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NeuralDream

Round 3: Polish Cavalryman Vs. Armchair General

Combatants:
Polish Cavalryman - Allies
Armchair General - Allies



Polish Cavalryman
--------------------
Bazooka 1x = 4
BAR Gunner 1x = 4
Eagle-Eyed NCO 1x = 7
M1 Garand Rifle 4x = 16
M5 Half-Track 1x = 7
KV-1 1x = 32
Cavalrymen 1x = 4
Communist Partisans 2x = 6


Armchair General
--------------------
Sherman M4A1
Jeep
BAR
Bazooka
Inspiring Lt.
Defiant Paras
x5 Garands
Bofors





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.
armchair general

re

ND:

Hello!  I'm guessing that, just like in the Advanced Rules, "controlling the objective" means a mini could either be in the objective hex or one of the hexes around the objective?

Thanks!

armchair general
NeuralDream

Yup. That's why I didn't change the phrasing.
Polish_Cavalryman

army sent.
armchair general

re

army sent this morning!
Polish_Cavalryman

roll for choice of sides... (I can't remember if it is 2 dice but I think it is)

Rolls: (2d6)     

re-roll if needed...

Rolls: (2d6)     

in the meantime... here is my army:

Bazooka 1x = 4
BAR Gunner 1x = 4
Eagle-Eyed NCO 1x = 7
M1 Garand Rifle 4x = 16
M5 Half-Track 1x = 7
KV-1 1x = 32
Cavalrymen 1x = 4
Communist Partisans 2x = 6

total 12 units and 80 points
Polish_Cavalryman

possible misunderstanding...

I thought we house-ruled against T-34/KV-1 Cossack combo.  My opponent more clearly said T-34, KV-1, and Cossack Cpt.  

Therefore... prior to seeing his army I am proposing to change the KV-1 into a Soviet M3 Lee and using the 2 points to change an M1 Garand into the 6-point US mortar.  

I am waiting for confirmation from armchair_general that this is ok.

I'm glad I posted my army and he caught it.
armchair general

re

Guys, the changes are fine with me.  No problem!
Polish_Cavalryman

Re: re

armchair general wrote:
Guys, the changes are fine with me.  No problem!


then I say you are up for rolling for sides.

Smile
NeuralDream

Do whatever you want as long as you agree Smile.
armchair general

re

alright, I'll roll for sides quickly before dinner....

let's see if I remember how to do this...

Rolls: (2d6)      +2 initiative
armchair general

re

Shocked

well, nice to see my dice are getting the bad rolls out of the way early on!!   Laughing

Polish_Cav.....your choice of sides
Cpt. John Miller

setup gets no initiative bonus.
Polish_Cavalryman

Partisan 1 in A1
Partisan 2 in A3
M3 Lee in Q7 with bazooka loaded
M5 half-track in Q9 (first woods) with M2 mortar loaded
Garand 1 and EENCO in Q11
Garand 2 and BAR in Q13
Garand 3 and Pony in Q15

your deployment.  I'll check back in 10-15 min.
Polish_Cavalryman

[img]
http://i258.photobucket.com/album...olish_Cavalryman/round3-move1.jpg
[/img]


here's a map of my setup.
Polish_Cavalryman



wonder what I'm doing wrong?[/img]
armchair general

re

Map looks good to me.....doesn't look like you're doing anything wrong!

Interesting army build....I like it!!  Hopefully, I've got enough to take care of it.

Will have my map posted later this afternoon, after school lets out!
Polish_Cavalryman

oh it just didn't work the first time.  Second map worked.

Congrats on Xaviers win.  I have to hope my Bucky can pull one out against Davidson.  I know most of America will be pulling for Davidson but hey... we've never won a championship either.  

I see the M5 can carry the US mortar since the US mortar does NOT say soldier - artillery.  I didn't realize that.  I see one other similar oddity on this map.  Woods next to stream is never done by Wotc so the question never comes up... but I assume a vehicle trying to enter must make 2 rolls to enter the woods and if EITHER one fails the vehicle is stuck facing the woods.  I guess that is only logical.  

Like last time my army has half the same units as my enemy.  So we'll consider this a "friendly" war exercise wtih no live fire.  When we get closer I'll adjust the color on the units so it is more obvious who belongs to whom.  

