RAEVSKI
|
1st match KB Mission LT Vlecopity vs Sire Fred
1st mission
Who'll be first.
Forces
JAPAN
3x Platoons of
Imperial Sergaent
4x Arisaka
1x Knee Mortar
1x MG Section-
2x MMG type 92 mgs
1x 70 mm Battalion gun (Imperial Sergeants can spot for this unit, if the Sergeant is within 4 hexes of the Gun.)
2x HaGo tanks (Do Not Lose)
SETUP- 2 hexes from right
Mission- The Road to Milne Bay is a small track and the jungle is thick.
Advance down the road capture KB mission and exit the tanks and 1 platoon off the other end of the map. Excessive casualties are NOT an option. Losing the Tanks is NOT an Option.
U have 12 turns (your infantry move 2 on the track)
Your tanks cannot enter the Jungle ( Too thick )
Australia
2x Platoons
each 1x officer
3x vet rifles
1x Owen
1x 2 inch morter use US 60mm mortar ( Can be spotted by Officers that are within 4 hexes of the mortar)
2x Bren gunners
reinforcements enter turn 3 on Road
Universal carrier (Cannot enter Jungle) + Aid Station created by Sharpe.
SETUP- anywhere within 3 hexes of KB mission
Mission-
slow down Japanese and cause as many casualities as possible.
You left your heavy equipment back at Milne Bay nobody said anything about Tanks
|
Lt_Vleclopity
|
I'll go first... the dice are cool, who will care for the maps?
|
Sire Fred
|
I'll be the Japanese. I'll deploy my troops as soon as I'll know my opponent.
|
RAEVSKI
|
Lt Vleclopity and you are first up, go for it gentlemen
|
RAEVSKI
|
Aussies setup 1st
Init is with Japan 1st turn
|
Lt_Vleclopity
|
I have 3 questions before I set up...
#1...which US mortat do I use, the M2 or the 81mm...I assume it is the M2 as you stated it was a 60mm mortar....and do I have any type of spotting ability with the Aussie Officer?
#2...do my reinforcements enter from the left side of the map on turn 3 or are they 'spawned' at KB?
#3...for the Japanese, there are 2x MMG...which pieces are these?
|
Sire Fred
|
Re: 1st match KB Mission[quote="RAEVSKIForces
JAPAN
3x Platoons of
Imperial Sergaent
4x Arisaka
1x Knee Mortar
1x MG Section
2x MMG
1x 70 mm Battalion gun (Imperial Sergeants can spot for this unit, if the Sergeant is within 4 hexes of the Gun.)
2x HaGo tanks (Do Not Lose)
What kind of units are the 2 X MMG? I did not see any japanese units that could fit with this name?
|
RAEVSKI
|
mmg is type 92 mg
Aussie use M2 mortar
can be spotted by Officers but the officer have to be with 4 hexes of mortar and can spot to 8 hexes
|
Lt_Vleclopity
|
Here is my setup:
Officer #1 - E10
Officer #2 - E7
Vet SMLE #1 - E7
Vet SMLE #2 - H9
Vet SMLE #3 - D7
Vet SMLE #4 - D7
Vet SMLE #5 - E10
Vet SMLE #6 - I11
Owen #1 - E12
Owen #2 - G12
Mortar - H9
Bren #1 - F9
Bren #2 - F9
|
RAEVSKI
|
you are both canadian so timezone shouldn't be a problem.
|
Sire Fred
|
Setup sent to Raevski.
|
Sire Fred
|
Here is my setup for turn one. I have initiative so I'll let you go first Lt_Vleclopity.
|
Sire Fred
|
Sorry, my setup...
My setup for turn one with IJN.
1 X Ha-Go in F14.
1 X Ha-Go in F15.
2 X Knee Mortar in E15.
1 X Knee Mortar in D14.
1 X Type 92 MG Team in D14.
1 X Type 92 MG Team in G15.
1 X MG Section in G15. Is that unit a type 92 MG also?
1 X 70 mm artillery gun in E15.
1 X Imperial Sergeant in E15.
2 X Imperial Sergeant in G16.
1 X 70 mm artillery gun in I16.
1 X Imperial Sergeant in I16.
1 X Arisaka Rifle in F14.
1 X Arisaka Rifle in F15.
2 X Arisaka Rifle in H14.
2 X Arisaka Rifle in H15.
2 X Arisaka Rifle in I15.
2 X Arisaka Rifle in I16.
2 X Arisaka Rifle in J14.
|
Sire Fred
|
Re: 1st match KB Mission LT Vlecopity vs Sire Fred | RAEVSKI wrote: |
SETUP- anywhere within 3 hexes of KB mission
|
|
Sire Fred
|
I tought that the Aussies would set up at the far left side of the map. I misread our setup rules. But I'll go with my setup. Could you post the stats of the aid station? Do you update the map or we have to update it ourselves?
