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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 6:34 PM
 
 Modified By robsohn  on 4/9/2011 6:34:27 PM

Flags of Our Fathers, Turn 4

Feb 26 - yup, bad weather; only 20 factors available

Bombard Funami 20 ( 8 ) - 4 hits result, definitely kill the Navy unit; 19 JP units left.

Beach-head! Tanks can now land!

1. 4T to Western

2. 5T to Chidori

3. 3T to Double Root I would have sent the tanks to Suribachi, but they can't go up the hills in this soft volcanic soil.

4. 9th, 3rd to Suribachi - too much, too late, but need to get rid of the that JP Navy arty!

5. 12th Arty lands on Double Root B/H

Assault Suribachi 36 (6) - finally gets that dug-in JP unit! 18 JP units left

Stars & Stripes picture only yields 2 VPs - below odds. Control Suribachi

No JP bombard; JP Move Dice 2 (1 hidden movement)

VP JP 4 US 8

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 4/9/2011 6:36 PM
 
 Modified By robsohn  on 4/9/2011 7:34:28 PM

Flags of Our Fathers, Turn 5

Mar 1 - cloudy; rain, rain go away, come again some other day

US bombards Funami 28 (10) - 6 hits, maybe kill 1 or 2 units? Who knows? Whatever was likely in there is probably gone. Time to move in.

Time to move up the pork chop from Suribachi; but need to maintain line discipline to prevent JP units from slipping past or popping up after I've moved past them.

1. 24th to Warbler

2. 4T, 3T, 23rd, 9th to Funami

3. 21st to W. Village

4. 12th Arty to Suribachi

5. 3rd to Chidori

Control Warbler, W. Village, Funami. STL in Funami; B/H in Warbler (poor idea as it's too far back; should have saved it for Old Man)

JP bombards with 2x mortars and Navy fixed gun from Motoyama to Funami 11 (6) - 4 hits, but tanks absorb 2. Loss of STL though

JP Move Dice 2 (1 move: 1 mortar unit retreats from expected US bombardment).

VP JP6 US10

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 4/9/2011 6:40 PM
 
 Modified By robsohn  on 4/9/2011 6:40:35 PM

Flags of Our Fathers, Turn 6

Mar 4 - cloudy weather; this is turning out to be slower slog than my time table allows. I got slowed down by that pesky unit in Suribachi. The Marines need to pick up the pace here

US bombards Motoyama 28 (13) - kills 2 units. 17 or less units left.

US moves:

1. 24th to Old Man

2. 27th to Motoyama

3. 14th Arty, 13th Arty to Double Root - need these guys to keep the bombardment factors up and to overstack during bombards

4. 3rd, 26th, 5T to Motoyama - no Def Fire, so looking good

5. 3T to Old Man

Control Motoyama, Old Man. STL on Motoyama and Funami

JP bombard with pop-up rocket unit. North Field, Tamana and Rockets concentrate on Motoyama 11 (3) - 1 hit. Lucky Marines.

JP Move Dice 4 (2 moves: unit in North Field hides; 1 hidden move)

VP JP 7 US 14 - map picture is wrong, but we correct it in Turn 7

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 4/9/2011 6:46 PM
 
 Modified By robsohn  on 4/9/2011 6:47:45 PM

Flags of Our Fathers, Turn 7

Mar 7 - good weather! Time to crater some more of this hunk of lava rock.

US bombards Tamana Hill 24 (6) - 1 hit; North Field 16 (7) - 3 hits; I get lucky even with the splitting of factors, which is somewhat a no, no for US in this game.

US Moves - time to start getting a move on!

1. 28th to Ohsaka

2. 24th to Tamana; DF surprise 4 (1 hit)

3. 23rd to West Village

4. 27th to Tamana; DF surprise 4 (4 hits) - ouch! 3 step losses and retreat to Old Man

5. 26th to North Field; DF Surprise 3 (0)

6. 21st to North Field; DF Surprise 3 (2) - 1 step loss and retreat to Motoyama

7. 3T to North Field; DF AT surprise 5 (1)

8. 3rd to North Field

9. 25th to North Field

10. 9th to Old Man

11. 4T to Motoyama

I got too anxious to move and payed for it by triggering JP Def Fire. Fortunately, it was acceptable, but could have been real bad

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JP HQ and infantry pops up in North Field. Unit in Tamana Hill.

Assault Tamana 4(1) - miss; North Field 16 (4) - 1 hit. Up to 16 JP units left.

Control Ohsaka. STL in Motoyama.

Note: 7 units on the map. 10 units confirmed dead. I think up to 9 units unaccounted for in my count.

JP bombards Tamana 3 (0), North Field 2 (0). JP Move Dice 3 (2 moves: HQ and tank moves to E. Village).

JP assault Tamana 4 (1) and North Field 1 (1). Ouch.

VP JP 13 US 22

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 4/9/2011 6:50 PM
 
 Modified By robsohn  on 4/9/2011 6:51:05 PM

Flags of Our Fathers, Turn 8

Mar 10 - good weather again!

US bombards Tamana 34 (9) - 5 hits; all 3 JP units gone. Up to 13 JP units remain.

US moves to take North Field, E. Village and Tamana; also spread out on the island:

1. 9th to E. Village; DF surprise 4 (1); 8 unaccounted JP units

2. 4T, 5T to North Field

3. 26th to E. Village

4. 21st to E. Village; DF surprise tank 3 (1); now 7 unaccounted JP units

5. 28th to Takachiho

6. 23rd to Driftwood

US assault North Field 26 (3) - 1 hit, JP dead to 14 confirmed. E. Village 9 (1) no effect.

Note: 4 units on map +14 confirmed +2 probables and 6 unaccounted.

Control Driftwood, Takachiho, Tamana.

No JP bombard. JP Move Dice 4 (2 moves: HQ, inf retreats to E. Village).

JP assault in E. Village 3 (0).

VP JP 15 US 30

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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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