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NeuralDream

Round 2: Cpt. John Miller (WON) Vs. The Mighty A (lost)

Combatants:
Cpt. John Miller - Allies
The Mighty A - Allies



Cpt. John Miller
------------------
28 T-34/76 (1941)
21 Char B1 (1939)
09 Cossack Captain (1941)
04 Minefield x2
02 Barbed Wire x4
01 Tank Trap

The Mighty A
---------------
1x T-34/76         28pts
1x Vickers MG    8pts
3x Defiant Para. 24pts
5x tank obstacle 5pts




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):

Cpt. John Miller

PM sent, ready to roll. tank
The Mighty A

PM sent.  This should be interesting.
The Mighty A

What do you want to do about rolling for set up?
Cpt. John Miller

High roll chooses side and sets up.

Setup Roll
Rolls: (2d6)     
Cpt. John Miller

You will probably win the setup roll. You can also choose to defer if you do.
NeuralDream

Gentlemen, good luck Smile.
Cpt. John Miller

Whoever wins the setup roll chooses side or defers(most likely you).
The player who chooses side places obstacles.
Then the other player places obstacles.
Then the first player sets up.
Then the second player sets up.
Then we roll initiative. Cool?
The Mighty A

Sounds cool.

Roll for setup:
Rolls: (2d6)     
The Mighty A

I will setup first and choose the bottom row (K row).

Tank obstacles in:
B5
B7
B13
B15
B17

Your obstacle setup.
Cpt. John Miller

Tank Trap in H11

Barbed Wire shows as red lines on map. Sorry it looks so bad.
Cpt. John Miller

Your setup.

Initiative Roll Turn 1
Rolls: (2d6)     +2
afilter

Cpt. John Miller wrote:
Tank Trap in H11

Barbed Wire shows as red lines on map. Sorry it looks so bad.


That man loves his wire. Watch out!  Wink

Have fun guys look forward to watching.
Cpt. John Miller

Praying to any higher power that my Char makes it's movement roll!
pray
The Mighty A

T-34/76 in K6
Vickers in K12

I was hoping that you would bring your Char.  I was banking on it  Wink .
The Mighty A

Roll for initiative (no bonus).

Rolls: (2d6)     
Cpt. John Miller

Char in A2
t-34 with cc loaded in A6
you go first.
The Mighty A

Vickers to J13
T-34/76 to I8
Cpt. John Miller

Char Moves to B1 facing South East and attempts to cross the stream.

Movement roll-need a 4,5,or 6 or I'm stuck in the mud for the duration: pray
Rolls: (1d6)   
Cpt. John Miller

It's gonna be a tough one to win now.... real mad

T-34 attempts to cross tank trap in B7
Movement roll needing 4,5, or 6:
Rolls: (1d6)   
Sink the Bismark

I am tempted to say
HAHAHAHAHAHAHAHAHAHAHAHAHAHHAHA
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
HAHAHAHAHAHAHAHA

But I'm not that mean. Laughing
Cpt. John Miller

That's a real drag. Your assault phase turn 1.
Cpt. John Miller

Thanks for making the page a mile wide STB. Real cool. Mad
Sink the Bismark

Sorry Embarassed
You don't need to scroll over to read anything.
Cpt. John Miller

please delete that,
I meant to post this one
Sink the Bismark

Sorry, What do you want deleted?
NeuralDream

Sink the Bismark wrote:
Sorry, What do you want deleted?


That's fine. I did it already. Btw you don't have mod permissions in the Olympic forums I believe. You do, however, in the online matches one.
The Mighty A

Vickers to I14

roll for initiative turn 2
Rolls: (2d6)     

re-roll if necessary
Rolls: (2d6)     
Cpt. John Miller

the t34 is staying put then?
I assume so.

Initiative turn 2:
Rolls: (2d6)     +2
Cpt. John Miller

you go first again
The Mighty A

Correct, the T-34 was staying put then.  I wouldn't want you to be able to fire at it.

