Showing posts with label tournament. Show all posts
Showing posts with label tournament. Show all posts

Monday, May 9, 2011

All-Star List

What if you could create a list without regard to TO&E lists?  What if you could have Armored Rifles supported by Panzer IVs and calling in Typhoons?  What about American 76mm?  Or being able to field M12 155mm SP arty without having to pay for the 105s?

That is exactly the question that has been asked.  As I posted earlier, there is some talk about a tourney setup that would do just that.

So what would you do?

The only "rule" is that your Company Commander and one (1) combat platoon have to be "legal."  Otherwise, all options are available.

So let's have it!  Here is a chance to make whatever you want!!

Thursday, May 5, 2011

Compressor arrived!

I have been travelling for work over the last 4 days and while I was away, my compressor arrived.  I am ready to put this badboy to work.  I will try to provide a report in the coming week as to my success with regulated pressure.  I have very high expectations!

The only hurdle is that my father is coming to visit.  Of course that is not a problem at all!  It will just take some time away from painting.  But who knows, he is a history geek and maybe I can convince him to inhale fumes with me.

I also received a note from Joe (Keamma in the FOW forums).  We are getting ready to propose another tournament.  But he has presented an amazing idea:

1750 late war, split 1,250, with two additional forces at 250 each.
Choose your Company HQ and then add a single (one) combat platoon from the same "list."
Then go nuts!!  No other TOE limits.  In fact, you are required to have at least one additional nationality in the list.  You will get additional tournament points if you have 3 or more.  Only rule is that nations that share national rules do not count as separate (for example Commonwealth are all one "nation" in the tournament).

Boy has my head been spinning.  Stuarts, with Panzer IVs, with Russian Strelk, with Typhoons!!  Oh my.

I have started to narrow on Brit armor - Cromwells, with US FSSF as infantry and possibly Soviet 76mm Shermans.  Maybe some Falshimjeager (is that how you spell it?!??!) in support as well.  Then Typhoons or Sturmoviks.  Dare I go with an 88??

Any and all comments welcome!

Sunday, April 3, 2011

Or not!

So I went to Adepticon with some decent hope of doing well.  As they say, cold reality slapped me in the face!

First, the tournament was great.  The folks at Game Korps and Battlefront did a great job.  Special recognition needs to go to Dean Rapp.  He spent a lot of effort, patience and time with all of us.  It is a thankless job being a Tournament Organizer (just ask Joe!) and he does a GREAT job.  So thanks Dean!

That being said, I really performed poorly.  He is a quick rundown of my poor play:

Game 1: Encounter

Greg was my opponent and he was a really nice player.  I could play him many, many times and enjoy myself.  He played Italians and had to roll for their motivation and skill.  Interesting.  I have not come up against Italians.

The mission was Encounter.  To sum up the game, we ran out of time.  I killed 1 platoon of his and lost none.  But the real turning point of the game was when I engaged his artillery with my Stewies.  I decided to use my machine guns (poor choice) and rake over the artillery pieces.  What I should have done was use main guns, then machine guns.  Well, I got enough hits to wipe the platoon and he did not pass gun saves.  Greg started to remove the arty pieces from the board.  Now remember the posts on game play in a tournament vs. a friendly game.  I remembered my last tourney where Paul poitned out the assault from cover rule.  Well, I immediately reminded Greg that I needed a firepower to kill because of the gun shield.  I went on to fail every single one.  His platoon lived and in the next turn, proceeded to destroy 3 of my 4 Stewies.  I did pass the platoon morale check and had to pull back.  My point on this one is that if I let Greg take the platoon off, I win.  No question about it.  But I did the right thing and ended up with a draw and using Fair Fight mission rules, I scored 2 and Greg scored 1.


Game 2: Fighting Withdrawal

I played Dave, who brought German Grenadiers.  He defended.  The map had a river running through, which we rolled to determine it could not be forded.  There was a single bridge.  The only armor he had was 2 Stug Gs.  I bull rushed up one side and isolated the Stugs.  I contested one objective on Turn 2 and a second on turn 3.  Looking good.  By this time, the Stugs made it over and the Shermans got into a fight.  A couple of turns later and the Stugs are gone, but so is a Sherman.  In Turn 5, I make a beeline to the 3rd objective which was uncovered.  I came up 1 inch short.  Turn 6, Dave removes one objective I am on.  Next turn, he removes the now owned by me objective.  The last objective that I am contesting has to deal with dug in, gone to ground, in terrain (woods).  I just couldn't get him out.

