Well, I have left my beloved wargame collection behind, and I am not even getting a turn to comfort me. Such is my woe.
Before I left though, I did manage a few more turns of World in Flames - up to the declaration of war by the USA. This is driven by a series of die rolls which adjust a default declaration date of mid 1942. For example, the declaration of Vichy France brought the date forward a turn. The escorting of British merchant men by American destroyers pushed it back. Thus you know its coming, but not when.
Anyway, back to 1941 and the fall of France. The following turn, Italy joined the war (on the Axis side). Different from history, Morocco and Algeria joined the free France, so the Italians launched a landing in Algeria to protect their possessions. There was a small British fleet based in Gibraltar and joined by a couple of Free French battleships guarding the coast. The Italian fleet sailed covered by naval air from both them and Germany. The fleets found each other (via a merciless system that could give either side a surprise advantage) but the Italian preponderance in the air let them settle it without surface contact.
The British drove off the first wave of bombers, but the second and third damaged the CV and two battleships, and sunk a number of destroyers and light cruisers. The remainder of the Allied fleet retreated. With the East Mediterranean under control, the Italians could land a couple of corps on the Algerian coast.
The British responded with a large daylight bombing raid of Germany and France with fighter escort. The die rolls favour the Nazis this time with minor damage and more Allied planes down than defenders.
At the end of the turn, the Italians managed to destroy most of the British shipping through the Mediterranean, making it a bleak month for Churchill. The turn ended like this.
The build draws favoured the Allies, although the German build advantage was huge.
The next turn (and last turn of 1940), the British land in Morocco to support the Free French. Germany responds by attempting an outflank by invading Spain.
The Germans make some progress but the die rolls do not allow a quick victory and the Algerian front steadies.
The British try a different aerial tactic and throw everything a Dusseldorf. Losses are even, but the damage to German industry is light - the earlier charmed British die rolls are over!
Losses are even for the turn, although the Germans can better afford them.
Builds for the start of 1941 see newer models of planes appear
In two more turns (after winter) Spain falls. A really lucky Italian die roll in Algeria destroys the British HQ putting the line out of supply and unhinging the defense. To try to get back to history in 1941, the Germans invade Yugoslavia and Greece while the Russians invade Finland and Rumania. Neither make sense within the context of the game - giving advantage to the other side, but we are beginning to get far from history.
Germany is beginning to do well in Africa and against British shipping with their long range Condor bombers flying from Spain, so opt to leave USSR alone and just garrison the border. By the time it was time to leave for the trip, Gibraltar had fallen, as had Morocco and Algeria, Europe was mostly German, British bombing raids had moved to ineffective night raids, British merchantmen were a dying breed, and the eastern front looked very promising for another Blitzkrieg. However, it was September 1941 (a few months late) and the Day of Infamy had happened, so USA was riding to the rescue.
More in three months!
Game Review
I give this game lots of thumbs up. apart from needing a lot a space, the game plays well and smoothly, and some of the concepts feel really good. A turn takes about 30 minutes, but with only 6 a year, you can make a lot of progress in an evening. The counters are fun to use, particularly when you get a lucky pick. The combat systems are quite bloody - you need 3:1 odds for a land victory (2:1 if you have armour superiority) but also needs lots of reserves as an unlucky throw happens regularly. I never got a surface naval battle, but naval air is spectacularly effective and the system us convincing. The game will ultimately be won in the factory, but the odd great battles on land, in the air and on the sea are very compelling and feel like turning points.
Maybe we need to give this a go one boys weekend!
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