NeuralDream
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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
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PzKpfw 38(T)
Sd Kfz 222
SS-Haupsturmfuher
SS Stormtoopers x2
Fallschirmjager
Mauser Kar 98k
Vs. Cpt John Miller
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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
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afilter
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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.
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Cpt. John Miller
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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!
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Cpt. John Miller
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looks like you choose side and set up,
or defer if you want.
initiative turn 1- no bonus
Rolls: (2d6)
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NeuralDream
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You can start. I added your armies in the first post.
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afilter
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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!
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afilter
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Round 1 Setup-afilterOk, 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.
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Cpt. John Miller
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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.
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Cpt. John Miller
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Your move.
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afilter
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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!
Assault phase-your move (hope you packed some white flags with the French out front)
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Cpt. John Miller
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Assault phase turn 1,
I believe my Panhard can see D2 so
Panhard Long Range shot on Mauser Kar:
Rolls: (7d6)
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Cpt. John Miller
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Panhard strike and fade 2 + road bonus to F4,
Bofors relocate, Char chills.
Your Assault.
My initiative turn 2 - no bonus:
Rolls: (2d6)
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afilter
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| Cpt. John Miller wrote: |
Panhard strike and fade 2 + road bonus to F4,
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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.
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Cpt. John Miller
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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.
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afilter
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| 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.
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NeuralDream
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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
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afilter
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Thanks again, learned something new. I will do my assault phase.
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afilter
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Mauser to D3
Rolls: (1d6)
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afilter
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SS-ST to D3
Rolls: (1d6)
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afilter
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SS-H to D3
Rolls: (1d6)
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afilter
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SS-ST1 to D2
Rolls: (1d6)
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afilter
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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
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afilter
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| afilter wrote: | SS-H to D3
Rolls: (1d6) |
I will go first this time
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afilter
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SS-ST1 to D3
Rolls: (1d6)
SS-ST2 to D3
Rolls: (1d6)
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afilter
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OK the wire is starting to piss me off now
D3 Mauser 98K to C4
D3 SS-H to C4
C2 SS-ST1 to D3 failed roll
D2 SS-ST2 to D3 passed roll
A9 38(T) to A10
A7 222 to D4 +1 road
Paratrooper off the map
Your Move
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Cpt. John Miller
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Your Assault phase, turn 2.
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afilter
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38(t) fires at Bofors2 medium range:
Rolls: (7d6)
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afilter
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KABOOOM! Bofoers 2 destroyed
222 Fires on Panhard medium range:
Rolls: (3d6)
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afilter
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Fade 2 D5
SS-ST1 move to D3 roll:
Rolls: (1d6)
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afilter
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Mauser to D5
SS-H to D4
SS-ST2 to D4
Your Assault
I will do any cover rolls if needed after your assault.
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Cpt. John Miller
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Panhard attacks 222 medium range in cover:
Rolls: (5d6)
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Cpt. John Miller
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panhard fades to F7
Dead Bofors attacks 38(T) at medium range:
Rolls: (6d6)
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Cpt. John Miller
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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)
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afilter
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OUCH! your not suppose to get 4 successes
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afilter
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Cover roll:
Rolls: (1d6)
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Cpt. John Miller
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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.
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afilter
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SPLAT!
Someone get me a hammer.
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afilter
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Init roll:
Rolls: (2d6) +3
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Cpt. John Miller
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initiative turn 3 - no bonus:
Rolls: (2d6)
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Cpt. John Miller
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oops wrong map, that's the original.
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afilter
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I will Move first
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Cpt. John Miller
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going offline for a while after movement,
this is fun!
back at ya soon enough.........
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afilter
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SS-ST1 across the wire to D3 wire cutters and kevlar gloves,,,,,,,
Rolls: (1d6)
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afilter
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GO AROUND YOU IDIOT!
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Cpt. John Miller
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LOL!
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afilter
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38(t) to A8 robust still move 1 while disabled
paratrooper to H7
Rest self explanatory
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
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Cpt. John Miller
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fire away....
Your Assault Phase turn 3.
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afilter
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SS-H to SS-ST1 with pistol drawn "GET OVER THAT WIRE OR DON'T BOTHER!
SS-ST1 picks himself up with steally resolve to move to D3
Rolls: (1d6)
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afilter
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.....and down he goes
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)
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afilter
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And a whole lot of chance of ones and twos
Paratrooper on Bofor medium range
"Death from above":
Rolls: (7d6)
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afilter
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50% chance of destroying and I disrupt.