Vickers to H13
T-34 to H3
Cpt. John Miller

sorry I forgot to move in my asault

same move for t-34
Rolls: (1d6)   
Cpt. John Miller

yippee!!!
t-34 to F7
cool?
Cpt. John Miller

I didn't see your movement when I posted the above,
you can re-do you moves if you want.
The Mighty A

That's cool.  So your T-34 is in F7.

My assault
Vickers is feeling shy, so he will stay put.
My T-34 will shoot at your T-34 at medium range
Rolls: (11d6)                       
The Mighty A

Disrupted and Damaged.
Cpt. John Miller

sorry I haven't done my movement yet,
that was a move I did in turn 1 assault,
That's why I gave you the option to change your moves.
Sorry about the confusion I'm not really used to gaming like this.
T-34 to G10 tries to cross tank trap
Rolls: (1d6)   
The Mighty A

My initiative roll for turn 3
Rolls: (2d6)     

re-roll if necessary
Rolls: (2d6)     
Cpt. John Miller

you may NOW do your assault turn 2.
Again, sorry.
The Mighty A

No problem.  I got excited because your tank was in the clear and I could see it.  So, I shot at it.  Embarassed

In that case, my T-34 will make a backward advance to K10.  
Vickers stands as I said.

My initiative roll stays as is.
Cpt. John Miller

my assault then,
T-34 tries to cross my own darn Tank trap again:
Rolls: (1d6)   
Cpt. John Miller

Initiative turn 3:
Rolls: (2d6)     +2
Cpt. John Miller

you can go first again.
The Mighty A

Vickers to H13
T-34 to H15
Defiant1 to A4
Cpt. John Miller

T-34 to C4
Your Assault turn 3.
The Mighty A

T-34 to F11
Defiant1 to A2

Your assault phase

Initiative turn 4
Rolls: (2d6)     

re-roll
Rolls: (2d6)     
Cpt. John Miller

Char on Para:
Rolls: (7d6)               
T-34 on Para:
Rolls: (7d6)               
Cpt. John Miller

Initiative turn 4:
Rolls: (2d6)     +2
Cpt. John Miller

And again you may go first.
Cpt. John Miller

The Mighty A

Defiant1 to B1
Everything else will stay put
Cpt. John Miller

T-34 to B3.
Your Assault Phase.
Your Para is intimidated by my Cossack Captain and only hits on 5s and 6s.
The Mighty A

Completely frightened by a man riding on the back of a tank, my paratrooper attacks your Char at a -1 penalty.

Rolls: (8d6)                 
Cpt. John Miller

receives face down disrupted counter,
Char fires back:
Rolls: (7d6)               
And T-34:
Rolls: (7d6)               
The Mighty A

Showing his defiance, my paratrooper disrupts the char.
The Mighty A

Initiative for turn 5
Rolls: (2d6)     

re-roll
Rolls: (2d6)     
Cpt. John Miller

Initiative turn 5(it's not looking so good):
Rolls: (2d6)     +2
Cpt. John Miller

You go first again my lucky friend..... Wink
The Mighty A

As long as my attack rolls are good, I couldn't care less about my initiative rolls (which is a good thing with my initiative rolls  Very Happy ).

Everything stays put.
Cpt. John Miller

Me too, shoot. sniper
The Mighty A

Still intimidated, my paratrooper shoots at the Char.

Rolls: (8d6)                 
The Mighty A

Oh well, your turn.
Cpt. John Miller

Disrupted char without a prayer:
Rolls: (7d6)               
And the T-34 again:
Rolls: (7d6)               
The Mighty A

Initiative turn 6
Rolls: (2d6)     

re-roll
Rolls: (2d6)     
Cpt. John Miller

This is getting old.
Char comes undisrupted, map stays the same.
Initiative turn 6:
Rolls: (2d6)     +2
Cpt. John Miller

I don't think I can win but let's play it out just for fun.
You can repeat the process.
The Mighty A

All right so my people stay put.

