Sindor
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Final map: Operation Bagration 1944: Minsk RUS/GEROperation Bagration 1944: Liberation of Minsk
:idea Map limitations: Units from RUS theatre only up to year 1944 (location: Belorussian SSR, see Wiki for historical details). No limits of aircrafts. No paratrooper drops. Partisans allowed. Use of bombs & trenches allowed.
Big buildings are city hexes. No cover behind railroads. Tunnel is connecting B11-C12-D11. River is impassable terrain.
Number of units may not exceed 20 and number of obstacles may not exceed the ammount of active player units.
Players may volontarily choose to play 1 simple encounter battle (objective = center) or two battles, both with Germans defending the city and Soviets attacking (then the attacker will have +25% points and numbered objectives will be played).
* Sorry for the imperfect map, now under stress.
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Sindor
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Commanders for final game(s) are The Mighty A and Sharpe
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The Mighty A
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Congratulations to Sharpe. This will be a good game.
I will defer to Sharpe to decide on whether to play one game or two.
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Sindor
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| The Mighty A wrote: | | I will defer to Sharpe to decide on whether to play one game or two. |
With two games, you would play for both sides (as at the beginning).
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Sharpe
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| The Mighty A wrote: | Congratulations to Sharpe. This will be a good game.
I will defer to Sharpe to decide on whether to play one game or two. |
Darn. Beat me to it.
Congratulations to Mighty A.
I don't mind playing two because it will be more enjoyable and reduce the luck factor, but how is everyone on time? Sindor might want this done sooner rather than later. Also, the big regional wargame convention starts tomorrow. I won't be able to play until Sunday.
I would choose two games if it is OK with everyone, but if that causes problems we can play one.
Also, I cannot do maps.
Here is a die roll. Sindor can interpret it as to what choice we have.
Rolls: (2d6)
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Sindor
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| Sharpe wrote: | I would choose two games if it is OK with everyone, but if that causes problems we can play one.
Also, I cannot do maps.
Here is a die roll. Sindor can interpret it as to what choice we have. |
No problem for me, as I am out in France until Monday.
Winner of the deployment roll chooses side Axis/Allies for the first game. Axis is always in the city (right side, deployment zone up to 2 hexes AROUND objectives). Looser deploys first.
Be careful about using Hungarians and Romanians in this game, as they switched sides...
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The Mighty A
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Two games works for me. I am good on time. It is fine to wait to start. I like not being rushed to choose an army.
I can do the maps (although, it won't be pretty).
roll for deployment:
Rolls: (2d6)
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The Mighty A
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I will defend first.
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Sharpe
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[quote="Sindor"]Looser deploys first.[quote]
Shouldn't defender deploy first?
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Sindor
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| Sharpe wrote: | | Shouldn't defender deploy first? |
Not necessarily, but you are right: defender deploy first and attacker wins first initiative.
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Sharpe
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So, I get 125 points. Where is my set-up area?
Hope you had fun in France.
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The Mighty A
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Sindor had said that it would be a 150 point game. Which would give you 188 points (187.5 rounded up).
If you would rather play 100 to 125, that would be fine with me.
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Sharpe
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| The Mighty A wrote: | Sindor had said that it would be a 150 point game. Which would give you 188 points (187.5 rounded up).
If you would rather play 100 to 125, that would be fine with me. |
Either is fine. I didn't catch Sindor's comment and I didn't see anything on top. 188 vs 150, 20 units is fine.
I'll get on making an army.
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Sindor
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| Sharpe wrote: | | The Mighty A wrote: | Sindor had said that it would be a 150 point game. Which would give you 188 points (187.5 rounded up).
If you would rather play 100 to 125, that would be fine with me. |
Either is fine. I didn't catch Sindor's comment and I didn't see anything on top. 188 vs 150, 20 units is fine.
I'll get on making an army. |
The map is quite big, so if do not mind, I would try an "epic" final battle - on 188 pts you can already field some heavy tanks and larger forces.
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The Mighty A
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PM sent with a 150 pt army. The Germans are prepared (or so I hope) to defend Minsk.