Sorry about the Partisans... this setup system makes for some funky arrangements.  I've tried to avoid overexploiting the oddness of the setup system (like liberal use of tank traps and what-not).  But the Partisans pretty much need to go there.  Besides you can still place units in that town area.  I like how Partisans are weak in this game but potentially a thorn.  These are one of the units I think they did a very good job with.  True they should not be in a real skirmish but they did affect supply and support which is modeled here in some way.

Anyway... good luck.
Cpt. John Miller

Polish_Cavalryman wrote:
the Partisans pretty much need to go there.  Besides you can still place units in that town area.


I'm not positive, but I don't believe he can place there. In the standard game you get to set up 3 hexes deep so it doesn't really come up. What is the opinion of the moderator?
Polish_Cavalryman

Cpt. John Miller wrote:
Polish_Cavalryman wrote:
the Partisans pretty much need to go there.  Besides you can still place units in that town area.


I'm not positive, but I don't believe he can place there. In the standard game you get to set up 3 hexes deep so it doesn't really come up. What is the opinion of the moderator?


If they can't place there then I move them back 1 space to B2.  Just curious though... what is the reason they can't go there?  

In all honesty I don't care though.  B2 is fine or maybe better.  So it makes no difference to me.  

IMO there are a lot of funky things you can do in these setups that you would never be able to do in a regular game.  This is one of those funky things.

But as I said... B2 is almost better for me.  I'll let my opponent pick their location.  It matters not to me.
armchair general

re

Polish_Cav:

I think Cap. is referring to me not being able to place units in hexes with your partisans.  As far as I'm concerned (for whatever that's worth!  Very Happy ), your partisan setup looks okay to me!  

Cap. Miller, I don't mean to put words in your mouth, but I think I'm interpreting you correctly.....


Regarding this and the multiple movement rolls question w/ the stream and woods, I think I found some answers for us on the Old Avalon Hill Forum!

(1) Partisans

From 3-24-2006:

"Partisans set up during your portion of the deployment phase, whether you set up first or second. And yes, if Partisans set up first, the opposing player can set up units in the same hex as Partisans, as long as it's a legal hex for that unit (e.g., can't place a vehicle in a roadless marsh hex, must be within 5 of your baseline). This may or may not be a good idea."

Steve

(2) Multiple Movement Rolls

From 6-15-2006:

"If an infantry was trying to cross Barbwire, which is also over a Hedgerow edge, across a Bluff hexside.....the infantry would need to roll 4+, 4+, and then 5+ to make that move. Is that right? All movement rolls stack like that?"

Wak

"Correct. I don't recall whether the movement roll for Soldiers to climb bluff is 4+ or 5+, but they do all need to be made successfully, and all during the same phase."

Steve


It seems like this would apply to a vehicle attempting to cross the stream via the Forest hex.....

Thank goodness for 'Ole Moderator Steve!

all hail


Dave
Cpt. John Miller

I stand corrected. Seems like every round some obscure rule is clarified for everyone, even know-it-alls like myself. Wink
armchair general

re

Cap.:

Glad you said something though.  Wasn't sure myself.  I don't play with partisans much.
armchair general

re

Polish Cav:

Good luck to you as well!

Are you kidding me about the partisans Question  Exclamation   Don't feel at all bad about using 'em!  They're perfectly legal!!!
Polish_Cavalryman

you can still place in the same hex by the way.
Sharpe

I don't see why the partisans can't go in any edge hex, though I'm not the final arbitrator.  I also don't see why AG can't deploy his army in any hex either.  As far as I know, the presence of enemy partisans doesn't prevent a friendly unit from being deployed in the same hex unless there is a specific restriction.
Polish_Cavalryman

Ugh.  Badgers fall hard.  3 things.

1.  Curry hit everything in the 2nd half.  The kid was great.
2.  No Trevon Hughes at point guard really hurt.
3.  Davidson simply moved the ball well and did a good job on defense.  They played much better.

Oh well.

I'll check back later tonight and see if you completed the setup.
armchair general

re

Yeah, I was surprised how well Davidson played D!  Curry was phenomenal!!

Okay, here's my setup:

A5- Garand
A7- Jeep w/ bazooka loaded on it
A9- Garand & Sherman
A11- Bofors & BAR
A13- Inspiring Lt. & a Garand
A15- 2 Garands
Polish_Cavalryman

Initiative:

Rolls: (2d6)     

re-roll if tied

Rolls: (2d6)     

we both have +2 commanders
armchair general

re

Initiative:

Rolls: (2d6)     

re-roll if necessary

Rolls: (2d6)     
armchair general

re

Shocked

Well, it seems the dice gods have left me for the moment at least!   Laughing


Polish Cav:  Your choice.....
armchair general

re

Here's what the map looks like at the moment:


Polish_Cavalryman

you can go first.
armchair general

re

The British Lt. shouts to his men, "Follow me chaps!  TALLY  HO!"

