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 12/17/2011 9:46 PM
 

A Victory Denied AAR, by Steve Foren

Steve Foren, Fascist Invaders vs Mike Sosa Communist Thugs

Standard opening of 2 Pz Gruppe crossing the Dnepr River in three places followed by 3 Pz Gruppe attacking the Rifle Corps in their sector, and moving southwards towards the city of Vitebsk.

My initial plan was not to drive on Moscow, but instead destroy Russian forces in a broad advance that I hoped would find me within striking distance of Moscow on turn 6 or 7, with few remaining Russian defenders. However about turn 3 it was obvious that Stalin was heavily defending the south in front of the city of Krichev, and was putting only 2 Pz Gruppe units OoS, so I changed tactics and sent 3 Pz Gruppe streaking along the roads towards Moscow, XXXIX Korps on northern route and LVII Korps on central road. XLVII Korps from 2nd Pz Gruppe also came from the south towards Vyazma to assist, but that Korps was OoS for almost the entire rest of the game. I guess he was thinking that I would use 2 Pz Gruppe for the drive due to flexibility of Guderian chit and the 3 Pz Korps in the Gruppe, so I used 3 Pz instead.

On turn 3, I was able to get the 9th Army units all connected via 1 HQ from Vitebsk all the way down south to Rogachev, and I was judicious with my Minsk releases and 9th Army chits, so that on turn 4, there were still 3 HQ counters to be released, meaning that all three 9th Army chits were at that time added to the cup, giving me 5 activations, and the ability to move almost every single infantry div on the map three times that turn, surrounding and capturing Krasnoye and Rogachev on turn 4 and 5.

The fight for the city of Krichev in the south was prolonged and bloody, with 2 Pz Divs eventually succumbing to repeated Russian attacks while variously being OoS and/or Isolated, but I was able to get enough infantry forward to support the beleaguered Panzers and push the Russians past the Krichev river line on turn 6, while 3 Pz Gruppe XXXIX Korps (now the focus of Russian OoS efforts) pushed the last few kilometers towards Moscow from the northern road, and the Panzers on the central road were busy fighting through Russian reinforcements and infiltrators from the south. Smolensk fell to 9th Army attacks on turn 7, and Vyazma was captured by 2 Pz Gruppe and 3 Pz Gruppe panzers, as XXXIX Korps moved to within 5 hexes of Moscow. Hitler directive was Guderian’s Choice, and I chose Hitler Distracted due to the short time frame left to complete our game before the Ironman deadline, but still managed to capture a hex in Moscow on Turn 7 to end it with a glorious victory for the Fatherland.

We had a repeated VASSAL issue with trying to flip VP counters over when Mike recaptured a city, and were never able to get that to work properly.

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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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