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NeuralDream

Round 1: Swarbs (WON) Vs MadGhost/0331 (lost)




swarbs
---------
4 x Javelin             [28]
3 x Truculent          [36]
2 x Sea Hurricane   [10]

Vs.

MadGhost/0331
-----------------
1x Admiral Graff Spee [20]
1x Koln [10]
2x Karl Galster [14]
2x U510 [22]
1x FW200 [8]


The Map (35 pts each objective):

swarbs

fleet build PM'd
Mad Ghost/0331

ditto
swarbs

I was really hoping to get Lutgens, seems like History would have been on my side for that one.  Good luck to you MadGhost/0311

I guess we can go for initiative now, those other guys did it.

Rolls: (2d6)     
NeuralDream

You can start. I have posted your fleets at the beginning of this thread.

[I will not be able to moderate any game today until late night (European Time), so try to find another moderator/photoshop user if you want to start immediately, or even better do your own image editing, so that you don't have to wait at all]
Mad Ghost/0331

Rolls: (2d6)     

also, not to sure I can do the paint work, and I don't know if I have photoshop here at work... can you do the graphic swarbs? oh yeah, Good luck!
swarbs

I don't have photoshop either, I'd be willing to get the free one (the Gimp) and try to learn, but that will have to wait until the weekend.

Since I lost the roll I'll go ahead and set up first.

2 x Javelin in B-1 (#'s 1 and 2)
2 x Javelin in E-1 (#3 and #4)

aircraft at airbase

Truculent 1 in C-5
Truculent 2 in D-5
Truculent 3 in E-5

also here's my initiative roll for the first round
Rolls: (2d6)     
Mad Ghost/0331

I do have photoshop. let me tinker with this for a bit.
swarbs

That would be cool, other people are just putting names of ships in the correct sector, I'm sure this would work out for us.
swarbs

Heres the crappy paint thing I did from the old computers at school.



It's horrible, I know, but when I get home I can do it a bit better maybe.
Your set-up, and I rolled for initiative the first round too, I have no flag bonuses or anything.
NeuralDream

swarbs wrote:

It's horrible, I know, but when I get home I can do it a bit better maybe.

MS paint is more than enough. If you want to avoid the white background behind the text of your units, if you use MS paint, click text and then click at the selection at the bottom. This will make the background of the text transparent Wink and then your map will look just like in all other matches Smile.
The_lucky_Y

hey whats up? no more move?
swarbs

I dunno, I guess MadGhost probably went somewhere for the weekend, I think he checks this mostly at work.
Mad Ghost/0331

very sorry. I had some things come up this weekend. I am here and ready to fight!

AGS and KG to B11
Koln and KG to F11
U510s to B7 and F7
Kondor on base
Mad Ghost/0331

Rolls: (1d6)   

for initiative
Mad Ghost/0331

oops. will role another...

Rolls: (1d6)   
swarbs

cool, I rolled 11, see above, so you're up for 1st rd. movement, I'll do the map again after movement
Mad Ghost/0331

GS/KG to B9
Koln/KG to F9
uboats to B6 and F6 respectively.
swarbs

top pair of Javelins to C3
Bottom pair to E3
Truculents all move up right

your air move, if you don't deploy your Kondor I'll rest my fighters as well
Mad Ghost/0331

I think the kondor will stand down for this round.
swarbs



ok, hopefully here's the map after turn one, aircraft aren't on there but they are all at their airfields this turn

one Javelin in each sector will make smoke, I think that is it for gunnery, your submarine torpedo phase
Mad Ghost/0331

uboat1 fires 4 at truc1
Rolls: (4d6)         

uboat2 fires 3 at truc 3

Rolls: (3d6)       
swarbs

subs can only attack subs in the same space, but that doesn't really matter here, that roll missed, while the other one, holy crap three boxcars!

Truculent 1 tries to return the favor four dice on Uboat 1

Rolls: (4d6)         
swarbs

Aargh, well here's my roll for initiative next round

Rolls: (2d6)     
Mad Ghost/0331

sweet deal! I didn't know subs could only attack subs in the same space... huh... oh well, as you said, doesn't matter. so, initiative roll huh?

Rolls: (2d6)     
Mad Ghost/0331

your move then.
NeuralDream

Mad Ghost/0331 wrote:
sweet deal! I didn't know subs could only attack subs in the same space...

Their S.A. says "local enemy submarines". That means in the same sector.
Mad Ghost/0331

ah yes. that will learn me. thanks!
swarbs

oh no, I really wanted initiative this turn, oh well.

