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firesdstny

Clubhouse Destroyer OBSTACLE COURSE!

How can DD's have a shootout?  Well they really can't, but the workhorses of the sea can do some pretty cool stuff, and they do a lot of it.  So the DD's of the WAS Clubhouse can complete an obstacle course instead.  

Since the cruiser shootout showed how fickle the dice can be, we're not going to have the sliding armor scale for the DD's to shoot at.  Besides some DD are much better with their torps than their guns.  Others are ASW or AA specialists.  

So instead of having them do something they're bad at, we're going to run the DD's through a WAS obstacle course for DD's.  The DD that completes all tasks (in order) in the least number of "turns" will win the shootout.  On any given turn, you can only work to complete the current task, you cannot prefire on the next task.  Some DD's will be better at this than others, and some DD's may have to take a turn "moving into range" so be careful what DD you choose to run with.  you must choose a DD from one of your clubs, and you must choose a DD that has not been chosen by someone else

Since this is an obstacle course you need not wait for other people to complete their runs before posting your next leg.  All 7 tasks must be completed in order to finish.  The DD that finishes in the least # of turns wins the obstacle course.  All DD's may use their special abilities including high speed run, sub hunter, chase, LLT, AA specialist, etc.  After Task 4, the course shoots back!

................................................
The Tasks
Task 1 - You are 4 spaces from an enemy transport with armor 2, vital 5, hull 2.  Your task is to move in and kill the target.  If you have any movement SA's other than Subhunt, you may use them to move closer to your target, but if they are once per game, you may not use them again.

Task 2 - An enemy sub approacheth.  it is currently 3 sectors away KILL IT!  It is a 3/5/1 S37 class sub.  You may use subhunter or a movement SA.

Task 3 - An unfriendly sea plane (3/5/1) has been spotted in the sky!  Abort it!  Shoot it down to remove one turn from your score!  AA Specialists may make an extra AA attack at this plane per turn.

Task 4 - Fire Torpedoes!  You are 4 spaces from a Torpedo target that counts as a Battleship!  Hit it with at least one torp to move on!   You may use movement SA's to close with your target.

Task 5 - STRAFE ATTACK!  Your DD is being strafed by a Martlett!  Abort the attack!  If you shoot down the strafer you may remove one turn from your score.  If the strafe attack hits you, you suffer the crippled penalties for the rest of the course.  If you would be sunk, you remain crippled, but you must add a turn to your score. You must abort or shoot down the plane to move on (though you can only be crippled once, you can have additional turns added to your score)!  AA Specialists may make an extra AA attack at this plane per turn.  You must roll the strafe attack if your DD misses it's AA rolls.  You may NOT conceal in a smoke screen.

Task 6 - Enemy sub in the water!  S-13 class (3/5/2) 3 sectors away.  Sink it!  If hit by torpedo attack in return, add a turn and act as though crippled for remainder of obstacle course.  You must roll torpedo attacks from this sub until it is sunk.  Every torp hit until sunk adds a turn.  You may conceal in a smoke screen if you can generate one, but all smoke rules apply.

Task 7 - final task!  The wounded enemy flagship cruiser is in sight (4 sectors away).  It is a 4/9/3 cruiser, but it's main guns have been knocked out.  It has 5/4/3 secondary guns. Sink the cruiser to finish the course.  If hit you are crippled for the remainder of the course.  If the hit would sink your DD, add a turn to your score!  If you are vitaled, you must add two turns!  You must roll the enemy attack each turn it is able to fire!  You may conceal in a smoke screen if you can generate one, but all smoke rules apply.

................................................

