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Round 3: Polish Cavalryman Vs. Armchair General
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NeuralDream

 

Joined: 22 Dec 2007

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Post subject: Round 3: Polish Cavalryman Vs. Armchair General Reply with quote
Combatants:
Polish Cavalryman - Allies
Armchair General - Allies



Polish Cavalryman
--------------------
Bazooka 1x = 4
BAR Gunner 1x = 4
Eagle-Eyed NCO 1x = 7
M1 Garand Rifle 4x = 16
M5 Half-Track 1x = 7
KV-1 1x = 32
Cavalrymen 1x = 4
Communist Partisans 2x = 6


Armchair General
--------------------
Sherman M4A1
Jeep
BAR
Bazooka
Inspiring Lt.
Defiant Paras
x5 Garands
Bofors





Army restrictions: year 1943, total cost 80, Max. 12 units, no heroes.



We don't use the extended Rules as many haven't bought them and they are not available online. So, we stick to the original rules that everybody is familiar with.
Use the  AAM units database for units for which you don't have the cards. Alternatively you can use hordelings, bgg, or even better here.
Notice that: The German SS-Panzergrenadiers and the American Ranger units cost 7, instead of 5.


*******
You win if you control at least one objective and the opponent controls none at the end of turn 7. If no winner is determined by the end of turn 7, then we re-check by the end of turn 8, 9 and 10. If still no winner, the game ends at the end of turn 10, where we count the total cost of enemy units killed.
*******


The Map for the third round (you deploy along the top and bottom hex row):





Send me you armies gentlemen.
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Last edited by NeuralDream on Thu Mar 27, 2008 8:43 pm; edited 1 time in total
PostSat Mar 22, 2008 3:36 pm
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armchair general

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Post subject: re Reply with quote
ND:

Hello!  I'm guessing that, just like in the Advanced Rules, "controlling the objective" means a mini could either be in the objective hex or one of the hexes around the objective?

Thanks!

armchair general
PostSat Mar 22, 2008 11:37 pm
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NeuralDream

 

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Post subject: Reply with quote
Yup. That's why I didn't change the phrasing.
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PostSun Mar 23, 2008 12:25 am
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Polish_Cavalryman

 
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Post subject: Reply with quote
army sent.
PostTue Mar 25, 2008 12:32 pm
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armchair general

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Post subject: re Reply with quote
army sent this morning!
PostThu Mar 27, 2008 1:51 pm
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Polish_Cavalryman

 
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Post subject: Reply with quote
roll for choice of sides... (I can't remember if it is 2 dice but I think it is)

Rolls: (2d6)     

re-roll if needed...

Rolls: (2d6)     

in the meantime... here is my army:

Bazooka 1x = 4
BAR Gunner 1x = 4
Eagle-Eyed NCO 1x = 7
M1 Garand Rifle 4x = 16
M5 Half-Track 1x = 7
KV-1 1x = 32
Cavalrymen 1x = 4
Communist Partisans 2x = 6

total 12 units and 80 points
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PostThu Mar 27, 2008 2:35 pm
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Polish_Cavalryman

 
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Post subject: Reply with quote
possible misunderstanding...

I thought we house-ruled against T-34/KV-1 Cossack combo.  My opponent more clearly said T-34, KV-1, and Cossack Cpt.  

Therefore... prior to seeing his army I am proposing to change the KV-1 into a Soviet M3 Lee and using the 2 points to change an M1 Garand into the 6-point US mortar.  

I am waiting for confirmation from armchair_general that this is ok.

I'm glad I posted my army and he caught it.
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PostThu Mar 27, 2008 6:12 pm
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armchair general

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Post subject: re Reply with quote
Guys, the changes are fine with me.  No problem!
PostThu Mar 27, 2008 7:15 pm
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Polish_Cavalryman

 
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Post subject: Re: re Reply with quote
armchair general wrote:
Guys, the changes are fine with me.  No problem!


then I say you are up for rolling for sides.

Smile
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PostThu Mar 27, 2008 9:08 pm
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NeuralDream

 

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Post subject: Reply with quote
Do whatever you want as long as you agree Smile.
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PostThu Mar 27, 2008 9:34 pm
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armchair general

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Post subject: re Reply with quote
alright, I'll roll for sides quickly before dinner....

let's see if I remember how to do this...

