This is the consolidated posting of the first AGWAV game played on the CMU AGWAV server. This server is run by me (mustafa@cmu.edu). The scenario (partially reproduced below) was Green Hell from CH. The players were: Paul Ferraro (US) pferraro+@pitt.edu Tim Hundsdorfer (Japanese) thundsdo@carbon.cudenver.edu Both were relative newbies to the PTO, which became evident during the game. Some of the comments from the Peanut Gallery (included in as they occurred) should be considered in this light. Major sections are enclosed in square brackets (EX: [THE SCENARIO]) Each individual message is deliniated by asterixes. [THE SCENARIO]: The Green Hell New Georgia Boards +-----+ |36 |N^ +-----+ |34 |Hexrows A-P are in play +-----+ Victory Conditions: U.S. must control 36F5 and 36K6 without losing 20 CVP. Japanese sets up first, American moves first 7 turns JAPANESE on board 36 ELR: 4 SAN: 5 4x447, 4x228, 9-1, 2x9-0, 2xLMG, 2xMMG, HMG, MTR, ATR, DC 3x1+3+5, 3xwire, 4xtrench AMERICAN on board 34 ELR: 3 SAN: 3 8x666, 3x667, 2x346, 227, 9-1, 8-1, 7-0, 2xMMG, 2xbaz43, 2xMTR, 2xDC, 37LL enter on turn 1 2x346, 8-0, 2xM3A1 SSR: Wet, No wind. PTO. Swamp is kunai. Paths are trailbreaks. DYO component, both sides purchase extra forces. Aftermath: Japanese win battle :-), lose war :-( [JAPANESE SETUP]: Purchases: SAN increase 5PP; 45 left The given. A five to a six is 16% better chance of doing damage and may reduce damage from low-percentage shots. I can't pass that up. HIP DC Hero 10PP; 35 left Paul's got two tanks. Each are worth 5CVP. If I get a little lucky with this guy, I can get one with him. A second DC, and HIP look pretty good. 447 squad 12PP; 23 left I feel comfortable with more infantry--especially Japanese infantry. Panji: 8 hexsides 16PP; 7 left Dade's article has me convinced. Six morale Joes should be breaking all over the place, and if I'm lucky I'll bag that stupid 37LL. ?x7; 7PP; 0 left A little misdirection. I wanted to stay at 50 PP. I've never played Paul, but I know he's a better player and I don't want to give him an advantage at the start by spending more than him. If he spends more, so be it. I really think this is what I need to slow him down. Set Up: A7 Panji hexside:A8 B7 Wire, ?, LMG, 447 B8 Panji hexside:B9 D7 1+3+5, 9-1, HMG, 228 [CA:4] D8 Panji hexside:C9,D9,E9 E8 Trench, Panji hexside:E9 F5 Trench, DC, 9-0, 447, 1+3+5, LMG, 447 [CA:2] F6 Trench, ATR, 228 F7 Trench F8 Wire, 447 F9 Panji hexside:G9 G7 1+3+5, MMG, 228 [CA:2] G8 Wire I7 9-0, Lt. Mtr., 447 I10 Panji hexside 34I1 K9 DC, 109 K6 MMG, 228 P8 ?x2 Tunnels: F5->D7 D7->G7 G7->F5 What Paul sees: B7 ?+2 F6 ?+2 F8 ?+1 I6 ?+3 K6 ?+2 P8 ?+1 [JAPANESE SETUP COMMENTS]: From: turpinjp@ssnet.com (James P. Turpin) Subject: Japanese Setup Comment Well... I'll start off comments from the Peanut Gallery... Tunnels should be setup with exit/entrance at the same level. All three tunnels violate this rule. I prefer using Panjis at the base of a crest-line hex to catch the enemy as it crosses the crest-line, but the Japanese use looks ok. Looks like a good fight to come. *** From: SKyle26160@aol.com Subject: Re: Japanese Setup Comment Jim Turpin said: >I prefer using Panjis at the base of a crest-line hex to catch >the enemy as it crosses the crest-line, but the Japanese use >looks ok. I agree with the crest-line idea. If the panjis are in jungle-crests, the Americans can't use assault movement to enter, which forces a NMC. NMC's are bad news for these American "devil squads", as a friend of mine calls them (you know, "666"). Put some firepower behind the panji hex and you may get some casualties with double breaks. I have played this twice, with each side, and the Japanese have won both. That's not much to base an opinion on, but the Japanese are very tough to deal with in this terrain with trenches, pillboxes, and the very useful Panjis. Something else I found useful as the Japanese was setting up the trenches to aid my movement on the Japanese left-side hill. All those jungle crests make for really slow movement, but trenches are 1 MF, so even going uphill only costs 2, and you avoid Straying. I haven't set this up yet, so I don't know if Tim has taken advantage of this or not. *** From: p.pomerantz1@genie.geis.com Subject: jap setup When I played this, one problem was exits for the tunnels due to the same level requirement. I have played this twice as the japanese and lost once by 1 CVP and won once in a slaughter. In that one I defended the left hill strongly, wiped out the US Right (with the help of a sniper) and prevented the US from getting behind me. The US player must get behind whichever hill the japanese pull their Custer on to prevent them from having an endless supply of concealed units. Both times I bought the extra HMG, as I liked the prospect of having 12FP with 3ROF at the point of decision. I bought 1 447, the SAN, a few Panjis and enough ?s to make it difficult to tell which hill deserved the main effort. With tough terrain and seven turns, every turn you can keep the main effort further away is important. I think a good case could be made for almost any potential purchase, but i think the 1x447 is very important, as the japanese have so few infantry. I like this scenario a lot, and i like scenarios with a variable and unknown OB. I would play this one with either side. I think that the TB should be allowed on the half hexes, and the setup restrictions should be modified to allow that. *** From: turpinjp@ssnet.com (James P. Turpin) Subject: Re: jap setup Hi, Phil. Nice to see you on this AGWAV thang. >When I played this, one problem was exits for the tunnels due to the same >level requirement. > I have played this twice as the japanese and lost once by 1 CVP and won >once in a slaughter. In that one I defended the left hill strongly, wiped >out the US Right (with the help of a sniper) and prevented the US from >getting behind me. The US player must get behind whichever hill the japanese >pull their Custer on to prevent them from having an endless supply of >concealed units. Looks that way to me, too. The paths the Japanese must setup south of can allow good movement for the U.S. They also allow any U.S. troops that attack the 'weaker' hill to move laterally towards the 'stronger'. IMO, the Japanese must play a 'Point Defense' (ala, Mishcon General Clinic). And, hope those "point" defenders can withdraw back to the "stronger" hill later in the game after a delaying defense. But, given the dry stream up the center, they probably end up giving flanking fire against any U.S. attack against the opposing hillsides until crushed by the other pincher. > Both times I bought the extra HMG, as I liked the prospect of having 12FP >with 3ROF at the point of decision. I bought 1 447, the SAN, a few Panjis >and enough ?s to make it difficult to tell which hill deserved the main >effort. With tough terrain and seven turns, every turn you can keep the main >effort further away is important. I think a good case could be made for >almost any potential purchase, but i think the 1x447 is very important, as >the japanese have so few infantry. Agreed. The Japanese in any scenario are the toughest defenders in Jungle when they employ an "up-front" defense. As for purchases, I think the Japanese should avoid expending more than 50 pts due to the "recon" afforded to the U.S. If the U.S. spend more -- it helps the Japanese player greatly. My purchases would probably be: 447's with the remainder in ?'s and Panji (Panji are cool!). WIRE is expense, but might be nice for that one VC hex with Pillbox and TRENCH. The 50mm LtMTR and HIP DC Hero are TOO expensive for my taste. I'm a big LtMTR fan, but LOS's are fairly restricted and that WP is dicey. HIP DC Hero's are way too dicey. They add a nice flavor (assuming they have a target). But, if lost or wounded and unable to get to the target, the DC is lost forever. 37L AT is expensive and may get tripped on by U.S. infantry. But, it can rack up that CVP to help in the VC restriction for the U.S. The Foxholes and Trenches aren't needed. The MG's are nice and add flavor -- pretty expensive, but the breakdown scares me too. > I like this scenario a lot, and i like scenarios with a variable and >unknown OB. I would play this one with either side. I think that the TB >should be allowed on the half hexes, and the setup restrictions should be >modified to allow that. Well. It is likely the playtest team overlooked the half-hex restrictions. But, by spending 8 pts. the U.S. can setup TB's in B3 and B4. It would eliminate all the hassle with the half-hex. And, given the max of four TB's for the U.S., I suspect there are other options we have not looked into in the U.S. setup options. So, if you were the U.S. and spent the points on four TB's how would YOU use them? I know I will be looking at it in coming days. I think the playtest team DID consider half-hexes and the designer decided to disallow them. Additional evidence is the lack of freedom in setup in the scenario play balance. The scenario designer could have said "U.S. troops setup on board 34". I think the half-hex exclusion was intentional. On the topic of play balance... is there an errata for the J2 -- "Increase scenario game length to 7 turns"? My scenario sheet has 7 turns NOW. Given the wording of this balance, I can't figure what was intended. *** [US SETUP]: From: Paul F Ferraro Subject: US Setup (Drum roll, please!) (fwd) Set Up Sniper H4 This subscibes to the "just plop it anywhere" theory. 