NeuralDream
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AAM Grand Final: Polish_Cavalryman WONCombatants:
Cpt. John Miller - Allies
Polish Cavalryman - Allies
Cpt. John Miller
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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
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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.
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Gross Admiral Raeder
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NICE LOOKING map ND.
Go Capt. Miller.
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Sink the Bismark
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| Gross Admiral Raeder wrote: | NICE LOOKING map ND.
Go Capt. Miller.  |
It is the work of Sindor.
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Polish_Cavalryman
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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?
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Polish_Cavalryman
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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.
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NeuralDream
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We are using North Africa too. About your other questions, I believe Sindor can answer.
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Polish_Cavalryman
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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.
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Sindor
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| 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? |
ad 1: Good point. The runway acts as a road
ad 2: Yes, I(van)-4 is the objective.
ad 3: Just to prevent silly questions (usually a city hex is with roads)
ad 4: Yes, except K2 offers a cover from three directions: NE, NW and W.
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Cpt. John Miller
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Army PM sent, Good luck to my opponent and thanks to all those who have been rooting for me along the way!
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armchair general
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reGood luck gentlemen!!
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Polish_Cavalryman
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| 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? |
ad 1: Good point. The runway acts as a road
ad 2: Yes, I(van)-4 is the objective.
ad 3: Just to prevent silly questions (usually a city hex is with roads)
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.
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Polish_Cavalryman
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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...
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Sindor
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| 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
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Cpt. John Miller
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Setup Roll:
Rolls: (2d6)
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Sindor
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... 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.
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Cpt. John Miller
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I will take the North Side. You setup in the south when you are ready.
Initiative Turn 1:
Rolls: (2d6) +3
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Polish_Cavalryman
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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.
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Sindor
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| 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
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Polish_Cavalryman
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| 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  |
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.
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Cpt. John Miller
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Why should I remove my initiative roll?
Please explain.
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Gross Admiral Raeder
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Para Bomb Armies are the Best
I love em
Get em Captain
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Polish_Cavalryman
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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?
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NeuralDream
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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.
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Cpt. John Miller
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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.
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Polish_Cavalryman
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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)
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Polish_Cavalryman
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ha!
moot it is.
Come and get me.
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Polish_Cavalryman
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red is barbed wire by the way.
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Cpt. John Miller
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You may move first.
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Polish_Cavalryman
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AVRE sucks up obstacle and hero deploys. then everyone else moves as shown.
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Cpt. John Miller
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2 Defiant Paras to K3
1 Defiant Para to K4
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Cpt. John Miller
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Typhoon to Q8
Fires at Greek in P7
Rolls: (8d6)
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Cpt. John Miller
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Your Assault Turn 1.
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Polish_Cavalryman
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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)
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Polish_Cavalryman
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it appears I should have brought more Greeks to this fight!
disrupted plane.
movements to follow...
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Polish_Cavalryman
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well... since the plane is out of range of any more Greek sharpshooters...
your assault phase.
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Cpt. John Miller
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Nice Shootin'!
All 3 Paras at the Hero:
Rolls: (7d6)
Rolls: (7d6)
Rolls: (7d6)
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EvilKobra
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Go Cap'n!
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Cpt. John Miller
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Initiative Turn 2:
Rolls: (2d6) +3
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Polish_Cavalryman
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initiative...
Rolls: (2d6)
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Polish_Cavalryman
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Just savin' my good dice for them Greeks.
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Cpt. John Miller
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You go first again.
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Polish_Cavalryman
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movement phase completed...
your movement.
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Cpt. John Miller
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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.
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Jameson
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It's Miller Time!
(Wait....why do we have so many alcohol-related smilies.... )
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Polish_Cavalryman
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but first it is AVRE time...
AVRE on Paras at K4
Rolls: (12d6)
Rolls: (12d6)
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Polish_Cavalryman
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ack... he only kills one of them. Dang.
the rest of my assault to follow.
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Polish_Cavalryman
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Rhino on commander
Rolls: (9d6)
cover if needed...
Rolls: (1d6)
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Jameson
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| Polish_Cavalryman wrote: | but first it is AVRE time...
IMO, this can be just as fun as Miller time. |
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Jameson
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AVRE time? Fair enough.
It looks slightly.....what the?!....are you using version 2.0 graphics?!!!!
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Cpt. John Miller
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I prefer to roll my own cover rolls, if it's all the same to you.
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Polish_Cavalryman
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hero on para at L4
Rolls: (7d6)
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Polish_Cavalryman
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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.
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Polish_Cavalryman
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| 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.
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Polish_Cavalryman
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| Jameson wrote: | what the?!....are you using version 2.0 graphics?!!!!  |
?
what'd ya mean?
