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AAM Grand Final: Polish_Cavalryman WON
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NeuralDream

 

Joined: 22 Dec 2007

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Post subject: AAM Grand Final: Polish_Cavalryman WON Reply with quote
Combatants:
Cpt. John Miller - Allies
Polish Cavalryman - Allies


Cpt. John Miller
-------------------
21 Hawker Typhoon
11 Screaming Eagle Captain
36 Screaming Eagle Paratroopers x4
24 Defiant Paratroopers x3
08 Resourceful Hero
100 Points 10 Units

Polish Cavalryman
--------------------
Veteran M4 Sherman "Rhino" x1 26
Churchill AVRE x1 25
Communist Partisans x1 3
Greek Soldier x4 12
Tank Obstacle x4 4
Barbed Wire x2 1
Hero of the Soviet Union x1 8
M4A1 Sherman x1 21


Army restrictions: year 1945, total cost 100, Max. 15 units, max 1 hero.


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 final was chosen and designed by Sindor.
* Hex K3 is Large Building (no entry for Vehicles, cover for Soldiers on 4+, blocks LOS).
* K4, H2  are considered "buildings" hexes (but without road bonus)
* P7 is a classic village (road bonus applies )
* K1, K2, I2 and I3 offer cover only from sides cut by buildings (like hedges).
* I1&J5 are Shell holes
* H1 and all other hexes are standard (plains, forests, hills, roads).


The objective is the one in the middle.




You deploy along the top and bottom hex row





Send me you armies gentlemen.
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Last edited by NeuralDream on Sat May 10, 2008 11:04 am; edited 6 times in total
PostSat Apr 19, 2008 6:36 pm
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Gross Admiral Raeder

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Post subject: Reply with quote
NICE LOOKING map ND.


Go Capt. Miller. soccer
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PostSat Apr 19, 2008 9:33 pm
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Sink the Bismark

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Post subject: Reply with quote
Gross Admiral Raeder wrote:
NICE LOOKING map ND.


Go Capt. Miller. soccer

It is the work of Sindor.
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WAS 64/64
39-45 36/60
PostSun Apr 20, 2008 1:05 am
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Polish_Cavalryman

 
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Post subject: Reply with quote
a few questions...

1.  do the runways act like road?

2.  I believe the objective is I4.  Is that the correct one?

3.  This one kind of confused me... "K4, H2  are considered "buildings" hexes (but without road bonus)".  I'm not sure why I would think there would be a road bonus here.

4.  From this one... "K1, K2, I2 and I3 offer cover only from sides cut by buildings (like hedges)".  I think all offer cover from only 1 side except at K2 which appears to offer cover from both NE and NW directions.  Is that correct?
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PostMon Apr 21, 2008 12:01 pm
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Polish_Cavalryman

 
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I guess I should say I am also assuming we are not using North Africa.  Though since we are using 39-45 I would not care either way if my assumption is not correct.
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PostMon Apr 21, 2008 12:09 pm
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NeuralDream

 

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Post subject: Reply with quote
We are using North Africa too. About your other questions, I believe Sindor can answer.
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PostMon Apr 21, 2008 1:20 pm
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Polish_Cavalryman

 
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ok... what the heck... no sense worrying too much about it.  it'll be the same for both sides whatever it is.  

army sent.  we can start when Sindor sends clarrification as far as I am concerned.
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PostMon Apr 21, 2008 2:44 pm
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Sindor

 

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Post subject: Reply with quote
Polish_Cavalryman wrote:
a few questions...

1.  do the runways act like road?

2.  I believe the objective is I4.  Is that the correct one?

3.  This one kind of confused me... "K4, H2  are considered "buildings" hexes (but without road bonus)".  I'm not sure why I would think there would be a road bonus here.

4.  From this one... "K1, K2, I2 and I3 offer cover only from sides cut by buildings (like hedges)".  I think all offer cover from only 1 side except at K2 which appears to offer cover from both NE and NW directions.  Is that correct?


Idea  Arrow ad 1: Good point. The runway acts as a road  Wink
Idea  Arrow ad 2: Yes, I(van)-4 is the objective.
Idea  Arrow ad 3: Just to prevent silly questions (usually a city hex is with roads)
Idea  Arrow ad 4: Yes, except K2 offers a cover from three directions: NE, NW and W.
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PostMon Apr 21, 2008 7:22 pm
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Cpt. John Miller

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Army PM sent, Good luck to my opponent and thanks to all those who have been rooting for me along the way!
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PostMon Apr 21, 2008 7:22 pm
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armchair general

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Good luck gentlemen!!
PostMon Apr 21, 2008 7:30 pm
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Polish_Cavalryman

 
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Post subject: Reply with quote
Sindor wrote:
Polish_Cavalryman wrote:
a few questions...

