Ironman Forum Minimize
 
 
ForumForumIronman AARsIronman AARsSCS SCS Afrika II  AAR--Part 1Afrika II AAR--Part 1
Previous Previous
 
Next Next
New Post
 4/7/2011 11:00 PM
 

Round 2 of the Ironman has me paired up with Daniel Gagnon. I picked this game to make me pull it off of my shelf and really glad I did---having a blast playing this one so far. Random dice gave me the Allies and we dediced on these options: Long Game, O'Connor "Fair Play Rule", and Dean's Optional Shipping Rule (no shipping units out of Tripoli 'til Rommel shows up). I thought I'd start posting AARs because otherwise it will be too long to do in one session and I'll forget too much.

Scenario 8.4--- Operation Compass (begins on CW Turn 4)

CWT4: My plan was to make a run for Benghazi and Tobruk---figured I could make it and would be the best time to take either or both ports. Benghazi is unguarded on turn 5 and could make it there with the AC units---would just have to worry about supply. However fate gave me a "5" on my reinforcement DR, making me withdrawl 4 units (3 infantry/support and one armor). I picked the 3 infantry from the new arrivals, but had to pick one of the armor from around Picidilly Circus. I thought this left me undermanned to both extend to those two ports and defend Mersa, so I chose instead to wear down the Italians east of the line (and if I went for the ports, those units could retreat back to Bardia/Tobruk.

My turn was effective---took out all the units I attacked losing a couple of steps myself and tried to setup a blockade to starve the rest. Axis turn 5 saw those remaining Italians attack to breakout of their pocket, but still stay east of the line. Dan moved units into the intermediate box and supply to that box and Benghazi. He also took out the LRDG as I had left them guarding the south flank too close and they were easy pickings.

CWT5: This was a "recovery turn". I did well rolling a 10 for reinforcments and got back 4 units from the dead/withdrawl pile, including the LRDG. Tried to continue mopping up Italians east of the line, but I didn't have to watch the line as they will be free of that limitation on the next turn anyway. I was able to run the LRDG all the way from Alexandria to Benghazi to take the port but didn't get the supply (just as well as I didn't figure they had any chance of holding the port once the Germans showed up on turn 6 (but at least the use of the port will be denied to them on turn 6). Then moved the reinforcements up to get ready for the next turn. Also built boxes in Picadilly and adjacent to Mersa.

Axis6: This went about as I expected. The mobile Germans moved through the boxes and then to Benghazi to OVR during exploitation---my boys didn't have a chance. Dan shipped a unit to Tobruk and moved one back to Bardia, and looks like he may be setting up rear guards for the supply chain from Tripoli. He opted to use the Trento truck option to help with supply. At least the LRDG had prevented them from hopping into Benghazi and hitting the front lines from there.

CWT6: I got 4 more reinforcments with a good DR, so I was about back to strength from the first turn. When I looked at the board, I realized how few Italians there were on the map and that this was my best chance to clear them out and possibly take a port. Bardia is a fortified city so defenders quadrupled, but Tobruk could be attacked from inside the fort if you can clear out the 010 arty. So, I used OConner to OVR an adjacent unit with infantry and took out the last one in combat. Also took out the 010 in combat and then went after Tobruk in exploitation---had a lousy 1:2, but rolled 8 to get A1D1. Didn't clear it out, but at least a start. Unfortunately Dan will be able to reinforce on turn 7 and I'll be back on defense. I hopefully have setup a defensive line and after his turn will decide where to build the boxes next turn. Man, I wish I had had the balls to try for Benghazi & Tobruk on the first turn. Of course, the Italians could be in Alexandria now too!!