I think this will be rather difficult for some DD's.  I also see several people getting bottlenecked at Task 4.  Good Luck all!  May the best DD win!  Last Day to enter Wednesday Feb 22!
firesdstny

I think someone else should run the course first.  I know which DD I want to take through it, but I'll defer to someone else.
Bull Halsey

CRN will take the Samerauz Smile
Ruckdog05

I'll submit the USS Allen M Sumner for CUSN. This sounds like it will be fun!
nrnstraswa

I will call Le Terrible for the VFN. Interesting setup this time around.  Smile
Ruckdog05

So, I was thinking...when we start running the obstacle course, should we do it here in this thread? It seems like that has the potential to turn into a confusing tangle of posts! Maybe we should start a seperate thread for each ship in the competition?
Solomiranthius

I'll also play for USN, but I'll take the USS Taylor. Very Happy

The Gromkiy was tempting... but.. Wink
Brigman

My experiment with getting mowed as the Russians is over! Laughing

Club IJN reporting with Murasame. Very Happy
sublime828

I will play the Z32 for Club Frozen Seas.  

I agree wit ruckdog, there needs to be a way to organize this.  My suggestion would be to make a list (probably inthe order people sign up) people can simply take turns....since bull was first, you would roll out his entire obstacle course, fires would report his results and then the next player in line goes and so on.  I don't want to see 20 threads in the clubhouse all for the same thing.  It will only take a few minutes to roll out all the parts of the obstacle course.  People will just need to be patient and wait their turn.
Ruckdog05

Yeah, that is probably a more reasonable way to go about it!
Brigman

I agree.  Once "registration" is closed, we can queue up and do it that way. Very Happy
nrnstraswa

Sounds good. I like the idea.
firesdstny

sublime828 wrote:
I will play the Z32 for Club Frozen Seas.  

I agree wit ruckdog, there needs to be a way to organize this.  My suggestion would be to make a list (probably inthe order people sign up) people can simply take turns....since bull was first, you would roll out his entire obstacle course, fires would report his results and then the next player in line goes and so on.  I don't want to see 20 threads in the clubhouse all for the same thing.  It will only take a few minutes to roll out all the parts of the obstacle course.  People will just need to be patient and wait their turn.


This is a fantastic suggestion!  Let it be so!
BTW Bull, the Samuraez was the DD I had in mind, and the Z32 was my backup.

I'm going to Roll in with the CFS HMS Cossack!
Solomiranthius

I almost went with the Algonquin or the Z32 for CFS, but I'm banking on that 3 armor... Wink

firesdstny wrote:
sublime828 wrote:
I will play the Z32 for Club Frozen Seas.  

I agree wit ruckdog, there needs to be a way to organize this.  My suggestion would be to make a list (probably inthe order people sign up) people can simply take turns....since bull was first, you would roll out his entire obstacle course, fires would report his results and then the next player in line goes and so on.  I don't want to see 20 threads in the clubhouse all for the same thing.  It will only take a few minutes to roll out all the parts of the obstacle course.  People will just need to be patient and wait their turn.


This is a fantastic suggestion!  Let it be so!
BTW Bull, the Samuraez was the DD I had in mind, and the Z32 was my backup.

I'm going to Roll in with the CFS HMS Cossack!
firesdstny

i edited the tasks so that smoke plays a role in the last 2 tasks
nrnstraswa

Read through the tasks again, and a question arises. If we use a high speed SA for one task, can we use it again for another task?
Or is it that once you use the high speed SA it's gone for good?
Solomiranthius

nrnstraswa wrote:
Read through the tasks again, and a question arises. If we use a high speed SA for one task, can we use it again for another task?
Or is it that once you use the high speed SA it's gone for good?


I believe if it is a one-time SA for a game, then it is a one-time SA for the entire course.
firesdstny

Solomiranthius wrote:
nrnstraswa wrote:
Read through the tasks again, and a question arises. If we use a high speed SA for one task, can we use it again for another task?
Or is it that once you use the high speed SA it's gone for good?


I believe if it is a one-time SA for a game, then it is a one-time SA for the entire course.


that is the intent.
nrnstraswa

Ok thanks for the clarification.  Smile
firesdstny

Well if no one else wants to join...

TWO MORE DAYS!!!!  Then we can get started!
nrnstraswa

Nearly start time!
Bull Halsey

and i get to go first! Very Happy
firesdstny

Only 7 people - I don't think we're getting more....

