NeuralDream
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Round 1: Swarbs (WON) Vs MadGhost/0331 (lost)
swarbs
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4 x Javelin [28]
3 x Truculent [36]
2 x Sea Hurricane [10]
Vs.
MadGhost/0331
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1x Admiral Graff Spee [20]
1x Koln [10]
2x Karl Galster [14]
2x U510 [22]
1x FW200 [8]
The Map (35 pts each objective):
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swarbs
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fleet build PM'd
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Mad Ghost/0331
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ditto
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swarbs
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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)
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NeuralDream
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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]
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Mad Ghost/0331
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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!
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swarbs
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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)
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Mad Ghost/0331
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I do have photoshop. let me tinker with this for a bit.
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swarbs
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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.
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swarbs
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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.
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NeuralDream
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| swarbs wrote: |
It's horrible, I know, but when I get home I can do it a bit better maybe.
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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 and then your map will look just like in all other matches .
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The_lucky_Y
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hey whats up? no more move?
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swarbs
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I dunno, I guess MadGhost probably went somewhere for the weekend, I think he checks this mostly at work.
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Mad Ghost/0331
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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
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Mad Ghost/0331
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Rolls: (1d6)
for initiative
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Mad Ghost/0331
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oops. will role another...
Rolls: (1d6)
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swarbs
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cool, I rolled 11, see above, so you're up for 1st rd. movement, I'll do the map again after movement
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Mad Ghost/0331
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GS/KG to B9
Koln/KG to F9
uboats to B6 and F6 respectively.
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swarbs
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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
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Mad Ghost/0331
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I think the kondor will stand down for this round.
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swarbs
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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
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Mad Ghost/0331
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uboat1 fires 4 at truc1
Rolls: (4d6)
uboat2 fires 3 at truc 3
Rolls: (3d6)
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swarbs
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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)
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swarbs
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Aargh, well here's my roll for initiative next round
Rolls: (2d6)
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Mad Ghost/0331
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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)
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Mad Ghost/0331
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your move then.
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NeuralDream
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| 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.
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Mad Ghost/0331
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ah yes. that will learn me. thanks!
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swarbs
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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)
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Mad Ghost/0331
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GS group to B7
Koln group to F7
U1 to B5
U2 to F5
Kondor stands by again.
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swarbs
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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.
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swarbs
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I guess officially, those should be truculents 2 and three, but I don't think it matters.
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Mad Ghost/0331
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that works for me. AAA
GS
Rolls: (6d6)
KG
Rolls: (5d6)
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swarbs
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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.
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Mad Ghost/0331
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firing three at jav1
Rolls: (3d6)
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Mad Ghost/0331
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rats. initiative then...
Rolls: (2d6)
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swarbs
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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)
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swarbs
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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.
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Mad Ghost/0331
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GS group to B6
Koln group to E6
U2 to C5
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swarbs
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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.
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Mad Ghost/0331
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Kondor to the GS group as well.
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swarbs
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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
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Mad Ghost/0331
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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)
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NeuralDream
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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.
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Mad Ghost/0331
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can I roll again?
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NeuralDream
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| Mad Ghost/0331 wrote: | can I roll again?  |
You can roll the one remaining die if you think it can change anything .
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swarbs
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I wouldn't mind you adding a die for Graf Spee, but I don't think that would help you.
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Mad Ghost/0331
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it wouldn't since I need 4 for a straffing hurricane, but I can only get a total of three... right?
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swarbs
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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.
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Mad Ghost/0331
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sweet!! love it!! ok I'm done.
Kondor will shoot at one jav, and pinpoint the other.
Rolls: (9d6)
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Mad Ghost/0331
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not quite what I had hoped for, but I will take it. your gunnery phase then
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swarbs
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full strength Northern Javelin(lets call him 1) fires guns at Graf Spee:
Rolls: (5d6)
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swarbs
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miss, argh, Javelin 1 fires torpedoes at Graf Spee:
Rolls: (3d6)
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swarbs
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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)
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Mad Ghost/0331
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NO!!!!!!!!!!!!
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swarbs
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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)
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swarbs
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so after my surface phase the Graf Spee and the Southern Galster have destroyed counters and the northern Javelins are in smoke, fire away.
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Mad Ghost/0331
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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)
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Mad Ghost/0331
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so, both northern javs are KIA
and one southern is KIA
unless those concelements come thru for you....
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Mad Ghost/0331
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my math was wrong. both southerns are crippled. right?
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swarbs
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ok, concealment on a five or six,
Javelin 1 for Graf Spee mains
Rolls: (1d6)
Jav 1 for Graf Spee 2nds
Rolls: (1d6)
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swarbs
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no love there, now crippled Javelin save roll against Galster
Rolls: (1d6)
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swarbs
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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.
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swarbs
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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)
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swarbs
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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.
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Mad Ghost/0331
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I concur. lets rock!
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Mad Ghost/0331
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so the southern uboat gets three dice after being harrased, either target, dont care.
Rolls: (3d6)
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Mad Ghost/0331
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crap.
initiative.
Rolls: (2d6)
can you update the map, I am a little lost on who is still where....
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swarbs
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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)
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swarbs
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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.
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Mad Ghost/0331
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koln holds position U1 to C6
U2 to E6
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swarbs
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ok, its your air defense, Koln to strafing fighter, I'll work up the final map.
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Mad Ghost/0331
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oh please Koln.... one time for the Reich! We fight to the last shell!
Rolls: (6d6)
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Mad Ghost/0331
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or not...
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swarbs
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dinner time, be back soon
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swarbs
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ok, Sea Hurricane strafes crippled Koln.
Rolls: (2d6)
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swarbs
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that roll never works well.
Javelin 1 drops depth charges on U-boat in its sector.
Rolls: (5d6)
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swarbs
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javelin 2 does the same
Rolls: (5d6)
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swarbs
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there's a hit, so my surface phase is over with U-boat 2 crippled
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Mad Ghost/0331
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Koln main guns at a crippled jav
Rolls: (8d6)
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Mad Ghost/0331
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torpedo at the survivor
Rolls: (2d6)
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Mad Ghost/0331
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WOOOOOHOOOOOOOO!!!
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Mad Ghost/0331
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heading home. will try to pick this up then. if not, see you in the am
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swarbs
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Truculent 2, range 1 attack on Koln
Rolls: (3d6)
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swarbs
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Koln sunk,
Truculent3 on U-boat in objective square:
Rolls: (4d6)
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swarbs
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ok, your sub-phase, not a single objective will be taken, that's amazing
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Mad Ghost/0331
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yeah... well, torpedoes it is then
uboat
Rolls: (4d6)
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Mad Ghost/0331
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gross
initiative
Rolls: (2d6)
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swarbs
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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)
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swarbs
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your move first
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Mad Ghost/0331
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u1 to d6, u2 stand fast.
that point spread is crazy. makes for a good game though!
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swarbs
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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.
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Mad Ghost/0331
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I think I will pass on letting your huricanes shoot at me. uboat torpedoes
Rolls: (3d6)
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Mad Ghost/0331
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gross
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swarbs
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Truculent fires back for the win
Rolls: (4d6)
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swarbs
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crap, ok, here's my initiative
Rolls: (2d6)
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swarbs
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stupid sixes, who cares if I win intitiative....grumble
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Gross Admiral Raeder
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Nice Game
LOL Real Nail Bitter here.
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Mad Ghost/0331
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yeah...
initiative
Rolls: (2d6)
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Mad Ghost/0331
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cripple to D6
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