NeuralDream
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Round 3: Cpt. John Miller Vs. GrenzewolfCombatants:
Cpt. John Miller - Allies
Grenzewolf - Axis
Cpt. John Miller
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21 Typhoon
17 Lightning
12 M1 81mm Mortar
21 Rangers x3
04 Jeep
05 Tank Trap x5
Grenzewolf
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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.
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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.
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Cpt. John Miller
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Army PM sent...
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Grenzewolf
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Have submitted my Army to ND.
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NeuralDream
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Good luck gentlemen.
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EvilKobra
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Go Cap'n go!
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Grenzewolf
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And the Axis roll for Map Choice
Rolls: (2d6)
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Cpt. John Miller
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Winner chooses side,
Then I place Obstacles,
then winner sets up,
then other player sets up opposite.
Cool?
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Cpt. John Miller
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set up roll:
Rolls: (2d6)
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Grenzewolf
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Pick your side and deploy Obstacles and units
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Cpt. John Miller
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I will take the South side.
Tank Traps in:
F2, F4, D8, D10, D14
Setup to follow.
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Cpt. John Miller
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Mortar in Q15
Ranger Loaded in Jeep in Q11
Rangers x2 in Q13
Initiative Roll Turn 1:
Rolls: (2d6)
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Grenzewolf
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Grenzewolf Cpt. Miller Game 3 Setup
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Grenzewolf
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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
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Grenzewolf
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Axis Turn 1 initiative Roll
Rolls: (2d6)
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Grenzewolf
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Allies may move first.
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The Mighty A
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Go Captain. Never give up!
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Cpt. John Miller
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You need to roll for initiative so we can get started.
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Cpt. John Miller
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oops, forgot the sniper.
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Cpt. John Miller
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sorry, didn't see your boxcars.
here I go....
Jeep Drops Ranger 1 in K13
Ranger 2&3 to P14
Your move...
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Cpt. John Miller
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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.
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Grenzewolf
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Axis Move Turn 1
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Grenzewolf
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Bah! that should have been a larger Image. Machs Nichts
SSPG #1 to B2
PZIVF2#1 to C1
Type 97 ATR to C7
SSPG#2 & WE Sniper to B6
Air Phase
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Grenzewolf
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Test for Larger pic
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Cpt. John Miller
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No Air this turn.
Ranger 1 to J14.
Ranger 2 and Jeep to P11.
Ranger 3 to O13
Your assault, turn 1.
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NeuralDream
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| Grenzewolf wrote: | Test for Larger pic
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Change your photobucket setting to 1024
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Grenzewolf
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Will do ND. Thanks
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Grenzewolf
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I am unable to see your Map at this time but there is no P11. Did you mean P12?
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NeuralDream
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yes, that's what he means. i can see the map.
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Grenzewolf
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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)
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Grenzewolf
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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
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Cpt. John Miller
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Initiative Roll Turn 2:
Rolls: (2d6)
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Cpt. John Miller
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Grenzewolf
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Axis Initiative Turn 2
Rolls: (2d6)
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Cpt. John Miller
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You go first.
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Grenzewolf
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PZIVF2#1 moves to breach Dragons teeth at F2 SE orientation
Rolls: (1d6)
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Grenzewolf
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Holsters Luger "Well done Joachim."
PZIVF2#1 continues up hill G1 Orientation SE
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Grenzewolf
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"Panzer zwie follow my lead."
PZIVF2#2 to E1 Orinetation SE makes for breach F2
Rolls: (1d6)
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Grenzewolf
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SSPG1 to D1
SSPG2 to D6
Allies Move
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Cpt. John Miller
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I assume you mean D2..right?
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Grenzewolf
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Yes D2
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Cpt. John Miller
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Ranger 2 Loads up in the Jeep, both move to J14.
Ranger 3 Moves to N12.
No air this turn.
Your assault phase.
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Grenzewolf
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PZIVF2#1 to H2 Orintations SE
PZIVF2 #2 breach at F2
Rolls: (1d6)
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Grenzewolf
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Continues to G1 Orientation SE (PZIVF2#2)
SSPG#1 to E1
SSPG#2 to E5
Allies Assault
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Grenzewolf
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Ummm I forgot a move!! is it to late?
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Grenzewolf
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No worries, not a game breaker. Please continue.
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Cpt. John Miller
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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)
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Cpt. John Miller
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Whiff.
Initiative Turn 3:
Rolls: (2d6)
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Cpt. John Miller
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Grenzewolf
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Axis Initiative
Rolls: (2d6)
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Grenzewolf
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First die Roll I've won Woot!!