|
Lt_Vleclopity
|
RAEVSKI told me you were map capable...I guess that makes me map incapable lol...so I guess if you know what to do we can carry on ourselves and maybe I can learn a thing or two in the process. I will post my starting moves when I finish supper tonight...bon chance!
|
Sire Fred
|
OK. I'll do the map this morning. It's always more fun to play with an updated map to see our troops better.
|
Lt_Vleclopity
|
Sire Fred, I looked everything over and I will not be moving in the first turn, I will leave my guys where they stand... your move
|
Sire Fred
|
Thanks. I was on the edge of doing the map. I will do my movement phase before doing it.
|
Sire Fred
|
My moves for turn oneMortar from D14 to D13.
MG from D14 to D13.
Ha-Go from F14 to F13.
Arisaka from F14 to E14.
Ha-Go from F15 to E14.
Arisaka from F15 to F13.
Mortar from E15 to F14.
Mortar from E15 to F14.
Arisaka from J14 to J13.
Arisaka from J14 to J13.
Arisaka from H14 to I14.
Arisaka from H14 to I14.
Arisaka from I15 to J14.
Arisaka from I15 to J15.
Arisaka from I16 to J15.
Arisaka from H15 to I15.
Arisaka from H15 to I15.
Arisaka in G15 remains there.
Sergeant from G16 to F15.
Sergeant from G16 to H15.
MG in G15 remains there.
70 mm artillery gun in I16 remains there.
Sergeant from J15 to J14.
3 X Chi-Nu from... only joking!
That's all for my moves. Now your assaults Lt_Vleclopity.
Here is the map.
|
Lt_Vleclopity
|
lol...I was thinking about sneeking in a nebelwerfer or two
Bren @ F9 attacks Arisaka @ F13
Rolls: (7d6)
Bren @ F9 attacks Arisaka @ F13
Rolls: (7d6)
I am not seeing double but am attacking the same unit twice with two Brens from the same hex...lol
moves:
Owen @ G12 to G11
Vet @ I11 to H10
|
Sire Fred
|
You don't have a line of sight from F9 to F13. The forest hex in F11 blocks you.
|
Sire Fred
|
My attacks!!!The Ha-Go in F13 fires it's machine-guns at the Owen in E12.
Rolls: (7d6)
The 70 mm artillery gun in I16 bombards the Owen in E12.
Rolls: (6d6) -1 X 2 (Shrapnel)
|
Lt_Vleclopity
|
I was not sure about that hex because the road runs thruough it, that's cool...
cover roll for Owen
Rolls: (1d6)
Init roll #1
Rolls: (2d6) +2
Init roll #2
Rolls: (2d6) +2
just an add on, if I make any other mistakes please do not hesitate to point them out, I have been changing some rules in local play and might mix them up sometimes
|
Sire Fred
|
Your Owen in E12 needs a successful cover roll to avoid death.
Mortar from D13 to C13.
MG from D13 to D12.
Arisaka from E14 to E13.
Arisaka from F13 to E13.
Ha-Go from F13 to D12. (Defensive fire attack from the Owen needed).
Mortar from F14 to F12.
Mortar from F14 to F12.
Sergeant from F15 to F13.
MG from G15 to G14.
Arisaka from E14 to E13.
Arisaka from G15 to G14.
Sergeant From H15 to H14.
Arisaka from I15 to H14.
Arisaka from I14 to H13.
Arisaka from I14 to H13.
Arisaka from I15 to I14.
Arisaka from J13 to I13.
Arisaka from J13 to I13.
Arisaka from J14 to J13.
Arisaka from J14 to I14.
Arisaka from J15 to J14.
Arisaka from J15 to J14.
Sergeant drom J14 to J13.
The map for the end of turn one is finished. I'll post it when you'll have made your cover roll and your defensive fire attack roll.
|
Sire Fred
|
I hope you will not be mad at me for throwing your defensive fire roll from the Owen on the Ha-Go.
Rolls: (2d6)
|
Sire Fred
|
So your Owen in E 12 is dead. Here is the map for the beginning of turn two.
|
Sire Fred
|
My initiative
Rolls: (2d6) + 2
Re-roll
Rolls: (2d6) + 2
|
Lt_Vleclopity
|
Please go ahead with any of those rolls , that will speed up the game quite a bit...
