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Post subject: FINAL - Großdeutschland {WON} Vs. Team Australia
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The map is (Sindor's) Burma Road 1942.
You can deploy on row A or K. Ignore the (1) and (2) markers. The objective is the one on hex F4. 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
Team Australia (Allies)
4x Veteran SMLE 20pts
1x Australian Officer 7pts
2x Vickers MG 16pts
2X Sherman VC 17 Pounders 54pts
3x Tank Traps 3pts
Have fun gentlemen!
This time it's the players who didn't play in the semifinals that battle it out. Winners get the prize (that Aquarius has chosen or will choose). _________________
My new blog, specialised in the military equipment of Greece (1821-today).
Last edited by NeuralDream on Mon Sep 28, 2009 6:33 am; edited 1 time in total |
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Mon Aug 31, 2009 11:25 am |
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Posts: 161

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Good luck and have fun.
Setup Rolls: (1d6) *Reroll Rolls: (1d6) _________________ The truth hurts. |
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Mon Aug 31, 2009 11:50 am |
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 SOCCEROO FEVER

Posts: 6808

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Post subject:
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setup
Rolls: (1d6) _________________
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Mon Aug 31, 2009 9:44 pm |
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 SOCCEROO FEVER

Posts: 6808

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i''ll take bottom
Tank traps B6,7 and C5
2x vets and 1x Vickers K3
1x Vet and Aussie officer K5
1x vet , 1x mg and 1 firefly K7
1x firefly K6
your deployment
then init
Rolls: (2d6) +2 _________________
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Tue Sep 01, 2009 4:07 am |
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 SOCCEROO FEVER

Posts: 6808

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if i win init you move _________________
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Tue Sep 01, 2009 4:07 am |
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 SOCCEROO FEVER

Posts: 6808

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BTW to speed thing ups when u do an attack on one of my units u can roll the Save if it is required. that will speed things emmensly _________________
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Wed Sep 02, 2009 2:45 am |
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Posts: 161

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Setup:
A3: Sniper, MG, Flak
A4: WVI, WVI, StuG
A5: WVI, StuG, Mauser
Movement:
Sniper, MG from A3 to B3.
WVI, WVI from A4 to B4.
Stug from A4 to C5. Movementroll Rolls: (1d6) *If successfull proceeds through D5 to D6. Movementroll Rolls: (1d6)
WVI from A5 to B4.
StuG from A5 through B5 to B6. Movementroll Rolls: (1d6) *If successfull proceeds to B7. Movementroll Rolls: (1d6) If successfull proceeds to C8.
Mauser from A5 to B5.
Your Assault.
By the way: Can you do the maps? I have absolutely no experience in that area and no spare time to learn it right now. _________________ The truth hurts. |
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Wed Sep 02, 2009 9:31 am |
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Posts: 161

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Forgot facing for the StuG in D6. It's facing E7. _________________ The truth hurts. |
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Wed Sep 02, 2009 9:36 am |
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 SOCCEROO FEVER

Posts: 6808

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my move is
2vet and mg to K4
1 vet, officer to j4
1 vet and 1 mg to J6
1 firefly to Q6
1 firefly to H6
Your Assault
i will do map at the end of the turn _________________
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Thu Sep 03, 2009 3:22 am |
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mmm....oreos
 AHF Gold-Rated Trader
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Don't mean to step on any toes but hope this helps.
If you want my help with maps just PM me and I will continue. _________________
He who can modify his tactics in relation to his opponent, and thereby
succeed in winning, may be called a heaven-born captain.
-SUN TZU- |
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Thu Sep 03, 2009 3:40 am |
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 SOCCEROO FEVER

Posts: 6808

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your assault Lykos _________________
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Thu Sep 03, 2009 6:38 am |
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Posts: 161

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Thanks carrion!
Flak from A3 to C4.
Sniper from B3 to B2.
MG from B3 to C4
WVI from B4 to C4
WVI, WVI from B4 to C5.
Mauser from B5 to C5.
StuG from B5 to B6. Movementroll Rolls: (1d6) *If successfull proceeds to B7. Movementroll Rolls: (1d6) . Facing C8.
Now it's your assault. Sorry, mixed it up earlier. _________________ The truth hurts. |
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Thu Sep 03, 2009 10:13 am |
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 SOCCEROO FEVER

Posts: 6808

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my move
Officer and vet to I4
mg and 1 vet to I6
mg and 2 vet J4
rest to follow _________________
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Thu Sep 03, 2009 10:13 pm |
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 SOCCEROO FEVER

Posts: 6808

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firefly to E3 facing NE.
Question your other Stug is not moving?
Do we have line of sight on each other?
if you move plz let me know, if you shoot, shoot. _________________
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Thu Sep 03, 2009 10:18 pm |
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mmm....oreos
 AHF Gold-Rated Trader
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No line sight, there are trees on both sides just on different hexes. Here is map after assault phase.
 _________________
He who can modify his tactics in relation to his opponent, and thereby
succeed in winning, may be called a heaven-born captain.
-SUN TZU- |
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Thu Sep 03, 2009 11:17 pm |
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 SOCCEROO FEVER

Posts: 6808

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nit nxt turn Rolls: (2d6) +2
reroll
Rolls: (2d6)
if i win u move _________________
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Thu Sep 03, 2009 11:23 pm |
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Posts: 161

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Small correction regarding the map: The Mauser moved to C5.
Are the hexes D2 and C2 connected with a road?
Initiative Turn 2: Rolls: (2d6) *Reroll Rolls: (2d6) _________________ The truth hurts. |
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Fri Sep 04, 2009 12:19 am |
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 SOCCEROO FEVER

Posts: 6808

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i would consider it a dead end.
it is your move btw _________________
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Fri Sep 04, 2009 1:10 am |
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mmm....oreos
 AHF Gold-Rated Trader
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Oops, it will be corrected. _________________
He who can modify his tactics in relation to his opponent, and thereby
succeed in winning, may be called a heaven-born captain.
-SUN TZU- |
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Fri Sep 04, 2009 1:11 am |
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Posts: 161

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WVI, WVI, Mauser from C5 to D5.
WVI, MG from C4 to C5
StuG from B5 to B6. Movementroll Rolls: (1d6) *If successfull procceeds to B7. Movementroll Rolls: (1d6) *If successfull proceeds to D7. Facing E7. _________________ The truth hurts. |
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Fri Sep 04, 2009 8:53 am |
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