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NeuralDream

AAM Grand Final: Polish_Cavalryman WON

Combatants:
Cpt. John Miller - Allies
Polish Cavalryman - Allies


Cpt. John Miller
-------------------
21 Hawker Typhoon
11 Screaming Eagle Captain
36 Screaming Eagle Paratroopers x4
24 Defiant Paratroopers x3
08 Resourceful Hero
100 Points 10 Units

Polish Cavalryman
--------------------
Veteran M4 Sherman "Rhino" x1 26
Churchill AVRE x1 25
Communist Partisans x1 3
Greek Soldier x4 12
Tank Obstacle x4 4
Barbed Wire x2 1
Hero of the Soviet Union x1 8
M4A1 Sherman x1 21


Army restrictions: year 1945, total cost 100, Max. 15 units, max 1 hero.


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.

The Map for the final was chosen and designed by Sindor.
* Hex K3 is Large Building (no entry for Vehicles, cover for Soldiers on 4+, blocks LOS).
* K4, H2  are considered "buildings" hexes (but without road bonus)
* P7 is a classic village (road bonus applies )
* K1, K2, I2 and I3 offer cover only from sides cut by buildings (like hedges).
* I1&J5 are Shell holes
* H1 and all other hexes are standard (plains, forests, hills, roads).


The objective is the one in the middle.




You deploy along the top and bottom hex row





Send me you armies gentlemen.
Gross Admiral Raeder

NICE LOOKING map ND.


Go Capt. Miller. soccer
Sink the Bismark

Gross Admiral Raeder wrote:
NICE LOOKING map ND.


Go Capt. Miller. soccer

It is the work of Sindor.
Polish_Cavalryman

a few questions...

1.  do the runways act like road?

2.  I believe the objective is I4.  Is that the correct one?

3.  This one kind of confused me... "K4, H2  are considered "buildings" hexes (but without road bonus)".  I'm not sure why I would think there would be a road bonus here.

4.  From this one... "K1, K2, I2 and I3 offer cover only from sides cut by buildings (like hedges)".  I think all offer cover from only 1 side except at K2 which appears to offer cover from both NE and NW directions.  Is that correct?
Polish_Cavalryman

I guess I should say I am also assuming we are not using North Africa.  Though since we are using 39-45 I would not care either way if my assumption is not correct.
NeuralDream

We are using North Africa too. About your other questions, I believe Sindor can answer.
Polish_Cavalryman

ok... what the heck... no sense worrying too much about it.  it'll be the same for both sides whatever it is.  

army sent.  we can start when Sindor sends clarrification as far as I am concerned.
Sindor

Polish_Cavalryman wrote:
a few questions...

1.  do the runways act like road?

2.  I believe the objective is I4.  Is that the correct one?

3.  This one kind of confused me... "K4, H2  are considered "buildings" hexes (but without road bonus)".  I'm not sure why I would think there would be a road bonus here.

4.  From this one... "K1, K2, I2 and I3 offer cover only from sides cut by buildings (like hedges)".  I think all offer cover from only 1 side except at K2 which appears to offer cover from both NE and NW directions.  Is that correct?


Idea  Arrow ad 1: Good point. The runway acts as a road  Wink
Idea  Arrow ad 2: Yes, I(van)-4 is the objective.
Idea  Arrow ad 3: Just to prevent silly questions (usually a city hex is with roads)
Idea  Arrow ad 4: Yes, except K2 offers a cover from three directions: NE, NW and W.
Cpt. John Miller

Army PM sent, Good luck to my opponent and thanks to all those who have been rooting for me along the way!
armchair general

re

Good luck gentlemen!!
Polish_Cavalryman

Sindor wrote:
Polish_Cavalryman wrote:
a few questions...

1.  do the runways act like road?

2.  I believe the objective is I4.  Is that the correct one?

3.  This one kind of confused me... "K4, H2  are considered "buildings" hexes (but without road bonus)".  I'm not sure why I would think there would be a road bonus here.

4.  From this one... "K1, K2, I2 and I3 offer cover only from sides cut by buildings (like hedges)".  I think all offer cover from only 1 side except at K2 which appears to offer cover from both NE and NW directions.  Is that correct?


Idea  Arrow ad 1: Good point. The runway acts as a road  Wink
Idea  Arrow ad 2: Yes, I(van)-4 is the objective.
Idea  Arrow ad 3: Just to prevent silly questions (usually a city hex is with roads)
Idea  Arrow ad 4: Yes, except K2 offers a cover from three directions: NE, NW and W.