Garand- from A5 to A7
Jeep w/ Bazooka aboard- F10
Sherman- D6
BAR- C9
Garand- from A9 to B10
Inspiring Lt & Garand- from A13 to C11
Garands- from A15 to C13


your move.....
Polish_Cavalryman

M5 moves to N6 & tries to get into woods at M5.  Hmmm... M5 & M5 sounds like charma to me...

Rolls: (2d6)     

(I need both 4+)
Polish_Cavalryman

dang.

OK M3 Lee rumbles up to M9 facinf NE

Both Partisans at B2
Cavalry to M15
All infantry on foot move 1 hex forward NW

you are up to attack
armchair general

re

My assault phase:

Sherman to F4
Jeep w/ bazooka to G5
BAR to D10
Inspiring Lt. & Garand to D12
Garands from C13 to D14
Garand from B10 to C11
Garand from A7 to A9

Your assault....
armchair general

re

Whoops!

Forgot to move the Bofors.....

Bofors moves to C11
Polish_Cavalryman

M3 Lee moves to M7 then tries to cross stream to L6

Rolls: (1d6)   

and what the hey...

Partisan 1 at B2 fires a pot shot at Marine on A9

Rolls: (5d6)           
Polish_Cavalryman

M3 Lee continues on and uses road to get onto hill at K3.  Ends facing NE.

M5 half-track with mortar decides he can't swim and scoots onto the road crosses bridge at O 1/3 with road bonus and ends up at M3.

Garand from P10 to O9
NCO from P10 to O11
BAAR from P12 to O11
Garand from P12 to O13
Garand from P14 to O13

Cavalry gallops to I11

Other Partisan decides he might be a better shot and fires at Marine in A9.

Rolls: (5d6)           
Polish_Cavalryman

both close but no ciger... they win a ZZ Top keychain.  

initiative turn 2:

Rolls: (2d6)     
Polish_Cavalryman

this should be correct.  let me know if i made a mistake.

End of Turn 1:

[/img]
Polish_Cavalryman

also... please start indicating facing on the Sherman.  I think it will start to be a factor.
armchair general

re

Yep, you're right.....I marked it on one of the early maps.  I use a red line to indicate the direction it's facing.  

Gotta remember to do that!
armchair general

re

turn 2 initiative

Rolls: (2d6)     
Polish_Cavalryman

it's your choice.
armchair general

re

Polish Cav:

Yep....sorry; I wanted to get the initiative roll in before I hit the sack!  I was just too tired to do anything else after that....

Now that I have a free moment ..dance....I can get back into the match.

I'll go first and post my movement momentarily.
armchair general

re

Turn 2 movement:

Sherman to D8
Jeep w/ bazooka to D10
Garands from D14 to E13
Garand from C11 to D12
Garand from D12 to E11

Your movement......


Hey, did you happen to get the license plate of the semi that ran over Xavier this weekend!?  Man, UCLA looked impressive (which is good considering I have them in the Final 4 in both my brackets!!).
armchair general

re

oh yeah, and Sherman is facing West....
Polish_Cavalryman

there are some devilishly close line of site issues here.  I think I'm right but I'm playing this as a "friendly" and so it may become obvious what I'm doing... but no big deal.

Anyway please let me know if you do not agree but I believe the yellow line crosses the edge of the woods hex and units on either end of this line DO NOT have line of site.



[img]http://i258.photobucket.com/albums/hh261/Polish_Cavalryman/PHmove2-2.jpg[img]

sorry.  if there was another way to avoid the close call I'd do it.  I think 1 or 2 other close calls could go the way I want but I have alternatives.  On this one though I think I need your blessing that this is not a shot.  

Let me know.  Maybe I'm wrong.  I tried to remove all the cluter and put the line ends right on the dots.  [/img]
Polish_Cavalryman

[/img]
Polish_Cavalryman

well... for the sake of saving time since I won't check for several hours... here is my planned move.