I believe I won initiative...you can move first please
|
Sire Fred
|
My moves for turn two.
Mortar from C13 to B12.
MG from D12 to D10.
Ha-Go from D12 to D10.
Arisaka from E13 to D11.
Arisaka from E13 to D11.
Sergeant from F13 to F11.
Ha-Go from F13 to F11.
Mortar from F12 to E12.
Mortar from F12 to E12.
MG from G14 to G13.
Arisaka from G14 to G13.
Arisaka from H13 to H12.
Arisaka from H13 to H12.
Sergeant from H14 to H13.
Arisaka from H14 to H13.
Arisaka from I13 to I12.
Arisaka from I13 to I12.
Arisaka from I14 to I13.
Arisaka from I14 to I13.
Sergeant from J13 to J12.
Arisaka from J14 to J13.
Arisaka from J14 to J13.
I have no time to make a map now. I'll do it tomorrow night. If you want to do one, check this link which explain how to do one easily.
http://aaminis.myfastforum.org/about1002.html
You can make your moves now.
|
Lt_Vleclopity
|
I am going to stand pat. I tried doing the map in paint but the letting always came out in blocks instead of just lettering...what am I doing wrong?
|
Lt_Vleclopity
|
[/img]
|
Andreas3
|
| Lt_Vleclopity wrote: | [/img] |
Hey, you're good at this map stuff but, if you dont mind me asking (since Im after all only is "watching"), where's your 70mm guns?
|
Lt_Vleclopity
|
Aw crap I placed the pieces according to Sire Fred's movement phase a couple of posts up, he did not move it so I did not add it...thanks for spotting that it may have screwed up the game ...I believe it is in I16...
...It took a lot of screwing around to make that map but now I have a handle on it and the game is so much better with frequent maps.
Good luck with your match
|
Sire Fred
|
Wow! Your maps are awesome . It's a lot better with the true images of the soldiers. I have to learn how to make maps like these. Youd did it with Paint as I read? Another question my dear lieutenant, did you make your movement phase?
|
Sire Fred
|
And yet an other question. Where are you from in Canada. I'd like to know the timezone where you live.
|
Lt_Vleclopity
|
Thx, it took a while to get the hang of it and I followed the instructions on the link you gave me to post it and it came out fine.
I put the colored dots on the units to make it obvious as to the nationality and figured we could use yellow to show disrupted units...
However, I did miss your 70mm gun and thanks to Andreas he caught that one, I believe it is on I16...
I did post that I was standing pat and not making any movements in this phase so you can go ahead and attack when ready...
Lastly, I live in Newfoundland so it is an hour and a half later here, as I post this it is 10.15pm NDT and I will be up until apx 11.30 her or 10.00 EDT...
I like how you placed the yext on the map, it left no mistakes as to the unit you are dealing with...how did you do it like that? When I tried placing text in Paint it comes out on a white background which blocks out parts of the map > PLMK
|
Sire Fred
|
I did it with the GIMP freeware. It's in the link I posted lastly I think. If not, just check the online section of the forum and you will see it.
As for where I am from, I live in the rural Chaudière Valley in an area called Beauce, one hour of road south of Quebec City. Sorry for the bas english sometimes. There's not a lot of people who speaks english around so it's hard to practice. I spoke english today with a 88 years old veteran of the british army in WW2 at my job at the hospital and we had a lot of fun together.
In the map you posted, your Veteran seems to be in H11 so I'll banzaï charge him in my assault phase.
|
Sire Fred
|
My assaults for turn two.My assaults for turn two. (Part one)
Mortar from B12 to B11.
MG in D10 to C11.
Ha-Go in D10 to D12.
Mortar from E12 to D12
Other mortar in E12 remains there.
Ha-Go in F11 to F12.
Sergeant from F11 to E12.
MG from G13 to F12.
Arisaka from G13 to G12.
Arisaka in H12 banzaï charge Vet in H11. Defensive fire attack...
Rolls: (9d6)
|
Sire Fred
|
My assaults for turn two (Part two).
One Arisaka face up disrupted and stalled in H12.
Other Arisaka in H12 banzaï charge Vet in H11.
Rolls: (12d6) + 1 No cover roll.
|
Sire Fred
|
My assaults for turn two (Part 3).
Your Vet in H11 got 7 hits and is dead.
Arisaka from I12 to I11.