Paratrooper at Char:
Rolls: (8d6)                 

initiative for turn 7
Rolls: (2d6)     

re-roll if necessary
Rolls: (2d6)     
The Mighty A

You realize that we will finish our game before anyone else starts?
Cpt. John Miller

Char:
Rolls: (7d6)               
T-34:
Rolls: (7d6)               

Minefields to G12 and F13(I almost forgot these, wouldn't be the first time)

As for finishing early, I ended my first round the same way, I guess I just love this game too much. By the way, nice choice of build construct. I just HAD to miss that movement roll! Smile
Cpt. John Miller

Yay! Disrupted Para!
Initiative turn 7:
Rolls: (2d6)     +2
Cpt. John Miller

The Mighty A

Do I go first?
Cpt. John Miller

I will go first this time or you will win on points, and we can't have that! Razz
T-34 to F7.
Your move.
The Mighty A

Remember point decision is not made until the end of turn 10.  If the objective is contested by both players at the end of turn 7 we play until turn 10 checking at the end of each turn to see if anybody controls the objective.

If you decide you want to go second that is fine.  Otherwise, my move:
T-34 to objective space
Defiant2 and Defiant3 to G10
Vickers to H11
Cpt. John Miller

That's what I meant, really I did! Laughing

Char on guess who:
Rolls: (7d6)               
T-34 on his twin brother:
Rolls: (13d6)                           
Cpt. John Miller

Doubled up your Tank so face down destroyed! That's huge!
Redisrupted your Para 1!
Maybe too little too late though.
The Mighty A

Bummer.
Defiant1 at Char
Rolls: (8d6)                 

T-34 at yours
Rolls: (13d6)                           

Defiant2 and Defiant3 to G8

Vickers to G10
movement roll
Rolls: (1d6)   
The Mighty A

C'est la vie.

Initiative turn 8
Rolls: (2d6)     

re-roll
Rolls: (2d6)     
Cpt. John Miller

That is SOOOOO Awesome!!!!
Cpt. John Miller

Initiative Turn 8:
Rolls: (2d6)     +2
Cpt. John Miller

You go.
The Mighty A

with 20/20 hindsight, I see the move that I should have made on turn 6.  Would you like to go back and let me make it?  Very Happy
Cpt. John Miller

As if. Twisted Evil
The Mighty A

I hate to say this, but you are wrong.  Your Char did not disrupt my paratrooper.  It killed it (my paratrooper was disrupted).  I know you must be heartbroken over this mistake.  Wink
The Mighty A

Vickers stays put
Paratroopers to space with your T-34
Cpt. John Miller

The Mighty A wrote:
I hate to say this, but you are wrong.  Your Char did not disrupt my paratrooper.  It killed it (my paratrooper was disrupted).  I know you must be heartbroken over this mistake.  Wink


Right you are, very kind of you to mention. I will amend the map after shooting.

Char on Para 2:
Rolls: (6d6)             
Cpt. John Miller

Hull mounted on Para 2:
Rolls: (5d6)           
T-34 on Para 2:
Rolls: (6d6)             
Cpt. John Miller

rolled 1 short on the T-34 but it won't matter,
do your worst! Remember, Intimidation on both.
The Mighty A

Oh yeah, I need to attack.

Para2 at T-34
Rolls: (8d6)                 

Para3 at T-34
Rolls: (8d6)                 

Vickers at T-34 (he was feeling left out)
Rolls: (3d6)       
The Mighty A

My initiative turn 9
Rolls: (2d6)     

re-roll
Rolls: (2d6)     
Cpt. John Miller

Initiative turn 9:
Rolls: (2d6)     +2
Cpt. John Miller

Finally you win one when it has absolutely no effect.
no moves for me regardless of turn order.
Cpt. John Miller

The Mighty A

I shall savor this moment of initiative victory and will decide to go first.

no moves.

Para1 at T-34
Rolls: (8d6)                 

Para2 at T-34
Rolls: (8d6)                 
The Mighty A

T-34 receives disrupted counter.
Cpt. John Miller

Char on Para 2:
Rolls: (6d6)             
Cpt. John Miller

Hull mounted on Para 2:
Rolls: (5d6)           
T-34 on Para 2:
Rolls: (7d6)               
The Mighty A

Initiative turn 10
Rolls: (2d6)     

re-roll
Rolls: (2d6)     
Cpt. John Miller

Initiative turn 10(this one is coming down to the wire!)
Rolls: (2d6)     +2
Cpt. John Miller

You can go first.
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