If you really don't want to see it then don't scroll down I guess.
.
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.
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.
Last chance
.
.
.
.
.
.
I mean it this time... here it comes... Smile
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.
[/img]
armchair general

re

This may be easier than we think....

Unless I'm counting wrong (which, hey, considering it's the end of the day....anything is possible), following the yellow line you drew (great idea by the way!), it looks like the range from L6 to C11 is 9 hexes, which is too far for the mortar.....

What do you think?
Polish_Cavalryman

ahh yes.  too far for the mortar indeed.  but not for what lies on the other end of the line.  and there's the rub.
Polish_Cavalryman

if you want a better look you can copy and paste into word or any other program and blow it up to 200%.  

i've convinced myself that it crosses the woods hex and therefore the Bofors could not shoot at the mortar/half-tack.  If you don't agree let me know and I will adjust my movement turn.  If you agree then it is your assault phase.
armchair general

re

the lunch bell is just about to end...that's a good idea....I'll take a look at it on Word.  I'm leaning towards the fact that the Bofors does have LOS, but, in that case, yep, re-do your movement or I'll avoid shooting the Bofors at the mortar this turn....
Polish_Cavalryman

then let's do this alternate move...

[img]ttp://i258.photobucket.com/albums/hh261/Polish_Cavalryman/move2alt.jpg[/img]

you are up for assault.[/img]
Polish_Cavalryman

ohh for crying out loud Doug...



you are up for assault.

Smile
NeuralDream

Since it's an olympic match and I have 10 more minutes before I go, I'll take a look with the photoshop ruler.

You are talking about the LOS from C11 to M3, right? It is blocked by H6. Without doubt.
Polish_Cavalryman

NeuralDream wrote:
Since it's an olympic match and I have 10 more minutes before I go, I'll take a look with the photoshop ruler.

You are talking about the LOS from C11 to M3, right? It is blocked by H6. Without doubt.


C11 to L6 was the original question.  See the yellow line above.
NeuralDream

Polish_Cavalryman wrote:
NeuralDream wrote:
Since it's an olympic match and I have 10 more minutes before I go, I'll take a look with the photoshop ruler.

You are talking about the LOS from C11 to M3, right? It is blocked by H6. Without doubt.


C11 to L6 was the original question.  See the yellow line above.

It is blocked. Have fun. See you in 2 days.
Polish_Cavalryman

thanks.  

ok if the man says it is blocked I'll go with my original then.  

your assault AG.
armchair general

re

Polish Cav:

Yep, I'm with you guys.  After I looked at it in word, the LOS catches too much of the woods hex....

I asked Neural Dream and Sharpe to look at the LOS question.  I thought it was too important not to get a second opinion....
armchair general

re

Neural Dream:

Thanks for getting back to us!  Have a safe trip!!
armchair general

re

Turn 2 assault:

Garands from E13 to D14
Bofors to D12
Jeep w/ bazooka to C9
Sherman rumbles to F4, facing SE
Garand from E11 to D12
Garand from A9 to B10
Garand & Ins. Lt. to C13
BAR to C9

your assault...
Polish_Cavalryman

M5 tries to enter M5...

Rolls: (1d6)   
Polish_Cavalryman

Partisans both go to D2
M3 Lee to H4 facing NW
Garand at M9
BAR and EENCO at M11
2 Garands at M13
Cavalry at H10

initiative turn 3:

Rolls: (2d6)     +2
armchair general

re

initiative rolll

Rolls: (2d6)     
armchair general

re

Shocked

Guess the Lt. inspired my dice that time!   Laughing   With his +2, it's a tie....

initiative re-roll

Rolls: (2d6)     
Polish_Cavalryman

re-roll...

Rolls: (2d6)     
Polish_Cavalryman

my move...

EENCO from M11 across tiny wittle stream to L10...

Rolls: (1d6)   
Polish_Cavalryman

BAR is impressed and tries the same...

Rolls: (1d6)   
Polish_Cavalryman

2 Garands move to L12

last Garand tries to hop over the ditch from M9 to L8...

Rolls: (1d6)   
Polish_Cavalryman

other moves as shown.

you are up for assault.  maybe we'll have our first disruption of the game this turn?  Smile

I may have to give some input on when to take defensive fire if you try to rush past "my little pony".  

[/img]
armchair general

re

my movement....