Arisaka from I12 to I11.
Sergeant from H13 to H12.
Arisaka from H13 to H12.
Arisaka from H13 to G13.
Arisaka from I13 to I12.
Arisaka from I13 to I12.
Sergeant from J12 to J11.
Arisaka from J13 to J12.
Arisaka from J13 to J12.
70mm artillery gun from I16 to H14.
I'll post a map of our troops later.
Arisaka in D11 remains there.
Arisaka in D11 remains there.
|
Sire Fred
|
| Lt_Vleclopity wrote: | lol...I was thinking about sneeking in a nebelwerfer or two  |
With all my massed infantry, those rocket salvoes would have caused huge holes in my ranks .
|
Lt_Vleclopity
|
My Attacks:
I am not sure if the Vet in H11 gets to fire, if he does cool, if not that's fine as well
Vet H11 @ A disrupted A in H12
Rolls: (9d6)
Bren #1F9 @ HaGo F11 2d
Rolls: (2d6)
Bren #2F9 @ HaGo F11 2d
Rolls: (2d6)
Mortar H9 @ HaGo F11 4d @-1
Rolls: (4d6) with -1/die
Owen G11 @ HaGo F11 2d
Rolls: (2d6)
No movements in this phase for me and if you dont mind rolling any cover rolls that would be great
|
Lt_Vleclopity
|
Sorry, that was stupid, they are your cover rolls ...lol...not hard to tell this is my first match...
|
Sire Fred
|
Let me finish the map. It will be easier then to make your assaults.
|
Sire Fred
|
Here is the map before your assaults.
|
Sire Fred
|
| Lt_Vleclopity wrote: | My Attacks:
I am not sure if the Vet in H11 gets to fire, if he does cool, if not that's fine as well
Vet H11 @ A disrupted A in H12
Rolls: (9d6)
Bren #1F9 @ HaGo F11 2d
Rolls: (2d6)
Bren #2F9 @ HaGo F11 2d
Rolls: (2d6)
Mortar H9 @ HaGo F11 4d @-1
Rolls: (4d6) with -1/die
Owen G11 @ HaGo F11 2d
Rolls: (2d6)
No movements in this phase for me and if you dont mind rolling any cover rolls that would be great  |
Your Vet in H11 hits my Arisaka in H12. Cover roll to survive.
Rolls: (1d6)
My Ha-Go moved back in F12 so you cannot fire at it with your Brens, Mortar or Owen.
A deal for you. You roll my cover rolls and my defensive fire rolls and I'll do the same for you.
|
Sire Fred
|
Succes! My disrupted Arisaka in H12 will still be disrupted next turn but will remain alive.
I forgot to put your dead Veat in H11 on my last posted map. Here is a map figuring him.
|
Sire Fred
|
| Lt_Vleclopity wrote: | | Sorry, that was stupid, they are your cover rolls ...lol...not hard to tell this is my first match... |
You sins are forgiven ! You should have seen my first match agains Raevski. I made mistakes over mistakes every time. I'm just beginning to be a little better.
|
Lt_Vleclopity
|
That sounds like a plan
I missed where you moved your HaGo, I was wondering why you left it...lol...I was seeing a jungle mirage...lol
In this case there are no attacks for me to make so I will end the round as it is...
Here is my init roll for Turn #3
Rolls: (2d6) +2
In case of a tie
Rolls: (2d6)
If I win, I will move first...good night, if I dont get a decent night's sleep, I become surly...lol...no really...
|
Sire Fred
|
You can finish your turn. Here is my initiative for next turn.
Rolls: (2d6)
re-roll
Rolls: (2d6)
|
Sire Fred
|
My japanese commander in chief is not in shape these turns. Two "1"... . You have initiative.
|
Lt_Vleclopity
|
My moves:
Vet and officer @ E7 move to F6
Vet and officer @ E10 move to D9
Vet and mortar @ H9 move to G9
Universal carrier enters map @ C1
Aid station enters map @ I1
|
RAEVSKI
|
The aid atation has no movement, the idea was that it rode around in the UC, you can change that if you want
|
Lt_Vleclopity
|
OK np, in this case the aid station is also in C1...
|
Sire Fred
|
My moves for turn 3.
MG from C11 to C10. Movement roll to cross the river...
Rolls: (1d6)
Mortar from B11 to B10. Movement roll to cross the river...
Rolls: (1d6)
Arisaka from D11 to D10.
Arisaka from D11 to D10.
Mortar from D12 to D11.
Mortar from E12 to E11.
