike. There should be 10 or so mechs/5-7 tanks/6-7 Russian Aircraft. As conservatively as this player has played he will likely have a lot more than that or a lot more Corps... Plus it was a weak Barbarossa! You mix in some tech pre Harsh Winter, add in a few top notch Russian Generals and lose some strength points. The Germans can do nothing at the moment but wait and every turn is precious.

Without a very concentrated attack to suck out PPs at least and kill a few German Units, '42 will be all German and plus now this will give the Germans time to consolidate. People say '42 is a German year, but it's usually not. The Russians are just too numerous and the English/Americans start mini-D Days or Sicily/Italy KOs...

P.S. It is possible that the Russians forgot Org Tech...and are afraid...or have some grand Plan, we shall see :)

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by rkr1958 » Thu Jun 05, 2014 1:54 am

Turn 47. 3/19/1942 Axis.

1. The weather clears in the west and the axis launch an invasion of Northern Ireland lead by the 2 FJR division and the Luftwaffe. A 4-step RAF fighter based adjacent to Belfast was quickly dispatched. A Wehrmacht corps commanded by Schorner (4-0-1) is in position to land next turn and join in on the attack on the Belfast defenders.

2. The KM and u-boat fleets have established a safe route from Glasgow to the beaches of Northern Ireland. A second Wehrmacht corps, if needed, will be brought in place next turn to support this invasion.

3-4. Two more garrisons are transported to England, which will serve as peacekeepers and will replace corps, which will be brought back to mainland Europe for use there.

5. U-boats supported by the Luftwaffe will provide for the defense of England and Northern Ireland. This is what's allowing me to replace corps with garrisons to keep the peace. Estimates of RN and USN combined are 1 BB, 3 CVs, 11 DDs and 0 subs +/-2.

The Russian Front.

It's still severe winter there and it's still quite. That suits me just fine. Come, late spring / early summer, I plan to launch an offensive focused in the center and the south. My objectives are to capture more revenue (i.e., cities) and destroy Russian units. Estimates of the Red Air force are 6 fighters, 0 TACs and 0 Strats +/-2. So, even on the high side of those estimates, the Luftwaffe in the East has near parity with the Red Airforce.

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by rkr1958 » Fri Jun 06, 2014 1:39 pm

Turn 48. 3/29/1942 Axis.

1. Rotten luck. Late April rains turn the ground to mud and make the seas too rough to land invasion troops.

2. Also, an RN sub group force itself pass the KM BB screen and knocked 3-steps off the invasion transport. To prevent from being knocked down 3 more steps, and effectively neutralized, I moved that transport back to port and put another full transport in its place.

3. A German arm, mech, 3 u-boat flotillas (#'s 7, 8 & 9) and an Italian infantry corps in the build queue. Good stuff!

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by BattlevonWar » Fri Jun 06, 2014 9:32 pm

If you're really building 9 U-boats at this point in the game and you have such low low losses. I don't see why you can't shore up Italy and hold your Southern Front indefinitely and giving a small margin of possibility for the Allies to win the game. They easily can eat 5-6 Axis Units in Russia in '41-'42 or at least knock off a few dozen steps...barring a tactical genius or an Invasion of Italy like the Gods cannot dream of where is your opponent going with his strategy? 10 U-boats today, 15 tomorrow, 20 the day after that...then there is no way he can match ships-transports to win......you can blockade him from English Liberation ??? maybe he's got an Ace up his sleeve?

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by richardsd » Sat Jun 07, 2014 1:51 am

perhaps no ace - but a lot of Russians :-)

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by Peter Stauffenberg » Sat Jun 07, 2014 3:05 am

The problem is that none of the Allied player's Russian units are veteran. Germany have been able to build up quite a few units in the east. Still they have the upper hand. Russia need to be quite aggressive to push them back. With less XP the stats are worse so it will be quite hard.

There must be a reason the Russians have not moved towards the Germans in the winter of 1941 / 1942. I have a feeling the Russian front line is quite far back waiting for the Axis 1942 offensive. So Russia might get somewhere in 1943 at the earliest. Then they need to both liberate England and France, take Rome and kick the Germans out of Russia before the fall of 1944. Then a race for Hamburg and Berlin. There are a lot of targets the Allied player will have to achieve. He doesn't have a lot of time.

9 German subs can go for Allied transports when the liberation starts. Some dislodge the screening naval units while the others go for the transports. It won't be easy for the Allied player to get units across the Atlantic. They have no bases at all. The fighters there are stranded and will be destroyed. So maybe they need to land in Ireland to get a foothold. Luftwaffe tactical bombers can sink transports coming near northern Ireland or Scotland. Subs can screen the entrance to the English Channel etc. The only air support will come from CV's and they can be sunk as well.

