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NeuralDream

Round 1: afilter (lost) Vs. Cpt. John Miller (WON)

Combatants:
afilter - Axis
Cpt John Miller - Allies


Army restrictions: year 1939, total cost 50, Max. 8 units, no heroes


afilter
-------
PzKpfw 38(T)
Sd Kfz 222
SS-Haupsturmfuher
SS Stormtoopers x2
Fallschirmjager
Mauser Kar 98k


Vs. Cpt John Miller
---------------------
Char B1-bis
Panhard
Bofors x2
Barbed Wire x2




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 ones that everybody is familiar with: http://www.wizards.com/avalonhill/rules/aam_rulebook.pdf

Use the AAM units database http://www.wizards.com/avalonhill/aam_db.asp for units for which you don't have the cards. Alternatively you can use: http://www.hordelings.com/frontend/games/aam/items.php or http://www.boardgamegeek.com/file...oad/23758/A&A_Minis_stats.xls

The Map for the first round (you deploy in the far left and far right hex columns):



Use the embedded dice-roller for the dice and make your own images with gimp, paintbrush or any other image editing software. You simply write down the name of the unit on its hex and then post the image on a photobucket account. If you need any help all moderators can help you and most users of this forum.
For more details go here: http://aaminis.myfastforum.org/about679.html
afilter

CPT Miller,

Let me know when you are ready.  I sent my build to ND

Since we cannot flip a coin here is my roll for picking sides:

Rolls: (2d6)     

reroll if needed:

Rolls: (2d6)     

Good Luck,

P.S. my availability will be limited tomorrow.
Cpt. John Miller

I am not going to have time tomorrow(2/14) either, but will try to commit time each day there after....

Set up roll:

Rolls: (2d6)     

reroll if needed

Rolls: (2d6)     

let the lead fly!
tank  sniper  hunting  charge
Cpt. John Miller

looks like you choose side and set up,
or defer if you want.

initiative turn 1- no bonus

Rolls: (2d6)     
NeuralDream

You can start. I added your armies in the first post.
afilter

OK, I will take row 1 left side of the map.  I have never posted a map, but will play with it and try to post my setup later this afternoon.

Initiative roll:

Rolls: (2d6)      +3 for commander

Looks like you get initiative first turn.  What happened to my blitzkrieg! Smile
afilter

Round 1 Setup-afilter

Ok, Lets Try this:


Setup:
C1 SS-S
C1 SS-H
D1 38(T)
D1 Mauser 98K
E1 222
E1 SS-S
Paratrooper off the map

Do we need to put in arrows to indicate direction vehicles are facing?

So, I guess you can post your setup+ move or just setup and tell me to move since you have initiatve the first round.
Cpt. John Miller



The only vehicle with facing is your 38(T).
And the Char for Second Attack purposes.

I will go first. Working on my movement now.
Also, the red lines are barbed wire.
Cpt. John Miller



Your move.
afilter

Ok here are my round one moves:

C1 SS-ST1 to C2
C1 SS-H  to C2
D1 38(T) to B4
D1 Mauser 98K to D2
E1 222 to C4
E1 SS-ST2 to D2
Paratrooper off the map

Your silly wire will not slow the onslaught!  Razz



Assault phase-your move (hope you packed some white flags with the French out front)  Smile
Cpt. John Miller

Assault phase turn 1,

I believe my Panhard can see D2 so

Panhard Long Range shot on Mauser Kar:
Rolls: (7d6)               
Cpt. John Miller



Panhard strike and fade 2 + road bonus to F4,
Bofors relocate, Char chills.

Your Assault.

My initiative turn 2 - no bonus:
Rolls: (2d6)     
afilter

Cpt. John Miller wrote:


Panhard strike and fade 2 + road bonus to F4,


I question if your Panhard can get that far?  wouldn't your 2nd move be into the road hex.  My understanding is that 2 hexes must be connected by the road to get the +1 bonus.  Otherwise I have been playing wrong.
Cpt. John Miller

Rule book:

"Each phase, the first hex that a vehicle moves along a road is free. It doesn't count against the number of hexes the unit can move."

