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NeuralDream

Round 1: Polish Cavalryman (WON) Vs. L. Scooterist (lost)

Combatants:
Polish Cavalryman - Allies
Lettische Scooterist - Axis


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

Lettische Scooterist
----------------------
1 x SdKfz 251 (cost total = 6 [new 1939-45 cost])
1 x SS Storm trooper (cost total = 7)
1 x WE Sniper (cost total = 11)
1 x PzKpfw 38(t)  (cost total = 10)
2 x Falschimjager (cost total = 16)
Six units, equals 50 points

Polish Cavalryman
---------------------
2x Char B1
2x Polish Cavalrymen

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

Notice that: The German SS-Panzergrenadiers and the American Ranger units cost 7, instead of 5.

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
Polish_Cavalryman

my army has been sent.
Lettische_Scooterist

Will send mine in shortly!
Lettische_Scooterist

Okay, send my force to ND via PM...
NeuralDream

Lettische_Scooterist wrote:
Okay, send my force to ND via PM...

I believe you have a mistake. Plz check pm. I don't normally check for the validity of your builds, but that was too obvious!
NeuralDream

Ok, you can start. I added your builds in the first post of this thread.
Lettische_Scooterist

Okay, rolling for set-up...  No leaders.

Rolls: (2d6)     
Polish_Cavalryman

OK my roll for setup...

Rolls: (2d6)     
Polish_Cavalryman

I defer the choice of sides and will setup after you.
Polish_Cavalryman

well I can't bee too happy to see 3 defense 5 soldiers out there.  they will be a real bitch to kill and I hope they do not become a literal pain in the rear for my tanks.  almost a perfect designed build to stop my army... so it will be tough.  you couldn't have just gotten a Mauser and 4 regular Panzergrenadiers now could you?  Smile
Lettische_Scooterist

Well, admittedly, when I thought 1939  and allies, I immediately thought of the Char B1...  Which sent a cold chill down my spine!   Shocked

I'm not even sure I've chosen the right side!  Ah well, Alea jacta est!   Very Happy

Here's my setup for the map.  Sorry for the crude notes.  I did this from work this morning and we just don't have the best imaging and media software on our machines (i think the management is afraid we'll look at pictures all day and listen to music otherwise!).

I've held the Falschimjager off to be deployed during the game.  I think that's allowed - Let me know if it isn't! Also, the SS-Stormtrooper is mounted in the SdKfz 251.



I'm at work all day today - can probably play as long as you don't mind the "counter" looking represenation on the map.  Also, I'm out this evening and good chunk of tomorrow.  But I'm home on Saturday night and Sunday afternoon!
Lettische_Scooterist

Polish_Cavalryman wrote:
well I can't bee too happy to see 3 defense 5 soldiers out there.  they will be a real bitch to kill and I hope they do not become a literal pain in the rear for my tanks.  almost a perfect designed build to stop my army... so it will be tough.  you couldn't have just gotten a Mauser and 4 regular Panzergrenadiers now could you?  Smile


LoL  Do Chars really have a "rear" to be pained?  They're 5/5 all the way around, too!  We played a 1940 limit last month in our game group and the people playing the French with Chars cleaned the map everytime!   Shocked
Polish_Cavalryman

I have a nice looking image... how do I post it?

Anyway setup is....

Char at C and F
Cavalry at E and G


Initiative roll:


Rolls: (2d6)     [/img]
Polish_Cavalryman

looks like I probably get initiative...

you can go first.  (unless you manage a 12 I guess).
Lettische_Scooterist

GAAA!!!  Guess I won't be winning Initiative this turn!

Let's see:  Rolls: (2d6)     

To post an image, you need to have it uploaded to someplace like imagecave.com.  You copy the url, drop it in the forum text box you're typing and then highlight it and click the [Img] button above the text box (where the Bold, Italics, etc. buttons are).

At least that's how I do it!

Edit: A five!  Looks like you get first choice!

Edit Mark II:  Okay, I'll move and send the image...
Polish_Cavalryman

yeah I'm not available tomight and limited on the weekend.
Lettische_Scooterist

LETTLAND TURN 1 MOVEMENT PHASE

And away we go!!

Explaining my moves:

1.  W.E. Sniper moved to G2.
2.  SdKfz w/ SS Sturm. moved along the road to D5 where it dropped the SS Sturm, and using it's High Gear SA, moved back to D3. Movement is in red.
3.  Pz. 38(t) moved around the moutains and into them on the road at C4 (note arrow w/ facing).  Movement is in blue.
4.  Lastly, both Fallschimjager (FJR 1 & FJR 2) deployed in B7 (town) and E7 (woods).

