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 6/2/2011 6:20 AM
 

My AAR for turn 3 Ironman tournament

I'm paired with Darryl Lundy from New Zealand, so we decide to play email because of 10 hours time zone difference.
Darryl select 3 SK scenarii S4, S13 and S14 from wich i choose one.
I choose S4 and we ramdomize side ; a dr take me americans and i figure my set up.
Darryl decide to attack through woods south of the map.



Turn 1 :

During first MPh, some lucky fire from americans kia one squad and a 8-1 ldr running in the open assaulting them (DR3 on a 8 -2, DR3 on a 4-2), mmg in F7 retain rof two times.
During american RPh snow start falling.
No units rally.


During american PFPh one more DR3 breaks hs in G7.
During MPh F7 succesfully smoke his hex trying to escape heavy fire...
But DF DR4 from G8 breaks them in F6.

Turn 2 :


E4 rally on a snake ! Was not a self rally :-(
This time no fire during german movements.
DFPh C6 DR4 for a 2mc in D6 ; everybody break.
AFPh a firegroup DR4 at C6 to break them either ; heavy fire in the woods !
At the end of their phase, germans are progressing in the woods but with too much broken units.


During american RPh, bad luck is on germans ; their roll two DR12 for CR in F7 !!
Americans take better positions (hmg in I2, FT in G4, both mmg watching woods border) to face german assault. I think german position is already hopeless.

Turn 3 :


No special luck (except a KIA on a ldr 7-0 running in open) but high firepower from americans.
Germans may not force the passage.


During american PFPh, hmg breaks D4 and C5 with ROF, FT and sq in G4 break F4 and G5.
American firepower is too much !
During CC, pinned 9-1 and 8-0 leaders are killed in the wood in F6.

Turn 4 :


we play turn 4 until american moves and Darryl resign the game with reason when two more units fail to rout in the woods ; it's impossible for germans ! FT goes out of fuel but more german units breaks.

Here is the final position before RtPh with 2 VP for germans a squad escaping via Y1.



Conclusion :

With still two turns to play germans resign not having enough good order squads to fullfill VP.
If they want to win this scenario, i think they need to avoid american firepower.
Perhaps here it was better to try a north option even if at start the hmg team in U4 watch all open group in front of the woods there and a FT was waiting behind.
Main american forces are south part of the map and germans were severely beaten there !

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 6/12/2011 3:01 AM
 

ASLSK, scenario S4

We agreed that I would suggest 3 scenarios and Laurent would choose which one, then randomly select a side. We wound up with S4 Welcome Back, with Laurent taking the Americans on the defence.

German Setup.

Looking at Laurent’s defence, the 10-2 and HMG dominate the middle of the map. Go up the left or the right? Going up the right means sucking up some HMG shots to get across the open, and then eventually when getting to the top, coming back out through woods to get to the exit locations in the face of the HMG again. I think I much prefer the left side. I can infilitrate most of the German force through the woods, and make the big assault on the I1 exit location without too much interference from the HMG.

Turn 1

I need to neutralize both squads in the woods, and prevent them from getting away to reinforce yI1 later, without taking too many losses in the process. I will be moving a MG into the middle of the board to slow down his reinforcing the left flank.

Moving the Germans into the woods – a 447 moving up next to the 546 to draw fire gets whacked with a ‘3’ and is KIA. MMG rolls another ‘3’ and KIAs my 8-1, and breaks another squad. End result is a squad and 8-1 KIA, and another 3 squads broken. Managed to break two of his squads in advancing fire.

In the American turn, the squad in the woods skulks back.

Turn 2

Rolled a ‘12’ and CRed a squad trying to rally it. Germans start advancing through the woods, getting adjacent to the 546. His DFPh breaks my 9-1 and 2 squads.

In the American turn his 10-2 and HMG from the middle are able to get across to defend yI1 without any interference. The 546 moves further back into the woods.

Turn 3

Tried moving my 7-0 from the middle across to the woods to help rally all my broken guys, but he got zapped. Germans move further into the scary woods. FT guy breaks a squad, and the MMG guy breaks my 8-1 and another squad. The 546 breaks another squad.

In his turn, his 10-2 and HMG zaps a squad in the forest road. The 546, FT and MMG guys all skulk back into the woods. His 666 and MMG counter attacks into the woods, scaring the daylights out of all my broke guys. Unfortunately he then pins the 8-0 and 9-1 trying to rally them. No voluntary breaking in ASKSK, so he then jumps these leaders and CCs them. Only a 7-0 left to rally all my brokies. With 6 broken MMCs to still rally, it doesn’t look good.

Turn 4

I manage to CR 2 more squads trying to rally them.

MMG and HS in the middle tries to run forward to help but gets zapped.

Moving forward in the woods with my 3 ½ unbroken quads – FT guy breaks one.

Then in the American turn he breaks two more of my squads.

With only 2 ½ unbroken squads left and way out of position in the woods, I concede – not enough time to rally squads and move them off, even if there was no opposisiton.

Summary

A debacle – it felt like every time I moved a squad up into the woods and he had a shot, it would get broken. Then I CRed 3 of my own guys, and completely failed to damage any of his squads for long enough to matter. Then getting my leadership CCed and zapped meant I couldn’t rally my rabble quick enough.

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 6/13/2011 7:59 AM
 

"I couldn’t rally my rabble quick enough"

I say that....a lot.

