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 9/19/2011 11:34 AM
 
 Modified By pablogs  on 9/19/2011 11:36:22 AM

Round 5 saw me paired with Oli Holfrsson. After some analysis, we decided to play Agony at Arnautovo. From ROAR it appeared finely balanced, and the comments from the GS forums to me seemed to point out to an exciting and tense game. We almost chose Play Ball, from Croix de Guerre, but having OBA was sort of a turn down for both of us. Having decided to fight it out in the snow, we rolled for sides and I ended up with the defending Italians while Oli took the winter-camouflaged Russian troopers.

The scenario presents tough decisions for both sides. First, the initial Italian force is pretty tiny (only 5 squads), but is bolstered by three guns and a HMG. Unfortunately, only one of those guns has a passing chance to hurt the T34 that accompany the Russian assault. This situation is further complicated by the fact that the Russian player can send part of his force for an outflanking move on the north side, while partisans are entering from the south. Thus, the Italian defenders are liable to be attacked on three sides! Significant reinforcements however come to the rescue, from the north or west sides of the town, in turn 4, in the form of a large number of squads, lead by a 10-2 and a Hero, and armed with a couple of MMG and a demo charge.Thus the game is likely to be one of defense and counterattack. How well both parts are played will determine the final outcome. We agreed with Oli that the scenario was indeed extremely well balanced and very tense throughout, coming down to the close combat phase of the last turn.

When I started thinking about the defense, as usual the key question is whether to defend forward or backwards. Having such a small force led me to think that defending backward, putting mostly dummies forward, was probably the safest way to go. The town, moreoever, is divided by a street, and to win the Italian need to maintain more that half of the buildings under control. Thus I figured that a defense that broadly aimed at holding the western half of the board, and then counterattacking to grab buildings on the eastern side, would be the safest path to victory.

Another issue also led me to decide on a backward defense. The Russians set up very close to the eastern outsikirts of the town, and if allowed by being in sight of an enemy unit (real or dummy), can start up with a human wave! I thought that this would spell disaster for the Italians as the 8MF would ensure a deep penetration. Incidentally, my plan as the Russians if I had rolled them would have been to precisely mass them on the south eastern part of the board and conduct a human wave westward. In any case, by deploying dummies and real units out of sight of the at start russians, I decided to not give that option to my opponent.

My guns were set up close to the town's center, pointing towards the most likely (in my view!) avenues of advance, and boresighting some hexes. The most interesting boresighting decision for me I think was to boresight the cross street hex immediately adjacent to the 45 gun. Although with a TK of 11 it was the only with a shot at hurting the T34, that would only occur on a side shot, which I thought unlikely. Thus my aim was to ensure with the combination of point blank and boresight DRM a decent shot at immobilization once it passed through there.

Oli will lilkely give a more precise blow by blow narrative so I will concentrate in what I felt were the most salient points of the game.

As the game started, I realized that some russian units would be entering from the north, while the setup forces were divided in two groups, each escorted by a T34. Initially, the Russians advanced cautiously, probing my defense (made mostly of dummies). The action however fired up in the south side versus the partisans, where an Italian first liner managed to reduce two partisan squads and thus hold the southern front. The T34 on that side of the front rushed forward and broke the irritating Italian squad, and he would remain broken for most of the game.

In the center, the initial Russian push by the infantry revealed a number of dummies, but one stack remained in a Level 1 building and Oli decided to push that side's T34 to freeze it in bypass before committing his troops forward. Lo and behold, the 45 saw an opening on a side shot two hexes away, and dropped HIP and shot. Of course it was a miss, with no rate, so I decided to intensive fire it (a pattern which would repeat itself, as I failed to get ROF on any single shot by the three guns and had to intensive fire them repeatedly), this time successfully knocking it in and leaving a wreck. The entrant units from the north side, along with a Demo Charge, were able to push close to the center of the town and place the DC on a building, breaking the occupants. In the southern side, the Russians had pushed over the outer part of the town and were threatening to start grabbing buildings on the westward half.

At this moment (turn 4), the Italian reinforcements came in, in the nick of time. They were able to move out of sight of most of the russian attackers and deploy on the north, to take out the buildings vacated by the DC attack and secure the church across the street, while in the south to block a large number of Russian stacks, up to then locked in melee. Also, a small group of a 7-0, two half squads and a squad attempted to outflank the outflankers and grab some of the easternmost buildings held by the russians.