60mm mtr/(1) B1 mtr/346 To Hit B7, E8, and E6, Rate willing. 346 F1 A search committee. ?(6) G1 BAZ/667, DC/667"D", 666, 9-1 These guys are to fan out and attempt to keep concealment. The only reason I bought 3 three ? at start was in case he set up 1-2 forward units. These guys, and the stack over in O1 couldn't be hurt by starting out concealed no matter what. MMG(3) I1 MMG/666, MMG/666 These guys will hit H8, H9, and maybe (rate again?) I10 with "searching fire". They aren't moving 'cause I'd like to move them up with the armor on turn 3-4. 60mm mtr (1) L1 mtr/346 To hit G7 and F5. ?(2) L3 radio/7-0 Takes a bead on F5 for starters. 666(1) M1 666, 666 These guys will (try to) slowly move towards K6. ?(6) O1 DC/747, BAZ/667, 666, 8-1 These guys will head for P8, then K6. If P8 is cleared, the radio/7-0 will move here and dish out some 80mm to K6. 346 P1 Another search committee. ?(3) under 5/8?(1) to enter E10...the 346s will recombine later. 5/8?(1) to enter E10 (side by side they are). [US SETUP COMMENTS]: From: Paul F Ferraro Everything except B1 will be ? at game start, since Tim and I have zilch LOS to each other. I had purchased one trailbreak, but realized that I can't use the *&%@$#!$ thing because I can't setup in half hexes (A4 was THE spot for that). I bought 4 points worth of other crap instead. Techinically I noticed this AFTER I received Tim's setup, but before I put anything on the map. If he prefers, I'll bag the 4 points and just go with 46. He'll let me know.... I used the 4 points to buy +2 smoke for 667"D". Tactics (notes?): Hah! What a laugh. I have seven turns to make it up hill. Through jungle. Through Panjis. Through Wire. Through half the $#!@!^$ Japanese Army. But I'm not bitter. The hell I'm not. I have to take both 36F5 and 36K6, AND lose less than 20 CVP (who thought of this???). I have to control the hexes, which means if there is a #@!$% pillbox in each hex, I have to kill whatever inside and/or control it too. No CC, no Melee. Just me and my boyz alone in those hexes. That stream is dry for a reason. I'm supposed to just belly right up that sucker, maybe using armored assult (when will THAT get here? How many turns will it take to reach 34K3...three?!). Maybe Tim was smart and put Wire and Panjis out front, with everyone else flanking or behind the fortifications. Maybe all his SW will break. Maybe I shouldn't write these things when I'm tired. Lines of sight are really piss poor - the Dense Jungle, being Inherent Terrain, sees to that. That's one of the reasons the Gun and a mortar are sitting in the same hex. The Gun has cannister (how nice!), but also AP. If there is a pillbox in F5, and the CA is G6/F6, that wimpy li'l 37L has a decent chance to hit it - even HIP! I'll be firing the 60mm's first...and just wing the prep fires from there. *** From: turpinjp@marlin.ssnet.com (James P. Turpin) Subject: U.S. Setup and Comments >From what I gather the 37LL is HIP in 34L1. He deployed a 666. But, I still can't figure where he placed a last 666. I count six on map with one deployed for seven of his eight. Maybe it will show up during movement. And what did the U.S. really purchase for 50 pts? He has a radio, but I didn't catch the Fire Missions for it. A 747 so that is 15 pts. +2 Smoke Exponent for a squad for 4pts. That makes 19pts. from 50 at 31 pts remaining for the radio. Minus, 3 pts of concealment is 28 pts. So, I guess he bought 2x 80mm HE and 1x 80mm WP Fire Missions with the remaining. I recall him writing about this earlier, but didn't know for sure. It appears the U.S. has made one error in setup. Dense Jungle stacking capacity is reduced to 2 SQ equivalents, so the U.S. overstacked in G1. Also, Paul discusses taking pot shots at 36F5 from 36L1. Only thing is, Jungle is a 2-level obstacle, so that Jungle in 34G7 on Level 1 will probably block LOS. I know... It's easy to sit in the "Peanut Gallery" and spot these things. Hey, I got to admire these guys for displaying their game for all of us to watch. Takes guts. But, I also think this is a good learning tool and can generate discussion. Enough of me for awhile! *** From: Paul F Ferraro Subject: More on tactics.... I'm a little more awake now -perhaps more able to talk about my potential headaches with the Japanese setup. You probably noticed I didn't mention being worried about all his HIP stuff. Not much I can do about that, is there. Oh, I'll look around a bit, and fire on some (empty?) hexes, but all in all I am forced to play as though it was a walk in the humid bug-infested park. One thing he could do is have reinforcements for the hilltop pillboxes waiting at the end of the tunnels. I am not sure if those suckers have to go to another pillbox or not - but at least I'm thinkin'. So you'll probably have three attacks to look forward to: (1) an assult on P8 to the south (2) an assult on the lower western reaches of the F6 hill (3) a probe on the west end of the K6 hill [OTHER COMMENTARY]: [There are some deleted messages about the Japanese tunnels. Basically, they were set-up wrong and the list decided that we could let Tim know.] From: turpinjp@marlin.ssnet.com (James P. Turpin) Subject: new tunnels > >I suppose I've lost the F5 tunnel. > >G7 to G9 Hmm... G9 is a Palm hex and in invalid as an entrance/exit hex. B8.6 allows Tunnel entrance/exit in buildings, pillbox, brush, or woods hex. The '93a Annual errata amended to allow Kunai and Bamboo (since they are treated like brush). I would have picked D5/D6 on the other side of the hill. If the U.S. push strong on the west hill slopes it could present a problem for them. But, Tim was presented with two tough choices after pre-determined setup locations for his Pillboxes. > >D7 to D9 Oh, well. Maybe he can get something out of it... *** From: p.pomerantz1@genie.geis.com Subject: Setup I spoke to S.Pleva last night, and he indicated that the Tbs should be allowed in the half-hexes despite the setup restriction. There were errata for the balance provisions US3 US2+ replace jap 9-1 w/ 10-2 US2 decrease CVP in VC to 18 US1 replace a 667 with a 666 J1 incresae US SAN to 4 J2 Increase Scenario length to 7.5 turns J3 J2+ replace the US 9-1 w/9-2 [US TURN 1]: From: Paul F Ferraro Subject: American Turn 1 Wind: R4W3 Rally phase: zilch Prep Fires: Radio contact: R6W2, place AR on F5, draw card (black) acc dr = 2!, place SR 34I1 MTR @ 36B8, R4W6, miss, -1 acq 34I1 MMG @ 36H9, 2fp, R4W5, NE 34I1 MMG @ 36I10, 4fp, R1W4, 1MC, keeps rate 34I1 666 x 2 @ 36H8, 6fp, R1W3, 2MC 34L1 MTR @ G7, R6W3, -1 acq 34L1 37L @ F5, AP shot, R1W5, miss, -1 acq [+2 HIP, +2 jungle BTW] fire again, AP, R2W3, miss fire again, AP, R5W6, miss One MMG in 34I1 still has rate.... I'll wait to see if I flushed anything before continuing... *** From: turpinjp@marlin.ssnet.com (James P. Turpin) Subject: American Turn 1 The U.S. T1 actions: > >Wind: R4W3 > >Rally phase: zilch > >Prep Fires: > >Radio contact: R6W2, place AR on F5, draw card (black) > acc dr = 2!, place SR Blocked LOS and per SSR#4 Battery Access is automatic. So, the SR should not be placed. I don't think the U.S. can place an AR on F5 from any U.S. setup hex. The Japanese should challenge this event. > >34I1 MTR @ 36B8, R4W6, miss, -1 acq > Looks like a typo error to me. I think Paul intended the 34B1 LtMTR. Why, are the U.S. firing on an OG hex? What do you think? SMOKE later and just getting acq now? >34I1 MMG @ 36H9, 2fp, R4W5, NE > G2.2 defines Dense Jungle as Inherent terrain -- no LOS. >34I1 MMG @ 36I10, 4fp, R1W4, 1MC, keeps rate > >34I1 666 x 2 @ 36H8, 6fp, R1W3, 2MC > Hmm.. I see Kunai and Palms as a +2 Hinderance -- 1MC. >34L1 MTR @ G7, R6W3, -1 acq > Good Location for future SMOKE. LOS is close, but on my map looks good. >34L1 37L @ F5, AP shot, R1W5, miss, -1 acq [+2 HIP, +2 jungle BTW] This is bogus! C6.57 and C6.5 clearly states 1/2" acq's can only be placed on Known units and/or Bridges. If it were an AREA shot the +2 Jungle mod is not factored into the TH mods. U.S. overlooks a possible Japanese Sniper Activation. *** From: Doug Gibson Subject: Re: American Turn 1 Jim Turpin writes: > Paul Ferraro wrote: > >34L1 37L @ F5, AP shot, R1W5, miss, -1 acq [+2 HIP, +2 jungle BTW] > > This is bogus! C6.57 and C6.5 clearly states 1/2" acq's can only > be placed on Known units and/or Bridges. If it were an AREA shot > the +2 Jungle mod is not factored into the TH mods. Note also that AP *CANNOT* be used on the Area Target Type. *** From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: DF First of all, my sniper goes in 34K2. Second, your first shot with the 37LL was my SAN: 3, NE Finally: DFPh B7 LMG, 447 to 34B1 6FP+1 3,5 NE *** From: Paul F Ferraro Subject: Re: DF > First of all, my sniper goes in 34K2. How lovely! > Second, your first shot with the 37LL was my SAN: 3, NE I knew that! Really. Heck, I even wrote it down. I just didn't type it in. > DFPh > B7 LMG, 447 to 34B1 > 6FP+1 3,5 NE Ahah! The first of those yellow cardboard dogs surface! EEK! Wait! I wasn't done Prepping! Ack! I didn't move! ACK! I was waiting to see if my initial prep fires caused any HIP stuff to spring forth! [So how's about we cover up Mr. LMG/447 with a ? again. I pretty much know exactly where I'll be moving during the movement phase (hint - he wouldn't got much else anyway. I thought it might be a MMG/228!). In any event, I need to know any effects from my firing on empty (?) hexes before I continue. I'll have at least one more Prep Fire after that, then will boogie to movement.] *** From: Paul F Ferraro Subject: Ami Turn 1, Movement (fwd) Some last Prep fire: I1 MMG 2fp@ 36H9, R5W3, NE Clarification: OOPS! Dense Jungle is a TWO level obstacle to LOS. The SR isn't in 36F5. Heck, it ain't even on the board. All those 37L shots at F5 also are wasted. C'est la Vie. Movement: If you reveal a unit, fortification, or fire (and leave residual or retain rate), I reserve the right to STOP my move at that point and (if needed) make changes. Offboard setup - M3A1 in Motion, ?