YT deleted this from MdSmall, so here it is: CP Turn July 29, 1916 I deploy a long-planned naval surprise by having a German destroyer that has been crossing the Atlantic since the first turn lay two mines in front of Halifax harbour. This is a trick which I learned from Old Crow a couple of years ago - so I am surprised he has not taken any counter-measures to prevent me from repaying the favour (!) The naval mines will not only disrupt and gradually reduce MPP production from the coal mines in Nova Scotia but they will also reduce the strength of the port of Halifax immediately and thus cut-off of the valuable convoy from Canada to the U.K. On the Western Front, I am surprised that he shortened his lines and drew back in front of Boulogne. This will save me some serious combat in trying to take those hexes, so I happily move up to occupy them. I decide to occupy the empty Loos mine hex with a German corps, even though I know he will destroy in next turn, but my thinking is that this will prevent him from being able to move into this hex to attack the important front-line city of Lille. In WW1 attrition warfare, you have to decide what level of casualties you can afford in order to improve your overall position, even if it is only by one hex a turn. Having had the bonus last turn of reaching artillery weapons 2, I upgrade all my heavy artillery. No doubt he will get there soon with his British and French heavy artillery too. I also upgrade one fighter to level 2 and reinforce the other, since they are flying no missions this turn. I send the airship which I have placed near Strasbourg to survey his French lines on his right flank, looking to see where his artillery is located. I redeploy the second airship to the coast of Flanders, so it can scout behind the British lines, or over the English Channel, in future moves. I decide to carry out my first offensive on the Italian front against his non-upgraded corps in the mountain hex north of Udine. I sack the truly awful AH general in command in this sector, Potiorek (command rating 3) and replace him with von Strassenburg ( command rating 5). I then carry out a series of attacks at weak odds 2-2, due in part to the fact that two of my corps are attacking over a river line. Fotunately, I deliberately moved my one mountain division last move so it could move into Alto Adige if needed and attack from one more hexside and this proves sufficient to wipe out the Italian corps, at an overall cost of 9 strength points in AH corps. This amounts to a victory in WW1 terms. I fly my AH airship over his lines to see where his artillery piece and am glad to see that it is not in a position to counter-attack along the Isonzo. Against Russia, the Germans in Lithuania succeed to capturing Minsk and I used an elite corps to kill 6 out of 10 points from the general in this sector. This should force him to withdraw his remaining unit here, or face annihilation. I do some scouting with a German sub in the Baltic and see the number of ships that he has raiding the convoy line from Sweden, so I pull back a bit until I can send ASW upgraded destroyers into the Baltic to start degrading his submarines. The Austro-Hungarians reinforce and improve their defensive positions on the Galicia/Ukraine front. In the Balkans, I reinforce the Bulgarians and rail into Cetinje the German field artillery unit I received last turn. This should set me up to attack an Italian detachment defending in Albania next turn. This remains a secondary front, but if I can destroy his motley crew of defenders over time, it will cost him NM points and ultimately allow me to occupy the port of Tirana. In the Middle East, I decide to use a cavalry corps close to Baghdad to attack his Persian expeditionary cavalry division. I move up a corps adjacent to this raiding unit, in part to prevent him from attacking the HQ on Baghdad and also to deter him from remaining here next turn. I suspect he will retreat the division - probably back to Kirkuk, but he might use it to venture further into the Syrian desert. To guard the rail-line under construction to Baghdad, I have a new Ottoman corps marching over from Antep that can occupy Mosul next turn and I use an operational move to send an elite German cavalry corps to Antep for the same purpose. I know that General Maude will be assembling a force to attack towards Baghdad from Basra, but it will probably take another turn before it will start to menace my forward positions, given that the new Indian army field artillery unit arrives in Basra at half-strength. This remains a very dynamic sector, given the various changes made in this mod. I decide to invest to keep my research levels as close to the maximum as possible, so I buy German tech chits for Industrial Tech, Fighter Development, ASW and Trench Warfare. I also buy an AH chit for Trench Warfare. So far in this game, I have not invested in this tech, since both Germany and AH start at level 3. But as the time approaches for him to achieve Artillery Weapons 2, it becomes more important to raise the entrenchment levels by 1, so that at least it will cost him one more shell to fully de-entrench my units. I get more research breakthroughs at the end of the turn - for Germany level 2 for ASW and Production Tech, for the Ottomans, level 2 in Industrial Tech, which is very welcome.
You can spot naval mines with seaplane tenders (CVLs), but you can't remove them that way. The only way to remove them is to move through them and trigger a strike.