This group faced an odd quirck of fate, as it was, concealed, adjacent to a russian controlled building guarded by two infantry squads and a MMG. My initial plan was to remain at arms lenght, committing those russian forces away from the main action, and try a last ditch attack if it was needed at the end game. However, a lucky sniper managed to pin both those russian units, so I decided to take the chance to ambush them (as the Italians were concealed), which they promptly did. In close combat they managed to kill one russian infantry unit and spike its MMG. However, the Russians rolled exactly their CC number, thus prompting casualty reduction, which had to be determined by random selection. As fate had it, I rolled 4,4,4,4 for the four units involved, killing the two halfsquad, reducing the full squad and wounding the leader. The Italian remnants would later be killed in close combat.

By the end game, I managed to retake the Church with 1 squad, and thus comes in the last Russian turn of the game. A rally created a berserker that rushed into the Church, where another Russian squad was already locked in melee with a single defending Italian squad. Further south, where I had placed the 10-2, Hero and Squad on the southernmost building as the last line of defense, a prep fire by the Russians locks in a 1MC, which the 10-2 immediately gacks with boxcars, while the Squad pins. Defensive fire pins an attacker, and thus a Russian half squad, a partisan squad and a leader enter the hex in close combat for one on one. They manage to kill the defenders on the 1-1 attack, but the Italians, in spite of the heroic -1, fail to harm them. Thus the Russians grab the additional building to secure the win. The Church remained in Italian hands.

Oli was a great opponent and showed great sportsmanship. It was truly a pleasure gaming with him. And kudos to Ken Dunn for picking this great scenario, and to Mark Pitcavage for designing it. It was probably the most tense and enjoyable ASL game I’ve played in years!

New Post
 10/8/2011 6:56 AM
 

just a question since it's a great AAR...

In my game i learn BS is not possible for itlian guns since russians are setup onboard and so, no concept of Defender/Attacker from Index definition.

False or True ?

Laurent.

New Post
 10/8/2011 11:52 AM
 
 Modified By Oli  on 10/8/2011 11:53:46 AM
Lorenzo wrote:

just a question since it's a great AAR...

In my game i learn BS is not possible for itlian guns since russians are setup onboard and so, no concept of Defender/Attacker from Index definition.

False or True ?

Laurent.

hmmm... It's true that the scenario card doesn't define ATT/DEF clearly. NRBH at the moment but I feel that giving the italians boresighting for their onboard guns simply seems logical/fair. Of course that doesn't mean that the rules allow it. In this game it didn't have much affect due to a weird angle of attack though. I need to finish of my half of the report so you can see what I mean.

cheers,
Oli

New Post
 10/12/2011 9:05 AM
 

For round 5 I was matched up against Pablo Garcia. A quick look at the Ironman standings told me that Pablo was not only joint top to the table but also only 2 points ahead of me. It was a chance for me to catch up and get back into contention for the Ironman title! Pablo and I discussed the scenario choice well and ended up going for AP 23 Agony at Arnautovo. Rolling for sides I ended up as the Russian and Pablo took the Italians.

Setup.

Looking at the map I decided to attack the building cluster around ff2 first and then sweep around to the north. I though sending a couple of squads to enter the north edge would be a good idea. They could work as an anvil to my hammer. After I saw Pablo’s Hordes of concealment counters, I decided to deviate a bit, I had originally planned to use the full allotment of 5 squads in the north arriving force, but decided against it, and placed a few to attack through the center of the map.

Looking at Pablo setup I guessed that DD4, Z3, W5 and S4 were dummies but I was worried by the lack of forward defense. I had expected at least something at hill 497. I therefore sent 3 squads with the DC and a 7-0 to enter the north edge on turn for. 3 squads were placed in 43Z8 to attack through the tree line. I placed the MMGs in AA8, along with the 8-0, and BB8 ready to deal with any threat that popped up on hill 497. In EE8 I placed two squads with one LMG and in FF8 I placed the 9-1, two squads and another LMG. Those were meant to capture the buildings around 41FF2. The two T34 were placed as anchors in my line, one at FF8 and the other at Y8. My plan was to use them to lure out the guns, hopefully and once they were found and dealt with to overrun everything they could.

Turn 1 Russian.

Turn 1 was simple. I armored assaulted one squad with the tank to EE1 and then moved the rest of the squads forward towards the town. I moved cautiously, keeping concealment as I could. No reaction from Pablo as I took control of the first buildings around FF2

Turn 1 Italian.

