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NeuralDream

Round 3: Cpt. John Miller Vs. Grenzewolf

Combatants:
Cpt. John Miller - Allies
Grenzewolf - Axis


Cpt. John Miller
------------------
21 Typhoon
17 Lightning
12 M1 81mm Mortar
21 Rangers x3
04 Jeep
05 Tank Trap x5


Grenzewolf
-------------
PzIVF2  22pts X2                           = 44pts
Flak 38 7pts X1                              =  7pts
Wehrmacht Expert Sniper 11 pts X1 =11 Pts
SS Panzergrenadiers 7pts X2           = 14 pts
Type 97 Anti Tank Gun  4pts X1       =   4pts

Army restrictions: year 1943, total cost 80, Max. 12 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.

*******
You win if you control at least one objective and the opponent controls none at the end of turn 7. If no winner is determined by the end of turn 7, then we re-check by the end of turn 8, 9 and 10. If still no winner, the game ends at the end of turn 10, where we count the total cost of enemy units killed.
*******

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





Send me you armies gentlemen.
Cpt. John Miller

Army PM sent...
Grenzewolf

Have submitted my Army to ND.
NeuralDream

Good luck gentlemen.
EvilKobra

Go Cap'n go! pop corn
Grenzewolf

And the Axis roll for Map Choice

Rolls: (2d6)     
Cpt. John Miller

Winner chooses side,
Then I place Obstacles,
then winner sets up,
then other player sets up opposite.
Cool?
Cpt. John Miller

set up roll:
Rolls: (2d6)     
Grenzewolf

Pick your side and deploy Obstacles and units
Cpt. John Miller

I will take the South side.

Tank Traps in:
F2, F4, D8, D10, D14

Setup to follow.
Cpt. John Miller

Mortar in Q15
Ranger Loaded in Jeep in Q11
Rangers x2 in Q13

Initiative Roll Turn 1:
Rolls: (2d6)     
Grenzewolf

Grenzewolf Cpt. Miller  Game 3 Setup

Grenzewolf

Axis Set Up as per map.

A1= SSPG#1 & PZIVF2#1

A3= Flak 38 & PZIVF2#2

A5= Type 97  ATR

A7= SSPG#2 & WE Sniper
Grenzewolf

Axis Turn 1 initiative Roll

Rolls: (2d6)     
Grenzewolf

Allies may move first.
The Mighty A

Go Captain.  Never give up!  Wink
Cpt. John Miller

You need to roll for initiative so we can get started. Wink

Cpt. John Miller

oops, forgot the sniper.
Cpt. John Miller

sorry, didn't see your boxcars.
here I go....

Jeep Drops Ranger 1 in K13

Ranger 2&3 to P14

Your move...
Cpt. John Miller

Be back in a few hours. I can play every night starting around 5:30pm Pacific standard time. I'll try to do as much as I can each night. Very Happy
Grenzewolf

Axis Move Turn 1

Grenzewolf

Bah! that should have been a larger Image. Confused  Machs Nichts

SSPG #1 to B2

PZIVF2#1 to C1

Type 97 ATR to C7

SSPG#2 & WE Sniper to B6

Air Phase
Grenzewolf

Test for Larger pic

Cpt. John Miller

No Air this turn.

Ranger 1 to J14.
Ranger 2 and Jeep to P11.
Ranger 3 to O13

Your assault, turn 1.
NeuralDream

Grenzewolf wrote:
Test for Larger pic


Change your photobucket setting to 1024 Wink
Grenzewolf

Will do ND.  Thanks
Grenzewolf

I am unable to see your Map at this time but there is no P11.  Did you mean P12?
NeuralDream

yes, that's what he means. i can see the map.
Grenzewolf

Ok Thanks ND,  The hand writting is on the wall with this map side and  build.  Buts let's try and give him a run for his money.

PZIVF2#1 TC Scans the skies. "Clear...for now" reluctantly he gives the order.  "Driver move out. Joachim get us through the Ami Dragons teeth at F2 orientate South east.

PZIVF2#1 to E1 attempts to enter F2  Orientation SE

Rolls: (1d6)   
Grenzewolf

VerdDamt!!  Kampfgruppen Grenzewolf, advance and cover my ass.  Get that Flak up here jetz!! Joachim you get one more chance.  Failure is not an option.

