IAAPA HERALD – SUMMER ISSUE 2009-07-04

Welcome to a new fresh Issue of the IAAPA Herald !

RUSSIA JPEG GERMANY JPEG 2

One more time we are back to this kind of layout.

No clicking around with different web pages - only interesting and fun reading.

 

Thanks to all participants that has helped “ourselves” to make this newsletter.

 

The content looks like this:

 

1.         Quarterly Profile – Warchick – Written by Pelleplutt

2.         Strategy Corner – Tojo goes to Canada - Written by Explosive

3.         A Tournament Winners Chronicle – Fall Classic 2008 – Written by Desertfox

4.         A Tournament Winners Chronicle – Summer Open 2008 – Written by Explosive

5.         A Tournament Winners Chronicle – Spring Classic 2008 - Written by Explosive

6.         A Tournament Winners Chronicle – AAR SPRING 2008 - Written by Explosive

7.         Tournament Update - Written by Explosive – IAAPA Tournament Director

8.         Mentorship Update - Written by Leothelop

9.         Minister of Finance Report - March 2009 Written by JohnPin

10.       Live Playing make double fun – Contribution by Feerless Fred and Blackpedro

11.       Just wanted someones shoulder to cry on – Contribution by Blackpedro

12.       Tournament Player of The Year 2008 - Standings

13.       Tournament Update – Finals through Time

 

 

I hope you will enjoy this Summer Issue of the IAAPA Herald, and do not forget to help our new members with a trial game. Send an e-mail to Leothelop ( lburbee@comcast.net ), and volunteer! All you need to do is play a friendly non-rated game with a new member, in order to help him or her to get started and learn all abbreviations for a nice and fun play-by-mail.

If you like to write for the club and the IAAPA Herald, please send me a mail and let me know what you wanna do or write about.

Also, I urge all members to send in material about anything and share fun events, happenings or pictures.

 

 

Thanks,

 

//Pelleplutt, Editor IAAPA Herald

pansergutten2000@hotmail.com

 

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QUARTERLY PROFILE – WARCHICK

Name:  Gemini K. Hahn  (I've NEVER gone by Gemini, its always been Jen, even as an infant...)  aka War Chick

Age:  27

 

Location:  Washington, DC, USA
 
Hi and welcome to this interview! Where are you from? (Country and city):

I am originally from upstate New York, currently living in Washington, DC...


Tell us little about that city (sightseeing things, theatre, museums, buildings historical things architecture etc anything)

I'm a very lucky girl...  I live only a few blocks from the National Mall...  Washington is, as most know, our capitol city...  The food and shopping are fantastic, and the social scene is first rate if you have the time for it...  There are also so many historical sites, museums, and monuments... 

 

Do you get a chance to visit museums relating to World War II, that might allow you to draw parallels to the game?

Actually, I'm a little embarrassed to say I know very, very little about World War II...  I feel terrible that many of the clever quips that my opponents write are lost on me...  I didn't even know what the Luftwaffe was until an opponent wrote a comment about it in a game we were playing!  I will say, though, I look up everything people comment on, and its actually gotten me more interested...  I watch the history channel, and have started reading a bit more about the war...  From the limited amount that I've learned, I don't think the game is an accurate depiction of the real war...

How long have you played Axis and Allies?

The first time I played a game was February 19, 2007...  I know the exact date, because its in my IAAPA profile...  I never played the game before joining the club...

Do you have the board game? Or do you only play on the internet?

I don't have the board game, but I do have a xerox copy of the instruction manual...

How did you get involved with A&A in the very first place?

I work EXTREMELY long hours, sometimes 18 hours straight...  There are breaks in my work, between 10 to 30 minutes sometimes...  During those times its difficult for me to stay awake...  My uncle used to play the game...  He taught me so that I could take my turns during the breaks to stay awake...

What sort of work do you do?

Two friends of mine and my uncle started a company while we were in school, using "signals" from publicly available satellites to take images of skylines...  It evolved, and we were purchased by a holding company who contracts services for our government...  In its simplest terms, I "bounce" signals to take pictures using "satellites"...  I was included with the sale, contracted for 10 years, agreeable to very long hours, but once the 10 years are up, I won't have to work again...   ;.)  The breaks during which I take turns are times I'm waiting for satellite passes...

