Push Them Back, Mate! | ||||||||||||||
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This was a, 5-session, 24-turn, difficult-to-manage & bloody one that featured the ably-led, well-positioned, Japanese under Reconquista, in battle with my hard-as-nails, advancing Australians. We used the FOW, excess initiative, consolidation, hidden units & smoke/illum optional rules. Both sides drew middling sets of leaders and jungle disorientation caused considerable havoc for the attacking Diggers. As others have experienced, both sides went almost straight into assault mode in a see-saw fight for the 3-hex village, while a number of costly, adjacent-hex firefights broke out on the Japanese-held ridge. Unexpectedly, the Emperor's soldiers were not able to hold the village and lost too many leaders and personnel in the bargain for an Aussie victory. There were 8 FOW-shortened game turns, in all, that helped the defending Japanese far more than it should have. The senior Japanese leader was eliminated leading a counter attack that displayed very good promise, until he threw a 12 morale recovery roll, which took the steam out of the Knights of Bushido. This was a relatively balanced, but rather gamey one, that was fun to play with a challenging opponent. IMHO, it is suitable for both SOLO and SHARED play, |
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