Axis7 sees the fastest German units (and Rommel) reach Tobruk. They cast aside the LRDG placed as a picket and came right on through. A combat by the Tobruk defenders and an Exploit OVR by Rommel pushed my boys out of the box and Dan then had a firm grip on Tobruk. NB: had to redo parts of the turn due to a non-allowed Storch move by Rommel (to Italian only stack). I was suprised by the end of this turn that more Germans were not in/around Tobruk. Part of that I am sure was because Dan only got two shipping total (and needed at least one supply to Tobruk)

Allied 7 had me change my plans---I had initially had my eyes set on Tobruk as the prize this turn, but after fixing/redoing Axis 7 I thought that was very unlikely and require a great deal of luck. So I changed to Bardia. Now there were only 2 units in Bardia, but they were quadrupled on defense to a total of 24! Still I figured I could get nearly that much on attack for a 1:1 plus left shifts for Combined Arms and Divisional Integrity (was saving O'Connor for other purposes). I think the final column was 3:1 and I rolled high enough to take out the defenders with no loss. In exploitation I tried attacking one of the german units in the Tobruk box, but was repulsed losing 2 steps. I left quite a guard in Bardia and tried to clog up the roads as much as possible. I counted 25 units I had to supply so cost me 2 SP---I'm barely keeping up right now. Still at least have quite a stockpile in Alexandria and Cairo---the trouble as always is getting it where you need it. I look for the Germans to reinforce Tobruk next turn and hopefully not get much further.

Axis 8 did have a larger number of German units arrive around Tobruk, but few made it into the fort. My LRDG died (again--I think this is the 3rd time) as it was acting as a picket on the desert road. There was not much action in Tobruk, but Rommel did try to push back O'Connor, but both times rolled low and only got A1D1s. The Axis is having trouble keeping all of it's units supplied and this will likely continue until shipping improves. The German horde in Tobruk looks like it will be hard to dislodge.

In my Allied 8, I didn't have nearly as much movement as last time. I lost two brigades on the Reinforcement DR, so again I turn conservative. I moved units forward to Tobruk to combat Rommel. I had 28 to his 18 (9 doubled) and multiple shifts for both sides (German 5 left, CW 8 right using all 3 APs)--I roll a 9 for D3r3 and Rommel is forced to retreat or die, so I'm inside the wall. But in exploitation, I roll low when trying to take the port getting just an A1D1 myself. I maintain a sizable force in Bardia and build a couple of boxes---one south of Tobruk blocking the road and one adjacent to Bardia. I've got plenty of supply, just need to be able to move it forward from Alexandria (at least I've got 6 trucks now and a chance for 2 more SPs moving via shipping). I think turn 9 will have Tobruk turn bloody and make me pull back and then I'll need to defend Bardia.

It looks like turn 9 gives me decent reinforcements so hopefully will be able to recover from whatever carnage Rommel can dish out.

New Post
 4/8/2011 7:41 AM
 

And Dr Phil jumps out to the SCS AAR lead...

I look forward to the rest of the story!

New Post
 4/13/2011 2:40 PM
 

Here's my attempt to post a current map image:

New Post
 4/26/2011 9:18 AM
 

(Continuation of my AAR)

Axis 9: Dan rolls poorly for supply getting only a single shipping point and has to use it to ship an SP to Tobruk. He's gotten all of his German units so far to Tobruk and amassed quite a force in the fort. He came after my front line with Rommel with moderate success---definitely pushed me back although OConnor still held the southeast corner of the fort. Still no attempts to make a deep breakthrough---I think Dan's supply line is stretched very thin and will continue to be as long as his shipping is minimal.

Allied 9: Facing major stacks in Tobruk (and Dan is stacking to get at least 2 left shifts on each of his defensive hexes), I elect to not butt heads with the German force, but use history and start out flanking them. Since their supply line is thin, if I can get around on the other side, it will make him come after me (and pull units out of Tobruk) and threaten him not being able to keep up with supply. So I pull OConnor and his stack out of 36.22 to attack unitsin 37.21. My goal in my combats is to be on the 6:1 or better line whenever possible. I'm also trying to attack so that if/when the enemy has to retreat they have no choice but to retreat through EZOCs and take further losses. In combat I'm able to attack 35.20 and 36.20 and take out all of the enemy (the last one because they had to retreat through EZOCs. In exploitation OVR 33.20 opening up the roads to my faster units and LRDG to outflank the Germans in the west and hopefully block supply. I had moved and SP up to 36.19 to allow me to supply the 5 units I moved west of Tobruk. OConnor is sitting on a big stack in a box in Bir el Gubi (36.19) and Bardia is fairly heavily guarded. I think Dan has no choice in his turn 10 but to attack my units outflanking him---will weaken Tobruk and pull him further away from me. Now my supply lines are stretched---I still have plenty of supply back in Alexandria, but with 6 trucks takes all of them to move 2-3 supply needed each turn.

