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 12/28/2011 2:37 PM
 
 Modified By KennethKLi  on 12/29/2011 1:55:25 AM

Introduction

Round 6 of the Ironman Tournament I choose to play Bravery in the Sand. Bravery in the Sand or BitS for short is a fun and short game. It has random activation (chit pull system) and a bucket of dice combat system. Game play is tight and exciting; the game is easy to learn but hard to master.

This round I got paired up with Bill Lenoir, a very nice guy. He is very fun and very challenging to play against. Although this is his first time to play against a live opponent, it is very hard for me to try to best him.

To tell the truth, I have helped play-test BitS before, although not too extensively as me and my play-test buddy have only played a total of three games, and we always feel that the British have the advantage, these games have proven our opinion wrong otherwise and opened up to new and interesting strategy that I have not think about before…

Game 1

Kenneth Li – British/Commonwealth, Bill Lenoir – German/Italian

Bill asked for the harder side to start with, and from my previous experience play-testing the game, I recommended the DAK, well, this have proven me wrong completely if you have read ahead. After these few games, I now think that the DAK is easier to play but not easy to win…

As the British/Commonwealth, it has one major advantage – replacements. The longer the game go, the more advantage for the British, British strategy is to prevent the Germans from ganging up on their individual Armor divisions and in the mean time try to deal damage to the Germans, trying to wear them down and prevent them to go with any decisive victory.

Turn 1

I decided not to do anything with the 70th D division in Tobruk and those divisions around Halfaya Pass, thus, I kept those chits in my hand and not put them into the cup. I tried to concentrate on the other divisions, this way (by not putting them in the cup) beside having those unneeded units coming up at the wrong time, it also helped to ensure that the divisions you really needed will be able to activate.

Events this turn:

1) Continue (not combined) attack from my 4th Armor, 7th Armor, and 1st Armor division reduced the 21st Panzer to 3 and a half strength points (1 un-flipped/full strength unit and 5 flipped/half strength units), and in the process, both 4th Armor and 7th Armor take one hit, and the 1st Armor take two hits.

2) The 1st South African division takes the blunt of the damage, taking 3 hits and got all flipped by 15th Panzer division which only takes 1 hit, and successfully does a tank recovery, so 15th Panzer emerge from the attack unharmed.

3) The 4th Armor division took and addition hit from the German 90th Light Infantry division before the end of turn.

This seem like a good turn, as I have gotten the 21st Panzer division to a almost breaking point (when all the units in a division becomes flipped, especially for the Germans, there is no way for it to come back), and at this early on in the game, it is a major dent to the German offensive. The major draw back is my British divisions have also taken some major damage.

Turn 2

British/Commonwealth replacement – 1st Armor

It is now time to move the units in Tobruk (70th D) and around Halfaya Pass and so this turn, I put those chits into the cup, hopping to activate them to do some offensive this turn.

Events this turn:

1) 2nd South Africa division and 4th Indian division in the process of attacking Halfaya Pass take a big lost - 4th Indian take 2 hits in the process without dealing any damage to the garrison unit there.

2) 4th Armor got reduced to 2 flipped/half-strength units from the harassing German 90th Light Infantry which take no damage at all.

3) 7th Armor got reduced to one full strength and 3 half-strength units.

4) Some Italian divisions got damaged by British attacks.

5) 70th D in Tobruk breakout with 2 tank units and 2 infantry units and gotten 2 hits in the process.

6) To prevent the 1st South African division from taking another attack and got another major lost by Panzer or other units, 22nd Armor stay out and not moved.

Things do not go my way, as it seems the British have taken a lot of damage without any major improvement this turn.

Turn 3

British/Commonwealth replacement – 7th Armor

This turn seem like a swirling battle with not much of an improvement on both sides:

70th D managed to break out into hex 0903, without any new damage taken. Have gotten 15th Panzer with one permanent hit and 21st Panzer got all reduced. But the British got some hit too – 1st Armor have 2 hits, 4th Armor is gone completely, 7th Armor down to 3 half strength units and the area around Halfaya Pass does not see any improvement to the situation.

