Take More than One Village - If You Can! | ||||||||||||||
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A 20-turn pitched battle with the aggressive T-Rex - him without tanks or nasty AFVs - as the Japanese side in the jungles of New Guinea. I crewed the Australian side. Both sides drew decent leaders in this 4-session play-through. We did not use the FOW until turn 10, but did use the excess initiative, hidden units and consolidation optional rules. This scenario started out great for the Aussies with 3 village liberated, or contested, by my Diggers . . . then turn 12 happened and it was all downhill from there. In that turn, the senior Australian leader was captured in a close assault, and 2 other Allied leaders were killed, causing chaos and causing the up-'till-then fruitful Digger attack to come apart at the seams. Fierce and methodical Japanese counter attacks followed in the south half of the map, with Lady Luck favoring Axis die rolling in combat, morale recovery and initiative. It was ugly. By the end, the overstretched, Japanese were in control of every single hamlet on the battle map. I give this not very good, probably untested, scenario a rating of 2, only because of the fun we had playing it. It is probably better played in shared mode, and does not really lend itself to solitaire play (hidden units). |
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