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 4/9/2011 5:35 PM
 
 Modified By robsohn  on 4/9/2011 7:53:48 PM

Finally, I'm getting down to writing the AAR for MMP's Ironman, Round One. I (Bob S.) played Japan (JP), and Gary P. was US.

Some feel that Iwo Jima: Rage Against the Marines (RATM) (found as a game in the Special Ops #1 journal) is unbalanced for the Japanese (JP), those playing RATM needed to play twice with each player flipping sides (alternative was ASL for which I'm not ready yet). I'm actually thinking now that the game is unbalanced slightly pro-US, but it's a fun enough "puzzle" to noodle over 4-6 playings. I've now played this 6 total times (including this and the next game) which is a lot for any game, for me. Definitely got my money's worth.

Based upon my past plays, I thought US would bombard and then take all the airfields to go for auto-victory - if you take all 4, with bonus, that's 10 VP per turn. In the attached picture below, YELLOW commentary provides rough idea of what I thought Gary would do: bombard/attack Chidori and then roll-up the pork chop (Suribachi as a mop-up operation). Of course, Gary appropriately did something that I didn't expect.

In RED are my thinking of how my set-up was done to defend against "what I thought Gary might do". Of course, I also thought that it would defend best against landings at Old Man and/or Warbler, and subsequent attacks into the air fields.

JP positioning has to take some gambles, as it's very hard to move around hidden units and some units can't move. The game depends so much on the US bombardment rolls for US to have chance ... or some big wiffs by JP attacks, but with 33% chance of hits (which almost directly equals VPs) ... tough US road against any reasonable JP defense.

I have the following JP units to set up hidden (26 total units):

1. 5 JP Navy (revealed at end of turn 1; 3 arty units) - placed where there's no question that JP units are located there

2. 1 HQ (worth 5 VP at end) - hidden away from the action

3. 4 Anti-tank - set up tank trap

4. 3 Arty - need to overlook beaches and air fields

5. 1 Long-range arty (key unit) - place on hill by itself since it's a bombard magnet

6. 1 One-use rockets - place near beaches to maximize step hits

7. 11 Infantry; gun placements

Set-up considerations:

1. Defend in depth, since I wasn't willing to take risk defending the 0 terrain beaches

2. Caves are my friend; US needs to have 5 hits+ to cause reductions in 2 terrain areas and 6 hits+ in 3 terrain areas (hills) - defending with 2 units will likely wipe them out; defending with 3 units will allow survival against bombards

3. Need to have short-range arty able to bombard beaches and air fields; when engaged, they can't fire out of space

4. Hits on 5&6's means very bloody battle; JP units can fire in defensive fire, reset and fire in JP part of turn during assault -- that's a lot of firepower that the Marines have to brave through

5. Surprises add 2 dice to reaction fire coming out of hidden status, if no US observers in nearby hill - need to maximize this

6. Only way for JP to get VPs is by killing Marines. There are 9 US regiments of 4 steps each and 3 tank units with 2 steps each: 42 total steps - each hit taken is 1 VP for JP

7. IF no Auto-Victory before game end, need to keep as many areas under JP control and the HQ alive

8. Funami, Motoyama, Ohsaka and Tamana Hill are absolutely critical to the defense of entire island

9. Look for opportunity to end-run US line or let slip US unit past hidden JP unit(s) to take back air fields cheaply or hit weaker units


To the game ...

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 4/9/2011 5:43 PM
 

I don't know why the bullet list comes out as grayed out. I then had to put a gray highlight on there to make it visible. The rich text editor is kind of a pain to make this work. Anyway, I'll continue to post.

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 4/9/2011 5:44 PM
 
 Modified By robsohn  on 4/9/2011 7:55:32 PM

Letters from Iwo Jima, AAR Turn 1

"Feb 17 - good, clear weather brings the US Navy ships into sight. Huge naval bombardment starts, and the US planes are everywhere in the sky. I can see row upon row of small landing vessels approaching the beaches of Japan. It will be every man for himself. See you on the other side, if not on this earth, then in the next world."

US Bombards Suribachi 20 (3 hits) - no effect; Chidori 12 (5 hits) - 1 step/cave.

25th Marines land on Double Root and enter Suribachi. DF 7 (2 hits). 24th, 23rd, 28th and 27th Marines land on Double Root and then enter Suribachi. 26th Marines occupy Double Root.

US Assault Suribachi 22 (8 hits) - 1 JP Navy step remains. In retrospect, maybe should have defended with one more unit to slow down the Marines. Tough call.

Place B/H on Double Root.

JP LR Arty pops up in Empyreal to pepper Double Root 4 (1 hit), eliminated the B/H. Move Dice 5 (3 units can move): reinforce Chidori (bad idea), Motoyama, Old Man.

JP assault Suribachi 3 (0 hit); JP Navy pops up in the Hills.

VP JP3 US0

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 4/9/2011 5:48 PM
 
 Modified By robsohn  on 4/9/2011 5:48:31 PM

I can't see to get the font to come out not getting washed out.

When I type it out, it works fine; but I seem to have problem when pasting.

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 4/9/2011 5:51 PM
 
 Modified By robsohn  on 4/9/2011 8:03:38 PM

Letters from Iwo Jima, AAR Turn 2

Feb 20 - cloudy weather

US Bombards Chidori 26 (10 hits) - all JP units eliminated; Empyreal 8 (2 hits) - no effect.

US lands 3rd Marines for 3VPs to JP.

3rd, 9th, 21st all land Double Root and into Chidori to take US control of the first air field.

US Assaults Suribachi 18 (7 hits) - no JP units left. US Marines raise Stars & Stripes that can be seen all around the island, raising American spirits and morale. Picture is so good that the American Commander Admiral Phillips declares that the picture will keep the US Marines funded for another 200 years! 6 VPs for US! Place STL on Chidori, B/H on Double Root, Flag on Suribachi.

JP LR Arty peppers Double Root 4 (1 hit), eliminates the B/H again -- need to delay the tanks as long as possible.

JP Move Dice 5 (3 units can move, again!): reallocate to Funami. JP rocket assault on Chidori fizzles with a 1 roll - 1 step/1 VP.

VP JP7 US8

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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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