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Sharpe
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Please clarify deployment area. Can the attacker have three hexes from edge since the armies are bigger?
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Sharpe
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Issues settled. Army sent. Best wishes, Mighty A. An honor to play against you.
Let the battle begin.
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The Mighty A
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An honor to play against you. Best wishes to you.
I like playing an assault/defend battle. The tactics change considerably. It will be fun.
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Sharpe
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I believe that we will learn a lot about each other in the first game that will make the second game even more interesting.
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Sindor
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The Mighty A:
Luftwaffe Infantrymen / 2
88mm flak-36 / 16
Wehr. For. Observer / 6
sIG 33 Inf. Gun / 13
sIG 33 Inf. Gun / 13
sIG 33 Inf. Gun / 13
sIG 33 Inf. Gun / 13
MG 42 Mach. Gun / 9
MG 42 Mach. Gun / 9
Vigilant Lieutenant / 6
Junkers JU 87G Stuka / 21
Me 110 / 17
- Rockets / 7 (-1)
Trenches 4 x 1
Sharpe:
1x Bofors / 11
2x 122mm / 24
3x T-34 / 69
2x Sappers / 16
4x Partisan / 12
8x Gds Inf / 56
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Sindor
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PS: Rockets are for 7 pts, therefore The Mighty A has still 1pt to spend.
I am on holidays next week, but I suppose you can manage it.
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The Mighty A
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I will play as is. My setup is:
Trenches in A10, E10, H10, E12
sIG 1 and MG 1 in A10
sIG 2 in E10
sIG 3 and Luft Inf in E12
sIG 4 and MG 2 in H10
Observer in G9
Lieutenant in E11
88 flak in E8
roll for initiative:
Rolls: (2d6) +2
re-roll:
Rolls: (2d6) +2
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Sharpe
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88 has special ability "Heavy." It can't set up in a hill hex.
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Sharpe
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Also, we need to be careful on designating facing for vehicles (my armor, your fixed howitzer) so I think we should note facing from the start.
Thanks
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Sharpe
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| Sharpe wrote: | | 88 has special ability "Heavy." It can't set up in a hill hex. |
It really doesn't matter to me though. If you would rather waive the rule or give each other an one-time exception, we could do that. Just let me know if you want to move the 88 and I will deploy.
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Sharpe
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Well, after thinking about it, let's just play on. I apologize for being so picky.
Let me get my deployment done.
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Sharpe
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A9 2x Partisan
A11 2x Partisan
K3 1x T-34 with Sapper on board
J2 1x T-34 with Sapper on board
C3 1x T-34 with Gds on board
B2 1x Bofors
A1 1x 122mm
C1 1x 122mm
D3 2x Gds
B3 2x Gds
C3 2x Gds
E3 1x Gds
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Sharpe
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Initiative
Rolls: (2d6)
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Sharpe
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I'll move first.
T-34 (K3) to H7. Sapper dismounts. Facing East. (Right on map)
T-34 (J2) to H6. Sapper dismounts. Facing East.
T-34 (C3) to B7. Guards dismounts. Facing East.
Gds (E3) to F3.
Gds (B3) to A4.
Gds (B3) to B4.
Gds (D3) to D4.
Gds (D3) to E4.
Gds (C3) to C4.
Gds (C3) stays in place.
Your move.
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The Mighty A
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My understanding of the heavy ability is that it can be deployed into a hill hex; it just can not move (relocate) into a hill hex. If you wish, I can change it.
Also, my sIG's do not have facing. They are the soldier-artillery's from set 6. I do not have any vehicles in my army.
Here is the map updated with my move and air, Bofors should be in B2, all tanks are facing east, yellow background indicates trenches. If something is wrong, let me know:
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The Mighty A
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Me 110 fires rockets at T-34 and Guards Inf (B7)
At T-34
Rolls: (8d6) (+1 expert strafing)
cover (5+)
Rolls: (1d6)
At Guards Inf
Rolls: (8d6) (+1 expert strafing)
cover (4+)
Junkers at T-34 (H7)
Rolls: (14d6) (tank buster)
cover (5+)
Rolls: (1d6)
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The Mighty A
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cover for Guards
Rolls: (1d6)
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The Mighty A
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Guards(B7) destroyed
T-34(B7) disrupted
T-34(H7) damaged
Your assault
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Sharpe
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Sorry about the SiG misunderstanding.
