Jungle Fighting #20 | ||||||||||||
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This is another exercise of "Can the Japanese roll a 2?" while the Americans eventually wear down the few bodies left in the entrenchment. Its not fun, or engaging. This is better than the last in that there is 1 hex the Americans can start on, or enter on where it is not adjacent to the Japanese trench. Americans have to be hyper casualty adverse, so they start with only there 3 x HMG stack on said hex and shoot the trench each turn while trading OBA with the Japanese. Japan cant return DF lest they forgo OP fire and the chances to roll a 2. So they sit there and shoot until they actually accomplish something. It took 9 turns to get the stack sufficiently suppressed to onboard another stack on INF past the suppressed op fire and into the Jungle on the left. From there it snowballs as there is another firing stack, and they eventually brute force the hexes once there is not enough resistance. Nothing to game here, very dull and repetitive. Its a very low 2, but IS a little better than the first Sea Horse. |
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