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80pt MW Tournament Report- Family Time Games Indianapolis 
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Corporal
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OK, for those who like my Tournament Reports, here is another one

Family Time Games - Indianapolis, Indiana
80pt. MW Tournament
September 23, 2017

3 Rounds: Bridgehead, No Retreat, Contact
2:15 HR. Rounds
16 Players - All Matches were Blue vs. Red


Total VPs Scored by Side
Allies: 114pts. (British 69pts. & US 45pts.)
Germans: 79pts.

British Player VP Average: 14pts.
US Player VP Average: 11pts.
German Player VP Average: 10pts.


Final Standings

1. Andrew Hopson 24pts. Indian Motor Co.
2. Joe Lewis 22pts. US Lee Tank Co.
3. Chuck Hiner 19pts, Brit. Crusader Sqn & Motor Co.
4 Shane Priddy 17pts. Brit. Crusader Sqn, Honey Sqn & US Rifle Co.
5. Tom Burgess 13pts. German Tank Co. PzIII
6. Dave Swanson 12pts. Afrika Rifle Co.
7. Jon Holland 11pts. Afrika Rifle Co.
8. Russell Pitts 10pts. German Tank Co. PzIII
9. Jason Stubbs 10pts. German Tank Co. PzIII
10. Dick Hurchanic 10pts. German Tank Co. PzIII
11. Chris Novak 10pts. US Rifle Co.
12. Chris Fretts 10pts. US Armored Rifle Co.
13. Alan Wright 9pts. British Honey Sqn & Motor Co.
14. Ed Hall 7pts. German Tank Co. PzIII
15. Scott Erny 6pts. German Tank Co. PzIII
16. Mark Webb. 3pts. US Rifle Co.

Best Army: Jon Holland
Best Sport: Chris Novak

8 Allies (In Order of Finish)
1. Indian Motor Co
2. US Lee Tank Co.
3. British Crusader Sqn & Motor Company
4. British Crusader Sqn, Honey Sqn & US Rifle Co.
11. US Rifle Co.
12. US Armored Rifle Co.
13. British Honey Sqn & Motor Co.
16. US Rifle Co.

8 Axis (In Order of Finish)
5. German Tank Co.
6. Afrika Rifle Co.
7. Afrika Rifle Co.
8. German Tank Co.
9. German Tank Co.
10. German Tank Co
14. German Tank Co.
15. German Tank Co.

Round 1 Bridgehead – 8 Completed Games – No Draws

5 Allied Wins & 3 German Wins
4 Attacker Wins & 4 Defender Wins

Indian Motor Co. (Hopson) vs. German Tank (Hurchanic) 8-1 Defender
Crusader & Motor Co (Hiner). vs. German Tank (Erny) 8-1 Defender
Crusader, Honey & Rifle(Priddy) vs. German Tank(Pitts) 8-1 Attacker
Afrika Rifle (Swanson) vs Honey, Motor (Wright) 8-1 Defender
Afrika Rifle (Holland) vs. US Rifle (Novak) 8-1 Attacker
German Tank (Stubbs) vs. US Rifle (Webb) 8-1 Attacker
US Lee Tank (Lewis) vs. German Tank (Hall) 7-2 Attacker
US Arm. Rifle (Fretts) Vs. German Tank (Burgess) 6-3 Defender


Round 2 No Retreat – 4 Games Completed & 4 Draws
3 Allied Wins & 1 German Win
1 Attacker Win & 3 Defender Wins

Indian Motor (Hopson) vs. Afrika Rifle (Holland) 8-1 Defender
German Tank (Pitts) vs. Honey & Motor (Wright) 8-1 Attacker
US Rifle (Novak) vs. German Tank (Hurchanic) 8-1 Defender
US Lee Tank (Lewis) vs. German Tank (Burgess) 7-2 Defender
Crusader, Honey & US Rifle (Priddy) vs. Afrika Rifle (Swanson) 3-3 Draw
Crusader & Motor (Hiner) vs. German Tank (Stubbs) 3-1 Draw
German Tank (Erny) vs. US Arm. Rifle (Fretts) 3-1 Draw
German Tank (Hall) vs. US Rifle (Webb) 2-1 Draw