Sergeant from E12 to E11.
Ha-Go from D12 to F11.
...and look at this move Mr. Vleclopity, you will not believe it .
Ha-Go from F12 to F10... L'AUDACE!!!
Sometimes I like to gamble. I have to try something. Your troops are running away from me.
defensive fire from the Owen in G11.
Rolls: (2d6)
Arisaka from G12 to G11. The Owen already did his defensive fire on the Ha-Go.
Arisaka from H11 to G11.
Arisaka from I11 to H10.
Arisaka from I11 to H10.
Arisaka from G13 to G12.
Sergeant from H12 to H11.
Arisaka from I12 to I11.
Arisaka from I12 to I11.
Sergeant from J11 to J10.
Arisaka from J12 to J11.
Arisaka from J12 to J11.
MG from F12 to F11.
Arisaka in H12 is disrupted and cannot move.
[/b]
|
Sire Fred
|
The MG team crossed the river but the mortar team failed to do it.
I'll post a map of the whole situation in 15 minutes.
|
Sire Fred
|
The map before the assaults on turn 3.
I hope my tanks will survive!
|
Lt_Vleclopity
|
Vet D7 @ MG C10
Rolls: (7d6)
Vet D7 @ MG C10
Rolls: (7d6)
Mortar G9 @ Mortar E11
Rolls: (6d6)
Bren F9 @ HaGo F10
Rolls: (2d6)
Bren F9 @ HaGo F10
Rolls: (2d6)
Vet G9 @ Arisaka #1 G11
Rolls: (7d6)
Owen G11 @ Arisaka #1 G11
Rolls: (9d6)
Vet D9 @ Arisaka #1 D10
Rolls: (9d6) Arisaka get -1 on cover rolls
Officer D9 @ Arisaka #2 D10
Rolls: (10d6) Arisaka gets -1 on cover rolls
whew...that was a lot of action...lol
|
Lt_Vleclopity
|
Results:
MG @ C10 is dead pending cover roll
Rolls: (1d6)
HaGo @ F10 is disrupted
Rolls: (1d6)
Arisaka @ G11 dead pending cover roll
Rolls: (1d6)
Arisaka #1 D10 is disrupted pending cover roll, gets -1 on cover roll
Rolls: (1d6)
Arisaka #2 D10 is dead pending cover roll, Gets -1 on cover roll
Rolls: (1d6)
|
Lt_Vleclopity
|
I am not doing anymore cover rolls for you...lol
also, I dont know why I rolled a dice for the HaGo...?!?!?!?!
|
Sire Fred
|
I have to hit hard and fast if I want My Ha-Go to survive.
My assaults for turn 3 (Part 1).
Arisaka from H10 to G10.
Arisaka from H10 to G10.
Sergeant from H11 to H10.
70 mm Artillery Gun in H14 at Mortar in G9.
Rolls: (6d6) - 1 X 2
Ha-Go in F11 at Bren in F9.
Rolls: (7d6)
MG in F11 ao other Bren in F9.
Rolls: (7d6)
Rolls: (7d6)
|
Sire Fred
|
My assaults for turn 3 (Part 2).
Cover roll for one of your Bren in F9.
Rolls: (1d6)
Dying Arisaka in G11 at Owen in G11.
Rolls: (12d6) No cover roll.
Mortar in E11 at Mortar in G9
Rolls: (7d6) - 1 X 2. Cover roll on 5 or 6 only because of Seasonned Crew.
cover roll if needed
Rolls: (1d6)
|
Sire Fred
|
Bren in F9 dead.
Owen in G11 dead.
Mortar in G9 disrupted.
My assaults for turn 3 (Part 3).
Arisaka from G11 to F10.
Arisaka from G12 to G11.
Soon to be disrupted Ha-Go retreats in safety from F10 to F12.
Arisaka from I11 to H10.
Arisaka from I11 to I10.
Sergeant from E11 to E10.
Soon to be disrupted MG in C10 fires at point blank range on the officer in D9.
Rolls: (8d6)
Rolls: (8d6)
Cover roll if needed.
Both Arisakas in D10 fires at Vet in D9.
Rolls: (8d6)
Rolls: (8d6)
2 Cover rolls if needed.
Rolls: (1d6)
Rolls: (1d6)
Mortar in C11 moves to B10. Movement roll...
Rolls: (1d6)
Mortar in D11 moves to C11.
|
Sire Fred
|
Officer and Vet in D9 both disrupted.
Results for turn 3.
MG in C10 disrupted.