Game 3: Cauldron

I played Raif from D6 Generation fame.  Nice guy.  He was American infantry.  I just couldn't kill him quick enough.  Time ran out on the game.  In the last turn, I needed to kill one more stand to force a platoon morale check.  If he failed that test, I win the game because CiC was long gone by then.  I did not.  So I lost 5-2, when I was one roll away from winning 6-1.

So that is the abbreviated report.

Here is what I learned:

1) I am too darn slow.  Greg and Raif are also fairly new to the game, so they also were a little slow.  This would haunt me all tourney.  In game 3, one more turn and I win.  In game 1, one more turn and I at least kill another platoon to score 3.  Those points were due to my slow play.

2) I needed to be aggressive and smarter.  In game 2, if I move at the double to the open objective, I win.  Not because I can contest at the double, but rather it forces the issue on him pulling the objective before I get there.  In game 1, if I were more aggressive, I think I can win, if not kill a few more platoons.

3) Think faster.  Because one way of playing the armored rifles has worked, I did the same thing each game.  In game 1, I should have fielded Shermans and Stewies and left the rifles in reserve.  There was no way Greg was coming to me in Encounter.  Rifles could have come on and rushed forward after dealing with the SP AT guns he had (he had one bog for 3 turns).  Different forces and the game changes.

So faster play, more aggressive play and quicker thinking produces a different result.  Oh well.


Later that evening, I had a great game with Joe on the Luttendorf Bridge table that Game Korps has.  Joe was wonderful and stayed late to play with me as I was the only person to sign up.  Again, Dean Rapp was a sport too!  So I owe Joe something nice for sticking around.

All in all, it was a good time.  I learned a lot about me and the game!

Thursday, March 31, 2011

Ready!

Last night was the last tune up prior to Adepticon.  Mike was there to give a final test of his Mid-War Nationals list and I was there to test out my Mid-Ware list for the "non" nationals folks.  Joe chipped in and gave me a game, while Mike was on another table playing Ben (who I played in the last tourney).

Mike is ready.  He has a good list, but he is still questioning decisions.  I don't envy his position.  He wants to make a good showing in the Natl. tournament and is second, third and forth guessing his list.  I like the list.  I think he does too, but he just needs the reassurance.  I think he will do well!

I am pleasantly surprised by my list.  I like it.  Joe put down a German Grenadier list, with a pioneer platoon, 81mm mortars (4) and a Tiger-E.  4 Platoons against my 4.  We played Encounter. I was attacker, but Joe rolled to go first.  He put on the board his Tiger and Pioneers (they could have been Grenadiers - but it was whichever platoon did NOT have the two flamethrowers).  I put down my Stewarts and Armored Rifles.  He moved his Pioneers forward, as well as his Tiger.  He got off a long range shot on my Stewart and bailed him (failed firepower).  On my turn, the Stewart stayed bailed (this single tank would spend half the game bailed, on two separate shots from the same darn Tiger!).  I was able to quickly close the gap with the remaining Stewarts on the Pioneers and quickly stopped their progress.  I also swung over my CiC in the halftrack to add to the firepower.  On the other side of the board, I used trees to block my ARP's advance and was able to threaten the other objective.  This forced Joe to move the Tiger back on his next turn and now he was in full defensive mode.  The next few turns were me advancing, shooting Pioneers and getting ARP in position.  Unfortunately, two things happened:

On Turn 4 (after no reserves for either of us in turn 3), Joe rolled a 5 and 6 for reserves.  Bad news for him - mortars had to come in right on top of my ARP (still in HT).  Bad news for me - so did the Grenadiers.  Combined with the Tiger, the slaughter started.  I actually survived the first round of the massacre and got stupid.  I did not dismount.  After the game, Joe pointed out that I should have dismounted one turn earlier.  In hindsight, I agree.  But in my blaze of glory (literally because Joe flamed me with flamethrowers), I took out a mortar team and the platoon commander.  Next turn - bye bye ARP.  Oh, no reserves for me.

