Author |
thomaso827
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Method |
Solo |
Victor |
Draw |
Play Date |
2016-07-01 |
Language |
English |
Scenario |
Saip002
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This beach landing scenario gives lots of opportunity to try an alternative approach, both to the approach taken in scenario 1 and to the ways others have reported playing it in their AARs. I split my attack force with the Marine Colonel taking the force containing all the engineers and Flame units to go after the city on the southern board, while the rest hit the beaches to clear the Japanese from the north end trying to clear the necessary 28 hex by 4 hex area to be completely clear of Japanese troops. The Japanese win if that doesn't happen and they control the whole multi-hex town on the southern board. This sort of contradicts since the US has to take at least the northern 2 hexes of the town to clear the 28 hex area by my count. But in setting up the Japanese side, I set out the AT guns to cover as much beach front as possible and set up outposts of HMGs and infantry in every town and heavy jungle hex possible facing the beaches. The Marines got ashore in pretty good shape, only having lost one LVT offshore, and that LVT having one of the Flame engineers and an LT. The assault on the town went pretty well with the Marines rolling up the north flank at the same time they hit it from the shore, and Japanese had lost about half of the town when my time limit expired. The Marines to the north had cleared most of the northern board, but the small hill along the beach, right in the middle of the board, still had a pair of AT guns defended with an infantry and an HMG and lead by a good Captain. With the number of turns available, it was very likely that the Marines would have taken that hill from the north, but funny things happen when one gambles on what is likely. With the town having lost about half of it's area to the Marines, that kept the Japanese from having kept the whole town, but now in looking at those victory conditions again, this isn't a draw as much as a Japanese win since the Marines still don't have the full 28 hex length area they need. Good game all the same, and one I will be anxious to try again in face to face play when I have the time to run the full scenario. In review, the Japanese failed to take advantage of their infantry bonus by deluting their strength mixing with AT guns and HMGs. Japanese OBA actually did more friendly fire damage than damage to the enemy, especially since the Marines got just aobut the best quality leadership in the mix and the Japanese drew mediocre at best, allowing Marines to shrug off many of the OBA shots but the friendly fire landing adjacent didn't get shrugged off so well. Great game.
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