(3) abutts E10 M3A1 in Motion, behind the other Both AFVs CA E10/F10 34F1...346 to F10, F9 34G1...?(6) ASM ?(2) to 36G10 [DC/667] ASM ?(2) to 36H10 [BAZ/667] ASM ?(2) to 36F10 [666/9-1] 34P1...CX ?(1) to 36P10, P9 (will lose ? if Jap ?(1) isn't a dummy). 34O1...?(6) ASM ?(2) to 36O10 [BAZ/667] ?(2) to 36O10, N9 [DC/747] ?(2) to 36N10, N9 [666/8-1] 34M1...?(2) ?(1) to 36M10 [666] ?(1) to 36M10 [666] 34L3...?(2) to M3, M2, M1 [Radio/7-0] Offboard: ?(3) CX to E10, F9, G9, H8, H7, I6 [346/346/8-1] M3A1 E10, F9, G9, H8, H7, H6, I6 (spend 2 delay in I6), remain in Motion M3A1 E10+1, F9, G9...etc...to H6 (spend delay points) remain in Motion *** From: SKyle26160@aol.com Subject: Missing units? I finally have this set up. It looks to me like Paul (US) has left one 666 out of his set up. He deployed one, giving him four 346s, but I only count 6 more in his setup. Also, where is the ATG? Did he send an addendum that I have missed? It really is a shame Paul has to bring those tanks in through all those trailbreaks from E10. In my playings of this the tanks did contribute to the US effort, but they entered through a TB in A4, where he had planned to use his TB. Its going to take him a long time to get those tanks into play. As Jim pointed out, however, he could use two TB's to go around A4 if he wanted to. *** From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: DF Content-Length: 182 Just my ineffective defensive fire you no about. The rest of my weasels will lay low. *** From: Paul F Ferraro Subject: Re: AmTurn1, ADVF, etc... > Adv Fire: > > P9 CX 346 2fp @ P8, +3, R5W5 NE > F9 346 2fp @ F8, +2 R6W1, NE > > Advances: > > N9 ?(4) to N8 DC/747, 666, 8-1 > > M10 ?(1) to M9 666 > > M10 ?(1) to L9 666 > > 34M1 ?(2) to 36 L10 Radio/7-0 > > 34I1 666 to 36 I10 > > 34I1 MMG/666 to 36J10 > > F9 346 to G9 > > G10 ?(2) to G9 DC/667 > > H10 ?(2) to H9 BAZ/667 > > F10 ?(2) to F9 666/9-1 > > 34I6 ?(3) to 34J5 346, 346, 8-0 > > And if nothing bad happened: > > Rally phase: > > Combine J5 346 x 2 -> 666 > *** From: turpinjp@marlin.ssnet.com (James P. Turpin) Subject: Re: AmTurn1, ADVF, etc... >> Adv Fire: >> >> P9 CX 346 2fp @ P8, +3, R5W5 NE That should be 1FP. Halved for firing in AFPh, halved for firing at a concealed unit, and point blank fire. >> F9 346 2fp @ F8, +2 R6W1, NE Assuming the Japanese didn't drop concealment the same error is repeated here. >> >> Advances: >> >> N9 ?(4) to N8 DC/747, 666, 8-1 Huh? Where's the CX. This is an Advance vs. Difficult Terrain (A4.72). >> >> M10 ?(1) to M9 666 >> >> M10 ?(1) to L9 666 Hmmm.. Are DC/ T-H Heros stealthy? I quickly browsed the rules for this and didn't find an answer. I never had enemy Infantry enter a hex with a HIP T-H Hero. This may occur in the next MPh (assuming, it isn't created in an attack in the Japanese Player turn). Can the T-H Hero retain HIP per G.4 Detection? It might be cool to watch a squad us non-assualt move into the HIP DC Hero's hex and have the HIP DC Hero set off the DC. I can just picture it: A squad working its way through the jungle. Some Japanese guy with branches and leaves stuck in his helmet lunges out of a thicket and pulls the zip-line on a DC! Blam! Such a waste of a DC Hero. I would prefer to use it on something more than a squad. There is better game out there. >> >> 34M1 ?(2) to 36 L10 Radio/7-0 >> >> 34I1 666 to 36 I10 This squad should have a MMG. Tim should halt things here and reveal the Panji. Too, bad he gets no attack against the squad. This is an example of why I like to put Panji's on Crest hexsides. An Advance vs. Difficult Terrain would cause the Panji MC. I'll stop my commentary here since if Tim remembers to reveal the Panji play should stop and allow Paul to reconsider future APh actions. Since Paul is off to San Diego (blah!) for two weeks it will be awhile before this U.S. Player turn is completed. *** From: jr_tracy@il.us.swissbank.com (J. R. Tracy) Subject: Re: AmTurn1, ADVF, etc... Jim asks... >>Hmmm.. Are DC/ T-H Heros stealthy? Good question - I had the same thing happen in a scenario (Sword Play, maybe) - I figured the guy is a very specialized sort of Hero, and is therefore Stealthy. Opinions may vary... *** [JAPANESE TURN 1] From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: Japanese Turn 1 Hideo the Tornado... RPh Ha! PFPh B7 LMG, 447 to 34B1 6FP+1 6,2 NE F8 447 to G9 8FP+0 2,6 NMC 4FP+0 2,6 NE 346 3,2 Passes I7 447 to I10 4FP+0 3,5 NE Lt. Mtr ATT to J10: 3,5 miss, -1 acq MPh P8 ?+1 P7 (1) P6 (2) F6 ?+2 Assault move G7 (2) Geuss that's it, when you've got this kind of firepower, you know you are going to do some heavy damage... *** From: Paul F Ferraro Subject: Re: Japanese Turn 1 DFPh > RPh > Ha! Yeah, me too. Thoughts of dismantling the mortars run through my head...but why? I can always drop 'em and run for the hills. Watch the game turn on a half squad.... > F6 ?+2 > Assault move > G7 (2) That last move put him on top of a -1 ACQ counter from the mortar in 34L1... MPh No Fires DFPh G9 346 @ F8, 6fp, +2, R5W3, NE B1 mtr/346 fires mtr @ B7, -1 ACQ, R4W2, HIT, SAN (dr=5), R1W5, 1MC, SAN (dr=6), R3W4, 447 reduced to 347, -2 ACQ 34L1 mtr/346 fires mtr @ 36G7, -1 ACQ, +2 concealed, R1W5, HIT, SAN (dr=5), RATE*, R3W4, NMC, R6W3, Reduced or Dummy gone *Retains rate...I will fire this again after you tell me what happened. Other fires in the meantime: I10 666, J10 mmg/666 firegroup, 16fp, +2 @ J7 mtr/447, R3W2, 2MC, R4W6, reduced and ELR'd to a mtr/237(2). 34I1 mmg/666 @ 36J7, 10fp, +2, R5W2, PTC, R3W4, NE Let me know what was under that ? counter, and then I'll finish my DF. Some spiffy results, considering I challenged his sniper 3 times and won. That won't last. It'll be REALLY nice if that ?(2) is a MG/crew combo. I'll actually have a chance to decommission that ship if I am lucky enough and continue to get rate with that mortar. That 447 ELRing and reducing was nice. A shame they all can't crumble like that. The AT gun is in a LOUSY position. My setup gack was not remembering that dense jungle is a TWO level hinderance. Of course there really don't seem to be any great places for it any way. I wonder if man-packing rules can apply. 8^) Seriously, unless I am lucky enough to reveal a PB, I'll probably either (a) attempt to puch in down the damn gully, or (b) leave it and boogie forward with the crew. I still have to just plod forward until I get skewered, hung up, or ambushed. *** From: Paul F Ferraro Subject: More thoughts... Oh, yeah. You guys can tell me what I'm supposed to do with three OBA missions and little to no LOS 'cause of all those level two jungle hexes. Well, not really tell me. Just talk about it and I'll find out later. I guess we'll all know by game end if it was a good move or not! I am most likely to try and OBA the heck out of just about anything at this point. At most he could have 12 MMC...so anything I kill (or reduce to nothingness) couldn't hurt. *** From: SKyle26160@aol.com Subject: Re: More thoughts... Paul says: >Oh, yeah. You guys can tell me what I'm supposed to do with three OBA >missions and little to no LOS 'cause of all those level two jungle hexes. This is why I thought Paul's heavy investment in OBA was a problem. It just seems like its going to be very difficult to bring it down anywhere useful. Maybe the WP will help, smoke always seems to help in some way, but we'll see where Paul can put a SR that he can see. A little nit-picky question: why do you suppose Paul recombined his reinforcing half-squads so quickly? Its not a big deal I guess, but HS can be pretty useful at times and its easier to recombine than deploy. Why not keep those guys deployed until you have a real reason to recombine them? Just a small detail, though. *** From:TIM HUNDSDORFER (thundsdo@carbon.cudenver.edu) Subject: I'm baaaack First: G7 ATR/228 reduces. J7--I assume you mean I7 I have a 9-0 here as well R1W3 pass and he makes this unit a ML8 and it does NOT ELR, but reduces to a 347. *** From: Paul F Ferraro (pferraro+@pitt.edu) No not J7. No not &7. I7! There we go! Yeah you were right, so you got a mtr/347(1) and a 9-0 in I7 . Geeze! I sent this thing to the AGWAV thinking I corrected it and I got it wrong there too! What a marooooon! So, for the record: I7, mtr/347(1), 9-0 Sigh.... > > 34L1 mtr/346 fires mtr @ 36G7, -1 ACQ, +2 concealed, R1W5, HIT, SAN (dr=5), > > RATE*, R3W4, NMC, R6W3, Reduced or Dummy gone > > > > *Retains rate...I will fire this again after you tell me what happened. > > > Let me know what was under that ? counter, and then I'll finish my DF. > > So...we have a (now) ATR/128... > > mtr fires again, R2W5, hit & rate, R5W6, -1, 4 fp, NE > > mtr fires again, R1W1, CH & rate, R5W6, -1, 16 fp, NMC, R10W4, 128 reduces > to a broken 127 > > mtr fires again, R4W1, hit, R2W3, -1, 4 fp, 1MC, R6W2, 127 is KIA > > > That's all (and more than I expected too). BTW, yes, that reduction > occured in G7, not I7. My eyes are getting as old as the rest of. |-\ TYPO TYPO TYPO....agian, no less. It occured in G7 not I 7. Never work from memory boys and squirrels. Well, as you can see, I used up some more luck. Well, if that crew had a MG it would have been sweeter.... 