You may move first
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Cpt. John Miller
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Jeep drops Ranger 2 in J8.
No other moves.
You go.
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Grenzewolf
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SSPG#1 to F2
SSPG #2 to F4
Air Phase
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Cpt. John Miller
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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)
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Cpt. John Miller
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SSPG1 Killed.
SSPG2 Disrupted.
Panzer IV#1 Damaged.
Allied Assault to follow.
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Cpt. John Miller
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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)
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Grenzewolf
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Hold on tiger
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.
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Cpt. John Miller
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Cover Save for Flak.
Your Assault.
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Cpt. John Miller
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| Grenzewolf wrote: | Hold on tiger
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.
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Grenzewolf
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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.
Ok cover for PZIVF2#1
Rolls: (1d6)
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Grenzewolf
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Now for Flak38 cover save. This is a heavy roll here.
Rolls: (1d6)
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Grenzewolf
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Whew!! barely..
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Grenzewolf
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Soooo Axis Buzzard hunt it is.
PZIVF2#2 to Typhoon
Rolls: (7d6)
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Grenzewolf
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PZIVF2#1 to Typhoon
Rolls: (7d6)
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Grenzewolf
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Wow air guard was sleeping on PZ#1
SSPG to P38
Rolls: (10d6)
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Grenzewolf
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atrocious luck here.
SSPG#2 to Typhoon
Rolls: (10d6)
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Grenzewolf
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This would be comical if it weren't so sad
Flak 38 to P38
Rolls: (8d6)
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Cpt. John Miller
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Grenzewolf
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sniper to P38
Rolls: (6d6)
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Grenzewolf
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Well a victory is a victory but your getting this one cheep.
ATR to P38
Rolls: (5d6)
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Cpt. John Miller
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Initiative Turn 4:
Rolls: (2d6)
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Grenzewolf
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Unschathed. And the worst round of rolling in my life. I'll remember this.
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Grenzewolf
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Axis Initiative
Rolls: (2d6)
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Cpt. John Miller
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Grenzewolf
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Well I'm turning into a pumkin
go ahead and move. It just a matter of time now. Night.
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Cpt. John Miller
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Jeep to F8.
Your move.
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afilter
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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.
Good luck to both!
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EvilKobra
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Almost there Cap'n
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carrion
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That dice rolling was about as good as my rolls against polish_cavalryman in the previous round.
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Cpt. John Miller
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I fear that Grenzewolf might have lost his enthusiasm after last turn.
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afilter
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| Cpt. John Miller wrote: | I fear that Grenzewolf might have lost his enthusiasm after last turn.  |
Yeah you have a tendency to do that to people.
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Grenzewolf
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[My enthusiasm for the game hasn't totaly waned, just busy. 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.
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The Mighty A
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I was surprised when I saw that the Captain had not brought any tanks.[/quote]
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Cpt. John Miller
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| The Mighty A wrote: | | I was surprised when I saw that the Captain had not brought any tanks. | [/quote]
Gotcha!
Planes to F6(Lightning) and E1(Typhoon).
Lightning on the Disrupted SSPG:
Rolls: (9d6)
Typhoon Rockets on Panzer IV #2:
Rolls: (8d6)
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Cpt. John Miller
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SSPG Dead.
Rockets far off target.
Lightning spots for Mortar.
Mortar on Disrupted Flak:
Rolls: (8d6)
Jeep back to J14.
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Cpt. John Miller
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Flak Cover Save.
No more moves. Your Assault.
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Cpt. John Miller
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Gross Admiral Raeder
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what is that next to the Sniper? Graf Spee? Really I can't tell.
Go captain,
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Grenzewolf
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Flak 38 cover Roll
Rolls: (1d6)
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Grenzewolf
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SSPG to P-38
Rolls: (10d6)
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Grenzewolf
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Flak to P38
Rolls: (8d6)
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Grenzewolf
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PZIV#2 to P38
Rolls: (7d6)
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Grenzewolf
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Sniper to Typhoon
Rolls: (6d6)
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Grenzewolf
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Type97 ATR to Typhoon
Rolls: (5d6)
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Grenzewolf
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and finaly PZIV#1 to Typhoon
Rolls: (7d6)
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Grenzewolf
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Splash one P38
Initiative Roll
Rolls: (2d6)
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Cpt. John Miller
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Initiative Turn 5:
Rolls: (2d6)
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Grenzewolf
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Allies May Move First
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Cpt. John Miller
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Jeep to F6.
Ranger 3 rolls to cross stream:
Rolls: (1d6)
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Cpt. John Miller
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Your Move.
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Grenzewolf
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Still stitting tight
Allied air and Assualt phase.
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