This is how we have always played in our group here(SF Bay Area), I have been playing for almost 2 years. Not to say that we are the experts, but we play a lot.
afilter

Cpt. John Miller wrote:
Rule book:

"Each phase, the first hex that a vehicle moves along a road is free. It doesn't count against the number of hexes the unit can move."

This is how we have always played in our group here(SF Bay Area), I have been playing for almost 2 years. Not to say that we are the experts, but we play a lot.


That is what I read as well, but I read it as you need to move along the road to get the +1 not enter a hex that has a road and then add one to your movement.  So in this case if the first hex you moved into would have been a road hex then you could move 2 more as long as the 2nd hex you moved into contained a connecting road.  Does that make sense?

I posted in the Q&A if no one respond by the time I get back tonight we will just continue as is.
NeuralDream

It's an unclear part of the rules, which, however, has been explained by Y2Ask in the old AH forums.

Cpt John Miller is correct.

http://boards.avalonhill.com/showthread.php?t=25034&highlight=free
afilter

NeuralDream wrote:
It's an unclear part of the rules, which, however, has been explained by Y2Ask in the old AH forums.

Cpt John Miller is correct.

http://boards.avalonhill.com/showthread.php?t=25034&highlight=free


Thanks again, learned something new.  I will do my assault phase.
afilter

Mauser to D3

Rolls: (1d6)   
afilter

SS-ST to D3

Rolls: (1d6)   
afilter

SS-H to D3
Rolls: (1d6)   
afilter

SS-ST1 to D2
Rolls: (1d6)   
afilter

D2 Mauser 98K to D3 passed roll
D2 SS-ST2 to D3 failed roll
C2 SS-H  to D3 passed roll
C2 SS-ST1 to D2 failed roll
B4 38(T) to A9
C4 222 to A7
Paratrooper off the map


Initiative roll:

Rolls: (2d6)      +3
afilter

afilter wrote:
SS-H to D3
Rolls: (1d6)   


I will go first this time
afilter

SS-ST1 to D3

Rolls: (1d6)   

SS-ST2 to D3

Rolls: (1d6)   
afilter

OK the wire is starting to piss me off now Evil or Very Mad

D3 Mauser 98K to C4
D3 SS-H  to C4
C2 SS-ST1 to D3 failed roll  Rolling Eyes
D2 SS-ST2 to D3 passed roll
A9 38(T) to A10
A7 222 to D4 +1 road
Paratrooper off the map



Your Move
Cpt. John Miller



Your Assault phase, turn 2.
afilter

38(t) fires at Bofors2 medium range:

Rolls: (7d6)               
afilter

KABOOOM! Bofoers 2 destroyed

222 Fires on Panhard medium range:
Rolls: (3d6)       
afilter

Fade 2 D5

SS-ST1 move to D3 roll:
Rolls: (1d6)   
afilter

Mauser to D5
SS-H to D4
SS-ST2 to D4





Your Assault

I will do any cover rolls if needed after your assault.
Cpt. John Miller

Panhard attacks 222 medium range in cover:
Rolls: (5d6)           
Cpt. John Miller

panhard fades to F7

Dead Bofors attacks 38(T) at medium range:
Rolls: (6d6)             
Cpt. John Miller

damaged and disrupted 38(T)

I believe with some certainty that my Bofors 1 (in H9) has line of sight to D5,
and therefor will attack the 222 at long range in cover:
Rolls: (5d6)           
afilter

OUCH! your not suppose to get 4 successes Rolling Eyes
afilter

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

Doubled you up!
roll a cover save for the 222,
5 or a 6 to prevent death and only be disrupted.

Char boves to B7 facing south.

map to follow your cover roll.
afilter

SPLAT!

