Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
Japanese Quaker Guns
Author thomaso827
Method Solo
Victor United States
Play Date 2015-07-10
Language English
Scenario MARI012

I played using the standard Saipan 10-3 Marines. Japanese have limited numbers - 10 infantry and 6 HMGs, but lots of big guns, to hold a board length by 2 boards deep, trying to keep the Marines out of 2 entrenchments and 2 caves and also trying to grab a beach hex or two along the line. The scenario rules say to flip the 200mm Japanese gun and if it lands tails up, it occupies the entrenchment but does not fire. Playing solo, I waited until it would have had a shot before flipping it, and naturally it landed tails up, so no big gunfire there, hence the title of Quaker Guns, denoting the fake guns entrenched during the American Civil War. The scenario is set to run 36 turns, but the Marines got off the beach quickly and the added Shermans entering from the beach on turn 5 just added a little to the momentum. The beach board had been cleared with little loss by turn 8, and the caves and entrenchments by turn 16, and the last turns were spent chasing a demoralized single HMG step and a few remaining Japanese leaders. This is definitely one to replay with the lower value Marine infantry and see if the Japanese can hold. In my play of the Japanese, I traded space for time, avoiding contact with the infantry if it looked like the Marines would be able to hit them from 2 or more adjacent hexes. As they came into view, the Marine direct fire tore them up, so nearly half of the Japanese infantry and half of the HMGs were lost as the beach board fell. OBA, while the Japanese had a 30 column total, the Marines had 3 times that, and dice were certainly on the US side, as OBA rolled a 2 when firing on one of the Japanese entrenched guns, taking it out in one shot and leaving the unharmed leader scratching his head. Japanese caused a few disruptions but had to shift fire each turn and couldn't use that fire to do further damage to the same target. In the end, Marines lost 4 steps, Japanese lost 39, and points wise, the Marines had all town and village hexes, caves and entrenchments, so an actual tally seemed like a bit of a waste. Really enjoyed this game and will enjoy more with a face-to-face play.

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