Turn 4

British/Commonwealth replacement – 7th Armor

(22nd Armor – 1st Activation) Seeing only Trieste in Bir el Gubi, 22nd Armor situated next (0404) attack causing one hit on Trieste and a retreat to 0402.

Then in a chain of German/Italian activation, 15th Panzer and German 90th Light Infantry do a combined attack on Tobruk (which currently have 2 full infantry units of 70th D division) and caused 2 lucky hit (2 sixes rolling eight dice), 15th Panzer then activated again (last time was through a DAK chit, and Bill forgot to declare Rommel directive) and continued to attack Tobruk and get another lucky hit (five dice rolling one six).

The situation in Tobruk is grim as 70th D situated there is now down to a half unit. My 1st Armor activated next but is too far way to help improve the situation there. The only thing that the 1st Armor can do is to attack the all flipped/half strength 21st Panzer division, and this time causing two more hits on that unit (reducing it to only four half strength units). It does seem like that the British is gaining.

21st Panzer then activate next (not the British 70th D so that I can rush back to Tobruk to reinforce). Going for broke, the 21st Panzer attack Tobruk with 2 dice and managed to get one six and end the game with a German Decisive victory.

Well, thought that I have had the German there by wearing his Panzer forces down (down to only a total of 7 strength points) and either goes for a British Decisive victory by having 3+ force (the 70th D) in 0901(To Tripoli) or trying my hands in destroying the German's Panzer force (reducing to less than 2.5 strength). It happened when the game just turn around by those lucky German sieges in Tobruk. Too bad that I have let my guards down around Tobruk and give them the chance to successfully besiege it…

Now the pressure is on me for the second game. I have to pull a German Decisive victory in Game number 2 (continue to play the tied breaker) or lost round 6 totally…

Game 1 result: German (Bill) decisive victory.

Game 2

Kenneth Li – German/Italian, Bill Lenoir – British/Commonwealth

Turn 1

Not much of an action this turn, it has been a slow buildup. Here are some detailed events:

British 1st South African managed to displace the Italian unit there, causing 1 hit; in return my German 90th Light Infantry and 15th Panzer combined attack on the 1st South African in El Adem caused 3 hits and reduced all units in that division to half-strength.

British 2nd South African division attack on Halfaya Pass and obtained no result. I moved the Trieste into Bir El Gubi to prevent Ariette from overrun by the British 22nd Armor.

Furthermore, I run the 21st Panzer division to 0512 right in front of Fort Capuzzo to put some pressure there. British 70th D venture out of Tobruk with one armor unit and get eliminated by a lucky Italian double six roll.

Turn 2

British/Commonwealth replacement – 1st South African

After the slow, first turn start, the pace pick up a bit with the Germans this turn. Here are the main events: British 4th Armor journey into 0804 (the mouth of Tobruk) and managed to displace the Italian units stationed there, causing 1 hit. But my 15th Panzer, 21st Panzer and German 90th Light Infantry managed to trap them (4th Armor) there for a combined attack and totally annihilate that armor division. While, the 2nd South African’s attack on Halfaya Pass obtained another no effect, but get one hit from the defense German forces.

This is a good turn as the Germans managed to get one armor division eliminated.

Turn 3

British/Commonwealth replacement – 70th D (replacing the lost armor unit from turn 1)

First activation is the British 7th Armor and it gets moved into El Adem, taking control of it. The German then managed to move again 15th Panzer, 21st Panzer and German 90th Light Infantry into El Adem, trapping the 7th Armor and make a combined attack, this again totally annihilate that armor division (now I have two British armor division down the drain), but 15th panzer and German 90th Light Infantry each took one hit.

I further managed to move 15th Panzer and 21st Panzer into Sidi Rezegh and do another combined attack, this time on 1st South African division, and eliminate that British division, 15th Panzer take another hit, but this time it got battlefield tank replaced.

British 2nd New Zealand, 4th Indian and 2nd South African combined attack Halfaya Pass and this time got 2 hits on the German garrison units and 2nd South African take one hit in the process.

The German/Italian got another big win this turn (more than last turn and two turns in a row) as I have managed to eliminate a total of three British divisions. Can I continue on this spree or will I get bogged down next? I will get Rommel Directive next turn (which is a good thing), but British’s continue replacement flow is a hard thing to beat. I can gun for the Armor elimination decisive victory, but it is hard to do as the British have two replacements each turn.