Do you have any hobbies except A&A?

Jogging, shopping, and laying on the beach...  Not in that order, I list jogging first because I do it every day...  I wish I could shop every day, too...   ;.)   For now the beach is waiting, but I'll be there someday...

What is it with A&A that you make you like it?

The math...  I'm a math girl...  You can picture a librarian type if you'd like, but you'd only be half right...  ;.)    I like the challenge of deciding which battles to take, and adjusting strategy when the result falls a few standard deviations from center...  I don't use an odds calculator like some players, so the larger battles become a challenge...  I like that every game is different, I feel the dice can give a novice the chance to defeat even the best players...

Have you ever visited an IAAPA-convention?

No.  I only recently learned there are conventions...  Unfortunately, I don't have a lot of free time, and have to stay rather close to the Washington area for the time being...

What is the most difficult thing with the game from a strategic point of view?

For the Axis, I try to remember that the goal isn't to take over the world, but to score 84 points...  German purchasing decisions, and defending West and East Europe are also difficult, because in calculating how much defense is needed, I try to consider the math of a double or even a triple attack...  What happens if the Allies attack with the UK then the U.S. then Russia...  Can I keep the territory?  Do I really NEED to keep the territory?

For the Allies, I think its Africa...  With limited resources, when to send units into Africa and how many to send are always the difficult decision, probably because theres always something else I'd rather do with them...

What separates the absolute top-players from the average player? (how can the average player get better)

Not that my opinion means more than the next player, but I think there are many things that separate the elite players...  A few of the biggest:

1 - the discipline to walk away from a battle gone wrong...

2 - they pay attention to the score of the game...  Strategic positioning of units and taking key territories is important, but the Allies start the game with a 90-57 advantage of IPC's...  I think the strong players are mindful that a consistent 10 point lead in IPC's allows them to put 3 more units per turn on the board...  Ten turns into the game, thats up to 30 units...  The average player, I think, looks for short term gains and only evaluates the score at the end of their turn...  The experienced players, I think, look for the way to win and hold 2 or 3 IPC's at a time...

Do you prefer the Axis or the Allies?

I like being the Allies, but my record as the Axis is much, much better...  The statistics on the website for records playing for each side are very inaccurate...  Almost the opposite of what they say for Axis versus Allies...

Which turn do you think liberating Africa should take place? Any why.

I think its different in each game...  I will say that I think the struggle for Africa affects Russia much more than many players think...  If Germany is able to maintain a presence in Africa for two to three turns, it allows Japan to concentrate its efforts on attacking Russia rather than sending units into Africa...  Russia in turn has to use more units to defend against Japan, allowing Germany to build up units in Europe...  Ironically, if this happens the UK has to use its units to help Russia rather than send units to take back Africa...

What is the optimal start with Japan ?

As the Axis, I very much like a fast start with Japan...  Bidding an ARM (I'm not really sure what "ARM" is short for, by the way, I thought they were tanks) in Burma allows Japan to drive into Persia if the UK abandons India to take Egypt back (almost everyone I've played does this)...  Also taking the two U.S. territories and Yakut and Soviet Far East gives Japan a 35 IPC count...  Depending on the way Russia set up their defenses, an even bolder move is to attack Hawaii, as well...  That yields 36 IPC's in turn 1, and positions Japan to take New Zealand and Australia on turns 2 and 3...

 

Sometimes Germany has almost whole Luftwaffe alive. Thank could make it difficult to split the US/UK fleet. How do you look at the problem? Is there need for a purchase of an American Carrier? Or how do you suggest the shipping of troops. One turn both US/ UK ships to FIN (to keep both fleet together and safe) and next turn to Africa etc.

I'm not an advocate of buying a Carrier, especially as the U.S...  If one of the UK Battleships survives turn 1, I don't even like buying a Carrier as the UK...  I try to load sea zones with ships and planes, calculating just enough of a defense to always make Germany think about using their planes against the ships...  Other players probably disagree with me, but I would be happy with a 2:1 loss of IPC value in a battle as long as it eliminates Russian or German planes...  I think Japan, UK, and the U.S. have the IPC's to replace planes throughout the game, but Russia and Germany do not...  If they lose their planes, I think they lose a more significant amount of attacking power...  When they buy a Fighter, they put 4 less Infantry on the board...  As soon as they do so I try to move as many units as possible into their area...  Every unit counts on that part of the board...  Mathematically, adding a Fighter rather than 4 Infantry minimizes attacking power, not as much toward winning battles, but significantly toward occupying the territory won, and holding it through the next turn... 