Rolls: (2d6)      +2 initiative
PostThu Mar 27, 2008 10:35 pm
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armchair general

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Post subject: re Reply with quote
Shocked

well, nice to see my dice are getting the bad rolls out of the way early on!!   Laughing

Polish_Cav.....your choice of sides
PostThu Mar 27, 2008 10:37 pm
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Cpt. John Miller

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Post subject: Reply with quote
setup gets no initiative bonus.
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PostThu Mar 27, 2008 10:58 pm
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Polish_Cavalryman

 
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Post subject: Reply with quote
Partisan 1 in A1
Partisan 2 in A3
M3 Lee in Q7 with bazooka loaded
M5 half-track in Q9 (first woods) with M2 mortar loaded
Garand 1 and EENCO in Q11
Garand 2 and BAR in Q13
Garand 3 and Pony in Q15

your deployment.  I'll check back in 10-15 min.
PostFri Mar 28, 2008 2:47 am
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Polish_Cavalryman

 
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Post subject: Reply with quote
[img]
http://i258.photobucket.com/album...olish_Cavalryman/round3-move1.jpg
[/img]


here's a map of my setup.
PostFri Mar 28, 2008 1:26 pm
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Polish_Cavalryman

 
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Post subject: Reply with quote


wonder what I'm doing wrong?[/img]
PostFri Mar 28, 2008 1:27 pm
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armchair general

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Post subject: re Reply with quote
Map looks good to me.....doesn't look like you're doing anything wrong!

Interesting army build....I like it!!  Hopefully, I've got enough to take care of it.

Will have my map posted later this afternoon, after school lets out!
PostFri Mar 28, 2008 4:57 pm
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Polish_Cavalryman

 
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Post subject: Reply with quote
oh it just didn't work the first time.  Second map worked.

Congrats on Xaviers win.  I have to hope my Bucky can pull one out against Davidson.  I know most of America will be pulling for Davidson but hey... we've never won a championship either.  

I see the M5 can carry the US mortar since the US mortar does NOT say soldier - artillery.  I didn't realize that.  I see one other similar oddity on this map.  Woods next to stream is never done by Wotc so the question never comes up... but I assume a vehicle trying to enter must make 2 rolls to enter the woods and if EITHER one fails the vehicle is stuck facing the woods.  I guess that is only logical.  

Like last time my army has half the same units as my enemy.  So we'll consider this a "friendly" war exercise wtih no live fire.  When we get closer I'll adjust the color on the units so it is more obvious who belongs to whom.  

Sorry about the Partisans... this setup system makes for some funky arrangements.  I've tried to avoid overexploiting the oddness of the setup system (like liberal use of tank traps and what-not).  But the Partisans pretty much need to go there.  Besides you can still place units in that town area.  I like how Partisans are weak in this game but potentially a thorn.  These are one of the units I think they did a very good job with.  True they should not be in a real skirmish but they did affect supply and support which is modeled here in some way.

Anyway... good luck.
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PostFri Mar 28, 2008 5:28 pm
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Cpt. John Miller

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Post subject: Reply with quote
Polish_Cavalryman wrote:
the Partisans pretty much need to go there.  Besides you can still place units in that town area.


I'm not positive, but I don't believe he can place there. In the standard game you get to set up 3 hexes deep so it doesn't really come up. What is the opinion of the moderator?
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PostFri Mar 28, 2008 7:32 pm
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Polish_Cavalryman

 
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Post subject: Reply with quote
Cpt. John Miller wrote:
Polish_Cavalryman wrote:
the Partisans pretty much need to go there.  Besides you can still place units in that town area.


I'm not positive, but I don't believe he can place there. In the standard game you get to set up 3 hexes deep so it doesn't really come up. What is the opinion of the moderator?


If they can't place there then I move them back 1 space to B2.  Just curious though... what is the reason they can't go there?  

In all honesty I don't care though.  B2 is fine or maybe better.  So it makes no difference to me.  

IMO there are a lot of funky things you can do in these setups that you would never be able to do in a regular game.  This is one of those funky things.

But as I said... B2 is almost better for me.  I'll let my opponent pick their location.  It matters not to me.
PostFri Mar 28, 2008 7:42 pm
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