Turn 4

British/Commonwealth replacement – 4th Armor, placing in Sidi Azeiz

This time, I managed to trap the British 22nd Armor at 0404 with Italian Trieste, Italian Ariette and 21st Panzer division. The combined attack deals a heavy brow to the Britsh 22nd, leaving it with only 3 half strength units and it retreated to 0405. Then the DAK chit came out and with Rommel directive declared the 21st Panzer pursuit to 0405, this time six dice with a +2 and finished the armor division with three hits. Another British armor division bites the dust! Next my German 90th Light division managed to move two times (one with a DAK) and gained control of Gabr Saleh. While the British managed to successfully besiege Halfaya Pass and take control of it with 2nd New Zealand, 4th Indian and 2nd South African divisions.

Another good turn for the Germans, as I managed to bag another British armored division, third time in a row, but still there are two more divisions with armored units out there (70th D and 1st Armor). And the British replacement rate each turn do not help much on that front, still it will slow down the British from defending the route…

Turn 5

British/Commonwealth replacement – 22nd Armor, placing in Fort Capuzzo

Time is running out and I can either gain the decisive victory by destroying British armor or tried to have units on the road “to Alexandria”. Destroying British armor is much harder as they have replacement each turn. It will be better doing the later.

This turn, I was unable to trap any of the British’s Armor unit. But instead, I concentrated on gaining control of Sidi Omar and Bir Sheferzen. In the mean time, the British’s 2nd South African division and 2nd New Zealand division make a combined attack at Sollum and get a hit on the German garrison. Sollum still hold for the time being.

Turn 6

British/Commonwealth replacement – 4th Armor and 7th Armor (half unit) created in both Gambut and Sidi Azeiz respectively.

We get several British activations at the start of the turn, and Bill managed to place the 4th Indian division as road block down south on the road “to Alexandria”. Then there came a DAK chit, which I declared Rommel directive and move my 21st Panzer to attack the one unit of the 4th Indian division which have garrisoned in 0113. That single unit gets eliminated in the process by the +2 roll. The next chit draw is the 21st Panzer and I managed to move into 0114 fulfilling the Axis Decisive victory and end the game.

Game 2 result: German (Ken) decisive victory.

Well, now we each get an Axis Decisive victory, and that means that we have to play a third game to decide the victory for this round of Ironman. I will describe my next game in the next post. Read on…

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 12/28/2011 4:23 PM
 
 Modified By KennethKLi  on 12/29/2011 1:53:22 AM

Bravery in the Sands became more and more interesting. At first and after our three play-test sessions, we (me and my play-test buddy) concluded that the game favors the British mainly because of the replacement rules. Then after our (me and Bill’s) first two games in this round, we (me and Bill) now firmly think or have demonstrated that the game highly favors the Germans. The German is so powerful that it is hard for the British to win even with the replacement rules.

The tournament rules calls for a third game to determine the outcome of this round (because each of us have won a decisive victory on our games playing the Germans). But we (me and Bill) decided instead to play two more games, side by side or in parallel. As we feel like that whoever controls the Germans will have a higher chance of winning and thus, the round is determined by a die roll (to determine side or dice for side), which seems unfair - all this work and a die roll controls the out come will not satisfied us…

So here is the AAR of the two games. I have since grown weary of writing the detailed AAR like unto the first two games, and thus, I have chosen to write the remainder two games in more compact and concise format, and I hope you will enjoy the following short write-ups.

Game 3

Kenneth Li – British/Commonwealth, Bill Lenoir – German/Italian

Well, I let my guard down on Game #1 as the British, this time I will not and remember to keep an eye on Tobruk. Beside that same plan as before – wear down the German forces and try to seek decisive victory…

Turn 1 – noted events: 90th Light Infantry division get 3 hits on a premature attack on Tobruk (a combined attack without the other units being activated to support it), 21st Panzer division attack Fort Capuzzo with no result, British 1st Armor division attack Sollum again with no effect. This turn also saw the British (me) moving the 1st South African division with the 7th Armor division in 0507 to prevent a disaster like game #1 above.