It started to snow! Other than that and some basic skulking nothing else happened during that turn!

Turn 2 Russian.

And it stopped snowing! Now the partisans arrived in the south and my flanking force at the north edge. Still there was no prep fire, mainly because of lack of targets. The north flanking force AMed into the map with no reaction from Pablo. The partisans then moved in, two squads moving to FF4. Another entering on DD10 made Pablo reveal a squad in BB8 how proceeded to pin and reduce the unfortunate partisans. His fire attack did spur the Russian sniper into action, pinning a squad in V6. That meant I found 2 of his squads already. The rest of my movement was a cautious advance to the east side of the village. Advanced fire from FF4 revealed the DD4 as a dummy stack. To me it looked like Pablo had left his left flank completely unguarded. In an attempt to take out that lone squad in BB8 I charged at them with the 8-1 and a partisan squad but FPF was effective breaking the leader and pinning the squad in CC9. The rest of the turn was uneventful.

Turn 2 Italian.

Prep fire broke the partisans in CC9. Elsewhere the skulking continued. I still had not found any of his guns but I expected them to reveal themselves soon.

Turn 3 Russian.

The turn started with the 8-1 in CC10 failing to self-rally himself so he couldn't try to get the squad up either. I knew I had to deal with that pesky squad in BB9 ASAP so I could get the partisans back in action. Luckily I had just the right tool for the job. With no prep fire I headed straight to MPh. The T34 in EE3 started up and charged west to CC9 help the beleaguered partisans. Otherwise the cautious soviet advance kept on moving towards the town. The stack in Y5 troubled me. I only found two squads at that moment so I expected that one to be a real squad, probably equipped with something nasty. Because of that I reckoned that VBM freezing them was in order, even though it might put the tank at risk. My second t34 quickly moved over there and as I moved into bypass of y5/x5 hex side, Pablo revealed his AT gun and fired. Fortunately for me his shot missed completely. He IFed the gun, and although he missed he now had a nice -2 acquired marker on my tank. In an effort to minimize the odds of him actually doing something to my steel monster I turned the turret towards his AT gun. Other than that I didn't move very aggressively, preferring to AM to keep concealment on my stacks. I did lose concealment on some of the more southern stacks though, as I moved my forces from FF4 and EE4 to get into position for an assault on the area around AA7 next turn. During DFPh BB9 squad fired at CC10. The 8 flat shot forced a mc on my broken partisans reducing the squad to a half squad. In the AFPh the T34 fired back, pinning that pesky squad in BB9. Elsewhere things were quiet. During APh most of my units moved forward. The 9-1 moved with two squads into AA6 and two Partisan squads advanced into BB6 by going CX. I felt that I was not in a good position to assault the z7 area to prepare for the arrival of Pablo’s reinforcements.

Turn 3 Italian.

I failed to rally the leader in DD9 and since Pablo had nothing to do in RPh he went straight to Prep fire. His AT gun pounded my bypassed T34 and managed to kill it! Luckily for me it didn't catch fire, but I had hoped that it would escape. Serves me right for being aggressive I suppose. Pablo then revealed another gun in z6! Right next to my 9-1 stack. His shots were effective, breaking one squad, and making the other one go berserk! He then revealed ANOTHER gun, this time in V7 and fired at U5, but at least this time with no effect. Then he revealed his HIP squad in CC7, along with a LMG and a 7-0 but luckily for me his fire was ineffective. During DFPh I managed to break that pesky squad in BB9. At least some success! But otherwise the little firing I did was ineffective. I routed the 9-1 and broken squad down to BB5 where the CC7 units interdicted them, but luckily for me with no effect. They then continued to CC5. During APh Pablo moved the crew from Z7 to Z8 giving up the cannon there. He moved his stack in Y5 into Z4 and charged into CC from CC7 into BB6. CC there was a stalemate.

Turn 4 Russian.