Round 3 Contact – 7 Games Completed & 1 Draw

5 Allied Wins & 2 Axis Wins.
4 Attacker Wins & 3 Defender Wins

Indian Motor (Hopson) vs. Afrika Rifle (Swanson) 8-1 Attacker
US Lee Tank (Lewis) vs. German Tank (Stubbs) 8-1 Defender
Crusader & Motor (Hiner) vs. German Tank (Pitts) 8-1 Defender
German Tank (Burgess) vs. US Rifle (Novak) 8-1 Attacker
German Tank (Hurchanic) vs. US Rifle (Webb) 8-1 Attacker
Honey & Motor (Wright) vs. German Tank (Erny) 7-2 Defender
Crusader, Honey & US Rifle (Priddy) vs. Afrika Rifle (Holland) 7-2 Attacker
German Tank (Hall) vs. US Arm. Rifle (Fretts) 3-3 Draw

Totals Wins:
13 Allied Wins & 6 Axis Wins with 5 Draws
79% of Games Completed

Allied vs. Axis Wins
Allies Won 54% of their Games (13 of 24)
Axis Won 25% of their Games (6 of 24)
21% of Games ended in Draws (5 of 24)

Attacker vs. Defender Wins
9 Attacker Wins – 47% of Wins
5 Tanks Wins, 2 Infantry Wins & 2 Tank/Tank/Infantry Wins
10 Defender Wins – 53% of Wins
4 Infantry Wins, 3 Tank/Infantry Wins, 2 Tank Wins & 1 Mech. Win

Force Types:
7 Tank Formations (44% of Total)
5 Rifle Formations (31% of Total)
2 Tank/Infantry Formations (13% of Total)
1 Tank/Tank/Infantry Formation (6% of Total)
1 Mech. Formation (6% of Total)

Force Type Wins:
7 Tank Wins (37% of Wins)
6 Infantry Wins (31% of Wins)
3 Tank/Infantry Wins (16% of Wins)
2 Tank/Tank/Infantry Wins (10% 0f Wins)
1 Mech. Win (5% of Wins)

Command Cards Used
US Cards have not been released yet so were not legal for this event

British
Indian Motor Co.: Indian Motor Co. & Sticky Bombs
Crusader, Honey & US Rifle: Scout Tanks
German
Afrika Rifle Co.: Captured 25pdr & Captured 6pdr
Afrika Rifle Co.: captured 6pdr
German Tank Co.: Diversionary Tactics and Forward Scouts

Strength of Schedule
(Calculated by totaling Points scored by their Opponents)

1. Jon Holland Afrika Rifle Co. 51pts.
2. Dave Swanson Afrika Rifle Co. 50pts.
3. Russell Pitts German Tank Co. 45pts.
4. Jason Stubbs German Tank Co. 44pts.
5. Tom Burgess German Tank Co. 42pts.
6. Scott Erny German Tank Co. 38pts.
7. Dick Hurchanic German Tank Co. 37pts.
8. Ed Hall German Tank Co. 35pts.
9. Chris Novak US Rifle Co. 35pts.
10. Andrew Hopson Indian Motor Co. 33pts.
11. Shane Priddy Cru, Hny & Motor 33pts.
12. Joe Lewis US Lee Tank Co. 30pts.
13. Alan Wright Hny & Motor Co. 28pts.
14. Mark Webb US Rifle Co. 27pts.
15. Chris Fretts US Arm Rifle Co. 26pts.
16. Chuck Hiner Cru & Motor Co. 26pts.


Player Lists

1. Andrew Hopson – Indian Motor Co.
3 Wins 24 pts.

HQ Section 2pts.

Motor Platoon 8pts
Motor Platoon 8pts.
6pdr Platoon (3) 9pts.
Bren Gun Carrier 2pts.

Support
6pdr Platoon (3) 9pts.
25pdr Battery 14pts.

Allied Support
M3 Lee (long) Tank Platoon 24pts.

Command Cards
Indian Motor Co. 2pts
Sticky Bombs 2pts.

2. Joe Lewis – US Lee Tank Co.
3 Wins 22pts.

HQ Lee 5pts
Lee Platoon (4) 20pts.
Stuart Platoon (4) 8pts.
Recon Platoon 3pts.
Assault Gun Platoon (3) 3pts.
Armored Mortars (3) 2pts.

Support:
Rifle Platoon 7pts.
Tank Destroyer Platoon 32pts.

