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NeuralDream

Round 2: carrion (lost) Vs. Polish Cavalryman (WON)

Combatants:
carrion - Allies
Polish Cavalryman - Allies


carrion
--------
1x Insp Lt_10
1x Royal Eng_10
1x Defiant_8
1x Bofors_9
1x Bren_5
1x Stuart_15
2x Gurkha_8

Vs.

Polish_Cavalryman
-----------------------
2x Kuom. Machine-Gun
3x Gurkha Riflemen
2x M3 Stuart
1x Tank Obstacle
1x Ammo Dump



Army restrictions: year 1941, total cost 65, Max. 10 units, no heroes.


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 rules that everybody is familiar with:

Use the  AAM units database for units for which you don't have the cards. Alternatively you can use hordelings, bgg, or even better here.
Notice that: The German SS-Panzergrenadiers and the American Ranger units cost 7, instead of 5.


The Map for the first round (you deploy along the top and bottom hex row):

Polish_Cavalryman

army sent.
carrion

Will hopefully have my army in tonight.
carrion

Army sent in, sorry it took so long.  Good luck in the upcoming battle.
NeuralDream

Gentlemen, good luck Smile.
Cpt. John Miller

Wow. I was wondering when the Ammo dump was going to make an appearance. Better make that priority one for your Paratrooper Carrion. Trust me on this.
Polish_Cavalryman

I'm glad neither of us decided to go the T-34 plus cossack captain route.  That would be almost unbeatable.  I decided to try something different.  I have never used an ammo dump before.  I better read the card again.  I have a bad feeling about that paratrooper.  Why oh why couldnt' you have gotten another Bofors instead?  

Smile


OK... I should roll for sides I guess.

Rolls: (1d6)   
carrion

roll for sides:
Rolls: (1d6)   

Well I have never used a royal engineer, brought him incase you used the t34/cossack combo.  Brought the Gurhkas because you love the Polish horsey which you are not using this round, oh well.  Lets have some fun.
carrion

Might be a long or short game if I couldn't even bet a 2 on the first roll.
Polish_Cavalryman

you know I'm not sure there is a damn bit of difference or advantage to be gained on either side or by seeing your setup.  I almost wish you'd have watsed a 6 on it.  

i'll setup last.  you can go ahead and pick your side and deploy.  

my India/Burma/China army will pretend this is a training excercise.  we hate to spill any blood... especially allied blood which is spooky similar to our own.  We are going to have a devil of a time keeping our Gurkas and Stewarts straight aren't we?  

well here's to a good game.  (swig of coffee drank in your honor sir).
carrion



Let the fun begin.[shakes hand of opponent]
Polish_Cavalryman

sorry but I don't have to try and figure out photobucket right now.


Gurkhas at K6, K14, K16
Stuarts at K8, K10
MG at K12, K14
Ammo at K12
Tank trap at D17 on the hill

Stuarts facing NE

initiative:

Rolls: (2d6)     

re-roll if needed

Rolls: (2d6)     
carrion

If you would like I can the maps, no big deal.


initiative roll
Rolls: (2d6)      +2

re-roll if needed

Rolls: (2d6)      +2
carrion

Oops, can't seem to tell NE from NW.
Anyway you can go first.
Polish_Cavalryman

thank you for doing the map.  i was good at it when I could simply attach a photoshop image.

OK...

Gurkha 1 to J7
Gurkha 2 to J13
Gurkha 3 to J15
MG K12 to J11
MG K14 to J13
Stuart 1 to I6
Stuart 2 to I10
Polish_Cavalryman

Stuarts facing NW I guess.  I should say that.
carrion

Here is our first moves, your assault.
Polish_Cavalryman

maybe I'm reading your map wrong but the Stuart cannot get to G16.  He can only ,make it to F17.  There is not movement along a road for a bonus.  