This game won't be easy for the Allied player to turn around.

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by richardsd » Sat Jun 07, 2014 3:48 am

I agree entirely, but you might find that because of the experience issue he decided to justy build efficiency rather than attack and will engage mid 42 - thats what I would be doing, wait till you are extended a little (give you some GARs to wade through) and then hit you hard in one place

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by Cybvep » Sat Jun 07, 2014 9:56 am

Also, I get the impression that the Allied Player is less experienced than Ronnie is. Therefore, there is more trial-and-error in their strategy.

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by rkr1958 » Sat Jun 07, 2014 6:27 pm

Turn 49. 4/18/1942 Axis.

1. Case Green, the invasion of Northern Ireland, is now in full swing with the amphibious landing of a German corps and with Belfast under siege.

2-3. The blockade of the Irish sea by 2 KM DD squadrons supported by a u-boat flotilla is put in place to prevent reinforcement into or evacuation out of the port of Belfast. Also, the KM DD squadron to the north is providing supply for the invading corps.

4. The RAF still has two fighters in Kirkwall and Lerwick even as the axis has mopped up and gained control of all of Scotland. In fact the only hexes still under UK control are three hexes southwest of Plymouth in the southwest corner of England. Barring the appearance of partisan(s), these hexes will be under axis control in 3-turns.

5. The 1st FJR parachute division is moved to Aberdeen to jump on Scapa Flow as soon as the isolated and starving defenders are finished off. The Luftwaffe plans to accelerate their demise.

6. Two u-boat flotillas supporting the conquest of England, Scotland and Northern Ireland head out to sea to hunt for allied convoys or escorts.

7. Speaking of escorts, a wolfpack consisting of 3 u-boat flotillas attack an USN DD squadron and reduced it from 10 to 1-steps. All of this at a loss of 3-steps, which is a 3-to-1 exchange ratio and one that I would gladly take all day long.

Offensive force estimates for the western allies (UK+USA combined) are: 1 arm, 2 mech, 2 fighters, 2 TACs, 3 SACs, 5 BBs, 3 CVs, 12 DDs and 6 subs.

The Russian Front.

8-9. The Soviets finally make a token appearance during this first severe winter. It's via the Red Airforce and it's ineffective. Now, I do know the Soviets have been getting a lot of PP's and must have a juggernaut waiting to trap me. That doesn't mean I'm going to sit still when the weather clears; it just means that I will proceed steadily and with caution. I must do some damage to the Soviets in 1942.

Offensive force estimates for the Soviets (+/- 2) are: 2 armor, 3 mech, 7 fighters, 3 TACs and 4 SACs.

10. I have an immediate need for more fighters so I buy one this turn.

11. In writing this AAR I noticed that I had a slot opened up for an additional lab. I plan to fill it in a turn or two or three.

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by rkr1958 » Sat Jun 07, 2014 9:24 pm

Cybvep wrote:Also, I get the impression that the Allied Player is less experienced than Ronnie is. Therefore, there is more trial-and-error in their strategy.
My strategy this game is definitely flying by the seat of my pants. I did not plan for or intend for Sea Lion. It just happened when I saw that London was defended only by an RAF fighter that had room to retreat. That in and of itself wasn't sufficient. I just happened to notice this when I had an airborne unit in range and with enough efficiency to jump. It's this series of unlikely and accidental events that has led to my first successfully Sea Lion against another player. Heck, it's my first successful Sea Lion against another player or hotseat. Whether I lose or win the morale of the story for me is that when your opponent presents you with opportunity you need to seize on it regardless of how disruptive it is to your planned strategy.

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by rkr1958 » Tue Jun 10, 2014 12:44 am

Turn 50. 5/8/1942 Axis.

1. The allies try to evacuate and save the defenders of Belfast; but it's too late. The blockade of the North Channel stops their transports cold. They have no hope.

2-3. The defenders of Scapa Flow are down to 4-steps. If the Luftwaffe can finish them off then the 1st FJR in Alerdeen will jump on the fort (port) and capture it.

4. Belfast is captured and the 4-step fleeing transport is finished off.

5. The Scapa Flow defenders are indeed killed off by the Luftwaffe. The 1st FJR, with great loss, jumps and captures the fort.

6-8. In the Labrador Sea two US strats hit the 7-step u-boat knocking it down to 5-steps. This flotilla, following the tracks of the escorts, then moves to the north to scout for convoys. It finds none; but a second flotilla does. This find is followed up by an attack that knocks off 17-PPs. Doesn't seem like much but given the UK economy this still has to hurt. Also, on the positive side are the 2 US strats. Even though they knocked 2 more steps off my u-boats this means that the US is spending resources to combat German u-boats versus using those resources for ground troops.

