Nhpum Ga Scenarios
A115 Blockbusters –
Japanese on the defence for the first time. I’ve reread the rules regarding: the 10% Japanese Hidden Initial Placement, detection of HIP Stealthy troops in jungle & bamboo terrain, and White Phosphorus grenades. The U.S. have to clear the trail & adjacent hexes, plus retain all their original set up area.
Game Turn 1 –
Two squads deploy during Rally. During Movement, a scout ½ squad is KIA on the trail by a HIP Japanese MMG crew, who fires at a second moving U.S. ½ squad but flips (reduces) on the Final Protective Fire shot; then a follow up U.S. squad is broken by Residual Fire. One Advancing Fire shot does nothing. A bamboo concealed Japanese squad reveals themselves to force the broken squad into the gully. All U.S. units are CX after Advance (except 2 leader led squads and one squad in the gully).
In the Japanese turn, a squad fails to deploy. One PrepFire shot breaks a U.S. ½ squad. The defenders shuffle around their defence perimeter a little. DefFire stripes a Japanese squad in bamboo (hot Japanese sniper breaks a U.S. squad on their left flank), who in return, Advances into CC with the CX U.S. ½ squad, ambushes & kills them. All Japanese units are concealed.
Game Turn 2 –
An 8-1 rallies a DM U.S. ½ squad on the trail. No PrepFire, the U.S. units move to envelop the defenders. A ½ squad is broken by DefFirstFire & broken again by FinalFire to remove them. Two Advancing fire shots both fail to effect the defenders. In Advance, two U.S. ½ squads go into CC with separate Japanese units: both Marauder ½ squads kill the Japanese squads, with one U.S. ½ squad dying in the fight.
In the Japanese turn, PrepFire sees a knee Mortar get a CH WP on an adjacent squad, who breaks; during Movement, a 9-1 + LMG squad banzai charge an adjacent U.S. ½ squad and they survive all DefFire. Two other DefFire shots end up pinning a LMG squad & striping a 1st line squad. The banzai units Advancing Fire breaks the U.S. ½ squad, then they drop back in their Advance Phase. The U.S. retreat 2 broken units During Rout. The Japanese conceal 2 units.
Game Turn 3 –
A squad rallies south of the gully. PrepFire breaks a striped squad to a ½ squad on the U.S. right; MMG fire ELR stripes a Japanese LMG squad, then pins them on the RoF shot. In Movement, the concealed U.S. 9-2 MMG squad AM’s up the trail, but they are both broken by a snake eyes shot, surrounded by Japanese units. A bamboo thicket is searched on the right flank. An 8-1 NCO drops back to rally the 2 broken squads on the jungled hill. No Advancing Fire; in Rout, the U.S. 9-2 & squad die for Failure to Rout. In Advance, the right flank platoon squads start ‘clearing’ jungle hexes by occupation; on the left, a MMG squad goes CX into CC with a pinned, striped LMG squad, & a concealed U.S. ½ squad advances into CC with a Japanese stack on the hill clearing. In CC, the MMG vs LMG squad has no ambush, the U.S. squad just misses a result, while the Japanese squad rolls snake eyes to kill the Marauders. The adjacent hex CC action sees the U.S. ambush the Japanese NCO + LtMtr squad but for not result, melee (normal) ensues. American losses were heavy this turn.
In the Japanese turn, 2 U.S. squads rally under the 8-1 leader at the left rear. One PrepFire achieves nothing. A ½ squad on the Japanese left flank strays into an adjacent bamboo hex and breaks after being shot by the U.S. 8-0 led squad. A striped LMG squad goes CX, advances adjacent to a broken U.S. ½ squad to DM them & retires to the jungled hillock again. A HIP ½ squad breaks cover, goes CX and runs to their right. DefFire pins a Japanese ½ squad on the U.S. right. A ½ squad from either side routs away. The existing normal melee turns Hand-to-Hand, with the Japanese killing the U.S. ½ squad. Four Japanese stacks gain concealment.
Game Turn 4 –
A Japanese ½ squad rallies under the 9-1 leader. In PrepFire, a U.S. ½ squad on the right flank rolls snake eyes against the Japanese ½ squad in bamboo, the 2MC is failed with boxcars that removes the Japanese unit. A U.S. squad fires at an adjacent, concealed Japanese stack for no effect. In Movement, a U.S. left flank squad attempts to head off the CX Japanese unit. The 8-0 + squad moves around the right flank. The 8-1, squad & the HMG ½ squad inch forward; one squad strays into bamboo. No DefFire (only one concealed Japanese unit has LOS to a U.S. squad). No Advancing Fire. After the Advance Phase, 7 U.S. units conceal.