I don't know if it really matter much to your plan but I should wait.
carrion

We always played a road hex granted bonus, if that is wrong will change to F17.  Thanks for the input.
carrion

Actually re-read the rules and you are correct Stuart is in F17.  Been playing that wrong for awhile, like they say "You learn something new everyday."
Oddfellow

The booklet I'm looking at says: (p24)

Road Bonus 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.
Oddfellow

Nevermind- The FAQ's do specify what constitutes as "along a road"... PH is correct. I've been playing that wrong as well.
Polish_Cavalryman

well it is the "along a road" part you need to consider Oddfellow.

OK... first and probably only good thing I can do is fire at the Bofors.

I'll try and save time and do this in 1 post.  When I type "re-roll of 1's" just use the first dice if only a single 1 is rolled in the regular attack.

attack1:

Rolls: (6d6)             

re-roll of 1's:

Rolls: (3d6)       

cover if needed:

Rolls: (1d6)   




attack2:

Rolls: (6d6)             

re-roll of 1's:

Rolls: (3d6)       

cover if needed:

Rolls: (1d6)   
Polish_Cavalryman

he makes his cover roll.  not good for me.  


Stuart 2 to G10
Gurk 1 to I8
Gurk 2 to I12
Gurk 3 to J13 in the woods where he stays praying
MG 1 to I12
MG 2 to I10

your up.
carrion



Bofors vs. Stuart1
Rolls: (5d6)           

Stuart vs. Gurkha3
shot 1Rolls: (8d6)                 
cover if needed
Rolls: (1d6)   

shot 2Rolls: (8d6)                 
cover if needed
Rolls: (1d6)   
carrion

His praying really worked, this round.

initiative:
Rolls: (2d6)      +2

re-roll if needed:
Rolls: (2d6)      +2
Polish_Cavalryman

initiative... I need 12

Rolls: (2d6)     
carrion

Go first.
Polish_Cavalryman

well let's see if I have this right...

[/img]
Polish_Cavalryman

I should be up and running now.  Next time I'll try and make the picture a bit smaller.  

Your movement.
Polish_Cavalryman

the Bofors hitting the Stuart was certainly an unexpected annoyance.  that exchange worked out about as poorly as I could have imagined.  Your guy makes cover and you hit a 19% chance comming back at me.   Grrrrr....

OK.  I'm just commenting out of boredom.  I'll check in occasionaly over the  next few days.
carrion


Your exchange, two shots at the Gurkha and not even a hit, odds on that would you please.  Your assault.
Polish_Cavalryman

well I'll start with the healthy Stuart and see what he can do.  

first he'll fire at the enemy Stuart.

Rolls: (9d6)                   

and re-roll of 1's: again use only as many as needed starting on the left.

Rolls: (3d6)       

his second shot will be on the Bren in the woods.

Rolls: (8d6)                 

and re-roll...

Rolls: (3d6)       

and cover if needed..

Rolls: (1d6)   
Polish_Cavalryman

the other Stuart on Bofors:

Rolls: (6d6)             

and re-roll...

Rolls: (2d6)     

and cover

Rolls: (1d6)   

second shot

Rolls: (6d6)             

and re-roll...

Rolls: (2d6)     

and cover

Rolls: (1d6)   
carrion

My understanding of the rule you would not have a shot at the Bren because the woods, if lined together would block line of sight.  See rules at http://boards.avalonhill.com/showthread.php?t=7750
Polish_Cavalryman

whew that worked out.

OK the tally that round is a damaged Stuart, a dead Bren, and a dead Bofors.