Jawohl Heir Hauptman!

PZIVF2#2 to C1 orientation SE

Flak38 to C3

SSPG#1 to C3

SSPG#2 to C5

Type 97 ATR to B6
Cpt. John Miller

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

Grenzewolf

Axis Initiative Turn 2

Rolls: (2d6)     
Cpt. John Miller

You go first.
Grenzewolf

PZIVF2#1 moves to breach Dragons teeth at F2 SE orientation

Rolls: (1d6)   
Grenzewolf

Holsters Luger "Well done Joachim."

PZIVF2#1 continues up hill G1 Orientation SE
Grenzewolf

"Panzer zwie follow my lead."

PZIVF2#2 to E1 Orinetation SE makes for breach F2

Rolls: (1d6)   
Grenzewolf

SSPG1 to D1

SSPG2 to D6

Allies Move
Cpt. John Miller

I assume you mean D2..right?
Grenzewolf

Yes D2
Cpt. John Miller

Ranger 2 Loads up in the Jeep, both move to J14.
Ranger 3 Moves to N12.


No air this turn.
Your assault phase.
Grenzewolf

PZIVF2#1 to H2 Orintations SE

PZIVF2 #2 breach at F2

Rolls: (1d6)   
Grenzewolf

Continues to G1 Orientation SE (PZIVF2#2)

SSPG#1 to E1

SSPG#2 to E5

Allies Assault
Grenzewolf

Ummm I forgot a move!! is it to late?
Grenzewolf

No worries, not a game breaker. Please continue.
Cpt. John Miller

Jeep and Ranger 2 to G7.
Ranger 1 to J12.
Ranger 3 to M11.

Jeep/Ranger spot for mortar.
Mortar attack on Flak:
Rolls: (8d6)                 
Cpt. John Miller

Whiff. Evil or Very Mad

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

Grenzewolf

Axis Initiative

Rolls: (2d6)     
Grenzewolf

First die Roll I've won Woot!!

You may move first
Cpt. John Miller

Jeep drops Ranger 2 in J8.
No other moves.

You go.
Grenzewolf

SSPG#1 to F2

SSPG #2 to F4

Air Phase
Cpt. John Miller

Lightning to E3

Typhoon to H1

Lightning Attacks Both SSPGs with Strafing:
SSPG1: Rolls: (9d6)                   
SSPG2: Rolls: (9d6)                   

Typhoon on Rear of Panzer IV#1:
Rolls: (7d6)               
Cpt. John Miller

SSPG1 Killed.
SSPG2 Disrupted.
Panzer IV#1 Damaged.
Allied Assault to follow.
Cpt. John Miller

Jeep to E15
Ranger 1 to J14
Ranger 2 to K9
Ranger 3 no move.

Lightning Spots for Mortar.
Mortar attack on Flak:
Rolls: (8d6)                 
Grenzewolf

Hold on tiger Wink  

Typhon to H2 right?  No H1

And lets give that o'l Panzer at least a chance at a cover roll.  The card doesnt say rockets negate cover.
Cpt. John Miller

Cover Save for Flak.
Your Assault.
Cpt. John Miller

Grenzewolf wrote:
Hold on tiger Wink  

Typhon to H2 right?  No H1

And lets give that o'l Panzer at least a chance at a cover roll.  The card doesnt say rockets negate cover.


No rockets. Just regular attack. You get a minus on cover because I'm in the same hex. 6 only.
Grenzewolf

Well Looks like I learned something.  I was unaware aircraft could claim the same hex bonus. But he does have a cover chance for what it is worth. Wink

Ok  cover for PZIVF2#1

Rolls: (1d6)   
Grenzewolf

Now for Flak38 cover save.  This is a heavy roll here.

Rolls: (1d6)   
Grenzewolf

Whew!! barely..
Grenzewolf

Soooo Axis Buzzard hunt it is.

PZIVF2#2 to Typhoon

Rolls: (7d6)               
Grenzewolf

PZIVF2#1 to Typhoon

Rolls: (7d6)               
Grenzewolf

Wow air guard was sleeping on PZ#1

SSPG to P38

Rolls: (10d6)                     
Grenzewolf

atrocious luck here.