8^) Looks like I screwed up....I didn't roll for radio contact (or did I?). Nah, I didn't. Next turn. I really don't know if I would have USED it mind you. I also have to remember that radio contact in PTO gets a (-1) modifier. I wonder if the 447 in F8 will back off?I am going to go around that hex anyway. I smell a Panji or Wire or something...and if I'm wrong, well, I don't NEED to go through that stinkin' hex anyway, so THERE! 8^) *** From:TIM HUNDSDORFER (thundsdo@carbon.cudenver.edu) AFPh None RtPh Yeah, right. APh B7 to B6 F8 to F7 I7 to J6 P6 to O6 F5 ?+2 to F6 CCPh J6 Concealment Gain B6 Concealment Gain F7 Concealment Gain *** M. [US TURN 2] From: Paul F Ferraro (pferraro+@pitt.edu) Well, here I am during one of those quite, potentially introspective moments at work, and I am thing about that damn gun! I can't wait to see (somebody please, save all this stuff - or at least take notes!) what all you geniuses (plural of genius?) have to say about it. I am at a loss. I am also at a LOS...8). I keep looking at that the board and see little use for that sucker. Sure the canister is nice. Sure you can fire AP at a pillbox. But to do so you hafta lug that sucker half way around the world. I was looking over the setup and kicking myself for not putting the gun in 34I1. Oh, I had looked at it, figuring it'd be easier to push that little beastie out and up onto 36H9 and all. Hind sight being what it is that's what I ought to have done. So what was I thinking? I fell into that trap that I already mentioned to all of you...not recalling that Dense Jungle is a 2 level LOS obstacle. Were it not for that 35L1 isn't so bad. Ah well, so now what? Well, I have two choices: (1) Push that sucker up the gully...the down side of this is (a) paucity of targets from within the gully, (b) getting creamed while moving the gun (not a big deal IMHO) (2) dump the gun, hand the mortar off to the crew, and move up with them both. I'm leaning towards (2). > APh > B7 to B6 > F8 to F7 > I7 to J6 > P6 to O6 > F5 ?+2 to F6 Was this guy HIP and just revealed himself? > American Turn 2 > RPh In case I did NOT do this last turn (?) I will recombine my reinforcement half squads. *** From: Paul F Ferraro BTW, the ?(1) in F7 is CX (Advance using 4MF). Rally Phase 34L1 227 drops Gun and gains mortar from 346 (ACQ in G7 goes away) Prep Fire Phase None Movement Phase 34B1 mtr/346 ASM to 36B10 G9 346 to G8, attempts F7 (strips CX 447 of ?), remains in G8 F9 ?(2) ASM to F8 [667/9-1] G9 ?(2) ASM to G8 [DC/667] H9 ?(2) ASM to G9 [BAZ/667] I10 666 to I9, I8 J10 mmg/666 to J9, I9 34I1 mmg/666 to J10, J9, I9 34L1 mtr/227 to 34K1 34L1 346 goes CX 34K1, 36K10, J9, J8 L9 ?(1) ASM to K9 [666] L10 ?(2) to L9, K9 [Radio/7-0] M9 ?(1) to M8 [666...this unit will be my first to risk Straying] N8 ?(4) to N7, M7 [Dc/747, 666, 8-1...hindsight: wish a BAZ was here] [instead of the DC] P9 346 to O9, O8 34J5 ?(2) 34K5, 34K4, 34K3, 34K2 [666/8-0] 34I6 M3A1 LT (motion) to 34J5,K5,K4,K3,K2,K1...CA 36K10/36L10, in Motion 34H6 M3A1 LT (motion) follows to 34K2...CA 34K1/34L1, in Motion *** From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: G7 You sunk my battleship. Couldn't resist. The 346 hits wire. *** From: Paul F Ferraro Subject: Re: G7 > > The 346 hits wire. Uh, on second thought, I don't think I moved into G7 yet....the 346 went into G8, then attempts F7 (but will be pushed back into G8 when the CX 447 loses concealment). *** From: Paul F Ferraro Subject: G7 cont'd >From the Japanes Turn 1 MPh: > F6 ?+2 > Assault move > G7 (2) The above was the atr/228. If it moved into G7 (and there is indeed wire there) it should have been placed on top of a Wire counter, I think. *** Date: Thu, 27 Jul 1995 14:08:32 -0600 From: TIM HUNDSDORFER To: Paul F Ferraro Subject: Re: G7 > >> >> The 346 hits wire. > >Uh, on second thought, I don't think I moved into G7 yet....the 346 went >into G8, then attempts F7 (but will be pushed back into G8 when the CX >447 loses concealment). > You misundertake me. The 346 hits the wire in G8. *** From: Paul F Ferraro Subject: Re: Amer Turn 2 > Movement Phase > > 34B1 mtr/346 ASM to 36B10 > > G9 346 to G8, attempts F7 (strips CX 447 of ?), remains in G8 Hits WIRE in G8...attempts to move under it (dr=6)...nope. The CX 447 in F7 stays concealed. > F9 ?(2) ASM to F8 CHANGE: > G9 ?(2) ASM to G8 To: G9 ?(2) ASM to F8 So in F8 there is now ?(4) *** From: Paul F Ferraro Subject: Re: Amer Turn 2 > >> F9 ?(2) ASM to F8 > > > In F8 ?(2) hits WIRE. hee hee Such is life. > >So in F8 there is now ?(4) > > > >The trest of the move(s) continue as is.... As well, the F9 ?(2) will still ASM into the (WIRED) F8 hex, as has the G9 ?(2), thus giving me ?(4) on top of the F8 WIRE. They will not attempt to move under it. The rest of my moves still remain the same.... *** From: Paul F Ferraro Subject: $#@^&! WIRE I suppose by now everyone has noticed that I have indeed contacted the WIRE. It had to be galling to watch my inexorible march towards getting hung up. "Can't he SEE it?" people must have been saying. "He's running right INTO it" they must have chimed. Well, there juts isn't much to do about it. If I keep ? (fat chance), I'll keep mum and *try* to use ASM to get under the WIRE counter (good bet for a change...dr<=5 and I stay ?). In the meantime, CPL Putz, my valiant radio toting 7-0, will attempt to rain down death and destruction upon (and around) F6. If I pull a red 'cause of the $%$#! out of LOS ? stack, well, so be it. What else can I do? I am also amazed that the valley/gully/depression (pick one) in center hasn't lit up like Christmas. 'Course I haven't received Tim's DFPh report yet either. Such suspense.... *** From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) F7 447 to F8 4FP+2 3,3 cowers to 2FP NE Nothing further. Well worth the wait, eh? *** From: Paul F Ferraro Subject: Ami Turn 2 finale... Adv Fire Ph None Route Ph None Adv Phase B10 mtr/346 to C10, CXs I8 666 to H7 I9 mmg/666, mmg/666 to I8 34K1 mtr/227 to 36I10, CXs 34K2 ?(2) to 34K1 J8 CX346 to J7 K9 ?(3) to K8 M7 ?(4) to M6 O7 346 to P6 O8 CX ?(2) to O7 M8 ?(1) to M7 CC Phase C10 CX mtr/346 gains ? I10 CX mtr/227 gains ? H7 666 attempts ?, dr5, NO ? I8 mmg/666 attempts ?, dr5, NO ? mmg/666 attempts ?, dr1, GAINS ? As you folks can see, my hell-bent-for-leather (PTO version...moves about 2 hexes a turn!) continues. If I am *really* lucky, I may get 2 turns to try and crack his PB setup. The danger with this scenario is lack of time. And I wonder what I'll do with those tanks...8^) Japanese position check.... B6 ?(2) F6 CX ?(1) G7 unposessed ATR H6 ?(3) J5 ?(2) J6 ?(3) O6 ?(1) Just checking, because I did have to move someone to jibe with one of your prior mailings. Also, the 9-0 that was with the mortar/squad...was he origionally HIP? *** From: Paul F Ferraro Subject: More musings To amuse all of you whilst we wait for Mr. H. Sure it takes me forever to see possibilities. But If it didn't, I wouldn't be writing all this. There is an up side to everyting..... I was looking at the board yesterday when it finally dawned on me that I could have had a trail break on the board 34. While I knew I couldn't setup a trail break in 34A4 (it being a half hex), I _could_ have used 34B4 and B3. If I had done that, the tanks would be around 36H9 and H10, I'd know if Tim-San HIPed anyone in the kunai with 3 hexes of 36C10 (well, maybe), and I'd have no WP fire mission, and who knows?...maybe I'd have a dead tank or two. I'm just pissed because I ruled out a viable option by being, well, stupid. But I am pleased that it will (or has been?) food for AGWAV thought. So how about that OBA stuff? 8^) Looks like my best chance to use it will be to move the 7-0 to 36I7. The only problem this creates is that (a) it will be painfully obvious where the radio is, and (b) the squad in J7 will be force to CX without the leader just to move (no ASM here) to K7 thanks to the 2 level elevation change. On yet another note, how about those boys in M6, trying to hoof it up the path to K5? Biggest thing here is do I use ASM and remain ?, or do I get gutsy and MOVE to save time???? *** From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: disposition mistakes I think there was a small problem with the disposition you sent. I have (for the Japanese): B6 ?+2 F6 ?+2 F7 ?+1 G7 unp.ATR, MMG, 228 (will become un-HIP to deny ? to I8 and H7) J6 ?+3 K6 ?+2 O6 ?+1 There were a number of discrepencies, but I'm fairly sure this is where my guys are. Please let me know if you have any changes to your advances, etc. *** From: Paul F Ferraro Subject: Re: disposition mistakes > I think there was a small problem with the disposition you sent. I have > (for the Japanese): Uh-oh. Houston, we have a problem. > B6 ?+2 > F6 ?+2 > F7 ?+1 > G7 unp.ATR, MMG, 228 (will become un-HIP to deny ? to I8 and H7) This is the hex that was plastered...reducing the ATR/228, then KIAing it with a critical (or something like that). I'm not sure what to do about this. At the very least, is wasn't HIp or ? any more. At worst it could be dead.... > J6 ?+3 > K6 ?+2 > O6 ?