In the Japanese 4th Turn, the U.S. ½ squad fails to rally under the 8-1 leader. No PrepFire, the majority of the Japanese units skulk; the one exception is the far right flank ½ squad that makes a break for the backfield, but is pinned by DefFirstFire from the adjacent U.S. squad. Most Japanese stacks return to blocking positions in their Advance Phase.
Game Turn 5 –
The U.S. has three turns to wipe out 5 Japanese concealed stacks. Two Japanese squads attempt to pick up U.S. MMG’s in separate hexes; the one on the trail succeeds, both lose concealment. A good U.S. PrepFire, with 3 shots breaking a ½ squad, pinning a striped squad & striping a full squad on a 1MC. During Movement, a U.S. ½ squad moves adjacent to the two northernmost Japanese stacks; the HMG crew + ½ squad DefFirstFire & break the ½ squad on a 2MC. The right-hand flank U.S. 8-0 leader charges into the other concealed stack, forces the 9-1 Japanese leader to reveal himself (a squad remains concealed) & he is bumped back to the jungle hex that has a U.S. concealed squad in it. The bamboo U.S. squad AM’s out & uncovers a Japanese LMG squad in the entered hex. Centre U.S. units (concealed) AM up the trail. In DefFire, 3 shots result in the recently picked up U.S. MMG malfunctioning, and the HMG breaking the DM U.S. ½ squad to death. The DM Japanese ½ squad routs around the bamboo hex towards the west. No Advancing Fire. In Advance, a U.S. squad goes CX to CC the pinned hill-defending Japanese squad: no ambush in the CC Phase, the U.S. 2-1(+1) attack reduces the Japanese squad for no harm in return, normal melee ensues.
In the Japanese turn, the DM Japanese ½ squad on the far right flank fails to self-rally (which was their only chance to come back into the game at that distance). The Japanese are digging in their heels: all units PrepFire. The entrenched LtMtr squad fires WP successfully at the adjacent U.S. ½ squad who rolls snake eyes on the MC & battle hardens to fanatic; the follow up 8(+1) inherent squad fire breaks the U.S. unit on a 2MC. The other 3 shots are unsuccessful. Two DefFire shots against the other Japanese LtMtr squad on the trail do no harm. The U.S. ½ squad routs south. A couple of Japanese units drop back in the Advance Phase. The hilltop melee turns H-to-H: the Japanese LMG ½ squad kills the CX U.S. squad.
Game Turn 6 –
No self-rally for the fanatic U.S. ½ squad. Two PrepFires leaves the Japanese LMG ½ squad pinned. Four DefFires strips one U.S. squad of concealment, then breaks them. The broken squad routs one hex. In Advance, 3 CC’s are initiated: the 8-1 led HMG ½ squad drops their weapon & attacks (going CX) the hilltop Japanese LMG ½ squad, no ambush & the 2-1(0) kills the defender for no loss. A U.S. squad also goes CX & attacks the trail LtMtr striped squad, but the Marauders are ambushed & the Japanese squad withdraws before combat to the hex adjacent to the broken U.S. squad. The last CC pits the concealed U.S. squad + 8-0 leader vs the Japanese LMG squad + 9-1 leader, no ambush, & the defenders wipe out the Marauders on a normal 1-2(-1).
The Japanese see the path to victory in their last turn. The broken ½ squad on the far right self-rallies. In PrepFire, the Japanese HMG team + 1½ squads FG at the adjacent U.S. squad & break them on a 1MC. In Movement, a concealed Japanese stack AM’s adjacent to the trail, whilst the LtMtr squad drops their weapon & goes CX, running south to the kunai hex adjacent to the gully. No DefFire, No Advancing Fire (lack of LOS). In Rout, one U.S. squad joins the hilltop 8-1 leader. In Advance, the Japanese units near the trail spread out & the CX squad moves uphill to DM the broken fanatic U.S. ½ squad. Three Japanese units gain concealment.
Game Turn 7 –
The broken U.S. squad with the Japanese LMG fails to self-rally; the 8-1 leader does rally the DM squad on the hilltop, but with 2½ Good Order squads + the leader to clear 5 Japanese MMC (4 of them concealed), the Marauders concede defeat on the last half turn.
Post-Game –
A second Japanese win, and on the defence. I used the Japanese LtMtrs firing WP quite well, but I forgot to use the Marauders WP grenades (to stripe concealment) on the attack. I’ll have to remember that for the next game, the big one, Maggot Hill.
