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Round 1: Gross Admiral Raeder (lost) Vs. The Mighty A (WON)
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NeuralDream

 

Joined: 22 Dec 2007

Posts: 9281




Post subject: Round 1: Gross Admiral Raeder (lost) Vs. The Mighty A (WON) Reply with quote
Combatants:
Gross Admiral Raeder - Axis
The Mighty A - Allies


Army restrictions: year 1939, total cost 50, Max. 8 units, no heroes

Gross Admiral Raeder
-------------------------
2x Falschirmjager
2x Fanatics
1x ME 110
1x Bunker
2x Barbed Wire

The Mighty A
----------------
1x Renault R-35    9pts
1x Supermarine Spitfire    15pts
2x Bren Machine Gunner    10pts
4x Determined Infantryman    16pts


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 ones that everybody is familiar with: http://www.wizards.com/avalonhill/rules/aam_rulebook.pdf

Use the AAM units database http://www.wizards.com/avalonhill/aam_db.asp for units for which you don't have the cards. Alternatively you can use: http://www.hordelings.com/frontend/games/aam/items.php or http://www.boardgamegeek.com/file...oad/23758/A&A_Minis_stats.xls

The Map for the first round (you deploy in the far left and far right hex columns):




Use the embedded dice-roller for the dice and make your own images with gimp, paintbrush or any other image editing software. You simply write down the name of the unit on its hex and then post the image on a photobucket account. If you need any help all moderators can help you and most users of this forum.
For more details go here: http://aaminis.myfastforum.org/about679.html
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My new blog, specialised in the military equipment of Greece (1821-today).


Last edited by NeuralDream on Thu Feb 21, 2008 8:23 am; edited 2 times in total
PostThu Feb 14, 2008 12:34 am
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Gross Admiral Raeder

 War at Sea Major League


Joined: 26 Jan 2008


Posts: 1739




Post subject: Reply with quote
Good Luck My Friend


I brought some Dice to Use.

* Throws a Handful of die down on Table

Rolls: (21d6)                                           
PostThu Feb 14, 2008 7:04 am
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NeuralDream

 

Joined: 22 Dec 2007

Posts: 9281




Post subject: Reply with quote
Gross Admiral Raeder wrote:
Good Luck My Friend
I brought some Dice to Use.
...

Your opponent has already sent me his army Smile.
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My new blog, specialised in the military equipment of Greece (1821-today).
PostThu Feb 14, 2008 9:37 am
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The Mighty A

 

Joined: 11 Jan 2008


Posts: 890




Post subject: Reply with quote
Great!  I brought some dice, too.
Rolls: (24d6)                                                 

My army has been sent in.  Roll for setup:
Rolls: (2d6)     
PostFri Feb 15, 2008 2:17 am
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NeuralDream

 

Joined: 22 Dec 2007

Posts: 9281




Post subject: Reply with quote
You're good to go. Have fun gentlemen Smile.
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My new blog, specialised in the military equipment of Greece (1821-today).
PostFri Feb 15, 2008 7:11 pm
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Gross Admiral Raeder

 War at Sea Major League


Joined: 26 Jan 2008


Posts: 1739




Post subject: Reply with quote
I was hoping you wouldn't bring a plane. Oh Well

Initiative
Rolls: (2d6)     

To pick sides if needed

Rolls: (1d6)   
PostFri Feb 15, 2008 8:02 pm
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The Mighty A

 

Joined: 11 Jan 2008


Posts: 890




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How do you want to do this?  I had rolled two dice as my setup roll, but I can declare that my initiative roll and roll a single die for setup.  I would say the high roller either sets up second or picks a side and sets up first.
PostFri Feb 15, 2008 8:56 pm
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The Mighty A

 

Joined: 11 Jan 2008


Posts: 890




Post subject: Reply with quote
Gross Admiral Raeder wrote:
I was hoping you wouldn't bring a plane. Oh Well


There is a lot to be said for controlling the skies.  I have some experience in what happens without air support  Smile .
PostFri Feb 15, 2008 9:02 pm
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Gross Admiral Raeder

 War at Sea Major League


Joined: 26 Jan 2008


Posts: 1739




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Hers A 1 die roll.  You decide

Rolls: (1d6)   
PostFri Feb 15, 2008 9:12 pm
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The Mighty A

 

Joined: 11 Jan 2008


Posts: 890




Post subject: Reply with quote
I will change my two dice setup roll to my turn one initiative roll.

Roll for setup:
Rolls: (1d6)   

Re-roll if necessary:
Rolls: (1d6)   
PostFri Feb 15, 2008 9:23 pm
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The Mighty A

 

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Posts: 890




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You will need to re-roll for your setup die due to the tie.
PostFri Feb 15, 2008 9:24 pm
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Gross Admiral Raeder

 War at Sea Major League


Joined: 26 Jan 2008


Posts: 1739




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Rolls: (1d6)   
PostSat Feb 16, 2008 1:39 am
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Gross Admiral Raeder

 War at Sea Major League


Joined: 26 Jan 2008


Posts: 1739




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You set Up First, We Both Roll For Initiative
Rolls: (2d6)     
PostSat Feb 16, 2008 1:41 am
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Gross Admiral Raeder

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Joined: 26 Jan 2008


Posts: 1739




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I am Confused. Sorry
PostSat Feb 16, 2008 1:42 am
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The Mighty A

 

Joined: 11 Jan 2008


Posts: 890




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No problem.  You win the initiative roll for the first round.  Who goes first?

I will take the left side of the map.
My setup:
Bren1 and Det1 in B1
Bren2 and Det2 in C1
Det3 and Renault in D1
Det4 in E1
PostSat Feb 16, 2008 2:11 am
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Gross Admiral Raeder

 War at Sea Major League


Joined: 26 Jan 2008


Posts: 1739




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Fanatics e-1
Bunker e7
wire1 c4
wire2 d5
PostSat Feb 16, 2008 2:48 am
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Gross Admiral Raeder

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Joined: 26 Jan 2008


Posts: 1739




Post subject: Reply with quote
you go first,
PostSat Feb 16, 2008 2:49 am
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The Mighty A

 

Joined: 11 Jan 2008


Posts: 890




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How exactly does barbed wire work?  Is an entire hex considered to be surrounded with barbed wire or does it only block a single side (which is what it sounds like)?  If so, which hex sides are you blocking?

Map after setup (minus barbed wire):


My move:
Bren1 and Det 1 to B2
Bren2 and Det2 to C2
Det3 and Det4 to D2
Renault to D4 (facing bottom right)
PostSat Feb 16, 2008 3:07 am
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The Mighty A

 

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That bright green did not turn out well.  I will change the color after the movement phase.  Also, I will add the barbed wire then.
PostSat Feb 16, 2008 3:08 am
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Gross Admiral Raeder

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Joined: 26 Jan 2008


Posts: 1739




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1st wire  Space C4 borders C+D 3

2nd wire Space D4 Borders C+D 4

Does that make sense To you?
PostSat Feb 16, 2008 7:24 am
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