3. Chuck Hiner – British Crusader Sqn & Motor Co.
2 Wins 19pts.
Crusader Squadron
HQ 7pts
Crusader II Troop 5pts
Crusader II/III Troop 7pts.
Grant Troop 18pts

Motor Company
HQ 2pts.
Motor Platoon 8pts.
6pdr Platoon (4) 12pts.
Bren Patrol 2pts.
3” Mortar Section 3pts.

Support
25pdr Battery 14pts.
Honey OP Tank 2pts.

4. Shane Priddy – Brit. Crusader Sqn, Honey Sqn & US Rifle Co.
2 Wins 17pts.

Force Card – Scout Tanks – 1pt.

Honey Squadron – 25 pts.
HQ Troop 5pts
Honey Troop 5pts
Honey Troop 5pts
Honey Troop 5pts.
Honey Troop 5pts

Crusader Squadron – 33pts.
HQ Troop 5pts one 2pdr and Two CS
Crusader Troop 7pts Two 6pdr & One 2pdr
Crusader Troop 7pts Two 6pdr & One 2pdr
Crusader Troop 7pts Two 6pdr & One 2pdr
Crusader Troop 7pts Two 6pdr & One 2pdr


Allied Formation – US Rifle Company – 21pts.
HQ 1pt
Rifle Platoon 6pts.
Rifle Platoon 6pts
Mortar Platoon 3pts.
37mm AT Platoon 3pts.
Assault Gun Platoon 2pts.

5. Tom Burgess – German Tank Co.
1 Win 13 pts.
HQ 1 x PzKw-IIIS, 1 x PzKw-IIIL 12 points
Formation 3 x PzKw-IIIS 15 points
Formation 3 x PzKw-IIIS 15 points
Formation 3 x PzKw-IV 18 points
Support 2 x SdKfz 231 (2cm) 2 points
Support 2 x SdKfz 231 (2cm) 2 points
Support 4 x Marder (7.62cm) 16 points

6. David Swanson – Afrika Rifle Co.
1 Win 12 pts.

HQ 2pts.
Infantry Platoon 8pts.
Infantry Platoon 8pts.
Infantry Platoon 7pts.
Pak38 Battery 12pts.
6pdr Battery 9pts.
Shlepper Batteruy 12ps.
OP Tank 2pts
Tank Platoon 20pts.

7. Jon Holland – Afrika Rifle Co.
1 Win 11pts.
HQ x2 SMG Teams 2 points
Rifle Platoon x4 MG Teams x1 2.8cm ATR team 7 points
Rifle Platoon x4 MG Teams x1 2.8cm ATR team 7 points
Tank Hunter Platoon x3 Gun Teams (command card - captured 6 PDR) 9 points

Support Element
25 Pdr Battery x4 Gun Teams (zero point command card - captured 25 PDR) 14 points
Marder Tank Hunter Platoon x3 Marders 12 points
Light Panzerspah Patrol x2 Sd Kfz 221 and x2 SD Kfz 222 3 points
Panzer III Tank Platoon x1 7.5cm, x1 Up armored (long 5cm), and x2 short 5cm 26 pts

Russell Pitts – German Tank Co.
1 Win 10pts

Panzer III Tank Company HQ
1x Panzer III short 5cm 5
Panzer III Tank Platoon
3x Panzer III short 5cm 15
Panzer III Tank Platoon
3x Panzer III short 5cm 15
Panzer II Tank Platoon
3x Panzer II 6
Afrca Rifle Platoon
4x MG 34 team
1x 2.8cm anti-tank rifle
1x sMG 34
1x 8 cm mortar 10
Marder (7.62cm) Tank-Hunter Platoon
3x Marder (7.62cm) 12
10.5cm Artillery Battery
4x 10.5 cm Artillery 14
Command Cards
Divisionary tactics 1
Forward Scouts 2

Jason Stubbs – German Tank Co.
1 Win 10pts.

HQ - 2X PzIII long barrel - 14 points
3X PzIII long barrel - 21 points
3X PzIII short 5cm barrel - 15 points
3X PzIII short 5cm barrel - 15 points
3X PzII - 6 points

Support units
Rifle platoon -7 points
Light scout platoon - 2 points

Dick Hurchanic – German Tank Co.
1 Win 10pts.