I get it... so the "buildings" hex for K4 and H2 means soldiers and vehicles can enter and soldiers and vehicles get cover.
Polish_Cavalryman

well... I probably won't check in tonight.  

so assuming we are both legal on the armies here is my roll for setup:

Rolls: (2d6)     

and re-roll if needed

Rolls: (2d6)     

if there is a problem with one of our builds I will just do this again later.  But if we are legal... this counts...

oh the suspense... Smile
Sindor

Polish_Cavalryman wrote:

3.  This one kind of confused me... "K4, H2  are considered "buildings" hexes (but without road bonus)".  I'm not sure why I would think there would be a road bonus here.

I get it... so the "buildings" hex for K4 and H2 means soldiers and vehicles can enter and soldiers and vehicles get cover.


Exactly Exclamation  Wink
Cpt. John Miller

Setup Roll:
Rolls: (2d6)     
Sindor

... just for illustration: H2 is a depot with MG nests, I2&I3 are hangars, K2 are   barracks, K3 main building with control tower and K4 officer block.
Cpt. John Miller

I will take the North Side. You setup in the south when you are ready.

Initiative Turn 1:
Rolls: (2d6)     +3
Polish_Cavalryman

you may take that initiative roll back.  

you have me down and almost out before the setup.  there's no need to give me an advantage and let me off the mat.

you've won the opening coin flip for sides.  you have a parabomb army with me burried in a swamp... with very little hope to gain the inititative.  A bleak situation indeed.  But this is a piece of information I should not now know.
Sindor

Polish_Cavalryman wrote:
You may take that initiative roll back.  

you have me down and almost out before the setup.  there's no need to give me an advantage and let me off the mat.


Indeed, paratroopers may block the access to the airport, and you do not have any heavy artillery or MG's to blow them away - or destroy quickly the incoming aircraft.

But, I am not an oracle - please, go on  Wink
Polish_Cavalryman

Sindor wrote:
Polish_Cavalryman wrote:
You may take that initiative roll back.  

you have me down and almost out before the setup.  there's no need to give me an advantage and let me off the mat.


Indeed, paratroopers may block the access to the airport, and you do not have any heavy artillery or MG's to blow them away - or destroy quickly the incoming aircraft.

But, I am not an oracle - please, go on  Wink


its not really the weapons... From the other side I would not be trapped in a swamp.  the coin flip for sides was huge.  I lost that.  I'm not saying I can't win.  Anything can happen.  We all know it will likely come down to an AVRE desperatly firing and likly blowing itself up.  But we are getting ahead of ourselves.

I'll just sit tight.  I think he should accept to remove that initiative roll.  But I'll wait and see what he says.
Cpt. John Miller

Why should I remove my initiative roll?
Please explain.
Gross Admiral Raeder

Para Bomb Armies are the Best

I love em

Get em Captain
Polish_Cavalryman

I should not know you have a crappy initiative roll before I even set up my pieces.  

You have me almost dead before I even setup man.  Why would you want to let me know that you have such a bad initiative roll?
NeuralDream

Polish_cavalryman is correct. You should re-roll after your opponent's setup.
It's the final, so let's make sure that the game is as fair as possible.
Cpt. John Miller

Giving me a reroll is nice of you, but not necessary. I can pretty much guess your setup by the side you are given. But if ND insists then I will reroll the initiative, it is not a good thing for you though PC. Setup whenever you are ready.
Polish_Cavalryman

I realize a re-roll would be bad for me.  I was trying not to take unfair advantage of your mistake.  If you want me to go ahead... I will.

Perhaps I can make it a moot point by rolling badly.  

initiative:

Rolls: (2d6)     

re-roll...

Rolls: (2d6)     


Polish_Cavalryman

ha!

moot it is.  

Come and get me.  

Very Happy
Polish_Cavalryman

red is barbed wire by the way.
Cpt. John Miller

You may move first.
Polish_Cavalryman

AVRE sucks up obstacle and hero deploys.  then everyone else moves as shown.

Cpt. John Miller

2 Defiant Paras to K3
1 Defiant Para to K4
Cpt. John Miller

Typhoon to Q8
Fires at Greek in P7
Rolls: (8d6)                 
Cpt. John Miller

Your Assault Turn 1.
Polish_Cavalryman

ahh what the heck.  I may as well have some fun and just wing it.

The brave Greek soldier lines up a shot on the plane screaming overhead...

Rolls: (7d6)               

and both shermans send up a hail of gunfire to try and make something happen...

Rolls: (7d6)               

Rolls: (7d6)               
Polish_Cavalryman

it appears I should have brought more Greeks to this fight!

disrupted plane.  

movements to follow...
Polish_Cavalryman

well... since the plane is out of range of any more Greek sharpshooters...


your assault phase.

