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10-13-2025, 05:18 AM,
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Partizanka
Lieutenant Colonel

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Posts: 627
Joined: Jan 2001
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RE: 1914 Valour - FWWC Tournament Round 5
Please do not post the results for Partizanka-Almskaar. I am making time for the game to finish and we should have the results shortly.
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10-13-2025, 06:24 AM,
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Almskaar
Corporal

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Posts: 53
Joined: Nov 2023
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RE: 1914 Valour - FWWC Tournament Round 5
(10-13-2025, 05:03 AM)Partizanka Wrote: (10-13-2025, 04:09 AM)Almskaar Wrote: Almskaar vs. Partizanka
CP minor defeat 269 points
Partizanka resigned turn 13, I was hoping we could have played it out, not that I thought I had a chance at victory, it was a damn good and challenging game and I was enjoying it.
Please accept my apologies Carsten, I had no idea my resignation would cost you victory. Do not post these results. I believe Carsten was on the way to a major victory and other priorities were demanding time. I will make the time to finish the game, which is easier now that the other tourney game is finished. So do not post the results of this game until I have given Carsten the opportunity to get the victory we both thought he would achieve. This does not alter my plans to leave all the tournaments. I will just finish this last game.
Apologies accepted.
Happy to finish the game, whatever the result may be.
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10-17-2025, 01:50 AM,
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RE: 1914 Valour - FWWC Tournament Round 5
ShipwreckedFool vs. LEGXXIIPRPF complete, Central Powers Minor Defeat with 434 points.
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11-05-2025, 06:31 AM,
(This post was last modified: 11-05-2025, 06:35 AM by Steel God.)
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Steel God
General

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Posts: 4,976
Joined: Sep 1999
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RE: 1914 Valour - FWWC Tournament Round 5
Steel God vs Erick Repie complete. Early Termination on Turn 18 - Central Powers Major Victory with 1492 Points
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11-05-2025, 01:09 PM,
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Almskaar
Corporal

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Posts: 53
Joined: Nov 2023
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RE: 1914 Valour - FWWC Tournament Round 5
Partizanka vs. Almskaar complete
Draw 1088 points
Great game, a white-knuckler right to the end.
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Yesterday, 05:50 AM,
(This post was last modified: Yesterday, 07:29 AM by Almskaar.)
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Almskaar
Corporal

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Posts: 53
Joined: Nov 2023
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RE: 1914 Valour - FWWC Tournament Round 5
I know some folks don't seem to like this scenario much and I won't argue it's kinda weird in some ways but personally I kinda like it, haven't played it as the Russians yet tho. Anyway, it seems like with the diversity of results it might have been, for the sake of the tournament, a good choice. Thoughts anyone?
Here's a couple things about my game I wanted to share... Curious to hear from others too...
My army was isolated for a good part of the game and when I was able to reach the north edge of the map and capture a supply hex my army remained isolated. It turns out the hex I took was a zero value supply hex, which does not get one back in supply. I hadn't looked at the value ahead of time and even if I had it might not have occurred to me that something like this could be the case but I do wonder what does a zero value supply hex do?
Also, day 2 was a mud day and when the curtain went up my motorized infantry was deployed in a marsh hex, they couldn't move, or even assault their way out of it for the whole day, frustratingly comical.
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Yesterday, 10:21 AM,
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RE: 1914 Valour - FWWC Tournament Round 5
(Yesterday, 05:50 AM)Almskaar Wrote: Also, day 2 was a mud day and when the curtain went up my motorized infantry was deployed in a marsh hex, they couldn't move, or even assault their way out of it for the whole day, frustratingly comical.
Did you try to put the unit "on foot"? This command is in the PzC WW2 games I play. It is the only solution I found. The trick of course is to be able to quickly reunite the on foot unit with its HQ to get motorized again. A decision based on time and distance of course. If the unit ended in the marsh hex on a major road, that makes the decision sway to going "on foot" most times.
Curious if that was possible for you or was it just better to wait it our as you did.
Dog Soldier
Fast is fine, but accuracy is everything.- Wyatt Earp
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Yesterday, 02:43 PM,
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Almskaar
Corporal

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Posts: 53
Joined: Nov 2023
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RE: 1914 Valour - FWWC Tournament Round 5
(Yesterday, 10:21 AM)Dog Soldier Wrote: (Yesterday, 05:50 AM)Almskaar Wrote: Also, day 2 was a mud day and when the curtain went up my motorized infantry was deployed in a marsh hex, they couldn't move, or even assault their way out of it for the whole day, frustratingly comical.
Did you try to put the unit "on foot"? This command is in the PzC WW2 games I play. It is the only solution I found. The trick of course is to be able to quickly reunite the on foot unit with its HQ to get motorized again. A decision based on time and distance of course. If the unit ended in the marsh hex on a major road, that makes the decision sway to going "on foot" most times.
Curious if that was possible for you or was it just better to wait it our as you did.
Dog Soldier
I'm only aware of travel mode and deployed (I think I'm quoting the correct terms, don't have the rules in front of me), if there's something else called "on foot" that's news to me
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Yesterday, 07:25 PM,
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ComradeP
Lieutenant General

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Posts: 1,529
Joined: Nov 2012
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RE: 1914 Valour - FWWC Tournament Round 5
Units in FWWC can't go "on foot" so there's no solution for the situation you experienced.
As to the scenario: I felt both sides were constrained by there being a clear way to win for the Entente (a wall of units in front of the exit objectives after initially isolating the Germans). I still enjoyed playing the scenario, but did feel like I lost more through design than mistakes on my end.
As to the 0 value Supply sources: as discussed the previous time you mentioned it, my guess would be that it prevented isolation at some point but no longer does so.
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10 hours ago,
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Almskaar
Corporal

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Posts: 53
Joined: Nov 2023
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RE: 1914 Valour - FWWC Tournament Round 5
(Yesterday, 07:25 PM)Comrade Wrote: As to the scenario: I felt both sides were constrained by there being a clear way to win for the Entente (a wall of units in front of the exit objectives after initially isolating the Germans). I still enjoyed playing the scenario, but did feel like I lost more through design than mistakes on my end.
This was my experience as well, although I was surprised when it ended up a draw.
Whilst I was playing this came to mind, is it realistic for a sizable force, in this case about 2 corps occupying many hexes worth of territory, to feel the effects of isolation so quickly? I'm thinking mainly of going low ammo, I imagine they would have all their ammo with them. Seems like the way isolation works makes more sense when a battalion or a brigade gets isolated in the space of a few hexes.
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