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MMP Ironman 2011 Announcements Minimize
 
Ironman Announcement - Wednesday, February 02, 2011

 

What: A tournament composed of seven rounds of game play of MMP games.  Each round (approximately one round each six weeks) will require the competitive play of one game from a list of two different MMP games announced prior to the start of the round.  Participants pick one game and finish it within the time frame allowed.  Points will be awarded based on performance.  A running total will be kept.  There will be a prize for first place!

How: MMP (via its designated tournament director Ken Dunn) will pair up tournament participants who have picked the same title.  Once paired, opponents can play the game via any venue they agree on: face to face, VASSL, Cyberboard, etc.  MMP will make the pairings and notify all players at the start of the round.  We will make every attempt to pair opponents who want the same type of gaming venue.

When: First round starts February 15th. (Just after Valentine's Day so you guys can deal with the important stuff!)  Simply send an email to ken@multimanpublishing.com by February 12 to sign up.  Include your contact information: name, address, email, preferred method of play, and time zone.  The Rounds are scheduled approximately as follows:

Round 1: 2/15 - 3/30

Round 2: 3/30 – 5/15

Round 3: 5/15 - 6/30

Round 4: 6/30 – 8/15

Round 5: 8/15 - 9/30

Round 6: 9/30 - 10/15

Round 7: 10/15 - 11/30

Round 8 (if needed as tiebreaker): 11/30 – 12/30 (This will be a speed round.)

Participants may skip up to two rounds, but skipping more than 2 rounds results in disqualification.

Prior to the start of each round, MMP will announce the two featured games for the upcoming round.  Email Ken prior to the start of a round to announce your participation, what game you want to play, and your preferred venue. If opponents get paired despite having requested different venues, MMP will (if no venue can be agreed upon within 48 hours of the start of the round) decide on the venue.

Scoring: Each win earns 2 Points. There is an extra Point for a "Smashing Victory" (at the sole discretion of MMP), 1 point for playing the game to completion (early concessions considered "played to completion" only on approval of MMP), and 1 point for an After Action Report posted on the MMP website and approved by MMP. Ties will be broken via various tiebreakers as decided by MMP.

What if I don't own the Games?! For each round, the two featured games will be offered at 20% off the retail price prior to and throughout the round to participants of the tournament only.

First place receives an engraved plaque plus choice of either: 1) a trip to Winter Offensive, MMP's charity tournament, usually held in the middle of January (fine print - MMP pays for 3 nights hotel stay, up to $500 for travel expenses, and $100 for food. or 2) every new game MMP publishes in 2012 free of charge.

Second place also receives goodies.
 
Ken has posted the first two games in the General discussion in the Forum here:  ASL and Iwo Jima: Rage Against the Marines.  See his post for details.

You know you want to play the games.  Now you have an even better reason.  Be the MMP Ironman and lord it over your inferiors.

 

 
Ironman Announcement - Wednesday, February 02, 2011

 

What: A tournament composed of seven rounds of game play of MMP games.  Each round (approximately one round each six weeks) will require the competitive play of one game from a list of two different MMP games announced prior to the start of the round.  Participants pick one game and finish it within the time frame allowed.  Points will be awarded based on performance.  A running total will be kept.  There will be a prize for first place!

How: MMP (via its designated tournament director Ken Dunn) will pair up tournament participants who have picked the same title.  Once paired, opponents can play the game via any venue they agree on: face to face, VASSL, Cyberboard, etc.  MMP will make the pairings and notify all players at the start of the round.  We will make every attempt to pair opponents who want the same type of gaming venue.

When: First round starts February 15th. (Just after Valentine's Day so you guys can deal with the important stuff!)  Simply send an email to ken@multimanpublishing.com by February 12 to sign up.  Include your contact information: name, address, email, preferred method of play, and time zone.  The Rounds are scheduled approximately as follows:

Round 1: 2/15 - 3/30

Round 2: 3/30 – 5/15

Round 3: 5/15 - 6/30

Round 4: 6/30 – 8/15

Round 5: 8/15 - 9/30

Round 6: 9/30 - 10/15

Round 7: 10/15 - 11/30

Round 8 (if needed as tiebreaker): 11/30 – 12/30 (This will be a speed round.)

Participants may skip up to two rounds, but skipping more than 2 rounds results in disqualification.

Prior to the start of each round, MMP will announce the two featured games for the upcoming round.  Email Ken prior to the start of a round to announce your participation, what game you want to play, and your preferred venue. If opponents get paired despite having requested different venues, MMP will (if no venue can be agreed upon within 48 hours of the start of the round) decide on the venue.

Scoring: Each win earns 2 Points. There is an extra Point for a "Smashing Victory" (at the sole discretion of MMP), 1 point for playing the game to completion (early concessions considered "played to completion" only on approval of MMP), and 1 point for an After Action Report posted on the MMP website and approved by MMP. Ties will be broken via various tiebreakers as decided by MMP.

What if I don't own the Games?! For each round, the two featured games will be offered at 20% off the retail price prior to and throughout the round to participants of the tournament only.

First place receives an engraved plaque plus choice of either: 1) a trip to Winter Offensive, MMP's charity tournament, usually held in the middle of January (fine print - MMP pays for 3 nights hotel stay, up to $500 for travel expenses, and $100 for food. or 2) every new game MMP publishes in 2012 free of charge.

Second place also receives goodies.
 
Ken has posted the first two games in the General discussion in the Forum here:  ASL and Iwo Jima: Rage Against the Marines.  See his post for details.

You know you want to play the games.  Now you have an even better reason.  Be the MMP Ironman and lord it over your inferiors.

 

 
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