A Nightime Fight in Eastern New Guinea | ||||||||||||||
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This was a 4-session, company-scale, play-through in the dark with the daring & adept Tubac52 leading the defending Aussis side. I had the attacking Japanese, and both sides drew decent leaders sets. This was a relatively-balanced one, that ended in a victory for the Emperor's SNLF boys landing in New Guinea. We played it with the FOW and excess initiative optional rules. Others have described the action of what is in essence a lengthy Australian tactical withdrawal in the face of a higher morale, combined arms force. As is typical, jungle disorientation caused havoc for both sides, but hurt the Australians more than the surging Nipponese. The final VP total were 15 for the Japanese and 10 for the Australians. iI the senior Aussia leader had not ben eliminated in the 6th game turn, this could well have been an Ausralian win. This one is a decent, but slightly tedious pull. Reasonably balanced, the scenario is suitable for SHARED and SOLO play. I give it a three. |
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2 Comments |
Ah, but my worthy opponent had light tanks, which made most of the critical difference in force correlation, and directly contributed to the early death of the Aussie senior leader. After that tragic event, all Australian combat decisions were made on the basis of "the lesser of 2 evils."
Even a pair of crummy, road-bound, tank platoons is way better, than no tank platoons! Thanks for letting me play the side - with at least - light armor.