YT deleted this from MdSmall, so here it is:
CP Turn July 29, 1916
I deploy a long-planned naval surprise by having a German destroyer that has been crossing the Atlantic since the first turn lay two mines in front of Halifax harbour. This is a trick which I learned from Old Crow a couple of years ago - so I am surprised he has not taken any counter-measures to prevent me from repaying the favour (!) The naval mines will not only disrupt and gradually reduce MPP production from the coal mines in Nova Scotia but they will also reduce the strength of the port of Halifax immediately and thus cut-off of the valuable convoy from Canada to the U.K.
On the Western Front, I am surprised that he shortened his lines and drew back in front of Boulogne. This will save me some serious combat in trying to take those hexes, so I happily move up to occupy them. I decide to occupy the empty Loos mine hex with a German corps, even though I know he will destroy in next turn, but my thinking is that this will prevent him from being able to move into this hex to attack the important front-line city of Lille. In WW1 attrition warfare, you have to decide what level of casualties you can afford in order to improve your overall position, even if it is only by one hex a turn. Having had the bonus last turn of reaching artillery weapons 2, I upgrade all my heavy artillery. No doubt he will get there soon with his British and French heavy artillery too. I also upgrade one fighter to level 2 and reinforce the other, since they are flying no missions this turn. I send the airship which I have placed near Strasbourg to survey his French lines on his right flank, looking to see where his artillery is located. I redeploy the second airship to the coast of Flanders, so it can scout behind the British lines, or over the English Channel, in future moves.
I decide to carry out my first offensive on the Italian front against his non-upgraded corps in the mountain hex north of Udine. I sack the truly awful AH general in command in this sector, Potiorek (command rating 3) and replace him with von Strassenburg ( command rating 5). I then carry out a series of attacks at weak odds 2-2, due in part to the fact that two of my corps are attacking over a river line. Fotunately, I deliberately moved my one mountain division last move so it could move into Alto Adige if needed and attack from one more hexside and this proves sufficient to wipe out the Italian corps, at an overall cost of 9 strength points in AH corps. This amounts to a victory in WW1 terms. I fly my AH airship over his lines to see where his artillery piece and am glad to see that it is not in a position to counter-attack along the Isonzo.
Against Russia, the Germans in Lithuania succeed to capturing Minsk and I used an elite corps to kill 6 out of 10 points from the general in this sector. This should force him to withdraw his remaining unit here, or face annihilation. I do some scouting with a German sub in the Baltic and see the number of ships that he has raiding the convoy line from Sweden, so I pull back a bit until I can send ASW upgraded destroyers into the Baltic to start degrading his submarines. The Austro-Hungarians reinforce and improve their defensive positions on the Galicia/Ukraine front.
In the Balkans, I reinforce the Bulgarians and rail into Cetinje the German field artillery unit I received last turn. This should set me up to attack an Italian detachment defending in Albania next turn. This remains a secondary front, but if I can destroy his motley crew of defenders over time, it will cost him NM points and ultimately allow me to occupy the port of Tirana.
In the Middle East, I decide to use a cavalry corps close to Baghdad to attack his Persian expeditionary cavalry division. I move up a corps adjacent to this raiding unit, in part to prevent him from attacking the HQ on Baghdad and also to deter him from remaining here next turn. I suspect he will retreat the division - probably back to Kirkuk, but he might use it to venture further into the Syrian desert. To guard the rail-line under construction to Baghdad, I have a new Ottoman corps marching over from Antep that can occupy Mosul next turn and I use an operational move to send an elite German cavalry corps to Antep for the same purpose. I know that General Maude will be assembling a force to attack towards Baghdad from Basra, but it will probably take another turn before it will start to menace my forward positions, given that the new Indian army field artillery unit arrives in Basra at half-strength. This remains a very dynamic sector, given the various changes made in this mod.
I decide to invest to keep my research levels as close to the maximum as possible, so I buy German tech chits for Industrial Tech, Fighter Development, ASW and Trench Warfare. I also buy an AH chit for Trench Warfare. So far in this game, I have not invested in this tech, since both Germany and AH start at level 3. But as the time approaches for him to achieve Artillery Weapons 2, it becomes more important to raise the entrenchment levels by 1, so that at least it will cost him one more shell to fully de-entrench my units. I get more research breakthroughs at the end of the turn - for Germany level 2 for ASW and Production Tech, for the Ottomans, level 2 in Industrial Tech, which is very welcome.
Where is mdsmalls comments?
Not sure why....
@@BalthazorsStrategicArcana YT seems to be randomly deleting them, so Old Crow will be posting them for me.
Can you launch airstrikes from CVLs on mines?
You can spot naval mines with seaplane tenders (CVLs), but you can't remove them that way. The only way to remove them is to move through them and trigger a strike.
Russia and France look weak, lost much morale!
Yep, things are grim already...