Javelin 3 and four move up one to D3, the other Javelins stay still
remaining Truculents move up left to C5 and D5

if your pairs of ships stay together I'll put one Sea Hurricane with a strafing counter on top of Graf Spee and Galster, so you can deploy your Kondor, if your ships split up or combine I'll reevaluate after your move so don't deploy your Kondor yet in that case (just trying to save time)
Mad Ghost/0331

GS group to B7
Koln group to F7
U1 to B5
U2 to F5
Kondor stands by again.
swarbs

Ok here is next map, if it looks right it is your air defense phase, if not, I'll do it again, but I have to teach soon so I won't be back until noon.

swarbs

I guess officially, those should be truculents 2 and three, but I don't think it matters.
Mad Ghost/0331

that works for me. AAA
GS
Rolls: (6d6)             

KG
Rolls: (5d6)           
swarbs

Hurricane aborted, so no air attack step, DD's can't be targeted at ER, so no gunnery except all Javelins pop smoke to gain concealment against torps.  Your submarine phase, I'll roll concealment if you hit.
Mad Ghost/0331

firing three at jav1

Rolls: (3d6)       
Mad Ghost/0331

rats. initiative then...

Rolls: (2d6)     
swarbs

the Northern Truculent (labeled 1 on the map) gets two torpedoes on Graf Spee.

Rolls: (2d6)     

Then my fighter returns to base with a re-arming counter. (I still have one ready to fly, though) and here is my initiative roll for next turn.

Rolls: (2d6)     
swarbs

Unless I screwed up, Graf Spee is crippled, and I lost initiative, I'll go ahead and move then.  (oh and smoke dissapates in E3 but is still around in D3 and C3)

Javelin 1 and 2 to B5 (on top of u-boat1)
Javelin 3 and 4 to E5
Truculents move down right to C6 and D6 respectively

I need to see your moves before deciding on air this time, sorry to make it take longer.
Mad Ghost/0331

GS group to B6
Koln group to E6
U2 to C5
swarbs

ok, now all Javelins use sub-hunter to teleport on top of U-boats:
-Jav 1&2 to C5
-Jav 3&4 to F5

Sea Hurricane 2 flies overtop Graf Spee group with a strafing counter.

Your air placement, then I'll update the map.
Mad Ghost/0331

Kondor to the GS group as well.
swarbs

Ok, here is the new map, I think.  If there is something wrong I'll make changes, looks like this will be a bloody turn.



also, I assume that my fighter is not allowed to blow up your Kondor, so unless that isn't true it is your air defense phase
Mad Ghost/0331

yeah, ought to be messy. I was also under the impression that you can't shoot at the kondor, that's why it's there, so here goes AAA
Crippled GS
Rolls: (5d6)           

KG
Rolls: (5d6)           
NeuralDream

I'm pretty sure the Graf Spee has 6 AA. The crippled one again has 6 dice but the 4s don't count. Not that is makes any difference with such bad luck that you had in this roll.
Mad Ghost/0331

can I roll again?  pray
NeuralDream

Mad Ghost/0331 wrote:
can I roll again?  pray

You can roll the one remaining die if you think it can change anything Wink.
swarbs

I wouldn't mind you adding a die for Graf Spee, but I don't think that would help you.
Mad Ghost/0331

it wouldn't since I need 4 for a straffing hurricane, but I can only get a total of  three... right?
swarbs

actually, I screwed up, I've been away from the cards and hurricanes armor is only 5 (so three when strafing) so your Galster aborted it anyway, so that means it's your turn to blast away with anti-ship missile.
Mad Ghost/0331

sweet!! love it!! ok I'm done.
Kondor will shoot at one jav, and pinpoint the other.
Rolls: (9d6)                   
Mad Ghost/0331

not quite what I had hoped for, but I will take it. your gunnery phase then
swarbs

full strength Northern Javelin(lets call him 1) fires guns at Graf Spee:
Rolls: (5d6)           
swarbs

miss, argh, Javelin 1 fires torpedoes at Graf Spee:
Rolls: (3d6)       
swarbs

ok, that does Graf Spee, so crippled Javelin #2 pops smoke. Javelin 3 fires guns at the Galster with Koln:
Rolls: (5d6)           

and then fires torpedoes at the Koln:
Rolls: (3d6)       
Mad Ghost/0331

NO!!!!!!!!!!!!
swarbs

so that's one hit on Southern Galster so far, Javelin 4 fires guns on that Galster:
Rolls: (5d6)           

and torpedoes again against the Koln
Rolls: (3d6)       
swarbs

so after my surface phase the Graf Spee and the Southern Galster have destroyed counters and the northern Javelins are in smoke, fire away.
Mad Ghost/0331

roger. firing.
GS range 1 at the healthy of the two. 12 dice
Rolls: (12d6)                         

secondary guns, same target
Rolls: (6d6)             

torpedo same target
Rolls: (1d6)   

KG at the cripple
Rolls: (5d6)           

and torpedoes same target
Rolls: (2d6)     