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Jameson
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| Polish_Cavalryman wrote: | | Jameson wrote: | what the?!....are you using version 2.0 graphics?!!!!  |
?
what'd ya mean? |
It was a witticism. Sarcasm, cheekiness, whatever you'd like to call it.
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Polish_Cavalryman
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| Jameson wrote: | | Polish_Cavalryman wrote: | | Jameson wrote: | what the?!....are you using version 2.0 graphics?!!!!  |
?
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!
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Cpt. John Miller
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| 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?
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Polish_Cavalryman
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| 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.
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Cpt. John Miller
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Sept #1 in K3 on Hero:
Rolls: (7d6)
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Cpt. John Miller
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Sept #2 in K3 on Hero:
Rolls: (7d6)
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Gross Admiral Raeder
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| Jameson wrote: | It's Miller Time!
(Wait....why do we have so many alcohol-related smilies.... ) |
And not 1 420 Reference.
We need one Me thinks :)_s
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Cpt. John Miller
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Dead Para in K4 on Hero:
Rolls: (7d6)
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Cpt. John Miller
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One hit on Hero,
Defiant Close Assault on AVRE:
Rolls: (8d6)
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Cpt. John Miller
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Damaged AVRE,
Def Para in K4 on Hero:
Rolls: (7d6)
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Cpt. John Miller
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Cover save for Hero.
SE Captain on Partisan:
Rolls: (8d6)
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Cpt. John Miller
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Partisan Disrupted,
Ok, here goes:
Cover save for Hero:
Rolls: (1d6)
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Cpt. John Miller
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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
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Polish_Cavalryman
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Partisan attempts Vodoo on Hero...
Rolls: (1d6)
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Polish_Cavalryman
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It's alive master... it's alive!
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Polish_Cavalryman
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initiative
Rolls: (2d6)
re-roll...
Rolls: (2d6)
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Cpt. John Miller
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Lame.
Initiative turn 2:
Rolls: (2d6) no bonus
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Cpt. John Miller
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Turn 3 I mean.
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Polish_Cavalryman
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your move
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Polish_Cavalryman
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| Cpt. John Miller wrote: | Lame
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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".
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NeuralDream
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I see some tension in the final. Good .
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Cpt. John Miller
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K5 Para spawns Hero, Both move to L4.
Move finished.
Typhoon to J7.
Fires rockets on Rear of M4A1 Sherman in N5:
Rolls: (8d6)
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Polish_Cavalryman
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disrupted partisan on hero.
Rolls: (7d6)
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Polish_Cavalryman
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what? he's still alive?
Greek at m5 on hero
Rolls: (9d6)
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Polish_Cavalryman
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Greek at M4 on SE Para at L4
Rolls: (9d6)
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Polish_Cavalryman
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hero at N3 on SE para at L4
Rolls: (7d6)
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Polish_Cavalryman
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Greek at N4 on Se para at L4
Rolls: (7d6)
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Polish_Cavalryman
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Greek at N6 on same SE para at L4
Rolls: (7d6)
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Polish_Cavalryman
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AVRE at Brit on k4
Rolls: (12d6)
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Polish_Cavalryman
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hmmmm.... we seem to have hit a dry spell.
rhino at se para at L4
Rolls: (9d6)
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Polish_Cavalryman
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sherman on Brit para at K4
Rolls: (9d6)
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Polish_Cavalryman
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american units on L4 are dead.
Brit para needs a cover save.
your turn.
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Cpt. John Miller
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Cover Save:
Rolls: (1d6)
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Cpt. John Miller
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SEPT Close Assault on AVRE:
Rolls: (9d6)
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Cpt. John Miller
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Redisrupted AVRE.
SEPT on Greek in M5:
Rolls: (9d6)
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Cpt. John Miller
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Def Para on Partisan:
Rolls: (7d6)
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Cpt. John Miller
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Cover save for Partisan:
Rolls: (1d6)
Hero on Greek in M5:
Rolls: (10d6)
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Cpt. John Miller
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Para in K3 on Greek in M5:
Rolls: (7d6)
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Cpt. John Miller
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Para in K3 on Greek in M5:
Rolls: (7d6)
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Cpt. John Miller
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Disrupted Commander on Greek in M4:
Rolls: (7d6)
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Polish_Cavalryman
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those Greeks... theya hava the tough blood in them they do.
it'll be Feta on my salad tonight!
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Cpt. John Miller
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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
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Polish_Cavalryman
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initiative
Rolls: (2d6)
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Polish_Cavalryman
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your movement
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Cpt. John Miller
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SE Commander to J4
SEPT x2 to K4
Typhoon to K4.
Fires on Greek in L4:
Rolls: (8d6)
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Polish_Cavalryman
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Greek at L4 on SE para at K4
Rolls: (9d6)
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