Someone get me a hammer.
afilter

Init roll:

Rolls: (2d6)      +3
Cpt. John Miller



initiative turn 3 - no bonus:
Rolls: (2d6)     
Cpt. John Miller

oops wrong map, that's the original.
afilter

I will Move first
Cpt. John Miller

going offline for a while after movement,
this is fun! Smile
back at ya soon enough.........
afilter

SS-ST1 across the wire to D3 wire cutters and kevlar gloves,,,,,,,

Rolls: (1d6)   
afilter

GO AROUND YOU IDIOT! Twisted Evil
Cpt. John Miller

LOL! Laughing
afilter

38(t) to A8 robust still move 1 while disabled
paratrooper to H7
Rest self explanatory Smile



This may come down to a lucky dice roll real soon

Your move, I will be back later for the onslaught I mean my assault
Cpt. John Miller



fire away....

Your Assault Phase turn 3.
afilter

SS-H to SS-ST1 with pistol drawn "GET OVER THAT WIRE OR DON'T BOTHER!  Twisted Evil

SS-ST1 picks himself up with steally resolve to move to D3

Rolls: (1d6)   
afilter

.....and down he goes Rolling Eyes

Assume your hull is facing 38(t)

OK 38(t) on Char Come on "5 and 6"  Oh no only a 1.96% chance of damage and 0,26% chance of destroy.  Damn the odds:

Rolls: (8d6)                 
afilter

And a whole lot of chance of ones and twos  Rolling Eyes

Paratrooper on Bofor medium range

"Death from above":
Rolls: (7d6)               
afilter

50% chance of destroying and I disrupt.

Throws all the dice down

Rolls: (12d6)                         

Pulls out LARGE HAMMER!

dead ...... drinking



No more Strike and fade for you......Run away Frenchie you can still surrender.  Hey, worth a try. Rolling Eyes

Fire away, but be gentle
Cpt. John Miller

afilter wrote:


Assume your hull is facing 38(t)



Map is correct, hull faces south.
Cpt. John Miller

Char B1 attacks 38(T) short range in cover:
Rolls: (9d6)                   
afilter

Cpt. John Miller wrote:
afilter wrote:


Assume your hull is facing 38(t)



Map is correct, hull faces south.


OK, your map shows it facing both directions, so assumed you moved and took forgot to take off old facing.  Probably would not have moved troops into the open.  Go ahead as is.  This is going to take some serious help to pull off anyway.
Cpt. John Miller

cover save to avoid destruction on a 5 or 6.

Hull mounted cannon(facing south, your map is wrong)
attacks Mauser Kar in the open:
Rolls: (7d6)               
Cpt. John Miller

panhard on mauser in the open:
Rolls: (8d6)                 

Strike and face to F4.
Cpt. John Miller

afilter wrote:
Cpt. John Miller wrote:
afilter wrote:


Assume your hull is facing 38(t)



Map is correct, hull faces south.


OK, your map shows it facing both directions, so assumed you moved and took forgot to take off old facing.  Probably would not have moved troops into the open.  Go ahead as is.  This is going to take some serious help to pull off anyway.


Sorry should have made the faces for our tanks different colors. Thought you would see what I was getting at. Sad
Cpt. John Miller

Bofors attacks Paratrooper in cover, medium range:
Rolls: (10d6)                     
Cpt. John Miller

map to follow your 38(t) cover save.

mauser dead,
para disrupted,

initiative turn 4 - no bonus
Rolls: (2d6)     
afilter

38(t) cover roll:
Rolls: (1d6)   
Defensive fire on Panhard from SS-SST2
Rolls: (2d6)     
afilter

Wow, these dice are just as good as the real ones.