RPh saw the leader in DD9 rally along with the HS in there. The 9-1 also rallied the squad in CC5 without many problems. I prep fired my units in Z4, expecting the 8+2 attack to be enough to at least strip concealment from Y5, but unfortunately I rolled an 8! Z2 also fired at W5 but was just as effective! Clearly those Russians needed more training! During MPh the Berserkers charged into BB6 joining the melee there which I figured would be over quickly. The partisans moved from DD9 and up to CC7 and DD6. I expected that some of Pablo’s reinforcements would come in on the south west side to challenge my ownership of FF2 cluster and I wanted those guys to slow them down a bit. I then assault moved from U5 into V5 and proceeded to place a DC in V6. Pablo was unlucky there as he didn't manage to force a MC on them. I kept on assault moving into favorable positions and had one partisan squad move to AA6, intent on getting my hands on that gun in Z6. I moved my remaining T34 to AA5 to deal with that AT gun before it caused more damage to my forces. In DFPh Pablo managed to strip concealment of my squad in T5 and pin them to boot! He then revealed his HMG and 8-1 using them to break my squad in W4. Luckily for me his MG could handle getting rate and malfed in the next shot! In AFPh the DC went off, breaking the squad in V6. Other than that my fire was completely ineffective. During APh the partisans bravely charged into Z6 I advanced units into Z4, expecting a cc to develop. I also advanced from V5 into V6, intent on taking out that pesky cannon in V7. But lo and behold! The Italians in Z4 AMBUSHED my units and bravely withdrew into Z3 those sneaky gits! I would have to spend another turn dealing with them! In BB6 I managed to wound the 7-0 there which in turn died to the wound severity roll. But the squad remained, locked in melee with 3 of my squads. Should we dealt with quickly no?

Turn 4 Italian.

During RPh Pablo reduces the squad in Z9 by boxcaring the rally. He also rolls a 6 on the repair roll for the HMG. In Prep his AT gun malf's while IFing at Y5 but his gun in V7 manages to break the 458 in V7 AND kill the 7-0 there to boot! His other fire attacks where ineffective. But in MPh his reinforcements arrived! Pablo brought 3 big stacks in at Y10 and one at 43R10. That stack CXed to W10. FromY10 Pablo moved one stack to Z9 another to W8 and the third to Y9. In DFPh I finally scored a hit on the stack in Z3 revealing them as dummies and the T34 broke the AT crew, other than that my fire was very wasteful. At that time I was hoping my guys wouldn't simply run out of ammo! In APh Pablo charged into CC in Z6 with and 8-1 447 and the crew from Z6. Her spread his stacks around but a large, suspicious looking stack advanced into Z7. In CC my Partisans actually managed to ambush his forces in Z6 and withdrew into Y7. My only plan for them was to draw at least some fire during the next turns. In BB6 the melee continued with neither of us managing to score a hit on the other.

Turn 5 Russian.

Prep fire was basically very ineffective. In movement phase I started to move troops to the north to deal with Pablo’s flanking forces. Two squads and a MMG moved towards Y2. In the north I moved the squads from T4 and T5 into V4 and V5 to deal take W5. My Partisan in y7 AMed to X6 and took almost all of Pablo’s available defensive fire, breaking in the process. My remaining tank moved to Z5 and stopped there, acting as cover for a squad that AMed into the hex also. There they were pinned by accurate Italian fire. Pablo then revealed his stack of DOOM. In 41Z7 he had two squads, the 10-2 AND the Hero. They proceeded to fire at my MG plus 8-0 in Y5 scoring a K/1, reducing the squad and breaking the 8-0. Pablo then lucked out as he Xed his gun in Z6 intensive firing at my stack in Z4. In AFPh V4 and V5 FGed to fire at W5 scoring a MC which Pablo failed, breaking the squad there. That came as a bit of a surprise to me. I had pegged that one as a dummy. Clearly my counter counting skills need some work.

During RtPh my 8-0 routed to perceived safety of Y4 and the partisans in X6 were eliminated for failure to rout. Pablo’s squad in W5 offered surrender but No Quarters were evoked eliminating the squad. In APh my squad advanced into W4, gaining control of the building. I advanced the squads from Y2 into X1 ready to deal with the flanking force. In CCPh the melee in BB6 continued, with neither side managing to hurt the other one. At this moment I held 14 buildings vs Pablo’s 10

Turn 5 Italian.

