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Comrade Trapp (Allies) vs Kuniworth (Axis) **Summer Heat Tourney**


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Allied Turn 28 - August 10th, 1941

Russians begin building a primary defensive line, while token defenses setup along Riga - Odessa line.

German Army has anti-tank + 2.

German II corps transport attacked by the Soviet Baltic Fleet off the coast of Finland (which is still neutral).

[ June 03, 2005, 08:01 PM: Message edited by: Comrade Trapp ]

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We quit for the night, will continue tomorrow.

Current advantages / disadvantages for Allies at this point in the game:

Disadvantages:

* Outnumbered in quantity of airfleets.

* British MPP shortage for war industry.

* No bases in the Mediterranean to launch offensive operations from.

* Germans have a large MPP base at their disposal.

Advantages:

* A far superior navy in all respects.

* A standing British Army.

* A large Soviet Army which I believe will greatly improve in quality in the near future.

* A decent American Army which has safe passage across the Atlantic and has adequate naval support.

This is a very interesting game to say the least.

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Allied Turn 32 - November 2nd, 1941

Germans create a minor breakthrough on the Ceneral Front, frontine adjusted accordingly.

German tank group destroyed on Northern Front.

USAAF sink German transport scout (corps) off American coastline.

Soviets get anti-tank +2.

[ June 26, 2005, 02:17 PM: Message edited by: Comrade Trapp ]

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December 1941,

russian counterattack is totally obliterated. 4 russian tank groups and 1 army annihilated when 8 luftwaffe can target at will.

Allies got no air. UK got 1, USSR 0 and USA 1.

Axis collect 900 MMP each turn. Allies must come up with something soon.

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February, 1942

Kharkov falls. Russian counterattacks are futile. I can buy almost 3 new panzer corps every turn to replace losses. If Trapp counter it will cost him twioce at least, every luftwaffe is now at 3 stars. Russian resistance begin to weaken, only 28 units left now.

Still no allied attempt to make a D-day.

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