Intiative roll:
Rolls: (2d6)      +3
Cpt. John Miller

afilter wrote:
38(t) cover roll:
Rolls: (1d6)   
Defensive fire on Panhard from SS-SST2
Rolls: (2d6)     



??? moving away doesn't provoke defensive fire.
I have to move from one adjacent hex to another adjacent hex.
Cpt. John Miller



you won initiative turn 4.
afilter

Cpt. John Miller wrote:
afilter wrote:
38(t) cover roll:
Rolls: (1d6)   
Defensive fire on Panhard from SS-SST2
Rolls: (2d6)     



??? moving away doesn't provoke defensive fire.
I have to move from one adjacent hex to another adjacent hex.


You are correct, my mistake, I was thinking that it did when you disengage, but only when you move from one adjacent hex to another.  Please disregard.

I will move first, but heading out to dinner and movie so will check back later.
afilter

OK I have a few minutes while she gets ready.

SS-ST move to D3

Rolls: (1d6)   
Cpt. John Miller

good job
afilter



Your move I will be out of the net for a while.
afilter

Sorry I forgot to mark paratrooper and bofor as disrupted.

About time SS-ST1 decided to join the fight. Embarassed
Cpt. John Miller



Got to take off till tomorrow around this time, maybe a little earlier.
Hope to see you then.

Again sorry about the confusion over the facing of my Char. I don't think losing the Mauser for lack of a cover save is going to be the breaker move, but I also don't feel good about having any advantage that I haven't earned.

Embarassed
afilter

Don't sweat it...if nothing else this is educational for me.

Fallschirm on disrupted Bofor:

Rolls: (7d6)               
afilter

....besides the dice are going to be my demise. Rolling Eyes



Your Turn 4 Assault, do your worst.
Cpt. John Miller

panhard on para:
Rolls: (9d6)                   
afilter

So, you disrupted the para again, are you going to try and finish him off?
Cpt. John Miller

Panhard fades to F4-

Disrupted Bofors on Para in cover:
Rolls: (10d6)                     

Char moves to B7 facing south.
Cpt. John Miller

Initiative turn 5 - no bonus:

Rolls: (2d6)     

afilter

initiative turn 5

Rolls: (2d6)      +3
afilter

you can move first
Cpt. John Miller



Your move turn 5.
afilter

....and so the game of cat and mouse begins.



Your move Turn 5 Assault
Cpt. John Miller

bofors attacks disrupted para in cover:
Rolls: (10d6)                     
Cpt. John Miller

doh!

Panhard on same:
Rolls: (8d6)                 
Cpt. John Miller

Redisrupted para,

no fade.

Char moves to B7 facing south.

your assault turn 5.
afilter

Did you accidently pick up my dice?  Razz
afilter

Disrupted Para fires on Bofor:
Rolls: (7d6)               
afilter



Initiative Turn 6:

Rolls: (2d6)      +3
Cpt. John Miller

initiative turn 6 no bonus:
Rolls: (2d6)     
afilter

I will move first
afilter



Your Turn 6 Move
Cpt. John Miller

Char to C9 facing southwest.
Your assault turn 6.
Cpt. John Miller

3rd times a charm(fingers crossed)
afilter

disrupted para firing at bofor"

Rolls: (7d6)               
afilter



Do your worst.
Cpt. John Miller

Bofors on disrupted Para:
Rolls: (10d6)                     
Cpt. John Miller

Double Doh!

Panhard on same:
Rolls: (8d6)                 
Cpt. John Miller

Triple Doh!!!

Char on Haup in cover:
Rolls: (7d6)               
Cpt. John Miller

Did you read what I wrote about the dice gods in the lounge?
I was sooooo right.

Char Hull mounted on haup in cover:
Rolls: (7d6)               
Cpt. John Miller

Cover save for the Haup.

Para will Rally during casualty phase.

Initiative turn 7 no bonus:
Rolls: (2d6)     
afilter

Very important cover roll:(fingers crossed)
Rolls: (1d6)   
afilter

Throws dice in disgust......

Rolls: (12d6)                         

then picks them up for initiative:
Rolls: (2d6)      no bonus
afilter

Turn 7 I will move first:
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