Throws all the dice down
Rolls: (12d6)
Pulls out LARGE HAMMER!
......
No more Strike and fade for you......Run away Frenchie you can still surrender. Hey, worth a try.
Fire away, but be gentle
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Cpt. John Miller
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| afilter wrote: |
Assume your hull is facing 38(t)
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Map is correct, hull faces south.
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Cpt. John Miller
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Char B1 attacks 38(T) short range in cover:
Rolls: (9d6)
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afilter
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| Cpt. John Miller wrote: | | afilter wrote: |
Assume your hull is facing 38(t)
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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.
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Cpt. John Miller
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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)
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Cpt. John Miller
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panhard on mauser in the open:
Rolls: (8d6)
Strike and face to F4.
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Cpt. John Miller
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| afilter wrote: | | Cpt. John Miller wrote: | | afilter wrote: |
Assume your hull is facing 38(t)
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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.
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Cpt. John Miller
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Bofors attacks Paratrooper in cover, medium range:
Rolls: (10d6)
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Cpt. John Miller
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map to follow your 38(t) cover save.
mauser dead,
para disrupted,
initiative turn 4 - no bonus
Rolls: (2d6)
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afilter
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38(t) cover roll:
Rolls: (1d6)
Defensive fire on Panhard from SS-SST2
Rolls: (2d6)
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afilter
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Wow, these dice are just as good as the real ones.
Intiative roll:
Rolls: (2d6) +3
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Cpt. John Miller
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| 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.
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Cpt. John Miller
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you won initiative turn 4.
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afilter
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| 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.
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afilter
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OK I have a few minutes while she gets ready.
SS-ST move to D3
Rolls: (1d6)
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Cpt. John Miller
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afilter
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Your move I will be out of the net for a while.
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afilter
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Sorry I forgot to mark paratrooper and bofor as disrupted.
About time SS-ST1 decided to join the fight.
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Cpt. John Miller
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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.
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afilter
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Don't sweat it...if nothing else this is educational for me.
Fallschirm on disrupted Bofor:
Rolls: (7d6)
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afilter
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....besides the dice are going to be my demise.
Your Turn 4 Assault, do your worst.
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Cpt. John Miller
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panhard on para:
Rolls: (9d6)
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afilter
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So, you disrupted the para again, are you going to try and finish him off?
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Cpt. John Miller
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Panhard fades to F4-
Disrupted Bofors on Para in cover:
Rolls: (10d6)
Char moves to B7 facing south.
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Cpt. John Miller
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Initiative turn 5 - no bonus:
Rolls: (2d6)
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afilter
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initiative turn 5
Rolls: (2d6) +3
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afilter
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you can move first
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Cpt. John Miller
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Your move turn 5.
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afilter
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....and so the game of cat and mouse begins.
Your move Turn 5 Assault
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Cpt. John Miller
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bofors attacks disrupted para in cover:
Rolls: (10d6)
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Cpt. John Miller
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doh!
Panhard on same:
Rolls: (8d6)
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Cpt. John Miller
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Redisrupted para,
no fade.
Char moves to B7 facing south.
your assault turn 5.
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afilter
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Did you accidently pick up my dice?
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afilter
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Disrupted Para fires on Bofor:
Rolls: (7d6)
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afilter
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Initiative Turn 6:
Rolls: (2d6) +3
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Cpt. John Miller
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initiative turn 6 no bonus:
Rolls: (2d6)
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afilter
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I will move first
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afilter
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Your Turn 6 Move
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Cpt. John Miller
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Char to C9 facing southwest.
Your assault turn 6.
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Cpt. John Miller
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3rd times a charm(fingers crossed)
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afilter
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disrupted para firing at bofor"
Rolls: (7d6)
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afilter
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Do your worst.
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Cpt. John Miller
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Bofors on disrupted Para:
Rolls: (10d6)
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Cpt. John Miller
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Double Doh!
Panhard on same:
Rolls: (8d6)
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Cpt. John Miller
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Triple Doh!!!
Char on Haup in cover:
Rolls: (7d6)
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Cpt. John Miller
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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)
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Cpt. John Miller
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Cover save for the Haup.
Para will Rally during casualty phase.
Initiative turn 7 no bonus:
Rolls: (2d6)
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afilter
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Very important cover roll:(fingers crossed)
Rolls: (1d6)
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afilter
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Throws dice in disgust......
Rolls: (12d6)
then picks them up for initiative:
Rolls: (2d6) no bonus
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afilter
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Turn 7 I will move first:
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