Here's the order:
1)  Bull Halsey - HMS Samuraez
2)  Ruckdog05 - USS Allen M. Sumner
3)  nrnstraswa - Le Terrible
4)  Solomiranthius - USS Taylor
5)  Brigman - Murasame
6)  Sublime - Z32
7)  Firesdstny - HMS Cossack

Each player will roll out in order until they have successfully completed all 7 tasks.  Each post, keep a tally of the number of turns - especially when the course starts shooting back.  If you shoot down a plane you remove a turn from your score, but if you would be sunk, you act crippled  AND you gain a turn to your score.  The DD that finishes with the lowest score wins.

and as a reminder,  here are the tasks:
Quote:

The Tasks
Task 1 - You are 4 spaces from an enemy transport with armor 2, vital 5, hull 2.  Your task is to move in and kill the target.  If you have any movement SA's other than Subhunt, you may use them to move closer to your target, but if they are once per game, you may not use them again.

Task 2 - An enemy sub approacheth.  it is currently 3 sectors away KILL IT!  It is a 3/5/1 S37 class sub.  You may use subhunter or a movement SA.

Task 3 - An unfriendly sea plane (3/5/1) has been spotted in the sky!  Abort it!  Shoot it down to remove one turn from your score!  AA Specialists may make an extra AA attack at this plane per turn.

Task 4 - Fire Torpedoes!  You are 4 spaces from a Torpedo target that counts as a Battleship!  Hit it with at least one torp to move on!   You may use movement SA's to close with your target.

Task 5 - STRAFE ATTACK!  Your DD is being strafed by a Martlett!  Abort the attack!  If you shoot down the strafer you may remove one turn from your score.  If the strafe attack hits you, you suffer the crippled penalties for the rest of the course.  If you would be sunk, you remain crippled, but you must add a turn to your score. You must abort or shoot down the plane to move on (though you can only be crippled once, you can have additional turns added to your score)!  AA Specialists may make an extra AA attack at this plane per turn.  You must roll the strafe attack if your DD misses it's AA rolls.  You may NOT conceal in a smoke screen.

Task 6 - Enemy sub in the water!  S-13 class (3/5/2) 3 sectors away.  Sink it!  If hit by torpedo attack in return, add a turn and act as though crippled for remainder of obstacle course.  You must roll torpedo attacks from this sub until it is sunk.  Every torp hit until sunk adds a turn.  You may conceal in a smoke screen if you can generate one, but all smoke rules apply.

Task 7 - final task!  The wounded enemy flagship cruiser is in sight (4 sectors away).  It is a 4/9/3 cruiser, but it's main guns have been knocked out.  It has 5/4/3 secondary guns. Sink the cruiser to finish the course.  If hit you are crippled for the remainder of the course.  If the hit would sink your DD, add a turn to your score!  If you are vitaled, you must add two turns!  You must roll the enemy attack each turn it is able to fire!  You may conceal in a smoke screen if you can generate one, but all smoke rules apply.


Bull - you're up first with HMS Samuraez!
mnnorthstars

I'd like to play for VFN.  I guess my only choice is Milan.  Let me know if I'm too late, but it's still the 22nd my time (US Central).
nrnstraswa

Welcome mnnorthstars! Glad to see more support for the VFN!
Bull Halsey

samuarez cant shoot at range 3. i move in to range 2.
Rolls: (3d6)       
Bull Halsey

damaged... range1
Rolls: (4d6)         
Bull Halsey

and he goes down!!!
+2 turns for me
Task 2
go 1 turn to get into range. +1
uses subhunter
in range
Rolls: (6d6)             
Bull Halsey

wowowow. +1 there so at 4
Rolls: (6d6)             
he shoots t me -1
Rolls: (2d6)     
Bull Halsey