Please let me know if I did something incorrect with the transport part of the move.  The way I did it is how we do it in our group, but I always wondered if we really interpreted it correctly!

Polish_Cavalryman

can you move, drop off a soldier, then move again?
Lettische_Scooterist

See, that's what I always wondered. No one in our gaming group has ever said you couldn't and they've done it numerous times...  Drive along, dump off the infantry along the way and keep on going.

We have one guy in our group that does it all the time with T-34s.  And no one's questioned it.  So, I just went with it.

If someone can clarify and I can't, no biggie.  I'll just stop the 251 in the same hex as the SS-ST and dismount the SS-ST.
Cpt. John Miller

Polish_Cavalryman wrote:
can you move, drop off a soldier, then move again?


No. As soon as you unload, the halftracks' movement is finished.
Your "friend" with the T-34s is cheating.

And chars should have facing for the "hull mounted cannon" frontal field of fire.
Polish_Cavalryman

From Y2UAsk on the "other" site...

Quote:
Can a Transport drop off a soldier and then move away?  

Yes, if it didn't move before dropping off the soldier.


Quote:
Can a loaded transport move 2 spaces, drop a unit, then move again?  

No.



http://boards.avalonhill.com/showthread.php?t=9143



honestly... I don't really care but you asked if this is in the normal rules and I believe the answer is no.
Polish_Cavalryman

Cpt. John Miller wrote:
chars should have facing for the "hull mounted cannon" frontal field of fire.


they have started the game facing away from the enemy and facing to the southeast.  they do this to wave their rears and "fart in the general direction" of you Hun pigdogs!
Polish_Cavalryman

---------------
Lettische_Scooterist

See, I always wondered about that.  But since a few folks in our group wout do it, and no one said anything, I figured Iwas wong! Shocked

Okay, well, based on that, no problem.  I'm actually really glad to get clarification on this.   Very Happy

Lettische_Scooterist

So, I think I'm all sorted now.   Very Happy
Polish_Cavalryman

OK.

Then I'll do this:

Char to D10 and G9, both facing NW

Ponies huddle at G11

You are up for assault phase.
Lettische_Scooterist

LETTLAND ASSAULT PHASE TURN 1

Okay...

1.  SdKfz 251 rolls back down the road and out of sight.
2.  Everyone else hunkers down and hope they can ride out the Chars guns (since they can't hit anything anyway!)!



(I forgot to remove the little move arrow for the W.E. Sniper, but you can see he's not moving!)
Polish_Cavalryman

OK... here goes nothing...

N. Char on FJ2 in woods
Rolls: (7d6)               
Polish_Cavalryman

and his hull-mount on the same guy:

Rolls: (7d6)               
Polish_Cavalryman

well the 2nd miss was less painful Smile

S. Char on FJ2
Rolls: (7d6)               

and hull

Rolls: (7d6)               

in the unlikely event you need a cover roll...

Rolls: (2d6)     
Polish_Cavalryman

FJ2 is disrupted.  I did the cover wrong but you didn't need it.

Cavalry both move to F8
Polish_Cavalryman

turn 2 initiative =

Rolls: (2d6)     
Lettische_Scooterist

Well, I'd hoped that the FJRs might escape this turn without getting disrupted, but oh well!   Very Happy

Rolling for Turn 2 initiative:

Rolls: (2d6)     
Lettische_Scooterist

Looks like I got the Initiative.  You can move first.
Polish_Cavalryman

OK.

Both Cavalry gallop back to G11 to hide.

Chars move in for what better be a kill or I'm in trouble.  Chars now at E8 and F7.  Both facing NW and lining up hull mounted canon shots on disrupted FJ#2.  

I am assuming SS-ST is still at D5 and the 1/2 track is at B4.

Commanders poke their heads out to look around.  "see anything Jaque?"  "No Pierre.  What is that sound from the hills though?"  

(to be continued)
Lettische_Scooterist

LETTLAND MOVEMENT TURN 2

Okie-doke.

Oh no!  The froggies are closing in!

1.  The Pz. 38(t) revs it's engine and dashes to the rescue moving to E6!
2.  The SS-Stormtroop decide to investigate... Just what is that big white target doing in the middle of that open area in front of us moving to D6.
3.  The SdKfz 251 feels too exposed at the base of the hills and decides to move back south again to C4.