With no rallies successful Pablo started his PFPh with boxcaring his death star, MALFing one of his MMGs. Unfortunately his attack was still effective as it pinned my 9-1 in BB7 although the squad with him was ineffective. His gun in V7 had better luck as it blasted W5 breaking one of the squads there. In movement a stack AM into AA8 and got hit by a 1 flat attack that incredibly managed to break both squads there. Further fire attacks at that stack stirred the Italian sniper into action, pinning the squads in X1! That was exactly what Pablo needed. The rest of the moment was rather uneventful. Pablo moved his forces around to secure the west side of town and my defensive fire was very ineffective. On the east side the concealed stack AMed into 41X0 drawing fire from the pinned stack in X1 with no effect. In APh Pablo moved his forces around making a secured fortress out of the west side of town. He then advanced into CC in X1 with a concealed stack against my pinned troops. That would make or break my game I felt, if he won that CC he'd be in position to encircle my forces. Luckily for me he didn't manage to ambush me in X1 and neither one of us could hurt each other. The same happened in BB6 as the melee continued. I was starting to feel the pressure of having those 3 squads locked in that melee. I really needed them to deal with the west town defense. The score then was 13 - 11 in terms of buildings controlled.

Turn 6 Russian.

I managed to rally the 8-0 in Y4 but my other rallies failed miserably. Pablo had the same luck with his rallies and Xed his MALFed MMG to boot. That took the pressure of me a bit. My prep fire from AA7, Z4 and Z5 was ineffective. In MPh I moved the 8-1 and HS to AA9 to put pressure on the broken HS there. Then my T34 started up. It charged to W7 to overrun the squad there, but only managed to pin it. I kept moving and in W8 Pablo threw a DC at it. After a few tense moments his throw missed completely. The tank kept on moving to Y9, narrowly escaping an ESB but staying in motion. Defensive fire was mostly ineffective, but fire from Z6 did manage to pin the squad in Z5. The stack of doom now fired at AA9. Through a nice rof they managed to eliminate both the 8-1 and the HS there with accurate fire! In APh my forces around Y5 returned to their positions, the squad in X2 joined the melee in X1 and the HS in AA7 charged into Z6, hoping to ambush the Italians and hopefully locking them in melee for a bit. In Z6 the HS failed to ambush the Italians and was promptly killed by the elite Italians. In BB6 the stalemate continued as neither side managed to hurt the other... again. In X1 things started happening. Pablo managed to eliminate a squad there along with destroying their MMG. I on the other hand, attacking the whole of the Italian forces managed to roll a CR. The random selection roll was 4,4,4,4! That left Pablo with a HS and a wounded leader in the melee, facing two full Russian squads. That effectively ended his flanking attack. The score was still 13 - 11.

Turn 6 Italian.

Rally started well for Pablo this turn. Most of his squads in X7 rallied, although on HS thought it would be a good idea to go berserk. Pablo then started his Prep fire by MALFing his last gun while IFing at my MMG HS in Y5. He had been IFing at every opportunity, and unfortunately had to pay the prize. The Doom stack in Z7 managed to get revenge though as they broke the HS in Y5. Z6 squad also broke the squad in Z5 with ease. In MPh the berserk half squad charged the tank in Y9. Pablo then moved against W5. AMing from V6 into V5 he survived the defensive fire there when he moved from W7 into W6 the ensuring final fire broke the squad. His third move was from X7 to X6 to which I responded with FPF, reducing and pinning the unfortunate squad. Next came the 8-1 and a 447 moving from X7, moving into x5 where the W4 finally broke through FPF. The 8ö1 then continued to X3 threatening the X2 and Y4 buildings. In rout my squads routed everywhere. 8-0 and HS from Y5 headed to Z3, Z5 headed to Z3 and W5 ran through the graveyard to V3. With no leader to rally the squads to the north I feared they would not take any part in the remainder of the game. In APh the Italians captured the W5, AA7 and Y4 building and moved his forces into the road ready to pry the rest of the east buildings from my now shacky possession. In CCPh the melee in BB6 finally ended with the Italians killed, but they did manage to CR one squad in the process. In X1 I did managed to see of the remainder of the Italian forces there. We were squarely in the end game now, with the score at 10-14 buildings controlled, in the Italians favor.

Turn 7 Russian.

Now it started to snow! Looking at the situation I knew I had to clear out the forces Pablo had managed to get to the east side of town. I knew if I could retake those buildings and hold them I would manage to win. The turn didn't start so well as nothing managed to rally! But in PFPh the 8-1 and squad broke to concentrated fire from Z4 reducing the squad even. Some success at least! In movement the T34 moved from the berserkers in y9 and charged into X5 overrunning them with no effect, and then continuing on overrunning Y6 also with no effect. Staying in motion the tank could not leave that hex. I then moved one squad from X1 into W4. The second squad from X1 charged up the road to X4 where it was pinned, but in return the HS in x5 broke during FPF. In DFPh Pablo managed to pin my forces in BB6. In RtPh the 8-1 and HS in y4 were eliminated for failure to rout. In APh I charged into combat in W5 and Z5 but neither cc was decisive. At least the assault on the east side had been stopped but I still needed to capture two more buildings, and I only had one more turn to play!