O_o

he sunk! +4 now. do i go on? or do we wait?
Ruckdog05

I think you keep going...
Bull Halsey

task3
Rolls: (5d6)           
Bull Halsey

aborted. +5 now
Task 4
cant shoot,in to range 2 +1
turn 2
Rolls: (2d6)      +battleship killer/hunter lol
Bull Halsey

Task 5 +7
turn1
Rolls: (5d6)           

if missed marlet strafing
Rolls: (2d6)     
Bull Halsey

turn 2
Rolls: (5d6)           
if missed marlet
Rolls: (2d6)     
Bull Halsey

Sigh... turn 3
Rolls: (5d6)           
marlete
Rolls: (2d6)     
Bull Halsey

aborted. 10 turn
Task 6  
cant shoot at range 3 +1
go to range 1
his attack
Rolls: (2d6)     
Bull Halsey

uses subhunter
Rolls: (6d6)             
his attack
Rolls: (2d6)     
Bull Halsey

damaged. he hits i think. so crippled turn 11
Rolls: (6d6)             -1
his sattack
Rolls: (2d6)     -1
Bull Halsey

hes done and im still crippled...
Task 7 12 turns
Range 3, no one can attack. +1
range 2 turn 2
Rolls: (3d6)       
Rolls: (1d6)   

His attack
Rolls: (3d6)       
Bull Halsey

i have to go on a trip now so if you guys can finish it, great. im at 13 turns.
firesdstny

this is where i have bull...

a few things about bull's run.
you start at 4 away so turn1 is move in and shoot.
with the first sub - it is an s37 so if you are adjacent it won't shoot back.
the martlett is strafing so it is 4/6 armor.  you only have to abort it to move on.

Move summary:
1st move - move in and shoot = damaged target
turn2 - move in and shoot = destroyed target (task1 completed)
turn3 - move, subhunt, attack, miss
turn4 - attack, vital! (task2 completed)
turn5 - aborted seaplane (task3 completed)
turn6 - move to range2, torpedo, hit (task4 completed)
turn7 - aborted strafer (task5 completed)
turn8 - move, subhunt, attack, hit/return miss
turn9 - attack, vital! (task6 completed)
turn10 - move, attack (hit), torp (miss)/return hits crippled
.....

taking over.  move to range1
mgs Rolls: (3d6)        no4s
torp Rolls: (1d6)   

returnfire Rolls: (4d6)         
firesdstny

cruiser crippled,
bull +1 turns

this is turn 12 +1 = 13

move to range 0
mgs Rolls: (4d6)         no4s
torp Rolls: (1d6)   

return Rolls: (5d6)            no4s
firesdstny

missed, return hits so +1 turns

turn 15 (14+1)
mgs range 0 [dice4d6] no4s
torpsRolls: (1d6)   

return Rolls: (5d6)            no4s
firesdstny

reroll Rolls: (4d6)          no4s
firesdstny

missed, return hits so +1 turns again

turn 17 (16+1)
mgs range 0 Rolls: (4d6)          no4s
torpsRolls: (1d6)   

return Rolls: (5d6)            no4s
firesdstny

sinks target, but hit in return so +1 to final

Bull with HMS Samuraez finishes course with a score of 18.  That'll be hard to beat I think.  He finished the subs and torp practice really fast!
firesdstny

MNNorthstars you're in!

Ruckdog, you're up next!
nrnstraswa

Oh my, looks like a tough course indeed.

Good luck, Ruckdog!

*starts warming up Le Terrible for her run*
Ruckdog05

Alright, here goes nothing!

Task1:

Move up to range 2, mains at the transport (+1 for raider):
Rolls: (5d6)           
Ruckdog05

Transport vitaled! Task 1 complete.

Task 2:

Move up 2, use sub hunter to get on top of the sub. ASW at the S37:
Rolls: (5d6)           
Ruckdog05

S-37 vitaled! Task 2 down, the count is at two turns.

Task 3:

AA at the Sea Plane:
Rolls: (6d6)             
Ruckdog05

Sea plane shot down! Count remains at 2 turns.