That being said, as soon as possible I try to split the Allies' fleet of boats between the UK SZ and the WSp SZ, tempting the Axis to lose their planes as much as I can...

What do you think about the club, is there anything that could be made better?

I think the club is fantastic...  I really enjoy playing...  The volunteers who run it seem very dedicated...  I happened to be looking one time, and saw there were several players who signed up, but never played a game...  I don't know if thats because they joined and weren't sure who they should challenge, or if they thought the club was supposed to set up a challenge for them...  More experienced players (anyone who has been in the club longer than 6 months) should make it a point to play a newcomer at least once per year, and the club should find a way to communicate to members when someone new joins...  I'd suggest a weekly email be sent to all members listing anyone new to the club...  Once the email is written, it can be copied each week and the names of newcomers changed, to minimize the time it would take a volunteer to send it out...  If current members sent a challenge or even an email welcoming a new member once in awhile, it would make people feel comfortable playing and staying, which would grow the number of people we're playing around with...

Thanks for your time and a very interesting interview Jen!
// Written by Pelleplutt

 

 

 

 

STRATEGY CORNER – TOJO GOES TO CANADA

Written By Explosive

 

What kind of options do we have in Western Canada?

Most of us have found our way to A&A through the 2nd Edition, this most wonderful game! However, no matter how wonderful it sounds there are a lot of glitches, for example the map. In the 4th Edition this glitches has been eliminated and I would like to take a closer look at them.

 

The seazones around UK gives the British fleet a lot of secure harbours but also gives Germany a fairly good chance to build up a fleet too in the Baltic sea.

 

The biggest change is at the Eastern Frontier where the usual stalling trenchwar has disappeared, and been substituted by mobile and flexible battalions trying to outmaneuver each other. You will get to know these changes already in your first Revised game.

 

One interesting news is that Alaska΄s seazone is adjacent to Western Canada, but how can Axis take advantage of that?

 

Since Hudson Bay is no longer adjecent so Western Canada a puchase for USA could be 6 infantries in EUS and 4 armors in WUS, which two turns later will be shipped into ALG by 5 transports in AZO, giving the Allies 10 fresh units which threatens Axis and EGY. If the Japanese reinforcements doesn΄t show up very early on the shore Africa will very soon be lost.

 

We could take one Carrier and two Battleships and the transports to EJS and one fighter and the bomber to BRY to attack WCA (possible defended by one inf).

 

We could make for instance ac and/or 2 battleships + transports to EJS and ftr+bmb to BRY, to attack WCA (might be defended by 2 inf + ftr, bmb eller 2 inf + 2 bb + bmb and Alaska with one or two infs), and the we also load at least 2 infs (rather 3inf+arm) from Japan to BRY.

The we earn 3 extra ipcs + at least 2 more the next turn since the Allies can not liberate Alaska.

 

Now USA must free WCA, but the bomber might be in MOS and the fighters in LIB/North Sea, or the air might be needed in other operations, so it must be either the cheap variant 3inf ECA +arm WUS (this means only a little less pressure on EGY) or attack heavy with 6inf,arm ECA + 3arm WUS (now the transports stands empty and EGY is save).

 

In your next turn with Japan you have some interesting options. You could let the infantry in ALA go home (and be happy about the confusion you caused and made one transport stand empty), or you could have some more fun. For example if USA made the light variant, you could use a transport in ALA which picks up 2infs in BRY (where your bomber has landed), together with the inf in ALA and a fighter, you can easily take WCA and earn new ipcs and putting USA in the same dilemma again.

 

 

 

 

 

 

 

 

 

If USA chosen the heavy operation and now holds WCA with 5inf + 4arm you could by using 2 transports in ALA and two from EJS, attack with 6infs +3arms +2ftrs +bmb +2 battleships. Most likely you will occupie WCA destroy more units than you lose, hold EGY and keeping Japan at a high ipc-level financed by USA.

 

This guerrilla tactic can we maintain as long as we like, only to retreat at a time we chose and leave the Allies with some empty transports and the units in WCA. One important thing to note is that in AAR we are allowed to retreats our air-units in case of a failure, although it is an amphibious attack.

