Ironman Forum Minimize
 
 
ForumForumIronman AARsIronman AARsIwo Jima: Rage ...Iwo Jima: Rage ...Tony vs KennethTony vs Kenneth
Previous Previous
 
Next Next
New Post
 4/8/2011 8:32 PM
 

Game 1

Turn 1

As the Japanese defender, I decide to leave the beaches uncontested. I expect the massive US naval and air-support to pound the beaches before landing, and figure I’d have heavy losses with little to show for it anyway. I intend to cover the beaches with artillery on Ohsaka & Tamana Hills, with infantry to cover the artillery.

Kenneth opens the game by deviating from my plan for him when he bombards the whole southern tip of the island. His naval and air support spread out and hit 7 different areas. Interesting, as it revealed my caves on Mount Suribachi, Western Coast, Chidori Airfield, Funami Dai & Motoyama Airfield. I don’t take any losses, but the caves it reveals may tip my defensive strategy to him. While none of my units take any damage, 3 caves end up collapsed.

The 4th Marine Division comes ashore unopposed at Warbler Village and hunker down close to the beach. The 5th Marine Division storms ashore at Old Man Beach, and apparently encouraged by the lack of resistance there as well, move inland and onto Chidori Airfield. An infantry unit, the 309/310, ambushes the US 28/5, but despite the surprise advantage, doesn’t manage to inflict any casualties. The US 26/5 moves up to the airfield as well, and the 2 regiments launch a combined attack during the ensuing Assault Phase. 10 dice result in 2 hits, both of which are absorbed by the terrain the Japanese unit is dug into. The last cave complex at Chidori Airfield is collapsed, however.

During the Japanese half of Turn 1, the heavy artillery hidden on Empyreal Hill opens up on Warbler and gets a hit, removing the Beachhead marker that had just been placed as well as causing light casualties to the 27/5. The Japanese concentrate enough artillery vs Warbler to get 9 dice, which result in only 1 hit!!!! Still, enough to remove that ever important Beachhead marker and inflict light casualties. During my Assault phase, I manage to inflict a hit at Chidori Airfield. At the end of Turn 1, I’m feeling pretty good about things so far. There are no successful beachheads, I have suffered no losses, and have managed to gain 3 VP’s for the causalities I’ve inflicted.

Turn 2
Japanese luck continues to hold, which means bad weather for the US. 2 air support units are grounded this turn. 2 air support against Western Coast manage 4 hits, which eliminates a Japanese Marine Artillery unit that never got a shot off. 2 Naval units pound Funami Dai, getting 4 hits. Another Japanese Marine ART takes a step loss, and 1 of the 2 caves collapses.

The 4th Marine Division moves off Warbler and onto Funami Dai, where they are promptly ambushed. The 25/4th takes two hits, opting to retreat instead of 1 of the step losses. US forces manage to inflict only 1 hit at Chidori Airfield during their Assault Phase, still leaving the airfield contested.

Japanese Bombardment is deadly again, removing both Beachhead Markers and inflicting 3 step losses this turn. The fighting is ferocious at Funami Dai, with Japanese forces getting 15 dice vs the the US 23/4. The 23/4 is annihilated. At the end of Turn 2, the Japanese have lost only 1 Marine Artillery unit, have once again eliminated both Beachheads via Bombardment, and have acquired 9 VP’s for step losses inflicted.

Turn 3
2 US naval units get 7 hits at Funami Dai. They are in revenge mode. 2 are absorbed by terrain, and other 5 go towards step losses. 2 of the 4 Japanese units at Funami Dai are destroyed, and the 2 remaining ART units are down to 1 step each. 3 Air bombard Ohsaka, removing 1 cave and inflicting a step loss on the Japanese mortar there. Bombardment against Tamana Hill results in a cave collapsed.

The 309/310 continues to hold onto Chidori Airfield, with 1 step left.
During the Construction Phase, there are no US troops on the beaches, so no Beachhead Markers can be placed. Though the Japanese have taken some losses this turn, we now have 11 VP’s, and the US still does not have an established Beachhead to bring in tanks and artillery.


Turn 4
Though the weather is great for US planes, the net result for the Bombardment Phase is 2 Caves collapsed. The US 3rd Marine Division comes ashore and immediately storms inland. They Assault at Chidori Airfield and finally take the airfield! Part of the 3rd Division heads to Funami Dai and finally clears that area as well. The Japanese Bombardment has a phenomenal Turn, again closing both Beachheads, Funami Dai Airfield and scoring 3 step losses. At the end of Turn 4, the US is finally on the scoreboard with 2 VP’s. The Japanese have 12.