Gurk 1 trots back to I8

Gurk 3 bushwhacks to H11
Polish_Cavalryman

ak.  you are correct sir.  my appologies.  well the 8/8 I think I just rolled is certainly in vain then.

well it is too late for me to undo... oh well so be it.
Polish_Cavalryman

my turn is done.  you are up.
carrion

Bofors vs. Stuart #1
Rolls: (5d6)           

Stuart vs. Stuart #2
Rolls: (9d6)                   
carrion


Casualty phase is posted

Initiative roll
Rolls: (2d6)      +2

re-roll if needed
Rolls: (2d6)      +2
Polish_Cavalryman

initiative

Rolls: (2d6)     
carrion

I went first, your move:
[img]http://i252.photobucket.com/albums/hh39/AH_carrion/Movement03.jpg
[/img]
carrion



let's try this again, hit return between tags
Polish_Cavalryman

stuart 1 moves to F3 then tries to cross stream to F5

Rolls: (1d6)   
Polish_Cavalryman

everyone else stays put.  you are up to attack.
carrion

Here is the new map


damaged Stuart vs. disrupted Stuart
Rolls: (9d6)                   
Engineer vs. Ammo
Rolls: (4d6)         
cover if needed
Rolls: (1d6)   
Flammable
Rolls: (1d6)   
Bren vs. MG#2
Rolls: (8d6)                 
cover if needed
Rolls: (1d6)   
Gurkha#1 vs. MG#1
Rolls: (8d6)                 
cover if needed
Rolls: (1d6)   
Gurkha#2 vs. Gurkha#3
Rolls: (8d6)                 
cover if needed
Rolls: (8d6)                 
carrion

Stuart disrupted
MG#2 disrupted and can't fire
MG#1 destroyed
Lt fires at MG#2
Rolls: (8d6)                 
cover if needed
Rolls: (1d6)   
carrion

Stuart disrupted
MG#2 destroyed and can't fire
MG#1 destroyed

I believe the rest missed.
Polish_Cavalryman

I missed how MG#1 was destroyed.  I believe he is disrupted only.

Stuart on Stuart at point blank:

Rolls: (9d6)                   

re-rolls...

Rolls: (3d6)       
Polish_Cavalryman

Guk at I8 on Engineer:

Rolls: (8d6)                 

re-rolls:

Rolls: (3d6)       

cover:

Rolls: (1d6)   

Guk at H11 on Insp. Lt:

Rolls: (8d6)                 

re-rolls:

Rolls: (3d6)       

cover:

Rolls: (1d6)   

Guk at H13 on Bren:

Rolls: (8d6)                 

re-rolls:

Rolls: (3d6)       

cover:

Rolls: (1d6)   
Polish_Cavalryman

MG at H13 on Bren:

Rolls: (8d6)                 

re-rolls:

Rolls: (3d6)       

cover:

Rolls: (1d6)   
Polish_Cavalryman

MG at H13 on Gurk on G12:

Rolls: (8d6)                 

re-rolls:

Rolls: (3d6)       

cover:

Rolls: (1d6)   
Polish_Cavalryman

my healthy stuart drives off in a huff to K8.

I believe our tally is:

Your Stuart dead
Inspiring Lt dead
Engineer disrupted
Bren disrupted
your Gurk at G12 disrupted
your Gurk at G10 is healthy

I still think my MG 1 is only disrupted and not dead.

Initiative:

Rolls: (2d6)     
carrion

Miscounted on MG#1, my apologies.  Here are how things stand now, I believe.


initiative
Rolls: (2d6)     

If I win, will go first.
carrion

paratrooper on G8, your move.
Polish_Cavalryman

Gurk 2 moves to G12
Stuart moves to H11
Gurk 1 tries to cross stream to I10

stream...

Rolls: (1d6)   
Polish_Cavalryman



you are up for attack.  I believe this is turn 4.
Polish_Cavalryman

Certainly this is an interesting game.  I have never used an ammo dump before.  The active defense of the dump has worked well to this point with one small and potentially fatal flaw.  That engineer made his cover roll and now may live to explode my precious ammo.  Being an engineer myself I am kind of partial to this fellow.   If he should suceed in his mission I won't take it as hard as if I let a damned paratrooper get the fatal shot.  I was determined not to let that para-bugger get at my ammo and by god I'm going to make sure he doesn't.  Smile
Polish_Cavalryman

I should have shown the Stuart facing NW.  But there was not room to rotate him and fit the Gurk in there.  Please consider him facing NW.
carrion

Well here goes nothing.