Axis 10: Dan finally gets major shipping and gets supply and units to Tobruk and Benghazi. He uses Rommel and some other stacks to mop up my units west of Tobruk. Initially he trades losses (which I think is in my favor) before clobbering a couple of them. At the end of the turn he loses 3 steps for not being able to supply Rommels stack. At the end of the turn he's got all the Tobruk hexes occupied, but not as heavily as i would think.

Allied 10. For the 4th time in 7 turns, I lose units on the Reinforcment DR---4 units this time (at least the last time for that)---out of the 19 units in my dead pool, 12 have come from the Reinforcement DR. And what really hurts is I barely have any armor left. At least OConnor is still hanging around. I start by OVRing a Pz unit in 36.23---to get my foot in the door and to prevent the other units around Tobruk from being able to use the fortification bonus. I move massive troups up to surround 36.22 and get 36:5 in the attack and 6 right shifts (netted 4 shifts, still only get 3 and maxed out on the 9:1 column). The D4r4 results allows me to advance units to the hexes I'd like them in. In exploitation the best i can do against Tobruk is a 1:1, but I do have 3 right shifts for a 4:1. I roll well being able to take out 4 steps, but Dan has 5 in Tobruk so I miss taking it by one pip again. I worry that my guys will have trouble holding up against the German attacks in the next turn, but I am still winning the war of attritition and seem to be dictating the battle so far (IOW, I'm trying to take Tobruk and Dan has mainly been on the defensive). I get substantial reinforcements next turn and hope my Reinforcement DR situation turns around, but unfortunately he'll be able reinforce Tobruk again

Turns 11 & 12 --These two turns pretty much blurr together as the "Rumble around Tobruk". Dan's Axis boys are doing their best to push me out of the Tobruk box, but both turns I kept a toe-hold in 36.22. I've kept a few units back on the roads to keep the Germans from having a clear shot to Mersa (or even Alexandria if they are bold). And with the undependabe ports of Mersa and Bardia, I can't count on being able to push supply far enough forward---right now it takes 5 of my 6 trucks to just get the 2SPs I need from Alexandria to the Tobruk area. We're like two heavy-weight fighters right now trading body blows trying to wear each other down, and I hope I have the edge there---I seem to have more units on board and less in the dead box. My strategy of picking on units on the fringe to wear down appears to be paying off. I gain a few units back on the reinforcement DRs, but then so does Dan. In Allied Turn 12, O'Connor decides to take a sick day/month, but at least we're using the fair play optional rule so I'll get him back in turn 13. Without O'Connor, I am greatly limited on OVRs since we're in such close quarters, so I setup for one big attack on Rommels stack in the box. He doesn't get double defensive value because I have one unit in the box. With 3 stacks attacking in Combat, I manage 7 right shifts (3xarty, 3xCA, D) with a net of 4 (only get to use 3) AND also manage to roll high and get an D3r3. With no where to retreat, the stack takes the 6 step losses and has 2 steps remaining. I also manage to get a (hopefully) significant number of units west of Tobruk to interdict the arrival of reinforcements and supply. If Dan's shipping is minimal next turn, he'll have to ship in supply and not units. The LRDG dies yet again as they try to block the road to Benghazi this time---worked to a degree, but those exploitable Germans usually have no trouble OVRing that meager force. Right now I like my chances in the game as I'm still taking the battle to him in Tobruk and should gain some strength on him in the 2nd half of the game. Also haven't seen any deep penetrations by the Germans and supply would be a major issue for them right now.