9. I built a 3rd armor lab. This fills up all available research slots.

The Russian Front. (Not Shown)

In the east, severe winter still rages. I plan to use next turn for final repairs and upgrades before I kick off my 1942 Summer offensive in the east.

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by rkr1958 » Sat Jun 14, 2014 6:39 pm

Turn 51. 5/28/1942 Axis.

The Russian Front - Army Group Center
1. My attention is now on the East and for good reason. I need to make progress against the Soviets both in gaining ground and destroying units. The '42 Summer Offensive kicked off with the capture of Smolensk.

2. Recon from a Luftwaffe fighter unit rebased forward reveals quality Soviet units and the Soviet front line guarding Moscow. Moscow is not my objective.

3-4. My objective for this offensive is to establish a defensive position by fall shown by the yellow line. This is ambitious but I can't afford to be too passive. I need to hurt the Soviets.

The Russian Front - Army Group South
4-6. Ambitious objectives are established from this Army Group too. And they'll have to do it with minimum air support as Army Group Center will be the benefactor of most of the Luftwaffe support.

The Russian Front - Army Group North & Army Finland
7. The objective for Army Group North is really to hold ground and to protect the northern flank of Army Group Center.

Across the entire Eastern Front it's apparent that I need my Luftwaffe fighter units. This need is being given top priority (see 8-10, the Western Front).

The Western Front.
8-10. I've made a decision to move the bulk of the Luftwaffe and mechs from this front to the East. Also, I have 7 u-boat flotillas deployed and 2 in the build queue.

11-14. The 7 deployed were ordered to the North and South American coasts to find and sink convoys headed to the UK and USA.I want to force the allied player into spending significant resources for ASW and protecting their convoys. Resources that they could be using to build invasion fleets and troops to reclaim a foothold in Europe (including England and Northern Ireland). The bottom line is that I plan on using the German u-boat fleet to take the battle of the Atlantic to the allies as opposed to sitting passively and letting their convoys have a free ride.

By the way, as my turn ended I saw an 80+ PP convoy zoom by one of my flotillas off the US east coast and deliver it's cargo. That stung a bit. No more milk runs for allied convoys!

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by rkr1958 » Sun Jun 15, 2014 2:57 am

Turn 52. 6/17/1942 Axis.

1. The Red Army finally shows up and bites back a bit in the south. I see a chance to take Kharkov and attack with a corps the Soviet fighter adjacent to the city. The attack is successful, but the corps only manages to knock 2 steps of the fighter, which retreated a hex.

2. Air support was costly with the Hungarian fighter losing 4-steps.

3. The axis move significant offensive firepower south in the hopes of bagging some quality Soviet units.

4. Nothing went on and nothing from my side is planned in the center.

5. In the north, the Soviets stung some also. Defenses bolstered. Nothing is planned for this area also.

6-7. At sea, two nice allied convoys are spotted; but both zoom buy German u-boats as the turn ends.

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by BattlevonWar » Sun Jun 15, 2014 11:14 am

Seems like the Russians have a good deal of defensive weapons and not a lot of offensive weapons. Probably cause you're that much more stronger than he is and or he doesn't know to build them. I do not see the Axis gaining much ground unless the Russians are overly aggressive but I don't see them needing to lose much to The East if they're careful with what they have. You could run an aggressive drive on a fun goal...like Moscow or Stalingrad : ) and I would probably do this just for the heck of it. I played a game similarly and built a small Fortress in the West and went after Stalingrad and Caucasus Mountains just for the fun. I did not win, but I came with a few units here or there of my goal before units were recalled to defend from D-day/Sicily landings. It made things sporting!

This is tough for the UK/USA to pierce that Fortress. I think a lot of players mess up their D-day.. Too late/too soon/bad tech/land in a very strong point of the enemies/face too many submarines that or just take so many losses D-day fails... this should turn into a good game if he times his landings right but I would go after a far fetched goal to extend out the fun factor but that's just me : )

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by rkr1958 » Fri Jun 20, 2014 1:20 am

Turn 53. 7/7/1942 Axis.

1-2. The Soviets launch a small scale counterattack, do moderate damage and (more importantly) leave a fighter unit and armor corps w/Zukhov vulnerable to destruction. These are my main objectives this turn in the East.

3-4. Objectives met -- red fighter and armor corps w/Zuknov destroyed.

5. Air recon (i.e., Italian fighter) uncovers fair amount of strength near Voronezh.

6-7. Defensive only.

