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 4/9/2011 6:06 PM
 
 Modified By robsohn  on 4/9/2011 8:21:43 PM

Letters from Iwo Jima, AAR Turn 8

Mar 10 - bad weather - the Kamikaze is with Japan

US Bombards Motoyama 26 (6 hits) - 1 unit destroyed/1 left.

US makes strong attacking move into Motoyama with 9th, 25th and 28th. 24th moves to Double Root.

US Assault Motoyama 12 (2 hits) - no effect due to terrain. JP holds Motoyama. Writing is on the wall for US loss, unless JP collapses spectacularly by giving away Motoyama and/or North Field. I'm keeping wary eye out for potential US end-around moves.

No control or builds for US.

JP arty into Motoyama 3 (0 hit). Move Dice 2 (1 unit can move again): JP tank comes out of hiding and goes around Tachiwa to attack lightly defended Old Man Beach. I'm looking to pick off 1 or 2 steps and maybe cause a major diversion. Unfortunately US DF hits, 2 (1 step hit). Probably a stupid move in the end to attack rather than hold the ground.

JP assault on Old Man 2 (0 hit) and Motoyama 2 (0 hit).

VP JP29 US26

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 4/9/2011 6:07 PM
 
 Modified By robsohn  on 4/9/2011 8:22:59 PM

Letters from Iwo Jima, AAR Turn 9

Mar 13 - good weather - time for the Marines to make one final push.

US Bombards Motoyama 12 (5 hits) - eliminates the AT unit; Old Man trying to knock out the JP tank 4 (0 hit).

US makes bull-rush moves across the front to take as much territory as possible, esp. the 2 remaining airfields, Motoyama and North Field: 3rd to Old Man; 21st to Ohsaka; 4th Tank to Western; 3rd Tank to Motoyama; 9th to North Field; 28th to North Field; 25th to Motoyama; 26th to Tamana; and 23rd to North Field.

US Assault Old Man 6 (2 hits) - kills the JP tank; North Field 13 (4 hits) - no effect due to terrain.

Place control markers and build STL in Motoyama.

JP arty in North Field 3 (1 hit). Move Dice 5 (3 units can move again): no moves.

JP assault in North Field 2 (1 hit) - retreat; Tamana Hill 2 (0 hit).

End turn 9. VP JP30 US34

Since no Auto-Victory, JP adds up 5VPs for surviving HQ, plus 1VP per each surviving unit (3VPs), and 3VPs per JP controlled areas (33 VPs)

Final VPs are JP71 US34. Banzai! Banzai! Banzai!

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 4/9/2011 6:08 PM
 
 Modified By robsohn  on 4/9/2011 8:23:59 PM

Letters from Iwo Jima, AAR End of Action Debrief

In the end, US managed to take only about 1/2 the island. Probably in the grand scheme of history, it didn't matter as the B-29s would have managed to make emergency landings on that small 1/2. But in this alternate universe, the Japanese defenders held out long enough and made it bloody enough to chalk this game up for Japan.

I think key was in turns 4 and 5 when US didn't wait for their usually powerfull bombardments to soften up Tamana Hill and Motoyama. The results could have been even bloodier for US.

In turns 1-3, the movement in strength into Suribachi by Gary really took me by surprise, and also Chidori and Funami fell relatively easily (or more easily than I had hoped). Things were looking rather bleak as Gary started rolling up the pork chop, and I was wondering what I could do to prevent the "death from above" wiping out entire stacks.

Fortunately for JP, the US decided to make a coup de main attack on Tamana Hill which he really didn't need to do so early, and that ground several of his units into losses that wasn't really justified in terms of board position at that time.

That mistake was then compounded by US tanks boldly stepping into the AT trap in Motoyama without any prep bombards. I had 13 surprise rolls for AT and with expected odds of getting 4.3 hits, I got 5. The last of which was a 3 hit that was wasted as each tank only takes 2 step losses. If the distribution was a bit more even, US could have wound up with 1 step Tank unit only. Nonetheless, that put US behind schedule, checked US' Big Mo up to that point, and I think also hit Gary in the personal morale check. I know it perked me up a bit to have successfully sprung that trap on him.

With the reverse game pending, I learned a big lesson in bomb, bomb, and then bomb again before going in. Also, the scary power of the big concentration of high explosives was demonstrated to me.

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 4/9/2011 6:10 PM
 
 Modified By robsohn  on 4/9/2011 8:24:32 PM

Got the highlights fixed. All good. Rather difficult to copy/paste into this blog.

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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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