Turn 5 saw all my reserves come in and that really helped.  Armored mortars moved forward and the Shermans moved towards the open position where the ARP was located.  On the other side, my Stewarts had contested the other objective, which forced Joe to move his Pioneers back.  That was fateful.  I rolled very, very well at this point and it turned the game around.  Pinning the Pioneers, Joe had to move the Tiger to contest the objective.  That gave room for my Shermans to move ahead and take out the Grenadiers.  Now we are both down a platoon.  I killed enough Pioneers to force a platoon morale check and they ran.  In the area was the CiC, who needed to hang around and let the Grenadiers run.  The next turn I took care of him.  The Shermans finished up the mortars, forcing a company morale check.  No CiC, autofail and the game is over in turn 7.  Score - 5-2 Victory.

After the game, Joe and I talked over some strategy and tactics.

1) American mobility - I did use this to my advantage.  I was able to move teams into position and my Stewarts were the stars again.

2) Avoid the Tiger - I did not get sucked into a battle with the "big kitty".  Now it helps that my Stewarts couldn't do squat against the Tiger.  But the Stewies did exactly what I needed them to do - keep the enemy infantry engaged an dtake advantage of the 16" movement.  Against the list I faced, the Stewarts become a MG platform.

3) I did not use my CiC to the fullest.  I should have swung him around to help the bailed Stewart from the 1st turn.  He stayed bailed until turn 3 or 4, then moved forward and got bailed again.  On the other hand, the 3 shots of .50cal from the CiC's halftrack did help out!

4) Stayed in the halftracks too long - I should have pulled at least half the troops out.  That would leave a passenger to fire the halftrack MGs and have ground troops to prevent the slaughter from the assaults.  I would rather learn that lesson on Wednesday, than on Saturday during the tournament.

So off we go to Chicago.

My son finished up his 40k list and his team is ready to go in the 40k Team Tournament.  I wish them well!!

Saturday, February 19, 2011

AAR - FoW Mid War Tournament - The Last Square, Madison, WI

Just finished up my second tournament ever and make a good showing.

So let me set the stage:

Mid war - 1,500 points, split into 3 task groups.  White is 1,000 points and must be a legal build.  Red and Blue are 250 points each.  No splitting of points across each task group.  3 games, random missions chosen from Encounter, Free for All, Fighting Withdrawl and one other that we didn't use and I don't remember.

I brought American armor, which is CT.

White:
2 75mm Shermans (CiC and 2iC)
4 75mm Shermans
4 M5 Stuarts
1 Recon Section (Tank), which is 2 rifle teams, command carbine, M2 Half track and 2 unarmed jeeps)

Blue:
1 Recon Section (Tank) mirrored exactly like above
1 Armored Field Artillery Battery - 3 M7 Priests

Red:
1 Armored Rifle Platoon - normal with 3 rifle teams and bazooka swapping out for 37mm gun
1 Sporadic air from Warhawks (I proxied my P-47s)


Round One:

Played Ben, who is a young player in our normal league.  He fielded a german grenadier company.  The mission was Encounter.  Ugg.  But we had all 1,500 points on the table.  I was defender, he was attacker.  He could only bring in 2 platoons and I could field 3.  He ended up putting down a platoon of 3 Marders, a Tiger e and grenadier platoon (Tiger was the CiC).  I put down armored rifle, Stuarts and Shermans.  Recons (both) and Priests were in reserve.  From my view, he went Marders on the left objective, grenadiers in the middle protecting the other objective and the Tiger on a slope with a line right down the road.  I didn't realize it then, but Tiger had a shot on my Shermans.  I had placed an objective on my end behind a river and put the armored rifles on it.  Stewies were on the other side of the river and the Shermans were in the middle.  Picture below shows the end.

Turn 1:

He moved his Marders up on a hill and killed a Stewie.  Uh oh.  His Tiger had a shot at a Sherman due to poor placement (recurring theme) and killed it.  Stormtroopered his Marders back, but due to an aggressive first move, he could only get one below the hill.

On my turn, I rolled for air and got 2 planes.  I rushed the Marders with the Stewies and I was able to get a shot in.  My CiC came along for the ride too.  I ended up bailing one of the Marders.  I moved the Shermans into the village and hid from the "big kitty."  Planes came in and...  wiped out the Marders.  Literally.  That was pivotal because the whole left side was empty.  Now it was a race to the objective and the Tiger had to pivot over.  Could I get there before reserves on 3?

