Archive for Axis & Allies ForuMINI Specialised in the World War II Axis & Allies Miniatures and War At Sea Games
 


       Axis & Allies ForuMINI Forum Index -> AAM Historical Tournament
The Mighty A

Discretion is the better part of valor.

Vet 1 moves to G3.
Vet 6 moves to G4.
Universal carrier to H4.

I assume Arisaka 12 will make a defensive fire against the carrier while the carrier is still in G5 (no cover).
Rolls: (2d6)     
carrion

MG 1st shot vs Vet 6Rolls: (7d6)               
coverRolls: (1d6)   
MG 2nd shot vs Vet 6Rolls: (7d6)               
coverRolls: (1d6)   
Banzai into H4
Arisaka 12 CA vs CarrierRolls: (6d6)             +1
carrion

ReCap:
Carrier destroyed
Aid Station POW
Vet 6 disrupted

your assault.
The Mighty A

I thought that you had to kill the Aid station like a normal soldier.  It has a defense value.
carrion

OK.  wasn't sure.
carrion

Should have looked at the card.  Sorry about that.  If I'm in the same hex at the end of the turn does it still bring back the dead.
The Mighty A

That was my thought looking at it.  I could be wrong.  If I am right, feel free to change any of your moves/attacks.
The Mighty A

I sent a PM to Raevski asking about the Aid station.
carrion

Will keep the moves/attacks as is.
The Mighty A

All right.

Universal Carrier at Arisaka 12
Rolls: (7d6)               
cover: Rolls: (1d6)    (5+)

Vet 6 at Machine Gun 2
Rolls: (7d6)               
cover: Rolls: (1d6)   
The Mighty A

Machine Gun 2 disrupted

Vet 1 at Arisaka 12
Rolls: (7d6)               
cover: Rolls: (1d6)   
The Mighty A

Recap:
Machine Gun 2 disrupted
Arisaka 12 disrupted

Unfortunately, the Aid station does not include extra engines to fix the carrier.

Initiative turn 10
Rolls: (2d6)     

If I win, you can go first.
carrion

You have rolled the best covers for my troops, Thank You.
IntRolls: (2d6)     +2
ReRollRolls: (2d6)     +2
If I win you can go first.
The Mighty A

Glad to be of service.  You have rolled well for my defensive fire attacks.  Unfortunately for me, there were more cover rolls to be made than defensive fire attacks.

Vet 1 to G4.
carrion


your assault.
The Mighty A

Here is Raevski's response:
Treat as a normal inf, BUT The Japanese player should target combat troops. They are protected by the Geneva convention, and go into captivity without a fight. After the japs overrun them they fix Japanese as well. Aussies fixed after capture are prisoners.

So it sounds like you get the benefit from it now.

Vet 1 to G3.
Vet 6 at Arisaka 12
Rolls: (9d6)                    w/ -1 penalty
cover: Rolls: (1d6)   
The Mighty A

Nothing happens.

Your assault.

Initiative turn 11
Rolls: (2d6)     
carrion

Banzai into G4
Arisaka 5 HtH vs Vet 6Rolls: (12d6)                         +1
carrion

ReCap: Vet 6 destroyed

IntRolls: (2d6)     +2
ReRollRolls: (2d6)     +2
If I win I will go first
carrion

Arisaka 5 tries to move into G3.
Def FireRolls: (9d7) 7, 5, 4, 3, 2, 4, 2, 3, 5
coverRolls: (1d6)   
carrion

Lets try this again.
Arisaka 5 tries to move into G3.
Def FireRolls: (9d6)                   
coverRolls: (1d6)   
If cover misses this time will use first one Wink
carrion

your move:
The Mighty A

I will hold position.

Since my attack won't affect anything, I will go ahead and attack.

Vet 1 at Arisaka 5
Rolls: (9d6)                   
cover: Rolls: (1d6)    (5+)

If my the Vet somehow survives
Init
Rolls: (2d6)     
The Mighty A

Aha, the Arisaka failed cover.  Unfortunately, it did not matter.

If I win init, you go first.
carrion

Arisaka 5 HtH Vet 1Rolls: (12d6)                         
The Mighty A

There goes the hope of lasting another turn.
The Mighty A

Congratulations to you.  Very good game.  I had hoped to outmaneuver you, but that didn't turn out.
carrion

No opposition left.
What now try and move everyone off, or do assume they make it.
RAEVSKI

please report loses and the amount of turns it took for 5 jap inf + the tanks to leave the map off the left hand side
carrion

Good Game.
Your turn now to sweep past and Banzai everyone.
Like the idea of the Aid Station at the cross-roads, don't be surprised if you see it there again.
The Mighty A

I think try to move everything off.
The Mighty A

The disadvantage of the Aid station at the cross roads is that it is more vulnerable to the Japanese.  But it allows units to re-deploy in a position to cut-off the movement of the tanks.
carrion

It would take Twelve turns.

Japan:
Lost 6 Arisaka's.

Australia:
Everyone
carrion

Assault 11:

Move 12:

Assault 12:
Sire Fred

Good game guys. Both of you played very well. Maybe soon we will meet each other on the battlefields of eastern Europe. It will be a rough time I believe.

Your maps with the miniatures icons are excellent.
The Mighty A

Carrion is a master with maps.
carrion

Thanks, getting all the right icons is the hardest part after that it's just moving them in the right direction.
       Axis & Allies ForuMINI Forum Index -> AAM Historical Tournament Page Previous  1, 2
Page 2 of 2