"It wasn't exactly boxing, sir. It wuz two guys just slugging it out..." |
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The Japanese are tasked with landing near an airfield, taking it from the Dutch and destroying enough Dutch steps to make the trip worthwhile. The Dutch meanwhile have pretty much the same idea, kill Japanese and hold the airfield. The Japanese landing comes off reasonably well and they take a couple turns to get organized. There is certainly the urge to move forward prematurely but I was able to keep within my self. I was helped by the fact that I lost no steps in the landing so was not starting from a deficit. I noticed that Jap actually considered a sortie by the Dutch to kill some scattered PARA. Luckily my Dutch were able to do that in a simpler matter. One unit landed virtually on top of the Dutch defenses and was summarily dispatched by DF. I have to admit that I didn't consider anything other than a hedgehog defense around the airfield for the Dutch. They simply don't have the morale or the aggreagate strength to go chasing around after the Japanese. the Japanese decided to approach the airfield from the south where they ran into the entrenchment and a host of Dutch. The first assault on the perimeter was on turn 6 and the assaults piled up bodies from both sides. While the Japanese were able to reach the airfield it remained under assault at the end of the game (They were only able to reach it on turn 11 of 12 so complete control was probably out of reach given their approach). Total losses were 13 Dutch, plus one armored car verus 10 Japanese for a Japanese minor victory. Both sides rolled well in assaults and the Dutch were particularly effective with opportunity fire. A perfectly reasonable first scenario. A good one to learn the airdrop mechanism and a straightforward slugging match afterwards. I give it a solid "3". the novelty of having the Dutch, however, is something that merits play in any event. |
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