Turn 7 Italian.

Rally phase was rather ineffective again for both sides. Only a handful of squads returned to the fray on either side and in Z2 a HS decided it was too much and CR into nothingness. Prep fire from AA7 pinned a HS in BB6 but left the remaining forces there intact. Fire from Z7 broke and ELRed the squad in X4. In movement Pablo moved his 8-1 and HS from V6 to V5 to which I was unable to respond. Clearly he intended to reinforce the CC in W5. In DFPh BB6 returned the favor, breaking the squad in AA7 with a well concentrated fire. Otherwise the turn was uneventful. Both of us had a number of squads that were well out of position, broke and would play no part in the game anymore. Pablo clearly played to keep his current buildings as that would ensure his victory. As a final move he advanced his 10-2, hero and one squad into AA7. In CC I did manage to remove one squad from W5 but there was still a HS and a leader to deal with there. It was far from over. I still needed to capture two more buildings and I had one player turn to do it!

Turn 8 Russian.

The turn started with the squad in Z2 rallying but incredibly went berserk! Damn I sure didn't need that! In CC6 both HS rallied with one going fanatic even. Prep fire started with BB6 firing at AA7, a 16+2 resulted in a 1MC to which the 10-2 rolled boxcars! Fortunately for Pablo he survived the wound roll. The ensuring LLTC pinned the squad but managed to cause a Russian sniper attack that pinned the squad in Z6! Suddenly the south defensive line didn't look as unassailable as I had thought. Movement started with the berserker charging at W5 and reaching his target in one piece despite Pablo’s attempt at stopping him. The added firepower would come in handy there. I then moved both HS from CC6 to AA6 and the concealed 9-1 into BB6. The T34 moved into AA6. I honestly had no idea what I was supposed to do with it at that time. Defensive fire from AA7 managed to strip the 9-1 of his concealment and pinned a 447. Pablo was doing his best to make things hard on me! With no effective Advance fire I moved to APh and CCPh where the game would be decided. Y5 advanced to Y4, recapturing the building for the soviets. I now just needed one more building! I then advanced a 237, 337 and the 9-1 from BB6 to AA7 while the half squads in AA6 advanced into Z6. Of those three hexes I just needed one to finish with a victory for me and the game would be won. Both W5 and Z6 ended in a stalemate but AA7 the 9-1 lead an attack that took out the squad and Hero leaving me in sole possession of the building. Final score was then 12 buildings in Russian hands and 12 in Italian hands making it a victory for the Russians!

Aftermath.

Boy that was a fun game. I loved every second of it. I must admit that I did forget my original plan as soon as the action started but I felt that it wasn’t as bad as it looks. Pablo is a great opponent and did suffer a lot at the hands of the dice gods during the match. That 4,4,4,4 RS and boxcars on the 10-2 MC turned the game around. Although I did have some bad luck as well, I feel that in my cases it was much milder than Pablo. Pablo is a great sport I must say. He took the bad luck with a great attitude and played his hand as well as he possibly could. He wasn’t that far from pulling it off either with the game decided in the final CCPh. So far, without taking anything away from my previous opponents I’d say Pablo has been the best opponent in the tournament.

What I feel I could do differently is be a bit more aggressive during the opening turns. It’s a bit strange for me to think in that way, since I’m usually over aggressive, but in this match I held myself back maybe a tad too much. I did the punished when I allowed myself to play aggressively as my T34 found out. Had I had that one available to overrun squads at the end of the game it would have been a different ballgame.

New Post
 10/14/2011 7:50 PM
 
Lorenzo wrote:

just a question since it's a great AAR...

In my game i learn BS is not possible for itlian guns since russians are setup onboard and so, no concept of Defender/Attacker from Index definition.

False or True ?

Laurent.

=========================================================

Absent an SSR, if one side sets up on board, the other side cannot boresight.

New Post
 10/15/2011 6:50 AM
 

Thanks Perry ;-)

Amitiés,

Laurent.

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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

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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.

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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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MMP Ironman 2011 Files Minimize
 
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