Koln, either one range one
Rolls: (7d6)               

torpedo same target
Rolls: (1d6)   

KG the other
Rolls: (5d6)           

and torpedoes, same target
Rolls: (2d6)     
Mad Ghost/0331

so, both northern javs are KIA

and one southern is KIA

unless those concelements come thru for you....
Mad Ghost/0331

my math was wrong. both southerns are crippled. right?
swarbs

ok, concealment on a five or six,

Javelin 1 for Graf Spee mains
Rolls: (1d6)   
Jav 1 for Graf Spee 2nds
Rolls: (1d6)   
swarbs

no love there, now crippled Javelin save roll against Galster
Rolls: (1d6)   
swarbs

that's lots of threes,

so by my count both norther javs (1,2) are dead and both southern javs (3,4) are crippled, now for the submarines.
swarbs

northern truculent get two torps at Karl Galster (3-1 for Galster harrasment)
Rolls: (2d6)     

southern truculent gets three torps at Koln (no subtraction, southern galster is dead)
Rolls: (3d6)       
swarbs

arrgh (but like a pirate would say it this time, not a frustrated argh), Northern galster dead, Koln crippled.

Ok, your submarine torpedo phase, this turn was bloody indeed.
Mad Ghost/0331

I concur. lets rock!
Mad Ghost/0331

so the southern uboat gets three dice after being harrased, either target, dont care.
Rolls: (3d6)       
Mad Ghost/0331

crap.
initiative.
Rolls: (2d6)     

can you update the map, I am a little lost on who is still where....
swarbs



here's the map to start out, I'm sorry your condor turned out blue, it and one of my fighters is re-arming.

no objectives captured yet.

my initiative
Rolls: (2d6)     
swarbs

Javelins move onto the objective, Truculents both move one space south to D6 and E6 respectively,  the Sea Hurricane will deploy to where ever the Koln ends up.
Mad Ghost/0331

koln holds position U1 to C6
U2 to E6
swarbs

ok, its your air defense, Koln to strafing fighter, I'll work up the final map.
Mad Ghost/0331

oh please Koln.... one time for the Reich! We fight to the last shell!
Rolls: (6d6)             
Mad Ghost/0331

or not...
swarbs



dinner time, be back soon
swarbs

ok, Sea Hurricane strafes crippled Koln.

Rolls: (2d6)     
swarbs

that roll never works well.
Javelin 1 drops depth charges on U-boat in its sector.
Rolls: (5d6)           
swarbs

javelin 2 does the same
Rolls: (5d6)           
swarbs

there's a hit, so my surface phase is over with U-boat 2 crippled
Mad Ghost/0331

Koln main guns at a crippled jav
Rolls: (8d6)                 
Mad Ghost/0331

torpedo at the survivor
Rolls: (2d6)     
Mad Ghost/0331

WOOOOOHOOOOOOOO!!!
Mad Ghost/0331

heading home. will try to pick this up then. if not, see you in the am
swarbs

Truculent 2, range 1 attack on Koln
Rolls: (3d6)       
swarbs

Koln sunk,

Truculent3 on U-boat in objective square:
Rolls: (4d6)         
swarbs

ok, your sub-phase, not a single objective will be taken, that's amazing
Mad Ghost/0331

yeah... well, torpedoes it is then
uboat
Rolls: (4d6)         
Mad Ghost/0331

gross
initiative
Rolls: (2d6)     
swarbs

I'd like to note the rediculousness of the current situation if I may:
Your points -
9 x 4 Javelins - 36
1x 12 Truc        12
Killing surface fleet - 35
83

My points
1 x 21 Graf Spee - 21
1 x 11 Koln          - 11
2 x 8 Galster       - 16
killing surface fleet - 35
83

initiative
Rolls: (2d6)     
swarbs

your move first
Mad Ghost/0331

u1 to d6, u2 stand fast.
that point spread is crazy. makes for a good game though!
swarbs

Truculent 2 to C6, Truculent 3 stand fast.  Please note that the bottom U-boat is a cripple (from depth charges).  Ok, unless you want to fly your Kondor, feel free to shoot at me with your sub.
Mad Ghost/0331

I think I will pass on letting your huricanes shoot at me. uboat torpedoes
Rolls: (3d6)       
Mad Ghost/0331

Shocked  gross
swarbs

Truculent fires back for the win

Rolls: (4d6)         
swarbs

crap, ok, here's my initiative

Rolls: (2d6)     
swarbs

stupid sixes, who cares if I win intitiative....grumble
Gross Admiral Raeder

Nice Game

LOL Real Nail Bitter here.
Mad Ghost/0331

yeah...
initiative
Rolls: (2d6)     
Mad Ghost/0331

cripple to D6
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