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 3/2/2011 7:03 AM
 
 Modified By macca  on 1/14/2013 2:57:42 AM

AAR RAGE AGAINST THE MARINES - FEBRUARY 2011

MM (Japanese) v Malcolm Cameron (US)

The Japanese set up with the naval bombardment units on Suri, the mortars and rockets on the other hills adjoining the airfields and the big guns at the back with the HQ. The airfields are defended by AT units and 5-0 guns. No one defends the beaches.

AT1

The US bombardment targets Suri and Chidori scoring 5 hits on Suri and reducing all 5 units there. The US enters on Double Root and one regiment enters Suri and takes a hit from defensive fire. The 5th Division reinforces Suri and the 4th Division surges to the west coast.

JT1

The Japanese navy bombards Suri and scores 3VP.

AT2

The Americans flatten Suri with a bombardment but score no hits. The same occurs against Chidori. The 3rd Division reinforces Suri with three regiments. Armor moves on Chidori and a US regiment is forced back from the airfield by defensive fire. The US artillery lands on the Double Root beach head. The US assault scores 8 hits on Suri and wipes out all defenders. The Japanese have lost three bombardment units – ouch! The US also capture Chidori. The US get 3VP for Suri.

JT2

The Japanese bombard Double Root from the artillery unit on Empyreal and score a hit.

The score is US 6VP Japan 4VP.

AT3

Bad weather. The US bombardments are largely ineffective despite 16 die rolls on each of Funami and Moto. There is one step loss to an AT unit on Funami. Replacements come ashore.

The 5th Division moves on Warbler and Old Man beaches. The 5th’s armour moves on Funami and dodges the AT fire. The 3rd Division is ambushed entering Funami and takes losses. They reinforce with tanks and the AT guns miss again. One US regiment takes four hits and is destroyed on Funami. The US arty occupies Suri. The US assault Funami with 20 dice and Moto with 19 dice and wipe out all defenders.

JT3

The Japanese bombard Warbler to no effect. Mortars and the rockets unload on Funami and score three hits and one hit on Old Man. The Japanese mortars hide. The US gets 8VP for the airfields.

The score is US 14VP Japan 16VP.

AT4

The Americans have a firm grip on the key airfields. Bad weather again. They bombard Western Village, Tachiwa (empty) and Northern with 32 dice and kill two Japanese units on Northern. US armour advances on Northern and the 5th Division on Tachiwa. The US takes hits from defensive fire on Northern.

JT4

The Japanese bombard Funami and get one hit. The Japanese tanks and infantry attack Funami and miss. The Americans now have all the airfields and score 10VP.

The score is US 24VP Japan 19VP.

AT5

The US bombardment is largely ineffective. They move on Oshaka and fan out taking the coastal areas but leaving Chidori and Funami empty.

JT5

The Japanese bombard Ohsaka and Moto and get four hits. They charge down from Tamana with two infantry units and recapture Chidori and Funami unopposed, cutting the US VP for the airfields to 4 this turn.

The score is US 28VP Japan 23VP.

AT6

The US again bombard and assault Ohsaka and reduce by one step the last unit on the hill. The Americans bombard Chidori and Funami and obliterate the Japanese there. They retake the airfields.

JT6

The Japanese bombardment does nothing. The Japanese reinforce Ohsaka with some infantry. The end is nigh. The US gets another 10VP for the airfields.

The score is US 38VP Japan 23VP.

AT7

Good weather. The US bombardment wipes out resistance on Ohsaka. The bombardment on Empyreal is ineffective. The Americans move into the tougher terrain to wait out the last Japanese bombardment.

JT7

No effect from the Japanese bombardment. Only 1 unit can move. A Japanese infantry unit moves from Western Village to Funami and takes a step loss from defensive fire. The US get another 10VP.

Final score: US 40VP Japan 23VP.

Japanese comments: Putting the three red bombardment units on Suri was a mistake. Losing them so early on doomed the Japanese. Banzai!

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 3/3/2011 6:08 AM
 
 Modified By Ken   on 3/3/2011 7:08:51 AM

Great! Thanks for the AAR guys! Certainly landing on Suribachi is something I've not tried or even thought of. Its an interesting tactic with a lot of potential. I look forward to hearing about game 2.

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 3/5/2011 4:10 PM
 
 Modified By Ken   on 1/14/2013 7:10:37 AM

Following up my previous AAR...I played the Americans in the second game and got walloped - Malcolm had the required 25 VP by turn 3. The Americans suffered by leaving units on the exposed beaches to be bombarded, and then were far too aggressive trying to take an airfield, losing almost an entire division in one turn to defensive fire and a counter-bombardment.

The lessons are "get off the beaches if you want to live!" and don't attack an area that hasn't been bombarded first.

Just a clarification to my earlier AAR, the Americans attacked Suri via Double Root.

Regards,

MM

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 3/11/2011 9:33 PM
 

Question: On turn JT4, the AAR reads: "The Japanese bombard Funami and get one hit." If this happened, doesn't the "Safe to Land" marker get removed? If so, then the Americans should have scored 6 VP, not 10 at the end of Turn 4? Just trying to make sure I understand the rules.

Thanks,

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 3/11/2011 9:56 PM
 

Oops - I think we missed that! Safe to Lands and Beachheads are like Caves in that sense. Sorry Murray!

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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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