Headquarters (2xpzIII) 10 pts
1st tank plt (3xpzIII) 15 pts
2nd tank plt (3xpzIII) 15 pts
3rd tank plt (3xpzIV) 18 pts
AT plt(sp) (3xmarders) 12 pts
Hvy AT plt (1x88AA) 06 pts
mbl AA plt (2x20mmAA) 04 pts

Chris Novak – US Rifle Co.
1 Win 10pts.

CORE
Hq 1pt
Full rifle platoon 8pt
Full rifle platoon 8pt
6 mortars 6pt
6 mortars 6pt

SUPPORT
Full armored rifle platoon 15pt
4 M10 32pt
Allied Support
3 6 pounders 9pt

Chris Fretts – US Armored Rifle Co.
1 Win 10pts.

HQ 2pts.
Armored Rifle Platoon 12pts.
Armored Rifle Platoon 12pts.
Assault Gun Platoon (3) 3pts.
AT Gun Platoon (3) 4pts.

Formation 5 Units 33pts

Armored Recon Patrol 3pts.
4 Shermans 32pts.
Priest Battery (3) 11pts.
Observer Stuart 1pt.

Support 47pts.

Alan Wright – British Honey Sqn & Motor Co.
1 Win 9pts.

Honey Sqn.
Headquarters (4xstuarts) 07 pts
1st tank trp (3xstuarts) 05 pts
2nd tank trp (3xstuarts) 05 pts
total 17 pts

Motor Infantry Company(-)(+)

Headquarters 02 pts
1st inf plt(mot) 08 pts
2nd inf plt(mot) 08 pts
HMG plt 04 pts
3in mortar sec 03 pts
Total 25pts.

Support
scout plt (2xpatrols) 06 pts
gun plt (4x25 ldrs) 14 pts
Artillery FO (1xstuart) 02 pts
lt AA sec (3xbofors) 04 pts
Hvy AT sec (2x17 ldrs) 08 pts
recce plt (3xHumber's) 03 pts
total 37 pts

Ed Hall – German Tank Co.
7pts.

HQ 1xPzIII(UA)(L) 8
1st PLT 3xPzIII(UA)(L) 24
2nd PLT 4xPzIIIH (S) 20
3rd PLT 3xPzII 6
Artillery Btry 4xSchlepper 12
OP Tank 1-PzII 2
LT Scout PLT 2xSd222, 1xSd221 2
Mobile AA PLT 3-SdKfz 10/4 6


Scott Erny – German Tank Co.
6pts.

Panzer III HQ 5pts.
Panzer IV Platoon (Long 75mm) 30pts. 3 Tanks
Panzer III Platoon (Long 50mm) 21pts. 3 Tanks

Rifle Platoon 8pts.
SDKFZ221 & 222Platoon 2pts.
Lorraine Schlepper Platoon 12pts.
Panzer II OP Tank 2pts.

Mark Webb – US Rifle Co.
3 pts.

HQ 1pt.
Rifle Platoon 7pts.
Rifle Platoon 7pts.

Sherman Platoon (4) 32pts.
Tank Destroyer Platoon (2) 16pts.
105mm Artillery Battery 10pts
OP Tank 1pt.
Air Support 6pts.

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Chris Fretts
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Indianapolis, IN


Tue Sep 26, 2017 12:31 am
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I enjoyed my three games against US forces at this tournament.

Though I faced ARPs in two of my three games, my Panzer force compelled my opponents to leave the half-tracks off board.

Two of my opponents had M10 platoons. In both of those games I ended up trading a PzKw-III platoon to take them out. Though that was “points cost effective” it seemed the loss of three PzKw-III always hurt my force more than the loss of four M10s hurt my opponents.

I feared the Shermans and Lees more than the M10 as AT10 with stabilizers did a lot more against me than AT12 without. I suppose people think M10s are necessary as “Tiger Insurance”, but Tigers again still have not made an appearance in any MW tournament I’ve been in yet. I find the Shermans and Lees much harder to kill and my Panzers suffered more from them than M10s.

My Marders outclassed M10s every time. They served as long range snipers and did the bulk of the killing for my force. I managed to not lose a single Marder in all three games. The PzKw-III’s upfront drew much more attention.

The PzKw-IV Short is a horrible option for bombardment. So many points to get the same bombardment effect that a medium mortar unit has. Their ability to employ a smoke bombardment was key in the No Retreat game, still they just did not kill enough infantry and guns through bombardment. Schleppers will be in my next force I think.

