Flights have Been Seriously Delayed | ||||||||||||||
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This was a 3-session, fairly-wild play-through with the intrepid and cunning, ACav leading the attacking Japanese side. I played the defending American paras in what ended as a US victory. Both sides drew middling leaders. We played with the FOW and excess initiative optional rules. As others have reported : "The only thing that will help the Japanese in this scenario is to close fast and charge to assault hexes." There was no traditional movement to contact as both sides were under fire immediately and casualties rose very quickly. The Japanese owned our second session that included a US senior leader lost, but took a heck of a thrashing in the first and third, especially among their lower-morale regulars. The Japanese paras were much more resilient and nearly pulled off a draw if we had paused at the end of our second session. We lost track of the numbers of: adjacent-hex firefights, close assault waves, morale recovery failures, and combat 7-die rolls. There were 13 FOW-shorteneed game turns that truly played havoc with Japanese attack sequencing & materially benefited the American defense. US counter attacks eventually prevailed in the two airfields. The final step loss tally was: 21 steps and 3 leaders for the Japanese, and 8 steps and 3 leaders for the GIs. This one got a 2 from both of us, only because it was fun to play with a challenging & entertaining opponent. Too unbalanced for shared play as published, save this one for SOLO play only, The victory conditions would benefit from a rewrite. |
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