Task 4:

Move up 2, launch one torp at the target:
Rolls: (1d6)   
Ruckdog05

Booyah! Task 4 complete, at 3 turns.

Turn 5, AA at the Martlet:
Rolls: (6d6)             
Ruckdog05

Martlet gets through. Strafe attack:
Rolls: (2d6)     
Ruckdog05

Uh-oh, I'm crippled now! Next turn:

AA at the Martlet
Rolls: (6d6)             -1
Ruckdog05

Martlet shot down! My count is now 4 turns.

Task 6:

Move up 2, use sub hunter to get on top of the S-13. ASW at the sub:
Rolls: (5d6)           
Ruckdog05

S-13 crippled. S-13 Torp at the Sumner:

Rolls: (1d6)   
Ruckdog05

Miss. Next turn:

ASW on the sub:
Rolls: (1d6)   
Ruckdog05

Doh, rolled the wrong number of dice. Oh well!

Sub torp at the Sumner:
Rolls: (1d6)   
Ruckdog05

Miss. Next turn:

ASW on the sub:
Rolls: (5d6)           -1
Ruckdog05

S-13 sunk! My count is 7 turns.

Task 7:

Close to range 2, fire mains and torp:
Guns Rolls: (4d6)         
torp Rolls: (1d6)   
Ruckdog05

All miss. Return fire:

Rolls: (3d6)       
Ruckdog05

That's a hit! Plus one turn, so my count is now 9.

Next turn: move to Range 1, fire mains and torp.
Guns Rolls: (5d6)           -1
Torp Rolls: (1d6)   
Ruckdog05

Another miss! Return fire:
Rolls: (4d6)         
Ruckdog05

Plus one turn, brings me to 11.

Next turn: Range 2, fire mains and torp.
Guns Rolls: (5d6)           -1
Torp Rolls: (1d6)   
Ruckdog05

Still missed!

Return fire:

Rolls: (4d6)         
Ruckdog05

Two more turns; I'm now at 13.

Next turn: move to Range 1, fire mains and torp.
Guns Rolls: (5d6)           -1
Torp Rolls: (1d6)   

Return fire:
Rolls: (4d6)         
Ruckdog05

Two more turns, but I crippled the cruiser! Now at 15.

Next turn: Still at Range 1, fire mains and torp.
Guns Rolls: (5d6)           -1
Torp Rolls: (1d6)   

Return fire:
Rolls: (4d6)         -1
Ruckdog05

Cruiser sinks, but I take a hit in return. Course complete! I have my total turn count as 17.
nrnstraswa

Well done, Ruckdog!

Le Terrible is ready for action!

I await word to start.  Smile
Bull Halsey

beat me by 1.. good job ruck Very Happy thanks for finishing it for me fire Very Happy i was on the road for 5+ hours
firesdstny

Good job Ruck!  you completed the first 4 tasks in 3 turns!  And  the first 5 in 4 turns.  very impressive!

a note to combatants - when you are crippled, it affects your movement and torps like normal as well!  you have speed 1 AND you have -1 torps AND you have -1 on gunnery rolls!

Ruck i went through yours and you're ok.  17 turns total run!
firesdstny

NRN you are up sir!
Brigman

When you're crippled during one task, does it carry over to the next?
mnnorthstars

Crippled

firesdstny wrote:

................................................
The Tasks
Task 1 - You are 4 spaces from an enemy transport with armor 2, vital 5, hull 2.  Your task is to move in and kill the target.  If you have any movement SA's other than Subhunt, you may use them to move closer to your target, but if they are once per game, you may not use them again.

Task 2 - An enemy sub approacheth.  it is currently 3 sectors away KILL IT!  It is a 3/5/1 S37 class sub.  You may use subhunter or a movement SA.

Task 3 - An unfriendly sea plane (3/5/1) has been spotted in the sky!  Abort it!  Shoot it down to remove one turn from your score!  AA Specialists may make an extra AA attack at this plane per turn.

