So much to do, so little time |
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In this scenario, the Japanese are sending a small force forward in advance right into an Australian ambush. Victory is based on number of trail hexes controlled and number of casualties inflicted. The Australians set up most of their units just south of the trail where it runs east-west, many of the units hidden. A small detachment guards the trail where the stream acts as a path of approach. The Japanese do send a force down the stream, with the rest coming in on the trail. The Japanese don’t spot the Australians lying in ambush until they are adjacent. A huge firefight between the small forces begins, with some Japanese HMGs trying to move around the Australian flank. Unfortunately the short length of the scenario makes the HMGs less of a factor as they had to spend too long moving. The Australians beat up the Japanese pretty bad, but take some hits themselves. As the end of the scenario approaches, the Australians assault weaker Japanese forces holding trail hexes. Unfortunately, a small stack of Japanese does move down the trail. But the Inf is disrupted, so moves at one hex per turn. Once again, the short length of the scenario means moving disrupted may be faster than failing a recovery effort. The Japanese moving down the stream make the trail, and spread out to occupy hexes before the scenario ends. The Australians blow away one step and then launch an assault on another trail hex to contest it. In the end, the Japanese suffer five steps, but control eight hexes of trail. The Australians suffer only two steps, but only control four hexes. Final score, Japanese 10, Australians 9, a draw. Neat little scenario. Perhaps the Aussies should have defended a little more forward, but they did not want to get caught in assaults while small Japanese forces move around them. Not much time to do anything, so both sides are suffering significant time pressure. Very tense for a small scenario. I rate this a 4. |
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