Cpt. John Miller

Nice Shootin'!
All 3 Paras at the Hero:
Rolls: (7d6)               
Rolls: (7d6)               
Rolls: (7d6)               
EvilKobra

Go Cap'n! Very Happy learn to love the bomb  wave
Cpt. John Miller

Initiative Turn 2:
Rolls: (2d6)     +3
Polish_Cavalryman

initiative...

Rolls: (2d6)     
Polish_Cavalryman

Just savin' my good dice for them Greeks.
Cpt. John Miller

You go first again.
Polish_Cavalryman

movement phase completed...

your movement.

Cpt. John Miller

Def Para moves into L4
Def Para x2 move to K4

SEPT x2 to K3
SEPT x2 to K6
Commander to J5

No Plane this turn, your Assault turn 2.
Jameson

It's Miller Time!  beerchug  both drunk  drinking

(Wait....why do we have so many alcohol-related smilies.... Wink )
Polish_Cavalryman

but first it is AVRE time...

AVRE on Paras at K4

Rolls: (12d6)                         

Rolls: (12d6)                         
Polish_Cavalryman

ack... he only kills one of them.  Dang.  

the rest of my assault to follow.
Polish_Cavalryman

Rhino on commander

Rolls: (9d6)                   

cover if needed...

Rolls: (1d6)   
Jameson

Polish_Cavalryman wrote:
but first it is AVRE time...

IMO, this can be just as fun as Miller time.
Jameson

AVRE time? Fair enough.

It looks slightly.....what the?!....are you using version 2.0 graphics?!!!!  Wink
Cpt. John Miller

I prefer to roll my own cover rolls, if it's all the same to you.
Polish_Cavalryman

hero on para at L4

Rolls: (7d6)               
Polish_Cavalryman

Partisan M3 to M4
Greek O7 to N6

Greeks at N2 move to N3 and hide out until superpowers kick in...

2 dead Brits and 1 disrupted commander.  

you are up.
Polish_Cavalryman

Cpt. John Miller wrote:
I prefer to roll my own cover rolls, if it's all the same to you.


seriously?  

I don't have any magic "cheating" dice roller here.

OK.  That'll slow things up a lot.

But OK...  if that's what you want.  

Anyway there have not been any cover rolls yet.  So no harm done I guess.  

Please go ahead and make my cover rolls for me any time you want.
Polish_Cavalryman

Jameson wrote:
what the?!....are you using version 2.0 graphics?!!!!  Wink


?


what'd ya mean?
Jameson

Polish_Cavalryman wrote:
Jameson wrote:
what the?!....are you using version 2.0 graphics?!!!!  Wink


?


what'd ya mean?


It was a witticism. Sarcasm, cheekiness, whatever you'd like to call it.
Polish_Cavalryman

Jameson wrote:
Polish_Cavalryman wrote:
Jameson wrote:
what the?!....are you using version 2.0 graphics?!!!!  Wink


?


what'd ya mean?


It was a witticism. Sarcasm, cheekiness, whatever you'd like to call it.


oh I'm all good with that.  I just was wonderin' what you were picking on me for.  

I'll assume it is the Greek guy since he's new.  But I've adopted all new infantry and AT guns.  The AT guns are much better looking in the newer pieces than the older ones.  The infantry are no better but more infantry is OK by me.  

I'm just waiting for these Greeks to use that big left fist of theirs.  That paw looks HUGE!

Smile
Cpt. John Miller

Polish_Cavalryman wrote:


seriously?  

I don't have any magic "cheating" dice roller here.

OK.  That'll slow things up a lot.

But OK...  if that's what you want.


No one is accusing you of cheating. Is this a major problem for you? It wasn't an issue for me in the three previous rounds, and isn't that much slower. I prefer that you roll your own cover saves, what's the rush?
Polish_Cavalryman

Cpt. John Miller wrote:
Polish_Cavalryman wrote:


seriously?  

I don't have any magic "cheating" dice roller here.

OK.  That'll slow things up a lot.

But OK...  if that's what you want.


No one is accusing you of cheating. Is this a major problem for you? It wasn't an issue for me in the three previous rounds, and isn't that much slower. I prefer that you roll your own cover saves, what's the rush?


no problem.  I'll stop when cover rolls are needed.

but please roll mine for me.  I may not check in for a day and I'd hate to see a game stalled just for one of my cover rolls.  

on defensive fire moves with multiple options... yeah then I'd better check in.
Cpt. John Miller

Sept #1 in K3 on Hero:
Rolls: (7d6)               
Cpt. John Miller

Sept #2 in K3 on Hero:
Rolls: (7d6)               
Gross Admiral Raeder

Jameson wrote:
It's Miller Time!  beerchug  both drunk  drinking

(Wait....why do we have so many alcohol-related smilies.... Wink )



And not 1 420 Reference.

