Light Armor & Close Assaults Rule | ||||||||||||||
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This was a 24-turn, 6-session scenario with the defending Aussies led by the fierce & intractable Tambu. I had the attacking Japanese side with fighting sailors and a few tanks on dry land in New Guinea. Both sides drew middling leaders, but only the Australians suffered a senior leader decapitation. We used the FOW, consolidation and excess initiative optional rules We moved fitfully through the Japanese movement to contact, with the Aussie mounting a stubborn defense and having significant luck in both opfire & adjacent-hex firefights. Then the remainder of the Emperor's boys began flanking the defenders and soon the initial defenses were overrun in close assaults, supported by the very limited armor. The airfield was then occupied by the better-morale Japanese during game turn 15 - when my determined opponent's leader decapitation occurred - that pretty much ended the Australian's chances to secure a draw or a victory. The result was an ugly & costly Japanese victory. We agree that this, slightly unbalanced, slugfest in the jungle deserves a somewhat generous rating of 3, and is suited to both SOLO and SHARED play. |
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1 Comment |
Concur on this evaluation, but I think that the scenario needs a rewrite, as there is little chance for an Allied victory or draw. This battle was a bit tedious at 24 turns, and should probably be reduced to 18-20 turns.