+1 > > There were a number of discrepencies, but I'm fairly sure this is where my > guys are. > > Please let me know if you have any changes to your advances, etc. I have to (a) check the board at home, and (b) go look at the prior posts as to what happend in G7. Be back atcha... *** From: Paul F Ferraro Subject: Re: disposition mistakes (fwd) > There is also a 1+3+5 Pillbox in this hex (which contains the MMG and 228), > which I guess should have been revealed when I got hit. > > At this point the Pillbox should have been revealed. NE on crew. > > So...we have a (now) ATR/128... And a 1+3+5, MMG, 228 > > mtr fires again, R2W5, hit & rate, R5W6, -1, 4 fp, NE > NE on crew > > mtr fires again, R1W1, CH & rate, R5W6, -1, 16 fp, NMC, R10W4, 128 reduces > > to a broken 127 > This is still a NE on crew. Maybe, maybe not...you need to roll two dice, if you get doubles, the MMG/226 takes a 16fp (-3 or 4 or perhaps 7 or 8???) *** From: Paul F Ferraro Subject: Re: disposition mistakes > I've royally F****D this game up by missing that pillbox. Not so. Really, you missed a shot at my guys with the MMG I figure. BTW, what is the CA of the PB? > In any case, the MMG, 228 was selected. MMG-5, ATR-3. Nah, you don't have to do that! I figure the other crew (ATR/127) was "selected" since we carried it this far. I only thought you should roll to see if _both_ were selected. However, your choice: (a) select the PB unit and keep the origional DR and figure out the effect on the PB unit...it could, I guess, be up to a -8 DR modifier (?). (b) select the PB unit and re-roll the 16fp attack DR. (c) select the ATR/127 - effectively KIAing it. Pick one, randomize it, whatever. I'll abide by whatever you decide. > How about I concede the ladder points and move the pillbox? Any other > remedy seems pretty nightmarish. I could just stick it in an alternate spot > that I still control and not set it up HIP. I'd rather not just chuck the > game, as it's pretty much a learning experience anyway. No, we're OK as is. No need to conceed ladder points...this sort of thing does happen in a PBEM game. Remember, as it stands, you lost a DF Phase with that MMG (though I guess you'd have LIKED to keep it HIP). 8^) > I can't believe I pulled such a bonehead move. I'm really NOT this big of a > moron. I agree (that you're NOT a moron!). _I'm_ the moron. _I_ took the US in this fiasco! *** From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: And... the 3,1 is also a 2MC on the 128: 1,6 replaced with broken 127. so we have... G7 ATR, Brk, DM, 127, 1+3+5, malfMMG and THAT's it. *** From: Paul F Ferraro Subject: Re: well, On Tue, 8 Aug 1995, TIM HUNDSDORFER wrote: > The 127 now fails the later MC, which results in it's elimination. > > There is now: > > G7 ATR, 1+3+5, malfMMG > > And that really is it. > > Lt. Mortars suck. Mine NEVER do that. This is small consolation, but this is the first time (in many, many rolls) that I have ever had a light mortar do so much damage. Now, 57L AT Guns are another matter. Just ask Mustafa. ;-) [He's talking about our KGP game where a 57L Nug killed a Panther and two MarkIVs in one Defensive Fire at 5 hexes range with X-Heavy Mist in effect. -Ed.] *** From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: well, The 127 now fails the later MC, which results in it's elimination. There is now: G7 ATR, 1+3+5, malfMMG And that really is it. Lt. Mortars suck. Mine NEVER do that. *** From: Paul F Ferraro Subject: Re: disposition mistakes > >However, your choice: (a) select the PB unit and keep the origional DR and > > figure out the effect on the PB unit...it > > could, I guess, be up to a -8 DR modifier (?). > The subsequent roll was a R5W6, which given the -5 for the pillbox (I don't > think air burst applies) is a 2MC. OK, I've had time to think about this, and I think you picking (b) would be grossly unfair to your Japanese. This sin't that far gone taht we should re-roll DRs. So how about this, as the FINAL word, [ and watch it cost me the game! 8^) ]: The ORIGIONAL DR stands (an 11...R6W5...whatever). The MMG/228 in the Pill Box takes at 2MC: R6W3, and CRs to a MMG/128. The ATR/127 goes takes a NE. The next MTR fire causes a 1MC on the ATR/127...breaking it. So now we have a MMG/128 in a 1+3+5 PB, CA I7...and an ATR/Broken 127 in G7. The 127 has to drop the ATR and route - ley me know where he ends up. > > (b) select the PB unit and re-roll the 16fp attack DR. > > > This seems most fair. No it isn't. See above. > So: R3W1--smoke pours from pillbox. Sub: 4, MMG is malfed. Nope. > This leaves an ATR, 128 and a malfed MMG in the smoking pillbox in that hex. Nope. > Any other problems with the disp. I sent? No. Except that at one point you "fired" the MTR/447 from I7, and I suspect it was really the stack that was in I6. No harm done to me, and toy Advanced the stack (now a MTR/347r/9-0) to J6 anyway. I had an "extra" ?(3) in I6 because of the above. It is gone now. The correct ?(3) (MTR/347r/9-0) is in J6. > I really, really don't want to finish in last place in SLC. What is SLC? All we need now to clean this up is the location where the broken DM 127 routed to, and did it (retroactively!) rally. At the start of Jap Turn 2, that 127 will either be dead, GO, or broken...depending on your DR. Whew! And THAT is _that_! *** From: Paul F Ferraro Subject: Two (2) little things (1) don't forget that the ?(1) in F7 is CX (2) the ATR/broken DM 127 would not have HAD to rout away...as when it occured no GO enemy was adjacent. As well: My moves will stand pat EXCEPT: (1) if the 666 in H7 can atain CREST status as part of the advance phase, then it gets a Crest counter. (2) with nowhere else to go, the 2 * MMG/666 bunch in I8 will stay put. Hindsight and all, they would be better served (from the survivability standpoint) by being in H8 (CXing and all to get there). But I'll take my (their) chances in I8. And, of course, neither can be concealed. *** From: David Elder Subject: CH by Mortar vs. PillBox Hi all, I didn't really notice - but wasn't the 16 FP CH by the mortar against the pillbox resolved with an 11 DR? Or did I miss it? In any case the TEM of the NCA of a Pillbox against CH is zero and since a mortar is treated as Indirect Fire for fire resolution purposes - it uses the NCA modifier of the pillbox and thus gets a 16 +0 attack - was that how it was resolved? All I saw were people bandying about -3, -4, -7 and -8. :-) *** From: David Elder Subject: Re: disposition mistakes Hi all! As a follow on to my last post and putting it in context: On Tue, 8 Aug 1995, Paul F Ferraro wrote: > OK, I've had time to think about this, and I think you picking (b) would > be grossly unfair to your Japanese. This sin't that far gone taht we > should re-roll DRs. So how about this, as the FINAL word, [ and watch it > cost me the game! 8^) ]: > > The ORIGIONAL DR stands (an 11...R6W5...whatever). The MMG/228 in the > Pill Box takes at 2MC: R6W3, and CRs to a MMG/128. The ATR/127 goes > takes a NE. > Check out 30.112 and 30.113 in the '91 rules revision. B30.113 ... [EXC: the NCA TEM is considered to be zero for CH resolution. ] So the 11 DR becomes NE - which is a significant difference - I wonder if the players will catch it? *** From: Paul F Ferraro Subject: *Sigh*...one LAST change... It would appear that the MMG/228 in the PB that recieved a CH (and subsequent R6W5 effect roll) was only PINNED. The ATR/127 would have still broken. End result: I'm flipping the flippin' 128r back to a full 228. I'm getting a _bad_ feeling about the upcoming Japanese Prep Fire Phase. I'm awaiting your Turn 2 mailing, Tim-san. *** [JAPANESE TURN 2] From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: Japanese Turn 2 At long last... American Turn 2 RtPh G7 127 Drop ATR F6 (4) Japanese Turn 2 RPh F6 Brk, DM 127 5,2 rm DM PFPh J6 9-0, Lt. Mtr., 347 Lt. Mtr. to J7: ATT: 3,1 Hit 2FP-1: 4,3 PTC 346: 1,6 Pinned 6FP+2: 4,4 NE G7 MMG, 228 to H7 8FP+0 6,6 Malf, NE (there's your justice.) F7 447 to F8 4FP+2 6,5 NE MPh F6 ?+2 Assault move F7 D7 Place ?+3 in 1+3+5 Tunnel D9 B6 ?+2 C6 (2) D5 (4) O6 ?+1 Assault move O5 *** From: Paul F Ferraro Subject: Jap Turn 2 Def Fire Phase Note: What is the CA of the revealed D7 PB? Def Fires: G8 346 @ F7 2fp +3 R2W5 NE C10 CX mtr/346 fires mtr @ E8 R6W5, miss, -1 acq J7 CX 346 @ J6 6fp +3 R3W5, NE I8 mmg/666/mmg/666 H7 666 all firegroup @ G7 PB 30fp +3 R2W4 [SAN, dr6], 2MC and Rate R5W3, 228 CRs to 128 Rate I8 mmgs @ G7 PB 8fp +3 R4W1, NMC R6W3, CRs to broken DM(?) 127 Hmmmph! I got lucky on the hapless crew. I wonder if that sort of luck will hold out? That's it. Back to you, Tim-san. *** From: Paul F Ferraro Subject: More on Jap Turn 2 DFPh Well, more food for thought. I really wasn't expecting that PB to show up in D7. The ?(3) doesn't worry me except that it could _really_ hamper any routing. My biggest decision was whether to fire the F8 stack or remain ?. I opted to remain ? for now. As is I face a dangerous CC possibility. It would be worse were I to drop ?. CRing and breaking the G7 PB crew was luck. It will make bringing up the armor and (particularly) the infantry a bit easier. That damn broken 127 routing to F6 will be noting but trouble. I could not DM it...no LOS. I have to wonder as well if the ?