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ForumForumIronman AARsIronman AARsIwo Jima: Rage ...Iwo Jima: Rage ...Flags of Our Fathers:  US (Bob S) vs JP (Gary P)Flags of Our Fathers: US (Bob S) vs JP (Gary P)
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 4/9/2011 6:21 PM
 
 Modified By robsohn  on 4/9/2011 7:26:51 PM

Flags of Our Fathers, Turn 0

In prepping for this game as the US Commander, I had to take the flip POV of my considerations as the JP Commander in the first game (more below). Also, important lesson learned from Gary was the power of concentrated US bombardments and it's ability to power through the terrain and caves. Bombard, bombard, and bombard some more. Second, I liked Gary's Suribachi gambit with roll-up the pork chop strategy and decided to copy it (with my own mods). Lastly, JP only gets VPs when Marines die, and I only need to hold the 3 bottom air fields for 5 turns with the bonus to get 40 VPs for an auto. Plenty of time; that last point didn't quite turn out true as I had to hustle in the last turn.

I figured Gary wouldn't necessarily position JP units on the beach, but decided to make sure to probe with the "excess" bombard factors when I had the chance. The other thing I tried to do was to keep rough count of destroyed units, which is possible in remote VASSAL game, but maybe not as kosher in FTF game. JP has 26 units, of which one is the HQ and there are 5 JP Navy units that can easily be counted.

US attack consdirations:

1. Get off the beach! 0 terrain doesn't protect anything - I learned this in other games before Ironman

2. Caves are a pain! US needs to have 5 hits+ to cause reductions in 2 terrain areas and 6 hits+ in 3 terrain areas (hills) - concentrated bombards like Gary did is the only way to hit the dug in JP units

3. Engage JP short-range arty to prevent shots on beach-heads and safe to land markers; the JP long-range arty needs to be taken out quickly

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; need to minimize this

5. IF no Auto-Vic before game end, need to take as many areas as possible

6. Be careful as moving up the pork chop for hidden JP units; need to stop and consolidate an area to force out JP units to reveal to prevent 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

I think that's the check list.

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 4/9/2011 6:22 PM
 

Appears there's a particular way this blog likes files to be pasted/inputed.

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 4/9/2011 6:25 PM
 
 Modified By robsohn  on 4/9/2011 6:25:20 PM

Flags of Our Fathers, Turn 1

Feb 17 - good clear weather

Bomb Suribachi 26 (12) - 7 hits! potentially killed 3-4 JP units!

Bomb probe Warbler 4(2); Old Man 4(0); Double Root 4(1). No effect, but no caves either, so unlikely that Gary did a defend the beaches gambit.

NO LANDING by the Marines! That should throw a curveball. I decided that I wanted one more bombard before I let my Marines face Defensive Fire. Might as well use the naval arty and the planes.

JP Move Dice 6 (3 units: moved hidden).

4 JP Navy units pop up, with 1 step in Suribachi. So likely 4 units in Suribachi and 3 died. 23 left.

VP JP0 US0

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 4/9/2011 6:28 PM
 
 Modified By robsohn  on 4/9/2011 6:29:01 PM

Flags of Our Fathers, Turn 2

Feb 20 - good weather again; fortune is again with the forces of good

Bombard Chidori 26 (9) - 5 hits; prob. killed 2 units. 21 JP left. West Coast 4 (3) and Double Root 4 (2) - just in case units were snuck in last turn.

1. 23rd, 24th to Suribachi to "fix" the JP arty

2. 25th, 26th to Chidori

3. 27th to Western

4. 28th Double Root (ooops, I'm realizing in this AAR that's a cheat by moving 6 units through one beach, but I could have just landed that guy in Western, so not too much of a cheat.

Assault Suribachi 10 (2) - no effect; and this will turn out to be a mistake on my part by not bringing in enough firepower.

Control Chidori, Double Root, Western; STL Chidori, B/H Double Root.

JP bombs Suribachi 3 (1) - 1 hit/VP; LR Arty in Ohsaka pops up and hits Double Root 4 (1) - hit, VP and loss of B/H.

JP Move Dice 3 (2 units moved hidden)

VP JP2 US2

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 4/9/2011 6:31 PM
 
 Modified By robsohn  on 4/9/2011 6:31:27 PM

Flags of Our Fathers, Turn 3

Feb 23 - cloudy weather portends storm clouds ahead

US bombards Ohsaka to get rid of that exposed LR Arty 26 (9) - 4 hits and wipes out the LRA. 20 JP left. Funami probe 4 (2) - no effect, but see 2 caves that were going to be there anyway.

3rd Marines land resulting in 2 VPs to JP.

1. 21st to Suribachi

2. 9th to Western

3. 3rd to Double Root - prob. should have moved in 2 or all 3 into Suribachi

Assault Suribachi 24 (4) - just missed doing damage.

JP bombs Suribachi 3 (0). JP Move Dice 1 (1 hidden move)

B/H goes back on Double Root

VP JP 4 US 4

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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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