Played against Brett in two smallish Skype sessions. This scenario shows a Japanese night assault with tank support v dug in Marines with both excellent OBDA and before darkness falls, aircraft support. The Japanese mission is to force the river line or at least inflict heavy losses on the defending Americans the Marines simply have to hold the line.
I was the Japanese commander and although I realised that there was no point in attacking in any great force before darkness fell, the OBDA would be too punishing, I could not just do nothing for the first 5 turns and probed the US lines with a HMG & INF platoon the result was three step losses from OBDA, aircraft and accurate OF. Not a good start. As night fell the Jap line rolled forward to engage the dug in US marines, Japanese losses started to rise and it was soon obvious that the US had done enough not to lose this scenario. This though meant that losses were less important to the Sons of Nippon and with a scream of Banzai they threw themselves on to the US lines.
One downside to this was that once a Japanese units has initiated an assault they can not leave the assault hex unless demoralized or victorious, when I mentioned this to Brett he said his rule book said I could withdraw by rolling 4 or more though of course the US would get a free hit, this led to the realization that we were reading differing versions of the Guadalcanal rules. As my set was the newer we stuck to those rules.
We soon had 4 lots of assaults going on, here the US first strike was causing causalities, morale issues which nullified the Japanese advantage in numbers and close combat skills.
Even so though US losses began to slowly mount up, I needed to inflict 7 step losses to get the draw, it dawned on me that although I would never break through the line I might just scrape 7 step losses. I decided to move the tanks forward even though they would be exposed to A/T fire at least they would force the US Commander to use an activation to deal with them.
Well Brett missed with the 37mm and I got lucky with DF from the tanks and blew the pesky thing up next GT. Brett then made a tactical error instead of assaulting the offending Japanese armour he moved a 75mm armed half track adjacent to engage in an armour duel.
He did take out one tank but I hit back and also took out half of his half-tracks then for the next three turns we blasted at each other without any effect, (Brett needed just a 6 on two dice to get a hit but threw 3 4's on the trot, I need 8's and threw three 7's on the trot) However by then I had gotten lucky at last and two 9 strength assaults and hit the Marines with two more step losses I had got the draw which I can felt like a win to me.
**Why was this a strange scenario well, there were many strange die rolls for a start, the US line is almost impregnable if set up right, which in this case it was, the Japanese player should wait for nightfall then charge, with the map restrictions there is no room for any fancy flanking outmaneuvers from the Japanese and for most of the game I was bashing my head against a brick wall. Brett made two errors in my humble opinion, the first was advancing across the river ( I am not sure why he did this ) but it did help me getting some early assaults in. The second error I have already mentioned. I too made as many if not more errors but these perhaps were less damaging the the US ones. I was going to mark this as a 2 but the last few turns were fun and tense so that pushes the mark up.*
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