8-9. Western allies investing heavily in ASW. I'm no longer able to hunt in defended areas. Though this investment in ASW comes at the sacrifice of building invasion troops to retake England / France.

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by rkr1958 » Sat Jun 21, 2014 4:41 pm

Turn 54. 7/27/1942 Axis.

1. In the Battle of the Atlantic, a u-boat wolfpack operating in the Labrador Sea attacks and sinks 32 of a 77 PP UK convoy, leaving at 44 PP's.

2. As luck would have it, the fleeing convoy "runs" directly into a 3rd flotilla moving to join in on the wolfpack attack. Another 13 PP's were sunk reducing the convoy to 32 PP's.

3. In the South Atlantic, a damage u-boat flotilla follows the tracks of allied warships to see what's up. Two more flotillas (only 1 is shown) moves into position to go after whatever convoy they're moving to escort.

4. At the end of the turn, a 75+ allied convoy zooms by and will be a subject of interest next turn.

(Not shown). Western Allies Force Estimates: In tracking these estimates over the past several turns, my opponent is investing heavily in destroyers, and I must assume, ASW tech. Total number of allied destroyer squadrons are estimated at 15, carriers at 4 and battleships at 3. That's a total of 22 naval units, which seem to be operating mainly in the Atlantic off the US east coast protecting allied convoys. The Germans deployed their 9 u-boat flotilla this turn. Though I estimate my opponent has the upper hand protecting these convoys, I plan to continue to attack them as long as losses aren't excessive. I want him to continue to focus time and resources in the Battle of the Atlantic.

Elsewhere, estimates are 8 to 10 AFV (armor + mech), 6 fighter, 2 TAC and 4 fighter units. Not formidable in the air; but appears to be building up ground forces for a limited invasion. Where? North Africa, Italy, England? This is another good reason for operating u-boats off the east coasts of US and Canada. That is, I can use them to detect and then determine the objective of any western allied invasion.

The Russian Front.

This is an area where I'm getting bloody a bit, but honestly, not as bloodied as I though. In fact, I'm quite pleased (so far) how my summer '42 offensive is going.

5. Soviet mech and corps destroyed along with knocking out 2 Soviet leaders (Bagramian & Chernyakhovsky).

6. Kursk is captured and 2 corps (includes the one defending Kursk) destroyed.

7-9. Quite a bit of air action with both Luftwaffe and Soviet fighters taking some losses. The bad news is the cost to repair those losses. The good news is that the Luftwaffe has achieved parity with the Soviet airforce. This is especially good given the 8 additional PP's per turn to the Soviets and the late / weak launch of Barbarossa due to Sea Lion.

10-11. The focus of the axis offensive is in the south (i.e., Kursk and south). Though I would like to make additional territorial gains, the main focus is on the destruction of Soviet units (especially armor and mech). And on inflicting air losses. In the center and north my objective is just to hold my ground.

12. I took the time this turn to do a survey of Soviet commanders deployed by my opponent. It's a quite impressive list. From what I can see, he's invested 515 PP's in Soviet Commanders. This total does NOT include Timoshenko, who's included in the at start forces. 53 turns x 8 PP's / turn = 424 PP's is the number of additional PP's the Soviets have received since the start of the game due to the large allied advantage. My typical investment in Soviet commanders at this stage of the game would be ~225 PP's, or 290 PP's less than what my opponent has invested so far. So using my experience as a guide, my opponent has used 290 PP's of his advantage bonus for leaders, leaving 134 PP's for additional air and ground units. Truthfully, I'm happy that he's investing so heavily in leaders and not in fighters, TACs and armor.

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Re: Ronnie vs Allied Player (Allied Player Please Stay Out)

Post by rkr1958 » Wed Jun 25, 2014 1:22 am

Turn 55. 8/16/1942 Axis.

1. Stalino is captured, 2 corps and 1 garrison are destroyed in the capture.

2. Three more corps destroyed and a breakthrough achieved. I have no illusions that this breakthrough invites a strong counterattack and the loss of 1 or even 2 mechs. My intention is to bloody the Soviet mechs and blunt their winter offensive.

3. Depending on the expected counterattack, I hoping for a chance to pocket 6 Soviet corps. But; that's most definitely counting my chickens before they're hatched.

4. More dog fights between the Luftwaffe and Soviet fighter force. While painful, I hope this action helps blunt the expected Soviet counterattack.

5. Oil levels have dipped into the yellow and now need to be monitored.

6. Sunk the remainder of the UK convoy (45 PP's) sailing in the Labrador Sea.

7. Sunk nearly half of the 76 PP US convoy. This wolfpack attack will likely result in a painful counterattack. However; I must impress on my opponent that I'm serious about fighting the Battle of the Atlantic off the US east coast.

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