You Can Run But You Can't Hide | ||||||||||||||
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Played face-to-face against Matt W in 75 minutes. I played this scenario solo a month ago but had forgotten I recommended using hidden units if playing against someone. The Japanese commanders spread out his units to force me to do the same. The Americans suffer an immediate shocker when the Japanese spotter calls in artillery and vaporizes a marine platoon. All the Americans can hope for now now is a draw if they can eliminate all the Japanese units. With no longer have to worry about casualties, the Americans moved forward very aggressively in order to engage the Japanese in assault as quickly as possible. The Americans lose two more platoons but managed to corner all but one company. The Japanese decide to break out at this point to lead the Americans on a merry chase but two of the platoons are stopped cold by the M3/75 opportunity fire. The Americans quickly overwhelm the two platoons and have 5 turns to track down the lone Japanese unit left, which they did on the next to last turn. Draw. I gave it a "2" this time because I felt the play is too straightforward. I do believe this is a good introductory scenario because it does illustrative very well the difficulties of chasing units in difficult terrain. I also kick myself for not remembering to play with hidden units, as I had previously suggested. |
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