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 3/12/2011 4:51 PM
 
 Modified By ozymanposs  on 3/12/2011 5:52:41 PM

AAR J116 Brigade Hill Gary Fortenberry - Aaron Cleavin

[Just text for now as I can't work out how to get screenshots put in here}

Gary and I choose Brigade Hill as he had played Maczek 4-5 times and neither of us liked the look of Warta.

I had played once before about a year ago and though it was marginally pro australian so suggested 1/2 the balance

one 238 Jap reinforcement and then dicing for sides. Gary got the Japanese and the extra HS.

Gary put a strong long of foxholes out behind the front tree line on hill 526 (t4,T5, U7, U8) indicating a hard edged staic defens of 526 and outposts on 507 bb4 and on 502. I figured there was a 70-80% chance of a HIP in the bamboo in V2 and from a counter count though it unlikly he had really hipped leaders or SW.

I elected then for a reinfoced plaatoon 458 457*2 247 and 8-0 on the top, 2 HS and a mortar down bottom and the rest to go frontally atr 526 with a creep round the bottom of a few squads expected and the plaatoon of reinforcements aiming for 507 in turn 3.

Things pretty much went to plan in my initial move with V2 popping out a HS fring at S1,T1,T0 vertex for a potetnial 2-2 which was blocked, and the other HIP HS popping out in the bammboo in W9 for a 1+0 ne but more impiortantly dropping the ? on 2.5 Squad seeking to advance into T8 under ?.

I advance into contact in s5-s6-s7 under ? and T8,T9 (The T8 guys not under ?) and got ready for a shooting match. At this point in the middle of Gary's T1 Prep the server crashed and then life intervened in some non trivial ways so that we didn't get to continue until yesterday when we completed the match in a sitting ...

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 3/18/2011 6:14 PM
 
 Modified By ozymanposs  on 3/20/2011 9:41:24 AM

The rest of Forts Prep broke 1.5 squads and the sniper broke 1 more throwing back a good fraction of what was arrayed against 526. Forts HS on the flanks collapsed centrally while garrisons on 507 and 502 stayed put. 1 reduced strength squad whose LMG had broken advanced forward into CC with me CR'ng a squad but dying and generating a leader for me (Who was wounded on creation and died on a SAN shortly thereafter)

Turn 2 saw me committing troops back to Hill 490 anticipating Fort might bring his reinforcement 1.5 Squads there, unfortunately I only allocated 1.5 squads & 8-0 leader to the job I should really have gone with 2.5, and Fort's brave 1.5 squads ended up taking hill 490.

I moved 2.5 squads and leader up out of U2 gully cunningly noting the LOS from W3 was blocked by inherent Bamboo and completely ignoring the LOS from T5, bonehead move but Forts 10 DR on the 6-2 is a portent of things to come. By this stage the dice were getting horrendous for Gary I had generated one leader on a snakes in CC and then up north another on a snakes MMC self-rally then a hero and a fanatic came along. I believe Gary is seeking state to have me put on a no fly list for having weapons grade influences on the probability field of games I am near.

Turn 3 saw me commit 2.5 squads of reinforcements to 507 and a HS and dummy to 502 while 1.5-2 squads each of the main force infiltarted on north and soutch fanaks to support each of these efforts

Gary bought his 1.5 Squds on vs 490 very effectively and some smooth play saw him take 490 with and me being unable to recover it even with fresh troops committed there for Turns 5 and 6. In the center the grind continued with Gary having awful dice until Turn 5 or so when the probability field startted to invert. 502 and 507 fell without great resistance occuring on the Japanese part but the back half of 5 saw 2 Japanese squads and a 9-1 advance into U6 to claim the hill. With 490 looking unlikely to fall these were then key to an allied victory

I had a few shots arrayed against them and one lucky final 6+0 prep Boxed out the leader and all of a sudden just a 237 was left. I rolled the remainder of my force up Gary firsted and subsequented but couldn’t FPF for fear of an instant loss. My advancing fire broke the HS and the game was done.

Fort had horrendyouse (horrendyouse having 100 millyouse added to a normal level of horrendous) dice in the middle of the game which certainly cost him the game though the dice at the end made it close again. I commited a strategic blunder with Hill 490 and one screwball Doh move into U3 (Which I got away with). The static defense in foxholes certainly maximizes the grinding ability of the Japanese to hold on in attirition mode, however it did mean Fort wasn’t able to recommit any forces back to bulk up 502 and 509.

I’m not enamoured of static defense but OTOH recommiting back may have meant that all 3 hills fell more easily. I look forward to the mandatory revenge match Fort has already claimed. A great game versus a great opponent, next time we ditch the dicebot! (Either FTF @ ASLOK or using Webdice)

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 3/20/2011 7:54 AM
 

The dice can seem wierd in VASL sometimes although I believe the claims I've seen regarding generally average rolling...

And for those of you who do not know what a Milliyouse is...it is a unit of measurement that is used to measure ones ability to whine at any given moment in an ASL game. To experience it first hand one needs to play Brian in a game!

(Brian actually nevers whines but he is very good at using the "obvious" to point out how tough his position is and how you are sure to crush him...right before he springs whatever trap it is he has in mind)

Good jobguys on what seems like a great scenario!

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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.

 

 
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