Bren vs. Gurkha #2
Rolls: (8d6)                 
cover if needed
Rolls: (1d6)   

Engineer vs. Ammo
Rolls: (4d6)         
cover if needed
Rolls: (1d6)   
flammable
Rolls: (1d6)   
carrion

that sucked

Gurkha#1 HTH Gurkha#2
Rolls: (10d6)                     

Gurkha#2 moves to G8
Para moves to H7
carrion

I believe my army couldn't hit the broadside of a barn, with buckshot, standing three feet away.
Polish_Cavalryman

MG (disrupted) on Bren:

Rolls: (8d6)                 

re-rolls:

Rolls: (3d6)       

cover:

Rolls: (1d6)   
Polish_Cavalryman

MG (disrupted) on Bren 1 more time:

Rolls: (8d6)                 

re-rolls:

Rolls: (3d6)       

cover:

Rolls: (1d6)   
Polish_Cavalryman

Stuart on disrupted Gurk in G12:

Rolls: (8d6)                 

re-rolls:

Rolls: (3d6)       

cover:

Rolls: (1d6)   
Polish_Cavalryman

Stuart on Engineer:

Rolls: (8d6)                 

re-rolls:

Rolls: (3d6)       

cover:

Rolls: (1d6)   
Polish_Cavalryman

Gurk 3 to G12

Gurk 1 to H11

Initiative:

Rolls: (2d6)     

re-roll

Rolls: (2d6)     
Polish_Cavalryman

I should add the Gurk and Bren sharing the same hex are disrupted... having both maade cover.

The engineer was not so fortunate.  He is deceased.

I can't seem to win initiative.  Oh well.  I've had some luck in other areas.
carrion

Initiative:
Rolls: (2d6)     

re-roll if needed:
Rolls: (2d6)     
carrion

Went first, your move
Polish_Cavalryman

Stuart 1 to G9
MG to H11
Stuart 2 to F11 then rollinng to enter woods at E10

Rolls: (1d6)   

your assault turn.
carrion

This could be it.

Bren vs. MG
Rolls: (8d6)                 
cover if needed
Rolls: (1d6)   
Gurkha#1 vs. Gurkha#3
Rolls: (10d6)                     
Gurkha#2 vs. Ammo
Rolls: (6d6)             
cover if needed
Rolls: (1d6)   
flammable
Rolls: (1d6)   
carrion

This is the right map


Para vs. MG
Rolls: (9d6)                   
cover if needed
Rolls: (1d6)   
carrion

Ammo destroyed
MG disrupted
I have no chance but will play to the end.  Nice game.
Polish_Cavalryman

Gurk 2 HtH on Bren:

Rolls: (10d6)                     

re-rolls sine ammo did not explode and is not destroyed just yet...

Rolls: (3d6)       
Polish_Cavalryman

Stewart 2 on your Gurk in G12:

Rolls: (8d6)                 

re-rolls

Rolls: (3d6)       

cover

Rolls: (1d6)   

and again...

Rolls: (8d6)                 

re-rolls

Rolls: (3d6)       

cover

Rolls: (1d6)   
Polish_Cavalryman

Stuart 1 lets into the Para...

Rolls: (8d6)                 

re-rolls

Rolls: (3d6)       

cover

Rolls: (1d6)   
Polish_Cavalryman

wow... let me try that again.  

Rolls: (8d6)                 

re-rolls

Rolls: (3d6)       

cover

Rolls: (1d6)   
Polish_Cavalryman

OK... para is healthy.