A115 Blockbusters –
Japanese on the defence for the first time. I’ve reread the rules regarding: the 10% Japanese Hidden Initial Placement, detection of HIP Stealthy troops in jungle & bamboo terrain, and White Phosphorus grenades. The U.S. have to clear the trail & adjacent hexes, plus retain all their original set up area.
Game Turn 1 –
Two squads deploy during Rally. During Movement, a scout ½ squad is KIA on the trail by a HIP Japanese MMG crew, who fires at a second moving U.S. ½ squad but flips (reduces) on the Final Protective Fire shot; then a follow up U.S. squad is broken by Residual Fire. One Advancing Fire shot does nothing. A bamboo concealed Japanese squad reveals themselves to force the broken squad into the gully. All U.S. units are CX after Advance (except 2 leader led squads and one squad in the gully).
In the Japanese turn, a squad fails to deploy. One PrepFire shot breaks a U.S. ½ squad. The defenders shuffle around their defence perimeter a little. DefFire stripes a Japanese squad in bamboo (hot Japanese sniper breaks a U.S. squad on their left flank), who in return, Advances into CC with the CX U.S. ½ squad, ambushes & kills them. All Japanese units are concealed.
Game Turn 2 –
An 8-1 rallies a DM U.S. ½ squad on the trail. No PrepFire, the U.S. units move to envelop the defenders. A ½ squad is broken by DefFirstFire & broken again by FinalFire to remove them. Two Advancing fire shots both fail to effect the defenders. In Advance, two U.S. ½ squads go into CC with separate Japanese units: both Marauder ½ squads kill the Japanese squads, with one U.S. ½ squad dying in the fight.
In the Japanese turn, PrepFire sees a knee Mortar get a CH WP on an adjacent squad, who breaks; during Movement, a 9-1 + LMG squad banzai charge an adjacent U.S. ½ squad and they survive all DefFire. Two other DefFire shots end up pinning a LMG squad & striping a 1st line squad. The banzai units Advancing Fire breaks the U.S. ½ squad, then they drop back in their Advance Phase. The U.S. retreat 2 broken units During Rout. The Japanese conceal 2 units.
Game Turn 3 –
A squad rallies south of the gully. PrepFire breaks a striped squad to a ½ squad on the U.S. right; MMG fire ELR stripes a Japanese LMG squad, then pins them on the RoF shot. In Movement, the concealed U.S. 9-2 MMG squad AM’s up the trail, but they are both broken by a snake eyes shot, surrounded by Japanese units. A bamboo thicket is searched on the right flank. An 8-1 NCO drops back to rally the 2 broken squads on the jungled hill. No Advancing Fire; in Rout, the U.S. 9-2 & squad die for Failure to Rout. In Advance, the right flank platoon squads start ‘clearing’ jungle hexes by occupation; on the left, a MMG squad goes CX into CC with a pinned, striped LMG squad, & a concealed U.S. ½ squad advances into CC with a Japanese stack on the hill clearing. In CC, the MMG vs LMG squad has no ambush, the U.S. squad just misses a result, while the Japanese squad rolls snake eyes to kill the Marauders. The adjacent hex CC action sees the U.S. ambush the Japanese NCO + LtMtr squad but for not result, melee (normal) ensues. American losses were heavy this turn.
In the Japanese turn, 2 U.S. squads rally under the 8-1 leader at the left rear. One PrepFire achieves nothing. A ½ squad on the Japanese left flank strays into an adjacent bamboo hex and breaks after being shot by the U.S. 8-0 led squad. A striped LMG squad goes CX, advances adjacent to a broken U.S. ½ squad to DM them & retires to the jungled hillock again. A HIP ½ squad breaks cover, goes CX and runs to their right. DefFire pins a Japanese ½ squad on the U.S. right. A ½ squad from either side routs away. The existing normal melee turns Hand-to-Hand, with the Japanese killing the U.S. ½ squad. Four Japanese stacks gain concealment.
Game Turn 4 –
A Japanese ½ squad rallies under the 9-1 leader. In PrepFire, a U.S. ½ squad on the right flank rolls snake eyes against the Japanese ½ squad in bamboo, the 2MC is failed with boxcars that removes the Japanese unit. A U.S. squad fires at an adjacent, concealed Japanese stack for no effect. In Movement, a U.S. left flank squad attempts to head off the CX Japanese unit. The 8-0 + squad moves around the right flank. The 8-1, squad & the HMG ½ squad inch forward; one squad strays into bamboo. No DefFire (only one concealed Japanese unit has LOS to a U.S. squad). No Advancing Fire. After the Advance Phase, 7 U.S. units conceal.