"Red Devil" paradrops into I1
Sherman scoots to E9
Garand from B10 to C11
Jeep to B14


your assault....
Polish_Cavalryman

Cavalry on Bofors:

Rolls: (7d6)               

cover if needed

Rolls: (1d6)   

Garand at L8 on Para using Stars & Stripes + EENCO range ability

Rolls: (8d6)                 
Polish_Cavalryman

M3 Lee on Garand at C11

Rolls: (7d6)               

M3 Lee on Sherman with hull mount

Rolls: (8d6)                 
Polish_Cavalryman

that'll have to do.  I sure could have used a Sherman disrupt.

Garand destroyed.  Para and Bofors disrupted.

Partisans move to D2 and F4

EENCO and BAR move to K9

1 Garand from L12 to K11

Other Garand from L12 to K13 where M5 half-tack joins him

Bazooka tries to cross stream to H6...

Rolls: (1d6)   

mortar to M3

that should do it.  I'll make a map later.  Well... we're underway now.  The fightin' has begun.
armchair general

re

boxing
armchair general

re

alright, gonna squeeze off a few rounds before I leave for work....

Garand #1 from D14 on Polish Horsy, using Stars and Stripes...

Rolls: (9d6)                   

cover if needed

Rolls: (1d6)   
armchair general

re

dead

pause for a moment of silence and the playing of the Polish National Anthem........
armchair general

re

Bofors on partisan at F4

Rolls: (9d6)                   
armchair general

re

Shocked

Wow, partisan must have been wearing experimental body armor!

Sherman fires at M3 Lee...

Rolls: (9d6)                   
armchair general

re

doh


Oh well...gotta get to work...have to do the rest later.....
Polish_Cavalryman

[img]http://i258.photobucket.com/albums/hh261/Polish_Cavalryman/assaultturn3.jpg[img]


I know you are not done... I just had a few minutes to update the picture.  The * indicates the unit has fired.  

Well my Cavalry was not as useful as it normaly is but he did a lot of good holding the front and if not for your cover on the Bofors he still would have had a good game.  I still hope the Cavalry has some use in his soon to be deceased figure.  I guess I'll see if you decide to draw his wrath in defensive fire.

I'm bracing for a comback on your dice rolls and I'm hoping I didn't use up all my luck on stream hoping which seems to be our specialty.  

Smile[/img]
Polish_Cavalryman

[img]I still hope the Cavalry has some use in his soon to be deceased figure.  I guess I'll see if you decide to draw his wrath in defensive fire.
[/img]
Polish_Cavalryman

oh man... this is embarasing.

Polish_Cavalryman

oops.  I forgot to show the mortar had moved.

Polish_Cavalryman

Re: re

armchair general wrote:
Shocked

Wow, partisan must have been wearing experimental body armor!

Rolls: (9d6)                   


never underestimate the power of vodka!
Polish_Cavalryman

just to avoid a dealy...

the Cavalry will fire at the first soldier that tries to move past/into his hex.  since he can't really hurt you he will fire to try and stop your movement and therefore fire at the hex you are comming from.  

so he gets 7 dice and you get cover if appropriate.
armchair general

re

okay, it's lunchtime, so I'll try and finish my assault before the bell rings!

Jeep w/bazooka goes to D8
Para moves into the hills at H1
BAR fires at Partisan in F4

Rolls: (6d6)             

everyone else stays put and stands at attention as "Taps" is played for the dead Garand
armchair general

re

looks like my luck is back....partisan is disrupted...

Turn 4 initiative roll:

Rolls: (2d6)      +2
Polish_Cavalryman

initiative...

Rolls: (2d6)     

and re-roll

Rolls: (2d6)     
Polish_Cavalryman

Polish_Cavalryman

your movement phase...
armchair general

re

Sherman to G11, facing West
BAR to D10
Jeep w/bazooka to B14


your assault.....
Polish_Cavalryman

M5 half-track on Garand at D14

Rolls: (6d6)             

Partisan at D4 on Bofors

Rolls: (5d6)           

cover if needed... Rolls: (1d6)   

Partisan (disrupted) at BAR

Rolls: (5d6)           
Polish_Cavalryman

Garand at K9 on Para

Rolls: (8d6)                 

cover if needed

Rolls: (1d6)   
Polish_Cavalryman

BAR lays covering fire on your BAR

Rolls: (6d6)             

Bar Fight!
Polish_Cavalryman

M3 takes a potshot at Inspiring Lt.

Rolls: (7d6)               

then he fires off a prayer and a hull mount at the Sherman

Rolls: (8d6)                 
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