Anybody got a compass? |
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A horde (well, actually three hordes) of Japanese who have been starving in the jungle finally approach the Marine lines south of Henderson field. They have taken losses from the march and are terribly disorganized on the approach. The Marines know the area and can move with some determination. The Japanese on the other hand don't really have the slightest idea where north, south or anything else is (they are subject to disorientation while the Americans are not). The Japanese have two objectives, to exit the north end of the field and to eliminate six steps of Americans. Both sides have about a billion leaders so it will be the odd unit that doesn't have direction. The Americans just need to stand tall, delay the Japanese and try to keep from dying. Adding to the excitement is the Fog of War rule for Guadalcanal that starts rolling after each player has made two activations, fails on a roll of 15, oh and it's night so it fails on a roll of 14 for this scenario. So, the Japanese have to attack, they don't know where they are going, they only have a 1/3 chance of going where they want to and they have too many troops to expect to actually get everything done in a turn because they are in the jungle and there is no chain activation. Given the situation we were not surprised to find that halfway through the action there was virtually no chance for the Japanese to get off the board. This was primarily due to a very strong stand by the point company of the Marines on the southern end of the ridge. Any attempts to move around this position got dislocated by the disorientation rules and those that actually got there were blocked by the reserves. On the east edge of the field, the Japanese were able to eventually assemble sufficient force to have a three platoon group together with a leader with a combat modifier, giving them an assault on the "18" column. The Americans were able to strip away the supporting forces and in the final hour of the scenario the Japanese still needed to take out two more steps. A roll of "6" did that. At some point it probably made more sense for the Americans to try to disengage. I didn't because I thought it would be better to try to cripple the assault group by assembling enough counter force, I guessed wrong. In the end no Japanese made it off the board, giving the Americans a win while with the 6 step losses the Japanese also won - a draw. I found the tension of each turn to be excruciating for the Japanese player. While to an extent the Japanese player is fighting the system I found it fascinating to feel how difficult it can be to organize an assault in the jungle at night. I give it a "4". |
5 Comments |
Interesting AAR. I just picked up Guadalcanal and Jungle Fighting in the November Sales and was wondering if you had played any of the "Hidden Japanese" scenarios solo and if so, how did you manage that? Since the Hidden aspect is such an important part of this module, It doesn't seem like a rule you can safely ignore?
Hi Tony,
This is how I do it, it allows for a respectable level of uncertainty with a minimum of fuss.
Shad -
Thanks for this info!
I always wondered why pacific front scenarios were rated lower and i think that because of the majority of solo plays, the hidden rule might be one of the culprits.
Tony,
I don't use a particular approach to create the uncertainty. I have had the good luck to play a number of head to head games with Hugmenot (Daniel) that included hidden units (Panzer Lehr, Saipan, Indian Unity and War on the Equator) to have a good feel for the impact of the "hidden" status and will walk blindly into an ambush if such is called for.
Much of the low ratings of the earlier Pacific scenarios, I believe comes from the repetition. There are five nearly identical scenarios in Jungle Fighting (I have played three, I think they are called Fight without Water and then Day 2 and Day 4. The Sea Horse scenarios look to be nearly the same thing. Add to that the fact that all of the Guadalcanal and Jungle Fighting scenarios are fought essentially on the same board with the same infantry forces and there just isn't enough variety. Kokoda Trail adds the Austrailians and Saipan really opens up the theater (Nihon Silk is full of oddities and Power of the East tends to be a very different beast entirely).
Well said, Matt!