(1) in O5 is a dummy or not. I guess a 346 search committe will find out during turn 3. *** From: Paul F Ferraro Subject: F7 447 BTW, the 447 in F7, the one that prep fired, is still CX (the attack should have been a 4fp +3) due to it's 4 MF advance during the Japanese Turn 1. *** From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: AFPh On we go... AFPh F7 LMG, 447 to G8 6FP+2 5,6 malfLMG, NE RtPh G7 127 drops mMMG F6 (2) APh D9 ?+3 to C10 F7 LMG, 447 to G7 J6 9-0, Lt. Mtr., 347 to J7 O5 ?+1 to N5 D5 ?+2 to E6 CCPh J7 Ambush: J:2 (-1) A:5 Japanese Ambush 347 vs. 346 HtH 1-1(-2) 4,2 Eliminates 346 C10 Ambush: J:2 (-4) A:4 (+1) Japanese Ambush 9-1, 228 vs. cx346 HtH 1-2 (-3) 3,3 Eliminates 346 9-1, 228 retain concealment American Turn 2 Rally Phase: F6 brk 127: 2,2 rallies brk,DM 127: 5,2 rm DM That's the way it's SUPPOSED to work. *** From: Paul F Ferraro Subject: Re: AFPh > APh > D9 ?+3 to C10 Per B8.61, you must advance out of the exit concealed, ie: you enter hex D9 concealed during the advance phase...not into C10. BTW, the CX mtr/346 in C10 is also concealed. > C10 Ambush: J:2 (-4) A:4 (+1) Japanese Ambush > 9-1, 228 vs. cx346 HtH 1-2 (-3) 3,3 Eliminates 346 > 9-1, 228 retain concealment Dinna happen. *** From: Paul F Ferraro Subject: G7 revisited The malfLMG/447 that advanced into G7, does it occupy the PB in G7? Also, what is the CA of the D7 PB? *** M. [US TURN 3] From: Paul F Ferraro Subject: Ami Turn 3 Wind: R3W5 Rallies: none Prep Fire: I8 2 * mmg/666 @ J7, 40fp, +2, R2W3, Rate, K/4, rs yields leader wounded, 4MC 8+1, R5W6, wounds, wound dr=3 4MC 347r, R1W1 (SAN, dr=2), HOB R4W3 (+4) BERSERK (H4 SAN resolution) Direction 4, distance 6 to hex H10. D9 is closest. Strips ?(3), rs selects leader (UNLESS that third counter ISN'T a SW), wounds 9-1 to an 8-0, wound dr=6, elim [damn!]. 228 LLPTC R4W3, NE. Rate shot H7 mmgs @ F7, 16fp, +2, R3W3 [SAN dr=4] (cower), 12fp, NMC. NMC 8+1, R4W6, wound dr=1 NMC berserk mtr/347r, R3W6, NE H7 Crest 666 @ G7 PB, 12 fp, +3, R1W3, 1MC 1MC malfLMG/447, R5W2, reduces to 347 Movement: F8 ?(4) ASM under wire, dr=1, OK, under wire, still ?(4) G8 346 ASM under wire, dr=, OK, nder wire, but NO ASM J10 mtr/227 to I10 K8 ?(3) ASM to K7 M7 ?(1) ASM to L6 P6 346 to P5, O5 (2MF), N5 (strips ? if it makes it that far) M6 ?(4) ASM to M5 IF N5 is NOT a dummy: O7 ?(2) ASM to O6 IF N5 IS a dummy: O7 ?(2) to O6, N5 I still have more to move (the baord 34 stuff), but let me see what happens with this first. So....to be continued.... *** From: Paul F Ferraro Subject: More musings... The dice have been good. Tim's setup (while so far not what I would have done) isn't bad. It's the dice that are going against him, and for me...for now. That wasn't the case Friday night when I played against visitng Michael Black. Played Hill 235.5 (or whatever). I rolled many, many 11s, a couple boxcars. No Stukas (Stuka, actually) until turn, what, 5? Michael's dice weren't great either, and he a had a great setup. He won, BTW. But about the Jap setup. I am really perplexed by the forward setup of the PBs. I could have been hosed by it (those gully units ought to have died in a hail of Def First Fire) I guess, but I really haven't moved that way. I expected to see a PB on each hilltop. There has to be one in K5, doesn't there? I also would have bought Panjis. Given the 6 ML of most of my troops, NMCs from Panjis would have been baaaaaddd. I cannot afford to gloat about progress thus far. There are too many (HIP) Japanese that could be out there. I _think_ I can take the hilltops. The real trick will be to hold them w/o losing 20 CVP. Now if I can just bag that D9 228 (likely with a HMG).... *** From: Paul F Ferraro Subject: Ami Turn 3 (fwd) I8 2 * mmg/666 @ J7, 40fp, +2, R2W3, Rate, K/4, rs yields leader wounded, 4MC 8+1, R5W6, wounds, wound dr=3 4MC 347r, R1W1 (SAN, dr=2), HOB R4W3 (+4) BERSERK ^^^^^^^^^^ Oops. My SAN is 3, not 2. The following did NOT occur: ______________________________________________________________________ (H4 SAN resolution) Direction 4, distance 6 to hex H10. D9 is closest. Strips ?(3), rs selects leader (UNLESS that third counter ISN'T a SW), wounds 9-1 to an 8-0, wound dr=6, elim [damn!]. 228 LLPTC R4W3, NE. ---------------------------------------------------------------------- So the sniper counter remains in 36H4, and the rest of the turn proceeds "as is". Just remember: I still have more to move (the baord 34 stuff), but let me see what happens with this first. So....to be continued.... *** From: Paul F Ferraro Subject: Re: Ami Turn 3 > J7 Lt. Mtr. to K7 > ATT: 1,1 Critical Hit, Rate Turnabout is fair play, my friend... > 12FP-1 2,6 1MC G2.24 No mortar may fire from a dense jungle (including such a jungle-road) hex. The shot didn't happen. On with the move..... *** From: Paul F Ferraro Subject: Re: Ami Turn 3 As well.... > >G8 346 ASM under wire, dr=, OK, nder wire, but NO ASM > > G7 447 to G8 > 6FP+1 2,5 NMC > 346 4,3 Pin This is a 4fp +2 attack. The LMG was malfed during your last AdvFPh. The TEM for DEnse Jungle is 2. So... 4fp +2 2,5 NE The 346 is not Pinned. *** From: Paul F Ferraro Subject: Re: Ami Turn 3 > Actually, it is a 6+1, because the squad was reduced to a 347 in your PFPh > and it has PBF. The +2 of dense jungle is partially negated by the -1 for > FFNAM. Ack! My brain gacked. You are correct, of course. > So I didn't write it correctly, but the fire was correct, I think. You did just fine. > >The 346 is not Pinned. Back on goes the Pin marker! *** From: Paul F Ferraro Subject: Board fixes, etc.. With some units yet to move, I have the following board setup (after reconstruction)... C10 MTR/346 G8 ?+4 under wire G9 ?+2 G8 346 Pinned, under WIRE H7 666 Crest I8 MMG/666, MMG/666 K7 ?+3 L6 ?+1 M5 ?+4 O7 ?+2 346 in O5 or in N5 if N5 is a dummy. 34K1 M3 LT, ?+2 34K2 M3 LT Both tanks are in motion. I need to know if N5 is a dummy stack or not. If it isn't a dummy, it'll be revealed when the 346 attempts to waltx into N5. If you have no other Def First Fires, please let me know so I can finnish the move. Lastly, I have Jap units in: D9 HMG/228/9-1 (? I think) D7 PB CA C8/D8 E6 ?+2 F7 447 F6 127, broken 127 G7 ATR, malfLMG/347, PB/malfMMG J7 8+1, berserk 347/MTR K6 ?+2 N5 ?+1 (revealed or gone now) *** From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: N5 The unit in N5 was a cleverly disguised dummy. Carry on... *** From: Paul F Ferraro Subject: Rest of Ami Trun 3 MPh Been having connect trouble now that the University is back in session...hence the delay. Rest of Ami Turn 3 MPh... C10 mtr/346 ASM to B10 G9 ?(2) ASM to G8 (on top of Wire), takes a 2 fp + 2 residual attack, R6W6, NE 34K1 M3 LT, 8-0/666 goes CX, declares armored assult 36K10, M3 changes CA to J9/K9 (3/1) J9 (2/1) I9 (2/1) I8 (2/1) H7 (2/1) H6 (2/1) H5 (2/1) H4, M3 CA change to H3/I4 and remains in motion (3/1) 34K2 M3 LT 34K1 (2) 36K10, M3 changes CA to J9/K9 (3) J9 (2) I9 (2) I8 (2) H7 (2) H6 (2) H5 (3), remain in motion That's it. *** From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: DFPh I was reading the THH rules. :-\ Should have read them earlier. MPh M3LT, 8-0, 666 H5 F5 DC, 9-0, 447 reveals itself 4FP-0 1,3 1MC 8-0 1,1 HOB HOB 5,2 (-1) Heroic 8-1 666 6,2 Brk, DM SFF 2FP 6,3 NE F6 127 1FP 3,6 NE DFPh D9 9-1, HMG, 228 to B10 6FP+0 4,5 NE F7 cx447 to F8 4FP+3 5,5 NE, Cower K6 MMG, 228 to K7 4FP+2 5,4 NE *** From: Paul F Ferraro Subject: Re: DFPh > MPh > M3LT, 8-0, 666 > H5 > F5 DC, 9-0, 447 reveals itself > 4FP-0 1,3 1MC > 8-0 1,1 HOB > HOB 5,2 (-1) Heroic 8-1 > 666 6,2 Brk, DM > SFF > 2FP 6,3 NE > F6 127 > 1FP 3,6 NE OK, with this I am not so sure...does LOS exist between F5/6 and H5? The drop into the gully may make it a blind location. I really am not sure of this. It is a moot point anyway, as you'll see later on. However, if no LOS exists, please let me know...no LOS, no 8-1 (heroic) leader. The rest of AMI Turn 3: Advancing Fire: None Routes: (if there was LOS to H5 that is) H5 DM666/8-1 to H4, I5 Advances: I10 mtr/227 to H9 (goes CX) B10 mtr/346 to A10 M5 ?(4) to L5 N5 346, ?(2) to M6 K7 ?(3) to J6 H5 M3 TCA to G5/G6 H4 M3 TCA to G5/G4 H7 666 to H6 CC Phase: N5 346 grows ? Jap Turn 3 Rally phase: I5 DM 666, R3W3, rallies (again, if he was broken...). *** From: Paul F Ferraro Subject: Turn 3 musings Dare I say it? I think I am doing well for now. The biggest threats I forsee are: (1) gacking the TPB fire on his beserk 347 when it charges (2) that damn leader/hmg/crew hanging around in the D9 kunai - I can't be bothered to go after it, and it could cause problems with route pathes. That HMG could also get ROF happy. C'est la vie. (3) TH Heroes, maybe a DC hero. Fortunately his 9-0 has the DC for now, but I bet he hands it off to the squad in the rally phase. If he does that, and creates a DC Hero, then I will become cursed, as they say, with an interesting life. Those M3A1 LTs are worth a few CVPs (6?), so I have to use them, but not lose them. The TCA are facing the likely avenue of attack. Gotta get some cannister.... *** [JAPANESE TURN 3] From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: At Long Last I think LOS exists into the gullies as long as the level difference is greater than the hex distance. That was the concensus, anyway. Anyway, you pay: RPh F6 127 5,3 Rallies PFPh D9 9-1, HMG, 228 to F8 (?+3) 2FP+1 4,6 NE G7 LMG, 447 to I8 MMG, 666, MMG, 666 6FP 2,1 K/2 MMG, 666 RS:2 6,6 Cas. Red., ELR to Brk, DM236 MMG, 666 RS:6 4,2 Brk, DM 346 F5 9-0, 447 to H6 666 4FP 2,4 NMC 666 4,5 Brk, DM F7 447 to G8 ?+1, 346 8/4FP+2 1,5 NMC 346 6,6 Eliminated J7 9-0, 347 to I8 (brk, DM236, brk, DM346) 6FP 5,5 NE MPh E6 ?