Sindor clarified somewhere that "Heavy" artillery couldn't deploy in hexes it couldn't enter, like vehicles can't start in swamps. It's no big deal.
Bofors vs Stuka
Rolls: (8d6)
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Sharpe
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Stuka disrupted.
Partisan A11 vs Sig
Rolls: (7d6) cover 5+
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Sharpe
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SiG disrupted.
Partisan (A11) vs SiG (A10)
Rolls: (7d6)
cover [1d6] 5+
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Sharpe
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Cover for SiG
Rolls: (1d6) 5+
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Sharpe
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SiG destroyed
Partisan (A9) vs MG42 (A10)
Rolls: (7d6)
cover Rolls: (1d6) cover 5+
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Sharpe
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MG42 disrupted
Partisan (A9) vs MG42 (A10)
Rolls: (7d6)
cover Rolls: (1d6) 5+
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Sharpe
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MG42 keeps disruption
122mm (A1) to H10
Estimate Rolls: (1d6)
Actual Rolls: (1d6)
Scatter Rolls: (1d6) NE=1 NW=6
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Sharpe
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122 vs Sig (H10)
Rolls: (8d6)
cover Rolls: (1d6) 4+
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Sharpe
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SiG (H10) Destroyed
122mm vs SiG (E12)
Estimate Rolls: (1d6)
Actual Rolls: (1d6)
Scatter Rolls: (1d6)
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Sharpe
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Miss
Gds Inf (B7) vs Me 110
Rolls: (9d6)
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The Mighty A
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Can you shoot at the sIG in H10? Since the sIG has field camouflage, I don't think that you can attempt to indirect fire upon it at long range. If so, just pick another target and shoot at it (you can keep the estimate and reality rolls as they are).
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Sharpe
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Miss.
Moves
T-34 (B7) to A7
I want to move the T-34 in (H7) to a town hex around K10, but for some reason the map isn't showing up. I assume we can fix that later.
Sapper (H7) to H8
Sapper (H6) to H7
T-34 (H6) to J9
Gds (B4) to B5
Gds (C3) to D2
Gds (F3) to G4
Gds (E4) to E3
Gds (D4) to D5
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The Mighty A
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Thanks for letting me keep the 88 where it is.
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Sharpe
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Recap:
SiG (A10) Destroyed
MG42 (A10) Destroyed
Stuka Disrupted
SiG (H10) Destroyed
Assault ended.
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Sharpe
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Oops, then I go and forget tank facing.
A7 faces SE.
The other two face NE.
Thanks.
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The Mighty A
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sIG (A10) at partisans (A9)
Rolls: (9d6)
Rolls: (9d6)
cover (6+)
Rolls: (1d6)
Rolls: (1d6)
Machine gun (A10) at partisans (A11)
Rolls: (10d6)
Rolls: (10d6)
cover (6+)
Rolls: (1d6)
Rolls: (1d6)
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The Mighty A
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All dead
sIG H10 fires at Bofors
E:Rolls: (1d6)
R:Rolls: (1d6)
if successful: Rolls: (9d6) -1, shrapnel
sIG E10 fires at 122mm (A1)
E:Rolls: (1d6)
R:Rolls: (1d6)
if successful: Rolls: (9d6) -1, shrapnel
sIG E12 fires at 122mm (C1)
E:Rolls: (1d6)
R:Rolls: (1d6)
if successful: Rolls: (9d6) -1, shrapnel
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The Mighty A
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Bofors dead
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Sindor
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Based on the agreement with both players I have to announce that The Mighty A has resigned for the benefit of his opponent and I am proud to declare SHARPE the winner of the tournament.
He gains the title "HHR Commander 2008" together with SturmTiger model and its personalised card - both prizes will be sent on his home adress as soon as I will get it from him.
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