Turn 5
The US 3/3 charges up Ohsaka Hill at the 3 Mortar and is ambushed by the 2/145 Regiment. Though with an attack of only 2, it gets 2 more for ambush for a roll of 4 dice. All 4 hit! The US regiment stumbles back down the hill, a shadow of it’s former self. After a Japanese Bombardment phase that inflicts yet more casualties, (though leaving a Beachhead in place), and an Assault phase that eliminates the US 26/5, Turn 5 end with 4 US and 21 Japanese VP’s.

Turn 6
As there is finally a Beachhead at the beginning of the US Turn, there is finally a Recovery Phase. Clouds ground a US air unit. The remaining 3 US air attack Motoyama airfield. Their 12 dice get 6 hits (50%!)- 2 to terrain, 1 to a cave and 3 hits to units. This eliminates the 190 AA, and unbeknown to Kenneth, another hit gets applied to the 3/145 INF, which is still concealed. Both naval units concentrate their big guns on Ohsaka Hill, and get a step hit. Kenneth chooses to apply the hit to the 3 Mortar, which is eliminated. During US Movement, tanks roll across the beach and onto Motoyama Airfield. 2 Different units Ambush, but their 3 hits bounce off the US armor. US artillery is finally landed on the beaches as well. At the end of Turn 6, the US gains 4 more VP’s for airfield control, for a total of 8. Japanese VP’s are now 25 for combat losses inflicted.

Turn 7
Good weather again. Despite that, and the added US ART, there are no hits passed onto the dug in Japanese during the US Bombardment. A combination of bad rolls and good defensive terrain frustrates the Americans. The US Marines launch an all out attack with 2 Tank and 2 Inf Regiments against the single step 3/145 INF and 12 AT. 18 dice produce 5 hits, 2 which get absorbed by the terrain. The remaining 3 are enough to clear the Japanese defenders from Motoyama Airfield. Japanese Bombardment manages to close a beachhead once again, as well as inflicting a step loss. The 2 IND launches a surprise attack on Old Man Beach from the south. Old Man is only defended by the 3/3 which is so depleted that it has a combat strength of 0, and 2 ART units. The Japanese attackers get 1 hit, which eliminates the 3/3. Turn 7 ends with 16 US VP’s, and 26 Japanese.

Turn 8
The US Bombards my counter attack at Old Man Beach with a Naval and both ART. The valiant 2 IND is eliminated. 4 US Air attack and destroy the 1 IND on Tamana Hill. The 145 ART on Empyreal Hill gets 2 hits on Old Man Beach. A mortar unit sneaks onto undefended Chidori Airfield. The US adds 6 VP’s for a total of 20. The Japanese have 28.

Turn 9
US planes annihilate the 2 Mortar at Chidori with 16 dice. During the Japanese Bombardment, the 145 ART is still in action on Empyreal Hill to my amazement. It launches an all out barrage against 2 Marine regiments on Funami Dai and rolls 4 hits on 4 dice! 2 hits go to terrain, and 2 more step losses are inflicted. The Japanese launch a Banzai charge at Funami as well. The 2/145 takes 50% causalities to defensive fire, but manages to inflict a step loss. Loosing the 5 VP’s for the Japanese HQ to launch the Banzai charge hurt, but I had to stay in character for the game. The Japanese have 8 survivors which helped with VP’s. There were also 16 Japanese held territories at the end. Final score was 26 US and 87 Japanese.
------------
2nd Game
As the US, I planned to use heavy bombardment to soften up areas before entering them. I also hope to avoid the Japanese Bombardment as much as possible. Overall, things go roughly according to plan. Mid-game, Kenneth surprises me with a multi-unit attack behind my lines and on to the beaches. Though I take care of it relatively quickly, it leaves me perhaps too overly cautious the rest of the game as I leave units to cover my beachheads and airfields. Still, I push northward, taking territory as I go.

The game comes down to the last Turn. I manage to get to 40 VP points in the last End Phase at the end of Turn 9, thus winning a Sudden Death victory at the last possible moment. Interestingly, if it were not for the Sudden Death, Kenneth would have won on points by the time bonuses for HQ survival and holding territory were factored in.

I really enjoyed my two games. Rage of the Marines is a fun little game, and Kenneth was a very pleasant opponent.

Previous Previous
 
Next Next
ForumForumIronman AARsIronman AARsIwo Jima: Rage ...Iwo Jima: Rage ...Tony vs KennethTony vs Kenneth

Syndicate  
 
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.

 

 
Syndicate  
 
MMP Ironman 2011 Files Minimize
 
 TitleOwnerCategoryModified DateSize