Turn 2:

Race is on.  Tiger moved over.  Somewhere, he bailed my CiC from a Tiger shot by missing FP to kill.

On my turn I double timed the Stewies to contest.  I then had to aggressively move the Shermans towards the Tiger, including putting my 2iC 1 inch away.

Turn 3:

Big roll - his reserves.  No!  He took the shots at the Stewies and only managed one hit.  Bye bye Stewie.  But he could not get to the objective and he could not get enough hits on the Stewies to force a morale check.

My turn 3, I have an objective and the game is over.

6-1 Victory, but I only killed one platoon and lost zero.



End of the game


Round 2:

Up against Dave from Chicago playing Finns.  I can't tell you the specifics, but he had nasty troops with super deadly Anti-Tank rating, 2 mortar platoons (122 and 80 somethings) and 2 KV-1 or 2s.  Can't remember.

Mission was Fighting Withdrawl and we could field White group and either Red or Blue.  I went with Priest / Recon task force and kept the planes and the armored rifle platoon out of the game.  I was the attacker.

I spread out the objectives as much as possible.  He decided to place all of his infantry in the woods.  He had his nasty anti-tank infantry on my left and his KVs on my right.  What was key to this game is that he decided to defend the table length that we had placed our stuff on while getting ready.  Afterward we both agreed that he should have switched sides with me.  His second mistake was that due to terrain, I actually had a path to the KVs that limited his vision.



Start - after Recon

I don't remember the details of the game too much, but I did an "American Sherman Bull Rush" up the right flank and sent the Stewies up the middle to keep his infantry in the woods.  After two turns, I was able to close in on the KVs.  Untimely rolls (good for me) on his armor saves and by turn 4, I had both KVs destroyed.  He tried a last ditch assault, but the Sherman's and Stewie's machine guns were just too much and the resulting pin ended the game.

Another 6-1 Victory, but I only killed 1 platoon and zero lost

I do have to say that Dave was one of the nicest, most sporting people I have played against.  He made the game a pleasure.


End of Game - pinned on the assault, we did not move them back


Round 3:

Mission was Free for All and only used the White (1,000) group.  I drew Caleb from MN.  He was the best of the 7-7 group.  Since I had killed 2 platoons and lost 0 in 2 games, I was in 3rd.  Two other players were 12-2, but they had killed more platoons.  Joe made a comment that I was "too efficient in winning."  Darn!

Caleb had 2 platoons of german pioneers and a platoon of various Panzer IIIs.  By the way, how do you German players keep up with the 267 different types of tanks!!

Turned out to be a great game, but I made two massively stupid mistakes and I wish we could go again.  I had to play for the 6-1 win to stand any chance of getting the tourney win and qualify for USA Nationals.

Mistake 1:  I placed my Stewies where the Panzers could see on a long range shot.  Dorkus that I am hung my Platoon Leader out on the edge.  Gone.  Destroyed.  Now I can't move them.

Mistake 2: I am an idiot and did not remember the rule about CiC or 2iC "choosing" a new platoon leader.

So because of those two mistakes, my Stewies are pill boxes.  My Shermans made a game of it and caught 3 of the 4 panzers in the open with side shots.  All 3 gone.  Caleb failed the Platoon morale check, but the darn Company Commander saved him.  I was unable to get the last panzer.  Since I was playing for the win, I had to get aggressive with the tanks.  His pioneers were sitting on the objectives and dug in.  I got too close and learned how nasty flame throwers can be.  3 Shermans gone in the assault, but the Platoon Leader passed the Platoon morale check.  I lost the 2iC earlier in the game and by Turn 8, he was shifting the pioneer teams across the board to get his objective and along the way took out my last Shermans.  With stationary Stewies, we shook hands.

1-6 Loss.

I did not get a picture of the last game.

So, 13-8 after being at 12-2.  But not bad for my second tourney.

On a related note, I did win best painted army!!

I want to thank Joe for setting up the tourney and for Bev & Karl at The Last Square for hosting the event.

Here are a few pictures!


Mike (right) who did qualify for USA Nationals this past Fall.

Joe (center right) - Thanks for being the host and ref!!

Best painted.  Explosion markers will be on the post tomorrow!