 

How about Russia? Have we not neglected them by this operation in Canada? Not as much as one might think. Yes we did not send as much Japanese infantries on them as possible, but on the other hand we did not either need to pull troops from PER to EGY (to save important ipc for Germany), perhaps Germany could make the job for us!

 

 

 

 

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A TOURNAMENT WINNERS CHRONICLE – FALL CLASSIC 2008

Written by Desertfox

    Well my bid was 20 putting units in Man, EEu, LIB and KWA.  The strategy was to hold Africa until the japs could reinforce the continent.  I like to save and did the entire Luffwaffe for the entire game until it came time to eliminate the allied TRNs as to prevent an invasion that could take back the Magic 84 victory.  I always enjoy deversionary attacks and misleading my opponent as to my true intensions.  I place units in places where they can strike an several diffrent targets making defense more difficult even if the correct target was picked, this always leaves for alternate plans of attack.  At the right point I like to devert US forces from Germany by attacks in South America with the Japs and last always try to direct my opponets attack where I want them to go by baiting him with under defended targets that can be readily retaken so he doesnt attack forces I have plans for in the next turn.  Last of all I use one country to set up and make more effective the other Allied countrys up coming battles.  Thats it in a nut shell.

 

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A TOURNAMENT WINNERS CHRONICLE – SUMMER OPEN 2008

Written by Explosive


 Axis push hard against Moscow, allies takes and hold WEU but Germany have a strong defence and can hold on during the time Japan needs to build up in NOV. When Japanese sientists develope HB the game are sone ended with a parade throu Moscow.

 

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A TOURNAMENT WINNERS CHRONICLE – SPRING CLASSIC 2008

Written by Explosive

 

Traditional start with axis taking Africa athat allies slowly liberate, made a schoolbook example to use my favorite stradegy that never fails.

However McGoo brutaly show me a way to figth back, sacrefice anything to wipe out axis stacks.

It looks like allies have Germany under controll and Russia will beat Japan but the price has been high and when a new German stack arrive to Stalingrad and stand strong it become a battle to much for allies that has to surrender.

An explosive stradegygame were Explosive had a lot to learn.

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A TOURNAMENT WINNERS CHRONICLE – AASPRING 2008

Written by Explosive

With the bid in Libya and fail to get a hold in Africa axis to go extreme aggresive in eastern europe. Sametime puching to hard east so allies get controll of Paris but after tvelve rounds of bloody figthing at the eastfront Moscow are ready to fall and so do allies.

 

 

 

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TOURNAMENT UPDATE

Written by Explosive – IAAPA Tournament Director

 

The tournament season of 2008 was outstanding! Tourney pages has been updated better then ever and with fast updating service at our BBS pages. Some finals have finished and some are going in last rounds. Here is a update of the last action:

 

Masters: A final between two of IAAPAs most decorated members, AAtorpedo who played Masterfinals also in 2001 and 2002 beat HoganS, the winner of Masters 2003 and finalist 2004 in a close and exciting game.

 

Fall classic: An unusual situation with two players in their first final. Desertfox won over Swordplay and become the 34th tournament winner in IAAPAs 15 year long tournament history.

 

Combat Pro: This final is going on as we speak. Ghemr is battle against Ghost7. Do we have our 35th winner here ?

 

Army challenge: Here we have Blackpedro who playing Axis with a bid of two German subs and two Japanese transports. It looks like Pedro are ahead but he is up against Ghost7, and Ghost7 is hot right now…

 

AAR Summer: Ghostglider vs Spud. Ghostglider got a very good start and won almost immediately. Nevertheless Spud collected three tournament points and advanced to third place in All Time Tournament Player of the Year.

 

Slug Fest: This must be the strangest final game ever! First Explosive got really lucky in the very first turn forcing War Chick to reach for the tech-dice. With 7 tech rolls with USA-1 the roller decided to award Warchick with Rockets, IT and Heavy Bombers! Now it looks like Allies can comfortable wipe Axis out, but in round two Japan rolls one dice and hit Heavy Bombers too! This became a hard nuclear war that blew the map almost empty. In the end Explosive took his fourth 2008-tournament win...so far.

 

 

The season of 2009 has started well and some of the tournaments has reached the quarterfinals.