In the Japanese 4th Turn, the U.S. ½ squad fails to rally under the 8-1 leader. No PrepFire, the majority of the Japanese units skulk; the one exception is the far right flank ½ squad that makes a break for the backfield, but is pinned by DefFirstFire from the adjacent U.S. squad. Most Japanese stacks return to blocking positions in their Advance Phase.
Game Turn 5 –
The U.S. has three turns to wipe out 5 Japanese concealed stacks. Two Japanese squads attempt to pick up U.S. MMG’s in separate hexes; the one on the trail succeeds, both lose concealment. A good U.S. PrepFire, with 3 shots breaking a ½ squad, pinning a striped squad & striping a full squad on a 1MC. During Movement, a U.S. ½ squad moves adjacent to the two northernmost Japanese stacks; the HMG crew + ½ squad DefFirstFire & break the ½ squad on a 2MC. The right-hand flank U.S. 8-0 leader charges into the other concealed stack, forces the 9-1 Japanese leader to reveal himself (a squad remains concealed) & he is bumped back to the jungle hex that has a U.S. concealed squad in it. The bamboo U.S. squad AM’s out & uncovers a Japanese LMG squad in the entered hex. Centre U.S. units (concealed) AM up the trail. In DefFire, 3 shots result in the recently picked up U.S. MMG malfunctioning, and the HMG breaking the DM U.S. ½ squad to death. The DM Japanese ½ squad routs around the bamboo hex towards the west. No Advancing Fire. In Advance, a U.S. squad goes CX to CC the pinned hill-defending Japanese squad: no ambush in the CC Phase, the U.S. 2-1(+1) attack reduces the Japanese squad for no harm in return, normal melee ensues.
In the Japanese turn, the DM Japanese ½ squad on the far right flank fails to self-rally (which was their only chance to come back into the game at that distance). The Japanese are digging in their heels: all units PrepFire. The entrenched LtMtr squad fires WP successfully at the adjacent U.S. ½ squad who rolls snake eyes on the MC & battle hardens to fanatic; the follow up 8(+1) inherent squad fire breaks the U.S. unit on a 2MC. The other 3 shots are unsuccessful. Two DefFire shots against the other Japanese LtMtr squad on the trail do no harm. The U.S. ½ squad routs south. A couple of Japanese units drop back in the Advance Phase. The hilltop melee turns H-to-H: the Japanese LMG ½ squad kills the CX U.S. squad.
Game Turn 6 –
No self-rally for the fanatic U.S. ½ squad. Two PrepFires leaves the Japanese LMG ½ squad pinned. Four DefFires strips one U.S. squad of concealment, then breaks them. The broken squad routs one hex. In Advance, 3 CC’s are initiated: the 8-1 led HMG ½ squad drops their weapon & attacks (going CX) the hilltop Japanese LMG ½ squad, no ambush & the 2-1(0) kills the defender for no loss. A U.S. squad also goes CX & attacks the trail LtMtr striped squad, but the Marauders are ambushed & the Japanese squad withdraws before combat to the hex adjacent to the broken U.S. squad. The last CC pits the concealed U.S. squad + 8-0 leader vs the Japanese LMG squad + 9-1 leader, no ambush, & the defenders wipe out the Marauders on a normal 1-2(-1).
The Japanese see the path to victory in their last turn. The broken ½ squad on the far right self-rallies. In PrepFire, the Japanese HMG team + 1½ squads FG at the adjacent U.S. squad & break them on a 1MC. In Movement, a concealed Japanese stack AM’s adjacent to the trail, whilst the LtMtr squad drops their weapon & goes CX, running south to the kunai hex adjacent to the gully. No DefFire, No Advancing Fire (lack of LOS). In Rout, one U.S. squad joins the hilltop 8-1 leader. In Advance, the Japanese units near the trail spread out & the CX squad moves uphill to DM the broken fanatic U.S. ½ squad. Three Japanese units gain concealment.
Game Turn 7 –
The broken U.S. squad with the Japanese LMG fails to self-rally; the 8-1 leader does rally the DM squad on the hilltop, but with 2½ Good Order squads + the leader to clear 5 Japanese MMC (4 of them concealed), the Marauders concede defeat on the last half turn.
Post-Game –
A second Japanese win, and on the defence. I used the Japanese LtMtrs firing WP quite well, but I forgot to use the Marauders WP grenades (to stripe concealment) on the attack. I’ll have to remember that for the next game, the big one, Maggot Hill.
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