My Gurk 1 at your Gurk 2

Rolls: (8d6)                 

re-rolls

Rolls: (3d6)       

cover

Rolls: (1d6)   

and my Gurk 3 moves to G10 to guard the Stuart.
Polish_Cavalryman

amazing... I've been rolling so damn many 1's.  I need to add 1 more for the Gurk exchange. If I get a 4+ your Gurk is disrupted.

The Gurk and Bren in the same hex are destroyed but the para is unscathed.

extra dice...

Rolls: (1d6)   

and initiative

Rolls: (2d6)     

I know it is not fun to play when the dice and the game don't work for you.  Thanks for being a good sport.  Of course you still have a chance but obviously it's not a good one.  Still... with no ammo dump I don't know if I'll be able to kill off that para.  

I guess if you go first then I would use defensive fire from Gurk 2 to try and stop the para IN the hex to use HtH against him.  If your Gurk tries to go in first then my Gurk at H11 would try to prevent you getting into the Stuart's hex.  Egad this is a bit confusing isn't it.
carrion

Map:TURN06


initiative:
Rolls: (2d6)     
Polish_Cavalryman

I'll go first.

Gurk 3 charges in on para.

(you get choice of defensive fire)

no matter the result here's what I'll do:

Gurk 1 then charges in on para.

Gurk 2 moves to G10

Stuart 2 moves to G8

Your movement.  Turn 6.

G'night.
Polish_Cavalryman

if you decide to take defensive fire at Gurk3 charging and manage to force him to stay at G10 then Stuart 1 will move to H11.  All other moves would be the same.  

this defensive fire business is one thing that complicates online A&A games that is for sure.  I can't assume what you would prefer to do but I can't simply do every sinlge movement seperatly or it would be too strung out.  

Anyway I hope I was clear on what I would choose.
carrion

def fire in G10
Rolls: (9d7) 7, 5, 4, 3, 2, 4, 2, 3, 5
cover if needed
Rolls: (1d6)   

no movement from me.
carrion

lets try this again:

Rolls: (9d7) 7, 5, 4, 3, 2, 4, 2, 3, 5
cover if needed
Rolls: (1d6)   
carrion

long day at work, third time is the charm
Rolls: (9d6)                   
cover
Rolls: (1d6)   
carrion

map after movements
Polish_Cavalryman

all hellfire commences...

MG on Gurk to try and get a re-disrupt

Rolls: (8d6)                 

cover if needed

Rolls: (1d6)   

again

Rolls: (8d6)                 

cover if needed

Rolls: (1d6)   

and Stuart 1 tries for a disrupt on the Para

Rolls: (8d6)                 

cover

Rolls: (1d6)   

and again

Rolls: (8d6)                 

cover

Rolls: (1d6)   
Polish_Cavalryman

he can't duck forever!

other Stuart first at Gurk...

Rolls: (8d6)                 

cover

Rolls: (1d6)   

then at para

Rolls: (8d6)                 

cover

Rolls: (1d6)   
Polish_Cavalryman

well both disrupted anyway.  The Gurks will try and end this.

G1 on your para

Rolls: (10d6)                     

G2 on your Gurk

Rolls: (8d6)                 

cover

Rolls: (1d6)   
Polish_Cavalryman

OK your Gurk is no more but that darn para still lives.

Last try.

remaining HtH on para

Rolls: (10d6)                     
Polish_Cavalryman

OK that will do it.  I will loose 1 or 2 infantry here then that's all she wrote.

Thanks for hanging tough and playing it out as well as you could.  I've been there.
carrion

The way I have been rolling will probally get one hit then you save, game over.  I wasn't like I was going to quit because it wasn't working the way I wanted it to.  There is always next time.  Good game and good luck in the next round.

Gurkha HTH Gurkha#3
Rolls: (10d6)                     

Para vs. Gurkha#1
Rolls: (9d6)                   
cover if needed
Rolls: (1d6)    -1 same hex
carrion

GAME OVER...
NeuralDream

Great game both of you. Polish Cavalryman is through to the next round.
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