Played this scenario yesterday over vasl, despite some glitches with VASL itself and Skype the game went very quickly.
In this scenario the Japanese have to take 5 victory buildings in 8 turns. The Japanese get 18 squads, 4 leaders, 4lmg, 2 mmg, and 6 tanks. Unlike my last game I treated the tanks as nothing more than extras for this scenario - the infantry were going to carry the fight!
The Chinese get 12 squads at start, 2 leaders, 2 HMG, 2 LMG, and 2 75 arty pieces. In addition they have 2 roadblocks and 6 trenches (that link to buildings like in RB but with no basements).
On turn 5 they get reinforcements of 5 squads, a leader, an lmg, and 2 tanks.
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| The board at start. (I accidently setup incorrectly so technically I lost the first game after all my units failed to enter, ahem...) Circles are the VC buildings. |
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| Off to the Races! No LOS means run like crazy! |
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| The fighting commences, Tycho loses a dummy stack and moves his troops to counter the threat. |
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| BONSAI! (once again, no Banzai by SSR) |
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| Unlike my last game where I played my Japanese like other nationalities this time I press the attack hard (I'm a naturally aggressive player to begin with and the Japanese are a dream come true!). I also get lucky, the gun at the top right fires and misses, my tank enters its hex and then a follow on couple squads fire and DM the crew. A Chinese squad broke while firing at my guys (FPF and 6 morale don't mix) and was eliminated by massacre. Another squad is eliminated in CC. |
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| The tank that entered the Gun's location forgot to roll for bog and it ends up bogging on an 11, followed by a nice low roll firing at the DM crew - which eliminates them... A Japanese Sniper then DMs a Chinese squad crossing the street. |
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| BONSAI! (yes, again!) |
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| Image at end of Japanese Afph of turn 2). My Japanese are not going to slow down to cross a street. 2 squads gunned down in the street but the rest make it adjacent to the enemy. An HS also gets nailed but no resid since shooter rolled snakes and it disappeared in a puff of Cowering (Tycho would do that a LOT!). He also rolled lousy against the Japanese entering the building, lots of nines, tens, and elevens. For the guys entering the street he rolled better but with lower fire values. |
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| The CC phase crushes the Chinese resistance (how do you stop the Japanese?) Highlight of the phase is Tycho rolling an Ambush and then rolling boxcars. Japanese HS finished off the poor bugger with ease. |
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| The Chinese try to make a new line of defense. |
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| Japanese portion of Turn 4. The tanks swarm around the rear and the squads move in. Chinese resistance cracks again. At this point Tycho called it - although he had a gun in X6 that might have done some real damage the Chinese now had equal numbers (once their reinforcements came on next turn) and the Japanese would almost certainly have taken all the VC buildings by then - forcing the Chinese to take at least one back in order to win. |
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With both agree that this scenario seems to be unbalanced in favor of the Japanese but I just realized that the Chinese never made mention of Bore Sighted locations. With the MGs and the Guns that might have made a difference. Even with that I would recommend this package to anyone wanting to play PTO - the programmed instruction nature of it and the incredible boards and articles in the Blood and Jungle pack are well worth the money.