As you can see the FJR2 has turned yellow with fear! (Disrupted)



Your Assault Phase...  Git down, they're firing at us!!!   Surprised
Polish_Cavalryman

what the hey...

Let it be war then!

Char at E8 on FJ#2 with Hull mount

Rolls: (8d6)                 
Polish_Cavalryman

I must remember to include cover rolls...

Rolls: (1d6)   
Polish_Cavalryman

crap.  

OK Char at F7 on 38(t)

Rolls: (9d6)                   
Polish_Cavalryman

OK back to Char at E8 on the FJ#2

Rolls: (7d6)               

and his cover... which I hope he needs...

Rolls: (1d6)   
Polish_Cavalryman

all right... the gods have got to give me one here since you are 2/2 on cover.

Char at F7 on SS-Stormy with the hull-mount

Rolls: (7d6)               
Polish_Cavalryman

ahh nuts.  well if that guy didn't make cover twice I'd have had a decent turn.  As it is... it's a push.  I guess I have to hope 'ol Hans in the hills is off today.  Of course I've never seen him miss in 2 years of playing this game...

Your up.  The Cavarly stay put.
Lettische_Scooterist

Okay, easy part first.

The SS-Stormtroop move into the woods and joins the scared FJR2 (E7)

Lettische_Scooterist

Next, the W.E. Sniper takes his Headshot SA and uses it on the Char B1 in F7 (the southern most Char).

Fires with six attack dice coupled with Crackshot:

Rolls: (6d6)             
Lettische_Scooterist

Okay, looks like I got the hit.  That's an immediate face-up disrupt on the Char.

That's followed with a range one shot from the Pz. 38(t) - soon to be Disrupted and Damaged - at that same, now disrupted, Char.

Here goes nothing...

Rolls: (8d6)                 
Lettische_Scooterist

Aw man!!  He whiffed it!!!  Confused   Only three hits!

Well, there's one damn fine plan down the tubes!  C'est la guerre!!

When that tank crew bails out, which I'm pretty sure will be happening soon, it's the cold outskirts of Leningrad for them! Shocked



End Turn 2...
Lettische_Scooterist

Rolling for Initiative Turn 3:

Rolls: (2d6)     
Polish_Cavalryman

ack.  I gotta beat an 8"  OK here goes.  And a re-roll in case I tie you.

Rolls: (2d6)     

reroll if a tie...

Rolls: (2d6)     

if I'm under 8 then it's your choice and good night from me.
Polish_Cavalryman

hot damn.  A 10.  Well I have to go first.

The Chars stay and one Pony gallops to join each of the Chars.  So there is a Char and a Pony at F7 and a Char and a Pony at E8.
Lettische_Scooterist

Okay, I'll post my move tomorrow.

See you in the morning!   Very Happy
Polish_Cavalryman

assuming you try to move SS-ST into the disrupted Char you can use this order for defensive fire:

1.  take defensive fire from Pony at E8 (7 dice) to try at him while still in the woods.

2.  take defensive fire from Pony at F7 (9 dice) as you enter the hex.
Lettische_Scooterist

Okay, got stuck in a churchy meeting all morning and just got home.  Will be posting my move in the next couple of minutes.
Lettische_Scooterist

Okay, here goes.  I had actually didn't plan on having the SS-ST run out into the open.  Smile  So, they're going to stay put.

The Pz. 38(t), even with the robust move needs to stay close if I want any hope... so, he's not moving either.  Shocked

FJR1 moves a little bit in the town...

The SdKfz 251 moves up a bit without exposing itself to the Chars.

I'm really not sure I've made the best decision here, but I'll have to live with it!   Smile  In fact, I may have cost myself the game!   Confused



If the Cav choose to enter the woods hex with the SS-ST & FJR, then the SS-ST will defensive fire to prevent the northern horses (hex E8) from entering the hex.  Since the FJR is dusrupted, he can't defensive fire.
Polish_Cavalryman

Disrupted Char will fire at the 38(t) with the turret thing.

Rolls: (9d6)                   
Polish_Cavalryman

whew.  OK with him gone I can concentrate on the soldiers.  The disrupted Char will use his hull mount on the disrupted FJ#2 so he has a chance at re-disrupt.

Rolls: (8d6)                 
Polish_Cavalryman

nuts.  