Joe Lewis was the highest US force and we’d expect him to be at the top in any event regardless of what he is running, but I do want to point out that we was very close to losing his first and second games. I was his opponent in game two and I had a real solid chance to break his company.


Tue Sep 26, 2017 5:04 pm
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Quote:
Their ability to employ a smoke bombardment was key in the No Retreat game, still they just did not kill enough infantry and guns through bombardment.


Panzer IVs can't fire a smoke bombardment, can they?


Fri Sep 29, 2017 5:57 am
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You are correct. Just checked it. I guess that's One more reason for me not to take them again.


Sat Sep 30, 2017 12:37 am
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DJTommyC wrote:
Quote:
Their ability to employ a smoke bombardment was key in the No Retreat game, still they just did not kill enough infantry and guns through bombardment.


Panzer IVs can't fire a smoke bombardment, can they?

Correct, they have Direct Fire Smoke only.


Sat Sep 30, 2017 12:42 am
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Thanks for posting this! Lots of good details in here.

Question: How did you determine attacker/defender for each round?


Sun Oct 01, 2017 1:19 pm
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DJTommyC wrote:
Thanks for posting this! Lots of good details in here.

Question: How did you determine attacker/defender for each round?


We feel strongly that all tables should play the same mission during a Round at a tournament so we do not use the Battle Plans. Our method is as follows:

Tanks = 3pts.
Mech = 2pts
Infantry = 1pt.

Each Players adds up the points for all of the Formations in their Force and then divides by the number of Formations. The Player with the higher resulting number is the Attacker. If they are the same then they would roll off.

For Example - Tank Single Formation vs. Tank and Infantry Formations = 3pts. vs. (3+1)/2 or 2pts - so the Tank Single Formation would be the Attacker

So it kind of works like the old V3 - Tank attacks Mech and Infantry, Mech attacks Infantry and if both players are the same then roll off. We feel like it helps to prevent a Tank Heavy Force being the defenderin a Deep Reserves Mission since in those situations they would only be defending against another Tank Heavy Force having lost the die roll. After using this method for 4 Tournaments we have not received any complaints about this method.

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Chris Fretts
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Mon Oct 02, 2017 2:16 am
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USChris wrote:
We feel strongly that all tables should play the same mission during a Round at a tournament so we do not use the Battle Plans.


Is this why you did the defensive battle in the first round? Did you make an effort to avoid infantry-on-infantry or tank-on-tank matchups in that first round?

Edit: Never mind, I just realized the first two rounds were defensive battles. Did you plan it that way ahead of time or was it randomized? I would have been worried about tank-on-tank matches with deep reserves screwing someone over.


Mon Oct 02, 2017 1:35 pm
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DJTommyC wrote:
USChris wrote:
We feel strongly that all tables should play the same mission during a Round at a tournament so we do not use the Battle Plans.


Is this why you did the defensive battle in the first round? Did you make an effort to avoid infantry-on-infantry or tank-on-tank matchups in that first round?

Edit: Never mind, I just realized the first two rounds were defensive battles. Did you plan it that way ahead of time or was it randomized? I would have been worried about tank-on-tank matches with deep reserves screwing someone over.


We made sure Players were aware of how Attacker and Defender were being decided and also the list of possible Missions. Players could choose to prepare for all possible Missions/Matchups in their list building or not - however we did not have any complaints about Missions or Matchups. The Mission Mix was: Bridgehead, No Retreat, Contact, Breakthrough, Dust up and Encounter. First Round Matchups were Axis vs Allies but otherwise Random Pairings and the missions were chosen each round at random using our "Spinning Wheel of Doom".

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Chris Fretts
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Mon Oct 02, 2017 4:24 pm
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I guess if they knew what was coming then it's fair.

If I understand you, rounds 2 and 3 were random match ups, but they all ended up as Axis vs Allies?


Tue Oct 03, 2017 4:35 am
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DJTommyC wrote:
I guess if they knew what was coming then it's fair.

If I understand you, rounds 2 and 3 were random match ups, but they all ended up as Axis vs Allies?


All three Rounds were kept Axis vs Allies. Matchups in Round 1 were Random Pairings. In Rounds 2 & 3, Matchups were based on each sides Standings so Highest Scoring Allied player played Highest Scoring Axis they had not played and on down the Standings.

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Tue Oct 03, 2017 12:22 pm
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