We need one Me thinks   :)_s
Cpt. John Miller

Dead Para in K4 on Hero:
Rolls: (7d6)               
Cpt. John Miller

One hit on Hero,
Defiant Close Assault on AVRE:
Rolls: (8d6)                 
Cpt. John Miller

Damaged AVRE,
Def Para in K4 on Hero:
Rolls: (7d6)               
Cpt. John Miller

Cover save for Hero.
SE Captain on Partisan:
Rolls: (8d6)                 
Cpt. John Miller

Partisan Disrupted,

Ok, here goes:
Cover save for Hero:
Rolls: (1d6)   
Cpt. John Miller

SEPT from K6 to K5
SEPT from K6 to L5

Assault finished.
Hero Dead(roll survival save)
AVRE Damaged.
Partisan Disrupted.

I lose 2 Def Paras(K4 & L40
Polish_Cavalryman

Partisan attempts Vodoo on Hero...

Rolls: (1d6)   
Polish_Cavalryman

It's alive master... it's alive!
Polish_Cavalryman

initiative
Rolls: (2d6)     

re-roll...
Rolls: (2d6)     
Cpt. John Miller

Lame. Wink

Initiative turn 2:
Rolls: (2d6)      no bonus
Cpt. John Miller

Turn 3 I mean.
Polish_Cavalryman

your move

Polish_Cavalryman

Cpt. John Miller wrote:
Lame


then you can imagine my response to seeing your close assault attack on my AVRE go 8 for 8!

I didn't say "ah shucks".  

swearing
NeuralDream

Laughing  I see some tension in the final. Good Laughing.
Cpt. John Miller

K5 Para spawns Hero, Both move to L4.

Move finished.

Typhoon to J7.
Fires rockets on Rear of M4A1 Sherman in N5:
Rolls: (8d6)                 
Polish_Cavalryman

disrupted partisan on hero.

Rolls: (7d6)               
Polish_Cavalryman

what?  he's still alive?

Greek at m5 on hero

Rolls: (9d6)                   
Polish_Cavalryman

Greek at M4 on SE Para at L4

Rolls: (9d6)                   
Polish_Cavalryman

hero at N3 on SE para at L4

Rolls: (7d6)               
Polish_Cavalryman

Greek at N4 on Se para at L4

Rolls: (7d6)               
Polish_Cavalryman

Greek at N6 on same SE para at L4

Rolls: (7d6)               
Polish_Cavalryman

AVRE at Brit on k4

Rolls: (12d6)                         
Polish_Cavalryman

hmmmm.... we seem to have hit a dry spell.  

rhino at se para at L4

Rolls: (9d6)                   
Polish_Cavalryman

sherman on Brit para at K4

Rolls: (9d6)                   
Polish_Cavalryman

american units on L4 are dead.

Brit para needs a cover save.

your turn.
Cpt. John Miller

Cover Save:
Rolls: (1d6)   
Cpt. John Miller

SEPT Close Assault on AVRE:
Rolls: (9d6)                   
Cpt. John Miller

Redisrupted AVRE.

SEPT on Greek in M5:
Rolls: (9d6)                   
Cpt. John Miller

Def Para on Partisan:
Rolls: (7d6)               
Cpt. John Miller

Cover save for Partisan:
Rolls: (1d6)   

Hero on Greek in M5:
Rolls: (10d6)                     
Cpt. John Miller

Para in K3 on Greek in M5:
Rolls: (7d6)               
Cpt. John Miller

Para in K3 on Greek in M5:
Rolls: (7d6)               
Cpt. John Miller

Disrupted Commander on Greek in M4:
Rolls: (7d6)               
Polish_Cavalryman

those Greeks... theya hava the tough blood in them they do.

it'll be Feta on my salad tonight!
Cpt. John Miller

Cold Cold Cold.

Partisan Dead, AVRE redisrupted, Sherman Damaged.

I lose a Hero, SEPT, and Def Para. Ouch! This is getting rough!

Initiative turn 4:
Rolls: (2d6)     +3
Polish_Cavalryman

initiative

Rolls: (2d6)     
Polish_Cavalryman

your movement

Cpt. John Miller

SE Commander to J4
SEPT x2 to K4

Typhoon to K4.
Fires on Greek in L4:
Rolls: (8d6)                 
Polish_Cavalryman

Greek at L4 on SE para at K4

Rolls: (9d6)                   
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