OK.  healthy Char with his hull mount on SS-stormy... gotta take a chance here.  

Rolls: (8d6)                 

and I hope this is needed but not likely...

his cover roll

Rolls: (1d6)   
Polish_Cavalryman

well that was lousy.

OK.  The last Char shot will just have to be at the FJ#2 then so I have a chance.

Rolls: (7d6)               

cover if needed...

Rolls: (1d6)   
Polish_Cavalryman

woah.  I went back and forth on that descision.  I should have gone at the Stormy.  

OK.  Ponies make their customary retreat to G11.  

You are up.  I hope the 38t has one more bad shot in him.
Lettische_Scooterist

Pesky ponies!  Don't stay around for a stand-up fight!!

Okay, SdKfz moves to the town with FJR1.

Since the SS-ST and the soon to be dead FJR2 don't have any targets, they're doing nothing... Except that the FJR2 give up and bury the dead...

Before the survivors of the Pz. 38(t) bail out, they'll take a disrupted shot at the disrupted Char...

Rolls eight d6, 5s or 6s only...

Rolls: (8d6)                 
Lettische_Scooterist

Wow!  Something worked!   Very Happy

That'll redisrupt the Char for next turn and damage it as well.  Maybe I won't send the survivors of the crew to Leningrad...
Lettische_Scooterist

End of Turn 3...



Rolling for Turn 4 Initiative...

Rolls: (2d6)     

Re-roll if needed:

Rolls: (2d6)     
Polish_Cavalryman

ok.  initiative turn 3...

Rolls: (2d6)     

and re-roll if needed...

Rolls: (2d6)     

nice shooting on that 38t.  you should have damaged the tank before it got to the battlefield.
Polish_Cavalryman

anybody got a die that has anything besides 1's and 6's on it?

OK.  we win the re-roll and go first.

You guessed it!  The Ponies take up position to occupy join the Chars in customary "faint" battle position.  I think one of them dropped their keys so they are going back to look around.  I'm sure they'll find them.  Polish keys are very large and shiny.  Then they will likely run away again.  It is good excercise.  

Anyway... Chars and Ponies in the same 2 damn hexes again.  

I may check in after a couple hours when the kids are in bed.
Lettische_Scooterist

Okay, the FJR1 load up into the SdKfz 251.  It then uses the "free road move" going out of town (0 movement point to B7) and then zoom back into the hills ending at C4.

Next, it's time to do or die!  The SS-ST are going to try to enter the D/D Char's hex and grab those keys before your pony riders find them!  Based on what you planned for defensive fire last turn, I'll roll for the E8 (7 dice) for the first defensive fire, and if they pass that, for the  second defensive fire the ponies in F7 (9 dice) as they enter the hex...

First defensive fire...

Rolls: (7d6)               

If they SS-ST pass that, then here's the roll for the next defensive fire...

Rolls: (9d6)                   
Lettische_Scooterist

Staying cool under fire!  And gimme dem keys!!

You assault phase... Razz

Polish_Cavalryman

OK well let's start with the damaged Char.  He gets only 1 shot

Rolls: (7d6)               

then the Pony in the same hex is stuck now.

Rolls: (9d6)                   

I hope that gets us somewhere.
Polish_Cavalryman

OK.  Pony and Char with nothing else to do ride and drive off together to B10.  I guess the Char is facing NW.

I'll roll for Ini. in the AM.  

G'night.
Lettische_Scooterist

Okay, my assault:

Before the SS go down in a blaze of gunfire and flashing sabers, they try to finish off the D/D Char...

Close Assault 8 with Ruthless..

Rolls: (8d6)                 
Lettische_Scooterist

Hurrah! With the Char being down by a point (Defense 4/4) and five hits from the SS, that finishes the Char.  At least they died valiantly!

Next, W.E. Sniper fires at the Cav in that same hex (range 5).

Including Crackshot...

Rolls: (6d6)             
Lettische_Scooterist

That's put paid to those pony soldiers...

End of turn 4

Lettische_Scooterist

Turn 5

Rolling for Initiative...

Rolls: (2d6)     

If it's tied, reroll:

Rolls: (2d6)     
Polish_Cavalryman

T4 initiative roll

Rolls: (2d6)     

in case of tie...

Rolls: (2d6)     


good match so far.  a little good and bad fortune each way but all in all about even I'd say as far as luck goes.
Polish_Cavalryman

OK.  Your choice.  I'll be able to check in today once in a while.  The turns will go quickly but it's the back-and-forth that take the longest.
Lettische_Scooterist

Okay, I'll go ahead and move first this time.