The hit done to 90th Light is a bonus this round. It seemed the German will be wearing down right on schedule.

Turn 2 – 21st Panzer goes down south and mess around Halfaya Pass. 70th D journey out of Tobruk and attack German 90th Light Infantry division with Italian division in 0804 and caused one more hit to German 90th Light Infantry, now 90th Light only has two flipped/half strength units. Another premature siege of Tobruk took place and British 70th D took some damage, but the German 15th Panzer finally took a hit.

Not bad again and beside the 90th Light get more worn down, and 15th Panzer get a hit. Those are not coming back for the Germans, while my British will get continuous replacements…

Turn 3 – 4th Indian division in the south is now done and gone all thanks to the German 21st Panzer division, while it (21st Panzer) get worn down too and get 1 hit. The 22nd Armor went into Bir el Gubi and eliminated German 90th Light. 7th Armor went into 0307 to protect Gabr Saleh from Trieste which is heading there.

Turn 4 – The main focus this turn is trying to protect main chock points for the road “to Alexandria” in places like Sidi Azeiz, Gabr Saleh, and Gambut. British 2nd South African division toke a beating. 22nd Armor division moved into El Adem and attacked the Italian garrison there, garrison retreat out of the way. 4th Armor and 1st Armor defend in Sidi Azeiz which get attacked by 21st Panzer (4 units) and 15th Panzer (5 and a half units) and get slaughtered – 4th Armor division get down to 1 full and 3 half units while the 1st Armor get down to 4 half units.

Not a good turn, I thought that I should be able to do some damage to the Panzer divisions by ganging up two armor division for the battle. But luck is not on my side…

Turn 5 – 1st Armor and 2nd South African got replacement and tried to delay those Panzer units into either getting to the south (road “to Alexandria”) or near Tobruk. Try to take back Sidi Azeiz (if the German units moved out, then any units remain there can take control, if the German leave units behind, the main force will be weaken, and if the German attack, then they are delayed and wasted one activation…) so I moved 1 unit of the 2nd New Zealand division there. 15th Panzer and 21st Panzer ganged up on 4th Armor in 0611 which get eliminated in the process. Then the 2nd South African division is taken care of by the 15th panzer division. The Germans further go back to Sidi Azeiz and take care of the one unit of the 2nd New Zealand division which I just moved there. Afterwards, the 22nd Armor activation chit got pulled and I run the 22nd Armor division to 0901. Much to the surprise of Bill a British decisive victory is obtained.

Well, this is a tight game, on one hand, I am worried that the German will get a decisive victory by getting to the south (road “to Alexandria”), but that needs some German man power - mainly the two Panzer divisions. But then, using the two Panzer divisions in the south also mean that there will not be any German units around Tobruk and the British will have a chance of breaking out and obtain a decisive victory.

Game 3 result: British (Ken) decisive victory.

Game 4

Kenneth Li – German/Italian, Bill Lenoir – British/Commonwealth

Turn 1 – British 1st Armor successfully rolled 2 hits and capture Sollum. 1st South African gets reduced to only 2 half units.

Turn 2 – Large battle in 0707 – 21st Panzer, 15th Panzer, and German 90th Light combined attack 7th Armor and 4th Armor, which left 7th Armor (only 4 half units remained) and 4th Armor (only 3 half units remained) in a reduced state. Then 90th Light move into where the 4th Armor division is and scored 2 more hits leaving the 4th Armor division with only one half units. The British 1st Armor, 2nd New Zealand and 2nd South African combined attacked Halfaya Pass and successfully taking it in the process.

Turn 3 – 70th D move three units (one armored and two infantry) out of Tobruk attacked and retreated some Italian units surrounding it. 21st Panzer, 15th Panzer and 90th Light combined attack the 7th Armor in 0706 and complete annihilate it without a scratch on the Panzers. British try to move some divisions to defend the southern route (road “to Alexandria”).

Turn 4 – Trying to trap the 70th D (the 3 units) out of Tobruk with 15th Panzer and 90th Light but failed, 70th D activated and moved back before the combine attack can happen. British setup a lot of roadblocks with half units or 1 unit strength. British assault Bardia with 2nd New Zealand, 2nd South African and 1st Armor with no success.

