Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Clash at Dawn
Changsha #6
(Attacker) Japan vs China (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for ChOp006
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 913
Parent Game Changsha
Historicity Historical
Date 1942-01-06
Start Time 05:00
Turn Count 28
Visibility Day & Night
Counters 111
Net Morale 1
Net Initiative 0
Maps 3: 115, 94, 95
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 197
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Meeting Engagement
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Changsha Base Game
Counter Attack Maps
Pusan Perimeter Maps
Introduction

The aggressive Japanese advance on Changsha had left the 11th Army with a vulnerable rear flank, and the armies of the Chinese IX War Zone soon filtered in behind the Japanese. The weak Japanese flank guards fought to keep the retreat route open as the conquerors of Changsha hurriedly abandoned their prize and marched back to the north.

Conclusion

The Chinese kept up their attacks through the morning, but could not get past the Japanese blocking force to interrupt the enemy’s line of retreat. The Japanese had advanced without really paying much attention to the Chinese divisions left behind them, and Pi Yueh’s IX War Zone now directed them to block their escape. The Japanese Eleventh Army remained in grave danger.


Display Order of Battle

China Order of Battle
Republic of China Army
  • Towed
Japan Order of Battle
Imperial Japanese Army
  • Towed

Display AARs (1)

Another Bloody Near-Draw
Author ACav (Japan)
Method VASSAL
Victor China
Participants treadasaurusrex
Play Date 2023-09-11
Language English
Scenario ChOp006

Again, a punishing and overlong scenario with the cunning and fun-to-play; Treadasaurus as the Chinese player in a movement to contact fight -- but him playing without any AFVs as his penance for squeezing out a minor victory over my glorious but inept Japanese Legions in a 5-session shot. We both drew wretched sets of leaders in this early morning slug out of a rather gamey battle. I lost my senior leader on the 6th turn -- in fact the Japanese lost 6 Lieutenants and 2 captains. We played with the FOW, consolidation, smoke and excess initiative rules.

This scenario should have a re-written set of victory conditions for this Verdun-or-The Somme-like fight, as it was too easy for my estimable opponent too get his large Chinese force off the east edge of the battle map by the end while also ALMOST inflicting enough casualties to give the Chinese a second victory objective. This should be a 20-22 turn scenario max.

I give this one a generous rating of 2, and recommend shortening it and doing a victory condition rewrite. I did learn some things from my erstwhile opponent about recovering from multiple leader losses, softening up enemy positions with adjacent-hex fire fights, before attempting assaults -- and sequencing attacks with proper reserves at hand. It is a good introduction for solo play IMHO.

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