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Round 1: Großdeutschland (WON) Vs Résistance
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NeuralDream

 

Joined: 22 Dec 2007

Posts: 9282




Post subject: Round 1: Großdeutschland (WON) Vs Résistance Reply with quote


You can deploy on row A or Q. Roll a die to choose side. It will help if one of the two players updates the map and posts it once every turn or so.

We follow the current official WoTC rules (revised cards, hex limit 3, no overwatch/grazing/...).

Your armies:

Großdeutschland  (Axis)
07pts 20mm Flak 38
08pts Fallschirmjager  
08pts Grizzled Veteran
03pts Mauser KAR 98k
10pts MG 42 Machine-Gun Team
38pts 2x StuG III Ausf. G
11pts Wehrmacht Expert Sniper
15pts Wehrmacht Veteran Infantrymen

Résistance  (Allies)
3x 17-pdr AT gun (13) 39 pts
3x Bofors (9) 27
7x Greek infantry (3) 21
1x Gurkhas 4
1x British Hero 9

Have fun gentlemen! pop corn
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Last edited by NeuralDream on Thu May 28, 2009 12:25 pm; edited 2 times in total
PostMon May 11, 2009 8:50 am
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general Hoth

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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.


Joined: 05 Jan 2008

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Post subject: Reply with quote
Great.
I am i right by saying that sindor goes first for our team résistance?
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PostMon May 11, 2009 9:36 am
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NeuralDream

 

Joined: 22 Dec 2007

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Post subject: Reply with quote
Yes.
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PostMon May 11, 2009 11:11 am
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Sindor

 

Joined: 02 Feb 2008

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Post subject: Reply with quote
Dice roll for sides:

Rolls: (1d6)    *Re-roll Rolls: (1d6)   

PS: Lets agree on a system first to speed up the game correspondence.

- "*" marked rolls are conditional, to prevent long waiting times.
- The player who is attacking is allowed to roll on cover for his opponent (as the die here cannot be cheated Wink ), but is not allowed to roll for him defensive fire (as he doesn't know the other players intention).
- It is fair to point out a fault or omission of your opponent and ask for immediate correction, but an error in one phase cannot be taken back in the next phase nor turn.

O.k.?
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PostMon May 11, 2009 12:19 pm
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Sindor

 

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Post subject: Reply with quote
I will update the map and units ... it is my map anyway  Wink
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PostMon May 11, 2009 12:26 pm
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Richter von Manthofen

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Post subject: Reply with quote
looking forward to this game - go lykos go----
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PostMon May 11, 2009 12:29 pm
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general Hoth

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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.


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Post subject: Reply with quote
Come on Sindor, il faut détruire l'occupant Allemand! Very Happy
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PostMon May 11, 2009 4:41 pm
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lŭkos

 

Joined: 10 Feb 2009

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Post subject: Reply with quote
The system seems reasonable.

Sides:
Rolls: (1d6)    *Re-roll Rolls: (1d6)   
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PostMon May 11, 2009 5:02 pm
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Sindor

 

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Post subject: Reply with quote
I have chosen the top side. Here is my deployment. Your turn.


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PostMon May 11, 2009 8:34 pm
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lŭkos

 

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Post subject: Reply with quote
Q4: Stug , MG, WVI
Q5: Stug , WVI, Mauser;
Q6: Sniper, Flak, WVI

Initiative Turn 1:
Rolls: (2d6)     

Very nice job with the map by the way.
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PostMon May 11, 2009 9:15 pm
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Sindor

 

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Post subject: Reply with quote
Learning through experience  Wink

Rolls: (2d6)      * re-roll Rolls: (2d6)     
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PostMon May 11, 2009 9:52 pm
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lŭkos

 

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Post subject: Reply with quote
You may move first.
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PostTue May 12, 2009 6:31 am
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Sindor

 

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Post subject: Reply with quote
Inspiring Hero appears at A2 and kicking the butt of all adjacent units forwards. I already forgot "classic ruleset" - is Commander also commanding himself? (i.e. is he affected also by his own SAs?)
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PostTue May 12, 2009 7:25 am
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lŭkos

 

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Post subject: Reply with quote
Yes, he can Tally-Ho! himself across the map.
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PostTue May 12, 2009 8:17 am
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Sindor

 

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Then whole the group to C1-C2-C3 hexes, remaining two Greeks at B3.
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PostTue May 12, 2009 10:57 am
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lŭkos

 

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Post subject: Reply with quote
Please be a little mor precise when describing your movement, since the Greeks in A1 could reach C1 as well as C2 for example.

C1: Greek x3
C2: Hero, Gurkhas
C3: Greek x2
B3: Greek x2

Is that correct?
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PostTue May 12, 2009 12:57 pm
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Sindor

 

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Post subject: Reply with quote
Yes. The group as it is, is moving unaltered towards these three hexes. At this moment, their arrangement can make hardly any difference  Wink
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PostTue May 12, 2009 3:51 pm
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lŭkos

 

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Post subject: Reply with quote
MG, WVI from Q4 to P4
Stug from Q4 to M4, facing l3
WVI from Q5 to P4
Mauser from Q5 to P5
Stug from Q5 to N4, facing M4
Sniper, WVI from Q6 to P5

Your assault.
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PostTue May 12, 2009 4:26 pm
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Sindor

 

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Post subject: Reply with quote
Here is a map update with my assault phase


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PostTue May 12, 2009 8:45 pm
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lŭkos

 

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Post subject: Reply with quote
Is there line of sight between D3 and J3? In my group we houseruled that there isn't, but I'm not shure about the official rules.

Flak from Q6 to P4
MG, WVI, WVI from P4 to O4
Mauser, Sniper, WVI rom P5 to O5
Stug from N4 to K4, facing J3
Stug from M4 to J3, facing I3

Initiative Turn 2:
Rolls: (2d6)     
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PostWed May 13, 2009 2:40 pm
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