Mounted FJR and the SdKfz 251 move to D5 and the FJR dismount.

That's it.

Polish_Cavalryman

Cavalry to A6 and Char to B7 facing SW.

your assault phase...
Lettische_Scooterist

Okay, The FJR can't hit anything, but they'll stay where they are.  The SdKfz move into the hills again.

That's it.  Your assault...

Polish_Cavalryman

Char to E6 (facing NW)

Cavalry gallops into the FJ hex at D5.  Defensive fire doesn't matter.  Behold the power of the Pony!


Initiative roll for turn 5:

Rolls: (2d6)     

and re-roll

Rolls: (2d6)     
Lettische_Scooterist

Okay, to make sure I have this right before I do anything...

I can still defeinsive fire as the pony enters the hex.  I just can't stop them outside the hex, correct?  I've never actually fought against Polish Cav before, so this is still new to me.

Assuming that I'm correct and can defensive fire, It's 9 attack dice (most I can get is a disrupt regardless).

Defensive fire:

Rolls: (9d6)                   

If I'm wrong, then disregard this roll.
Polish_Cavalryman

yep.  My Pony is disrupted.  I then remove the disruption at the end of the turn.  so basically it doesn't matter.  he still gets there and at turn 5 he is not disrupted.
Lettische_Scooterist

Ah, yes, I see now.  Yep, that's right!  Shocked

Okay, end of turn 5:



Rolling for Initiative, Turn 6:

Rolls: (2d6)     

If tied:

Rolls: (2d6)     
Lettische_Scooterist

Looks like you got it.

And just for clarification... are we on Turn 5 or 6?  thinking
Polish_Cavalryman

I think you mean turn 5 initiative.

I got 11 so I'll let you go first.
Lettische_Scooterist

Okay, my move's easy.  Everyone's staying where they are!   Very Happy

You're move.
Polish_Cavalryman

OK.  what the hey.  Char to D4 facing NE.  I could go after the sniper for a cheesy win.  But lets make this exciting.  

Done.
Lettische_Scooterist

Okay.  Well, Firstly, The FJR1 will blaze away at the ponies:

Rolls: (9d6)                   
Lettische_Scooterist

Okay, with the ponies out of the way, the SdKfz 251 legs it out of the hills and around them... to C6.

Your assault...
Lettische_Scooterist

Polish_Cavalryman

the pony gets a cover roll though.  he covers on 5+ since they share the same hex.  

Rolls: (1d6)   
Polish_Cavalryman

alright since he fails cover I'll keep going.  

Dead horse beats on FJ#1

Rolls: (9d6)                   

no cover roll here (HtH)
Polish_Cavalryman

curses.  

Char moves to F2.

Initiative turn 6:

Rolls: (2d6)     

re-roll

Rolls: (2d6)     
Polish_Cavalryman

OK since I got 11 I'll go ahead and say my choice is for you to go first on turn 6.
Lettische_Scooterist

Okay, sorry.  Had to take my daughter to soccer practice and back again.

Rolling for initiative...

[2d6]

For tie...

[2d6]
Lettische_Scooterist

D'oh!  Didn't enter the code correctly...!   Embarassed

Rolls: (2d6)     

Tie...

Rolls: (2d6)     
Lettische_Scooterist

Okay,  For Move Turn 6...

The SdKfz move into the objective hex and then reverses back to B6.  Everyone else stays put!



Your move...
Polish_Cavalryman

Char joins sniper at G2.

Your assault phase.
Polish_Cavalryman

I should add the Char is facing to the NW.
Lettische_Scooterist

LoL  I was just wondering which way that Char was facing.  Smile

Well, just to find a bit more cover, the W.E. Snipe will move to G1 just to pick up a bit more cover.

You Assault...

Polish_Cavalryman

hull mounted cannon on sniper:

Rolls: (8d6)                 

regular turret on sniper:

Rolls: (7d6)               

cover roll 1 if needed

Rolls: (1d6)   

cover roll 2 if needed

Rolls: (1d6)   
Polish_Cavalryman

ok.  dead sniper.  

roll for turn 7 initiative:

Rolls: (2d6)     
Lettische_Scooterist

Splat!  Sniper bits decorate the hills...

Okay,  Initiative.

Rolls: (2d6)     

If tied...

Rolls: (2d6)     
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