Beware! Disoriented in the Jungle . . . | ||||||||||||||
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As other, more articulate writers have noted, this is a decently-short, highly-intense and relatively well-balanced scenario. I will only present an outline report. The crafty & determined, Tambu, led the defending American side and I played the attacking Japanese. This one is all about hex control and step loss as victory conditions. Both sides drew middling leaders. We used the FOW, consolidation, smoke/illum and excess initiative optional rules in the 7-session, online play-through on a relatively small map portion. As suggested in other AARs the Japanese held their probing moves & general advance until night and thereby avoided the worst of the sometimes-overwhelming US OBA & air strikes. This required a fair amount of patience while moving to contact (curse the effects of move disorientation) and consolidating their planned attacks in the jungle. After dark, the game complexion changed to one of repeated Japanese close assaults - and for once - with armor in direct support! Indeed, those assaults accompanied by the limited Japanese armor were all successful. Most of our battle sessions were marked by intense seesaw-like engagements that stressed the thin US defenses to the limit. Adjacent hex firefights saved this one for the Marines, and guaranteed the hard-fought draw that ensued. Yes, the Japanese were able to get across the river in considerable strength, but the Marines kept a vise-like grip on the village and eliminated all the Japanese armor units. Final step losses of 14 for the embattled Marines and 12 for the Japanese. Leader losses were very heavy in this one, including the senior leaders of both sides. I give the one a generous rating of 4, and recommend it for both shared or solo play. |
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