Turn 5 – 15th Panzer trying to trap 22nd Armor at El Adem with a combined attack, but 22nd Armor activated before that can ran to 0804, 70th D moved 5 units (2 armor units and 3 infantry units) out of Tobruk into 0803 and attack the mixed German and Italian forces there, forcing them to retreat. Italian Ariete and 15th Panzer then trap the 22nd Armor at 0804 and attack, reducing it to 3 half units, which retreat into Tobruk. 4th Armor completely eliminated by the 21st Panzer. 1st South African completely eliminated by Italian Trieste in Sidi Rezegh. British continue their assault on Bardia with 2nd New Zealand, 2nd South African and 1st Armor and again with no success.

Turn 6 – First chit drawn is DAK, which I tried to overrun Tobruk with 21st Panzer and Rommel directive and only get 2 hits on the units there. That was kind of a gambit, first is to keep pressure in Tobruk so that the 70th D will move back and second get a chance to see if I am lucky enough to get Tobruk. The turn follows with some small attacks by the Germans to clear out the roadblocks, eliminate some small units (so that it will not jam up the activation) and reclaim some German strategic hexes. British continue their assault on Bardia with 2nd New Zealand, 2nd South African and 1st Armor and again with no success.

For the final turn, I will get into a more detailed description of the turn:

Turn 7 – This turn for the British replacement Bill put two half armor units one at Gabr Saleh and the other at Sidi Azeiz, intended to be roadblocks for the Germans to achieve the road “to Alexandria” decisive victory. 70th D was the first chit pull, and Bill moved a half armor unit to Sidi Rezegh (another roadblock).

Next pull was 2nd South African and it attacked Bardia, with no hit, and it retreated back to 0611. German 90th Light Infantry was the next pull and it moved with Italian Brescia division to 0803.

4th Indian comes next and stay put in Bir Sheferzen. Next pull was the 22nd Armor which moves from Tobruk to 0706 leaving a half unit there (as roadblock) and continued to El Adem.

Italian Trieste comes next and moved to Gabr Saleh, attacking the half British armor there, eliminating it and took control of Gabr Saleh.

British 1st Armor comes next and attack Bardia and finally eliminated the garrison there taking control of Bardia in the process.

Then Italian Ariete comes next and it moved into 0706 and eliminates the half unit there. 21st Panzer comes next and moved into Sidi Rezegh, eliminated the half infantry unit there and took control of it.

DAK comes next in the chit pull, and 15th Panzer activated and moved into Sidi Azeiz eliminated the British half armor unit there and took control of it in the process. Another DAK chit comes and the 15th Panzer activated again, this time leaving one and a half units in Sidi Azeiz and moved to Fort Capuzzo (which is empty at the time), gaining control of the Fort and leaving one Panzer unit there, it further moved to Sollum (which is also empty), taking control of it and then moved to Halfaya Pass (which is also empty) and took control of it (3 movement point used up here). Next chit pull is again 15th Panzer division and it moves (3 units) to 0314 successfully obtained the German decisive victory in the process.

Game 4 result: German (Ken) decisive victory.

Conclusion

Bravery in the Sands is a good game; it is quick, fun and exciting to play. At first I thought that the British have the advantage and Tobruk cannot be taken, but our four games have demonstrated that my theory is not true. That also means that the game is not as unbalance as it is. The British can win, but it will take some trial and error, and the German may have an easier time but one mistake can turn the game around dramatically.

BitS also have a lot of depth in the game play, beside the overall strategic goal; there is also a tactical aspect to the game. Managing what chit to put into the cup is also important, you don’t want to dump all of your chits in and hope that luck will bail you out, but in most case, it will confuse the activation and make a focus offensive difficult. Beside chit management, there is also the aspect of knowing what chit is out and hit your opponent after they have exhausted their moves.

Yep, BitS is very exciting and challenging and the most wonderful part is, it is a short game, so you can always play a second game and swap side, if you don’t feel that it is fair. Thanks to Bill who has proved to be a challenging opponent and show me things that I have never thought of before. Thanks to the Ironman tournament that continue introducing me to wonderful people to play with. And thanks to MMP for holding such a wonderful tournament.

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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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