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 4/26/2011 1:53 PM
 
 Modified By Tormenta  on 4/26/2011 3:31:16 PM

Phillip's War AAR Ironman Second Round
Miguel Ángel Sánchez (Indians) vs Ken Dunn (Colonials)
We agreed to the fixed Church entry rule.
Setup:
The first turn opens with the Indians trying to take advantage of the absence of Church. They must raze as many settlements as possible in order to commit other tribes to the war and turn the war effort into a true nightmare for the Colonials. They come short in the first attempt to attack an almost undefended Plymouth with only Rehoboth razed, not enough to bring the Narangassets into the war. Colonials get doubles in their first combats with no result to either side. Ending turn victory points are 0VPs for Colonials and 1VP for Indians.
On turn two, with Church knocking at the gates but still in the queue to enter next turn, the Indians raze a second colonial settlement. The situation seems to change as massed colonial reinforcements start to gather around. Little change in victory points: 1VP for Colonials and 2VPs Indians.
The third turn is the one of Church's coming and the release of the restrictions on movement and combat for the Colonial player. But it is also the turn the Narangassets join the war and the Key leader Canonchet enters with them. Now the Indians are splitting their forces into two blocks, one to contain the Colonials in the East while attempting to raze some poorly defended settlements there and another in the middle to harass Rhode Island and keep Church at bay. The final balance this turn is 2 Indian villages razed and 4 Colonial settlements razed, most of them in Plymouth, enough to bring the Nipmucks next turn. Ending turn victory points are 2 VPs Colonials and 4 VPs Indians.
On turn four, with the Nipmucks in the war, a new front opens to the west allowing the start of the main offensive against Connecticut, where the new Indian warbands and the Narangassets start to target some settlements. In the exchange of combats in Rhode Island, where Canonchet is pinned facing Church, the forces of the latter are almost annihilated short of a reduced soldier that stands to keep Church and his captain in place.
The turn ends with 4 VPs for the Colonials and 8 VPs for the Indians.
Winter comes with fifth turn and the Colonials get to gather reinforcements with Church to reconstruct his force to a sizable army. The Niantics join in the war and the Indians make their winter attacks through the rivers; the Niantics start an offensive from River Falls aiming to raze and plunder all the river south but they are doomed to a total fiasco with no exploit at any point during the war. In their winter offensive Colonials manage to destroy all but one Pocasset village, with the tribe in the brink of destruction. Ending turn score stands at 7 VPs Colonials and 10 VPs Indians.
In turn six, the forces poising around the surrounded Pocassets become overwhelming. Phillip, because of stacking restrictions (he is stacked with units from three different tribes) cannot conduct diplomacy and stays still. Canonchet who had his forces nearly wiped out after Church's winter attack, moves to muster troops from the near villages and starts to displace towards Massachussets attacking Marlborough and running with Winslow on the chase. After the failed attack, he succeeds evading Winslow counterattack. The Colonials make enough progress to force the surrender of the Niantic and the new score at the end of the turn is 10 VP Colonials and 12 VPs Indians.
At turn seven Phillip is already able to bring the Pocumtuks into the war, menacing from the west the juicy lands of Connecticut. Winslow continues chasing Canonchet but few progress is obtained by any side. Score at the end of the turn moves to 11 VP Colonials and 13 VP Indians.
Turn eight starts with Phillip unable to bring in any new tribe in the Diplomacy Phase as he is short of razed Colonial settlements. With two more settlements razed in Connecticut in the Combat Phase, this is the turn in which the main offensive against Connecticut will finally be profitable enough. Phillip has razed four settlements in Connecticut and is ready to take the risk to roll for New York/Connecticut exploitation. He rolls a 3 and gets his benefits in the form of three new Victory Points added to the total. Two massacre event results provided during combat help to protect the last Pocasset village standing in the East with two previously eliminated warriors returning. The Colonials decide to abandon the pursuit of Canonchet and concentrate on the unprotected Narangassets villages and, of course, the last Pocasset village, but while a Narangasset village is razed, the Poccassets stand once more with the help of a Spy that seems to have deceived the attackers with doubles and a resulting cancelled attack. The Nipmucks surrender; the victory points rise to 13 VP Colonial and 18 VP Indians.
Last turn, the Colonials seem helpless but try to shorten the distance with the Indians. They reinforce New London. Phillip brings the Abenakis into the war and both sides concentrate on the weakest targets. The Pocasset finally surrender, but the last village remains unrazed and after the fall of New Haven and some successful attacks against empty villages, the score ends with 15 VPs Colonials and 22 VPs Indians.
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 4/26/2011 5:06 PM
 

It was a good game. I enjoyed playing Miguel even if he is a Real Madrid supporter (or not as the case may be). The New York - Conn. border war came as a rude shock to me and that combined with some cagey evasion rolls on Miguel's part put him over the top and at a point that I couldn't catch. Towards the end I was only trying to defend my dignity and not be the guy that allowed an extra smashing victory point!

Its an interesting game that requires you to think a little differently than most wargames. Certainly it was intersting to think about a time period in our nation's history that I know very little about.

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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.

 

 
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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