Arisaka in D10 disrupted.
Arisaka in G11 dead.
Arisaka in D10 dead.
Bren in F9 dead.
Owen in G11 dead.
Mortar in G9 disrupted.
Officer in D9 disrupted.
Vet in D9 disrupted.
I'm luck to have my Ha-Go survived but I was hoping for more kills.
I'll post the final map for turn 3 in maybe ten minutes.
|
Sire Fred
|
Hey, maybe the papoo doctors can save your two soldiers.
Rolls: (1d6)
Rolls: (1d6)
|
Sire Fred
|
Sergeant from J10 to I10.
Arisaka from I11 to H10.
Arisaka from I11 to I10.
Arisaka from J11 to I11.
Arisaka from J11 to I11.
There is only one Arisaka in D10.
|
Sire Fred
|
My initiative for turn 4.
Rolls: (2d6) + 2
re-roll
Rolls: (2d6) + 2
|
Lt_Vleclopity
|
Your disrupted HaGo from F10 can't move to F12 because the HaGo in F11 blocks him...
Init Roll
Rolls: (2d6) +2
Tiebreaker
Rolls: (2d6) +2
If I win, I will move first...
|
Lt_Vleclopity
|
Universal Carrier/Aid Station @ C1 moves to F4
Vet @ G9 moves to F8
Vet and office @ F6 move to F5
your move, my friend
|
Sire Fred
|
| Lt_Vleclopity wrote: | Your disrupted HaGo from F10 can't move to F12 because the HaGo in F11 blocks him...
|
Yes it can. I went in the questions and answers section of the old forum and found this.
Can I move a Vehicle through a hex that contains a friendly vehicle?
Can I move a Vehicle through a hex that contains an enemy vehicle?
Can I move an Infantry through a hex that contains two friendly infantry?
Can I move an Infantry through a hex that contains two enemy infantry?
Lastly, If I wanted to move a infantry into a hex that already contains two friendly infantry from a hex with two friendly infantry in order to swap positions of two of the units (in the end each hex would contain 2 infantry, but a movement of 1 at some point there would be over stacking of a hex at the end of one infantry's move and prior to the other moving) can I move this way legally?
Colonel_Coo
View Public Profile
Send a private message to Colonel_Coo
Find More Posts by Colonel_Coo
01-18-2006, 02:53 PM #2
Y2UAsk
Join Date: Dec 2002
Location: Seattle
Posts: 2,954
--------------------------------------------------------------------------------
Quote:
Can I move a Vehicle through a hex that contains a friendly vehicle?
Yes.
Quote:
Can I move a Vehicle through a hex that contains an enemy vehicle?
Yes, but you're subject to defensive fire.
Quote:
Can I move an Infantry through a hex that contains two friendly infantry?
Only if that soldier has a speed greater than 1. If its speed is 1, like most soldier units, then it will be overstacked at the end of its move, making the move illegal.
Quote:
Can I move an Infantry through a hex that contains two enemy infantry?
See above for comments about moving "through." The stacking limit for a hex is two units per side, with no more than one vehicle. So you can move two soldiers into a hex that already contains two enemy units without overstacking the hex.
Quote:
Lastly, If I wanted to move a infantry into a hex that already contains two friendly infantry from a hex with two friendly infantry in order to swap positions of two of the units (in the end each hex would contain 2 infantry, but a movement of 1 at some point there would be over stacking of a hex at the end of one infantry's move and prior to the other moving) can I move this way legally?
No. Because stacking limits apply at the end of each unit's move, not at the end of your Movement phase, units in two adjacent hexes that both contain two units can't swap places in a single phase. They must move in a triangular pattern -- during the Movement phase, two units from one hex enter a third hex that's adjacent to both, then the other two units enter the now-vacated first hex. Then, in the Assault phase, the first two units move into the hex that the second two units vacated.
Steve
|
Lt_Vleclopity
|
My apologies, I was always under the impression that you could not do this as it blocked the way...you learn something new everyday
I have played some games where I though vehicles were trapped because of vehicles behind them and lost them on the next turn d'oh!
Your move...
|
Sire Fred
|
Mortar from C11 to B10. Mocement roll to cross the stream...
Rolls: (1d6)
Ha-Go from F11 to D10.
Arisaka from F10 to E10.
Arisaka from G10 to F9. Defensive fire attack from the Bren in F9...
Rolls: (8d6)
Arisaka from G10 to F9. Defensive fire attack from the Mortar in G9...
Rolls: (3d6) -1 X 2.