Turn 13: The struggle for Tobruk continues. I don't think Dan has the units to mount any kind of major counter-offensive and I need to take Tobruk to meet my VCs, so it will probably continue for a bit. Dan tries to get "off the ropes", gets some decent dice (including a boxcars) and pushes me out of the Tobruk box with little or no loss of his own. He's got formidable stacks in all but the NW corner, so of course that is where I need to attack. OConnor comes back from sick leave and a horde of US units is finally released from the box. OConnor OVRs the NW corner of Tobruk getting my foot back in the door and taking away the fort bonus for Rommels hex. I setup a major attack for Combat phase managing to end up on the 6:1 column, and manage to roll a 10 myself. Rommel takes 3 losses plus some more by routing through EZOCs (entire stack would have died if it stayed). In advance after combat I move in my best units to setup for Exploitation. In Exploitation I try to OVR Tobruk itself, but roll a 4---think it was still an A1D1, but can't quite crack that port. I'm hoping that I'll be able to take it next turn as the US units will be reaching the front . . .

Turn 14: Feeling hemmed in, Rommel tries to grab some breathing room by busting some holes in the Allied line around Tobruk. Initially succeeds and then starts trading units which they can ill afford to do. Had to use shipping to bring some new blood into Tobruk so supply had to be all by truck. At the end of the turn the Axis has my CW guys surrounded albeit with light guard. It's enough to cause me trouble moving and trucking supply though.

Allied Turn 14: So far all of my attacks on Tobruk have come up short, and while I plan on attacking again this turn, I also feel I've got enough advantage in units that I can take a gamble on a long-range attack of Benghazi. There is a single 3-step unit there, but even if I fail, I'll hinder Dan's ability to move units/supply from there. The US forces keep making thier way forward--they won't get into action this turn, but can start replacing my rear guards and let them get into the action. I bust a hole in the Axis line with OConnor and plan on taking out more with combat. But also send 3 units west to be able to OVR Benghazi in exploitation. I have enough supply stocked forward that I don't have to ship it from Alexandria (which by the way is becoming quite the depot with more than 10 SP sitting there--can't ship enough out!!). In combat I clean up some small units, but on my big attack on Rommel in Tobruk, I roll snake eyes for an A2D1 result---I fail to take the port for at least the 4th time. In exploitation the dice make it up to me---I have 7 attacking 14 in Benghazi. I get 3 right shifts for CA and 2 air points, and then roll BOXCARs for a D3r4. So I now have Benghazi---it's not totally safe but Dan will have to use anything on the west side of the board to attack there rather than reinforce and supply Tobruk (although he might be able to slip some supply in through the desert roads). If I hold Benghazi, I don't have any reinforcements coming this turn, but could ship some of the US infantry guarding Bardia that way. Looks like Turn 15 will be do or die for the Axis.

Axis 15: Rommel gets his final blows in as Dan uses all he's got to push me out of the Tobruk box. I lose quite a few steps and am forced to retreat but he also loses a couple of steps in the process and I've still got him outnumbered significantly. And Benghazi has held so will have more resources in my turn.

Allied 15: I begin by picking apart single units with OConnor during movement. I try to maximize his effect by splitting off units for OVRs before storching him to another stack. I win a head-to-head meeting with Rommel in Combat. During exploitation, I clear out the last defender in the Tobruk area and send Rommel packing. Benghazi gets two armoured car units to bolster their situation and I am also able to build a box. The Axis has only a couple of units on the board in the SW corner of the map.

New Post
 4/26/2011 10:44 AM
 
 Modified By plpalmerdvm  on 4/26/2011 2:03:54 PM

Board Image at the end of Axis 16---this is the entire Axis OOB

Previous Previous
 
Next Next
ForumForumIronman AARsIronman AARsSCS SCS Afrika II  AAR--Part 1Afrika II AAR--Part 1

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.

 

 
Syndicate  
 
MMP Ironman 2011 Files Minimize
 
 TitleOwnerCategoryModified DateSize