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Overall Rating, 3 votes |
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4
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Scenario Rank: --- of 940 |
Parent Game | Changsha |
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Historicity | Historical |
Date | 1942-01-03 |
Start Time | 23:00 |
Turn Count | 24 |
Visibility | Night |
Counters | 104 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 2: 114, 92 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 188 |
AAR Bounty | 171 |
Total Plays | 3 |
Total AARs | 1 |
Battle Types |
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Inflict Enemy Casualties |
Scenario Requirements & Playability | |
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Changsha | Base Game |
Counter Attack | Maps |
Pusan Perimeter | Maps |
Introduction |
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North-east of Changsha, the Japanese 11th Army ordered its 40th Infantry Division to move to cover the rear and left flank of the divisions attacking Changsha. The Japanese division had just begun to assemble for the night march when a Chinese division, carrying out the very attack that 11th Army commander Korechika Anami had feared, plowed into its outer pickets. |
Conclusion |
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The Chinese kept up their attacks through the night and the next day, keeping the 40th Infantry Division fully engaged with the Chinese 95th Infantry Division and unable to either joint he assault on Changsha or reach its flank-guard positions. Even as the last Chinese defenders of Changsha were rooted out, the Japanese 11th Army command issued orders to withdraw from the just-conquered city before the Chinese could encircle them there. |
Beware Illuminated Chinese on a Rampage | ||||||||||||||
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This was my first serious, nighttime battle as the Japanese player, against the cunning and calculating Treadasaur and his attacking Chinese hordes. We played it out on Vassal over 6 long sessions starting last month and the Chinese finally won out by inflicting more casualties on the defending Sons of Nippon, for a minor victory. We used the FOW, excess initiative, smoke/illum and consolidation optional rules. Almost from the beginning, the Japanese had miserable luck and threw many combat 7-die rolls at all the wrong times. Oddly, the Chinese had better leaders in this fight, though leader casualties for both sides was also higher than expected. At the start of the game and in the last 6 turns, the Chinese mortarmen were dead-on accurate. Both sides suffered senior leader decapitations and there were 8 FOW-shortened game turns. The Japanese simply ran out of units by the end of turn 20, though they had already lost 15 steps of infantry and HMGs by then. Naturally they were better in close assaults and the Japanese snapped back more quickly on morale rolls thanks for their overall higher morale status. I enjoyed playing this scenario as a chance to gain experience fighting in darkness on defense and give this decently balanced one a 4. |
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