SSPG#2 to Typhoon

Rolls: (10d6)                     
Grenzewolf

This would be comical if it weren't so sad Laughing

Flak 38 to P38

Rolls: (8d6)                 
Cpt. John Miller

woo  danceplane  chufted
Grenzewolf

sniper to P38

Rolls: (6d6)             
Grenzewolf

Well a victory is a victory but your getting this one cheep.

ATR to P38

Rolls: (5d6)           
Cpt. John Miller

Initiative Turn 4:
Rolls: (2d6)     
Grenzewolf

Unschathed. And the worst round of rolling in my life.  I'll remember this. Shocked
Grenzewolf

Axis Initiative

Rolls: (2d6)     
Cpt. John Miller

Grenzewolf

Well I'm turning into a pumkin

go ahead and move.  It just a matter of time now.  Night.
Cpt. John Miller

Jeep to F8.
Your move.
afilter

Wow, I see the dice gods are still smiling on the CPT.

Grenzewolf, would you like to borrow my dice hammer?  It has been in the drawer since I played the good CPT in round one.  Rolling Eyes

Good luck to both!
EvilKobra

Almost there Cap'n Very Happy
carrion

That dice rolling was about as good as my rolls against polish_cavalryman in the previous round.
Cpt. John Miller

I fear that Grenzewolf might have lost his enthusiasm after last turn. Sad
afilter

Cpt. John Miller wrote:
I fear that Grenzewolf might have lost his enthusiasm after last turn. Sad


Yeah you have a tendency to do that to people.  Wink
Grenzewolf

[My enthusiasm for the game hasn't totaly waned, just busy. Wink  Win or loose desperate fights are my favorite.  And this is about as desperate as it's going to get!! LOL]


"Heir Hauptman, perhaps you should transfer command to Panzer II."

Grenzewolf dismounts scowling at the sky."Bah!! Intelligence said there would be tanks here..... minimal air.  I knew I should have not dismissed the FW190.  The rest of you  LEARN TO SHOOT!!"<grumble grumble>mounts Panzer II.

"All units stand Fast!!  AIR GAURDS UP!!"

Allied Air Phase.
The Mighty A

I was surprised when I saw that the Captain had not brought any tanks.[/quote]
Cpt. John Miller

The Mighty A wrote:
I was surprised when I saw that the Captain had not brought any tanks.
[/quote]

Gotcha! Wink

Planes to F6(Lightning) and E1(Typhoon).

Lightning on the Disrupted SSPG:
Rolls: (9d6)                   

Typhoon Rockets on Panzer IV #2:
Rolls: (8d6)                 
Cpt. John Miller

SSPG Dead.
Rockets far off target. Mad

Lightning spots for Mortar.
Mortar on Disrupted Flak:
Rolls: (8d6)                 

Jeep back to J14.
Cpt. John Miller

Flak Cover Save.
No more moves. Your Assault.
Cpt. John Miller

Gross Admiral Raeder

what is that next to the Sniper? Graf Spee?  Really I can't tell.

Go captain,
Grenzewolf

Flak 38 cover Roll

Rolls: (1d6)   
Grenzewolf

SSPG to P-38

Rolls: (10d6)                     
Grenzewolf

Flak to P38

Rolls: (8d6)                 
Grenzewolf

PZIV#2 to P38

Rolls: (7d6)               
Grenzewolf

Sniper to Typhoon

Rolls: (6d6)             
Grenzewolf

Type97 ATR to Typhoon

Rolls: (5d6)           
Grenzewolf

and finaly PZIV#1 to Typhoon

Rolls: (7d6)               
Grenzewolf

Splash one P38

Initiative Roll

Rolls: (2d6)     
Cpt. John Miller

Initiative Turn 5:
Rolls: (2d6)     
Grenzewolf

Allies May Move First
Cpt. John Miller

Jeep to F6.

Ranger 3 rolls to cross stream:
Rolls: (1d6)   
Cpt. John Miller

Your Move.
Grenzewolf

Still stitting tight

Allied air and Assualt phase.
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