+2 AM to E5 F6 127 AM Into Bunker in G7 (Place trench in F6) (3) Recover MMG: 1 F6 127 G7 (2) Recover ATR: 2 Into Bunker (3) *** From: Paul F Ferraro Subject: Turn 3 (Jap) Def Fires... It is turn 3, right??? 8^) Rally phase: You have a broken lmg in G7... dr=5, still malfed (Your) Prep Fires: G7: there is a 347sr with a malfed lmg here. The attack on I8 is 2 FP, 2,1, a 1MC. There is now a broken DM 236 and a broken DM 666 in I8 J7: Cannot Prep fire since the 347sr is berserk. (Your) MPh: First move is: J7 Berserk 347sr to I8 (closest Known enemy unit) F6 127 AM to G7 Bunker, recovers MMG...the MMG is malfed from a while ago when you melted the barrel shooting at me. 8^) Def First Fire: H9 mtr/228 at I8 347sr...2FP -2...R1W6, NMC, R2W3, OK same subsequents......1FP -2...R4W6, NE Def Fires: Radio contact R1W6...OK Place AR in F5 Acc dr=5 Dir 5, Dist 3, SR in C7 This was stupid but amusing: H5 M3 (motion) fires HE at F5 (zilch chance to hit, I thought I had gyrostabilizers, but I don't as it turns out)...roll R1W1 (what a waste), then roll dr=1 (Critical Hit...go figure), so... rs DC/9-0 dr=4, 447 dr=1 8FP -2 on DC/9-0, R5W3m 1MC, R6W1, OK 4FP +2 on 447, same DR, NE 8^) all that for nothing! I5 Heroic 8-1/666 at F5, 6FP, R2W3, 1MC DC/9-0 R1W1, HoB, R4W3 +4, goes Berserk 447 R1W4, OK, but goes berserk with the 9-0 A10 60mm mtr/346...MTR at D9 R3W6, miss, rate R1W4, hit, rate, 4FP, R6W4, NE R6W5, miss, no rate D9 has a -2 Area Acq J6 666 at K6 ?+2, 6FP +2, R6W6, NE L5 666 at K6 ?+2, 6FP +2, R2W1, 1MC...K6 is Encircled. Let me know what the ?+2 is...I may have more fires after the 1MC. *** From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: Re: Turn 3 (Jap) Def Fires... (fwd) > 8FP -2 on DC/9-0, R5W3m 1MC, R6W1, OK > 4FP +2 on 447, same DR, NE These guys are in a bunker. 8FP-3 is a 2MC and the leader is pinned. >8^) all that for nothing! > Not for nothing. >I5 Heroic 8-1/666 at F5, 6FP, R2W3, 1MC > DC/9-0 R1W1, HoB, R4W3 +4, goes Berserk > 447 R1W4, OK, but goes berserk with the 9-0 > O.K. for nothing. *** From: Paul F Ferraro Subject: Re: Turn 3 (Jap) Def Fires... > I5 Heroic 8-1/666 at F5, 6FP, R2W3, 1MC > DC/9-0 R1W1, HoB, R4W3 +4, goes Berserk > 447 R1W4, OK, but goes berserk with the 9-0 The above was a 6FP +1...still same result > L5 666 at K6 ?+2, 6FP +2, R2W1, 1MC...K6 is Encircled. > > Let me know what the ?+2 is...I may have more fires after the 1MC. So it's a MMG/crew... You didn't do the 1MC, so R6W3, SRs to a 128. And that is it. No more DEf Fires. *** From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: The Empire strikes back! Couldn't resist: Here is the end of Japanese turn 3: O.K. This time for sure AFPh I8 347sr to I8 4FP+0 2,3 1MC 236(7) 3,4 eliminated MMG unpossessed. 666(8) 5,6 reduced to 346 K6 MMG, 128 to J6 (666, ?+2) 4FP+2 6,5 malf, NE G7 127, 127 to H6 (Brk, DM666) 2FP 1,2 Sniper, 1MC Sniper: 2 Dir:2 Dis:5 Pins K6 666(8) 2,6 reduced to 346 RtPh I8 MMG, Brk/DM/346 H8 (4) H9 (6) H6 Brk/DM/346 I7 (6) APh E5 ?+2 to F5 J7 9-0 to I7 CCPh I7 9-0 vs. Brk/DM/346 Jap: 5 (0) Am: 3 (+1) HTH 1-4 -4 5,2 eliminated RPh G7 Repair MMG: 5 Repair LMG: 1 repaired *** From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: Mortar droppings the BSK347sr squad must drop it's light mortar in J7. It will therefore try to grab the American MMG in I8 in the American turn 4 rally phase! 2! *** From: Paul F Ferraro Subject: Re: The Empire strikes back! > AFPh > I8 347sr to I8 > 4FP+0 2,3 1MC > 236(7) 3,4 eliminated > MMG unpossessed. > 666(8) 5,6 reduced to 346 Not Bsk anymore either, I think. > APh > E5 ?+2 to F5 > J7 9-0 to I7 The J7 leader is a (wounded) 8+1 > CCPh > I7 9-0 vs. Brk/DM/346 8+1 > Jap: 5 (0) > Am: 3 (+1) > HTH 1-4 -4 5,2 eliminated No efect on this anyway, I think. The 346 would have surrendered or died in the rally phase anyway. *** M. [US TURN 4] > RPh > G7 Repair MMG: 5 > Repair LMG: 1 repaired Rph MMC self rally, H9, DM 346, R6W4, no rally Prep fire Radio contact, R6W5, lost contact H9 crew at I8 347sr, 2FP, R2W3, NMC, R1W5, NE A10 MTR/346 fires MTR at D9, R6W5, miss L5 666 at K6, 12FP +2, R1W6 (SAN dr=1), PTC, R1W1 SAN: dir 2 dist 3, target hex is H9 rs 227 = 4 rs 346 = 3 227 is broken J6 666 at K6, 12FP+2, R1W6, NMC, R6W4, 128 breaks I5 heroic 8-1/666 at F5, a 6FP +1, 2FP +0, R1W5 (SAN dr=4) 6FP...NMC...Bsk DC/9-0, R5W6, wounds, dr=6, elim ...Bsk 447, R2W5, NE 2FP...PTC...LMG/347sr, R1W5, NE (except ? loss) F8 9-1/666 at D9, 6FP -1, R4W2 (SAN dr=2), 1MC 9-0...R5W2, OK 228...R6W6, CR, elim SAN...dir6, dist 3, target hex is F8 9-1...4 666...5 ?(2)..4 666 PINS F8 BAZ/667 12FP +2 at F7, R6W6, cower, NE MPh H5 M3 VCA to G6/H6 TCA to G6/G5 Stops H6 M3 VCA to G5/G4 TCA to same Stops G8 ?(2) ASM under wire (dr=2), OK L5 666, ?(3) to K5, J4 M6 ?(3) to M5, L5, K5, reveal 346 (so I don't forget later). I'm not sure how many 1,1s and 12,12s we've rolled, but it may be some kind of record. *** From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: yech MPh G8 ?+2 AM under wire (2) I8 BSK347w/aMMG to G8 2FP+2 4,3 NE SFF 1FP+2 6,6 NE G7 LMG, 447 to G8 6FP+2 5,6 malf LMG SFF 2FP+2 4,6 NE F7 447 to G8 4FP+2 5,6 NE SFF: 2FP+2 3,4 NE DFPh G7 mLMG, 447 to G8 FPF: 2FP+2 2,5 NE 447 pinned F7 447 to G8 FPF: 2FP+2 4,4 cower, NE 447 flips to 347rs F5 BSK447, LMG, 347 to J5 (H8-1, 666) 8FP+2 4,1 1MC H8-1 5,1 pass, sniper 666 2,3 pass SAN: 5 Geuss that's it. The pinned 447 in G7 will self break (deploying into two broken 237's) and rout to F6, E6, D6 in the rout phase. *** From: Paul F Ferraro Subject: Re: yech > MPh > G8 ?+2 AM under wire (2) > I8 BSK347w/aMMG to G8 > 2FP+2 4,3 NE You are correct, the 347sr is still BSK. Since it isn't GO, it can't recover SW, so no MMG. > SFF 1FP+2 6,6 NE > G7 LMG, 447 to G8 > 6FP+2 5,6 malf LMG > SFF 2FP+2 4,6 NE the G7 squad is a 347sr, not a 447. I don't remember when he was SR'd, I think back in the Jap Turn 3 DF???...maybe earlier. This will affect your decision to route. > F7 447 to G8 > 4FP+2 5,6 NE > SFF: 2FP+2 3,4 NE > > DFPh > G7 mLMG, 447 to G8 > FPF: 2FP+2 2,5 NE > 447 pinned > > F7 447 to G8 > FPF: 2FP+2 4,4 cower, NE > 447 flips to 347rs > > F5 BSK447, LMG, 347 to J5 (H8-1, 666) > 8FP+2 4,1 1MC > H8-1 5,1 pass, sniper > 666 2,3 pass > SAN: 5 > > Geuss that's it. The pinned 447 in G7 will self break (deploying into two > broken 237's) and rout to F6, E6, D6 in the rout phase. See above. Since it isn't a full squad, you may not choose to do that. BTW, the broken K6 127 is eliminated as well. Adv Fires: H5 M3 coax at F5 lmg/347sr, 2FP +2, R1W2, NMC, R1W6 Pins (NE, really) MA at F5 PB, fires AP, mods +5, -1 (range), R3W1, Hit... ...2FP, R3W5, NE, -1 ACQ H4 M3 coax at F5 lmg/347sr, 2FP +2, W5W6, NE MA at F5 PB, fires AP, mods +5, -1, R4W3, Miss, -1 ACQ I'll have a bunch of stuff for you as soon as I know your route(s). *** From: Paul F Ferraro Subject: Advances & CCs... Advances: J4 666, ?(3) to I4 K5 ?(2) to J5 J6 666 to I7 G8 ?(2) to G7 CC: I7: ambush 8+1 dr=3 666 dr=2 no ambush 666, 6:1 R3W6 8+1 elim 8+1, 1:6 R4W2 NE G8: ambush Pinned 347 dr=2 (+1) = 3 ?(2) dr=6 (-2) = 4 no ambush, reveal DC/666 666, 2:1 R2W2, elim 347sr 347, 1:4 R3W4, NE K5: ?(346) L6: ?(666) *** From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: Japan Turn 5? RPh G7 127 fix MMG: 3 NE D9 9-1 retrieves HMG: 2 F5 347 retrieves DC: 2 PFPh D9 HMG to F8 (9-1, BAZ, 666) 2FP+2 4,2 NE F7 447 to G7 (DC, 666) 8FP+2 3,3 cower, PTC 666 3,3 NE, Sniper Sniper: 6 G7 127, 127 to I7 2FP+2 6,6 NE, cower MPh I8 BSK347r I7 (8) F5 BSK447 G5 (1) H5 (3) F5 DC, LMG, 347r Assault move F6 (2) Place DC in G7 (4) Suppose that's all. Looking pretty grim... *** From: Paul F Ferraro Subject: Re: Japan Turn 5? > > RPh > > G7 127 fix MMG: 3 NE > > D9 9-1 retrieves HMG: 2 > > F5 347 retrieves DC: 2 Remove DM from MMG/346 in H9 > > PFPh > > D9 HMG to F8 (9-1, BAZ, 666) **9-1, BAZ/667, 666** > > 2FP+2 4,2 NE [snip] > > MPh > > I8 BSK347r > > I7 (8) I7 666 TPBF, 16fp+1, R5W6, NE SFF, 8fp+1, R4W1, 1MC, R5W5, CR to a 237 > > F5 BSK447 > > G5 (1) > > H5 (3) H4 M3...MA @G5, -1acq, -2 range, -2 FFNAM & FFMO, +1 BU (-4) R5W6, hit, R2W4 (SAN dr6), NMC, R2W5, NE coax @ G5, 12fp -2, R4W1, K/3, 447 CR to 237, 3MC, R1W2 (SAN dr4), NE H5 M3...MA @G5 (also -4) R4W6, hit, R3W4, PTC, NE coax @ G5, 8fp -2, R6W6, malf coax, NE I5 8-1(heroic), 666 @ G5, 6fp -4, R6W2, 1MC, R2W6, NE I4 8-1, DC/747, 666 @ G5, 12fp -3, R4W1, 1KIA > > F5 DC, LMG, 347r > > Assault move > > F6 (2) Def Fires: Radio, R1W2, AR in F5 (make draw, draw black), Acc dr=2, SR in F5 F8 9-1, BAZ/667, 666 @ F7 347sr, 24fp+1, R5W6, NMC, R2W1, NE (SAN 3) G7 DC/667 @ F7 347sr, 12fp +2, R3W1, 2MC, R4W6, SR & ELR to a 137 [I am pretty sure we can both fire out of G7 since we are ADJACENT, but also without reciprocal LOS (?). I know you can't shoot at me. If, for whatever reason this isn't the case, then we have a 16fp +7, R3W1, NMC on the PB occupants: malfMMG/127 R4W6, breaks...ATR/127 R5W1, NE. Just let me know which case applies.] *** From: Paul F Ferraro Subject: Re: Japan Turn 5? > RPh > G7 127 fix MMG: 3 NE > D9 9-1 retrieves HMG: 2 > F5 347 retrieves DC: 2 The (deceased) 9-0 and the BSK were (are) in the PB, so the DC is in the PB. The 347sr can't get the DC until the MPh.... > PFPh > D9 HMG to F8 (9-1, BAZ, 666) > 2FP+2 4,2 NE > > F7 447 to G7 (DC, 666) > 8FP+2 3,3 cower, PTC > 666 3,3 NE, Sniper > Sniper: 6 > > G7 127, 127 to I7 > 2FP+2 6,6 NE, cower > > MPh > I8 BSK347r > I7 (8) > > F5 BSK447 > G5 (1) > H5 (3) Also expend 1 point to leave the PB in F5 (I think).... > F5 