Written by Explosive – IAAPA Tournament Director

 

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MENTORSHIP UPDATE
Written by Leothelop

Things here are fine, first thing I'd like to say is thanks to everyone who has helped with trial games with new recruits and all the people that have helped the new recruits with problems that I couldn't resolve. The mentorship program seems to be working OK, but I could always use more people to volunteer to play trial games. Most of the new recruits are real excited about starting a game the biggest problem is the time it takes to get a game started. I have to email a member asking them if they would be interested wait for their reply, get a game number then get them started. Sometimes it takes up to a week from the time the new recruit requests a trial game until he can get started. At one time there was a copy of the map on the site which showed the abbrvs. If we could get a sample move to show them what a move looks llike would be helpful, I always send a copy of an old move that I made just to show them an outline of what a move looks like. But I would say in general everything runs pretty smooth.

A trial game that is available for new members. You are not required to join IAAPA for this game; full membership is your choice later. This trial game is "non-ranked," and is meant for new players to get a feel for PBM (play by email). I, as a mentor, will be available to answer any questions that new players may have.
 
Perhaps have a read of the club rules: (also a sample of PBEM play is available, although it is rather full of "banter"


IAAPA – Mentorship Coordinator – Leothelop


All members that are interested in helping newcomers out with a trial game, please send Leothelop a mail and volunteer. Be prepared to start within a very short notice;
lburbee@comcast.net

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Minister of Finance Report - March 2009
Written by JohnPin
 

Greeting Gents,

             As Minster of Finance I oversee dues collection, accounting, and budgetary and cash flow issues.

             For some interesting historical data, lets review some membership numbers.

            From January 2002 through December 2008 we have had 510 paid members (includes new and renewing), which averages out to about 73 paid members per year, or 6 per month.  Through February 2009 we have 11 paid memberships, or about 6 per month.  This suggests that our membership numbers have remained fairly stable over the last 7 years.  Also, just to clarify, I used the term [UTF-8?]β€œpaid” members above to include new members and renewals, not to imply some members are nonpaying.

             It seems like everyone is always interested in the age and demographic breakdown of the membership, so here are some interesting facts.  In 2008, our youngest member was 23, the oldest was 69.  The average age was 38.8.  Over the last 7 years the average age was 34.3.  This may reflect that we are shifting to an older player pool.  [UTF-8?]I’ll have to look at this in a couple of years to see if the trend is continuing.

             Of the 89 paid memberships in 2008, 64 were from the United States (71.9%), 12 from Canada  (13.5%), England, Germany, The Netherlands, Norway and Sweden had 2 each (2.2% each), and finally Italy, Denmark and Spain had 1 member each (1.1% each).

            IAAPA remains solid financially, despite some large expense responsibilities.  As of this writing, we have approximately $9,600 in the coffers.  Our outstanding debt for the new website is estimated at about $5,500.  We also owe about $3,300 in server fees.  We historically pay about $500/year for miscellaneous expenses (Bulletin Board, Annual Convention, etc.).  We have yet to be billed for these items, but we must keep these funds escrowed.  It is not unusual for the company that hosts the server to bill us every three years or so.

            In summation, the club remain vibrant and viable even in these harsh economic times.  Members pay the whopping price of $1.00 per month, which is a great value, also considering the fee has never been raised.  Assuming our membership numbers and annual expenses remain stable, I do not foresee the need for an increase in the immediate future.

             Take care.

John

Minister of Finance


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LIVE PLAYING MAKE DOUBLE FUN
Contribution by Feerless Fred and Blackpedro

I used to play live when I was 20 and after 3years we made our own little rules , we had bombers deploying 1 infantry by parachute we had 5 board games and we played blind, so that was the best , the only way to see what was going on was with air and you would also get no response if you got hit with aa , hehe most of the time we had 3 players playing 2nd edition blind , some games lasted to the early mornings, no extra to the axis though, so it was exciting, im 47 now and been playing this game for almost 30 years, still need a bit of help once in awhile with the dice gods…………..!!!! ach!  but having fun and deploying tough strategic moves