Arisaka from H10 to H9.
Arisaka from I10 to H9.
Mortar in E11 (Sorry, I forgot to picture it on the map) remains there.
Sergeant from I10 to I9.
Arisaka from I11 to I10.
Arisaka from I11 to I10.
Arisaka from H12 to G12.
MG from F11 to E11.
Disrupted Ha-Go is stalled in F12.
|
Sire Fred
|
Mortar in C11 failed to cross to B10.
One Arisaka in G10 is now disrupted.
Mortar from B10 retreats to A11.
Sergeant in H10 moves to G10.
Arisaka from G11 to F10.
All of my moves are completed.
|
Sire Fred
|
Here is the map before our turn 4 assaults.
|
Sire Fred
|
Oups. Your Mortar in G9 sould be mentionned as disrupted.
|
Lt_Vleclopity
|
Vet D7 @ MG C10 x2
Rolls: (7d6) + cover roll Rolls: (1d6)
Rolls: (7d6) + cover roll Rolls: (1d6)
Vet D9 @ HaGo D10
Rolls: (2d6) -1 + cover roll Rolls: (1d6)
Officer D9 @ HaGo D10
Rolls: (2d6) -1 + cover roll Rolls: (1d6)
Vet F8 @ Arisaka F9
Rolls: (9d6) + cover roll Rolls: (1d6)
Bren F9 @ Arisaka F10
Rolls: (8d6) no cover roll
Mortar G9 @ HaGo D10
Rolls: (6d6) -2 + cover roll Rolls: (1d6)
Universal carrier/aid station moves from F4 to G6
End of my assault phase
|
Sire Fred
|
INVINCIBLE... my MG in C10. It is re-disrupted again.
You did really want to tear holes into the paper armor of my Ha-go but surprinsingly, this little tanks are tough (so far). No disrupt, no damage.
Arisaka in F9 will be disrupted soon.
Arisaka in F10 is soon to be dead.
My attacks for turn 4 (Phase one).
Soon to be disrupted Arisaka banzaï charge Vet in F8. Defensive fire attack Rolls: (9d6) If successful...
Rolls: (12d6) + 1
2 X Arisaka in H9 Banzaï Charge disrupted mortar in G9.
Arisaka in H9 Banzaï Charge disrupted mortar in G9. Defensive fire attack Rolls: (3d6) - 2 X 2.
Rolls: (12d6) + 1
Rolls: (12d6) + 1
Soon to be dead Arisaka in F10 Banzaï Charge Bren in F9. Defensive Fire
Rolls: (9d6)
If success Rolls: (12d6) + 1.
Sergeant in G10 Banzaî Charge Bren in F9.
Rolls: (10d6) + 1
|
Sire Fred
|
Arisaka in F9 and F10 failed their charges.
Your Mortar is dead.
Your Bren is dead.
My assaults for turn 4 (Phase 2).
Mortar from C11 to B10. Movement roll... Rolls: (1d6)
Mortar from A11 to B10.
Arisaka from H9 to H8.
Arisaka from H9 to H8.
Sergeant from I9 to I8.
Arisaka from I10 to I9.
Arisaka from I10 to I9.
Arisaka from G12 to F11.
70 mm artillery from H14 to H12.
Disrupted Arisaka in D10 fires at Disrupted Vet in D9.
Rolls: (8d6) - 1 Cover roll Rolls: (1d6)
Ha-Go in D10 fires at disrupted Vet.
Rolls: (7d6) Cover roll Rolls: (1d6)
Disrupted MG in C10 fires at point blank range on the disrupted officer.
Rolls: (8d6) - 1 Cover roll Rolls: (1d6)
Rolls: (8d6) - 1 Cover roll Rolls: (1d6)
|
Sire Fred
|
Not enough... These guys are tough. All of them are disrupted but it will take more lead!
My assault phase for turn 4 (Phase 3)
I wanted to banzaï charge you in D9 but I think it will be better to take it easy.
Imperial Sergeant in E10 at Vet in D9.
Rolls: (6d6) Cover roll Rolls: (1d6) .
Arisaka in E10 at Officer in D9.
Rolls: (8d6) Cover roll Rolls: (1d6)
MG in E11 to D11.
Mortar in E11 to D11.
|
Sire Fred
|
At last the Vet and the officer in D9 are terminated.
Total casualties for turn 4.
Officer in D9 killed by Arisaka's shot.
Vet in D9 dead from the pistol shots of the Imperial Sergeant.
Bren sliced by the Imperial Sergeant.