DC, LMG, 347r > Assault move > F6 (2) > Place DC in G7 (4) *** From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: Re: Japan Turn 5? >Also expend 1 point to leave the PB in F5 (I think).... > Yep. >> F5 DC, LMG, 347r >> Assault move >> F6 (2) >> Place DC in G7 (4) > >I'll be back to you tonite. > Leave the DC behind in the PB. *** From: Paul F Ferraro Subject: CCs...whew! The advance and CC vs the 8+1 was to (a) kill the little cardboarrd bastard, and (b) get adjacent to the BSK 347sr so he doesn't go after the DC/666 in G7 or the DM fellas in H9. The advance into G7...well, I had a -2, he had a +1...I blew the roll but really, really lucked out in CC. Now I'll have a decent shot at the 127s inside the PB.... This next turn will tell all...there will be some fires, two BSK units charging, and mayem all the way around. Pity I wasted the arty.... *** From: Paul F Ferraro Subject: CCs cont'd The G7 DC/666 and PB/art/127/malfMMG/127 get a CC marker, but no Melee. *** From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: AFPh, et al. Things look darkest just before the dawn. I couldn't find anything about firing out of the hex, so I, too, assume we can. AFPh FP MOD R,W RESULT I7 237 to I7 2 +2 6,4 NE F6 LMG to G7 2 +2 3,1 NMC G7 666 6,5 Brk, DM, ELR G7 replace 666 w/ 546 RtPh G7 546 to H6, H5 APh F6 LMG, 137 to F5 (in bunker) G7 ATR, 127, mMMG, 127 out of bunker F7 137 to F6 D9 9-1 to E9 CCPh I7 HTH 1:4 (-1) 4,4 NE American Turn 6 RPh G7 repair MMG: 6 Eliminate MMG F5 137 retrieves DC 4 Retrieved *** From: Paul F Ferraro Subject: Turn 5 or 6 US? Is it Turn 5 or 6? I thought it was only turn 5.... > AFPh > FP MOD R,W RESULT > I7 237 to I7 2 +2 6,4 NE > F6 LMG to G7 2 +2 3,1 NMC > G7 666 6,5 Brk, DM, ELR > G7 replace 666 w/ 546 A typo on my part...G7 contained a DC/667...which ELRs to a 666 > RtPh > G7 546 to H6, H5 I think the DC/666 is eliminated...it cannot route towards the BSK237 in CC in I7. > APh > F6 LMG, 137 to F5 (in bunker) There is a trench in F6, so this is OK. > G7 ATR, 127, mMMG, 127 out of bunker > F7 137 to F6 > D9 9-1 to E9 The 9-1 has only 2pp, so it must leave the HMG behind. > CCPh > I7 HTH 1:4 (-1) 4,4 NE You didn't roll for me... 3:1 R3W1, elim Bsk 237 > American Turn 6 I must have slipped a cog here...is it really Turn 6? > RPh > G7 repair MMG: 6 Eliminate MMG > F5 137 retrieves DC 4 Retrieved You didn't recover the US DC in G7...dr5(+2)...not recovered. Anyway, let me know what turn it is...it could affect my moves... *** M. [US TURN 5] From: Paul F Ferraro Subject: Turn 5 US... Rallies: (did I do this already?) H9 MMG/346 R5W1, rallies Repair CMG on H5 M3, dr=5, nope Prep Fires: Radio...R4W1 F5 SR converted to WP FFE F5 NMC: R2W3, OK F6 NMC: R4W4, breaks Please roll for (and reveal) any HIP stuff in E6, E5, F4 H5 M3 MA (HE) @ G7, R3W2, Miss, -1 acq BMG @ G7, 2fp+2, R5W4, NE H4 M3 MA (AP) @ F5 PB, R3W4, Miss, -1 acq I7 666 @ G7, 6fp+2, R5W4, NE Movement Phase: [note: if WP reveals anything, or there is residual, I reserve the right to, ah, reconsider my foolishness.] F8 9-1, 666, BAZ/667 ASM to F7 H9 MMG/346 to G9, F9 L6 ?(1) to K6 I5 8-1(hero), 666 to H4, G4, F4 I4 8-1, DC/747, 666 to I5, H4, G4 A10 MTR/346 goes CX, drops mortar, A9, B8, C8, C7 That's all for now.... *** From: Paul F Ferraro Subject: And so it goes... I really am quite embarrased to admit that I didn't hink to keep track of what Tim has revealed so far. The bottom line is I don't know if he has any HIP units which can make it to F5 or K6 on the last turn. Hence the excess of units still hovering around K6. If I can manage to lose no more than a squad or two more, I ought to remain in fine shape. I am a bit worried about his 20L ATR...he'll need only an 8 (a 9 if range counts) to hit the H5 M3. His TK chance isn't that good (a 7), but s*** happens and those M3s only have a 4 AF I think (no counter or Ch H handy). I will try to move into F5 this turn...assuming I can move or cancel the FFE WP (I don't really want to take a NMC). Having units in F5 will keep him from using a DC hero on an M3. The big Q is if the PB doesn't have LOS to his own hex, that means the infantry I have outside the PB cannot be the DC hero's target. What happens when the DC Hero moves out of the PB? I dunno. Guess I'll just have to kill it with TPBF. As Perry is fond of saying...an interesting time. *** From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: Re: Turn 5 US... >Radio...R4W1 >F5 SR converted to WP FFE F5 NMC: R2W3, OK > F6 NMC: R4W4, breaks >Please roll for (and reveal) any HIP stuff in E6, E5, F4 > Nothing left, nothing revealed. >F8 9-1, 666, BAZ/667 ASM to F7 > G7, 127, 127 2FP+2 6,1 NW\ >H9 MMG/346 to G9, F9 > >L6 ?(1) to K6 > >I5 8-1(hero), 666 to H4, G4, F4 > F5 LMG, 137 to G4 2FP-2 3,1 K/1 RS: 8-1 4 666 2 WS: 6 666 1MC 4,5 brk, DM 666 LLMC 2,5 1 RFP in G4 I dare you to keep going. *** From: Paul F Ferraro Subject: Re: Turn 5 US... > F5 LMG, 137 to G4 > 2FP-2 3,1 K/1 > RS: 8-1 4 666 2 > WS: 6 > 666 1MC 4,5 brk, DM > 666 LLMC 2,5 > 1 RFP in G4 The LMG,137 is in the PB I believe, and also has a DC. The PB CA is facing G5/G6, so no LOS to G4..... *** From: thundsdo@carbon.cudenver.edu (TIM HUNDSDORFER) Subject: Re: Turn 5 US... > >Didn't know if there were any other DFF or not??? > Paul, Sorry it's been so long, but I've been in Chicago and been very busy lately. Unfortunately, there's no real sunrise on the horizon. Since I'm down to a few step-reduced squads, some crews and a badly out-of-place 9-1, I will concede. It's not quite over yet, but I've been thrashed and played one of the worst games of my ASL life and I don't see the remnants pulling this one off (despite what I know is the sometimes miraculous ability of the Japanese troops to do that.) However, being buried at work, buried by homework, and trying to keep the household in a sort of order that won't draw the attention of the EPA, I've got to cut back and I think I'll start with the lost cause first. You played a great game (better than last night's Penguins HA!) and exploited my mistakes. No doubt in two game turns I would have been ground under the black rubber boot of American imperialism. Good luck at ASLOK, and wish me luck in the Boulder area upcoming Tactiques' Kursk campaign. *** From: Paul F Ferraro Subject: Green Hell > Since I'm down to a few step-reduced squads, some crews and a badly > out-of-place 9-1, I will concede. It's not quite over yet, but I've been > thrashed and played one of the worst games of my ASL life and I don't see > the remnants pulling this one off (despite what I know is the sometimes > miraculous ability of the Japanese troops to do that.) Wow. And I was STILL worried.... > You played a great game (better than last night's Penguins HA!) and > exploited my mistakes. No doubt in two game turns I would have been ground > under the black rubber boot of American imperialism. Hmm. Maybe. Killing a tank and a squad or two could make all the difference. Misc comments using 20-20 hindsight: (a) I wasn't afraid to MOVE in this scenario. Having end game time seems to be very important. (b) I was LUCKY. I'm not sure what the average DR was, though for the last two turns it was looking gruesomely high. Just how many 11s did we both roll? (c) If I was the Japanese I would have bought: (1) infantry (2) panjis I was really worried about the panjis early on, becuase there is nothing you can do but move into them. Tim used his Wire well. My, ah, unusual attack formation negated much of his PB placement. I'm not sure that OBA is such a cool idea after all. Perhaps just the WP mission. There isn't enogh LOS or time in this scenario to utilize HE FFEs, IMHO. The FT may have come in handy. The 37L sucks rocks. I would place it in 34I1 and attempt to push it forward if I had todo it again. More than likely, I'd still abandon it and use the crew some other way. Would think about trailbreaking 34 B4 and B3 to allow a route around 34 A4 for the M3s. Cool place for a HIP DC hero...36H1. As the Japanese, I would have place PB on BOTH VC hexes, with tunnels going away from the US advance to allow reinforcement. *** [END OF GAME COMMENTS] From: Paul F Ferraro Subject: After the fact comments.. Hi all. I had a chance to look through some (if not all) commenst on the AGWAV. I have some replies, albeit after the fact: (1) On my sending forwarded messages to the AGWAV vs "real time" CC when I mailed Tim...most of my responses were CC'd. The ones that were not were done because: (a) They contained content that Tim ought not have seen, i.e., ALL the units were shown, rather than ?(3). (b) I tried at various times to explain what I was doing, (or at least what I *thought* I was doing) in an effort to help spur debate. I'd hardly call it propaganda. (2) I have absolutely no idea at this point if I shorted myself a 666 or not. Sheeze. The things you just never know! 8^) (3) Per my setup, I didn't think it was illegal to overstack at start, so I DID overstack in dense jungle so as to get a leg up on the first MPh. (4) I was suprised that comments dropped off so quickly. My fault, I suppose for going on vacation for two weeks. (5) Pardons for any errors (missing hinderances, etc.) on my part. (6) Last but not least, if there is any thing that needs to be aired to make the AGWAV venue better, don't hold back for fear of ruffling my feathers. Likewise if there are any comments/criticisms to me, please feel free to mail 'em. M.