A Hex Too Far |
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As in the previous scenario, the Nisei are asked to create a hole three hexes wide in the German lines in order to reach some isolated units beyond the playing surface. The Germans start out spread across the map to keep the Nisei from having an easy space to move through and have two platoons hiddent behind an intentionally weaker area to try to suck the Nisei in. The Nisei take the bait and attack towards the hidden units and begin having terrible luck with morale. As in the Italian campaign the dice seemed to know just when the Nisei were running out of gas and gave me fits trying to get enough good order units to accomplish the job. This is a short scenario so there is little time to change your mind and head somewhere else to create the tunnel but the improvement in morale in one area gave me the chance to assault Banzai Hill itself successfully. This created a huge hole in the German line but the time it took to occur gave the Germans just enough time to move some units from both wings to the center and seal the hole in the very last hex of the map. If the map were one hex shorter the Americans would have had their tunnel through to the isolated unit but as it was it was just a little too far. There was a ton of tension in this play, unlike the previous scenario. This one played more like the last one should have. Both are very short with time pressure weighing heavily on the Nisei. I give this one a "4" to reflect the tension of the game and the close result. This was a day of perfectly balanced scenarios (see the plays of War on the Equator 1 and 2 with Hugmenot, they were also last roll of the dice games). |
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