Task 4 - Fire Torpedoes!  You are 4 spaces from a Torpedo target that counts as a Battleship!  Hit it with at least one torp to move on!   You may use movement SA's to close with your target.

Task 5 - STRAFE ATTACK!  Your DD is being strafed by a Martlett!  Abort the attack!  If you shoot down the strafer you may remove one turn from your score.  If the strafe attack hits you, you suffer the crippled penalties for the rest of the course.  If you would be sunk, you remain crippled, but you must add a turn to your score. You must abort or shoot down the plane to move on (though you can only be crippled once, you can have additional turns added to your score)!  AA Specialists may make an extra AA attack at this plane per turn.  You must roll the strafe attack if your DD misses it's AA rolls.  You may NOT conceal in a smoke screen.

Task 6 - Enemy sub in the water!  S-13 class (3/5/2) 3 sectors away.  Sink it!  If hit by torpedo attack in return, add a turn and act as though crippled for remainder of obstacle course.  You must roll torpedo attacks from this sub until it is sunk.  Every torp hit until sunk adds a turn.  You may conceal in a smoke screen if you can generate one, but all smoke rules apply.

Task 7 - final task!  The wounded enemy flagship cruiser is in sight (4 sectors away).  It is a 4/9/3 cruiser, but it's main guns have been knocked out.  It has 5/4/3 secondary guns. Sink the cruiser to finish the course.  If hit you are crippled for the remainder of the course.  If the hit would sink your DD, add a turn to your score!  If you are vitaled, you must add two turns!  You must roll the enemy attack each turn it is able to fire!  You may conceal in a smoke screen if you can generate one, but all smoke rules apply.

................................................



Bolding mine.
nrnstraswa

Alright, here we go. Le Terrible moving out!

Task 1
+1 turn to reach range 2
Rolls: (4d6)         
nrnstraswa

Transport down, vitaled!
+2 turns currently.

Task 2:
+2 turns to get on top of sub
Rolls: (4d6)         
nrnstraswa

I believe the sub is down.
4 turns currently.

Task 3:
Anti-air roll on seaplane:
Rolls: (5d6)           
nrnstraswa

Miss, rerolling, adding +1 turn for reroll:
Rolls: (5d6)           
nrnstraswa

Gah, another miss. Reroll again.

Rolls: (5d6)           
nrnstraswa

Aborted. 6 turns currently. That makes 5 now.

Task 4:
+1 turn to reach range 2
Range 2 torp roll: Rolls: (1d6)   
nrnstraswa

Miss, adding +1 turn
range 1 torp roll:
Rolls: (2d6)     
nrnstraswa

Miss again, +1 turn.
range 0 torp roll:
Rolls: (2d6)     
nrnstraswa

Missed again! +1 turn.
range 0 torp roll:
Rolls: (2d6)     
nrnstraswa

Gah, I have bad luck with torp rolls! +1 turn
Again: range 0 torp: Rolls: (2d6)     
nrnstraswa

Finally! BB down with 10 turns current.

Task 5:
AA roll Rolls: (5d6)           
nrnstraswa

Success! Martlet aborted!
nrnstraswa

Removed, sorry.
nrnstraswa

-edit-
nrnstraswa

[edit]
nrnstraswa

-edit-
nrnstraswa

edit
nrnstraswa

edit
nrnstraswa

-removed, edit-
nrnstraswa

Oh wait, shoot, forgot that strafing plans lose armor when strafing. Gah, have to redo my rolls then...

Sorry for the mess.
nrnstraswa

Alright, moving onto Task 6:

Using High Speed Run to get right on top of sub.
ASW roll commencing:
Rolls: (4d6)         
nrnstraswa

S-13 crippled, rolling torpedo attack:
Rolls: (1d6)   
nrnstraswa

That's a miss for the sub, rerolling ASW:

Rolls: (4d6)         
nrnstraswa

I think the sub is down. Turn count: 13.

Task 7: Enemy flagship cruiser spotted!

+1 turn to get into range 2, so the cruiser fires first at range 3:
Rolls: (3d6)       

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