So after years of missing my favorite game ……………AA result married with  children !... and work of course I decided to check out playing aa on the computer, my friend david who I used to play with wanted to play online but the game is 4hours long !..... give or take , I looked for a different game  and found this site with pbem ,,,which is play by email so you can take a turn in due time!,,, ive met many people when I first started and we still all had fun, when I got the hang of this , I enjoyed the people I met , like Blackpedro and pelleputt , blackwatch, indyjones was my first kill ill never forget him and his family, most players I met I sent pics and we talked about where we came from and our lives ,,, always an interesting story, my best kill though was a general named BlackPedro , we had a lot in common and we played many games, I found out he lived in Sault Saint Marie which is our true north and last year we set out to RV a trip up north , visiting Peter and his Family we had become good friends playing this game together we had to meet,, and it continued through our visit . we still continue to share our adventures today , and truly had made a good Friend, here are some pics

Trip_to_Sault_Saint_Marie_044

Trip_to_Sault_Saint_Marie_048

Trip_to_Sault_Saint_Marie_041

Trip_to_Sault_Saint_Marie_096
Don’t forget the most important pic! Hehe live footage of the D-day invasion from the beaches!
Thanks Fred………. Feerless Fred that is



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”Just wanted someones shoulder to cry on…”
Contribution by Blackpedro

I think the dice roller wants me to stay a one star general for life because she throws me these rolls so often!! up there in the Spring classic vs Hogans and while WEU is occupied by the allies, attempting to clear out some of EEU. meanwhile he shot down my USA bmr with aa-fire and round one of this attack, got a Russian MIG on aa-fire. 23 rolls of infs in round one and two of the attack and not one hit for me. look at the defense...
going to sit out for a while!

 

 

> Game Number: 16450
> Country: RU, Turn: 3, Round: 2
> Attacker: Blackpedro  
> Description: eeu
>
> Results for requested rolling follows
> ------------------------------------------------------
>
> IAAPA Dice Roller Results for Game: 16450
>
> Turn: 3 - Country: RU(eeu) Round: 2
> A&A 2nd. Edition Rolling Method
> Battle Type: Ground, Roller Mode: Manual, Selected OOL: KAAC
>
> Round: 2
> Attacker: 8 INF 5 ARM 1 FTR
> Defender: 8 INF 3 ARM 3 FTR
>
> Attacker Rolls:
> INF: 3,2,4,6,2,6,3,6 (0 hits)
> ARM: 5,5,1*,5,6 (1 hits)
> FTR: 5 (0 hits)
> --------------------------
> Total Attacker Hits: 1
>
> Defender:
> INF: 2*,2*,1*,2*,5,1*,1*,6 (6 hits)
> ARM: 2*,3,1* (2 hits)
> FTR: 4*,4*,3* (3 hits)
> --------------------------
> Total Defender Hits: 11

 

 

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aagun2

Pelleplutt – Herald Editor: This was the aa-gun Blackpedro mentioned !

 

 

 

 

TPOY – Tournament Player Of the Year

 

TOURNAMENT PLAYER OF THE YEAR 2008

 

 

 

 

 

 

 

 

 

 

4th Revised Edition

 

 

2nd Edition

 

 

 

 

 

Rank

Alias

Points

Spring

Summer

Fall

Spring

Summer

Fall

Slug

Army

Masters

Combat

1

Explosive

20

Winner

Q

S

Winner

Winner

 

Winner

 

Q

 

2

Molvas

9

F

Q

 

 

Q

S

 

 

 

Q

3

AATorpedo

9

 

 

 

 S

F

 

 

 

Winner

 

4

Spud

8

Q

F

Q

 

 

S

 

 

Q

 

5

Blackpedro

7

 

 

 

 

 S

 

 

F

S

 

6

Ghost7

6

 

 

 

 

 

 

 

F

 

F

7

Ghostglider

6

 

F

 

 

 

 

 S

 

 

Q

8

PipPopsRising11

5

 

Q

S

 

Q

 

 

Q

 

 

9

HoganS

5

 

 

 

 

Q

Q

 

 

F

 

10

Abel

5

 

 

 

 

 

 

 S

Q

 

S

11

Cnty

5

 

 

 

Q

 

 

Q

Q

S

 

12

Komp

5

Q

S

 

Q

 

Q

 

 

 

 

13

Fatlander

4

S

 

S

 

 

 

 

 

 

 

14

Dessertfox

4

 

 

 

 

 

Winner

 

 

 

 

15

Swordplay

4

 

 