Mortar pierced by Arisaka.
Arisaka in F10 dead.
Arisaka in F9 disrupted.
MG in C10 re-disrupted.
Arisaka in D10 and Ha-Go in F12 are healthy now.
I'll post the map in a few moments.
|
Sire Fred
|
Papoo doctors trying to save your soldiers...
Officer Rolls: (1d6)
Vet Rolls: (1d6)
Bren Rolls: (1d6)
Mortar Rolls: (1d6)
|
Sire Fred
|
The map for the beginning of turn 5.
Initiative: Rolls: (2d6) + 2.
Tiebreaker: Rolls: (2d6) + 2.
|
Lt_Vleclopity
|
init roll
Rolls: (2d6) +2
tiebreaker
Rolls: (2d6) +2
If I win, you can go first please...
|
Sire Fred
|
I'll go first.
Arisaka from G9 to F8. Defensive fire attack from the Vet.
Rolls: (9d6)
|
Sire Fred
|
Arisaka disrupted and remains in G9.
Arisaka from G9 to F8.
Sergeant from F9 to F8.
Arisaka from G10 to G9.
Mortar from D11 to D9.
MG from D11 to D9.
Sergeant from E10 to E9.
Arisaka from E10 to E9.
Arisaka from D10 to C9.
Mortar from B10 to C10.
Other Mortar in B10 remains there.
Arisaka from F11 to F9.
Ha-Go from F12 to G8.
Ha-Go from D10 to C9.
Sergeant from I8 to H7.
Arisaka from I9 to H8.
Arisaka from I9 to H8.
Disrupted Arisaka in F9 stalled there.
Disrupted MG in C10 stalled there.
I'll post a map soon.
|
Sire Fred
|
Here it is.
|
NeuralDream
|
Very difficult to tell, but I imagine that C9 is plain, not forest.
|
Sire Fred
|
I also think that it is a clear hex. Thanks for your advice Neural Dream.
|
RAEVSKI
|
C9 is treated as Clear
|
Lt_Vleclopity
|
UC/Aid station to H4
Both Vets in D7 to D6
Officer F5 to E6
Does the trail move through F5 or G6? Also is E7 clear?
I may make another move after finding out the answers to these questions...
|
Sire Fred
|
My green-brown eyes see the trail seems moving through F5. E7 and E8 seems to be wheat fields. Maybe we could treat them as marsh hexes. Units have line of sight throughout them but infantry in them have concealment.
|
Sire Fred
|
I've PM Raevski about that.
|
RAEVSKI
|
| Lt_Vleclopity wrote: | UC/Aid station to H4
Both Vets in D7 to D6
Officer F5 to E6
Does the trail move through F5 or G6? Also is E7 clear?
I may make another move after finding out the answers to these questions... |
the trail goes through G6
Line of sight is not blocked in E7 and E8 but they provide cover
They are fields of Kunai grass or crops
|
RAEVSKI
|
How are you enjoyoing the tournament folks, plz note the Aussie plays the japan against another player later we will do Stalingrad next.
|
Lt_Vleclopity
|
Vet in F5 moves to G6
your move Sire
|
Sire Fred
|
Yeah, I enjoy it a lot. The map is great with plenty of cover. It's fun to play and recreate battle that really happens in WW2. The jungle setting, with an extremely forested map, impassable forests for vehicules, Papoo doctors and Australians facing Japanese troops is very interesting. Thanks to organize this tournament.
I'm a afraid (Their number are few) and eager (Vet SMLE rocks!) to play the Australians next game.
Do we win medals or any other virtual prestige decorations for this tournament?
|
Sire Fred
|
My assault phase for turn 5.My assault phase for turn 5 (Act one).
MG in D9 spits fire at distant officer in E6 .
Rolls: (6d6)
Rolls: (6d6)
Mortar in D9 rains shrapnell on the officer in E6.
Rolls: (7d6) - 1 X 2
Sergeant in F8 smell blood and rush to attack the Vet there with his katana !
|
Sire Fred
|
Sergeant at Vet
Rolls: (10d6) No cover roll.
|
Sire Fred
|
My assault phase for turn 5 (Act 2).
2 cover rolls for the Officer
Rolls: (1d6)
Rolls: (1d6)
The Sergeant swung it's sword but only struck empty air.
Arisaka in F8 bayonet attack Vet in F8.
Rolls: (12d6) No cover roll.
Ha-Go in G8 fires with it's machine-guns at one of the Vet in D6.
Rolls: (7d6)
|