1.  do the runways act like road?

2.  I believe the objective is I4.  Is that the correct one?

3.  This one kind of confused me... "K4, H2  are considered "buildings" hexes (but without road bonus)".  I'm not sure why I would think there would be a road bonus here.

4.  From this one... "K1, K2, I2 and I3 offer cover only from sides cut by buildings (like hedges)".  I think all offer cover from only 1 side except at K2 which appears to offer cover from both NE and NW directions.  Is that correct?


Idea  Arrow ad 1: Good point. The runway acts as a road  Wink
Idea  Arrow ad 2: Yes, I(van)-4 is the objective.
Idea  Arrow ad 3: Just to prevent silly questions (usually a city hex is with roads)
Idea  Arrow ad 4: Yes, except K2 offers a cover from three directions: NE, NW and W.


I get it... so the "buildings" hex for K4 and H2 means soldiers and vehicles can enter and soldiers and vehicles get cover.
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PostMon Apr 21, 2008 7:47 pm
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Polish_Cavalryman

 
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well... I probably won't check in tonight.  

so assuming we are both legal on the armies here is my roll for setup:

Rolls: (2d6)     

and re-roll if needed

Rolls: (2d6)     

if there is a problem with one of our builds I will just do this again later.  But if we are legal... this counts...

oh the suspense... Smile
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PostMon Apr 21, 2008 8:26 pm
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Sindor

 

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Post subject: Reply with quote
Polish_Cavalryman wrote:

3.  This one kind of confused me... "K4, H2  are considered "buildings" hexes (but without road bonus)".  I'm not sure why I would think there would be a road bonus here.

I get it... so the "buildings" hex for K4 and H2 means soldiers and vehicles can enter and soldiers and vehicles get cover.


Exactly Exclamation  Wink
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PostMon Apr 21, 2008 9:12 pm
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Cpt. John Miller

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Setup Roll:
Rolls: (2d6)     
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PostMon Apr 21, 2008 9:16 pm
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Sindor

 

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... just for illustration: H2 is a depot with MG nests, I2&I3 are hangars, K2 are   barracks, K3 main building with control tower and K4 officer block.
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PostMon Apr 21, 2008 9:34 pm
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Cpt. John Miller

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I will take the North Side. You setup in the south when you are ready.

Initiative Turn 1:
Rolls: (2d6)     +3
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PostMon Apr 21, 2008 11:27 pm
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Polish_Cavalryman

 
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you may take that initiative roll back.  

you have me down and almost out before the setup.  there's no need to give me an advantage and let me off the mat.

you've won the opening coin flip for sides.  you have a parabomb army with me burried in a swamp... with very little hope to gain the inititative.  A bleak situation indeed.  But this is a piece of information I should not now know.
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PostTue Apr 22, 2008 11:26 am
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Sindor

 

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Polish_Cavalryman wrote:
You may take that initiative roll back.  

you have me down and almost out before the setup.  there's no need to give me an advantage and let me off the mat.


Indeed, paratroopers may block the access to the airport, and you do not have any heavy artillery or MG's to blow them away - or destroy quickly the incoming aircraft.

But, I am not an oracle - please, go on  Wink
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PostTue Apr 22, 2008 12:29 pm
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Polish_Cavalryman

 
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Sindor wrote:
Polish_Cavalryman wrote:
You may take that initiative roll back.  

you have me down and almost out before the setup.  there's no need to give me an advantage and let me off the mat.


Indeed, paratroopers may block the access to the airport, and you do not have any heavy artillery or MG's to blow them away - or destroy quickly the incoming aircraft.

But, I am not an oracle - please, go on  Wink


its not really the weapons... From the other side I would not be trapped in a swamp.  the coin flip for sides was huge.  I lost that.  I'm not saying I can't win.  Anything can happen.  We all know it will likely come down to an AVRE desperatly firing and likly blowing itself up.  But we are getting ahead of ourselves.

I'll just sit tight.  I think he should accept to remove that initiative roll.  But I'll wait and see what he says.
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PostTue Apr 22, 2008 1:44 pm
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Cpt. John Miller

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Why should I remove my initiative roll?
Please explain.
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PostTue Apr 22, 2008 3:51 pm
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