 

 

 

F

 

 

 

Q

16

Ghemr

4

 

 

 

 

 

 

Q

 

 

F

17

McGoo

4

 

 

 

F

 

 

 

 

Q

 

18

Uffishbonga

4

S

S

 

 

 

 

 

 

 

 

19

thx1138

3

 

 

 

S

 

 

 

Q

 

 

20

Rewstr

3

 

 

S

 

 

 

 

 

Q

 

21

War_chick

3

 

 

 

 

 

 

F

 

 

 

22

Leno

2

 

 

 

 

S

 

 

 

 

 

23

Highground

2

Q

Q

 

 

 

 

 

 

 

 

24

Kieranbren

2

Q

 

 

 

 

 

Q

 

 

 

25

Mezza

2

 

 

Q

Q

 

 

 

 

 

 

26

Groefaz

2

 

 

 

 

 

 

 

 

 

S

27

Iron_Cross

2

 

 

 

 

 

 

 

S

 

 

28

VonSchneekloth

2

 

 

 

 

 

 

 

S

 

 

29

Amgor

1

Q

 

 

 

 

 

 

 

 

 

30

Elf

1

 

Q

 

 

 

 

 

 

 

 

31

Mangomike

1

 

 

 

Q

 

 

 

 

 

 

32

Unit10

1

 

 

Q

 

 

 

 

 

 

 

33

Konig

1

 

 

 

 

Q

 

 

 

 

 

34

RedCloud

1

 

 

 

 

 

Q

 

 

 

 

35

.231

1

 

 

 

 

 

Q

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

0

W=4 points

 

F= 3 points

 

S= 2 points

 

Q= 1 point

 

 

 

 

 

0

W=Winner

 

F= Final

 

S= Semifinal

 

Q= Quarterfinal

 

 

 

 

 

TOURNAMENT UPDATE

2008 Tournament Player of the Year:
2008 MASTERS:                      AATOREPDO-Hogan S
2008 COMBAT:                                             GHOST7-Ghmer
2008 SPRING:                        EXPLOSIVE-Mcgoo
2008 SUMMER:                                             EXPLOSIVE-AATorpedo
2008 FALL:                            DESERTFOX-Swordplay
2008 ARMY:                           Ghost7-Blackpedro (Live)
2008 AAR FALL:                      not there yet
2008 SLUG:                           EXPLOSIVE-Warchick
2008 AARSPRING:                   EXPLOSIVE-MOLVAS
2008 AAR SUMMER:                 GHOSTGLIDER-SPUD (live)


2007 Tournament Player of the Year: EXPLOSIVE
2007 MASTERS:                                            EXPLOSIVE-MOLVAS
2007 COMBAT:                       LENO-FATLANDER
2007 AAR MAIN:                     EXPLOSIVE-REWSTR
2007 SPRING:                        LENO-Facil
2007 AAR SUMMER:                 EXPLOSIVE-MAT27
2007 AAR FALL:                                            BLACKPEDRO-Explosive
2007 FALL:                            EXPLOSIVE-PIPPOPRAISING11
2007 SLUGFEST:                     KOMP-KENBELL
2007 SUMMER:                       EXPLOSIVE-HOGAN S
2007 ARMY:                           BLACKPEDRO-KENBELL
2007 ITSL:                            3rd Triumvirate (Explosive, Spud & Facil)


2006 Tournament Player of the Year: REWSTR      
2006 MASTERS:                                            EXPLOSIVE-REWSTR
2006 SPRING:                        FROGMAN10-BLACKPEDRO
2006 SUMMER:                       KOMP-Strategicspock  
2006 FALL:                            REWSTR-EXPLOSIVE
2006 SLUGFEST:                     PIPPOPSRAISING11-EXPLOSIVE
2006 ARMY:                           REWSTR-PELLEPLUTT           
2006 ITSL:                            TEAM "UNKNOWN NAME" (Explosive, Spud, Facil)

2005 Tournament Player of the Year: REWSTR      
2005 MASTERS:                      REWSTER-FACIL
2005 SPRING:                        FROGMAN10-Rewstr
2005 SUMMER:                       EXPLOSIVE-CNTY  
2005 SLUFEST:                       AATORPEDO-LENO
2005 CHEETAH:                      SPUD-EXPLOSIVE

 

 

 

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